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  • Favorite Fire Emblem Game
    Path of Radiance
  1. Alright so my thoughts -The design and the name of the green haired lord are so stylized that it makes it hard for me to believe that he would be a MyUnit. but still, there are a lot of things pointing to the fact that he might be. -Music is Godly -I like the grunts surrounding the unit -Looks like Persona Emblem. The models remind me a bit of Warriors and a bit of Xenoblade -I'm Hyped
  2. Unexpected...but nice regardless. Good luck!
  3. Sorry for the late reply, but everything you have said has been of tremendous use. However, I still ave one problem that needs to be addressed, and its to do with pallets and importing them along with the bitmap. whenever I try to import pallets with my bitmap(both the standing and moving) it screws over a significant portion of the colors in my game. The character(all characters) and texts sprites specifically are just weird now. the map colors and portraits seem to be fine though. I guess my main question is, how do I insert palletes for my standing sprites and moving sprites without screwing up my rom?
  4. I would Like to Preface that I'm hacking FE7 and that I have already repointed to Class table So, I've been having some trouble doing exactly what the title says, associating moving map sprites with a custom class, along with a couple of other problem related to custom classes, easily broken down, they are as follows: 1. In nightmare, when I try to add my custom class number to a class list(say, adding 0x65 to the Class List.txt) I find that it shows up in Class editor, and only Class editor, not even Character Editor, which is in the same folder. Am I doing something wrong? and how do I do it properly? 2. Using GBAGE, I have written over the Peer standing and moving animations with my own custom map and moving sprites. The moving sprite went fine, but I had to repoint the standing sprite, does this have any impact on how nightmare associates the peer with it's repointed standing sprite, or no?(as in, does night, mare still point to where the old sprite is, or where I repointed it to using GBAGE when I imported a Bitmap) 3. when I open nightmare(specifically the Class editor) and scroll down to my custom Class (0x65) I notice that there is a option for choosing the standing map sprite of the custom class, but none for choosing the moving map sprites, how should I go about associating the moving sprites with a new class? That should be it for now, I will add more questions relating to this topic whenever I get the chance. Note, Currently, problem number one is the one Im trying to solve the most, as I know ignoring it now will lead to me beating my head against the keyboard at a later date(though that is not to say that my head has not already made contact with the desk multiple times) Thanks in advance!
  5. Alright, I think I got the custom battle animation editor down. If you don't mind me asking, could you also explain creating the class in the class editor? For example, how do I get the class description and name for the class? I assume it has to do editing the text in FEditor, but I don't know.
  6. I know the basics, but some elaboration is always helpful
  7. Hi all, just want to preface that this is my first post on this forum, YAY! Anyway, on to the question, I was wondering if anyone could help me in the final steps of creating a new class. To be clear, I already moved to the class table and have no problem inserting any of my animations, I simply require some help on putting all of my stuff together in nightmare (funny, I thought nightmare was the easy part). All help is appreciated, thanks in advance! (And yes, I did read the ultimate tutorial, I need something a bit more in depth and handholdy because I'm dumb)
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