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Avril Lavigne

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Everything posted by Avril Lavigne

  1. I'm actually quite interested in knowing how to do this... am I allowed to know how without trying to figure it out on my own? Haha I'm so curious!!
  2. Here's an event template #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) //the "0x06" is the chapter ID. If you look at the event references in nightmare, it'll show you the IDs of each chapter's events ORG 0xD80000 //offset of where you want it written to, these should never be the same for two completely different chapters Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT Bad: UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB ENDA Ending_event: ENDA I made comments in the code So if you changed that to "0x09" you would be inserting over the orignal Ch. 1. Most of the things you change in regards to events will mostly be in the .txt file itself. You must identify what changes you want and chere. There is also a chance you are writing your events to the same offset. If say, you write your first chapter to 0xD00000, and you assemble it in event assembler, it'll tell you where the data you assembled was written to (or where it ends). I can't remember what it says exactly, but let's pretend it says "Ends at 0xD00400", then you want to make sure, for your second chapter, that the offset you're writing to comes AFTER 0xD00400. Check HxD by going to the offset where it ends and then make note of the next free space you wish to fill with events.
  3. Ah okay, there we go. This is a lot more helpful. I really appreciate the feed back, and I especially appreciate the praise for certain things! Haha When I get the time to clean my hack up and make it better (hopefully), I'll check in with you. Otherwise you might have to wait until the next patch :) Thank you, by the way :)
  4. Hey thank you :) I don't think you finished your review though! Haha it cuts off. Glad you enjoyed it though! Your criticism helps though! And here's the thing: I know Ch. 2 does help a bit with it but there's a lot of other stuff going on that a player would probably forget by the end of the chapter. Prime and Ghast were right that I should focus on one story and develop the other stuff in a timely fashion, even if that means crunching a storyline together. I didn't realize that if there are a bunch of NPC storylines, then it just becomes forgotten when the playable characters come around. I thought the way I would present the story would make sense, and in a way it would make sense, but sometimes things might have to be non-linear for players to understand and remember the roles and stuff of each character. I know I have plenty of time, but the way I use that time is extremely important, and if characters aren't developed well enough in the first two chapters then the player has no idea if they like their own characters or not. Just my response!
  5. WAIT. This I don't get. What is this byte? Like, what should it look like when I use it?
  6. Thank you for your replies! If I have any further questions will let you know.
  7. I've been poking around, studying (disassembling) some more chapters to figure out my limitations, and I've gathered these questions. 1. How do you disable the merchant/convoy in the prep screen? I remember testing a prep screen out and the ability to access the convoy was available before even recruiting the merchant. It's been a while since I tested this out so I might be wrong but if it's there by default then I would appreciate if someone provided a solution for it, please and thanks. 2. (Events) You know how you can make a battle cutscene? Well how do you make it so that the animations are off for those? I only know how to make a fight scene where the animations are on. 3. (Wizardry, I think) So there's the "Yes" or "No" options. You can choose one or the other. And I know you can replace the Yes and No text if I desire, but I don't want to (well, not right now anyways). I was wondering if there's any possible way that I could create my own options, along with keeping the yes/no still there. So basically having way more than just Yes/No and having your own like "Which item are you more interested in? > Weapons, Tomes ". I don't know if I'm very clear with my question hopefully someone understands. This is no biggie, but would love to have this feature. 4. (Events) Is there such a thing as random spawning in events? Or based on where a character is spawned, other units can spawn around them? I feel like I've seen this in a hack where the enemy will move around to wherever and other units will spawn in correspondance to their location. Also not a biggie, just wondering. Please and thank you.
  8. Hey guys! V1.1 is available! DOWNLOAD - The Grand Archipelago V1.1 Also, watch Ghast and Prime play Ch. 1 (FEE3 2016)
  9. Hey this looks incredible. So looking forward to this :)
  10. The green-haired's body is completely disproportionate from her head. Her body needs to be a bit bigger. I'm assuming you custom-drew that? Not bad. I can't custom draw worth a crap. The one with Lyn's face and Syrene's body, the ear is not defined. Her hair also needs a little bit of reworking. I mean, I guess all of them need a bit of maintenance at least, but they aren't horrid by any means. Good work! Keep practicing. :)
  11. Damnnn those portraits looks way more polished up. Nice work
  12. This hack is progressively getting some sick wizardry stuff done to it!!! :) Looks really good. This hack is really awesome.
  13. If the patch "doesn't match file" click ignore in the ups patcher. I posted this in the topic post as well. :)
  14. Haha oh damn. Well we'll see! I'll try and start working on one this weekend :)
  15. Oh shit I swear my project has this soundtrack if not I highly considered it. I do remember listening to this. Hahahahahahahaha... sorry I can't help but laugh at this. I am also confused with the time consistency here. Anyways, always good to see something new. And don't forget to backup your files in case something happens!! :)
  16. I didn't realize how tall of an order that task is... it looks really painful to insert one of those
  17. Haven't posted in this thread in a while, and that's mostly because my main priority (which was creating a mass amount of custom portraits) has been settled for now. Although I still have future characters in mind that I would need portraits for, I'm looking for something else: and that thing is a custom battle GUI/HUD/whatever-you-call-it. Do you know what I'm talking about? What is the correct terminology for such a thing? Basically I'm looking for a custom "one of those". I kinda want a darker theme to it. It doesn't have to be super intricate. One MAIN thing that I would want is the area/square where the attacking weapon is displayed during battle to be dark-themed. And the HIT/ATK/CRIT square to have a similar dark-theme. I have no idea how to go about making one of those because I don't know what it's called, but because I don't really have the time for it, I wouldn't mind if someone would volunteer to do it instead! Haha... :S
  18. Exactly my thoughts! When it comes to hacking, it's very hard to be perfect in the early stages of it!
  19. Hahah! I knew someone would make that mistake. Can't wait for you to play the new version of that chapter when it'll be released.
  20. Quoting both of y'all because it worked. THANK YOU.
  21. Here's what I did and I renamed my ROM "fe7.gba" Still have the bug
  22. Did everything you did and the bug still persists. Double checked to make sure I followed the instructions correctly and I was. Soooooooo now what? I looked at 0xD01000 to see if anything changed, because supposedly in the original post it says that's where it is written, but nothing changed. Hmmm....
  23. Aaaahhh okay that clears a lot up. I'll see if this works thank you.
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