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  1. Probably been asked before, but is it possible to force a pairing, such as FinnxLachesis, through codes? And if it is, a step-by-step guide would be very much appreciated as I am very green when it comes to things like this, and tech in general to be honest.
  2. I just noticed that the generation 1 characters in FE4 all face to the left (their right), and all the generation 2 characters face to the right (their left) in there portraits. I'm just wondering if anyone else noticed this.
  3. Alright, I'm back. I am on chapter 9 of FE4 at the moment, and I just got finished capturing Grutia. And for the love of god... this glitch started right before I started the fight against Judah, and it's driving me nuts. For no apparent reason, at the start of every turn, Seliph is greyed out as if he's already moved, even though he hasn't. As such, he's only capable of moving if Lene uses her turn to dance for him. In addition to that, because of this (apparently), the cursor at the start of every turn defaults to the tile at the top left corner of the map, instead of the tile Seliph is standing on, and when Julia spoke to him to trigger the conversation that gives him Res+3, the on-map appearance of the Res+3 message appeared on an off-screen tile directly underneath him. Anyone know what's doing this? It's driving me crazy. I can't play like this!
  4. so, after gathering enough data regarding the 1st gen( and finally ending the first session of the game for the last time ), i've decided to make this thread in order to not only share some infos, but also to eventually give ideas to new players and veterans alike in case they wanted to try out something new/different in terms of unit build for both 1st and 2nd generation with inheritance. what follows are some of the best units i've managed to obtain throu the first part of the game. there was actually more, however some of them were not promoted yet, so i've decided to leave them out since they didn't manage to reach their default potential. for details about classes and skills: https://serenesforest.net/genealogy-of-the-holy-war/classes/introduction/ https://serenesforest.net/genealogy-of-the-holy-war/classes/weapon-ranks/ https://serenesforest.net/genealogy-of-the-holy-war/miscellaneous/skills/ ...and be prepared for a long topic! [ disclaimer: keep in mind that items swapping was also partially involved, so it's virtually impossible to have multiple rings of the same type in 1st generation, along with other unique items ] - Mid game units - [ Overview ] - Main roles: Mobile tank | Mobile damage dealer - Pros: Cuan's role is basicly a mobile frontline tank that can hit&run, and also counter ranged units with a Javelin when needed. relies mainly on one-shot tactics when dealing damage, and works well at covering angles in wall-formations. works even better with a Shield ring, as he basicly gets close to no damage by physical attacks. can eventually defend castles, as long as there's not many mages around. - Cons: sadly, by the time he will obtain his Crusader weapon, he won't actually be able to use it for long due to story development. his low Resistance also makes him a good target for mages. weak to Knight Killer lances. [ Overview ] - Main roles: Mobile healer - Pros: Ethlin starts as main healer in the first chapter of the game, and becomes a good kiting unit once she obtains the Light sword. her Skill will let her land critical hits quite often, and even more with a Skill ring equipped. a well balanced, multi-role unit. - Cons: same as Cuan, by the time she promotes it will be too late to actually enjoy her new class due to story development. weak to Knight Killer lances. [ Overview ] - Main roles: Mobile damage dealer | Mobile Dodge-tank - Pros: a speed-based version of the Duke Knight, Fin will be able to land 4 hits on most enemies thanks to the sinergy between his base speed, Pursuit and the Hero lance. Prayer also gives him more survival chances when he gets low on hp, and becomes almost untouchable by most enemies. the Speed ring is a nice boost for both damage dealing and survival chances. can counter ranged units as well with a Javelin. can also defend castles well, as long as there's not many mages around. - Cons: low Res means getting tons of damage from magic units, so always be careful about wich targets you want to pick. weak to Knight Killer lances. - Late game units - [ Overview ] - Main roles: Mobile damage dealer | Mobile Anti-mage unit | Mobile Dodge-tank - Pros: here's our main Lord in top form, the anti-mage unit by excellence: Sigurd. he mainly plays as mobile frontline tank, and thanks to Prayer on his Crusader weapon he will become almost impossible to hit when he gets low on hp. he can eventually counter ranged units too with magic swords and Javelins, but against mages it would probably be better to equip the Tyrfing in order to not only lower the damage, but also to increase the chances to dodge attacks. together with a Barrier ring, it's the bane of mages. using his Silver sword as much as possible would be a wise idea as well, since it can unlock the weapon's critical chance quite early compared to other units( 50 kills in total ). the Leg and Elite rings aren't necessary, but Seliph can always make good use of them pre-promotion. - Cons: he can get his Crusader weapon only in the last chapter of 1st gen, he needs to save a certain NPC to actually obtain it, and he even needs to repair it in order to use it( 50.000 gold isn't cheap either, but it can be made easily by visiting villages and farming arenas ). weak to Knight Killer lances. [ Overview ] - Main roles: Mobile tank | Mobile damage dealer - Pros: yet another mobile frontline tank unit, Lex is probably one of the strongest mounted units in 1st generation when equipped with the right tools. he can often deal 4 attacks on armored units with the Hero axe+Pursuit ring, and double on other common enemies as well. the Elite passive skill will help him to become a good unit quite early in the game, and Vantage will turn him into a good counter-attack unit as well when he gets low on hp. he can counter from the distance too with a Hand axe. can also defend castles very well, as long as there's not many mages around. - Cons: low res makes him weak against mages. you also need to know some secret event locations in order to obtain the Hero axe for Lex, and the Pursuit ring from another character. weak to Knight Killer lances. [ Overview ] - Main roles: Damage dealer - Pros: a killing machine, Aira is one of the strongest sword users in the game. due to her high speed, Pursuit, Hero sword and Astra, she'll kill anything that moves in most situations, and even armored units with Great Shield will struggle against her. the Speed ring will also give her better evasion chances, since it's her main way to survive enemy attacks. - Cons: you'll have to be very careful when trying to recruit her, because there's specific conditions that have to be met before being able to talk with her, and she starts the chapter as an enemy unit to make things harder. she will also need some care before promotion, in order to allow her speed to grow properly. [ Overview ] - Main roles: Damage dealer - Pros: an awesome unit, Holyn is yet another strong sword user that will literally destroy the arena. his high Skill will allow him to use properly most Blades, and with Pursuit+Luna he'll deal tons of damage against any unit. he can eventually counter ranged units too, but close quarters combat is where he truly shines. he relies mainly on Speed to avoid damage as well. - Cons: you need to actually defeat him in the arena first in order to recruit him, wich is something that can become quite tedious at times. his default stats also makes him weak to magic. [ Overview ] - Main roles: Healer | Supporter (becomes mobile after promotion) - Pros: she has pretty much the same role as Ethlin, with the difference that she starts on foot, and gains different kinds of gear as the game goes on. an overall balanced unit meant for supporting allies with Charisma, that can eventually kite with magic swords and increase her survival chances with the Prayer sword on low hp. the Earth sword should also be able to negate the Big Shield effect of armored units, while the Thief sword helps with getting some money out of brigands attacking towns. - Cons: if you want the Knight ring for double movement when on foot, you'll have to save all of her Paladins and keep them alive by the end of the chapter. getting the Earth sword is also no easy task, as she will need to speak with her brother during a specific battle. pre-promotion, she's not very suited for combat either, so it would be better to use her mostly as a healer until she can become a Master Knight. [ Overview ] - Main roles: Damage dealer - Pros: probably the best archer in 1st generation, Jamka is meant to be a critical machine thanks to his stats and unique bow. a Skill ring always help with increasing his critical rate, and the Killer bow alone will be more than enough from early to late game chapters due to his passive Critical skill built in, and good accuracy/weight. he relies mostly on one-shot tactics, but can also deal double/multiple attacks on most enemies thanks to his passive skills. - Cons: he's actually even harder to recruit compared to Aira, and starting as an enemy ranged unit fighting inside a forest doesn't make things easier either. prepare yourself for many restarts, if you really want this unit. he is worth the trouble thou, i guarantee on that. [ Overview ] - Main roles: Healer | Debuffer (can be a damage dealer after promotion) - Pros: a good healer that can eventually become quite strong against armored units, Aideen will be the one taking care of your un-mounted units for most of the game. her high Magic will also allow her to debuff most enemies with staffs such as Sleep or Silence. - Cons: starting as a "pure" healer, she'll be stuck with only healing until promotion, and even then, she'll always be more suited for healing rather than dealing damage. her low defence makes her a good target for physical classes, so don't leave her without protection. you'll have to be fast in order to save her from some bandits, and she's also the only one who can recruit Jamka. [ Overview ] - Main roles: Damage dealer | Dodge-tank (can be a healer/debuffer after promotion) - Pros: stats and skills-wise, the best mage in 1st generation, Levin can obliterate pretty much any enemy without Great Shield thanks to Holsety and his critical hits. after promotion, he can also debuff enemies with staffs, and heal allies when needed. his Crusader weapon will eventually allow him to play as dodge-tank as well, althou it's not something really viable due to weapon repair costs. - Cons: he needs some time and dedication before becoming really good. damage spikes based mainly on rng. [ Overview ] - Main roles: Damage dealer | Anti-mage unit - Pros: a good archer that can double attack quite often, brigid can one/two-shot most common enemies thanks to her Crusader weapon, while keeping a good evasion rate too. with a Hero bow, she can deal up to 4 hits and save money to repair the Ichival, wich will become more like a survival tool for critical situations in this case. she works well as anti-mage unit too, even better with a Barrier ring. - Cons: same as Aideen, you'll have to hurry up if you want to save her from some pirates chasing after her. you'll also need some specific pairing if you want to give her the Hero bow too. [ Overview ] - Main roles: Healer | Debuffer | Damage dealer - Pros: actually the best healer in 1st generation, he can AoE heal allies and even resurrect fallen comrades once thanks to the Valkyrie staff. he can't be touched by most enemy spells, and can deal some damage to armored units too. - Cons: you'll need to keep him alive during the pirates raid involving Brigid. while he's very strong against magic, he's also very weak against physical classes, so don't push his luck too much. well, i guess that's all for now. if anyone else is willing to share his/her ideas and discuss about different units and builds, feel free to do so.
  5. I spent some time recreating the coat of arms for the Jugdral countries and duchies used in the TCG and the cover art for Thracia 776. Hope you all enjoy! (You can find the original images on the Fire Emblem Wiki pages for these countries, fireemblemwiki.org). Link to the full album is here.
  6. The main reason I want to play it is because I often hear that it has a great storyline, and memorable characters (basically the main reasons what I look for in any game). Why I've not started it already is because I'm afraid I will make stupid mistakes early on, and end up having bitter memories of it, or give up halfway through. I'm not really familiar with the gameplay of the Jugdral series, I've played the GBA and some latter titles only. So, the point is, is there anything I should know before sitting down and playing it? Units worth using, units that aren't, what to watch out for, etc. Any tips are welcome, really, just please don't post spoilers, I was stupid enough to let FEH reveal some parts of the plot to me already....
  7. Sorry to ask this but I've been quite unsuccessful in this so far, likely due to my own difficulty reading current guides on this. I'd like to change a few of the character names in a patched rom of FE4. I've tried using Nightmare plugins but, frankly, I don't know what I'm doing and the only way for this to get done will be if I ask for help. On the bright side, if I can edit the names to match the up-to-date localised versions (Diadora to Deirdre and the like) I could make a new patch and share it, so that other people don't have to do the same. Sorry if this is in the wrong place, or anything like that. As you can tell (especially by my username) I haven't used this website much or posted anything really. That's why my name is eeeeeee.
  8. So from what I've seen, the family of Sigyun were careful to never have more than one child to prevent the Loptyr cult from mating the kids and bringing the thousand years of darkness and whatnot. Maybe question is, why don't they just not have any kids at all if that worries them and let the Unholy blood die out? Secondly, what's to stop the Loptyr cult from just mating the son to the mother Oedipus style and having their unholy spawn that way? It's not like incest is a problem for them, and a parent is as close genetically as a sibling. (I know it's half-siblings here, but I doubt that matters for them.)
  9. Alright, I know there's already a topic about item inheritance on here, but that guy has different pairs than mine. I also didn't really want to derail things there, if it happened, so... either way, new topic. I've got a few plans for my item inheritance sorted out, but I'd like some pointers for the remainder because I've been agonizing over this for a few days now. I'm at the beginning of chapter 4 and I missed the Knight Ring and the Bargain Ring. To my knowledge, every other stat-boosting and skill-granting ring available up to this point in the game is in someone's inventory or the pawn shop (except the Speed Ring, I had that on Finn and forgot to unequip it before he left). Here's my pairs. Adean and Jamke: Obvious inheritance weapons are obvious, but I'm also considering giving Jamke the Power Ring to pass down because I don't know if I want to give Lester the Pursuit Ring. Ayra and Lex: Obviously, Larcei is getting Ayra's Brave Sword (what kind of idiot would I be otherwise). She's also inheriting the Skill and Leg rings from her mother, for the horse movement and Astra proc rate. However, I'm not totally sure what to do with Ulster. I know he gets an A rank in swords starting off. If I give Lex the Silver Blade (just a possibility, I have a spare Silver Sword he could use as well), would he pass it down to Ulster even though Lex can't use it? Lachesis and Beowulf: Naturally, Nanna is getting the Prayer Sword and her Heal Staff (and probably the Thief Sword and Earth Sword as well because I don't like using either of them). But the same question with Lex and Ulster comes up again with Beowulf and Diarmuid: Beowulf has a B rank in swords (I haven't been using him much) while Diarmuid has an A starting out. If I give Beowulf an A-rank sword that he can't use, will he pass it down to Diarmuid, who can use it? I also want to give Diarmuid the Shield Ring to make up for the fact that I haven't been using either of his parents too much, and if he can't inherit A-rank swords from Beowulf, I may also pass down the Defender Sword. Sylvia is unpaired, so her inheritance is moot. Erinys and Azel: I mostly went with this pairing so Ced would be at his second-best (since I've got Tailtiu with Lewyn this time around). Not really sure what he should inherit. On the other hand, I feel the best course of action with Azel as her father is for Fee to be my resident magic sword user. As such, I'm passing down those to her, plus the Magic Ring to give her that extra boost until her stats start to round out. She'll also get Erinys' Slim Lance because it has some kills on it and I don't want her to be locked to swords, plus the Barrier Ring to help combat the magic users she'll inevitably be going up against. Another question: does the trinity of magic apply to magic swords? Tailtiu and Lewyn: Again, obvious weapon inheritance is obvious. Arthur is getting Elwind and Forseti, and Tine... well, she can't inherit Thoron (I think), so she'll probably stick with her starting Elthunder for a while. These two are the reason that I'm on the fence about Lester getting the Pursuit Ring, however. They'll both have great speed thanks to Lewyn, but neither one will have Pursuit right off the bat (and I don't think they'll get it through promotion either). For the first generation, I've got the Pursuit Ring on Lewyn for gameplay purposes over inheritance purposes and I was planning to keep it on him, mostly because Tailtiu doesn't really have a whole lot of gold and I don't think she'll be able to buy it to pass it down to Tine in the first place. Thoughts? Briggid and Holyn: Of course, Febail is getting Yewfelle (and Briggid's also passing down her Silver Bow because I don't want his only weapon to be a holy weapon). Patty's a bit trickier, though, since she's not much of a combat unit. She has a starting sword rank of B, so she could inherit a Steel Sword, but not a Blade or a Silver Sword (I think), and I'd rather that be the case so she has something other than the Sleep Sword to use. Would it be worth passing something down to her and trying to make her a combat unit? I hear she's a pretty decent Thief Fighter on promotion, but lack of Pursuit leaves me skeptical. That's about it. I also have the Paragon Band, and absolutely no idea who to give that to, as well as two Return Rings, which I'm also totally baffled on, and I think that's about it. Any help would be greatly appreciated.
  10. Apologies if this has already been asked somewhat recently. If I recall correctly, bookofholsety gave a rough estimate some months ago that the updated translation patch for Genealogy of the Holy War would be completed by the end of this year. I understand that real life can get in the way of fan projects such as these, especially college and work. Nonetheless, has anyone heard any recent news from him or others involved on the patch?
  11. I'm thinking about starting Geneology of the Holy War. Since this game is a bit more complex, what are some overall tips. While I dont want any spoilers in it, I already know about Alvis's family BBQ and the 2cd Gen. I'm trying to play this game mostly blind and am avoiding strategy or pairing guides.
  12. So, I'm replaying Genealogy of the Holy War again and was wondering about the Valkyrie staff. I've never used it before (either because I never had to or wasn't able to pass it down) on my past playthrough, so I don't know the details of how it works. I've looked some stuff up, so here's what I understand: - it can only be used at the very start of a turn and the user has to be in the base castle - it can be repaired and reused - it can be used on anyone who has died within the current generation Correct me if any of this is wrong, but my question is this: does the revived character return with all items they had when they died, or are they lost and their inventory emptied? I made a pairing that I've decided I don't want, so I was going to kill them and revive them to undo this. I forgot to empty their inventory before killing them, so I want to make sure I've not lost those items. Also, as a side note, I know that killing them will remove the pairing, but when they are revived, do they return with love points cleared, or should I wait to form a new pairing before reviving them? I'm pretty sure that lover points are cleared for the revived character, but I'd appreciate a definite answer. Thanks.
  13. I've started my second run of Genealogy and wanted to try some different pairings. I've already got everyone figured out except Brigid. I'm debating between Dew and Alec, since they are both some of my favorite Gen1 characters and offer something decent in the form of Bargain/Sol or Pursuit/Nihil. What do you guys think? (I know there are way better pairings out there for her, but I'd like to keep the choices down to either Dew or Alec here plz)
  14. Every time i try to patch a working Japanese FE4 ROM it seems like it works, but when i try to load the patched file it no longer works. any advice would be helpful, thanks.. (or just link me a recently patched ROM that would be cool too)
  15. Hey i am trying to get good at FE and i want to play FE 4. I have already played FE 7, but it still isn't enough. Any help would be appreciated
  16. Hey all, I was playing FE4 for the first time recently, but had some problems, and have had to restart, so I decided I may as well stream it, and have everyone tell me how bad I'm doing. However, now it's not exactly a blind run for most of the game, I thought I'd make it an Ironman, to keep things interesting. First stream will be going up around 8pm GMT (1hr 40m from this post), and will be stopping at some undetermined point afterwards. Come hang out, watch me suffer and guide me through the nightmare to come. Heres the link (also in the sig.): https://www.twitch.tv/dwarfishh
  17. i started as balanced up until the end of the first generation, after that( and after seeing Julius stats for the first time ) i decided to go partially tactical on Crusader weapon users by the end of the game, and that sure helped a lot. so, after reaching the end of this long journey throu FE4, i was curious to see how other people around here managed to get there as well.
  18. I've been playing through FE13 on HM/Ironman, asking my partner to choose all of my pairings. I realized her method for pairings units is visual, she picks whoever look like a cute couple and then confirm the pairing if they visually mesh with their children. I usually pair units based on either optimization or specific builds I have in mind for that run, so this has been an extremely unique experience. So far it's been a lot of fun playing through with another entirely different system for pairings, and I'm curious how others here determine their pairings.
  19. I just completed a run of Genealogy of the Holy War, but discovered the game didn't register my game completion. No new scenes in the opening demo, and no AI option. I reset my game when I got to the results screen, because it didn't seem like I could do anything else. Any idea what I'm supposed to do? In case it's important, I'm using the latest version of the Project Naga patch (which I believe is beta 7). Any help would be appreciated!
  20. Lamia here with some more FE4 resource nonsense for you. This time, I'll be going over the feature that is the coding of magic animations. This is complex stuff to do manually, so bear with me. In FE4, magic animation is broken down into codes that do specific things. Load graphics, change colors, make it move a certain way, all that stuff. Stringing them all together in wondrous ways can get you the animation you desire. Fair warning, pretty much all special animation during battle is classified as the same sort of code; things like the EXP bar showing, level ups, dialogue and more are called up in a similar manner, so don't mess with those. I can't be certain and say that this is all different from the GBA series due to my lack of experience in those games, but what I can say is that there's no special program required, just your wits and lots and lots of time for experimentation and testing. First off, the codes. Each code is separated into two bytes, and paired up as such in pattern: XX YY XX YY XX YY XX YY, and so forth. YY is the main part. Change it to certain numbers to define what kind of aspect you're changing in the animation, such as sprites and colors. XX is the variable for YY. Change it for different effects in the current aspect. Each code is read one by one per frame, unless confronted with wait commands. The list of codes: Now, let's take a look at an example custom animation I made: the Blazer tome. (no relation to the individual) https://www.youtube.com/watch?v=Gcg2pbxsg-M Location: $17929D (Fire's original location) Code: 3B 08 3A 02 3B 68 17 1A 0A 46 01 2E 1E 04 FD FF 0F 16 0B 06 0A 54 F9 FF 01 2A 03 1E 12 1A 02 2A FA FF 48 1A 10 16 10 54 FD FF FC FF 1F 04 12 56 36 08 FF FF Let's decode this, shall we? I have my own personal notes for all this, which I'll provide, of course. Detailed explanations are in bold. 3B 08 begin animation? (is this necessary?) I'm not sure if this code is needed, but it's at the beginning of EVERY magic animation. Won't protest. 3A-3B 02 wind This command preps the Wind tiles, by default 3A, and the pattern organizing them is 3B. I'm not positive the differences between 02 and 28, but left them be as it was how Wind originally loaded. 17 1A behind attacker location This positions the 'main' segment of the Wind graphic just behind the attacker's location. 0A-0B 06 unflatten appear (like fire, wind, etc) Preps the graphic for unflattening, making it appear out of thin air as the original Fire and Wind do. 01 2E (sound) Sounds are important! 1E 04 wind pattern? 04 codes display the tiles in a certain pattern, and no animation can function without one of these codes, without which there would be nothing to look at! FD FF attacker cast The first FD FF code makes the caster move their arm down and their cloak and hair whoosh in the wind until the next FD FF. 0E-0F-10 16 bolganon red Bolganone is very convenient for reddish colors. 0A-0B 06 unflatten appear (like fire, wind, etc) 0A 54 wait In this case, I wanted the timing to appear just right. Liberal use of this ensures the animation flows well in your eyes! F9 FF dodge if miss The defender will dodge the moment this code comes up and the attack was a miss. You can have multiple in one animation for flavor purposes, but be sure to use an extra FC FF code for each. 01 2A (sound) 03 1E super fast camera pan This code shifts the camera over. Obviously, this is very important. 12 1A scroll forward fast, defender detection Scrolls the displayed magic animation graphic towards the enemy until it touches their 'hitbox'. It's a big part of how the original Fire, Wind, and Elwind operate. 02 2A (sound) FA FF hit if no miss Strikes and damages the defender at this point. Don't use more than one of these codes. 48 1A something to do with bypassing target Haven't experimented much with this, but it's part of the aforementioned Fire/Wind/Elwind code. Didn't want to mess with it, and it seems to work with it. 0E-0F-10 16 bolganon red The 10 16 code makes the Bolganone color fade out. A fair number of stringed-together color codes fade in, animate, and fade out in their respective colors in that numbered order. Experiment! 10 54 wait FD FF attacker cast The caster lowers their arm and rests. FC FF defender dodge action and reaction If the target dodged, they will go back into a resting and/or ready pose so that they can animate on their turn. 1F 04 clear wind pattern? Several animations have an additional 04 code at the end. I can only assume it clears the RAM so that future animations in the same battle don't get mucked. 12 56 reset tile/palette effects This lovely code erases most graphics and resets colors to the base that the environment uses. Use it! 36 08 end animation (I think this clears most non-tile effects) Like 3B 08, this code appears at the end of every animation. It probably resets 06 and 08 codes just in case. FF FF exit animation The second most important part of all, of course. Blazer is a simple C-rank Fire tome I designed to obviously emulate the original Wind in a fiery way. Feel free to copy this tome for your own use if you so desire. My full magic animation notes text is here. Contained within are all of my code notes, the addresses for the regular magic animations, and some data on graphics locations. https://pastebin.com/h06s0XTE Extra Tips ----- - When choosing XX 16 codes, most of them animate a set of colors, but only certain 'single' colors in a palette. Not all of them cycle through them all and not all of them cycle period, so experiment thoroughly to find what looks best for your animation. There's a fair few colors to choose from, and I certainly haven't found them all. - Start from an existing magic animation close to what you're looking for (especially graphics-wise), and work from there. It's easier than starting from scratch. - Nearly all animations, when loading sprites, need a secondary or even tertiary code to load it all properly, as some of the 02 codes organize the tiles in a certain way as well. When loaded, they take up a specific place in the RAM, so it's important to use trickery or clear them when changing graphics in the middle of an animation and/or ending the animation fully, lest you make tacky displays. - Put a B7 16 code at the start of animations if you're having some color issues. It will clean up the 'base' color in the RAM so that the first one you load can 'fade in' proper. - Magic animations are in a specific section of the ROM and it is inadvisable to try and repoint them away. Errors have occurred for me and I don't want to see the same thing happen to you all, but feel free to give it a shot if adventurous. Maybe I just screwed up at that time. - Don't attempt to change the length of the space used for each without repointing to adjust when necessary. Each magic animation has its own length in bytes, listed in my accompanying notes. - Sound samples are hardcoded as far as I can tell, I can't find a way to change them. If you're modifying the animation for Thunder without changing anything else, it's only going to use the same samples as its item number for Thunder (43). If you want to use different sound effects, you're going to have to change from the item number itself. Don't forget to use the Magic Animation Editor in Nightmare as well if needed to shift things around. - Swords casting magic works in the same manner as tomes, no worries about those. - Keep an unmodified FE4 ROM on hand to check how the original animations were done. You'll definitely need them for reference, time and time again. - Long range tomes and ballistae and some other weapons have some sort of coding that adjusts the positions of the characters automatically at the start of battle. Use the Battle Positions Editor which is available in my FE4 resources topic. - If you need to add an extra magic tome to the list, item number 56 is notably non-glitchy unlike the rest, and uses Fire sound samples. Keep in mind that there's no way yet to change item icons, so you'd need to move broken tomes to a different number. - For the advanced, it's certainly possible to add your own graphics, so long as you use the proper codes to refer to them. Going step by step for this is really convoluted, and I'm not sure I'll even try to write a tutorial for that. Regardless, if I'm able to figure it out, I'm sure others could. Lots of credit to the japanese FE4 community whom I couldn't have gotten started on this without. Happy animating! Use this topic to ask about anything, especially if I didn't cover something, for the 3 other people into making FE4 projects.
  21. I've done a bit of digging into trying to change Seliph's Holy Blood and the best I can find is that I can, " can change Celice's Holy Blood at address 0x4856D." The only problem? I don't know how to find a specific address to edit it. I have both Nightmare 1 and 2.0, but I can't make heads or tails of how to find and edit 0X4856D without using the modules. I know Nightmare 2 has a tool where you can, "Enter value of the byte to search for strings of," but that can't be the method intended. Is there another tool I should be using or a series of modules I don't have? Would messing with the .txt files for Holy Blood have the desired effect?
  22. ... how do you think it would work? What plot elements or mechanics do you think will remain or change? This is just for fun! So, I honestly believe there will be a Jugdral remake in a few years from now. I didn't think it possible at first but then the Gaiden remake came, and if a Gaiden remake is possible, more so a Jugdral one; Seisen no Keifu is a lot of people's favorite entry in the series as well as one of my personal favorites too, and I'm sure IntSys is aware of the former. That being said, there are certain elements I don't think will make it in this time and age, but that are nonetheless of critical importance to the plot of the game (mostly the incest bit). So this is how I think (or hope?) the remake could make it: Genealogy and Thracia chapters will be all in one game. FE4 and FE5 are games that complement each other, so much so it would be hard to sell them separately, as opposed to when they first came out, since Thracia was released 3 years later. Also, they're not really that long because of the limitations of the console back then, and this time the remake would be in the Switch. This is something I've seen done in other games, or like in the remake for Devil Survivor 2 in which they added a whole new arc where there was originally just one, so it is possible. I don't think the maps will be as big, although I actually liked that and would prefer it to stay. But generally speaking, people didn't seem to like that, so they'll probably make the maps smaller (I don't think they can divide them). This would also fit well with my two-games-in-one idea . They'll tone down the incest thing, maybe turning them into cousins instead of siblings, since the important part is the blood more than how closely related they are. Although, I know the cousins deal is taken differently according to the country and culture. Where I come from, it's whatever, kinda weird but not considered incest. There will be no mention of sacrificing babies. They'll probably change it to older children or teens. Nintendo isn't ready to mention babies or toddlers; otherwise, if we were to be realistic, Garon would have tried to kill Corrin off since the beginning instead of locking them up . As for the game mechanics, I think they'll stay the same and they'll blend some from both games, like adding that mechanic in FE5 about mounted units being on foot when inside a castle or similar. But how do you guys think it would go? would you like a FE4/FE5 remake? Or maybe you think it would never make it into existence?
  23. I'm trying to plan out my Gen I pairings and am a bit stuck. In what ways can I improve what I have here? Pairings (Gen I): Sigurd (Seliph) Deidre (Julia) Quan (Altena) Ethlyn (Leaf) - Silver Sword - Money - Gae Bolg - Light Brand - Thunder Sword - Silver Lance - Return Ring - Skill Ring - Pursuit Ring - Speed Ring - Shield Ring - Elite Ring - Leg Ring Midir (Lester) Aideen (Mana) Ayra (Larcei) Lex (Ulster) - Brave Bow - Recover - Flame sword - Silver Blade - Killer Bow - Warp - Steel Blade - Money - Extra Stave(s) - Effetive Sword Beowulf (Delmud) Raquesis (Nanna) Sylvia (Leen) Dew (Corple) - Shield Sword - Heal - Prayer Sword - Money - Thief Sword - Mend - Knight Ring - Power Ring - Extra Stave(s) Fury (Fee) Claude (Ced) Bridget (Faval) Holyn (Patty) - Brave Lance - Valkyrie - Yewfelle - Sleep Sword - Steel Lance - Reserve - Silver Bow - Brave Sword - Javelin - Elf-tome - Bargain Ring - Wind Sword - Elf-tome - Steel Sword - Barrier Ring Taillte (Tinny) Lewyn (Arthur) ******************Finn******************* - Elf-tome - Forseti - Silver Lance - Magic Ring - Elf-Tome - Javelin EDIT 1: a. Swapped Shield Ring from Delmud to Seliph b. Swapped Finn's Brave Lance with Fury's Silver Lance c. Swapped Dew!Ayra and Lex!Sylvia to Lex!Ayra and Dew!Sylvia c. Added Knight Ring to Sylvia d. Added Reserve to Claude
  24. Im playing Fe4 for the first time and I was wondering if i should use arenas and how much I should use them? Im asking this because I don't want to make my army massively over powered and steam roll the whole game. Also I would like to know: are there any named units in the arena and does the arena reset every chapter?
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