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Furyhaven

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    Blazing Sword

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  1. Interesting. So that's how they would appear in the during the battle prep screen? And without that pointer they would in fact be in the the specified coordinate? EDIT: Okay so I added a line like so... UNIT 0x10 0x1A 0x0 0x18 [0,5] 0b 0x0 0x1 0x0 [0x4B,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] and it still seems the location of the character is way off.
  2. Recently I've been looking into importing maps, and setting up Event Files. I'm stumbling through it but I have made some progress. I looked through a few tutorials for the knowledge I know, and I've done the majority of my testing with Disassembled Event Files from a clean FE8 rom. So now I'm working on placing units, and as I do get the most of it, but the unit Coordinates are not making any sense to me, and it's an area that seems that it would be pretty much in black and white. Typically I cant make anything of the coordinates for the chapters I have looked at. I first tried on the prologue, and chapter 1. I thought there may be some odd cutscene thing going on that messes around with the unit coordinates, so I then tried on chapter 2 and 3. Still cant make anything of what is in place. Here's what I'm pretty sure is the playable units for Chapter 3. ORG $8B4574 Units1: UNIT 0x1 0x2 0x0 0x8 [0,11] 0b 0x0 0x1 0x8B44D4 [0x9,0x6C,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x8 [0,12] 0b 0x0 0x1 0x8B44DC [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x7 0x3D 0x0 0x8 [0,10] 0b 0x0 0x1 0x8B44E4 [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0x48 0x0 0x10 [0,12] 0b 0x0 0x1 0x8B44EC [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [0,10] 0b 0x0 0x1 0x8B44F4 [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [0,11] 0b 0x0 0x1 0x8B44FC [0x1,0x14,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x1A 0x0 0x8 [0,10] 0b 0x0 0x1 0x8B4504 [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [0,12] 0b 0x0 0x1 0x8B450C [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0xA 0x3F 0x0 0x20 [0,10] 0b 0x0 0x1 0x8B4514 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT From what I understand, the first brackets are the coordinates, the first being [0,11]. With coordinates usually being in XY format, I'd assume 0 is X and 11 is Y. Now with the X coordinate for every unit being 0 on this list, shouldn't they all be in a straight line across the Y axis? Well sadly for me, they are not. They are placed in sort of a diamond formation, with one unit askew. Please can somebody shed some light on this situation? I've searched everywhere and nobody seems to have had this problem before, well at least everyone but me could figure it out lol. (On a side note, i'm using the IDs in my event file because i'm not sure if setting up a character like this UNIT Rebecca Sniper_F Eliwood Level(5,Ally,False) [8,12] [10,5] can be used alongside the way it is Disassembled in ID format. I'd also really appreciate help with this as well.)
  3. The animations still are quite nice looking though.
  4. Wow sweet. Would you be willing to post them? Unfortunately I don't know how to script, but I have been looking into learning.
  5. I'm thinking the reason it kills the music is because it may call a custom sfx file that's normally not located in a vanilla FE rom. Sadly the guy who posted the video didn't give much information.
  6. So today I decided to start working on a rom again since the thrill of playing SSBU for 12 hours daily has slowly subsided, and an age old question once again popped into my head. I would really like to use the animations from FEif, and I would like to know if anyone knows anything yet about ripping the animations from that rom, or if anyone has any of them already ripped. I saw here that someone did in fact get one of the animations into an english game. https://www.youtube.com/watch?v=T5Y69cGm4ac I know it's possible to do it the "Hard Way" but I was curious if someone figured out how to export the compiled animations or something like that.
  7. I see. What do you mean by start up items? Like stat boosts or what? I also didn't realize you could go higher than level 30, the level cap editor is actually a module I haven't opened yet. I thought I heard somewhere that it only goes to 30 and I guess I ran with the idea without looking into it. Do you think if I set the level cap to something like 45, I could keep the growths relatively the same as how they are? As for the Item thing, I figured as much. My friend is learning ASM to do all the odd things like this. But the weapon EXP idea is grand, I feel like that could happen with much less work.
  8. I'm currently working on a Fire Emblem 8 hack, in which all the characters have their own animation, meaning the enemies don't replicate any usable units classes. Units also don't class up, but go to level 30. I did this so I had more class animations and class slots to work with. I'm going with the original chapter count of 21 with a 5 chapter split choice. I'd like all characters that you choose to use to be able to make it to level 30 by the end, and max most of their stats. Does anyone have any tips for the character's growths so I can accomplish what I'm trying to do without people ending up unbalanced? I have max stats for the characters that will appear for the first six chapters as well. If anything is amiss please let me know. Class HP,S/M,Skl,Spd,Lck,Def,Res Total Ability | Weapon ------------------------------------------------------------------------------------------------------ Main Lords. Swordsman 50, 27, 31, 31, 30, 20, 20 = 209 Silencer | Swords Archer 55, 25, 31, 29, 30, 22, 21 = 212 Summon | Bows Healer 45, 31, 30, 30, 30, 15, 27 = 213 | Healing, other non offensive abilities ----------------------------------------------------------------------------------------------------- Other Characters General 60, 29, 25, 23, 30, 30, 24 = 251 Super Armor | Lances Greak Kn. 60, 28, 24, 23, 30, 28, 25 = 248 Horse | Axes Lanceman 50, 24, 27, 28, 30, 26, 25 = 210 | Lances, Magic Swordsman 50, 24, 30, 31, 30, 21, 23 = 209 Crit +15 | Swords Hero 55, 25, 30, 26, 30, 25, 22 = 213 | Swords Thief 50, 21, 28, 31, 30, 21, 20 = 201 Avoid +15 | Knives Lanceman 51, 25, 29, 29, 30, 24, 22 = 210 | Lances *These next three also have their own inherit class spells that make their classes differ. ---------------------------------------------------------------------------------------------------- Fire Mage 52, 31, 26, 27, 30, 24, 28 = 217 | Magic Lightning M. 51, 28, 25, 31, 30, 21, 25 = 210 | Magic Wind Mage 49, 24, 29, 29, 30, 20, 22 = 203 Crit +15 | Magic ------------------------------------------------------------------------------------------------------ Any help is appreciated. *another side note, as a way to replace classing up, there will be items that make it so certain classes can use other items.Like a Hero using swords that uses the special item makes the Hero use Swords and Axes.
  9. Ah I see, no wonder I was making no progress lol. Though It does seem that the patch included in that video will fix my problem. Is it only a patch to make it so you can use magic and melee weapons correctly?
  10. Okay cool thanks, I was wondering about that. I just don't quite understand why my character is using the ranged animation for the iron lance, no matter what I've tried. If it means anything else, the animation looks correct when you sit at the title screen long enough for it to showcase the classes.
  11. Excuse me I was mistaken, my character is still using the ranged Lance animation for the Iron Lance. I changed the digits correctly but for some reason he continues the ranged animation, although the Magic animation works right.
  12. Wow I didnt realize this got replied to yet. I was waiting for the email alert on my phone and never got it lol. But thank you so much, you explained this perfectly, and now the animation is working.
  13. As stated, my problem is with the Fire Emblem 8 Custom Battle Animation Editor in Nightmare. I have two custom animations, the first a lance user, and the the second is him using magic. The Animations are imported correctly as far as I know, but when I have the character attack with a normal lance (in this situation I was testing with an Iron Lance) he always uses the ranged lance animation, and as per usual if a spell animation isn't selected for a weapon the enemy doesn't take damage until after the battle scene is over. My other problem is that there aren't enough slots in the custom battle animation editor, which I have read can be worked around. Thing is I don't quite understand what people mean by "make sure to use separators" when I use more than one tab in the editor(more than 4 weapon slots). I also don't know what to put as the battle animation pointer in the class editor. I used these two sections; 8E60630 and 8E60620. I also used 8E60630 as the battle animation pointer in the class editor. Under 8E60630, I set the four slots like this. Weapon Type - All Spears/Iron Sword All Weapons or a Certain One? - All Weapons for a Weapon Type Animation Played - Spear Animation Separator - 0 Weapon Type - All Anima/Iron Blade All Weapons or a Certain One? - All Weapons for a Weapon Type Animation Played - Anima Animation Separator - 0 Weapon Type - Javelin All Weapons or a Certain One? - Custom Animation for a Weapon Animation Played - Spear Animation Separator - 0 Weapon Type - Slender Spear (**BTW, is this the for the Spear?**) All Weapons or a Certain One? - Custom Animation for a Weapon Animation Played - Spear Animation Separator - 0 Then the 8E60630 is set up like this Weapon Type - Short Spear All Weapons or a Certain One? - Custom Animation for a Weapon Animation Played - Spear Animation Separator - 0 Weapon Type - FF All Weapons or a Certain One? - 255 Animation Played - FF Separator - 255 Weapon Type - FF All Weapons or a Certain One? - 255 Animation Played - FF Separator - 255 Weapon Type - FF All Weapons or a Certain One? - 255 Animation Played - FF Separator - 255 I feel like the FF's in the second section are where I am wrong, but I'm not sure what to put there because the only thing that says separator is for All Swords. Although aside from all this, I decided to test it out without the Magic animation, so I didn't have to use more than one tab in the editor, but I get the same result. That being he still uses the ranged spear animation for the Iron Spear. I'm testing this over Eirika by the way if it is of importance. Any help will be greatly appreciated, and I would be happy to provide any more information that is needed to fix my problem.
  14. I figured this out. My Nightmare didn't come the Battle Palette Editors folder, so I searched the web and found one. Everything worked smoothly after that.
  15. Alright, so my problem is with Erika and Epheraim's palettes. I have seen that this has been talked about before, but the asker I was reading knew a bit more than I. One of the options suggested was to repoint Erika and Epheraim's palettes to a new location, and set up a custom palette there. I don't quit know how to do this because the FE8 Battle Palette Reference doesn't list Erika or Epheraim, so I don't know where to set the new pointer. The easiest method I could think of was editing the color palette of the 5 attack sheets themselves, for the Lord class seems to load its palette from there. The problem I am having here is when I try to reinsert the attack sheets, FEditor Advanced tells me I have more than 16 colors, and wont let me insert. Then I opened up Usenti, and did my recoloring there with hopes of staying below colors, and I changed the three colors I wanted to change, and saved. FEditor Adv still is giving me the more than 16 colors message, and I'm not sure how. I used the Requantize option in Usenti and set it to 16 colors, same result. Usenti is also saving the sheets I edit without a blank background, its that green color that represents blankness usually. I'm not sure if this matters. On an semi-unrelated note, I would also like to know if it's possible to insert battle animations into FE 8 without replacing another existing animation. This isn't quit as important to me as of now though.
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