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Well.. I'm lost with this...


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12 replies to this topic

#1 shadowofchaos

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Posted 30 December 2009 - 12:01 PM

This is Xeld's fix for units that have physical weapons and magic with those battle animations, and the weapon level displays...

QUOTE (Xeld)

This hack seems to work.

CODE
This hack causes melee animations to be used,
"Str" to be displayed
and melee weapon levels to be displayed
for a unit that has a melee weapon equipped,
and magic animations to be used,
"Mag" to be displayed
and magic weapon levels to be displayed
for a unit that has a magic weapon equipped:

.org    0x080184DC
push {lr}   @
@-------------------------------@Get uses/equipped weapon of unit pointed at by r0
bl    0x08016764
lsl r0, r0, #0x18 @
lsr r0, r0, #0x18 @
ldr r1,   ITEM_TABLE_REF
ldr r1, [r1]  @r1 points to item table
mov r2, r0  @
lsl r0, r0, #0x03 @
add r0, r0, r2 @
lsl r0, r0, #0x02 @
add r0, r0, r1 @Indexing of item table complete
ldrb r0, [r0, #0x08] @
mov r1, #0x02  @"Use magic animation?"
and r0, r1  @
lsr r0, r0, #0x01 @r0 == 1 or 0, guaranteed
pop {pc}   @
.align    2
   ITEM_TABLE_REF:
.long    0x08016060

Good luck figuring out how to apply it, though.

Also, Lawliet apparently did this much easier. I'm not sure his solution is as functional though.

Edit: Yeah, Lawliet's version of this hack screws up the stat and weapon level menus. This hack doesn't, and is still compatible with expanded item tables despite using the item table for getting the item data outside of battle.


Anyone else at a loss on how to apply it? XD

He deserves two kinds of thanks:

1. Thanks for doing this in the first place

2. Thanks for losing me on how to apply this thing >_>
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#2 Fire Blazer

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Posted 30 December 2009 - 03:22 PM

It's just a bunch of arm (or maybe thumb? I don't know for sure but you could find out by just trying to assemble the instructions both ways and see which one works, or find some key way to recognize which type of instructions it is) instructions, just put it in a text file and run it with an assembler and bam you got a hack. lol, easier said than done.

It's not nearly as good as Nintenlord's but eh, it'd do for now. Nintenlord's code is more elaborate and works on actually implementing both stats at once as opposed to just fixing the problem with having a magic weapon and a physical weapon at the same time. Also he may or may not like you sharing this with other people.

EDIT: Eh, I'm probably completely wrong on this but ITEM_TABLE_REF looks like a variable that is supposed to be used in conjunction with some other ASM code (probably something of FEditor). In otherwords ITEM_TABLE_REF is an offset to the item table, which could be almost anywhere due to expansion of said item tables. So instead of just using the default address for the item table it's likely using whatever the repointed address is and I think some separate code actually defines the item table in terms of an offset (possibly by recognition of a pointer to the item table in terms of a pointer, since the location of that pointer wouldn't change despite the actual data it points to/the location of the item table changing).

That being said if you knew assembly you could probably substitute an offset in there and have the hack work the same way but only on a definite area as opposed to a variable area described by "ITEM_TABLE_REF".

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#3 shadowofchaos

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Posted 31 December 2009 - 01:15 AM

Xeld, you are AWESOME user posted image



Patch for the Spell and Weapon Animations here: Click
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#4 Fire Blazer

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Posted 31 December 2009 - 03:44 AM

Err, people use UPS patches now adays my man.

Oh well... not like I'll be using this anytime soon...

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#5 Ryrumeli

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Posted 31 December 2009 - 05:14 AM

Well, IPS still has it's use. If not on structure(Since the key-keyhole duality of the UPS patches can be bypassed), in popularity. Today there are people who still wonder how to use UPS patches. ...and even in a community in which a person like nintenlord wrote a program for those. XD



Also, really interesting work, Xeld. I should really analyze it to see if I can pick up a few details, but I think I can indeed read how you did it. The optimum solution, it seems, I don't think I would have created a simpler one. wink.gif
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#6 Fire Blazer

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Posted 31 December 2009 - 05:16 AM

^He could have written a shorter code that would be a bit less efficient (not sure that's the best term) but he didn't. He decided to load things the same way that the original assembly did as opposed to using a shorter code and doing things a different way.

Just a side note.

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#7 boney

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Posted 31 December 2009 - 09:33 AM

Shadow, you and Xeld kick so much assssss! thnx a ton.

#8 shadowofchaos

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Posted 31 December 2009 - 09:45 AM

Gwahahahaha, Xeld ported it to FE8...


Click

Source ASM

CODE
.org 0x08018A58
.thumb
push {lr}   @
@-------------------------------@Get uses/equipped weapon of unit pointed at by r0
bl 0x08016B28
lsl r0, r0, #0x18 @
lsr r0, r0, #0x18 @
ldr r1,   ITEM_TABLE_REF
ldr r1, [r1]  @r1 points to item table
mov r2, #0x24  @
mul r0, r2  @
add r0, r0, r1 @Indexing of item table complete
ldrb r0, [r0, #0x08] @
mov r1, #0x02  @"Use magic animation?"
and r0, r1  @
lsr r0, r0, #0x01 @r0 == 1 or 0, guaranteed
pop {pc}   @
.align 2
ITEM_TABLE_REF:
.long 0x08016410

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#9 Fire Blazer

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Posted 31 December 2009 - 07:18 PM

Next thing you know Xeld will have it ported to FE6 and make it an autopatch.

...

<_>

I don't like the idea of an autopatch...

In any case, more props to Xeld for his work.

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#10 shadowofchaos

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Posted 31 December 2009 - 07:27 PM

FE8 Edition Video:



He was talking about how there's more space in FE6 for instructions since the code wasn't refined...

Maybe he's just gonna stick to manually patching this...
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#11 Obviam

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Posted 31 December 2009 - 08:13 PM

I might have to devise my own patching system. Basing the checksum on the file being patched and not on the actual bytes being patched is just diriculous.

I personally would have made this an IPS patch, except patches are silly. Releasing source is far better. In fact, I think next time I update FEditor I'll be including the source for all of the auto patches in a folder called "asm".

QUOTE (Blazer @ December 30, 2009 09:22 am)
Also he may or may not like you sharing this with other people.

If you're talking about me, that's a load. You know I don't keep things to myself.

QUOTE (Blazer @ December 30, 2009 11:16 pm)
He could have written a shorter code that would be a bit less efficient (not sure that's the best term) but he didn't. He decided to load things the same way that the original assembly did as opposed to using a shorter code and doing things a different way.

I ended up having to do so for FE 8 because there wasn't enough room otherwise.

QUOTE (Blazer @ December 31, 2009 01:18 pm)
Next thing you know Xeld will have it ported to FE6 and make it an autopatch.

Probably.

QUOTE (Blazer @ December 31, 2009 01:18 pm)
I don't like the idea of an autopatch...

I DON'T LIKE THE IDEA OF YOU BREATHING.

QUOTE (Blazer @ December 31, 2009 01:18 pm)
In any case, more props to Xeld for his work.

Props to me regardless of whether I work. Screw work.

The same hack, for FE 6.

#12 Blazing_Soul

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Posted 03 January 2010 - 10:51 PM

A nice bit of work I see nice Xeld and SoC. Hopefully people will get to use these nice patches.
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#13 Fire Blazer

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Posted 04 January 2010 - 10:14 PM

My prediction about the FE6 patch came true... lol.

QUOTE
If you're talking about me, that's a load. You know I don't keep things to myself.


Weird things DO happen on occasion... I don't want to presume things if it's not necessary...



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