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Zalor

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Everything posted by Zalor

  1. Thanks a bunch for these!
  2. Hey, thanks for the reply. I believe that MK404's hack might be the first complete hack, but as the archived thread I linked to in my OP shows, Iggy's Nino's Adventure hack was being worked on in 2004. Several years before MK404's hack, which I believed came out in 2007. Also, I'm very much aware that looking for old mods is difficult, which is why I made a public thread hoping somebody might be able to help me out. But perhaps FEU would be a better place for a thread like this.
  3. I'm on a quest to learn about the early history of Fire Emblem rom hacking. As part of my research, I want to learn about (and preferably play) the earliest rom hacks I can find. And by rom hack, I should specify I am referring to hacks that attempt to create some kind of original experience. The earliest hack I can find that attempted to do this was Iggy's hack called FE7 Hack: Nino's Adventure, which you can read more about here: (https://fessforum.proboards.com/thread/863/fe7-hack-ninos-adventure?page=7). I don't know if the Nino's Adventure ever reached the point of coming out with a patch, but if it did and if anyone has a copy of it gathering dust, if you could share it I would be very curious to get a look at it. Even if a patch was never released, if any screenshots of it still exist, that would also satisfy my curiosity to an extent. And lastly, even if there aren't any screenshots of it left anymore, if anyone here still remembers anything about that hack, even the most mundane information about it would be of interest to me. Other hacks I am looking for is a download for Nintenlord Saga, as well as Blazer's Prince of Durand. There is also a couple hacks mentioned in this thread which I am interested in, but that don't have downloads: In that thread, I am specifically interested in the hack by Pukachi that @Lamia mentions. Described as "3 very hastily done chapters". Unfortunately the download link provided seems to be broken now. I am also interested in a download and some information about PZ Ribbon mentioned by Lord Glenn in that thread. If there are other rom hacks people would recommend I check out please tell me. However, I am specifically looking for hacks that were made in 2008 at latest, and preferably before. And just in general, I would be happy to foster any kind of discussion about the very early days of Fire Emblem ROM hacking. Be it discussion about important figures who helped pave the way for this hobby to develop (Iggy, Icy Toast, Pukachi, etc). Or just discussion about what people remember about the "dark ages" of Fire Emblem hacking.
  4. It sounded like the guy was specifically targeting him, and I think that's what is frowned down upon in the community. Again, in the message he sent OP, he literally says "I'll relent my assault." So he was clearly targeting/bullying him.
  5. Translation: "I'll relent my assault. But, if you're the same demo player, please never anger me again." I guess you pissed him off somehow. He sounds like a NEET who no life plays Super Mario Maker 2, so you're not exactly dealing with society's most valuable asset. I have no idea what you did, but if I were you I'd just try to avoid ever interacting with him.
  6. The concept of the challenge is that the main lord is a complete sociopath who only sees their troops as canon fodder and a means to win. Leaving them alone (or completely alienated from any surviving allies) when the time comes to face the last major challenge. If you've played Yggdra Union it's kind of like Gulcasa's special where he sacrifices all of his own units. But again, that's just the concept that motivated this idea. In practice I do agree it's unnecessary and I think I'll get rid of it or make it optional. I really like the idea of of having every unit on a list and their death getting determined randomly. One of my concerns is that a lot of Fire Emblem games offer an abundance of units, and you could easily store a reserve of useless unit that you use as sacrifices. Of course after a while this reserve might run dry, but it does make it easy to avoid killing good units. By determining who to sacrifice randomly it adds a higher level of challenge and risk/reward.
  7. Admittedly I did mostly have the GBA Fire Emblem's in mind when I came up with this. But I think it could work with most if not all FE games. Maybe we would have to tweak the rules a bit for more idiosyncratic titles, but I think it should still be doable. I'm concerned that it might still be too easy for some games. On the one hand the player is frequently given new character in many Fire Emblem games, but there is also the added challenge that a player might have to sacrifice characters that prevent them from recruiting others. Resulting in them not necessarily having as much of a surplus as they normally would. As you mentioned in Awakening this will happen if you sacrifice a parent, and likewise it will have a similar result in FE4.
  8. I have a new (at least I think it's a new) idea for a challenge run. As the title implies it is a Genocide Run. It's inspired by that Invader Zim Episode called Hobo 13 where Zim is forced into a team competition and manages to win, but only because with every obstacle he came across he sacrificed a team member until finally he was the only one left standing. Likewise for this challenge run, you would be required to kill off a character each chapter. These are the tentative rules I came up with: 1) A playable character must be sacrificed in each chapter. By the term 'playable character' what I mean specifically is that only units you directly control count as a sacrifice. So for instance if you refuse to recruit an enemy/npc character that could join your party and kill them instead, they do not count as a sacrifice. But if you recruit them first, and then sacrifice them, then they do count. 2) In the case that the first chapter only has 1 playable unit, it is not required to sacrifice that unit in that chapter. In the case where the first chapter has 2 playable units (such as FE8 or FE7 Hector mode), it is optional to sacrifice a unit in that chapter. 3) [OPTIONAL RULE] The final boss can only be fought with and defeated by the main lord. Main lord is defined as the lord who can seize thrones. 4) Permadeath is required (in games where casual mode is an option), but aside from that any game mode is allowed. In the case of FE7 that also means you can start your run with either Eliwood or Hector mode (it is not required to do Lyn mode). These are the rules I have come up with for now, but I imagine some additional caveats and exceptions may be necessary. It's been a while since I played some FE games, and with the exception of Conquests, I've only played Fire Emblems 1 - 8 (with the additional exception of 5 which I have yet to play). So my knowledge of the later FE games, and especially Three Houses (which seems to have a lot of new mechanics) is lacking. So if any one has any suggestions on how this challenge run could work better in the later Fire Emblem games which I am unfamiliar with, please share them. And just in general, if you have any suggestions please voice them.
  9. This is probably going to seem like a weird request, but there is an old Fire Emblem Playthrough Youtuber whose content I really want to see again. His Youtube username was Hisagi134, and from what I remember he was most active between 2008 - 2010, although he may also have been active in 2007. These were the days before Lets Playing were quite so popular, so instead he would record footage of a fire emblem playthrough and have music he liked playing in the background. In particular I remember he often used songs from Asian Kung-Fu Generation (his videos introduced me to the band). I found the style of gameplay and good music in the background really relaxing to watch as a kid. Recently I have been bitten by a nostalgia bug and want to rewatch some of those videos, but I can't find them anywhere. His Youtube account has been terminated, and I can't find reuploads anywhere. If anyone downloaded any of his videos or even remembers who I'm talking about please comment. I've attached pictures of his channel and his Youtube profile that I dug up from the wayback machine: https://web.archive.org/web/20090809225507/https://www.youtube.com/user/hisagi134 I know he was friends with some other Fire Emblem Youtubers at the time like Seph1212, and perhaps others. Anyway, again sorry for the odd request. I just remember coming home from middle school and watching his videos on YouTube like over 10 years ago, and I was just hoping his stuff hasn't been completely erased from the internet.
  10. Thanks for sending me those tracks, I can't stop listening to them now haha ^_^ Also, I did manage to convert and insert Katrina's theme into Fire Emblem 7. Here is what it sounds like:
  11. Zalor

    Howdy

    Really, well thats good. Granted, I feel like he is a character that is under appreciated more than anything. But the few times I did see his name come up with FE fans, I felt like they don't like him as much as I do.
  12. Zalor

    Howdy

    Welcome! I love your Narshen avatar. Despite how hated he seems to be by most FE fans, he is one of my favorite Fire Emblem villains. Hes like a less crazy but way more egotistical Valter.
  13. Yo Naglfar94! Fancy running into you here. Your FE4 hack looks really fun. In fact, I think you might have even mentioned it to me the last time we crossed paths on Youtube. Incidentally, I'm currently working on trying to insert Katrina's theme from Romancing Saga 3 into Fire Emblem 7. If When I succeed, I'll let you know. Furthermore, I just have to mention how cool it is to see a FE4 hack. Aside from Japanese hackers, I feel like FE4 gets little attention from the hacking community.
  14. *When posting this topic something glitched and it double posted.
  15. So I originally posted this on FEU, and I received some help there. However, I figure I would have an easier time figuring this out if I ask here as well. So I am working on inserting a song into Fire Emblem 7. However, when I insert the song, the quality is noticeably compromised. To give you reference, here is What my insertion songs like (yuck). Please compare that to the original. I am really new to music hacking, so please do not assume any knowledge of me. Also, I assume the problem lies with the voices or something. I already put the Native Instrument Map into my rom, which did help a bit. But as you can tell, my version is still pretty compromised. My next assumption would be that I would have to edit the song on Anvil Studio. However, I've never used music programs before. So I don't really know what specifically in Anvil Studio I should do. Anybody who could help me figure out how to get a good conversion of this song into my rom, I would deeply appreciate your advice and suggestions.
  16. I checked there at first, but I guess I didn't check hard enough. You were totally right, it was in the Chapter Data editor! Thanks for all your advice!
  17. Yeah, the thing about starting the chapter on Fade out and adjusting the screen during the darkness has done the trick. The really really weird part though, is that I know that the MOVE code is correct. I have not idea why it didn't work. However, for whatever reason when I changed the place in the ROM where I had my events written too, and when I did the move data with coordinates instead of character names, it worked. One weird problem that I didn't notice the first time because I was play testing with the emulator muted, is that at the very start of the chapter, the track Ships And Homes plays. Even though nowhere in the event file do I have that track scripted to play. Even if I put a MUEN code at the top of the Opening event, the track still plays briefly. How do I get rid of it?
  18. So there are two glitches in my opening event that are causing me problems, and I even suspect that one is effecting the other. One of the first things I tell the game to do on the opening event is to put the camera at the coordinates [1,18]. This is because I want the chapter's events to start here. However, the game always starts at the top-left of the map and then moves the Camera down to the bottom left of the map (where the coordinate 1,18 are). I don't want the camera to move down, I want it to start in that location from the absolute start. I fiddled with this for a while, but nothing worked. Here is my code: ______________________________________________________________________________________________________ Good: UNIT Raven 0x0A 0x36 Level(4,Ally,False) [1,18] [1,20] [0x05,0x0E] [0x00,0x00,0x00,0x00] UNIT Good2: UNIT 0x36 0x3C 0x00 Level(5,Ally,False) [1,18] [1,13] [SteelSword,0x6A,Vulnerary] [0x00,0x00,0x00,0x00] UNIT 0x0D 0x18 0x36 Level(4,Ally,False) [1,18] [1,12] [0x2C,0x33,Vulnerary] [0x00,0x00,0x00,0x00] UNIT 0x04 0x0A 0x36 Level(4,Ally,False) [1,18] [2,12] [0x05,0x0E] [0x00,0x00,0x00,0x00] UNIT Erk 0x20 0x36 Level(4,Ally,False) [1,18] [0,12] [Fire, Vulnerary] [0x00,0x00,0x00,0x00] UNIT BAD1: UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,23] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT BAD2: UNIT Harken Hero 0x00 Level(1,Enemy,False) [6,24] [6,21] [0x05] [0x00,0x00,0x00,0x00] UNIT 0x75 Myrmidon 0x00 Level(3,Enemy,False) [6,24] [7,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Myrmidon 0x00 Level(3,Enemy,False) [6,24] [5,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT BAD3: UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [7,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [18,24] [17,21] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [18,24] [18,21] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT Turn_events: OpeningTurnEvent(Opening_event) END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: CAM1 [1,18] SHOWMAP CURF [1,18] STAL 16 MUSC 0x41 LOU1 Good ENUN STAL 16 CMON LOU1 BAD1 ENUN STAL 16 CMOF CUMO [1,20] STAL 32 CURE TEX1 0xA02 REMA STAL 16 MOVE [1,20] [1,18] ENUN DISA Raven FADI 16 HIDEMAP BACG 0x2A TEX1 0xA00 REMA SHOWMAP MUSC 0x41 CMON LOU1 Good2 ENUN TEX1 0xA00 REMA LOU1 BAD2 ENUN STAL 8 FADI 16 HIDEMAP BACG 0x2A TEX1 0xA03 REMA SHOWMAP MOVE Harken [1,19] MOVE [6,22] [1,20] MOVE [5,22] [0,20] MOVE [7,22] [2,20] ENUN TEX1 0xA02 REMA MOVE Legault [5,9] MOVE Raven [6,8] MOVE [1,12] [5,8] // tutorial Wil MOVE Erk [5,7] ENUN STAL 12 CMOF TEX1 0xA00 REMA CAM1 [11,22] LOU1 BAD3 ENUN STAL 8 CAM1 Legault TEX1 0xA00 REMA ENDA _______________________________________________________________________________________________________ My other huge problem, is that the game crashes right when it is supposed to execute this part of the code: MOVE Legault [5,9] MOVE Raven [6,8] MOVE [1,12] [5,8] // tutorial Wil MOVE Erk [5,7] What happens, is once the text event that happens prior to this finishes. The camera (without my permission!) goes to the top-left of the map and then freezes. I don't know why the Camera moves to the top-left and freezes, and I don't know why the game won't move the characters I told it to move.
  19. I understand! I didn't know that "REMA" stood for "return to map", although now that you told me it makes a lot of sense. Thanks so much for the suggestion, I will try this soon.
  20. So for a hack I am working on, I am currently stuck on something in the Ending Events. What I want to do, is to go from one conversation that uses a background, to another conversation that uses a background. And I would like the chapter map to stay completely hidden. However, no matter what I have done so far, when it transitions from one conversation to the next, it briefly load the chapter map before fading out into the next CG. Here is my code: Ending_event: CAM1 [1,0] MUSC 0x38 TEX1 0x9FD REMA HIDEMAP MUEN 4 STAL 16 FADI 4 BACG 0x19 HIDEMAP MUSC 0x02 FADU 4 SHOWMAP TEX1 0x9FE HIDEMAP REMA MUEN 4 STAL 16 FADI 4 HIDEMAP //FADI 4 BACG 0x1B FADU 4 MUSC 0x43 TEX1 0x9FF REMA MoveToChapter(0x01) ENDA Everything up until the second REMA worked perfectly fine. After that, I can't get my desired affect. By the way, for TEX1 0x9FD, I want the speech bubble to happen over the chapter map. The issue is that TEX1 0x9FE won't transition to TEX1 0x9FF without showing a bit of the chapter map inbetween that transition. Which doesn't make sense since I already used the command HIDEMAP. Please could somebody help me out?
  21. Thanks for the link! Wow, that's a totally different method from what I am used to. But it doesn't seem too bad, it will require learning a new method of hacking though. I'm pretty comfortable with the Event assembler, but using it for everything will definitely take some getting used to.
  22. Yeah, I included the "[X]". The title I want is "The Heist!". What I wrote was "The Heist![X]". Oddly enough, when I changed the text to "Custom Title" I had no problem. But I have no idea why "Custom Title" works but not "The Heist!". By the way, is there an alternative to Feditor these days? Last time I dabbled in hacking was two years ago, and while I downloaded up to date copies of the programs I used then, perhaps my methods are outdated? EDIT: Okay, I figured out the problem. The issue was with the exclamation point, once I got rid of it and left it as "The Heist" everything worked fine. Thanks everyone for helping me out, especially for pointing out that I didn't need to fiddle with the graphics to change chapter titles. I am curious why the exclamation point caused so many problems, but the issue has been resolved.
  23. What kind of user error? For example, I specifically modified the text in Feditor that is located at 0x058C, which is "Prologue: A Girl from the Plains[X]". I even did this on a clean rom and the game still crashed. And what exactly do you mean by "FEditor being itself", is FEditor often buggy?
  24. Really? That's a bit weird because when I changed it in Feditor, the game crashes the moment I start the chapter. That's what lead me to believe it was a graphics issue. The picture I attached is what happens when I alter the title. It's like, the moment the game has to render my new text it doesn't know what to do.
  25. I am 99% sure that you have to change Chapter Titles through editing the graphics, but I can't seem to find anywhere the offsets that I need to extract that information with the GBA Graphics Editor. And by anywhere, I mean the internet, since I don't really know how to debug for that information myself (believe me when I say I tried). The odd thing is, is that I have seen many FE7 hacks with edited Chapter titles, so I assumed it was common knowledge. Specifically right now I am curious how I can replace the first chapter title "Prologue: A Girl from the Plain" Furthermore, where can I find an image of the font used in Fire Emblem chapter titles, since I want my custom chapter title to use the same font if I can. If anyone could help me out with this I would greatly appreciate it!
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