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Sami-Fire

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  • Favorite Fire Emblem Game
    Radiant Dawn

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  1. Hello, I have a question, and I do apologize if it has been asked before or this is the wrong place for it... but let's say I install the patch/game to an SD card on one system that's capable of running CFW and the like. Would it be possible for me to transfer the game/data to another SD Card/System and still have it work? Basically, I have to use my old 3DS to patch the game but I'd like to play it on my new 3DS (my new 3DS has already been updated too far for me to do any homebrew-style fiddling). I'm not sure if doing a standard system transfer or what have you would get the game over in its patched state. Also, does anyone know if Streetpass works with the patch?
  2. Hmm... I think I can tell what's going on in that thread, but it involves modifying the actual hexes instead of just event stuff, it seems. I'm not sure if I'll have any success with that (not that programming-savvy). I still need to figure out why Lyn can't seize the throne in what is ostensibly her mode (might just download the patch though) and how to get the units in place for the closing events. ...Actually, the links to the multi-lord seize patch in that thread seem to be broken. Are there any alternate links? Never mind, figured it out.
  3. All right, the reinforcement and Winning Road issues have been solved. Thanks for that! Is there any way to make that NPC move on her own without fiddling with whatever those notes call for? She's a Dancer, so she won't be moving to attack anyone. Also, I'm pretty sure I'm in Lyn mode, but for some reason the modified Lyn can't seize the throne even with the changed event ID. Is there anything else I can do/check aside from that patch? I forgot to mention- I want to have something like this happen: finish the level, move the characters to certain spots on the map, then have a talk event with the map still showing. How do I move all the characters to their new spots after the level is done while also checking to see who's alive/recruited and who isn't?
  4. I'm having a variety of issues; I'll list them from most to least important. A group of reinforcements appears twice instead of the one time it's supposed to. In the script below, the units in ReinfTurn5 and ReinfTurn7 are both appearing on turn 5, and then ReinfTurn7's units appear again on turn 8. The reinforcements that are supposed to appear on turns 5 and 11 work as they should. Why is this happening? I thought it might have something to do with Event IDs, but I'm not sure what. When I send my lord to seize the throne in my custom level, the seize option doesn't appear. It might be because of some modifications I made (I'm using Tutorial Lyn, who has been changed into a mage of sorts- class is the same, but weapons/rank have been changed from swords to magic and she has been given a custom animation), but I checked and it seems I left the Lord option available in the class editor of Nightmare. I don't know why it's not happening, so maybe it's an event issue? The line under location events was originally Seize(0x08,Ending_event,22,02), but I haven't been able to test the ID I changed it to yet. Also of note is that the NPC who appears on HverEnter never moves despite having the TalkToLord AI instructions. I suspect this may have something to do with what I did to my Lord, but does anyone else have any other suggestions? Lastly, (and sorry if this is outside of the scope of this topic; I think it might be something you solve in Nightmare), but Winning Road/the no-enemies music doesn't play when there are no enemies left. I don't know if it's due to the chapter being edited from the prologue or something else. (I checked in Nightmare and I did leave the enemy count needed for Winning Road at 0.) Now, my script:
  5. Huh. I changed the actual speaking text from the default and suddenly it works without crashing again. That's weird. Well, I guess the problem is solved (unless we can figure out just why the original text was crashing things)?
  6. Got rid of the extra 0 in the TEX1s and it still crashes. Here's what the text at ID 0x0800 looks like: [OpenMidLeft][LoadFace][0xB6][0x01][OpenMidRight][LoadFace][0xFF][0xFF][OpenMidLeft] One of the main rules of combat is never to rush.[A] It looks like your tactician knows that well.[A][X] As you can see, I haven't edited it from the initial text (though I think I still had a crash when I changed the 0xFFs to 0x39- Nino's portrait- and 0x01 respectively). So there's no shortcut to placing generic enemies? I'd just load the "Bandit" (or otherwise titled) enemies that are listed in the character editor, tweaking stats and classes as I go?
  7. I want to make an NPC spawn on the map, head for a certain area (set of tiles, not just one), and then leave the map when they reach that area (unless they're recruited first). Does anyone have any suggestions as to how I can do that? Also, how do I spawn generic enemy units? I think it's something in the chapter data editor, but I'm not sure. EDIT: Now I'm having another problem. The opening events will load just fine... and then the game will crash upon trying to load the text. This happens whether I edit the portraits of who's supposed to appear or not. Does anyone have any idea what could be happening? My script, just in case (heads up, I used mostly instructions from Arch's boot camp videos with some pieces of coding from the eventing tool here: http://tebrigade.b1.jcink.com/index.php?act=Pages&pid=2):
  8. I'm trying to re-learn how to do the basic hacking things in FE7; I figured stuff out a few months ago and then proceeded to forget everything. I'll be making a basic one level "hack" with some characters from an RP I'm in, and I plan to try and mess with the basics: custom mugs, a few custom animations, some palette rearrangements, a custom map... things like that.
  9. Okay, I'll look into that. Before I do, some more questions though: what do I do to load an ally unit at the level they're currently at and not a set level (I know (1,Ally,False) would load them at level 1, but if they're actually at level 2 at the map they're at, I don't want to load them at level 1)? Furthermore, when loading generic enemy reinforcements at a level higher than 1, do I just do something like (2,Enemy,True), or is there something i can do to make their stats consistent instead of autoleveled? Anyway, here's the main event file.
  10. I'm sure this question has been asked before, but searching the forums didn't turn up what I was looking for... anyway, is there a way to get rid of or change the "going from place to place"-type map events that happen between chapters? Also, I still haven't been able to get tile changes to work. I think I already posted my code, but just in case, here it is again:
  11. Hmm. Implementing that allowed the code to assemble into the game, but the tile change still doesn't occur. As for where I got 0x28 0x0E from: I thought that, in order to make a tile change, you had to specify what the tile would change to via its location in the reference tileset. The closed gate tile is at column 0x0E and row 0x28 (might have reversed those), so that's where that came from.
  12. Yeah, yeah, I know the map is 500 different forms of horrible. This is just a messing-around hack, though, so I'll make a better one eventually. ...Hopefully. I've been having trouble with map design recently.
  13. Okay, here goes. I made the map in Tiled, so here's a link to the original map file: https://dl.dropboxusercontent.com/u/59730061/SingleStepTake3.tmx . An image of the map is attached/right here.
  14. Hello... I asked this question in my thread, but I think I'll ask here too, since it does concern the event assembler and all. I flat-out cannot get tile changes to work. The village won't even close after being visited. When I try to assemble the tile changes into my game, I'm told "No code named CODE" found. Other words, like SHORT or BYTE, allow the events to assemble in, but don't actually trigger a map change. Here is my script: //Prologue Map Changes //# include EAstdlib.event (Taken out because if I include this and the define, I get an error about redefining something) #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" ORG 0xC9C9CC+(4*0x0E) POIN TileChanges ORG 0xDB00A0 TileChanges: TileMap(0x00,03,20,0x01,0x01,VillageClosed) CODE $FF CODE $00 CODE $00 VillageClosed: CODE 0x28 0x0E MESSAGE Map changes end at offset currentOffset
  15. Thanks much! Still looking for a solution to the custom animation not showing up, though. I'm stumped. I can repoint the animation to, say, the sage animation (or a sage animation made with the Custom Battle Animation Editor), but then the sprite is wrong (of course). I have no idea how to get this custom animation to show. I'm trying making a custom class (in the Class Editor Nightmare Module's free spaces), but how do I link this custom class to a character? EDIT: I sort of solved the animation problem, but now there's a new one: partway through the animation, random frame bits just jitter in place and the whole thing hangs. Here's my script, if it's a problem with that: EDIT 2: Okay, so now I got rid of the jitters... only to A) never have the animation for the spells play and B) Have the game get stuck after the animation and damage completes. I have C06 and C0D in there, so I have no idea why this is happening. The script below has been updated (though I only updated the first mode since I figure the rest will fix easily once I fix that).
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