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.FE7_Installer.event
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#ifndef callHackNew
#define callHackNew(offset) "BYTE $01 $4B $9E $46 $00 $F8 $01 $E0; POIN (offset|0x1)"
#endif
//#define SKILLSYS_INSTALLED
//#define STRMAG_INSTALLED
#include "Extensions/Hack Installation.txt"
#ifndef PROC_CALL_ROUTINE_2
#define PROC_CALL_ROUTINE_2(aprRoutine) "SHORT 0x16 0; POIN aprRoutine"
#endif
#include "Patches/FE7.lyn.event"
#include "Patches/FE7_AsmHooks.lyn.event"
//#define TLP // to use this installer on TLP
//#define JankyPalettes // Uncomment if you want to always use char palettes, even with classes randomized
//#define NeverRandomizeMusic // comment this out if you want music randomized
// it only knows of vanilla song IDs though
#ifndef TextTable
#define TextTable 0xB808AC
#endif
#define setText(textID, offset) "PUSH; ORG (TextTable+4*textID); POIN (offset|0x80000000); POP"
ConfigText:
String("Config") ; BYTE 0
ConfigDescText:
String("Reconfigure the randomizer.") ; BYTE 0
setText(0x119f, ConfigText)
setText(0x11a0, ConfigDescText)
ALIGN 4
CasualModeFlag:
WORD 0xA0
RandomizePrepShop:
WORD 1 // If true, randomize prep shop if player randomizes found items
MinClassBase:
#ifdef TLP
WORD 1
#endif
WORD 0 // If true, stats won't go lower than class bases
RandomizeMovConBonus:
WORD 1
OnlyThievesCanUseLockpicks:
WORD 1
ClassBasedGrowths:
WORD 0
CombinedGrowths:
WORD 0
// Each shop will have one of these items at random
RareItemTableSize:
WORD 17
RareItemTable: // stat boosters / promo items
BYTE 0x5a 0x5b 0x5c 0x5d 0x5e 0x5f 0x60 0x61 0x62 0x63 0x64 0x65 0x66 0x67 0x96 0x87 0x67
#define NeverChangeFromItem(id) "PUSH; ORG ItemExceptions + (id * 2); BYTE 1; POP"
#define NeverChangeIntoItem(id) "PUSH; ORG ItemExceptions + (id * 2) + 1; BYTE 1; POP"
#define NeverChangeItem(id) "PUSH; ORG ItemExceptions + (id * 2); BYTE 1 1; POP" // does both of the above
#define NeverChangeFromClass(id) "PUSH; ORG ClassExceptions + (id * 2); BYTE 1; POP"
#define NeverChangeIntoClass(id) "PUSH; ORG ClassExceptions + (id * 2) + 1; BYTE 1; POP"
#define NeverChangeClass(id) "PUSH; ORG ClassExceptions + (id * 2); BYTE 1 1; POP" // does both of the above
#define NeverChangeChar(id) "PUSH; ORG CharExceptions + (id * 2); BYTE 1 1; POP"
ALIGN 4
ItemExceptions:
FILL(256*2)
ALIGN 4
ClassExceptions:
FILL(256*2)
ALIGN 4
CharExceptions:
FILL(256*2)
#ifndef TLP
NeverChangeIntoClass(4) // 4, 5, 6 are duplicate promoted lords
NeverChangeIntoClass(5)
NeverChangeIntoClass(6)
NeverChangeIntoClass(0xB)
NeverChangeIntoClass(0xF)
NeverChangeIntoClass(0x11)
NeverChangeIntoClass(0x15)
NeverChangeIntoClass(0x17)
NeverChangeIntoClass(0x19)
NeverChangeIntoClass(0x1B)
NeverChangeIntoClass(0x1F)
NeverChangeIntoClass(0x25)
NeverChangeIntoClass(0x29)
NeverChangeIntoClass(0x2B)
NeverChangeIntoClass(0x2F)
NeverChangeIntoClass(0x31)
NeverChangeIntoClass(0x35)
NeverChangeIntoClass(0x37)
NeverChangeIntoClass(0x3D)
#endif
NeverChangeIntoClass(0x4D)
NeverChangeIntoClass(0x52)
NeverChangeIntoClass(0x53)
NeverChangeIntoClass(0x56)
ALIGN 4
ShopText:
String("Shop"); BYTE 0
setText(0x1260, ShopText)
ALIGN 4
MaxItems_Link:
#ifdef TLP
WORD 0xDC
#endif
WORD 0 // If 0, it'll read through your item editor and count
// until it finds an item with an ID that does not match (eg. says 0)
MaxClasses_Link:
#ifdef TLP
WORD 0x5A
#endif
WORD 0 // If 0, it'll read through your class editor and count
// until it finds a class with an ID that does not match (eg. says 0)
PUSH
ORG $CE3F0C //ORG $CE45EC // in CE45E4 //B9395C //CE49D8
PROC_CALL_ROUTINE_2(FE7_StartDifficultySelection)
ORG $67E84
jumpToHack(FE7_RandBattleMusicHook)
ORG $17E9E // by Circles
byte 0x00 0x00
jumpToHack(CasualMode)
#ifndef TLP
ORG $9E9FC // Select any mode on new game
// by Doesnt
BYTE $1F $20 $70 $47
#endif
//ORG $A06E2
//SHORT $46c0 $46c0 // don't reset game time on new game
ORG $2FA48 // fe7
callHackNew(DroppableItemHook_FE7) // enemies in fe6 do not drop items, so unnecessary there
ORG $2DFCA // Default game speed option to fast by 7743 ported by Vesly
BYTE $d0 $22
/*
OFF:0x02DFCA=0x02 0x40
FAST_A:0x02DFCA=0xd0 0x22
FAST_CURSOL_A:0x02DFCA=0xc0 0x22
FAST_A_TERRAINOFF:0x02DFCA=0xd2 0x22
FAST_CURSOL_A_TERRAINOFF:0x02DFCA=0xc2 0x22
*/
// Merlinus can use supply on maps
// by Gryz / Vesly
ORG $22D60; SHORT $2800 $D023 // if no Merlinus unit found, exit
SHORT $1C03 $6818 $2800 $D01F
ORG $22D94; SHORT $DD08
// Merlinus no autopromote
//ORG $8F082; BYTE level
ORG $21E3E; BYTE 0xC0 0x46 0xC0 0x46 // Merlinus can trade
ORG $23D08; BYTE 0xC0 0x46 0xC0 0x46 // Units can trade Merlinus
ORG $4049F0 // Don't draw "mov"
BYTE $94 $31 $00 $02 $0E $35 $00 $02 $03 $00 $00 $00 $24 $27 $CC $08
ORG $404a40; WORD 0 0 0 0
ORG $7FE78
FILL($7FFDC - $7FE78) // nop out the vanilla draw bar stuff
ORG $7FFD0 // our new version
callHackNew(DrawBarsOrGrowths)
ORG $813E0
FILL($81400 - $813E0)
ORG $813E2
SHORT $1C28
callHackNew(StatScreenSelectLoop)
#define jumpToHack_r1(offset) "BYTE 0x00 0x49 0x08 0x47; POIN (offset|0x1)"
#ifndef JankyPalettes
ORG $53230
jumpToHack_r1(MaybeUseGenericPalette_FE7)
//ORG $53242
//SHORT $2000 // always use generic palette (by Vesly)
#endif
// in 8019E5C BuildBestMovementScript
// Fix REDA / MOVE from crashing on impassible terrain
// by 7743 - ported to fe7 by Vesly
//ORG 0x01A77E; // fe8 version
ORG 0x19F9A // fe7u
// looks like code is the same
BYTE 0xFF 0x2D 0x29 0xDA 0x02 0x99 0x08 0x70 0x04 0x9B 0x02 0x93
// Zero out movement if ai4
ORG $19BE4
jumpToHack(NullifyMov)
//Patches Tutorial Disabler (PatchForm) Tutorial Disabler2024-03-13 6:22:07 PM
ORG $D7C6
BYTE $00 $00;
ORG $D842
BYTE $04 $E0;
ORG $02DF06
BYTE $07 $E0;
ORG $078FC8
BYTE $00 $20 $70 $47;
ORG $079004
BYTE $00 $20 $70 $47;
ORG $07905C
BYTE $00 $20 $70 $47;
ORG $0790C4
BYTE $00 $20 $70 $47;
ORG $079104
BYTE $00 $20 $70 $47;
ORG $25C0C
jumpToHack(HP_Bars) // by Tequila
ORG $155A0 //fe6-15B54 //load more graphics
BYTE 0x18
//ORG $2CB22 //force subtitles on (not necessary, we're not using this anymore)
//SHORT 0x46C0
ORG $155BC //fe6-15B70
POIN HPBarGraphic
// DangerZone by Circles
ORG 0x1c3e0
BYTE 0x69 0xf0 0x4c 0xfc 0x2 0x4a 0x91 0x69 0x50 0x69 0x2 0x4b 0x4 0xe0 0xc0 0x46 0xb8 0xbb 0x2 0x2 0x23 0x60 0x2 0x8 0x0 0xf0 0x1 0xf8 0x1 0xe0 0x10 0xb5 0x18 0x47 0x5 0xf0 0xe7 0xf8 0x19 0xe0 0xc0 0x46 0x4 0x1c 0x0 0x2c
ORG 0x1c40f
BYTE 0xd0 0x50 0xf0 0x50 0xfc 0x20 0x1c 0xa 0xf0 0xbd 0xf8 0x69
ORG 0x1c41c
BYTE 0x2d 0xfc 0x30 0x1c 0x16 0xf0 0xa4 0xf9 0x2d 0xe0 0x0 0x0 0xf8 0x57 0xb8 0x8
ORG 0x1c8ab
BYTE 0xe0
// 92220
// Shop in fe7 by Vesly
// 922FC as nop = can always sell
//ORG $922FC; SHORT $46C0
// 9230E as nop: can use sell/shop if no items
ORG $9230E; SHORT $46C0
// goes to label B in CC4448
ORG $B7CF2A; BYTE $7E $1A $64 $12 // rename "Sell" into "Shop"
//ORG $91FBE; SHORT $2400 // make "Shop" white
// Enable Trnsfr always
//ORG $9177C; SHORT $2100 // make "Trnsfr" white
// enable give all
//ORG $92344; SHORT $46C0 // skip first branch
//ORG $92358; SHORT $E008 // always branch
//ORG $92378; SHORT $46C0 // skip 3rd branch
// enable trnsfr
//ORG $92330; SHORT $46C0
// 91354 - [20252cc+0x2B]!!
ORG $8EF16
#define SupplyUnitID 0x28 // Merlinus //0x3 Lyn
SHORT $6800 $7900 $46c0 $46c0 $46c0 $46c0 $46c0; BYTE SupplyUnitID $28; SHORT $D003
// search for unit id instead of "supply" 0x200 bitflag
// Anti-Huffman by Hextator & ported by 7743
ORG 0x4364; BYTE $00 $B5 $C2 $0F $00 $2A $02 $D0 $0E $F0 $86 $FC $03 $E0 $02 $4A $12 $68 $BB $F0 $6D $FC $00 $BD $40 $39 $00 $03
ORG 0x12C6C; BYTE $02 $49 $28 $1C $00 $F0 $14 $F8 $35 $60 $0C $E0 $B4 $A5 $02 $02 $80 $23 $1B $06 $C0 $1A $02 $78 $0A $70 $01 $31 $01 $30 $00 $2A $F9 $D1 $70 $47
// fe6: 8034BF0 // doesn't seem to check unit bitflags? can any enemy unit in fe6 use a lockpick already?
ORG $3BB9C; SHORT $46C0 // any ai can use lockpick from 803BB40
ORG $4F40
SHORT $46C0 $46C0 // don't erase bg when setting up debug font
ORG $404B60 // in 80804C8
POIN DisplayPage0|1
// normally it is: POIN 0x807FDf1 0x80800B5 0x8080425 0x0807fdf1
// as page 1, 2, 3, ??
ORG $B95AFC
POIN NewChMenu
ORG 0x179C
callHackNew(RandColoursHook)
SHORT 0x46C0
POP
ALIGN 4
DIS_matrixTable:
#incbin "matrixTable.bin"
ALIGN 4
NeverRandomizeColours:
WORD 0
ALIGN 4
NewChMenu:
BYTE $C4 $3F $1C $08 $E2 $10 $70 $03 $00 $6A $00 $00 $F9 $A8 $04 $08 $00 $00 $00 $00 $95 $15 $02 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $A8 $3E $1C $08 $E3 $10 $71 $03 $00 $6B $00 $00 $F9 $A8 $04 $08 $00 $00 $00 $00 $C5 $15 $02 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $BC $3F $1C $08 $E4 $10 $72 $03 $00 $6C $00 $00 $F9 $A8 $04 $08 $00 $00 $00 $00 $B1 $15 $02 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $B4 $3F $1C $08 $E5 $10 $73 $03 $00 $6D $00 $00 $45 $15 $02 $08 $00 $00 $00 $00 $5D $15 $02 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00
BYTE $AC $3F $1C $08 ; SHORT $119f $11a0; BYTE $00 $71 $00 $00 $F9 $A8 $04 $08 $00 $00 $00 $00; POIN MenuStartConfigMenu; BYTE $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00
// End
BYTE $AC $3F $1C $08 $E9 $10 $74 $03 $00 $71 $00 $00 $F9 $A8 $04 $08 $00 $00 $00 $00 $81 $15 $02 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $FF $FF $FF $FF
ALIGN 4
NullifyMov:
BYTE $0C $06 $24 $16 $EB $7A $40 $2B $11 $DB $44 $23 $EB $5C $03 $2B $0D $D1 $42 $23 $EB $5C $03 $2B $07 $D0 $42 $23 $EB $5C $06 $2B $03 $D0 $41 $23 $EB $5C $20 $2B $01 $D1 $03 $48 $02 $E0 $03 $4B $9E $46 $00 $F8 $02 $4B $18 $47 $44 $19 $8F $08 $D4 $87 $01 $08 $ED $9B $01 $08 $C0 $46 $C0 $46 $C0 $46 $C0 $46 $C0 $46 $C0 $46
ALIGN 4
HP_Bars:
BYTE $F0 $B4 $84 $B0 $6A $48 $00 $78 $20 $21 $08 $42 $00 $D0 $AD $E0 $00 $20 $00 $90 $10 $21 $61 $56 $09 $01 $66 $4A $0C $23 $D0 $5E $0B $1A $11 $20 $20 $56 $00 $01 $0E $21 $51 $5E $42 $1A $19 $1C $10 $31 $80 $20 $40 $00 $81 $42 $24 $D8 $10 $1C $10 $30 $B0 $28 $20 $D8 $01 $21 $00 $91 $01 $93 $02 $92 $5B $49 $03 $91 $13 $20 $20 $56 $12 $21 $61 $56 $88 $42 $14 $DA $08 $1A $0B $22 $50 $43 $06 $DF $56 $49 $8E $46 $82 $00 $62 $4B $D2 $18 $12 $68 $03 $99 $01 $9B $58 $18 $02 $39 $08 $40 $02 $99 $FB $31 $FF $23 $19 $40 $00 $23 $00 $F8 $4E $4E $36 $68 $00 $2E $07 $D0 $F0 $7A $C0 $21 $08 $42 $03 $D1 $30 $7B $01 $21 $08 $42 $03 $D1 $49 $48 $00 $21 $01 $60 $63 $E0 $47 $48 $01 $78 $02 $29 $44 $D0 $41 $78 $E2 $7A $8A $42 $02 $DC $02 $21 $01 $70 $3D $E0 $42 $70 $01 $21 $01 $70 $00 $27 $3B $48 $00 $78 $10 $21 $08 $42 $23 $D1 $E0 $7A $80 $21 $08 $42 $1F $D0 $1E $25 $61 $5B $00 $29 $1B $D0 $20 $1C $3A $4A $96 $46 $00 $F8 $00 $28 $0C $D0 $60 $5B $31 $1C $37 $4A $96 $46 $00 $F8 $00 $28 $09 $D1 $60 $5B $35 $49 $8E $46 $00 $F8 $18 $28 $06 $DC $02 $35 $26 $2D $E6 $DD $04 $E0 $01 $20 $07 $43 $01 $E0 $02 $20 $07 $43 $30 $68 $00 $79 $21 $68 $09 $79 $2D $4A $96 $46 $00 $F8 $00 $28 $01 $D0 $04 $20 $07 $43 $26 $48 $02 $30 $E1 $7A $40 $18 $07 $70 $1A $E0 $23 $4D $02 $35 $E0 $7A $2D $5C $00 $2D $14 $D0 $01 $20 $28 $42 $03 $D0 $00 $20 $69 $46 $00 $F0 $16 $F8 $02 $20 $28 $42 $03 $D0 $08 $20 $69 $46 $00 $F0 $0F $F8 $04 $20 $28 $42 $03 $D0 $10 $20 $69 $46 $00 $F0 $08 $F8 $04 $B0 $F0 $BC $30 $20 $20 $5C $00 $07 $00 $0F $17 $49 $08 $47 $30 $B5 $0A $68 $00 $2A $12 $D0 $04 $1C $0D $1C $0C $49 $8E $46 $E9 $68 $68 $68 $40 $18 $0B $30 $02 $39 $08 $40 $A9 $68 $EE $31 $FF $22 $11 $40 $36 $22 $7A $44 $12 $19 $00 $23 $00 $F8 $30 $BC $01 $BC $00 $47 $39 $BC $02 $02 $B8 $BB $02 $02 $01 $02 $00 $00 $88 $43 $00 $08 $90 $46 $00 $03 $C0 $AC $03 $02 $A4 $61 $01 $08 $20 $68 $01 $08 $28 $73 $01 $08 $FC $89 $07 $08 $17 $5C $02 $08 $01 $00 $0F $00 $FF $01 $76 $08 $01 $00 $0F $00 $FF $01 $77 $08 $01 $00 $0F $40 $EE $01 $70 $08
POIN HPFramePointers
ALIGN 4
HPFrames:
BYTE $01 $00 $0F $40 $FF $01 $12 $08 $01 $00 $0F $40 $FF $01 $14 $08 $01 $00 $0F $40 $FF $01 $16 $08 $01 $00 $0F $40 $FF $01 $32 $08 $01 $00 $0F $40 $FF $01 $34 $08 $01 $00 $0F $40 $FF $01 $36 $08 $01 $00 $0F $40 $FF $01 $52 $08 $01 $00 $0F $40 $FF $01 $54 $08 $01 $00 $0F $40 $FF $01 $56 $08 $01 $00 $0F $40 $FF $01 $72 $08 $01 $00 $0F $40 $FF $01 $74 $08 $01 $00 $0F $40 $FF $01 $76 $08
ALIGN 4
HPFramePointers: //HINT=POINTER_ARRAY
POIN HPFrames
POIN HPFrames+8
POIN HPFrames+16
POIN HPFrames+24
POIN HPFrames+32
POIN HPFrames+40
POIN HPFrames+48
POIN HPFrames+56
POIN HPFrames+64
POIN HPFrames+72
POIN HPFrames+80
POIN HPFrames+88
ALIGN 4
HPBarGraphic:
BYTE $10 $00 $0C $00 $28 $00 $00 $60 $01 $F0 $00 $02 $3F $F0 $FF $00 $3F $33 $EF $F3 $25 $EE $FF $5E $02 $E2 $EE $FF $2E $EE $EE $10 $18 $FF $82 $00 $03 $E3 $0F $00 $00 $3E $00 $03 $F4 $80 $00 $0B $43 $FF $FF $00 $EE $EE $2E $02 $0F $EE $2E $22 $0F $00 $00 $0B $F0 $00 $33 $F3 $00 $2F $22 $F2 $00 $EF $3C $FE $FF $00 $03 $00 $2F $10 $30 $40 $01 $FF $7F $00 $F7 $FF $7F $A7 $79 $F7 $7F $87 $00 $78 $F7 $8F $A9 $AA $F8 $AF $98 $03 $89 $FA $7F $A7 $7A $F7 $10 $03 $10 $1B $00 $77 $77 $77 $77 $97 $99 $99 $D9 $00 $90 $BB $BB $07 $70 $BB $9B $0D $00 $00 $67 $7B $00 $00 $67 $DB $00 $01 $00 $B0 $07 $00 $00 $70 $0D $10 $4C $00 $FF $F0 $33 $33 $33 $3F $F3 $FF $37 $FF $1F $00 $7F $10 $03 $EF $80 $03 $00 $B3 $00 $6D $52 $EF $00 $03 $3F $00 $AB $FF $25 $20 $07 $F0 $55 $E3 $00 $03 $E2 $20 $03 $FF $00 $23 $FF $00 $93 $04 $EE $F3 $00 $00 $52 $00 $25 $2E $F5 $84 $00 $0B $32 $0F $00 $EE $00 $CC $EE $3E $C0 $00 $14 $10 $01 $10 $01 $00 $00 $11 $11 $07 $00 $10 $11 $11 $01 $10 $03 $10 $0B $20 $13 $E6 $90 $01 $40 $23 $F0 $1B $00 $00 $10 $0D $50 $03 $10 $FF $80 $03 $20 $10 $F0 $02 $81 $1C $91 $29 $F0 $2B $00 $1E $F0 $1F $FA $C0 $22 $F0 $61 $90 $3F $F0 $7F $D0 $1F $F0 $11 $5F $E6 $22 $EC $F6 $20 $03 $C5 $CC $F5 $50 $0B $00 $14 $6F $6C $0F $21 $5A $D0 $01 $83 $ED $F7 $00 $00 $D0 $EE $77 $0F $ED $EE $77 $00 $F7 $7F $77 $66 $D6 $F0 $77 $66 $0F $0D $00 $7F $D6 $00 $3C $00 $1B $C0 $01 $20 $4F $1C $BB $BB $BB $10 $07 $F0 $FD $20 $D3 $0F $BB $1F $BB $DB $0F $10 $07 $F1 $1D $F0 $3F $F1 $32 $10 $3F $7B $DD $F0 $3F $F0 $7F $F1 $5B $50 $3F $DB $70 $3F $12 $E3 $00 $FF $5E $EE $EE $EF $F3 $E3 $EE $B3 $02 $FB $22 $32 $4F $70 $01 $EE $F2 $02 $EB $02 $26 $58 $2E $00 $2D $42 $12 $4B $F1 $C3 $00 $F0 $BB $11 $FB $00 $BF $00 $03 $AF $FA $FF $00 $03 $C1 $C1 $77 $10 $1F $77 $F7 $00 $7F $66 $01 $52 $61 $F6 $F3 $1F $20 $1F $CC $FC $00 $CF $00 $03 $E0 $02 $E3 $F0 $1F $52 $FF $C3 $F5 $FF $1F $CC $04 $05 $00 $2F $55 $5C $02 $F7 $C5 $05 $0A $EF $0F $50 $5C $02 $FF $C5 $32 $E7 $24 $BC $12 $FB $23 $42 $0F $03 $C7 $20 $03 $30 $BF $43 $3E $00 $0F $EE $F4 $E3 $0F $EE $0F $FF $3C $00 $E2 $00 $BF $10 $03 $03 $B5 $60 $C7 $EE $EE $1F $EE $EE $0E $00 $07 $F0 $03 $30 $03 $E3 $03 $D3 $17 $C2 $F2 $F8 $A3 $11 $F0 $34 $23 $22 $03 $8E $55 $D4 $00 $A6 $10 $03 $FF $20 $03 $E3 $00 $03 $34 $33 $40 $33 $10 $DB $22 $22 $32 $53 $55 $35 $08 $EE $4E $EE $55 $00 $03 $FF $EE $4E $36 $FF $3F $30 $07 $00 $F2 $53 $12 $FF $43 $E6 $5F $00 $0F $F5 $05 $F0 $0F $EF $0F $F0 $AA $00 $07 $FF $00 $07 $EF $00 $07 $5F $10 $EF $EE $00 $F4 $00 $F0 $4E $F5 $FF $FF $4E $00 $EF $4E $E5 $4E $EF $E4 $54 $4E $00 $EF $E5 $F4 $EE $E4 $E5 $F4 $44 $23 $45 $45 $00 $15 $FF $FF $E3 $04 $B0 $10 $1F $00 $EE $34 $3E $F5 $4E $E5 $E5 $F4 $80 $10 $1F $4E $3F $3E $F4 $54 $5F $44 $80 $10 $1F $0F $00 $CC $CC $CC $C0 $23 $00 $22 $32 $3C $22 $A2 $25 $2C $22 $20 $A2 $AA $00 $03 $A2 $2C $D2 $AA $32 $0C $3C $A2 $DA $22 $00 $17 $02 $0F $00 $00 $57 $0C $00 $03 $C3 $00 $03 $C2 $C0 $03 $10 $17 $F2 $FF $8C $01 $AF $11 $11 $11 $F2 $FF $72 $7F $11 $DD $F7 $F2 $BF $F0 $3F $F4 $1B $50 $3F $D1 $F0 $3F $B0 $3F $01 $3C $D4 $F3 $7F $70 $3F $DD $80 $3F $CD $03 $C2 $BC $0C $02 $70 $0C $CD $0D $57 $CB $00 $09 $CB $00 $00 $77 $C0 $0C $70 $BB $0C $00 $01 $BC $51 $CB $00 $BC $B5 $CA $20 $33 $52 $70 $00 $E8 $17 $30 $1D $00 $C0 $10 $F4 $D0 $64 $D7 $00 $14 $00 $0C $D0 $DC $00 $10 $66 $66 $00 $C0 $5C $55 $F5 $FC $55 $FF $55 $08 $5C $F5 $55 $55 $00 $07 $FF $40 $F4 $02 $55 $55 $00 $C0 $C4 $CC $50 $73 $66 $B7 $10 $77 $06 $01 $C4 $00 $03 $F5 $00 $03 $10 $0F $60 $01 $48 $60 $00 $3F $F6 $5F $00 $37 $F5 $5F $5C $59 $55 $20 $47 $5F $00 $4F $00 $3F $CC $C4 $90 $3F $B4 $10 $37 $55 $10 $3F $00 $7F $44 $D0 $D4 $C0 $CC $02 $CC $00 $1C $11 $11 $C0 $01 $37 $C0 $1F $41 $41 $41 $10 $07 $10 $0F $20 $17 $40 $22 $10 $B6 $56 $C1 $40 $03 $11 $00 $0C $C1 $00 $03 $21 $BF $CC $20 $CC $0C $00 $2F $C1 $1C $96 $91 $16 $00 $1C $61 $66 $11 $1C $11 $16 $11 $FE $20 $07 $00 $0F $20 $47 $80 $3F $90 $03 $10 $47 $10 $5C $AA $00 $AA $AA $00 $1A $11 $C1 $00 $CC $41 $AC $00 $11 $1A $0C $00 $A0 $C1 $20 $0F $6F $AA $02 $56 $10 $3B $1A $F6 $01 $00 $33 $40 $3F $F2 $3F $FF $D1 $CC $F6 $3F $A0 $1B $37 $00 $F5 $83 $44 $53 $10 $03 $F6 $81 $F8 $C0 $1F $00 $A8 $F6 $A5 $91 $5B $00 $A5 $1C $51 $00 $00 $C0 $CE $34 $05 $EC $CC $4C $F3 $43 $55 $01 $A3 $EC $11 $11 $F3 $10 $0B $13 $40 $DE $F5 $FF $22 $7F $D3 $F5 $FF $F2 $7F $F7 $1D $40 $3F $44 $3D $44 $DD $F6 $3F $F2 $BF $F7 $5D $50 $3F $D4 $F0 $3F $CF $F2 $FF $20 $3F $C0 $AA $00 $DF $F1 $01 $70 $FE $00 $03 $78 $BC $00 $22 $10 $07 $F7 $CD $32 $BF $60 $56 $55 $20 $55 $F6 $02 $B7 $56 $F5 $55 $F5 $F6 $01 $55 $5F $55 $60 $FC $F5 $FF $92 $7B $EB $A2 $BF $00 $03 $D0 $6E $A0 $02 $43 $A0 $02 $43 $32 $3F $78 $0A $20 $0B $80 $3E $F8 $44 $E0 $01 $CC $0C $00 $63 $C0 $00 $34 $12 $F3 $1C $14 $14 $32 $FB $12 $BB $FF $B0 $44 $D2 $BB $30 $3A $F1 $FF $F8 $B5 $F8 $C7 $80 $BD $00 $4E $5B $A0 $00 $6B $C0 $F2 $47 $00 $01 $0A $D0 $6F $D0 $01 $81 $02 $C3 $F0 $EE $FE $00 $EF $EE $06 $A1 $03 $AA $FA $0F $F0 $AA $FA $27 $4F $12 $A3 $E0 $21 $CF $F0 $1B $A0 $1F $FF $33 $F3 $0F $3F $07 $33 $33 $0F $F0 $31 $07 $A4 $1A $1C $C3 $33 $E0 $12 $E3 $F0 $23 $F4 $3B $C0 $11 $88 $18 $C0 $1F $81 $88 $88 $20 $03 $00 $0B $94 $3F $94 $3B $E4 $3F $87 $F8 $FF $FF $F0 $CC $DD $F2 $BF $F5 $7F $F8 $FF $B8 $50 $3F $DC $F0 $3F $F5 $BF $40 $3F $43 $54 $00 $00 $30 $CE $EC $05 $E3 $CE $EC $FE $42 $E4 $10 $03 $EE $EE $FE $E5 $00 $07 $50 $A0 $01 $33 $00 $02 $86 $00 $42 $44 $00 $20 $00 $D3 $3D $04 $32 $D3 $3D $53 $34 $E0 $10 $03 $07 $57 $10 $07 $40 $33 $33 $05 $00 $00 $54 $55 $00 $00
ALIGN 4
CasualMode:
BYTE $10 $B4 $14 $1C $00 $F0 $13 $F8 $00 $28 $01 $D1 $05 $23 $00 $E0 $09 $23 $E0 $68 $05 $21 $C9 $43 $08 $40 $19 $1C $08 $43 $E0 $60 $20 $1C $06 $4B $00 $F0 $02 $F8 $10 $BC $05 $4B $18 $47 $00 $B5 $A0 $20 $04 $4B $FF $F7 $FA $FF $00 $BD $00 $00 $45 $68 $02 $08 $B3 $7E $01 $08 $F9 $98 $07 $08
//#define GetUnitMaxHp 0x08019191
#define GetUnitPower 0x08018AD1
#define GetUnitSkill 0x08018AF1
#define GetUnitSpeed 0x08018B31
#define GetUnitDefense 0x08018B71
#define GetUnitResistance 0x08018B91
#define GetUnitLuck 0x08018BB9
#define SS_STR "WORD 11; POIN GetUnitUnadjustedPow GetUnitPower GetUnitMaxPow GetUnitPowGrowth"
#define SS_SKL "WORD 12; POIN GetUnitUnadjustedSkl GetUnitSkill GetUnitMaxSkl GetUnitSklGrowth"
#define SS_SPD "WORD 13; POIN GetUnitUnadjustedSpd GetUnitSpeed GetUnitMaxSpd GetUnitSpdGrowth"
#define SS_LCK "WORD 14; POIN GetUnitUnadjustedLck GetUnitLuck GetUnitMaxLck GetUnitLckGrowth"
#define SS_DEF "WORD 15; POIN GetUnitUnadjustedDef GetUnitDefense GetUnitMaxDef GetUnitDefGrowth"
#define SS_RES "WORD 16; POIN GetUnitUnadjustedRes GetUnitResistance GetUnitMaxRes GetUnitResGrowth"
#define SS_MAG "WORD 17; POIN GetUnitUnadjustedMag GetUnitMagic GetUnitMaxMag GetUnitMagGrowth"
#define SS_BLANK "WORD 0 0 0 0 0"
#define SS_MOV "WORD 1; POIN GetUnitUnadjustedMov GetUnitMov GetUnitMaxMov GetUnitHPGrowth" // yes, hp
#define SS_CON "WORD 2; POIN GetUnitUnadjustedCon GetUnitCon GetUnitMaxCon 0"
#define SS_AID "WORD 3; POIN 0 0 0 0"
#define SS_TRV "WORD 4; POIN 0 0 0 0"
#define SS_AFN "WORD 5; POIN 0 0 0 0"
#define SS_COND "WORD 6; POIN 0 0 0 0"
#define SS_TALK "WORD 7; POIN 0 0 0 0"
#define SS_SKILLS "WORD 8; POIN 0 0 0 0"
#define SS_SKILLICONS1 "WORD 9; POIN 0 0 0 0"
#define SS_SKILLICONS2 "WORD 10; POIN 0 0 0 0"
ALIGN 4
gStatScreenFunction:
SS_Page0_Layout:
#ifndef SKILLSYS_INSTALLED
// Left side
SS_STR
SS_SKL
SS_SPD
SS_LCK
SS_DEF
SS_RES
SS_BLANK
SS_BLANK
// Right side below
SS_MOV
SS_CON
SS_AID
SS_TRV
SS_AFN
SS_COND
SS_BLANK
SS_BLANK // must have 16 entries
#endif
#ifndef STRMAG_INSTALLED
ALIGN 4
SS_Page0_Layout_Skills:
// Left side
SS_STR
SS_SKL
SS_SPD
SS_LCK
SS_DEF
SS_RES
SS_MOV
SS_CON
// Right side
SS_AID
SS_TRV
SS_AFN
SS_COND
SS_TALK
SS_SKILLS
SS_SKILLICONS1
SS_SKILLICONS2
#endif
#ifdef STRMAG_INSTALLED
ALIGN 4
SS_Page0_Layout_Skills:
SS_STR
SS_MAG
SS_SKL
SS_SPD
SS_LCK
SS_DEF
SS_RES
SS_MOV
// Right side
SS_CON
SS_AID
SS_COND // SS_TRV alternates with?
SS_AFN
SS_TALK
SS_SKILLS
SS_SKILLICONS1
SS_SKILLICONS2
#endif
ALIGN 4
SS_EnableBWL:
#ifdef SKILLSYS_INSTALLED
WORD 0
#endif
WORD 1
VramDest_DebugFont:
WORD 0x3000 // in glowy or 0x3000 ? // 0x4800
ALIGN 4
//PUSH
//ORG $3FCA4C
//Tsa_StatScreenPage0:
//POP
Tsa_StatScreenPage0:
// normally at 83FCA4C
// drag the aFE7_Page0_TSA.tmx onto atmx2tsa.bat
// drag the aFE7_Page0_TSA.dmp onto CompressToFile.exe in EA/Tools
#ifndef SKILLSYS_INSTALLED
// vanilla tsa
BYTE $10 $D4 $02 $00 $0F $12 $12 $00 $00 $F0 $01 $F0 $01 $F0 $01 $F0 $01 $FE $F0 $01 $F0 $01 $F0 $01 $F0 $01 $F0 $01 $F0 $01 $50 $01 $07 $34 $00 $08 $F0 $01 $A0 $01 $09 $00 $25 $04 $00 $6F $05 $F0 $01 $A0 $01 $06 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $FF $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $FF $F0 $25 $F0 $01 $F0 $25 $F0 $17 $F0 $25 $F0 $25 $F0 $25 $F0 $25 $F1 $F0 $01 $F0 $25 $F0 $01 $40 $25 $01 $00 $02 $F0 $01 $A0 $A0 $01 $03 $00 $25 $00 $00 $10 $D4 $02 $00 $0C $12 $12 $00 $00 $F0 $01 $F0 $01 $07 $00 $68 $08 $F0 $01 $A0 $01 $09 $00 $25 $04 $00 $05 $DF $F0 $01 $A0 $01 $06 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $FF $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $FF $F0 $01 $F0 $25 $F0 $17 $F0 $25 $F0 $25 $F0 $25 $F0 $25 $F0 $01 $FF $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $E3 $F0 $25 $F0 $01 $C0 $25 $01 $00 $02 $F0 $01 $A0 $01 $40 $03 $00 $25 $10 $D4 $02 $00 $0F $12 $12 $00 $00 $F0 $01 $F0 $01 $F0 $01 $F0 $01 $06 $00 $00 $07 $00 $08 $F0 $01 $A0 $01 $09 $8D $00 $25 $04 $00 $05 $F0 $01 $A0 $01 $06 $F0 $25 $FF $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $FF $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $01 $F0 $25 $F0 $17 $F0 $25 $E3 $F0 $25 $F0 $25 $20 $25 $74 $00 $75 $F0 $01 $60 $01 $3F $74 $04 $F0 $4B $F0 $01 $F0 $71 $F0 $01 $F0 $25 $F0 $01 $E3 $F0 $25 $F0 $01 $90 $25 $01 $00 $02 $F0 $01 $A0 $01 $40 $03 $00 $25 $00 $00 $00 $00
#else
#incbin "aFE7_Page0_TSA_comp.dmp"
ALIGN 4
WORD 0
#endif
ALIGN 4
SkillSysInstalled:
#ifdef SKILLSYS_INSTALLED
WORD 1
#endif
WORD 0
StrMagInstalled:
#ifdef STRMAG_INSTALLED
WORD 1
#endif
WORD 0
#ifndef SKILLSYS_INSTALLED
ALIGN 4
prConGetter:
prAidGetter:
prMovGetter:
Growth_Getter_Table:
Skill_Getter:
Get_Hp_Growth:
Get_Str_Growth:
Get_Skl_Growth:
Get_Spd_Growth:
Get_Luk_Growth:
Get_Def_Growth:
Get_Res_Growth:
prMaxHPGetter:
WORD 0
#endif
#ifndef STRMAG_INSTALLED
MagClassTable:
MagCharTable:
prMagGetter:
Get_Mag_Growth:
WORD 0
#endif
AlwaysRemoveGlowy: // stat screen fe8
WORD 0
DefaultConfigToVanilla:
WORD 0
MaxWeaponHitrate:
WORD 250 // make this 125 if you like
#ifndef IconOrrValue
#define IconOrrValue 0x100
#endif
ALIGN 4
IconOrr:
WORD IconOrrValue
// if you don't have a max hp getter, these are used
PlayerMaxHP:
WORD 60
EnemyBossMaxHP:
WORD 80
EnemyMaxHP:
WORD 60
ALIGN 4
UseAutoGetters:
#ifdef DoNotUseAutoGetters
WORD 0
#else
WORD 1
#endif
ALIGN 4
NeverRandomizeBGM:
#ifdef NeverRandomizeMusic
WORD 1
#else
WORD 0
#endif
ALIGN 4
RandValues:
WORD 0x203eb30 // BWL + 0x3a Bramimond +0
RandBitflags:
WORD 0x203eb34 // BWL + 0x3a Bramimond +4
MaxItems:
WORD 0x203eb38 // BWL + 0x3a Bramimond +8
MaxClasses:
WORD 0x203eb39