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SquareRootOfPi

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Everything posted by SquareRootOfPi

  1. Don't load 4 portraits simultaneously for event conversations, moving map sprites (which always appear for triggered events) are loaded at the same location in memory as the 4th portrait. EDIT: You might be able to load 4 portraits if you load a BG during the conversation to hide the moving sprite, I haven't tested this idea though.
  2. Most of what you want to do can be accomplished by editing events, e.g. desert drops and changing enemy spawns. Have you tried disassembling and editing events? FE8 stores X,Y coordinates differently from other GBA games. Instead of storing it as a byte pair it stores it as an array index. I believe the array is the map unraveled by rows, so if a map is AxB large then x,y is stored as A*y+x and the format is a halfword (0xNNMM); so the NN portion would be saved as the Y-coordinate and the MM portion would be saved as the X-coordinate. A concrete example: If you have a map that's 23x24, and you want to place an enemy at 6,19, the data to be stored is 19*23 + 6, which is 0x01BB as a hex value. So you want to save 0xBB as the X-coordinate in and 0x1 as the Y-coordinate. This is based off vague recollections so there might be something wrong with the specific details, you'll need to do some checking to see if it fits with the existing data. There is a limit to how large the map array is (I think the maximum index it can save is 0xFFF, the size of a 64x64 map) so whatever isn't used is used to store additional information about units.
  3. Change the 0xf in EventPointerTable(0x0F,TileChanges) to 0xe then. The tile change ID in the Chapter Data Editor needs to match that value.
  4. Did you set the tile change in the Chapter Data Editor to 0xe or 0xf? Reviewing my post it should be 0xf, not 0xe.
  5. First, ORG 0xC9C9CC+(4*0x0E) POIN TileChanges is the same thing as EventPointerTable(0x0F,TileChanges) so for readability you should switch it to that.Second, since you're inserting over what I assume is the prologue chapter, make sure that you have set the tiles changes to 0xe in the Chapter Data Editor. Third, and this is probably the reason it's failing, your door is located at [2,19] but your map change is a 3x1 rectangle located at [0x1,0x19] which is not the same as [1,19].
  6. As you pointed out, the only bonuses holy blood give in the original game is ranks, growths and access to holy weapons. Having holy blood boost growths is already redundant because holy blood is fixed to the parent, so I'm just going to change the system so the parent determines the growths since the existing formula is not well balanced. Weapon ranks may end up being a moot point if I manage to followup an idea I have, and if not I can again have the ranks tied to the parents instead of the blood. So, at this point I might as well think up something new for how holy blood works, and the direction I want to go is an easy decision: give the player the choice between diversifying with minor blood to get access to non-holy weapon advantages, or specialize in major blood and sacrifice those options for a different set of options. So, expect to see minor blood give some new bonuses!
  7. If you have issues about the graphics, then feel free to mention them! Of course, people should make comments more substantial than "I like/hate X" otherwise I can't take anything useful from it. A thing to keep in mind is that the portraits I show aren't the only ones that have been made. Just because Alec and Midale haven't been shown yet doesn't mean I haven't started working on them, I just haven't gotten far enough for public feedback to be useful. (They have graphics and look objectively terrible.) On the flip side, if I do include graphics in a screenshot/video then I feel it's at a point where public feedback will be useful. Personally speaking, I'm not happy with a few of the ones I showed off, but I have to choose between spending more time refining them or moving on to graphics I haven't started yet. I have more to say about this point and the point Miacis brought up about handling negative feedback but I can't phrase it properly at the moment. Most of the lover conversations are going to become support conversations.
  8. Alright, now that April madness is over, let's have a proper update on the project. First let's go over some comments. Pro backup skills in action? Requests are a gray area, as a personal policy I will take a stab at anything that I can handle myself (that's everything pretty much!) and unless I'm hitting some serious deadline issues I won't resort to using other people's work (even then I'd consider just leaving the content out or in a draft form), which is why Lex's animation right now is a Great Knight and Arden doesn't have any animations for his sword attacks. Especially with the holy weapons, I have most of them done (and I like Mystletainn's quirky color scheme too much to replace it), I think Gungnir and the tomes are unfinished. I think a good way of looking at the policy is if you want to donate content, you can post whatever is made in the thread and it'll be archived for consideration, but don't expect any decision to be made until crunch times are hit. Also, if it turns out that I *really* like someone's suggestion I'll likely edit it in order to bring some consistency. There are a few things I'm planning that will be more efficient to have people randomly throwing suggestions but that's mum until we get to a point where it's worth adding it in. Well the map in the patch (image courtesy of Paul.Power's Advance Wars LP) isn't the actual Prologue map, which is about 1.5x bigger? The plan for the chapters is basically to split it by castle-per-castle basis, although I did crunch some numbers and that would make the game >40 chapters long counting both generations and no gaidens, which doesn't sound necessarily fun. Fluff will also be cut as necessary (e.g. Gerrard joins DiMaggio instead of being a separate castle boss) and the Evans capturing will be mentioned in a world map event or something. Ultimately it doesn't affect the main story too much. Now let's cover new actual content. So the first thing, which everyone has probably noticed by now, is the skill system! If you've played the patch, you've been able to experience 4 skills, some of which are "original", and some of which are based off skills from the franchise. What you may not have noticed is that the skills in the patch are not the same as the ones in the video; if you crunch some numbers you'll find out that the player units are doing things they shouldn't be able to do. I'm going to keep this under wraps for now. Instead, the skills I've thrown in are things I'm not planning on including in the final product, so if you find any of them interesting you can post about it (although you should give some justification for keeping it instead of going "keep skill X") I'd personally say the skills that they replace are better but we'll find out once a proper release is made! You've also seen the skill sheet at this point, and checked that r-buttoning works and all that jazz, but due to the fact that everyone has at most one skill, no one has actually seen what the sheet looks like when you have multiple skills (You should recognize a few of the icons in there): Sigurd demonstrates a vast array of skills he will never, ever have access to. This is why the name is stored in the R-button data. If I keep the holy blood chart in bottom, this will be the final format, but I don't like how it looks so it'll probably be on a separate sheet that you call with the L-button or something similar; If that happens the skill sheet will be changed again. Incidentally, skill inheritance is properly working despite the fact I really shouldn't be doing anything inheritance related yet: Vaida is now Ayra's daughter and has the Iron Blade skill, whatever that does. You've also noticed the HP bars in the video. For demonstration purposes, the full bar shows up even at full health, but the plan is to have it disappear when the unit is at full health (because you don't get anything useful out of it?) Since the basic codework is done all that's left is cleaning it up and possibly improving the information it gives to the player. The last thing worth mentioning is that the Valkyrie Staff works; it's Fortify + Dance at 3(?) uses and probably 10k/use a pop to repair. I don't have anything presentable yet because I need to fix some basic things with the staff itself and get Claude's portrait in the ROM so that the Phantom of Edda stops showing up.
  9. I haven't updated this thread in a while... Let's change that around and show off some of the new content that's been added. Here's a demo video with the latest changes. (The sound desyncs with the video, unfortunately.) And as the topic title promised, there is a patch to go with the video if you want to try it yourself. It's a UPS patch, so use NUPS or a similar patching tool on an FE7 US rom to apply it. https://www.dropbox.com/s/05nkt347yma6hwi/feiv0.a.ups
  10. Well, perhaps you should try showing that a^2d^2 - 2abcd + b^2c^2 is not negative.
  11. Um, (ac+bd)^2 = a^2c^2 + 2abcd + b^2d^2 You have to do a bit more work.
  12. Have you tried squaring both sides?
  13. I don't have a generic pirate sprite?
  14. I would appreciate knowing where the character is from, and it would let me do some independent researching about him.
  15. Post as much information as you can about the character and additional references. The blue feather(?) coming out of his helmet looks like it might break the hacking restrictions.
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