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[account inactive]

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  1. You didn't have my permission to release this! This is uncalled for, I'm still working on the final version right now, and I even gave a deadline of the 15th of next month! You have no right to release a project using my script without my permission or knowledge!
  2. Hey there Aethin, I'm Ciro, the lead for Project Exile. Just wanted to say I've enjoyed your TRS translation, and I really appreciate everything you're doing for Berwick as well. Right now, PE is in a state where I have some free time, so if you ever need a hand with this, just let me know. Otherwise, good luck and godspeed. And by the way, don't feel bad for taking your time. A good translation takes time. To paraphrase Bruce Campbell, "a translation that's easy to make is hard to read."
  3. Hi guys, I'm the co-retranslator and script editor for the patch update, and I thought I'd let you know that I put it on hold so I could work on a proper translation for Thracia 776. I could release what we had done before I made the swap, which was the whole prologue and 2 BSFE chapters, with numerous menu/name fixes, but I'd have to get the files from Hero, who has been incommunicado for a while. This is completely untrue, though. I don't know where you got that idea. It's true that we update things for newly-localized Heroes content, but you seem to think that's a Sisyphean endeavor when all it really means is going back and editing a few things.
  4. Could my FE11 Full Content Patch and SoV Disable World Map Reinforcements be added to the directory, please?
  5. Project Name: Project Exile Platform: FE5 Showing: Mekkah has already generously volunteered to LP the patch for FEE3. He can pick any of the translated chapters (we're done through 8x). I'm also up for an interview, I suppose, if that's something people are interested in.
  6. A major update is now available on the download page which, among other things, addresses the problem with red friendly ballisticians. Shamelessly copying from the changelog: - Fixed a major bug with battle animations in the FE11FCPWithGraphics variant - Friendly ballisticians will no longer appear red in the FE11FCPWithGraphics and FE11FCPWithSyncPatch variants - All patches will no longer trim ROMs and leave them at the original 64mb size to be compatible with certain emulators Barring further issues, this should be the last update for this patch. Famous last words, I know. Oh, and pinging for convenience - @MegaTheGamer, this update fixes the animation glitch you found. I'm glad you were able to laugh it off in the Twitch clip; I've seen much angrier reactions to glitches.
  7. Please specify which version of the patch you're using, and provide a save file for me to test with. Also try other variants of the patch and see if they work - your save file is compatible between patches; just restart the current chapter (load the save made after the last chapter ended and before the next chapter began).
  8. I'll be posting another translation comparison using BSFE chapter 1, "Fall of the Palace," after my work with the Shadow Dragon Full Content Patch has calmed down. I'm kind of double-dipping with SD hacking and FE12 translation, sorry about that - but the SD work is winding down, so I'll be back to focusing on the translation shortly.
  9. I've updated the patch so that no enemies in Prologue 1 scale up, and only two of the enemies in Prologue 2 scale up - 3 and 4 have everyone scaled, but by then you'll have an army of five, a cache of vulneraries, and be in an outside map with lots of terrain to play with. This update also includes a fix to glitched Pegasus Knight animations in the FE11FCPWithGraphics.xdelta variant. I've uploaded a fixed version to RH.net, but they take a while to process updates, so you can find the fixed version here until then: EDIT: Update live on RH.net page APPLY THIS TO A CLEAN ROM; DON'T APPLY IT TO YOUR ALREADY-PATCHED ROM. Also, existing saves are compatible, but I would restart the current chapter you're on - load the save made after you clear one chapter and before the next starts.
  10. I'm unable to replicate this glitch, and judging by the error message, you're using the wrong ROM. Make sure the ROM - BEFORE you patch it, just completely unaltered - matches these values and use the linked website to check: Original CRC32: 4CE55236 Original MD5: 5B7A037DFF5A904078404922642A01E8 Original SHA-1: 5174FBAB0C159CE247CCF133A8103B79FAE1435F http://onlinemd5.com/
  11. I'm unable to reproduce that glitch, at least in Desmume.
  12. A finalized version of the mod which greatly mitigates the chapter 1 glitch is available here: I'd like to thank all of you for your help with playtesting this. You've all been credited under the appropriate section in the thread.
  13. Allows the player to always recruit Norne at the end of Prologue 4, regardless of how many units are alive. Alterations have been made to Chapters 1-3 to accomodate having her as an extra unit. FE11AlwaysRecruitNorne.xdelta incorporates the Prologue in Hard Modes Patch, for obvious reasons. FE11RecruitNorneWithGaidens.xdelta incorporates BOTH the Updated Gaiden Requirements Removal Patch AND the Prologue in Hard Modes Patch. USE ONLY ONE PATCH, NOT BOTH. This was made using the US version of FE11, so you should use an .nds file from that region. Download here Installation: 1. If you have not already, download the Delta Patcher utility here: https://www.romhacking.net/utilities/704/ 2. Obtain an unmodified ROM of FE11. I cannot help you do this. 3. Extract DeltaPatcherLite.exe, your unmodified .nds file of FE11, and EITHER FE11AlwaysRecruitNorne.xdelta OR FE11RecruitNorneWithGaidens.xdelta to the same folder. DO NOT USE BOTH .xdelta FILES; CHOOSE ONLY ONE. The difference is explained above. 4. Open DeltaPatcherLite.exe. 5. Click the "Open" button for the "Original file" box and select the unmodified .nds file of FE11. 6. Click the "Open" button for the "XDelta patch" box and select EITHER FE11AlwaysRecruitNorne.xdelta OR FE11RecruitNorneWithGaidens.xdelta. 7. Click the "Apply Patch" button. Users with older PCs may have to wait a few moments. 8. Your previously unmodified file, which you selected in step 5 as the "Original file", is the patched ROM you should now use. Your original ROM's checksums should be: Original CRC32: 4CE55236 Original MD5: 5B7A037DFF5A904078404922642A01E8 Original SHA-1: 5174FBAB0C159CE247CCF133A8103B79FAE1435F If you don't know what those are, this website can explain: http://onlinemd5.com/ Patched values for FE11AlwaysRecruitNorne.xdelta: Patched MD5 E4C421A1C2B067A913A7BC205F734620 Patched SHA-1 12A472DF1FC3FC225609B7D85FF3895C83F42DC4 Patched CRC32 8838BBBB Patched values for FE11RecruitNorneWithGaidens.xdelta: Patched MD5 A3069026FDABC8E2ED21E6772D85DE11 Patched SHA-1 F5E97102441EF2DE27185D4344AAE183F85C9671 Patched CRC32 731D3197 Credits and Acknowledgments: - Robert of Normandy a.k.a. RobertTheSable for their Gaiden Requirements Removal Patch. Permission was given to incorporate this patch into other hacks here: https://serenesforest.net/forums/index.php?/topic/51430-fe-shadow-dragon-gaiden-requirements-removal-patch/&do=findComment&comment=3665588 - Blazer for their suite of Shadow Dragon hacking tools, which can be found here: http://www.feshrine.net/forums/index.php?showtopic=422&p=85130 - Mariode for their update to said suite of tools, which can be found here: https://serenesforest.net/forums/index.php?/topic/66930-fe-shadow-dragon-unit-disposition-editor-modules-itemclass-editor-update/ - SadNES cITy Translations for their Delta Patcher tool, which can be found here: https://www.romhacking.net/utilities/704/ - RookofSpades, Golddragon387, and Kruggov for their dutiful playtesting - Will and Sam for their inexplicably continued friendship Have fun! - Ciro P.S. For those wondering, a patch that merges all of my Shadow Dragon mods will be coming shortly, and will also feature compatibility with the Sync Patch. I wanted to provide this mod as a stand-alone patch, however, for users that don't want to use all of my mods at once.
  14. I have indeed. That's actually the trickiest part, but it looks to be in a good enough state, barring a brief graphical glitch during the intro cutscene of chapter 1. I just need some final confirmation from my playtesters, and it'll be time to release it into the wild. The dev thread for it is here, for anyone curious:
  15. The update is now live on RH.net, so the link in the OP is once again the place to find the latest version - no further confusion with Mega links necessary, just use the link in the OP. Sorry for the delay. This update is compatible with existing saves, to be clear - just load a save from before any affected chapters (like one of the saves the game asks you to make after one chapter ends but before the next one begins). You'll have to patch a fresh, unmodified ROM - don't patch the one you're using now. Then just import the save file (if you're using Desmune, use File > Import Backup Memory). This update is only necessary if you were using the version of the patch that only unlocked the Gaidens - OnlineItemsInGame.xdelta - and IS NOT NECESSARY if you're using the version that unlocked Gaidens and unlocked the prologue in hard modes (OnlineItemsWithHardPrologue.xdelta). As soon as my mod to always recruit Norne is out of betatesting, I'll be releasing that mod as a stand-alone mod - and shortly thereafter, I'll be releasing a patch that combines all of my Shadow Dragon mods together (Hard Prologue + Updated Gaiden Reqs Removal + Online Shop Items + Norne Unlock). This combined patch will also include compatibility with Arch's Sync Patch, for anyone who's interested in that.
  16. That's very strange - on my computer, on all the files I've tested, Norne spawns there. Frankly, I might just have to accept this as a known issue and move on, if it doesn't cause any other adverse effects. So, just to confirm... * The spawn-point switcheroo doesn't impact anything else, as far as you can tell? * Norne spawns normally in chapters 2 and 3? * Norne's experience and inventory carry over between chapters correctly, and she does not return if she dies in an earlier chapter? * Starting from chapter 4, Norne can be properly adjusted using the battle preparations menu, including repositioning her, deploying/undeploying her, managing her inventory, and so on? If all of these are sorted out, as previous feedback seems to suggest, I'm ready to release this as a mod proper. Thanks for your continued patience with the playtesting - the mod wouldn't have come this far without you.
  17. That is indeed a bug, and it was caused by an error on my part when compiling the patch, so it wasn't on your end. An updated, corrected version has been uploaded to RH.net, but since that site takes a while to approve new uploads, you can find it here right now: [Outdated]
  18. This should be the last test build that we need, hopefully. Hard Prologue and Gaiden Reqs Removal included. https://mega.nz/#!Q4sXzIbB!5hFqB8RPDOjsD9jTAbUkZP0C-j7YNnPV-r_MRpsBFOs Two things: * Start a new game entirely to test this one. Don't import an old save. Sorry for the inconvenience on this one. * Starting from Chapter 4 onward, can Norne be deployed normally from the battle preparations menu? Do her stats continue to carry over when she's deployed in this method? Does she continue to function properly? Norne should appear in her proper spawn points - of note is that in chapter 1, during the intro when all of the pirates are pillaging everything and Caeda flies to Marth's fort, Norne will already be visible on the world map. She'll function completely normally otherwise; it's just a graphical glitch resulting from converting an enemy slot to her's.
  19. Thanks for documenting everything so thoroughly. Based on what I think is going on, I have four key questions: * What happens if Frey is chosen as the sacrifice? How does this affect the spawn points in chapter 1? * How does the game spawn her in chapters 2 and 3 (both in cases where Frey was the sacrifice and in cases where anyone but Frey was the sacrifice)? * Does Norne's inventory, level, stats, and EXP carry over properly between chapters if she survives? * Does Norne stay dead if she's killed in an earlier chapter? We're getting close to figuring this out. Thanks to everyone for their help.
  20. Excellent. Let me know how Norne appears in Chapters 1-3 if she dies during one of them - ideally, if she dies in chapter 1, she should be gone in all further chapters, as is normal game behavior. It's relatively simple to add a new spawn point, although you're not adding one per se - you can't increase or decrease the total number of spawn points in a chapter. Instead, a took the spawn points of no-name, generic enemies in chapters 1-3, moved their position to be adjacent to Draug's spawn point (since we see Norne is a friend of Draug), and changed them to spawn Norne instead of an enemy, with the appropriate AI flags to match. It was all done in Nightmare and the Updated Unit Disposition Editor. Because of this, it would be theoretically possible to make a mod that removes the need to sacrifice the decoy or kill Gordin to proceed in prologue 4; however, as I consider the sacrifice to be very narratively-important, it's not something I'd be interested in making. As I said, I just wanted Norne around because she represented the last vestiges of the absurd "death requirements" design.
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