Jump to content

Erk The Mage

Member
  • Content Count

    11
  • Joined

  • Last visited

Previous Fields

  • Favorite Fire Emblem Game
    Blazing Sword

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. One issue found has been in Ch14; Erk is recruited by Priscilla, but if she talks to Raymond first then you can't also recruit Erk.
  2. Yes, barring any problems found with more people playing it.
  3. It seems the difficulty has been a recurring theme. I went in and changed the first two chapters a bit to make them a little easier. I did playtest this quite a bit; 2x through from start to finish and each map at least 3-4 times. My goal was to have it be a little harder than Hector normal mode... but the people have spoken, and hopefully it's better now; definitely want it to be playable! (also updated a spelling error and death quotes) Thank you so much for the feedback!
  4. Hello all! I just finished my first large-scale hack of FE7. A hack of Fire Emblem The Blazing Blade that follows House Cornwell and its scions. It involves a slight twist in the plot of Lycia, wherein Cornwell was standing up against Ostia's rampant corruption and was destroyed because of it. Follow Raven and Priscilla on their quest for justice and their opposition to emerging forces of darkness that threaten Elibe. For fans of the original game who want to revisit the nostalgia of The Blazing Blade with new and updated chapters plus expanded recruitment options. I've made a webpage with more information and the download itself, please check it out! www.cornwellsascension.com Please post if you find any glaring issues as you play it, and enjoy!
  5. So I'm working on a hack that involves using Leila from the beginning. However, even after editing the CH18/19 event file and removing everything that has to do with her, she is no longer on my team. If I tried to LOU1 her again it'll be at whatever level I put in, not the level she was at previously. Is there no way around this? I know an easy-ish fix would be to go back and use her in Matthew's place in nightmare , but I've already come this far and would like to avoid doing that. I don't understand why the game is killing her after I've removed the commands in the event file that do so. Am I missing something obvious?
  6. So I added those as a custom int property and filled it all out. But when I try to insert the map, I get this error: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index No data written to ROM I can't find a parameter named index... I've already double checked all my map changes that they're the appropriate size and no extra tiles unaccounted for. Have you encountered this before?
  7. So I have been following this tutorial, and it has been working up until I've tried to add layers. When I go to layer properties, I don't see a way to give it an ID or anything. Does anyone know a way around this? My Tiled is 1.0.3 on a mac. (I know, no one likes mac lol)
  8. Please disregard, I don't know how to delete a post.
  9. So I'm very new to the whole hacking thing, but I'm determined to do it and am learning a lot in the process. However I've run into an issue that I have no idea how to deal with. When the lord dies, the game doesn't end... Here is the code: #define DISABLE_TUTORIALS #define BACKWARDS_COMPATIBILITY #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT Lyn LynLord Lyn Level(1, Ally, 0) [10,9] [10,9] [Flux, Nosferatu, Vulnerary] NoAI UNIT Matthew Thief Lyn Level(1, Ally, 0) [11,7] [11,7] [IronSword, LockPick, Vulnerary] NoAI UNIT Bad: UNIT Bandit Soldier 0x00 Level(3, Enemy, 0) [0,0] [0,0] [IronSpear, Vulnerary] [0x00,0x03,0x09,0x00] UNIT Bandit Archer 0x00 Level(2, Enemy, 0) [6,1] [6,1] [IronBow] [0x00,0x03,0x09,0x00] UNIT Bandit Archer 0x00 Level(2, Enemy, 0) [2,5] [2,5] [IronBow] [0x00,0x03,0x09,0x00] UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [9,0] [9,0] [IronAxe] [0x00,0x02,0x02,0x00] UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [1,2] [1,2] [IronAxe] [0x00,0x02,0x02,0x00] UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [0,7] [0,7] [IronAxe] [0x00,0x02,0x02,0x00] UNIT Bandit Soldier 0x00 Level(1, Enemy, 0) [12,5] [12,5] [IronSpear] [0x00,0x03,0x09,0x00] UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN LOU1 Bad ENUN ENDA Ending_event: MNCH 0x01 ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Thank you in advance for any help!
×
×
  • Create New...