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TheArbiterK

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Posts posted by TheArbiterK

  1. Hey, you! Ever thought some of the FE6 battle sprites were a little wonky looking? Ever desperately wanted to play the game with the newer, prettier ones from FE7?

    No?

    Well I was bored this evening, so now you can anyway!

    For example: The male Sage from FE6 was a little..... plain, wasn't it Lugh?

    5ce9f2a9bad48_VisualBoyAdvance-98.png.7fff12ad7307ca6d2051c6ebc880bf25.png

    "Yeah! ..... Am I not wearing pants?"

    Have no fear, Lugh. There's a new look in town!

    5ce9f2fae7a7f_VisualBoyAdvance-100_3.png.e862be957749327aa764bf08a3ea93d9.png

    "Perfect! I'm feeling less of a draft now! Thanks FE7!"

    There's more where that came from, folks. Let's take a look at Wolt.

    Wolt.png.3590bf002cc8a136f951472484d5070e.png

    Well I'll be darned! Now his hair looks like..... Wolt's hair!

    Let's see how the revamp is treating Ogier.

    Ogier.png.2f227f79cfc567a82b58b0970630e10e.png

    Pretty nicely if I do say so myself!

    In all seriousness, I have no life. For something you didn't already know, this is meant to be patched over a blank, JP ROM of FE6. I tried to set it up for a pre-translated ROM, but there were some complications I can't be bothered to find the cause of, so japanese ROM it is. That means that the translation is included in the patch, so credit goes to gringe and everyone else who worked on it!

    https://www.dropbox.com/s/er6ghzpo66mslkw/FE6 New Sprites.ups?dl=0

     Have fun gawking at the pretty sprites! (I tested every new animation but knowing me there's probably some bug I didn't catch so come yell at me when you find one)

  2. Surprised this hasn't been answered yet. That's what the 'Movement Cost' value in the class editor is for. Just enter the value the vanilla archer class (or similar unpromoted/non-mounted/non-armored class) has and you're all good! (FYI it's 880B849 for FE8) AFAIK the weather mechanic doesn't work in FE8, but you can do the same for the rain and snow movement cost values if you want.

  3. @This boi uses Nino Thanks for the response! It's true that the destroy event is on the middle tile, but the brigand stays on the bottom tile when it activates for some reason. I dunno why, it's a weird case that one. The event's activating just fine, though. It's just the tile change that's misbehaving.

    Thanks for the reference, I'll check out that tutorial. I've never used FeBuilder (I'm a hipster) but there could be something worth noting there.

     

    FYI for any future viewers to this topic: If I haven't labelled the topic as solved then I'm still having no luck.

  4. Hi folks.

    I've been having the hardest time getting village tile changes to work for approximately an eternity now. I'm using Tiled and Tiled Map Inserter, and I've been following Nintenlord's tutorial to a tee. Still, the game refuses to use a different tile change for visiting and destroying a village, as shown:

    5cc0eabaca01d_VisualBoyAdvance-20.png.77abd58fc5ee6f998a7048850ba0c009.png

    Here's my tile setup:

    5cc0eaba82f3e_RC-PrologueIII.tmx-Tiled_4.png.0cb13d0465636eaba6a1296604baa5d9.png5cc0eaba1ff0b_RC-PrologueIII.tmx-Tiled.png.1392ba00dcbce2c494d5b5acd3d3f2cc.png

    I know the destroyed tiles are supposed to be on top and have a lower ID, which I've done. I tried putting the closed layer on top, which results in the game using that one for both events instead:

    5cc0eabb1056c_VisualBoyAdvance-25.png.8bd7bf42f5caa893f80c3825125d3967.png

    I've triple checked that neither of the IDs are already used in the chapter (I've tried different IDs too), I've tried shuffling the 3 layers around with every possible order, but no dice. At this point I'm well and truly out of ideas  ¯\_(ツ)_/¯

     

    Edit:

    *Facepalm*

    A single hour after I post this and a random idea that ends up being the solution crosses my mind. I guess the game doesn't like that I used the entire 3x3 village for the closed tile change. Just the gate by itself is what it's looking for. The more you knoooooow

  5. You need to have a block of samples of all 16 colors used in the animation on the top right corner of each frame, otherwise Feditor won't take it. (8 on each row, with the top right one being the background color)

    Here's one of mine:

    5c5e228a7ab1c_BladeLord1.png-paint_net4.1.5.png.f597b189889e6ad8929d5d4f2665d72b.png

    As for the script, I'm pretty sure C04 has to come immediately before C1A and C1F. There's a file called "0x85 Command Usage" that comes with Feditor explaining what all those fancy commands are, if you're curious. It's in the Battle Animations folder, which is inside the 'doc' folder.

     

    Hope this helps!

     

  6. I can't guarantee this'll get you the final chapters. (idk whether or not the game specifically checks if you've visited the gaidens or not), but getting Armads back is a breeze. All you have to do is put it in the inventory of a unit who joins in the future. To do that, open up the Army Editor and pick the chapter where whatever unit you choose joins. The unlabeled list (0x00, 0x01, etc) you can scroll through is a list of each unit in the map. Scroll down until you find the new unit, then pop it into one of their inventory slots. No problem!

  7. The most likely answer would be that you accidentally overwrote something. I'm not sure if you've successfully inserted events before (in which case you probably already know this and you can ignore everything I'm about to say lol) but if you're new to this, you have to be careful with the offset you insert the events at. Maybe you made a typo when you put in the offset or something, but there's data already at 0x8B0890. Make sure there's free space wherever you insert custom things (A hex editor is your friend) or funky phenomena can happen.

  8. The easiest way to do that is to edit a chapter's events and change the chapter the game is told to move to next, meaning you'll have to play through the prologue once. Hope that's not too much to ask lol

    I take it you aren't familiar with events, so I'll give you a rundown. If you are, then, well... you can ignore pretty much everything I'm about to say:

    Here's Event Assembler. Download all that fancy junk and open up the program. Make a blank Notepad file and load that into the 'Text' part. Load your Rom, tick FE7, tick 'Whole chapter' and 'Add end guards' (I don't actually know what that does but whatever). Then for the offset, put in 'CA0720', then hit Disassemble. (Leave the program open for simplicity)

    Finally, we can actually get somewhere. In your previously blank Notepad file, you now have the entire chapter's events for the Prologue! Whoop de doo, now what do with all that gibberish? Well, towards the end of the file, there should be a code called MNCH 0x(whatever). That's the 'Move to chapter' code. That list you found? Turns out it is relevant after all. Put in whatever chapter you want to move to, save the file, switch back to Event Assembler, hit Assemble and voila!

    Edit: Whoops forgot to mention: When you skip to a chapter this way, you only retain the characters you've already recruited. If you skip try to skip from the prologue to, say, Chapter 12, the game will crash since Lyn isn't playable in that map and you skipped the recuitments of all the Eliwood mode characters thus far. If you're looking to skip to an Eliwood mode chapter, the chapter you edit the events of will also have to be in Eliwood Mode. You can easily find the offset to put into Event Assembler with the 'Event modules' part of Nightmare. (Just leave out the '8' at the beginning of it.)

  9. You didn't assign it to the character yourself? It might not be the cause of that problem then. In any case, I'd double-check.

    Whether you're using FEBuilder or Nightmare, the convoy/supply is one of the "Character ability" options in the Character Editor. Make sure it's NOT selected, otherwise that causes the trade issue.

  10. 11 hours ago, Loler Coaster said:

    they have no trade capabilities

    Did you assign the convoy property to them? I'm afraid that bugs out if used on a non-lord class Edit: Character, not class.

    As for them not showing up on the world map, I haven't worked much with FE8, so don't quote me on this but I think the number of character slots there is predetermined. I'm assuming you added more characters than are usually there at that point in the game.

    That doesn't mean the characters are gone from the game, though. (I'm assuming this is early game, ergo no prep screen, which does adjust to additional characters). If you manually add the characters into the next chapter's events, with their autolevel value as 'True', they'll appear and retain their stats/equipment/the like.

  11. Why hello there, hackers with significantly more talent than I! I seem to have gotten myself into a..... rather mystifying situation.

    .......holy shit where do I start.

     

    So, I'm new to music hacking. When I first got into the hacking business little over a year ago, I dabbled in it (using Sappy cause I'm a hipster), got frustrated and left it to rot while I figured out other aspects of hacking magic. But back then I also made a Rom specifically for music testing, which I applied a patch or two to without documenting anything. This being the problem here. (The only one I know I inserted was the FE7 Native Instrument Map.)

    Recently I finally figured out the basics of inserting songs that don't come out as ear torture, and I've been using said old testing Rom for....well... testing them. They work absolutely fine there, but when I insert them into the Rom for my actual hack, they have....some slight oddities.

    As an example: here's a song in my (now completely bugged) testing Rom: (Yes, it IS one of the boss themes from Mega Man X4)

    Correct Song.mp4

    Sounds pretty good. Just how I want it to sound. Now here's the same song (exact same .s file) in my actual Rom:

    Bugged Song.mp4

    (btw this is how it sounds in any Rom other than the testing one, not just this particular one). I guess the game can't handle the amount of instruments being played, since it periodically mutes some of them.

    Both of these are played with the aformentioned Native Instrument Patch, and the song has the same priority in both Roms. I didn't insert any custom sound samples into the test Rom (or the other one). I usually just dick around with stuff like this until it works, but this time I'm well and truly stumped.

  12. Wooooo! Complete FE hack! 2nd in the world, maybe? Who knows, maybe even the 3rd.

    Now I haven't finished it yet, in fact I'm only about 5 chapters in, so consider this my early impressions. So far, this hack is very promising. Needs a bit of polish in some areas but as a whole it's solid.

    Pros:

    -Very good in the writing department. In fact, I'd say it's probably the highest point. The characters' personalities are well established and written, the writing style and language used tells me that you're an experienced writer and I like what I've seen of the supports. If you're looking for a plot critic, I'm not your guy and I won't pretend to be. I tend to only half pay attention to plots in video games, so take this with whatever weight you will, but I see no glaring flaws in the story so far.

    -The map design is solid. I've seen better, but I've also seen much worse. Just a few nitpicks. For one, please go easy on the early game siege tomes, especially on enemies that move. With the early game's smaller maps, enemies that move with, say, Purge, can easily cover half of the map with scarily high hit rates. That wouldn't be as much of a problem if most of your front line units didn't have shit resistance, but that isn't the case here. As you can probably tell, I'm mostly referring to the mansion defend chapter (3, I think it was?). That map is amazing concept wise and still good execution wise, I just think you went a little overboard on the long-range tomes, Mire included. I don't know where else to bring this up, so I'll say it here. I think 80 hit on an early-game 1-3 range tome that's used by a class with very high magic is a bit sadistic, especially considering that, without a Longbow, it's uncounterable on the enemy phase.

    Also, are the houses in Chapter 4 supposed to be unvisitable? Like a 'the citizens have their doors locked because of the battle' type deal? Because if they are, I'm not a fan of that. I get that some hackers do this to add to the realism of the map, but imo it's just pointless. In that map, I got so absorbed into the difficult fighting that I ignored the houses until pretty much all the enemies were gone. I killed the boss, but deliberately waited to seize until I had visited the houses, which took a few turns since I had to move Tayli to each one from practically the other side of the map, so yeah, I was slightly peeved when they were just illusion houses. All right, rant mode deactivated. I know this sounded more like a Con section, but I get kind of passionate about things that annoy me. I really am enjoying the maps so far. Particularly Chapter 4. A tough first battle against a foreign army, with USEFUL green units? Yes please.

     

    Cons: (There's only 2 major ones)

    -The early game's music is... a bit odd. I think you could do with getting some help ripping the MIDI instruments and inserting them into the game rather than using FE8's soundfont to play songs that weren't intended to be played using it. Whenever this happens in a hack, the songs always sound off. EDIT: Half a year later and I came across this in my post history. Apologies if this edit is considered a necropost. These little comments were pretty noobish of me and the last part is a massive, completely untrue generalization. No idea why this was my opinion at the time (Lack of experience with music hacking, I guess?). On the offchance that OP comes across this again, my advice nowadays would just be to fiddle around with the instruments more and test lots of different ones out in the game for each song.

    Also, I think some more thought could be put into which song plays on which map. It's not a good idea to pick one song and say "This one will play for the first 5 chapters". Each map should have a song that fits the theme, because when you're exploring dark ancient ruins, fighting skeletons as you search for a lost artifact, having an upbeat, jolly version of the Fire Emblem theme playing is a bit immersion-breaking.

    -You've already heard this from pretty much every other person in this thread, so I won't inform you that the portraits need work. Instead, I'll give you some tips for splicing:

    For one, don't use custom colors. The biggest thing that makes the portraits look so odd is the unusual colors, especially next to some unedited FE8 portraits used for NPCs and bosses. Always stick to colors used in FE8's palette. Also, when possible, avoid using the base character's entire face in your portrait. At least switch out the eyes. The eyes are really what make FE characters' faces recognizable, so if they're left on the same face they were originally on, it's incredibly obvious which character the portrait is based off of. Finally, make sure that you blend the different features together well. By that I mean, for example, when you paste another character's hair on your portrait, make sure you put shadows around the outlines that are in front of the character's face.

    With these in mind, I was bored last night, sooooo...

    Spoiler

    I reconstructed Cassius and Fordra's portraits. Not the best, I know but this is what they'd look like if they (for the most part) followed those tips. If you like these, feel free to use them.

    Cassius.png.34da13c3f7f10e3fe6320b5439582508.pngFordra.png.017b45c21525553f800bb3a66cec0c6f.png

    I know I broke my own rule with Cassius' face, but honestly, I couldn't find any other eyes that looked good on him ¯\_(ツ)_/¯

    Overall, good hack! As I said, it shows a lot of promise and I look forward to the rest of it!

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