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Lamia

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Everything posted by Lamia

  1. sorry for the delay, updated the post with this link: https://drive.google.com/file/d/1MTIh0iG_hU_W5qYNwW8Dn91DhwRMnXbW/view?usp=sharing
  2. if you use a GIF editor (like I use GIF movie gear) and view the palette, the data for the inserted BMP into say, tile layer pro will have the same palette order. it's just a convenience thing if you manage to get a hang of it
  3. could you elaborate on that
  4. sorry about my slow responses, I tend to forget about this place in any case, I'm not sure it's a good idea to expand the battle sprite table. I think I've tried to do it before and things got wonky magic sword animations are only tied to a unit using a sword type animation at 2+ range. they can't be used in any other manner afaik and yeah, for my own project, having multiple classes and genders being able to use almost all weapons is just way too much animation space. I don't have such classes in my project. I also cut javelin and hand axe. in my project the throwable lances/axes are only S rank, so only third tier classes can use them, more space helps furthermore I don't know if you noticed but whenever you fiddle with animations, make sure all of the class entries are put together, i.e. a paladin needs to have all of the sword and lance animations in one continuous 'segment', and not split up by other class entries. a hex editor is handy for this, using cut and paste (not copy) so that you can keep the table consistent, just don't paste wrong as long as you know how to use pointers and text, dealing with names is pretty simple. there's no reason to add more text because the pointers only read so much space. just change the length of text if you need to. best way to go about it is to, say, work out your full item list, then start from the beginning and rewrite all of it, then change the pointers to all of it in order
  5. fug, sorry folks, dropbox only retains data for a certain time. I updated the links to use my google drive, so they should be good for the foreseeable future here's a segment from my disorderly notes about character-related events TALK EVENTS 4A68 or 4A69 or 4A6A? (seen so far) 4Axx #1 #2 first character byte only i.e. 11 01 ethlin -> sigurd defined at another place as two-byte i.e. 11 00 01 00 two-byte pairs enable the actual 'talk' selection, but must be defined in events to have a talk special talk events like lover talks may use the high byte (00) Boss talks - (Ch.1 > 6CBC6) 0D FF 00 00 #1 #1 FF FF #2 #2 32 EE PL PM PH 43 00 0D/0E = ??? difference? 00 00 = only displays this talk for a certain faction's phase (00 is player) ## = character, first is character for special talk, second is boss 31/32 = 32 talks on the map first, 31 is in-battle (changing may lead to crash) EE = event number P = pointer to conversation 43 = music used (for map talks only) Give stats event (Ch.1 > 32FA93, cuan > fin) 45 18 DE 84 4A 70 #1 ST +X 4A 70 #1 ST +X 4A 70 #1 ST +X 42 #2 00 00 45 94 BD 91 FD 45 18 DE 84 = ??? 4A 70 = give stats command #1 = gives stat to character number (first byte only) (FF for dynamic character, town events) ST = stat type, 00 - 07, stats in order of appearance on stat screen +X = amount of stat to give, signed, displays only up to +9, cannot exceed caps 42 #2 = display stat-ups above character number (first byte only) 45 94 BD 91 = ??? display statups above dynamic character: located at A9 XX then A9 YY, town location Add love points (Ch.1 > 32FAD2, aideen talks) 4A 60 FF FF MM MM LL 4A 68 MM MM FF = female MM = male LL = amount of points 4A 68 = for single-use event, cancels conversation with other character? 6CAFC + 6CE61 aideen recruits jamuka E97B3 events after mahnya's death E980D andrei and army leaves the map 4A57 C# 00 II character receives item 4A58 character receives item +42 C# holy weapon glow? 4A49 prepare character for spawn? 4A50 show character C# C# 4A61 hide character C# C#
  6. isn't this unrelated to FE4? maybe you should make your own topic or find a thracia one in the future in any case, it's likely you didn't change the same portraits as referenced by the dialogue script item list sorting by name just sorts by japanese symbols... obviously since the translations mucks with that it won't work properly, and it seems meaningless to devote time to adjusting it haven't discovered the location of those tiles yet
  7. my additional tools post has what you're looking for (weaponweightpatches) be sure to read the topic thoroughly I think it might be at $001E83 (close by to the menu text) but it's compressed, so use the (de)compressor exes
  8. using the extra two item slots in the nightmare modules are fine, as are the two items that ended up unused in the data in my testing and trying to find the sources of those items I just couldn't find them if I recall in any case, all of the items can be toyed with pretty freely if you know what you're doing, what with starting equipment and events, though there are quirks when it comes to details like inheritance and droppables
  9. not dead... just, you know, not being worked on as much as I'd like small tidbits, corrections here and there over the past two years, not much 'real' progress I do want to finish it SOMEday, but you know, life stuff and all that at the least I intend to release a patch once part 1 is done, whenever that may be
  10. ah sorry a bit inactive here I posted a new link https://pastebin.com/h06s0XTE
  11. the world map uses efficient tiling like playable maps and unlike some other games where it was just a full 'image' so unfortunately it's not easy to change retaking castles instead of destroying could be done if one looks at the code for NPCs and copies it for enemies... not that I know how to do that
  12. I only use a workaround for third tier classes by cleaning up the class list and adding separate third tier-level classes tier 1 has stat caps of 20 max, tier 2 has ~25, and 3 has ~30 the 'second gen' in my project is simply a 'Part 2' which uses the same characters, so I can get away with having them start at tier 2 and promote to tier 3, and that's how I handle it for player usage; a small amount of third-tier units also appear in Part 1 as the base game goes, the promotion entry for each character in both gens only allows 1 class the unit can promote to, so you'd have to figure out how to manage anything more yourself
  13. can't say, not familiar with the codes enough to make additional entries
  14. yeah looks like just a random bug it's probably nothing, never seen that though, probably different OS than me (windows 8.1) nightmare won't do anything unless you enter info properly, that thing won't do anything
  15. there was some special codes in one of the many textfiles of notes in the binary collection I think it required inserting the codes someplace and pointing to them by adjusting the staff effect data in a few different places (been a while) but it wasn't simple that's for sure, took a bit
  16. afraid it's not that easy, the animations that are coded for staff use are not compatible with using normal magic, lockups will occur it's a matter of animation coding which is not simple battle sprites are simply a large image of tiles, and the animation codes are what direct the tiles to display a certain way, along with what to do at what point in battle... something that staff animations don't have all of the information for, so it causes faults your best bet is to give them different sprites and animations entirely, of a class that can already use both
  17. more detailed info in my post
  18. there's a chance it doesn't work at all as a ring, I think I attempted to have it before but it didn't work out
  19. you cannot make indestructible weapons in FE4 without some kind of ASM the thing about the ring editor is that rings have a different length of data compared to other items... you can make regular items into rings, but not vice versa additionally, while rings can be given all kinds of skills, not all skills work on rings... I haven't tested them entirely, but I believe some of them don't work if you use the weapon list instead of the ring list critical for example only works if you use the original ring list I believe, but say, sol/luna/astra still work in the weapon list... I think like I said I still need to do deliberate testing
  20. I don't know that the inventory list can be extended, but there are seriously a ton of items in the list, if you can't make room for something new I would suggest downsizing your plans or arranging the items more accordingly FE4 Player Equipment.txt contains a mostly complete list of where each item is located so it is easier to arrange the inventory list as needed also you can't just add more entries past the end of the pre-arranged modules, they have an end point for a reason; going further crosses into other data which can corrupt your save file and/or crash the game if you play with it the class list can probably be extended, but classes have so much other data connected to them (names, battle animation data, map sprites, character classes, exp tables, the list goes on) that it is extremely inconvenient to do such a thing... like I said with items, downsize your plans and/or arrange the classes better, I was able to make room for tier 3 classes for my project with some extra class numbers to spare, you don't need to keep the original list something to note though: I haven't found the data for weapon effectiveness yet, so be sure that armors, horses, and fliers stay on the same numbers if you replace them
  21. forum is broken making me double post
  22. the thing about ring stat bonuses is that the bytes were most likely never meant to be used to increase more than a single stat, so all other entries are likely jumbled up data belonging to something else, hence raising more than one stat at a time oh and well I figured out the issue with those modules, there were just some textfiles missing in the folders, 'FE4 Character Numbers.txt' and 'FE4 Weapon List.txt' which are in other folders I corrected my module pack but you can just copy them from other folders
  23. it's not too surprising that the translation team would have moved a bunch of stuff around, messing up some nightmare modules also I never fooled around with the ring editor stat boosts, the thing about putting multiple stat boosts on one item is that the boosts don't stack so it's kind of overdoing it if you make a bunch of multiple-stat rings
  24. I think it might be getting caught on the path name, where there's a dot in your windows username...? easily remedied if you store your rom/hacking stuff somewhere else try that, if it doesn't work can try something else have to add something to this... a while ago I managed to figure out a potentially easy way to handle it if you use a GIF editor or something more advanced than MSPaint to save your portrait in the final phase, saving it in 256-color BMP: the order of the colors in the palette list would be the same order that tile editors display them in, which in turn is the same order that the palette data in the ROM would go uhh hopefully that makes sense
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