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RennacIsUnderrated

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Everything posted by RennacIsUnderrated

  1. Probably not I'm new and the lingo is probably still a bit over my head but this is how I understood it hahaha.
  2. I never said anything about Feditor, you use GBAGE to my knowledge if I'm not mistaken. Thanks Klokinator that has most of them that I need, much appreciated.
  3. That's what I'm referring to here. You insert the animation and then assign the animation to a new class that uses free space on the fe7 rom and go to nightmare and set up a custom class that repoints to your new animation for said custom class.
  4. God bless lol, I even tried looking at the free space txt that comes with Feditor but nothing there seemed free so this helps me out alot.
  5. I wasn't sure if the map sprite was broken like the battle animation so I tried to find something I was more sure about putting in my rom. I knew it had to be out there somewhere so I decided why not ask alongside my other map sprites I'm searching for lol
  6. I got all of the animations from the Feditor animations v2 topic thread, Bonestorm's halberdier appears to be removed, I couldn't find the fe6 zephiel no matter how hard I looked for some reason so thanks for that, the hunter I'm not sure about that one being public, and the cloud one I saw in devourer of worlds I believe but it might also not be public
  7. I'm not sure what they meant, I thought it sounded like bullshit so that's why I'm here. It was just some random and very sketchy tutorial I found lol Any idea where there is some free space on the fe7 rom then?
  8. Thanks! that was the one I was hoping to find the most, the others can always borrow a pre existing FE sprite and look decent but that one needs a custom one for sure. I really appreciate it! :)
  9. I read that you can use the lines of code between 0x000CB51A to 0x000CBA34 in fe7 for repointing code such as custom animations and such. But when I went there to put in my custom animation I found alot of code already put in, I was informed it was only ram and was safe to replace with animation pointers and other code but I wanted some verification on that before replacing anything that could be important. Anyone know anything that could help?
  10. Is there somewhere to download the map sprites for these battle animations? They aren't too much use without their sprite to pair them with.
  11. Hey does anyone know where to find the map sprites for the Cloud, King (fe6), Hunter, and Bonestorm's halberdier battle animations for download?
  12. So I just recently inserted animations for the Bonestorm's halberdier, the hunter, Zephiel (for fe7), and Cloud but now I'm missing map sprites for the classes. Does anyone know where I can find these for download? And while I'm on the topic of sprites how would you insert a map sprite in Feditor, I've used it for battle animations but I can't necessarily find anything for inserting map sprites, so if there's a tutorial on how to do it can anyone please direct me to it? I'm afraid I haven't been able to find a tutorial that answers my question.
  13. lol I did, in fact, try xD After inserting an animation over another it didnt show up in game and just gave a color glitch to the applied unit and kept the old animation. I tried to tinker around in Feditor and find the problem but it would no longer display anything other than the portrait editor, I've read the majority of the tutorials out there but I still cant seem to find what I'm doing wrong, so I decided to post my method on here and see if someone could pick it apart and find the issue I'm running into. I just got finished giving it a couple more tries though and I was successful 3 or 4 times but not the last.
  14. That would certainly make more sense, I just recall Lyn saying there was no way they could take on 3 dragons yet Roy and his band don't seem to ever have any problem taking down 3 so they must be different in some way, your explanation clears alot of that up.
  15. Hmmm could be. I tried looking it up but it says that all of the dragons that escaped the scouring condensed their power into stone form with no exceptions besides those who stayed behind and were routed. So they're all technically the same in both games with the exception of Idounn. I guess the fe7 ones are bigger and stronger for the same reason hawkeye is bigger and stronger than other units. Also probably just for plot sake and needing to have a grand finale that featured something strong and not a run of the mill mamkute, or maybe roy and co. are just that much stronger than eliwood and them lol
  16. Are you saying this isn't how to do it? Or are you saying nothing seems wrong about the process?
  17. I think it's because one's a mamkute but then again I think they're all technically mamkutes lol The "ancient" thing I guess does make some sense. Sort of like the difference between caineghis and curthnaga I suppose. I just thought it was funny
  18. It could be a Pompeii style hack where everyone tries to escape the island continent of magvel before it gets obliterated and then they end up in elibe lol
  19. Just wanted to run through this so I didn't mess up anything and botch my rom. So I found an awesome cloud animation and a cloud map sprite and portrait and I want to insert them into fe7 making an all new cloud character without removing or replacing anything thats already in the game. So if I'm not mistaken this is how you would do it? You would take the animation and insert it in feditor, after that you go into HxD and find a pointer that isnt being used and has "blank" code and insert the code for the animation into that unused pointer. Then go into nightmare and make a custom class and a custom character. Then assign the pointer that you filled with the new animation into the new class for it's animation and then assign the new class to your new custom character. Anything seem wrong here?
  20. Ok thanks I appreciate the time this helps alot. So a quick run through of the process. I would take the frames I found online and insert them into Feditor, after this I would goto HxD and find a pointer that is empty and insert the code for the animation there. Then after that make a custom class in nightmare and have its animation point to my new animation via inserting the pointer as the new one I filled in HxD, then assign this custom class to my desired character?
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