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kagnus

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Posts posted by kagnus

  1. You didn't load Clara, you loaded Clara(T) and you should move the soldier next to Clara/Clara(T) or give him a Javelin.

    I noticed that your ending events are incorrect : MNCH should be before ENDA and the values for MNCH are defined in 'EA Standard library\Chapter Definitions.txt'.

    Use 'MNCH Ch1' for this chapter.

    Also nothing triggers your ending events.

  2. Presentation

    Current version: 2.0.0.1

    PaletteAssemblerV2.png

    This program is meant to be used with FE Recolor.

    This program uses parts of Nintenlord's work according to his conditions.

    Example 1

    Spoiler

     

    In this example, Eliwood's promoted palette will be edited.

    Let's open our image in FE Recolor :

    FE_Recolor_edited_palette.png

    Let's copy hex to clipboard and start BSPalette Assembler :

    ImportedPalette.png

    Let's export the compressed palette to the clipboard :

    CompressToClipboard.png

    Let's write it to the ROM :

    CompressToFile.png

    Let's see the results :

    InGamePalette1.pngInGamePalette2.png

    InGamePalette3.pngInGamePalette4.png

     

     

    Example 2

    Spoiler

     

    In this example, Linus FE7 hero palette will be extracted and imported into FE8 replacing Gerik's hero palette.

    Let's open BSPalette Assembler:

    PaletteAssemblerV2.png

    Let's open a FE7 ROM, choose a palette entry and extract it:

    ExtractedPalette.png

    Let's export it:

    ExportExtractedPalette.png

    Let's open a FE8 ROM, clik on the FE8 radio button, import the palette we exported and choose which palette entry to edit:

    ImportedPaletteV2.png

    Let's insert the imported palette:

    InsertPaletteToROM.png

    Let's save the ROM:

    SaveROM.png

    The ROM was saved, the Save ROM button availability indicates if your changes are saved on the file or not:

    SavedROM.png

    Let's see how it looks in game:

    InGamePalette1V2.pngInGamePalette2V2.png

     

     

    In FE Recolor, export hex to clipboard.

    In BSPalette Assembler(the name is not definitive yet), click Import from clipboard, then you can

    • In v2 and later only, choose a ROM (that will be considered as a ROM).
      • Choose a palette entry to replace.
      • Add a palette entry.
      • Extract a palette entry.
    • choose an output file and specify where to write the compressed palette, keep in mind that it doesn't check if the new palette is bigger than the previous one.
    • export the compressed palette to the clipboard and
      • insert it manually with your favorite hex editor, which allows you to check if the new palette is bigger than the previous one.
      • store it somewhere for later use.

    Any index you don't set will use the default index.

    e.g. You insert a palette with a blue armor for the player, a palette with a red armor for the enemy and set the default index to the enemy. The NPC and link arena indexes will use the red armor version.

    If you only edit the player index, the new palette will be shorter than the previous one since the compression algorithm will be more efficient.

    It doesn't provide any way to edit colors since you're supposed to do that in FE Recolor.

    Downloads (latest version)

    v2.0.0.1

    New version, built from a more modern computer

    Source code (Github)

    Downloads (v2.0)

    Program
    Alternate Download

    Sources (I'm a C#/.NET beginner, so any feedback about my code will be greatly appreciated)

    Dependencies

    FE Recolor, by BwdYeti

    .NET 4.0 or higher

    Credits

    BwdYeti, for making FE Recolor.

    Nintenlord, for making his ROM Hacking libraries.

    You, for using the tool.

    Me, for making it.

    I hope you'll use this tool and give feedback.

  3. Did you check "Insert map changes?" and "Write map change ptr to?" in Tiled map inserter ?

    Did you put the correct offset in "Write map change ptr to?" ?

    It should be "0x8B363C + 4 * idx" for FE8 (idx can be found in "FE8 Nightmare modules\Chapter Data Editor\Pointers.txt").

    Assuming you replaced a map which didn't have map changes, did you change the "Triggerable Map Change" byte using "Chapter Data Editor.nmm" ?

    If all your answers to the previous questions were "yes", then I can't help you.

  4. Hello everyone,

    I am a French Fire Emblem fan.

    I discovered the series thanks to FE 7, even before playing SSBM (when I unlocked Roy, I was like "Who is this guy? He looks like Eliwood.").

    So far, I've played FE 6 to 11.

    I didn't like playing FE 11 because of many things, including reclassing and graphics.

    I can't wait to play Awakening but I didn't save enough money to buy a 3DS + the game.

    I've been into ROM hacking for 4 years (I was inspired by TLP's first release which was known as TU).

    I was on FEU, but not very active, before it closed.

    I didn't make any ROM hack worth releasing yet, but I'm working on it.

    PS: English is not my native language but I'll do my best to use proper grammar, spelling, capitalization, and punctuation when posting, as stated in the Code of Conduct.

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