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Crazycolorz5

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Everything posted by Crazycolorz5

  1. Also, I'm curious about Nightmare 2 not working. Java is cross-platform. So... what's making Java not work?
  2. I might be interested. What remains to be done after a simple substitution of the correct numbers for Fates? Also, playing around with the Awakening one, there doesn't seem to be a listener for when you scroll through the list with the arrow keys, but only when you click an option.
  3. I'm going to be doing the max weapon ranks as a part of a personal project.
  4. You could try using WINE to run EA, and that's the only real tool you need. Dropbox and a friend that can insert/rip things would help, though. But I'll also look into compiling C# code to run on Linux.
  5. It's hard. Despawning the active unit is hard. Would not attempt again (we did it once for EN and it was hacky and our solution is bad and I would not recommend). Would not recommend.
  6. Nope. At worst an ASMC could be written to remount anyone dismounted that you could run at the end of a chapter, though.
  7. idk. Maybe it's an issue with the events?
  8. Just give the characters the relevant skills instead of calling it blood and doing the same effective thing. I just don't think it's widely usable except for specifically an FE4 remake, so I won't be making it.
  9. If my GBAFE hacking experience is transferrable at all, Weapon Levels are autoleveled based on weapons in inventory. The same generic data is used to spawn multiple enemies. Skills are stored as a halfword (despite having less than 255 of them?) and thus the 0x00's between them make sense. (I guess if 3ds is 64 bit it'd be a fourthword, huh :P? Though idk if it's 32 or 64 bit) Maybe character ID is just stored near the end of the struct?
  10. Nothing has sounded like more of a pain to implement. It wouldn't be so bad except for the fact that GBAFE's customization menu doesn't have any sliding bars, so there's nothing to copy off of. It might be easier if there was, like, grid bars like in the newer games, but I'm not writing code to read inputs and update a bar in assembly. So, tl;dr, no.
  11. Also already done, renewal effect, though I should probably make an EA installer for it when I have the time.
  12. Anything cool you plan on doing in terms of design? Is this for FE8 or FE7?
  13. jj has already done 3 branches per class. More than that seems infeasible due to the display. Magic based on level is doable but I'm not looking to implement that right now...
  14. Well, he asked "how", not "whether". . . To which I would respond, by making a new trap type and call it a Dragon Vein. Then add a unit menu option that checks if there's a DV Trap on your tile, and when used, it executes some event that you set in a table.
  15. This is something that circleseverywhere has done. Also, it wasn't that many extra man-hours. Took me an afternoon :P. Flaaavor.
  16. Oh, no, I just haven't been on Serenes that much/for that long. Mostly due to a 'spamming' warning I didn't accept for a year and a half. I'm an FEU mythical and religious figure (check my sig)/
  17. Or you can just do your tile changes in EA like I used to. You youngsters nowadays and your tiled and mappy and tools and insertions and hex editors. Why, back in my day, if you wanted to change a tile, you used a magnetized needle to change the hex.
  18. Chests should only be able to be opened if they have the "Chest" tile. Do you have working map tile changes on your map? If they are working, then maybe try to assign an event ID to the chests.
  19. #include EAstdlib.event #define setCharacterGrowths(character, HP, Str, Skl, Spd, Luk, Def, Res) "ORG (CharacterTable+character*0x34+0x1C); BYTE HP Str Skl Spd Def Res Luk" #define setCharacterBases(character, HP, Str, Skl, Spd, Luk, Def, Res) "ORG (CharacterTable+character*0x34+0xC); BYTE HP Str Skl Spd Def Res Luk" #define Hector Eirika setCharacterGrowths(Hector, 90, 60, 45, 35, 30, 50, 25) setCharacterBases(Hector, 19, 7, 4, 5, 3, 8, 0) #define setWeaponStats(item, might, hit, crit, wt) "ORG (ItemTable+0x24*item+0x15); BYTE might hit wt crit" #define setItemUses(item, uses) "ORG (ItemTable+0x24*item+0x14); BYTE uses" #define setWeaponType(item, type) "ORG (ItemTable+0x24*item+0x7); BYTE type" #define setEffectiveWeapon(item, effectivenessPointer) "ORG (ItemTable+0x24*item+0x10); POIN effectivenessPointer;" #define Axes 0x2 #define HorseAndArmorEffectiveness 0x8ADEC2 #define WolfBeil Rapier setWeaponStats(WolfBeil, 10, 80, 10, 10) setItemUses(WolfBeil, 45) //I forgot this setWeaponType(WolfBeil, Axes) setEffectiveWeapon(WolfBeil, HorseAndArmorEffectiveness)
  20. Sorry, that's out of scope of my skill set.
  21. Though I suppose it'd be made easier if we could store stats up to 63, hrm? I am working on a save data expansion project that's a prerequisite for true str/mag split/fatigue/etc that could also be used to expand the unit data so that each stat can be saved up to 63 (or 127 if we have the space).
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