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        <description>Adding a new flag

Overview

Even before making any modifications to the randomisation logic itself, there are a few things that need to be done to have generation recognise your new flag and make it available for use in any logic updates. The most important of these is</description>
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        <description>The f4c File Format

Overview

F4C is a comprehensive system for applying patches to the Final Fantasy IV ROM; the main initial output of running the FF4FE generator is a F4C script which in turn is applied to the base ROM to produce the final output. The .f4c file format represents the set of patching instructions to be applied to the ROM.</description>
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        <description>Character Randomization

Character

Any of the twelve unique characters in the game.

Job

The class a character currently has (“Dragoon”, “DKnight”, “Paladin”, etc.), which determines their available commands, spell sets, equippable items, and base and level-up stats. Drawn next to their name in the main menu.</description>
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        <description>Free Enterprise Developer Documentation

Getting Started

	*  Free Enterprise GitHub Repository
	*  Setting up the Free Enterprise generator
	*  Using the Generator

Development Guides

	*  What Free Enterprise Actually Does: A High-Level Code Summary
	*  The f4c file format
	*  Adding a new flag

Asset Creation

	*  Using the FE Tools Site
	*  Creating Zeromus Sprites

Reference Material

	*  ROM Map (v4.6.0)
	*  RAM Map (v4.6.0)
	*  65816 Processor Reference
	*  SNES Memory Map</description>
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        <description>What Free Enterprise Actually Does: A High-Level Code Summary

The Free Enterprise randomizer is a fairly large project; this page is intended to give a summary of the different parts of the project and what happens in the code when the generator runs. It currently applies to version 4.6.0.</description>
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        <description>RAM Map (v4.6.0)

SRAM

SRAM OVERALL MAP:
  70:0000-1FFF      : slots 1-4, original segment
  70:2000-2FFF      : live game, extended segment
  70:3000-6FFF      : slots 1-4, extended segment
  70:7000-7FFF      : global segment

Expanded SRAM data area map (max 0x18 actors):
  0000 - 05FF       : shadow party
  0600 - 0CBF       : spell sets
  0CC0 - 0DF7       : initial state spell sets
  0DF8 - 0DFF       : (unallocated)
  0E00 - 0FFF       : (unallocated)

70:2000 - 70:2FFF   : expanded save…</description>
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        <description>ROM Map (v4.6.0)

00:FD31 - 00:FD4E   : MIAB reward delivery/etc. code
00:FFB5 - 00:FFBB   : bank00 long call utility
01:FF35 - 01:FF4C   : custom weapon proxy equipment compatibility check
01:FFF8 - 01:FFFF   : menu kit long call hook
03:F20D - 03:F21C   : post-battle calls
03:FEE3 - 03:FEE6   : bank03 battle_RNG call with rtl

20:8000 - 20:FFFF   : added code bank

21:8000 - 21:807F   : extended shops (shop types)
21:8080 - 21:80FF   : item megapricing table
21:8100 - 21:88FF   : extended shop…</description>
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        <dc:date>2024-08-22T07:01:23+00:00</dc:date>
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        <description>Setting up the FF4FE generator

Initial Requirements

	*  Install Python, if it's not already installed
		*  Versions 3.7 through 3.11 are supported, but 3.11 is recommended for performance reasons

	*  Clone the FF4FE repo - &lt;https://github.com/HungryTenor/FreeEnterprise4&gt;
	*  Set up site URLs and secrets in the</description>
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        <dc:date>2024-12-03T01:35:36+00:00</dc:date>
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        <description>Tools Site

The Tools Site is a utility to help convert images into Zeromus sprites, midi files into Harp songs, and set a specific sprite or song for an already generated FE ROM.

Once you've followed the setup guide for being able to generate seeds from the command line, you can run the tools site from the</description>
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        <description>Using the Generator

Command Line Interface

python -m FreeEnt /path/to/rom make &lt;arguments&gt;
 Flag  Alternative  Description  -h  --help  Shows help message, then exits  -d  --debug  Starts with a full party and max HP; includes various other debug features</description>
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        <dc:date>2024-09-18T07:25:07+00:00</dc:date>
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        <title>dev:zsprites</title>
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        <description>Creating Zeromus Sprites

Overview

Z sprites have max(ish) dimensions of 140px high and 200px wide. You have about 100px of height before the bottom your image starts interacting with the background layer. Z sprites are limited to a palette of 15 colors, plus a transparency color; the sprite tool will use whatever color that is in the top right pixel of your image for that transparency color. Should your image bump right up against that top right corner, you'll want to adjust it by coloring tha…</description>
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