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Mikey Séregon

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Posts posted by Mikey Séregon

  1. After a long, long, loooooooong time, I bring you the final demo for the FE7 version of this hack.

    Download

    And this is the final version for FE7 because I'm planning to move everything to the FE8 engine. Luckily it won't take me to much time to reach the same progress as in FE7.

    As a reminder, tThe project is in Spanish, we're planning to translate it to English. If you want to collaborate in the translation, send us a email here: dyugdrah@gmail.com.
    Please, enjoy it.

  2. Wow, it's been ages since the last time I was here.

    The hack is kinda alive, we won't give up on this. But I've been very busy with my internship, my friends are busy too with college, and we are planning to make a new game while we're working on the hack (It still is just a concept, we'll need little help when we take it seriously)

    As for updates, most of them are mechanics, some slight graphics updates and some bug fixes.

    Here is the list of characters in the next demo:

    g4kZmAj.png

    Blue: Playable

    Green: NPC

    Purple: Enemies that become NPC or you can't fight (yet)

    Red: Enemies

    There are 26 chapters made, I'm working on Ch. 27 and some Trial Maps.

    Obviously there are more characters in the hack, but must of them are the same from FE7/FE8 or are simple cameos.

    Some problems I found with the hack,there are spoilers:

    -Too many sword users,I suggest changing some sword users to lance users (or even axe users),if it's for game balance sake I don't think people will care about Eliwood using lances,for example

    Well, most of the lords are sword users, and I don't want to change their clases or their weapons. But I'm going to give a secondary weapon to some when they promote (Ex: Ephraim using bows, Eirika using staves [We thought this months before the revealing of the Bride class on Awakening], etc.) or a little bonus (Ex: Roy, Marth, etc.)

    -Ike comes really underleveled in Lyn's story,try to buff him a little bit
    -Talking about Ike there's a glitch at the end of chapter 14 which shows Linoan in a cutscene,I suggest putting Ike in Priscilla's ID instead of Wallace's and then the bug would be fixed.
    -In Lyn's story endgame,there are too many SwordReavers,I know the strategy is trying to steal them with Julian,but if he dies,it's almost impossible to win.
    We already fixed that.
    I think Celice is a little bit too broken,good sword rank,comes with a Silver Sword and has Lyn's story to train,at chapter 15 he was almost at level 20.

    That's a reference to FE4, it's the Silver Sword that Alvis gave to Sigurd.

    Also, he functions as a kind of Oifey for Lyn's Story.

    -The timeline is a bit confusing,is Lyn's story this after,in or before FE7 Lyn's story?

    It's an alternate timeline, it's Lyn's Story, but with some slight changes. Sora is trying to keep the timeline like in the original, but in some point he no longer can handle the drastic changes, resulting in a new separated timeline.

    -Sora and Ike have no special dialogue whatsoever when visiting Soren's house in Lyn's Endgame

    Sora doesn't need an special dialogue.
    And for Ike, he can't meet with Soren at that time.

    i have one thing to say:

    yaaaaaaas :D

    holy crap the whole squad is here.

    idea tho: maybe the tactician is robin? and eventually begins fighting as well? (only saying this bc in some fe:A dlc there were hints at robin having been the tactician from fe7)

    Robin and Lucina are in the story. We already have an story for Robin that involves Marth, because he isn't the Robin from FE13.

    I think this hack looks pretty good. I've played a few chapters in, and while spanish is not my first language I still understand whats going on for the most part.

    I do have one question, which may have been brought up earlier but I did not see it adressed. In a few early chapters the bosses were edited to have weapons with a range of 1-2 in their inventory. I originally thought this was to counteract the fact that you get a bow-user earlier than usual in this hack, but due to the fact that he has a bow with the capability to hit from 3 spaces away anyway, I'm not sure I fully understand the point of this change. It could be that I'm wasting Ixion by using it in these situations, but I'm not sure. It isn't really a problem or anything I just happen to be curious about this change.

    Regardless, so far I've enjoyed the hack and sorry if this question was already brought up.

    Ixion is a very valuable bow because of its properties, especially for armoured and mounted enemies.

    We're thinking about nerf it to range 2 or other kind of nerf.

    And before someone mentions Fates, the whole team agreed on not include a character from it as playable. We don't like Fates that much... but at least we agreed on adding a cameo character, it would be either Leo or Aqua, it even can be other or none.

    As for the release of the new demo... I just hope that I can finish it before the year ends, but I'm not good with release dates.

  3. I said this before, a full english version is planned after the spanish release.

    As for progress, we've made some new animations, classes, weapons, and also we've been adding some other things.

    And we made a Twitter for this project, I'll be posting semi-diary pics about the progress there.

    @SeregonTeam

    A demo will be avaiable as soon I finish the testing-fixing process.

  4. They share commands, I tested it and this is the result:

    0x14 Heavy vibration of screen
    0x15 Slight vibration of screen
    0x16 Nothing (Apparently)
    0x17 Nothing (Apparently)
    0x18 Makes this: http://oi57.tinypic.com/2lcv0vq.jpg
    0x19 Play bow pulling SFE
    0x1A Normal hit
    0x1B Play quick "heavy step" SFE
    0x1C Play light horse stepping SFE; pitch decreases
    0x1D Play light horse stepping SFE; pitch increases
    0x1E Similar to 0x1D; a bit louder
    0x1F Play hit SFE (sounds like Eliwood with sword's hit. Will be normal hit sound during normal attack and critical hit sound during critical attack)
    0x20 Play hit SFE (sounds like Knight Lord with Durandal's hit) (see previous note)
    0x21 Play hit SFE (sounds like Knight Lord with sword's hit) (see previous note)
    0x22 Play short sword swinging SFE
    0x23 Play shorter sword swinging SFE
    0x24 Play sword slashing air SFE
    0x25 Play wing flap SFE
    0x26 Freezes the game
    0x27 Freezes the game
    0x28 Play electrical charging SFE (Used by Shamans)
    0x2B Play armored unit "leaping" SFE
    0x2C Freezes the game
    0x2D Makes this: http://oi57.tinypic.com/2lcv0vq.jpg
    0x2E Makes this: http://oi59.tinypic.com/jgrz7q.jpg
    0x2F Makes this: http://oi59.tinypic.com/jgrz7q.jpg and plays Sage's critical rune sound.
    0x30 Freezes the game
    0x31 Freezes the game
    0x32 Freezes the game
    0x33 Play battle cry SFE (REALLY stupid)
    0x34 Play heavy stepping SFE
    0x35 Play longer wing flapping SFE
    0x36 Play sword unsheathing SFE
    0x37 Play sword clicking SFE
    0x38 Play heavy spear spinning SFE
    0x39 Pauses the attacker, makes them flash white and makes the screen flash white Essentially makes it look as though the attacker was hit, but without blue sparks
    0x3A Play dancer magic release SFE
    0x3B Play bard song SFE
    0x3C Play sword "whooshing" SFE (done by Nomads; sounds like wing flap)
    0x3D Makes this: http://oi61.tinypic.com/2jajevt.jpg
    0x3E Play burning SFE
    0x3F Play alternate arrow firing SFE?
    0x41 Play short axe swinging SFE
    0x42 Play long axe swinging SFE
    0x43 Play weapon stance SFE (Clicking noise)
    0x44 Play short "light emission" SFE (I seriously don't know a better way to describe this)
    0x45 Play horse neighing SFE
    0x46 Play dropped axe crashing onto ground SFE
    0x47 Adds a second sprite? (At least that what it seems: http://oi58.tinypic.com/24wh7k8.jpg)
    0x49 Play sage's magic firing SFE
    0x4A Play valkyrie's magic charging SFE (Pretty much the same as the shaman's)
    0x4B Play monk's magic casting SFE
    0x4C Play Athos' magic casting SFE
    0x4D Play Athos' critical glint SFE
    0x4E Freezes the game
    0x4F Play druid critical charging SFE
    0x50 Nothing (Apparently)
    0x51 Show brief white flash animation
    0x52 Makes this: http://oi57.tinypic.com/2lcv0vq.jpg
  5. C000014 (Heavy) and C000015 (Slight) are the commands for shake the screen, just like in battle animations.

    I wonder if there are other effects that can be used...

  6. I know there is a command for battle animations, but it isn't in CSA:

    0x00 through 0x13 (except 0x08) - Ignored/unused
    0x08 Attack (becomes critical automatically) with HP stealing
    0x14 through 0x28 - passed to attacker's animation; it is recommended that all possible caster/
    spell animation combinations are considered such that no combination conflicts
    0x29 Set brightness and opacity levels for the background.
    Argument XX is the brightness level from 0 to 100% (0x0 through 0x10)
    Argument YY is the opacity level from 100% to 50% (0x0 through 0x10)
    0x2A Sets whether maps 2 and 3 of the GBA screen should be visible.
    Argument YY is the boolean for whether to display those two maps:
    The value 0 means "false to display"; all other values mean "true".
    0x2B through 0x3F - passed to attacker's animation; see note above
    0x40 Scrolls the screen from being centered on the attacker to being centered on the defender.
    This should not be used more than once per animation.
    0x41 through 0x47 - passed to attacker's animation; see note above
    0x48 Plays sound or music whose ID corresponds to those documented in Music List.txt of the Nightmare
    module packages.
    Argument XXYY is a 16 bit music ID.
    0x49 through 0x52 - passed to attacker's animation; see note above for commands 0x14 through 0x28
    0x53 through 0xFF - Ignored/unused

  7. Either way, here's some quick macros for everyone to use:

    #define LeaveLeft 0x00
    #define LeaveRight 0x01
    #define LeaveDown 0x02
    #define LeaveUp 0x03
    #define LeavePoof 0x05
    
    #define EscapePoint(XX,YY,LeaveWay) "BYTE XX YY LeaveWay 0x00"
    #define EndEscapeList "BYTE 0xFF 0x00 0x00 0x00"

    Improving this, you can also add these macros:

    #define EscapePointerListOffset 0xB97100
    #define EscapePointer(id,offset) "ORG EscapePointerListOffset+(4*id); POIN offset; ORG offset"

    "id" is the Chapter ID and "offset" is the offset where the data is written.

    Example:

    EscapePointer(Ch21,0xD0DD00)
    EscapePoint(0x00,0x01,LeaveLeft)
    EndEscapeList

    You have to use these codes at the end of your script.

  8. I've applied the Nintendlord's Walking Sound patch, but it doesn't have any doc about how to use it....

    It writes some pointers (I don't know if those are pointers or not) at 0xD70000, but I have no idea about how change walking sounds. And now music start playing when a unit walks.

    This is what it writes at 0xD70000:

    359zqxd.png

    Some ideas?

  9. Project Name: Fire Emblem - Crossover Hack 2.0 (Final name pending)
    Base Engine: FE7
    Creator: Equipo Séregon (Séregon Team)
    Submitting: Playable demo patch.

  10. I have a feeling the problem has more to do with the edit to the module than Nightmare, at least in the lattermost case, since I've repointed several modules without issue, as have many others, I'm sure...

    I only edited the offset.

    And which is the latest version of Nightmare 2.0?

    Because I have the 20100116.

  11. I've been working with Nightmare 2.0 without problems, but since I installed the JDK 8.0, Nightmare has stop working... It just stays in blank when I load the modules:

    66hv9e.png

    I thought the problem was the hacked rom, but when I tried to open a clean rom... the same happens...

    I tried to work with Nightmare 1.0, but it doesn't accept repointed modules:

    ddnpkj.png

    How I solve this?
    (And I can't uninstall JDK because I need it for my classes :/)

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