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FE8 Archipelago Basepatch

The source for an FE8 Archipelago prototype. Currently intended to be used with ColorzCore to build the pre-randomized ROM.

What are the checks and rewards?

At the moment, checks are rewarded for:

  • Clearing a chapter.
  • Receiving a Sacred Twin regalia in a cutscene.

The rewards themselves are:

  • Progressive level cap (unpromoted level 10 -> promoted level 20, counts by 5s)
  • Progressive weapon level
  • A Sacred Twin weapon.

To make the Sacred Twin weapons more impactful, there is also an optional "Super Demon King" mode which buffs the final boss to take less damage from non-Sacred Twin weapons.

What else is planned?

  • Soon: Chestsanity
  • Soon: Supportsanity
  • Maybe soon: Death Link
  • Not soon: Free roam chapter mode

Is the actual randomizer in this repo?

No. See my branch of the main Archipelago repo.

How can I build this project?

See HACKING.md.

TODO

Issues

  • For units above the progressive level cap, EXP will display normally despite being capped. This is display-only; such units are correctly prevented from gaining EXP.
    • Overflow EXP that a unit gains from below the level cap to above it is not properly truncated. This may lead to a unit being level 20 with 11 EXP.
  • Receiving items on the world map doesn't work yet.
  • Units can be dropped on impassable terrain. This is a bug resulting from a fix that allows units to move one tile in any direction if the game judges them to be "stuck". This serves two purposes, first to reduce the chance that cutscene pathfinding will crash the game, and second to prevent softlocks if a mandatory enemy spawns in an inaccessible area (this is most commonly encountered with the chapter 2 brigands). There are a few different ideas for fixes outlined for this in HACKING.md if anyone is interested, but it is a low priority for me at the moment.

Polish

  • Seth's weapon can change between his fight with Valter and the actual start of the Prologue.
  • There are a few instances of a boss's cutscene class differing from their gameplay class.
  • Custom unit palettes are planned, but will not be available for a while.

Organizational

  • Move ExpandedModularSave to vendor from src
  • Move various vendored tools to vendor from bin
  • Use _build to store intermediate artifacts (.o files, etc) to avoid clutter

License and Credits

This code is licensed under the MIT License (see LICENSE), except for vendored resources as follows, which are included under their original licenses:

  • fireemblem8u decompilation symbols and headers by various contributors
  • BattleStatsWithAnimsOff by Tequila, with assets by Alusq
  • DangerZone, LToggle by circleseverywhere
  • Assets for HpBarsRewrite by Alusq, reused from original HpBars by circleseverywhere
  • moveCostFix adapted from SelfRandomizingRom by circleseverywhere
  • lyn, libgbafe, text-process-classic and Expanded Modular Save by stan
  • Inline GenerateBestMovementScript by 7743
  • ParseFile and Png2Dmp by CrazyColorz5
  • FE8 Essential Fixes by the FE8 Skill System team and contributors
  • Project template initially forked from MysticOCE's EasyBuildfile taking inspiration from Zane Avernathy's Sacred Stones hack rewrites

Acknowledgments

Of course, this project has been far from a one-man effort. Major technical contributors to the FE8 Archipelago project include:

For specific contributions, please see the commit logs, both of this repository and (my branch of) the main Archipelago repo.

Finally, special thanks to SgtSmilies, MysticOCE and Datagne for helping me playtest through the earliest and buggiest versions.