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About Sephiran59
- Birthday 09/16/1997
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Member Title
The Meme Minister
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Skype
anthonygigliotti3@outlook.com
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Interests
video games, hiking, pixel art, running, anime
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Location
PA, USA
Previous Fields
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Favorite Fire Emblem Game
Blazing Sword
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Members
Florina (Cipher)
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Tibarn
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I fight for...
Elibe
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Newbie (1/14)
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So just insert it and it should work? There has to be a step I'm missing. The part where it asks where to write the map pointer to and map change pointer to might have something to do with it because I have no clue what those are, I just used what Markyjoe did in his example tutorial
- 12 replies
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I did this long ago and don't get how to code it in EA
- 12 replies
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I understand editing palettes (although that topic is faster and better than what I do, so thanks for that) but what I mean is, I designed an animation in an art software, inserted it with FEditor, and the animation I made doesn't work with any in game palettes and if I try them, the animation looks transparent unless I set the palette to "generic colors" in Nightmare. Blaze's Ultimate Tutorial even says to pick generic colors for it to work, but there has to be a way for it to work another way, right? Edit:This is what happens when I use another palette This is what Blaze said in the tutorial
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So I've read a million outdated tutorials on this, Nintenlord and Markyjoe taught me how to make and insert the changes with EA, but nobody but arch has any info on coding it. I have my changes stored at an offset, but I just need someone to tell me how to code it. That complex mappy code that looks like this: #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "BYTE TCN X1 X2 L1 L2 0 0 0; POIN TilePointer" #define TileMapEnd "WORD 0xFF 0 0" cant possibly be the way... but if it is, someone please to god teach me what each piece of it means with tiled. And tell me if I need a tile reference table like the one Arch has in his tutorial. its a broken link though. Memes aside, any help on this would save my Chapter from doom and I thank you in advance for the trouble.
- 12 replies
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Another question though, semi related at least: So I put the battle animation from SS in for this class through FEditor's Animation maker, and works in game only if I have generic palette selected in Nightmare. Is there a way for it to be paletted or do I have to change color manually? Just because I want more than 1 of this class and everyone needs a unique palette etc.
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You beautiful human being. I have a feeling you're right on both accounts, I'll update my results as soon as they are recieved. Edit: look at that dancing child. You were right, I didn't realize how large the graphic was when I was ripping it, thanks so much.
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This code at line 19 probably has their data within it if you know what the bytes are. (I'm still a noob myself and I'm hacking 7 so I don't know them, however I can easily find them with nightmare for you.)
- 8 replies
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- event assembler
- unit editing
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(and 1 more)
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Exactly, its all there perfect except when i put my cursor on him. I don't understand. Is there a third graphic where the cursor sprite is stored or am i missing a step? This has happened with every map sprite I've tried changing as well, even the unused map sprites in 7 that the Nightmare module says to "(create your own class!)" for.
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Trying to import map sprites from FESS into FE7 and after following Arch's tutorial I managed to get the standing and walking sprites working, but when i move the cursor over the unit it shows some other class's animation (the last unit I moved the cursor over) and I cant figure out why. Screenshots for more details and any help you can give would be amazing, thanks.
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I cant find anywhere how to code my map changes into my events can someone help again? Its for this same map. I have all the location based events working and not sure how to make the map change afterwords, thanks.
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What differences do the two versions have? EDIT: never mind i misread that, ill download it
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My problem is that I'm making my first village and I'm loading text with the TEX1 code and it works with any random text in the game but when I use my custom text the game crashes. Here is what I put in FEditor: [OpenRight][LoadFace][0x16][0x01] [OpenLeft][LoadFace][0x3E][0x01] [OpenRight] Who are you?[.][A] [OpenLeft] Yer mum pussi.[.][A] [OpenRight] wow, bud. Real mature.[.][A] [OpenLeft] LeL.[.][A][X] Ignore the meminess and vulgarity its just test script.
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The answer to your question is 10.1.1 FULL, now ill post my results after I try out your advice. The only knowledge I have of this code is what Arch has in his first 3 youtube videos and his really long event tutorial which are sorta old so I might be using outdated commands or something idk EDIT: Wow the FADI FADU thing fixed the black screen thanks so much. So now I have 2 questions for future reference, Is dissembling and editing a chapter not a good way to make chapters? and Should every scene have a fade in and fade out, then?
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HUZZAH I'm in! Thanks both of you for all the help I will never forget it ...That being said, I'm 300% positive you'll see more questions from me on here in the future. I am hyped for the moment so thanks again.
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Didn't work this worked So at this point I have no errors but a black screen on chapter load. I might just redo my entire script