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Copy path.FE6_Installer.event
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.FE6_Installer.event
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#ifndef callHackNew
#define callHackNew(offset) "BYTE $01 $4B $9E $46 $00 $F8 $01 $E0; POIN (offset|0x1)"
#endif
#ifdef VeslyBuildfile
#include "TextFE6/repointedTextTable.event"
#endif
#include "EAstdlib.event"
#include "Definitions.event"
#include "Extensions/Hack Installation.txt"
#ifdef VeslyBuildfile
ORG 0x1030000
#include "gfx/Installer.event"
MESSAGE Graphics end at currentoffset
#endif
// #define setText(textID, offset) "PUSH; ORG (TextTable+4*textID); POIN (offset); POP"
#ifndef PROC_CALL_ROUTINE_2
#define PROC_CALL_ROUTINE_2(aprRoutine) "SHORT 0x16 0; POIN aprRoutine"
#endif
#ifndef gCharacterData
#define gCharacterData 0x86076D0
#endif
#ifdef VeslyBuildfile
#include "Tables/TableInstaller.event"
#else
#define gCharacterDataFE1 0x86076D0
#define gCharacterDataFE4 0x86076D0
#define gCharacterDataFE5 0x86076D0
#define gCharacterDataFE6 0x86076D0
#define gCharacterDataFE7 0x86076D0
#define gCharacterDataFE8 0x86076D0
#define gCharacterDataFE10 0x86076D0
#define gCharacterDataFE13 0x86076D0
#define gCharacterDataFE14 0x86076D0
#define gCharacterDataFE15 0x86076D0
#define gCharacterDataFE16 0x86076D0
#define gCharacterDataFE17 0x86076D0
#endif
#include "Patches/FE6.lyn.event"
#include "Patches/FE6_AsmHooks.lyn.event"
//#define PROJECT_EMBER // to use this installer on project ember
#ifndef TextTable
#define TextTable 0x833530
#ifdef PROJECT_EMBER
#define TextTable 0x180A394
#endif
#endif
#inctbl "FE6TR" "EventAssembler/fe6_tr.tbl"
TestTestText:
STRING "Abel" "FE6TR" ; BYTE 0
//#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
ALIGN 4
MaxItems_Link:
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:
#ifndef VeslyBuildfile
WORD 0 // If 0, it'll read through your class editor and count
#endif
WORD 0 //67
// until it finds a class with an ID that does not match (eg. says 0)
ALIGN 4
BonusItemChance:
WORD 10
VanillaPortraitsOnly:
#ifdef Reskin
WORD 1
#else
WORD 0
#endif
CasualModeFlag:
WORD 0x8C
RandomizePrepShop:
WORD 1 // If true, randomize prep shop if player randomizes found items
MinClassBase:
WORD 0 // If true, stats won't go lower than class bases
RandomizeMovConBonus:
WORD 1
OnlyThievesCanUseLockpicks:
WORD 1
ClassBasedGrowths:
WORD 0
ChanceToDemote:
WORD 80
CombinedGrowths:
WORD 0
#define statCap 60
maxStat:
WORD statCap
AllEnemiesCanUseWepLocks:
#ifdef NoWepLock
WORD 1
#else
WORD 0
#endif
// Each shop will have one of these items at random
RareItemTableSize:
WORD 17
RareItemTable: // stat boosters / promo items
BYTE 0x56 0x57 0x58 0x59 0x5a 0x5b 0x5c 0x5d 0x5e 0x5f 0x60 0x61 0x62 0x63 0x5f 0x60 0x63
#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 NeverChangeItems(id1, id2) "PUSH; ORG ItemExceptions + (id1 * 2); FILL((id2-id1)*2) 0x1; POP"
#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 NeverChangeClasses(id1, id2) "PUSH; ORG ClassExceptions + (id1 * 2); FILL((id2-id1)*2) 0x1; POP"
#define NeverChangeChar(id) "PUSH; ORG CharExceptions + (id * 2); BYTE 1 1; POP"
#define NeverChangeChars(id1, id2) "PUSH; ORG CharExceptions + (id1 * 2); FILL((id2-id1)*2) 0x1; POP"
#define NeverUseBGM(id) "PUSH; ORG BGMExceptions + id; BYTE 1; POP"
#define IgnoreTextID(id) "PUSH; ORG TextIDExceptionTable + (id); BYTE 1; POP"
#define IgnoreTextIDRange(id1, id2) "PUSH; ORG TextIDExceptionTable + (id1); FILL(id2-id1) 0x1; POP"
ALIGN 4
ItemExceptions:
FILL(256*2)
ALIGN 4
ClassExceptions:
FILL(256*2)
ALIGN 4
CharExceptions:
FILL(256*2)
ALIGN 4
BGMExceptions:
FILL(0x1000) // probably not more than this many tracks
ALIGN 4
TextIDExceptionTable:
FILL(0x2000) // max id 0x2000
IgnoreTextID(0)
// Class descs
IgnoreTextIDRange(0x569, 0x591)
// stat screen descs
IgnoreTextIDRange(0x592, 0x5AC)
// Item descs
IgnoreTextIDRange(0x5AD, 0x62C)
// misc, item descs
IgnoreTextIDRange(0x62D, 0x6F2)
// Misc rank
IgnoreTextIDRange(0x716, 0x727)
// item names
IgnoreTextIDRange(0x727, 0x75B)
// fire
IgnoreTextIDRange(0x75D, 0x760)
IgnoreTextIDRange(0x762, 0x7A8)
// classes
IgnoreTextIDRange(0x7A9, 0x7EB)
//names here
// options
IgnoreTextIDRange(0x8B6, 0x8EB)
// bwl
IgnoreTextIDRange(0x9C6, 0x9C8)
IgnoreTextIDRange(0xB94, 0xBA1)
IgnoreTextIDRange(0xC0F, 0xC48)
// wep level
IgnoreTextIDRange(0xC6F, 0xC7A)
NeverChangeIntoClass(3)
NeverChangeIntoClass(5)
NeverChangeIntoClass(7)
NeverChangeIntoClass(9)
NeverChangeIntoClass(0xD)
NeverChangeIntoClass(0xF)
NeverChangeIntoClass(0x11)
NeverChangeIntoClass(0x13)
NeverChangeIntoClass(0x15)
NeverChangeIntoClass(0x1B)
NeverChangeIntoClass(0x1D)
NeverChangeIntoClass(0x1F)
NeverChangeIntoClass(0x21)
NeverChangeIntoClass(0x23)
NeverChangeIntoClass(0x27)
NeverChangeIntoClass(0x29)
NeverChangeIntoClass(0x2D)
NeverChangeIntoClass(0x2F)
NeverChangeIntoClass(0x35)
NeverChangeFromItem(0x9) // Durandal
NeverChangeFromItem(0xF) // Binding blade
NeverChangeFromItem(0x17) // Maltet // in ch 21 Yoder comes with this or Mulagir but can't wield them anyway
NeverChangeFromItem(0x21) // Armads
NeverChangeFromItem(0x2F) // Mulagir
NeverChangeFromItem(0x3a) // Forblaze
NeverChangeFromItem(0x3E) // Aureola
NeverChangeFromItem(0x42) // Apocalypse
//NeverChangeFromItem(0x71) // Eckesachs
NeverChangeFromItem(0x77) // Saint's staff
NeverChangeIntoItem(0x4F) // useless staff "Makes closed areas visible."
NeverChangeIntoItem(0x53) // glitchy animation & unbreakable dragonstone with high stats
// manaketes will always get the divinestone I guess
NeverChangeIntoItem(0x55) // crashes animations
NeverChangeIntoItem(0x70) // crashes animations
NeverChangeChar(0xE1) // arena enemy randomized breaks things
#ifdef VeslyBuildfile
#define SetName(id) "{ addr: ; SetText(id, addr) ; }"
#else
#define SetName(id) "ALIGN 32"
#endif
ALIGN 4
SeedText:
STRING "Seed" "FE6TR" ; BYTE 0
VarianceText:
STRING "Variance" "FE6TR" ; BYTE 0
CharactersText:
STRING "Characters" "FE6TR" ; BYTE 0 0
GameText:
STRING "From Game" "FE6TR" ; BYTE 0 0
BaseStatsText:
STRING "Base Stats" "FE6TR" ; BYTE 0
GrowthsText:
STRING "Growths" "FE6TR" ; BYTE 0
LevelupsText:
STRING "Levelups" "FE6TR" ; BYTE 0
StatCapsText:
STRING "Stat Inflation/Caps" "FE6TR" ; BYTE 0
ClassText:
STRING "Class" "FE6TR" ; BYTE 0
ItemsText:
STRING "Items" "FE6TR" ; BYTE 0
ModeText:
STRING "Mode" "FE6TR" ; BYTE 0
MusicText:
STRING "Music" "FE6TR" ; BYTE 0
ColoursText:
STRING "Colours" "FE6TR" ; BYTE 0
ItemDurabilityText:
STRING "Item Uses" "FE6TR" ; BYTE 0
PlayerBonusText:
STRING "Player Bonus" "FE6TR" ; BYTE 0
PlayerGrowthBonusText:
STRING "Player Growth Bonus" "FE6TR" ; BYTE 0
EnemyDiffBonusText:
STRING "Enemy Diff. Bonus" "FE6TR" ; BYTE 0
EnemyGrowthBonusText:
STRING "Enemy Growth Bonus" "FE6TR" ; BYTE 0
RandomizerText:
STRING "Randomizer" "FE6TR" ; BYTE 0
FogText:
STRING "Fog" "FE6TR" ; BYTE 0
SoftlockPreventionText:
STRING "Override AI" "FE6TR" ; BYTE 0
SkipChapterText:
STRING "Skip Chapter" "FE6TR" ; BYTE 0
ReloadUnitsText:
STRING "Reload units" "FE6TR" ; BYTE 0
ALIGN 16
Option0:
FILL(16 * 21)
ORG Option0
ALIGN 16; STRING "0%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "5%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "10%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "15%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "20%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "25%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "30%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "35%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "40%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "45%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "50%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "55%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "60%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "65%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "70%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "75%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "80%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "85%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "90%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "95%" "FE6TR" ; BYTE 0
ALIGN 16; STRING "100%" "FE6TR" ; BYTE 0
ALIGN 64
Option1:
FILL(64*5)
ORG Option1
ALIGN 64; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Players reordered" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Bosses reordered" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Players & Bosses reordered" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Players and Bosses swap" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Random" "FE6TR" ; BYTE 0
ALIGN 64
Option2:
FILL(64*13)
ORG Option2
ALIGN 64; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE1/3: Shadow Dragon" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE4: Genealogy/Holy War" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE5: Thracia 776" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE7: The Blazing Blade" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE8: Sacred Stones" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE9/FE10: Radiant Dawn" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE13: Awakening" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE14: Fates" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE2/15: Echoes" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE16: Three Houses" "FE6TR" ; BYTE 0
ALIGN 64; STRING "FE17: Engage" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Random" "FE6TR" ; BYTE 0
ALIGN 64
Option3:
FILL(32*2)
ORG Option3
ALIGN 32; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Random" "FE6TR" ; BYTE 0
ALIGN 32
Option4:
FILL(32*5)
ORG Option4
ALIGN 32; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Random" "FE6TR" ; BYTE 0
ALIGN 32; STRING "0%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "100%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "50%" "FE6TR" ; BYTE 0
ALIGN 32
Option5:
FILL(32*3)
ORG Option5
ALIGN 32; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Based on seed" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Fixed" "FE6TR" ; BYTE 0
ALIGN 32
Option6:
FILL(32*3)
ORG Option6
ALIGN 32; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Random" "FE6TR" ; BYTE 0
ALIGN 32; STRING "0" "FE6TR" ; BYTE 0
ALIGN 32; STRING "15" "FE6TR" ; BYTE 0
ALIGN 32; STRING "30" "FE6TR" ; BYTE 0
ALIGN 32; STRING "45" "FE6TR" ; BYTE 0
ALIGN 32; STRING "60" "FE6TR" ; BYTE 0
ALIGN 64
Option7:
FILL(64*7)
ORG Option7
ALIGN 64; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Random vanilla classes" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Random for players" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Random for enemies" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Random with new classes" "FE6TR" ; BYTE 0
ALIGN 64; STRING "New rand player classes" "FE6TR" ; BYTE 0
ALIGN 64; STRING "New rand enemy classes" "FE6TR" ; BYTE 0
ALIGN 64
Option8:
FILL(64*4)
ORG Option8
ALIGN 64; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Random" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Found items only" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Item stats only" "FE6TR" ; BYTE 0
ALIGN 64
Option9:
FILL(32*2)
ORG Option9
ALIGN 32; STRING "Classic" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Casual" "FE6TR" ; BYTE 0
ALIGN 32
Option10:
FILL(32*2)
ORG Option10
ALIGN 32; STRING "Vanilla BGM" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Random BGM" "FE6TR" ; BYTE 0
ALIGN 32
Option11:
FILL(32*4)
ORG Option11
ALIGN 32; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Random" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Janky" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Portraits only" "FE6TR" ; BYTE 0
ALIGN 48
Option12:
FILL(48*3)
ORG Option12
ALIGN 48; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 48; STRING "Infinite weapons" "FE6TR" ; BYTE 0
ALIGN 48; STRING "Infinite items" "FE6TR" ; BYTE 0
ALIGN 42
Option13:
Option15:
FILL(32*42)
ORG Option13
ALIGN 42; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+1 hidden level" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+2 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+3 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+4 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+5 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+6 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+7 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+8 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+9 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+10 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+11 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+12 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+13 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+14 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+15 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+16 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+17 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+18 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+19 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "+20 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-10 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-9 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-8 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-7 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-6 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-5 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-4 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-3 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-2 hidden levels" "FE6TR" ; BYTE 0
ALIGN 42; STRING "-1 hidden level" "FE6TR" ; BYTE 0
BYTE 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
ALIGN 32
Option14:
Option16:
FILL(32*16)
ORG Option14
ALIGN 32; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+10%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+20%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+30%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+40%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+50%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+60%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+70%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+80%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+90%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "+100%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "-10%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "-20%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "-30%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "-40%" "FE6TR" ; BYTE 0
ALIGN 32; STRING "-50%" "FE6TR" ; BYTE 0
ALIGN 32
Option17:
FILL(32*3)
ORG Option17
ALIGN 32; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Always off" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Always on" "FE6TR" ; BYTE 0
ALIGN 64
Option18:
FILL(64*3)
ORG Option18
ALIGN 64; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Charge towards you" "FE6TR" ; BYTE 0
ALIGN 64; STRING "Gradually charge" "FE6TR" ; BYTE 0
ALIGN 32
Option19:
FILL(32*2)
ORG Option19
ALIGN 32; STRING "Vanilla" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Press A" "FE6TR" ; BYTE 0
ALIGN 32
Option20:
FILL(32*4)
ORG Option20
ALIGN 32; STRING "None" "FE6TR" ; BYTE 0
ALIGN 32; STRING "All" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Players" "FE6TR" ; BYTE 0
ALIGN 32; STRING "Enemies" "FE6TR" ; BYTE 0
ALIGN 32
TalkText:
STRING "Talk" "FE6TR" ; BYTE 0
TrvText:
STRING "Trv" "FE6TR" ; BYTE 0
MovText:
BYTE $64 $94 $DD $0B $00 $00 $00 $00
HpText:
BYTE $C6 $9A $EB $05 $00 $00 $00 $00
MinusText:
BYTE $FD $7B $71 $91 $5E $00 $00 $00 $00 // _
//BYTE $D6 $E9 $05 $00 $00 $00 $00 $00 // -
PlusText:
BYTE $5D $D3 $BD $00 $00 $00 $00 $00 $00 $00 $00 $00
DashText:
BYTE $D6 $E9 $05 $00 $00 $00 $00 $00 $00 $00 $00 $00
PercentText:
BYTE $FD $7B $C1 $5C $2F $00 $00 $00 $00 $00 $00 $00
ConfigText:
BYTE $82 $A4 $82 $E9 $82 $E8 $82 $DD $82 $E0 $82 $DE $00 $00
RandomizerDescText:
BYTE $FD $3D $A3 $48 $EC $8A $9F $8F $8F $CF $11 $84 $5A $EF $FE $FB $73 $7B $01 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00
#define SetText(textID, offset) "PUSH; ORG (TextTable+4*textID); POIN (offset|0x80000000); POP"
#define SetTextWithHuffman(textID, offset) "PUSH; ORG (TextTable+4*textID); POIN (offset); POP"
ALIGN 4
//SetTextWithHuffman(0xB6E, VarianceText) // no longer necessary
SetTextWithHuffman(0xB80, MovText)
SetTextWithHuffman(0xB81, HpText)
SetTextWithHuffman(0xB82, MinusText)
ALIGN 4
VramDest_DebugFont:
WORD 0xd800 // in glowy or 0x3000 ? // 0x4800
PUSH
// Melee and magic fix fe6
ORG 0x18188
BYTE $00 $B5 $FE $F7 $E5 $FB $FE $F7 $FF $FF $02 $21 $08 $40 $40 $08 $02 $BC $08 $47
// make some enemies in first ch promoted for testing
//ORG $679C91
//BYTE $B
//ORG $679CA1
//BYTE $B
//ORG $679CB1
//BYTE $B
//ORG $679CC1
//BYTE $B
ORG $31740 //$37D84
jumpToHack(MaybeChargeAtPlayer)
#ifdef VeslyBuildfile
ORG $9B54C
jumpToHack(TitleScreen_FE6)
ORG $881CC
jumpToHack(SaveScreen_FE6)
#endif
// roy can seize?
//Character Editor (UnitFE6Form) @01 Roy2024-04-04 8:24:40 PM
ORG $6076D0
BYTE $EC $07 $B9 $04 $01 $01 $02 $00 $00 $01 $01 $01 $00 $02 $02 $03 $00 $00 $07 $00 $00 $00 $00 $00 $00 $00 $00 $00 $50 $28 $32 $28 $19 $1E $3C $01 $01 $00 $00 $1F $00 $20 $01 $00 $98 $20 $66 $08;
//Character Editor (UnitFE6Form) @66 Idunn2024-05-14 9:31:50 AM
ORG $6089C0
BYTE $4D $08 $0E $05 $66 $3C $BE $00 $00 $00 $00 $14 $26 $04 $03 $0B $02 $00 $12 $00 $00 $00 $00 $00 $00 $00 $00 $00 $64 $64 $64 $64 $64 $64 $64 $00 $00 $00 $00 $00 $00 $41 $00 $01 $00 $00 $00 $00;
// make Idunn a promoted unit with 100% growths
// 2529C some promo something
ORG $6D0E6 // from 6D0E4
SHORT $46C0
callHackNew(RoyPromoHook)
SHORT $46C0
ORG $675FCC
//BYTE $02 $00 $00 $00 $01 $00 $00 $00
//ORG $6D0F0
//SHORT $2100 // No equipped item during Roy's forced promotion
ORG $1F524
jumpToHack(FE6_SeizeCantoFix)
ORG $5C554
jumpToHack(FE6_RandBattleMusicHook)
ORG $4EC4
SHORT $46C0 $46C0 // don't erase bg when setting up debug font
ORG $17BEC
jumpToHack(CasualMode)
ORG $28f72 // in 28ef0
SHORT $22c0 $4311 // default game/text speed fast
#ifndef JankyPalettes
ORG $4a4A0
jumpToHack(MaybeUseGenericPalette_FE6)
//ORG $4a4b0
//SHORT $2000 // always use generic palette (by Vesly)
#endif
// in 8019600 BuildBestMovementScript
// Fix REDA / MOVE from crashing on impassible terrain
// by 7743 - ported to fe6 by Vesly
//ORG 0x01A77E; // fe8 version
ORG 0x19738 // fe6
// looks like code is the same except it uses r6 instead of r5 for something (so we do byte 0x2E instead of 0x2D below)
// branch is also 3 lines later, so 0xDA2C
BYTE 0xFF 0x2E 0x2C 0xDA 0x02 0x99 0x08 0x70 0x04 0x9B 0x02 0x93
SHORT $4667 $46c0 $46c0 // I think this is right but I'm not 100% convinced, oh well
//in 83193ec T gStatScreenPersonalInfoLabelsInfo
//ORG $3193EC // 08677de8
//WORD 0 0 0 0
ORG $31943c // Don't draw "mov"
BYTE $90 $31 $00 $02 $0A $35 $00 $02 $03 $00 $00 $00 $58 $7E $67 $08
ORG $31948c; WORD 0 0 0 0
// data at 31943c for drawing mov is usually "68 31 00 02 8A 32 00 02 03 00 00 00 18 7E 67 08"
//ORG $8171F8 // start of stat screen label names - "HP"
ORG $817220
BYTE $82 $e4 $82 $e6 0 0 0 0 // "Skl"
ORG $817244
BYTE $82 $d6 $82 $e4 0 0 // "Lck"
ORG $81720E
STRING "Pow" "FE6TR" ; BYTE 0 // Inline, so 3 characters!
ORG $817216
STRING "Pow" "FE6TR" ; BYTE 0
// in 806ED34
ORG $6EDB2
FILL($6eeF0 - $6EDB2) // nop out the vanilla draw bar stuff
ORG $6eec4 // our new version
callHackNew(DrawBarsOrGrowths)
SHORT $46c0
// in 80700A4
ORG $70200
FILL($70220 - $70200)
ORG $70200
SHORT $1C28
SHORT $46c0
callHackNew(StatScreenSelectLoop)
// merlinus show anim
ORG $49ACE
BYTE $ff
ORG $49AD8
BYTE $FF
ORG $8874C; SHORT $46C0 // hard selectable from new game by 7743
// AiGetConsumableAttemptId
ORG $34a9A; SHORT $46C0 // any ai can use lockpick from 8034a60
// fe6 hard mode store w/ translation
// 807ad6c calls 807a84c calls 807a59c calls 807a268 at 7a4f0 calls 79424 which sets shop existing or not
ORG $7943a
BYTE $20 // never hard mode for prep ?
// Antihuffman
//ORG 0x384c; BYTE $03 $B5 $02 $B0 $C2 $0F $00 $2A $01 $D0 $05 $4A $97 $46 $03 $4A $12 $68 $9A $F0 $5B $FB $01 $BC $00 $47 $00 $00 $80 $37 $00 $03 $60 $C4 $2D $08
ORG $2dc460; BYTE $80 $23 $1B $06 $C0 $1A $02 $78 $0A $70 $01 $31 $01 $30 $00 $2A $F9 $D1 $01 $4A $97 $46 $00 $00 $62 $38 $00 $08
// in A200B8 fe8 / CE3C54 fe7 /
//a20164
//8CE4930
ORG $68A08C//$68C30C //68A09C
PROC_CALL_ROUTINE_2(FE6_StartDifficultySelection)
ORG $5C7650
POIN NewChMenu
ORG 0x1514
callHackNew(RandColoursHook)
SHORT 0x46C0
ORG $2EF4C
callHackNew(MakeStolenItemDroppable_FE6)
ORG $22EAC
BYTE 30 // Support range
// PutUnitSpriteIconsOam fe6/7/8 8022378 8025B54 80275E8
ORG $2257C // ORG $25E04 FE7 // jumpToHack
jumpToHack(DisplayStealOrDropIcon_FE6)
ORG $a564 // in 7854 // fe7 8008E34 fe6 800a4f4
callHackNew(HookLoadFace_FE6)
// 8010f5c EvtCmd_WmPutFace
ORG $1102C
callHackNew(HookWMStartFace_FE6)
// struct FaceProc+0x40 faceID is a u8 in fe6, but u16 in fe8
// fe6: StartFaceFadeIn 8d04 called by TalkLoadFace a4f4 makes portrait only 1 byte for palette
// https://github.com/FireEmblemUniverse/fireemblem6j/blob/b158d46dfc4d6590d783b0072fed90cf0227edf7/include/face.h#L46
// [20240d0]!!?
ORG $853C
SHORT $800A // strh r2, [r1] @ store faceID as short, not byte
ORG $8d12
SHORT $880A // ldrh r2, [r1]
ORG $8d7a
SHORT $880A // ldrh r2, [r1]
// TEMPORARY (hopefully...)
// kill UpdateFaceTalk (called from Face_OnIdle)
// so no mouth frames appear for portraits > 0x100
ORG $82B8
callHackNew(DisableMouthFrames_FE6)
SHORT $46c0
// make supports appear in febuilder
ORG $6afDE
SHORT $e014 // b 0x806b00A
POIN 0x666cf8
ORG $6B00A
SHORT $1c0d // mov r5, r1
SHORT $3510 // add r5, #0x10
SHORT $B0A9 // sub sp, #0xA4
SHORT $e7e8 // b 0x806AFE4
ORG $184F0
jumpToHack(GetUnitPortraitId_FE7) // same code
// 80192F4 GetUnitChibiId // fe7 8018BF4 fe6 8018500
ORG $18500
jumpToHack(GetUnitMiniPortraitId_FE7) // same code
ORG $5d9ac
callHackNew(GetBattleLevelUpPortraitId_FE6)
// at 74B98 from 74a28 - fe6 8067E84
ORG $67fec
callHackNew(GetMapLevelUpPortraitId_FE6)
ORG $60BBA7 // item table poison bow
BYTE 1 // make it actually poison lol
POP
ALIGN 4
ReplacePortraitTable:
FILL(256)
#define ReplacePortraitEntry(id, newID) "PUSH; ORG ReplacePortraitTable + id; BYTE newID; POP"
#ifdef VeslyBuildfile
ReplacePortraitEntry(0xBF, 0x58) // Hector
#endif
ALIGN 4
DIS_matrixTable:
#incbin "matrixTable.bin"
ALIGN 4
NeverRandomizeColours:
WORD 0
PortraitColoursPastThisAreNotSkin:
WORD 5 // vanilla portraits use the first few colours for skin
IncludeMonstersWithoutWEXP:
WORD 0
ALIGN 4
SkillExceptions:
FILL 256*2
NumberOfSkills:
WORD 0xE3
DisplayRandomSkillsOption:
WORD 0
ALIGN 4
VanillaSkill:
FILL 256
ALIGN 4
AlwaysSkillTable:
FILL 256
ALIGN 4
NewChMenu:
BYTE $DC $74 $81 $08 $00 $00 $54 $06 $00 $00 $00 $00 $6D $1E $04 $08 $00 $00 $00 $00 $A5 $EA $01 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $20 $7A $81 $08 $00 $00 $55 $06 $00 $00 $00 $00 $6D $1E $04 $08 $00 $00 $00 $00 $D5 $EA $01 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $2E $7A $81 $08 $00 $00 $56 $06 $00 $00 $00 $00 $6D $1E $04 $08 $00 $00 $00 $00 $C1 $EA $01 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $CC $7A $81 $08 $00 $00 $57 $06 $00 $00 $00 $00 $55 $EA $01 $08 $00 $00 $00 $00 $6D $EA $01 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00
// Config Menu
POIN ConfigText; BYTE $00 $00; SHORT 0xb8a; BYTE $00 $00 $00 $00 $6D $1E $04 $08 $00 $00 $00 $00; POIN MenuStartConfigMenu; BYTE $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00;
// End
BYTE $08 $75 $81 $08 $00 $00 $58 $06 $00 $00 $00 $00 $6D $1E $04 $08 $00 $00 $00 $00 $91 $EA $01 $08 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00 $00;
FILL(36)
ALIGN 4
CasualMode:
BYTE $10 $B4 $0C $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 $8C $20 $04 $4B $FF $F7 $FA $FF $00 $BD $00 $00 $61 $2C $02 $08 $FF $7B $01 $08 $5D $BA $06 $08
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
SRR_TotalOptions:
WORD 21
// 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 0x203D974 // Bandit unitID + 0x45 BWL data
RandBitflags:
WORD 0x203D978
MaxItems:
WORD 0x203D97C
MaxClasses:
WORD 0x203D97D
RecruitValues:
WORD 0x203D97E
AlwaysSkill:
WORD 0x203D97F
GrowthValues:
WORD 0x203D980
ALIGN 32
NameStrings:
FILL(32*256)
ORG NameStrings
ALIGN 32 ; SetName(0x07EC); STRING "Roy" "FE6TR" ;
ALIGN 32 ; SetName(0x07ED); STRING "Clarine" "FE6TR" ;
ALIGN 32 ; SetName(0x07EE); STRING "Fae" "FE6TR" ;
ALIGN 32 ; SetName(0x07EF); STRING "Sin" "FE6TR" ;
ALIGN 32 ; SetName(0x07F0); STRING "Sue" "FE6TR" ;
ALIGN 32 ; SetName(0x07F1); STRING "Dayan" "FE6TR" ;
ALIGN 32 ; SetName(0x07F2); STRING "Dayan" "FE6TR" ;
ALIGN 32 ; SetName(0x07F3); STRING "Barthe" "FE6TR" ;
ALIGN 32 ; SetName(0x07F4); STRING "Bors" "FE6TR" ;
ALIGN 32 ; SetName(0x07F5); STRING "Gwendolyn" "FE6TR" ;
ALIGN 32 ; SetName(0x07F6); STRING "Douglas" "FE6TR" ;
ALIGN 32 ; SetName(0x07F7); STRING "Douglas" "FE6TR" ;
ALIGN 32 ; SetName(0x07F8); STRING "Wolt" "FE6TR" ;
ALIGN 32 ; SetName(0x07F9); STRING "Dorothy " "FE6TR" ;
ALIGN 32 ; SetName(0x07FA); STRING "Klein" "FE6TR" ;
ALIGN 32 ; SetName(0x07FB); STRING "Saul" "FE6TR" ;
ALIGN 32 ; SetName(0x07FC); STRING "Elen" "FE6TR" ;
ALIGN 32 ; SetName(0x07FD); STRING "Yoder" "FE6TR" ;
ALIGN 32 ; SetName(0x07FE); STRING "Yoder" "FE6TR" ;
ALIGN 32 ; SetName(0x07FF); STRING "Chad" "FE6TR" ;
ALIGN 32 ; SetName(0x0800); STRING "Karel" "FE6TR" ;
ALIGN 32 ; SetName(0x0801); STRING "Fir" "FE6TR" ;
ALIGN 32 ; SetName(0x0802); STRING "Rutger" "FE6TR" ;
ALIGN 32 ; SetName(0x0803); STRING "Dieck" "FE6TR" ;
ALIGN 32 ; SetName(0x0804); STRING "Ogier" "FE6TR" ;
ALIGN 32 ; SetName(0x0805); STRING "Garrett" "FE6TR" ;
ALIGN 32 ; SetName(0x0806); STRING "Alen" "FE6TR" ;
ALIGN 32 ; SetName(0x0807); STRING "Lance" "FE6TR" ;
ALIGN 32 ; SetName(0x0808); STRING "Perceval" "FE6TR" ;
ALIGN 32 ; SetName(0x0809); STRING "Igrene" "FE6TR" ;
ALIGN 32 ; SetName(0x080A); STRING "Marcus" "FE6TR" ;
ALIGN 32 ; SetName(0x080B); STRING "Astolfo" "FE6TR" ;
ALIGN 32 ; SetName(0x080C); STRING "Ward" "FE6TR" ;
ALIGN 32 ; SetName(0x080D); STRING "Lot" "FE6TR" ;
ALIGN 32 ; SetName(0x080E); STRING "Bartre" "FE6TR" ;
ALIGN 32 ; SetName(0x080F); STRING "Bartre" "FE6TR" ;
ALIGN 32 ; SetName(0x0810); STRING "Lugh" "FE6TR" ;
ALIGN 32 ; SetName(0x0811); STRING "Lilina" "FE6TR" ;
ALIGN 32 ; SetName(0x0812); STRING "Hugh" "FE6TR" ;
ALIGN 32 ; SetName(0x0813); STRING "Niime" "FE6TR" ;
ALIGN 32 ; SetName(0x0814); STRING "Niime" "FE6TR" ;
ALIGN 32 ; SetName(0x0815); STRING "Raigh" "FE6TR" ;
ALIGN 32 ; SetName(0x0816); STRING "Larum" "FE6TR" ;
ALIGN 32 ; SetName(0x0817); STRING "Juno" "FE6TR" ;
ALIGN 32 ; SetName(0x0818); STRING "Juno" "FE6TR" ;
ALIGN 32 ; SetName(0x0819); STRING "Thea" "FE6TR" ;
ALIGN 32 ; SetName(0x081A); STRING "Thea" "FE6TR" ;
ALIGN 32 ; SetName(0x081B); STRING "Thea" "FE6TR" ;
ALIGN 32 ; SetName(0x081C); STRING "Shanna" "FE6TR" ;
ALIGN 32 ; SetName(0x081D); STRING "Zeiss" "FE6TR" ;
ALIGN 32 ; SetName(0x081E); STRING "Galle" "FE6TR" ;
ALIGN 32 ; SetName(0x081F); STRING "Elffin" "FE6TR" ;
ALIGN 32 ; SetName(0x0820); STRING "Cath" "FE6TR" ;
ALIGN 32 ; SetName(0x0821); STRING "Sophia" "FE6TR" ;
ALIGN 32 ; SetName(0x0822); STRING "Melady" "FE6TR" ;
ALIGN 32 ; SetName(0x0823); STRING "Gonzalez" "FE6TR" ;
ALIGN 32 ; SetName(0x0824); STRING "Gonzalez" "FE6TR" ;
ALIGN 32 ; SetName(0x0825); STRING "Noah" "FE6TR" ;
ALIGN 32 ; SetName(0x0826); STRING "Trec" "FE6TR" ;
ALIGN 32 ; SetName(0x0827); STRING "Zelot" "FE6TR" ;
ALIGN 32 ; SetName(0x0828); STRING "Echidna" "FE6TR" ;
ALIGN 32 ; SetName(0x0829); STRING "Echidna" "FE6TR" ;
ALIGN 32 ; SetName(0x082A); STRING "Cecilia" "FE6TR" ;
ALIGN 32 ; SetName(0x082B); STRING "Geese" "FE6TR" ;
ALIGN 32 ; SetName(0x082C); STRING "Geese" "FE6TR" ;
ALIGN 32 ; SetName(0x082D); STRING "Merlinus" "FE6TR" ;
ALIGN 32 ; SetName(0x082E); STRING "Eliwood" "FE6TR" ;
ALIGN 32 ; SetName(0x082F); STRING "Guinivere" "FE6TR" ;
ALIGN 32 ; SetName(0x0830); STRING "Bandit" "FE6TR" ;
ALIGN 32 ; SetName(0x0830); STRING "Bandit" "FE6TR" ;
ALIGN 32 ; SetName(0x0830); STRING "Bandit" "FE6TR" ;
ALIGN 32 ; SetName(0x0830); STRING "Bandit" "FE6TR" ;
ALIGN 32 ; SetName(0x0830); STRING "Bandit" "FE6TR" ;
ALIGN 32 ; SetName(0x0831); STRING "Damas" "FE6TR" ;
ALIGN 32 ; SetName(0x0832); STRING "Ruud" "FE6TR" ;
ALIGN 32 ; SetName(0x0833); STRING "Slater" "FE6TR" ;
ALIGN 32 ; SetName(0x0834); STRING "Erik" "FE6TR" ;
ALIGN 32 ; SetName(0x0835); STRING "Dory" "FE6TR" ;
ALIGN 32 ; SetName(0x0836); STRING "Wagner" "FE6TR" ;
ALIGN 32 ; SetName(0x0837); STRING "Debias" "FE6TR" ;
ALIGN 32 ; SetName(0x0838); STRING "Legance" "FE6TR" ;
ALIGN 32 ; SetName(0x0839); STRING "Scott" "FE6TR" ;
ALIGN 32 ; SetName(0x083A); STRING "Nord" "FE6TR" ;
ALIGN 32 ; SetName(0x083B); STRING "William" "FE6TR" ;
ALIGN 32 ; SetName(0x083C); STRING "Flaer" "FE6TR" ;
ALIGN 32 ; SetName(0x083D); STRING "Orlo" "FE6TR" ;
ALIGN 32 ; SetName(0x083E); STRING "Roberts" "FE6TR" ;