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Ephraim115

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  • Favorite Fire Emblem Game
    Radiant Dawn

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  1. Anybody know how to insert an midi music file into fe8 using fe builder? Not just from another fe game but from any game that has an midi file, and if it requires a certain patch? I see there is a section where you can import and export from other games but it doesn't specify which address is music. If anybody knows how to do this, the details would be appreciated thanks.
  2. Anybody know how to insert an midi music file into fe8 using fe builder? Not just from another fe game but from any game that has an midi file, and if it requires a certain patch? I see there is a section where you can import and export from other games but it doesn't specify which address is music. If anybody knows how to do this, the details would be appreciated thanks.
  3. The rest is actually whats not straightforward to me lol. I mean not just from fe7 or fe6 btw, I mean any game like for example pokemon fire red. I know it says you can import from other game, and I pick that then I pick fire red, but then it shows a bunch of addresses, how do I know which one is the music of Pokemon, and would it accept that music? Does it require a patch or something? Thanks for responding.
  4. Does anybody know how to import and export gba music from other games into fe8 with fe builder, I know it has some music features in it but I'm not to familiar with them, thanks for any help.
  5. I have events here: #include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0xE80000 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene Units: UNIT 0x0B 0x1B 0x00 Level(4, Enemy, 0) [1,1] 0x00 0x00 0x0 0x00 [0x84] NoAI UNIT Units2: UNIT 0x13 0x27 0x00 Level(1, NPC, 1) [6,3] 0x00 0x00 0x0 0x00 [0x00] NoAI UNIT Units5: UNIT 0x18 0x7F 0x00 Level(1, NPC, 1) [6,3] 0x00 0x00 0x0 0x00 [0x38] NoAI UNIT TurnBasedEvents: END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: END_MAIN ALIGN 4 BeginningScene: MUS1 0x25 _0x0E22 0x28 ENUN _LOAD1 0x1 Units ENUN CUMO [1, 1] STAL 60 CURE TEXTSTART TEXTSHOW 0x907 TEXTEND REMA _LOAD1 0x1 Units2 ENUN MOVE 0x13 [6,4] ENUN CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x908 TEXTEND REMA CUMO 0x0B STAL 60 CURE TEXTSTART TEXTSHOW 0x909 TEXTEND REMA StartBattle CriticalHit(0,0) EndAttack FIG1 0x0B 0x13 0x0 ENUN _LOAD1 0x1 Units5 ENUN CUMO [6, 3] STAL 60 CURE TEXTSTART TEXTSHOW 0x90A TEXTEND REMA CUMO [1, 1] STAL 60 CURE TEXTSTART TEXTSHOW 0x90B TEXTEND REMA MOVE 0x0B [0,1] ENUN DISA 0x0B ENUN ENDA EndingScene: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset ---------------------------------------------------------------------------------------------------------------------------------------------------------------- If you take a look at where I choose to begin the fight, It would be after text 909... However, after assembling this to the game, the game is COMPLETELY IGNORING the fight, and skipping it like its INVISIBLE. I did get the fighting to work one time, but only as a turnbased event. I made two units fight on turn 2. What I want to do is have two units fight at the beginning scene, like before the chapter starts (like a cutscene). In the same exact way Valter fights seth. Would you know why it keeps stopping me unless its a turn based event? Thanks so much again
  6. Does anybody know how in fe8 eventing, I can make like a kind of "if" event. in other words, an event that is triggered only if something specific happened or happens. an example would be: if a specific character dies, then a unit warps in and gives You an ítem. which the ítem part i know just not how To trigger it ONLY if a specific character dies. thanks...
  7. Does anybody know how in fe8 eventing, I can make like a kind of "if" event. in other words, an event that is triggered only if something specific happened or happens. an example would be: if a specific character dies, then a unit warps in and gives You an ítem. which the ítem part i know just not how To trigger it ONLY if a specific character dies. thanks...
  8. Okay, I have a slight issue I have events here: #include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0xE80000 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene Units: UNIT 0x0B 0x1B 0x00 Level(4, Enemy, 0) [1,1] 0x00 0x00 0x0 0x00 [0x84] NoAI UNIT Units2: UNIT 0x13 0x27 0x00 Level(1, NPC, 1) [6,3] 0x00 0x00 0x0 0x00 [0x00] NoAI UNIT Units5: UNIT 0x18 0x7F 0x00 Level(1, NPC, 1) [6,3] 0x00 0x00 0x0 0x00 [0x38] NoAI UNIT TurnBasedEvents: END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: END_MAIN ALIGN 4 BeginningScene: MUS1 0x25 _0x0E22 0x28 ENUN _LOAD1 0x1 Units ENUN CUMO [1, 1] STAL 60 CURE TEXTSTART TEXTSHOW 0x907 TEXTEND REMA _LOAD1 0x1 Units2 ENUN MOVE 0x13 [6,4] ENUN CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x908 TEXTEND REMA CUMO 0x0B STAL 60 CURE TEXTSTART TEXTSHOW 0x909 TEXTEND REMA StartBattle CriticalHit(0,0) EndAttack FIG1 0x0B 0x13 0x0 ENUN _LOAD1 0x1 Units5 ENUN CUMO [6, 3] STAL 60 CURE TEXTSTART TEXTSHOW 0x90A TEXTEND REMA CUMO [1, 1] STAL 60 CURE TEXTSTART TEXTSHOW 0x90B TEXTEND REMA MOVE 0x0B [0,1] ENUN DISA 0x0B ENUN ENDA EndingScene: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset ---------------------------------------------------------------------------------------------------------------------------------------------------------------- If you take a look at where I choose to begin the fight, It would be after text 909... However, after assembling this to the game, the game is COMPLETELY IGNORING the fight, and skipping it like its INVISIBLE. I did get the fighting to work one time, but only as a turnbased event. I made two units fight on turn 2. What I want to do is have two units fight at the beginning scene, like before the chapter starts (like a cutscene). In the same exact way Valter fights seth. Would you know why it keeps stopping me unless its a turn based event? Thanks so much again
  9. Ok, thank you, I actually for the first time inserted a map. Would you be able to explain to me, the tile animation 1, tile animation 2, and the triggerable map changes? Also, what exactly are map changes, and what do they do? How can I point those as well? Thanks so much
  10. ok so I'll leave the pointers thing unchecked. but what are they and what do they do? Point the game to the map? If I i just insert the map to free space and leave everything else unchecked, you mentioned that i should later update the pointers in the event reference module. Update them from where? Where would I get the information? Sorry if these are stupid questions, but I'm really not sure how it works. I'm somewhat familiar with the event reference module but not entirely thanks again...
  11. For the first tutorial, I don't understand from this point on: Pretty empty, so we'll fill it up. Tiled file is the file you saved in Tiled, so choose it. The ROM is the ROM you wish to insert the map to and the Offset is the offset of some free space in the ROM. If your map has some map changes you wish to insert, check the Insert map changes? checkbox. Now, just because the map is in the ROM the game won't automatically know where it is, so you'll need to insert the pointers as well. You can do that with two ways, either you use Event reference editors to insert the pointers or you find out the offset of the pointers and let the inserter do it for you. Either way is fairly straightforward, so i won't cover them. Here's how it looks like when I insert my map to FE7 and replace Prologue map pointer and Ch2 map changes: I just don't get the pointers and offsets. there seems to be a reference table for fe7 that markyjoe made, but i don't see any for fe8. I have no idea how to get to the pointers or which offsets i can pick. Can I replace maps or does it always have to be blank space? If so where can I find a bunch of free space in fe8? thanks again.
  12. Ok, so does anybody know how in FE8 events, I can be in a map, and make a unit move off the map and go into another map? in the same way valter fights with seth in the prologue scene, and seth rescues eirika and runs off to another map. (The Prologue Chapter Map) In addition, is there anybody who can point me to a AN FE8 ORIENTED tutorial for map making and inserting. Because even when i get to tiled to make the maps, I have all the tiles for the map, but still I don't know how to really make a good map. Is there any way I can learn that, or am I just not creative? I don't know how the mountains really work or how most of the tiles connect besides the obvious ones like the village or castles. As far as the inserting, I can save the map, but I REALLY don't understand what you have to do after you make the map as far as nightmare, the actual insertion, AND ESPECIALLY NOT THE OFFSETS. Please someone point me in the right direction or help me. Thanks so much.
  13. Thanks so much, I understand how to do it now.
  14. Does anybody know of a DESCRIPTIVE TUTORIAL on how to put in custom music in fe8? And how does it work? Can I put in ANY SONG from anywhere? If so how? Please be very descriptive, I have no clue how this is done and I really want to put all kinds of music in my game. Thanks for listening.
  15. Ok, so I know that this: FIG1 attacker defender 0x0 starts a normal fight... You just put the character ids in and the characters have a normal fight. But does anybody know what I need to do, If I wanted two specific units to do exactly what i want? By that I mean, get them to do criticals, automatically miss, sureshot, pierce, etc. Thank you....
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