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Lord Louie

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  • Member Title
    Counterslice Derrick

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  • Pronouns
    He/Him
  • Interests
    Video Editing, Romhacking, Art, Game Design
  • Location
    Yied Castle's Basement Floor

Previous Fields

  • Favorite Fire Emblem Game
    Dark Dragon and Sword of Light

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    Derrick

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  • I fight for...
    Jugdral

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  1. The enemy control codes are really cool! It'd make for great PVP, but a few thing inhibit it. Enemies are only controllable during player turns, so the AI still kicks in on enemy turns. If there were some way to make a code that force enemies to waste their turns, removed the AI component from enemy turns, or skipped their turns altogether, it'd more doable. Also for some reason enemy control gives you infinite turns on both sides, but this isn't too big a deal since if you're playing with another person you can probably make a rule to not move people who've already done an action that turn. If anyone finds ways to rectify these issues, please let me know.
  2. The hack is now available here https://www.romhacking.net/hacks/7867/ It took me way too long to learn how to upload files to this site... (I'm such an ingrate...) You can also just download it here if you want. SF-exclusive users missed out on the past several versions, but you should now be completely up to date. Enemies have been heavily modified since then.
  3. This was all done with the FE4 nightmare modules. If your NMMs aren't working, try adding or removing a header from the rom. If you open them like .txts, you'll find an address associated with the file. You can add or remove 200 bytes from it if tampering with the rom is out of the question. (ex. 0x10200 becomes 0x10000) I'll leave it to you to figure out the specifics of it, but if you have more questions, send a dm.
  4. https://www.mediafire.com/file/oa1kj0udcy5x777/Genealogy_of_the_Perambulation_3.0.zip/file lots of map changes.
  5. Version 2.2 has arrived! Here's the skinny: Alec and Noish were among the worst characters in this hack, primarily because they saw no improvements in any of the prior versions. Finally, their growth totals have been buffed to 260, and each one got a few points in their personal stats. Beowulf received +5% Luck and Defense. Dalvin received +20% Luck, Sol as a personal skill, and now promotes to Hero once more. Tristan received +10% Strength, and regained Critical. M!Paladin Strength cap buffed to 25. F!Paladin Magic and Resistance caps buffed to 23. Dark Mages have A Dark. Paladins have B Axes. M!Mage Fighter lost C Staves and gained B Swords. Amid causes softlocks if he heals a unit with animations on.
  6. Version 2.0 is live! Changelog: Brian drops the Helswath now Substitutes have been rebalanced and buffed whereas previously they were untouched Bows and the Gae Bolg are lighter, Slim Swords and the Barrier Blade are heavier Sword skills can be used by anyone and can stack during combat crit is displayed in battle Holy weapons can be sold Adept stacks with Brave weapons https://feuniverse.us/t/genealogy-of-the-holy-perambulation-2-0/17520 https://www.mediafire.com/file/5u1qp8as8w2jnet/Genealogy_of_the_Perambulation_2.1.zip/file https://www.mediafire.com/file/mdgqy92zfe6acr0/Genealogy+of+the+Perambulation+2.2.zip/file
  7. Hey, if there's a process to this that even a completely code-inept person like me can handle, I'd do it.
  8. Shadow Dragon and The Blade of Light, Thracia 776... my two favorite games in the series. Despite their age gap, they're similar in some interesting ways, such as being the only two games where the Convoy/Storage is a physical building that can be visited during maps, and the only games out of the 10 I've played to have 25 mandatory story maps. (FE6 doesn't count) Having played some FE1 hacks with all new maps lately, it got me thinkin'- would it be possible to demake FE5 in FE1? I posted a hack on FEU in which I ported FE5 graphics to FE1, so I know it's possible from a visual standpoint, but what about deeper mechanics? Maybe Resistance could double as Magic, or actual trading could be implemented, I've no way to know for sure. https://feuniverse.us/t/fe1-visual-hacks/16924 I've attached renditions of the first three maps of the game (sorry 2x) I made in TileED to this post. I made these a while ago, and I want to see if others are interested in the idea.
  9. I keep encountering a glitch where Roger dies when engaging a healer from low HP. What is causing this? Edit: I just now had Samto attack the Lopt. Bishop at the start of chapter 4, and he also died!
  10. Today I was messing with map sprites, using a Thracia-style tileset created by someone else. I learned two things from this: - Thracia mapsprites look really nice on NES, especially the pirates. - Terrain can be animated the same as units! Despite the fact that I knew the game switches image banks every second in order to play animations at a steady pace, I never thought to alter the background elements this way. Attached here is a video of trees I animated moving up and down. 2022-05-08 14-08-11.mp4
  11. Thank you. I initially tried to post this there but was denied access.
  12. Ever wanted a version of Genealogy where every unit had good mobility, but didn't deviate too hard from the original game? Introducing, Genealogy of the Holy Perambulation! https://www.mediafire.com/file/ageac560pxo15rh/GHP.zip/file This hack features: - 7 Move for Base Infantry Classes, 8 Move for promoted infantry classes!* *enemies excluded, unless you're playing HARDMODE PATCH - Comprehensive Buffs for Weaker Characters such as Arden, Tailtyu, and Hannibal. - Improved Weaponry Balance - Improved Base Stats of Some Classes - Playable Helswath!* *Only if Johan or Johalvier are alive and kill the boss holding it in Endgame, otherwise they can't get it -BONUS HARDMODE PATCH This patch can be applied to a vanilla rom if you feel like playing the game in it's native language, but it should also work with whatever translation you're using. The Changelog should answer any questions you have. If it doesn't, just reply to me in this thread.
  13. Hmm, what did you have in mind? There's an old FEU post (made back in 2015!) detailing how to add a table to the game that can be read by Nightmare Modules and the like to add new weapons. While testing it out for a special version of my Famicom Merciless hack (which can be found here) https://feuniverse.us/t/fe1-famicom-merciless/14409 featuring a 2-Range sword for sword-locked classes, a Poleaxe, a Killer Axe, and a Devil's Lance (though I never found out how to give it the devil effect...) I found that the area of code the table occupied made it incompatible with your translation patch, as the FEU post details. I'm glad you've seemingly already solved this. I'm considering updating the project with even more additions once your hacking tools see a public release.
  14. When making my FE1 hacks, I found stat alterations to be the easiest part, but I couldn't figure out how to change what weapons classes could equip. (Ex. giving Generals the ability to use lances). How'd you do it? Say, this gives me an idea... Thanks!
  15. Say, that reminds me of the time I made sprites for hypothetical dual wielding classes. Also, holy shit. New recruitable characters? New weapons? More promote-able classes? Characters with actual resistance stats? Bow wielding Generals? I absolutely need to see this! OP: have you considered a promote-able axe using class? Something like replacing Pirate with Warrior.
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