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  1. Hello! I had been making good progress on a demo for my fe7 hack, but I've hit a roadblock and was wondering if there was any advice on how I can proceed with debugging this issue. I'm trying to import the overworld snow tileset from fe6 to fe7. I copied the data from the offsets for object, palette, and config over (I'm providing the offset hex values if that will help) and tried setting the chapter data dropdowns for chapter 1. I tried both editing the dropdowns with new pointers to the data (directly editing the .txt nightmare file) and repointing old ones (dragon's gate) and neither worked. I'm thinking maybe I'm copying the wrong data or missing something. I'm also wondering whether the fact that that tileset has two animation sets (frozen river #1 and frozen #2, which I don't plan to use right now) is a problem. I tried importing without the animations and turning them off, but I don't know if it even can work without them. When I load up the game after repointing the data for the map I made, the game goes black. I know it's not my event file, since I tested it without the new map and it worked fine. I've checked if I overwrote any data multiple times with several different backups and reinserting everything didn't change anything. The offsets of data from FE6 I copied were: Object Set- 1FEDB4 to 204418 Palette- 23BD00 to 23BE40 Config- 22F8D8 to 230F0C I pasted into free space at offsets: Object Set- DD0000 Palette- DD57C0 Config- DD5910 I increased the index of the dropdowns too, but I did try just repointing an old tileset to test, so that can't be the problem I don't think. Thank you for any advice in advance! If providing pictures would be of use, I will post those as well.
  2. Hello, this is my debut in the creative corner, and I thought I would start with an old relic of mine. The Fire Emblem fanfiction was made several years ago for the Fe100 contest on LiveJournal. I was originally intending to complete the contest, but was not able to. However, I plan taking it up again, and when I do, there will be a revamp of this fan fiction. I have decided to keep the original unposted places for people who want to read it and comment on it. This fan fiction is about Fire Emblem 6 (Binding Blade/Sealed Sword), and something that happens after the true ending of the game. Therefore, there is massive spoilers for the entire game. If anyone wants to read or comment on this fan fiction, feel free to do so either on this forum or on its original link. The link to it is here: https://www.fanfiction.net/s/7740578/1/Out-of-the-Darkness Enjoy!
  3. 4 new videos for you all! In Part 6, we kill some bandits in the mountains for Chapter 5. Part 7 has us facing off against the traitorous Wagner in the easiest chapter yet. Parts 8, 9, and eventually 10 will have us going up against the dreaded Chapter 7. Man, I'm really starting to feel those increased growths, these Wyvern Knights are roided out and it's still so early in the campaign. [spoiler=All Videos] Part 1 - Raigh of Hope - Chapter 1 Part 2 - Raighdiant Dawn - Chapter 2 Part 3 - Raighzor's Edge - Chapter 3 Part 4 - Raighning Arrows [1] - Chapter 4 Part 5 - Raighning Arrows [2] - Chapter 4 Part 6 - Over the Mountain Raighnge - Chapter 5 Part 7 - Betraighal - Chapter 6 Part 8 - "Chapter 7" [1] - Chapter 7 Part 9 - "Chapter 7" [2] - Chapter 7 [spoiler=Our Elite Fighting Squad] Here's our crack team of randomized individuals FT. Dorothy the Pegasus Trash Lord Deke the Warrior Ellen the Thief Ogier the Archer Raigh the Man Mercenary Fir the Shaman Wendy the Archer Allen the Cleric Klain the Wyvern Rider Treck the Brigand Niime the Nomad Clarine the Mage (F) Tate the Myrmidon (F) Juno the Archer Lilina the Archer Bartre the Archer (F) Miledy the Thief Igrene the Mage Noah the Berserker Fae the Warrior Rutger the Mage
  4. I really like Fe6 and I've heard about these special trial maps that were part of a contest of something, is there anyway that I could play them because I cant seem to find them anywhere, ( even pointing be to a screen shot of one of them would be great). Thanks
  5. I remember reading somewhere that, in exchange for not receiving any terrain bonuses, flying units got some kind of passive bonus to Avoid at all times. Like, +10%~+20% or something. Is this true? I can't seem to find a source for it, but I distinctly remember having heard about it at one point.
  6. [spoiler=Turn Counts]Chapter 1 (4 turns) Chapter 2 (5 turns) Chapter 3 (5 turns) Chapter 4 (4 turns) Chapter 5 (3 turns) Hey, welcome to yet another playthrough that I've been working on for a little bit of time, an FE6 Hard Mode LTC that does not require full recruitment, but bars sacrificng units for death. Doing this with my usual reliability rules for arrow retracing in the GBA games is rather challenging, since most of your units have trouble even 2RKOing enemies for the early part of the game, and raising characters to have good levels is equally difficult. It also makes it quite fun! I did some preliminary work on this over the summer which resulted in clears of the first three chapters (links above); since then I have made a little bit more progress (with some help from Irysa on benchmarks and the like), which I will be recording soon. I'll provide some more detailed descriptions per chapter in the thread here like usual, and hopefully you'll enjoy! Chapter 1 For the opening chapter of the game, I used essentially the same strategy that Gradivus used in his (shelved?) SS rank run, with some minor modifications to get Wolt more EXP at minimal cost (like 1 EXP from Alan), which also saves on the number of RNs burned. Marcus has to Silver Lance crit the boss, Lance gets a very solid first level (he's more useful than Alan in this type of playthrough for reasons that will be elaborated upon later), and Roy and Alan get close to leveling up. Bors faces no combat but gets the 5000G village.
  7. Hello one and all to my randomized playthrough of Fire Emblem 6. I'll be going through the whole game on normal mode with 10% growths on enemies to make it more challenging. I will not be including the story in this run, mainly because I don't really care for it and the other reason being it's a randomized run and the dialogue wouldn't make much sense anyways. I have also randomized Recruitment and Classes which means our Roy could be anyone or even himself! Every character and boss will have randomized classes which could make the last boss a little interesting (unless the randomizer doesn't change the final boss). Anyways, let's get straight into this amazing game! [spoiler=The Characters!] Hp:85% S/M:45% Skl:40% Spd:45% Lck:40% Def:25% Res:10% Oh for crud sakes. Allen, the Troubadour who will be our Lord for this playthrough. Hp:90% S/M:40% Skl:40% Spd:30% Lck:35% Def:20% Res:15% Deke, the Manakete, I'm surprisingly okay with this. Hp:75% S/M:30% Skl:45% Spd:30% Lck:40% Def:30% Res:10% Noah, the Priest. I can see him being useful for a little while, but with our main lord being a healer I don't see the need for two. Hp:85% S/M:50% Skl:45% Spd:45% Lck:35% Def:15% Res:15% Speaking of unnecessary characters, Dorothy, the Soldier. Hp:60% S/M:40% Skl:45% Spd:45% Lck:15% Def:15% Res:50% Saul, the Wyvern Rider. Look at that speed! He'll most certainly be useful for now. Hp:60% S/M:55% Skl:40% Spd:30% Lck:20% Def:20% Res:55% For now also really applies to this character. Sophia, the Knight. [spoiler=The Battle] Turn 1: -Everyone huddles around Deke because none of my other troops can take down these axe wielders -Saul gets attacked for 5 damage, but Saul then crits and kills the bandit - Deke the Manakete everybody Turn 2: -Deke then kills another bandit -On Enemy Phase Deke kills another Bandit a Deke level tbh Turn 3: -Saul kills the Archer -Saul then kills the Brigand on Enemy Phase (I may have slightly underestimated Saul) Turn 4: -Dorothy gets the 5000 gold that was obviously never going to be needed by that village -Saul and Deke proceed to kill 3 Bandits Saul getting a pretty good level up Turn 5: -Allen and Company continue towards the boss Turn 6: -Saul kills another Bandit Defense! Turn 7: ​​-Deke kills the Boss Okay, this doesn't mean anything. He can still turn out good. -Allen Seizes Well then. I must say that I didn't expect some of those units to be there and I am quite pleased actually. Allen may just be the best Lord I could've gotten considering my horrible track record of killing healers. Hope enjoyed reading this first chapter and feel free to comment below telling me what I did wrong and what I should try to do next! (I'm not looking at this, but here is the changelog FE6 Changelog.html ) Death Counter: 2
  8. So, you may remember that I did the same thing with FE4 a couple of weeks ago. Well, now it's time to do this poll for Fire Emblem: the Binding Blade! I am doing this topic to have a overall opinion about this game, since it's the one of the few I've never even tried... Anyway, let's debate!
  9. Any tips? I cannot get past this chapter at all because of stupid Treck dying and BS wyvern riders.
  10. I'm taking the sacae route in fe6 and I wanted to know if I need to keep the Pegasus knights alive in order for jodel to be carrying the s ranked Lance?
  11. To facilitate discussion and information sharing, I've decided to put together a separate thread for Series 5. I aim to keep the OP updated with new information as it is shared. Enjoy! Fire Emblem Cipher Series 5 Release Date: June 23rd, 2016 Info section on the FECipher Official Website (Japanese) Booster Series - 相剋を越えて (Beyond Strife) Booster Pack Image Booster Boxes now available on AmiAmi Booster Pack Promo Sleeves - Radiant Dawn & Binding Blade Featured Games: Radiant Dawn (Green Cards) Binding Blade (Purple Cards) Structure Deck(s) - 封印動乱 (Binding Rebellion) Structure Deck Image Single ST Decks now available on AmiAmi (also available in 6 pack boxes) Featured Game(s): Binding Blade (Purple Cards)Miscellaneous Revealed Cards/Merch: S5 sleeves now available on AmiAmi: Roy, Lilina, Micaiah, and Soren 3DSXL Promos (9 and 10) Revealed Cards: The full, official S5 set list has now been posted up to the FE Cipher official site! You can see it here. It contains images of all cards including + varieties, except for the secret B07-002R+X Eliwood, which can be seen here. The deck list, including deck exclusive cards, can be viewed here. The promo section does not contain all promos yet, so I'm leaving all known promos in the spoiler below. [spoiler=September Marker Cards] [spoiler=Revealed Series 5 Promos] Sigurd Booster Box Promo Xander Booster Box Promo Merlinus Tournament Promo Ilyana Tournament Promo Tormud Tournament Promo Lilina Tournament Promo Micaiah Tournament Promo Sophia Tournament Promo M! & F!Corrin 3DSXL Promos Caravan Promos Dengeki Nintendo May Issue Roy Promo Nintendo Dream June Issue Lilina Promo Series 5 Guidebook Micaiah Promo [spoiler=August Marker Cards] Revealed Artworks: Pre-Release Artworks removed due to image cap. Updates: I believe the information shared in this thread should be all the known information we have up to the current date. Please post in this thread to share new information as it comes! I will keep this post updated with news and images at it arrives. I'm also open to suggestions for things that should be added to (or removed from) the OP, formatting changes, etc. Discussion & Speculation What remaining characters would you like to see included from Tellius that didn't make it into Series 3? Who are your predictions for SRs or signed cards? What colour do you think will be given to Elibe? Do you think we'll get 2 decks again or just 1, and which characters will be featured? Feel free to also use this thread to discuss and speculate what you think we'll see (or what you would like to see) in the new series.
  12. I need help determining which names are the most accurate in terms of the Binding Blade exclusive characters in my story. I've been seeing conflicting sources, and I'm not sure which sources are more 'true' than others. I don't exactly need all of them, just the ones below: Some of these characters are more clearly named than others, I'm just listing them for the sake of completeness. (hopefully I remembered them all)
  13. So, as you may or may not know, I made a Reverse Recruitment hack of FE8 where I included the CC characters into the recruitment reversing, leading to Lyon being the Lord, Fado being the Jagen, etc. Said hack can be found here if you're interested: http://serenesforest.net/forums/index.php?showtopic=63349 Anyway, I got the idea to do a similar thing with FE6 using the Trial Map characters. Here's a list of who swaps with whom: In addition to reversing recruitment, I did make some gameplay edits as well, most of it involving buffing units since FE6 gives you a lot of shit units, but I did do a few other things as well, mainly to make the game less frustrating. I'll probably do a complete list once the patch is out, but I cba rn. Ideally the patch should be easier than vanilla FE6, but not excessively so. Now, one thing I'm doing, that most other RR hacks don't bother with, is actually editing the script so the game still has a coherent plot. Characters have the same role as the unit they replace, but for the most part retain their original personality, So for example, while Narcian may be a leader of a group of mercenaries now, he's still extremely narcissistic and smug. So far I have Chapter 1 and 2 and the tutorial done. I'll probably release a patch once I have the main plot done, with another one to follow once I get the rest of the text edited. Now, to fulfill the obligatory screenshot requirement, have some pics of Narcian's new dialogue: Feel free to leave any questions, suggestions, comments, etc.
  14. Don't worry, I'm not starting another playthrough or anything like that; I was just playing around with Binding Blade last night, and decided to write up a report of what I found out. I'm too lazy (and busy) to actually carry out any of the stuff I'm posting here, but hopefully someone else will do it. In case you aren't familiar with it, the first chapter of FE6 can be completed in 3 turns via the "rescue-death exploit," in which suiciding a unit carrying another unit (usually Roy) on the PP allows you to gain an extra turn for the rescued unit. A video of this clear can be found below: Since the map is pretty much the same in HM, it seems like it would be entirely straightforward to generalize the strategy used here to HM. However, the problem one runs into is that all of your characters suck Wolt and Roy are no longer capable of OHKOing enemies with critical hits, and Lance isn't able to either unless a fighter spawns with a very low Def, which is highly unlikely (and can't be rigged properly since this is the opening chapter of the game). Taking that into consideration, let's review what is necessary for the 3-turn clear: - First of all, someone needs to kill the boss. Marcus is the only person who can reach him in 3 turns, and fortunately still has the stats to whack him with a Silver Lance crit, so he has to do the deed. This requires him to full-move every turn, which means - someone (not Marcus) has to kill the closest fighter on the first turn PP - Marcus has to occupy the forest tile on turn 2 PP - We need to have someone perform the "rescue-death exploit." Bors and Wolt are out of the question for obvious reasons (too little mov or no short-range attack), and Marcus is killing the boss, so it has to be either Alan or Lance. Examining the map, one realizes the in order for one of them to get Roy close enough to seize on turn 3, they need to be on or beyond the forest the Marcus has to occupy, which means - they need to be rescue-dropped forward by Marcus, since Marcus is occupying the forest - the space west of Marcus has to be clear of enemies on turn 2; since the brigand on the village will inevitable occupy this spot on EP1, someone (not Marcus) has to kill him - again, since Marcus is occupying the spot, the brigand can't be attack from up close, so he has to be Javelin critted. - In fact, Alan needs to Javelin crit him, since Lance doesn't have the Str to OHKO him regardless of his stats. This means that Alan has to be the one who is sacrificed, unlike in NM, where you have a choice between Alan or Lance. It also means: - The brigand needs to spawn with 1 Luck so that Alan can crit him - The fighter east of the boss has to spawn with 1 Luck so that Alan can crit him on turn 2 EP (no one else can target him on turn 3 PP besides Marcus) - More importantly, Alan needs to not be rescued at the start of turn 2 PP. This means that in order for Marcus to rescue-drop him, Lance needs to be able to rescue him on turn 2. - Last but not least, we have to get Roy to Alan on turn 3. This means that someone needs to rescue Roy on turn 2 PP; the cavs are busy and Bors is too slow, so it has to be Wolt. - Since this means pretty much everyone is busy on turn 2, we have to make sure that no random enemies get in the way during this phase. In order to do that, it is convenient to have Roy rescue-dropped east of Marcus on turn 1. So putting all of that information together, here is what should be a turn by turn strat with screenshots (minus actually doing the RNG abuse): First of all, play through the entire introductions scene (you can mash B) to get the enemies to spawn with the right stats. In particular the 2 people get 1 Luck, and the closest fighter gets 2 Def so that Lance can kill him. Turn 1: Roy takes a step east and takes Lance's Javelin. Burn some RNs, then Lance crit-kills the fighter from below. Alan trades his Iron Sword for Roy's Javelin, rescues him, and goes around to convene with Lance, one space short of fullmoving. Wolt moves ahead of him and takes Roy, then Marcus does the same, and drops Roy east. Turn 1 EP: Roy will get attacked by 2 fighters and an archer, and Lance by a fighter. Neither of them can crit-kill anything, but I recommend having Roy crit the bandit to his east (since I think he will attack Lance on turn 2 EP, not sure) for EXP gain later on, and rigging a Lance dodge. Roy can afford to get hit (he won't be in any danger for the rest of the chapter) as long as he doesn't die. Turn 2 PP: Burn a lot of RNs. Alan Javelin crits the brigand (39% hit, 1% crit), Lance rescues him and takes his spot (taking the Javelin as well), Marcus moves onto the forest, takes Alan and drops him east. Alan should only have an Iron Lance if everything is done correctly. Roy moves 2 south of Lance, then Wolt moves above him and rescues him. Turn 2 EP: This is going to be a real nightmare to actually carry out. Wolt (weighed down by Roy) has to survive attacks from 2 fighters and an archer, all of whom double and 2HKO him. If that wasn't bad enough, Alan has to get hit by the fighter who charges him, and then (49% hit, 1% crit) kill him as well. Lance probably kills the guy who attacks him if Roy critted him earlier, and should be OK to survive otherwise. I don't have a screenshot for this because I didn't do it. Turn 3 PP: If you somehow manage to accomplish the above, things should be easy from here. Wolt moves forward and gives Roy to Alan, Alan suicides on the other fighter near the boss, and Marcus crit-kills the boss with his Silver Lance. Before Roy seizes, Lance can crit-kill someone in order to hit level 2 (pick someone who got injured by Lance/Roy on a previous turn). You might notice that I haven't mentioned Bors at all in this post. That's because he doesn't have to do anything in this strat! Which means that unlike the video posted above, he's free to head east and pick up the 5000G from the village (the fighters won't bother him)! Hopefully this inspires someone to carry this out.
  15. The 120 or whatever it is support point limit in FE6 is really annoying. Any way to disable it?
  16. Okay, first of all, guys seriously can we actually finish a run this time? The following units cannot be killed off at all and must be used as much as they possibly can: Sophia: Julian: Dual Dragons: John: Other units may only be used if: -They are forced, like Roy, or Fa(e), as she is needed for the final chapter. -There is room for filler. -A recruitment is needed to recruit a character later: Lalum/Elphin cannot die because they are needed to recruit Percival. -A gaiden is needed: Sophia cannot die in her recruitment chapter because she is needed to obtain 14x. I will start (again) either later today or early tomorrow, whatever works for me. HOPEFULLY WE CAN FINISH THIS TAG TEAM THIS TIME X(
  17. Drafting: 1. This draft is for 5 players. 2. Roy, Marcus, Merlinus, Lalam/Elphin, and Fa are free for all to use. 3. Three units will remain undrafted. 4. The game will be played on Normal Mode. Rules: 1. Undrafted units may recruit characters, rescue undrafted units and NPCs, trade, visit Shops and Armories, and dig up items in the desert. 2. Undrafted units may not do anything not listed above, including but not limited to meatshielding, building Supports, and opening Doors or Chests. 3. Use of the Warp staff is banned. 4. All Gaiden chapters are required to be visited. Chapter 20x (either route) does not count towards the total turncount up to 20 turns taken. 5. NPCs may do as they please without penalty. 6. The game must be played out to the True Ending. Penalties: 1. Undrafted units have a 4 turn penalty per unit, per chapter. Exceptions: 1. Undrafted Thieves may be used to obtain necessary Promotion items. People Participating: Franzy Horace KP 2010 Mage Knight Carmine Sword Teams: 1. KP 2010 - Thany, Lott, Treck, Percival, Saul, Niime, Yuno, Douglas, Dorothy 2. Carmine Sword - Lance, Noah, Zeiss, Lilina, Astohl, Igrene, Ellen, Yodel, Garret 3. Mage Knight - Alan, Tate, Lugh, Klein, Echidna, Cath, Fir, Geese, Barth 4. Horace - Milady, Zealot, Sue, Cecillia, Ward, Oujay, Bors, Wolt, Dayan 5. Franzy - Dieck, Rutger, Clarine, Shin, Chad, Bartre, Hugh, Ray, Wendy [spoiler='Units Remaining] Gonzales Sophia Karel
  18. FE6 RR is a really fun hack so I thought it'd be rad if we did a draft for shouts and giggles. Drafting: 1. This draft is for 5 players. 2. Paperblade's reverse recruitment patch will be used: http://serenesforest.net/forums/index.php?showtopic=24402 3. We're placing on Normal Mode so people can join without having to unlock Hard Mode. 4. Karel, Yuno, Merlinus, Lalum, Elphin and Fa are free for all to use. 5. Three units will remain undrafted. Rules: 1. Undrafted units may recruit characters, rescue undrafted units and NPCs, trade and dig up items in the desert. 2. Undrafted units may not do anything not listed above, including but not limited to meatshielding, building Supports, and opening Doors or Chests. 3. Use of the Warp staff is banned. 4. All Gaiden chapters are required to be visited. Chapter 20x (either route) does not count towards the total turncount up to 20 turns taken. 5. NPCs may do as they please without penalty. 6. The game must be played out to the True Ending. Penalties: 1. Undrafted units have a 4 turn penalty per unit, per chapter. Exceptions: 1. Undrafted Thieves may be used to obtain necessary Promotion items. Teams: Carmine - Zeiss, Sophia, Clarine, Chad, Klein, Lance, Wolt, Geese, Ward Rapier - Dayan, Cath, Garret, Yodel, Echidna, Shanna, Oujay, Zealot, Rutger Skellow - Miledy, Hugh, Bartre, Saul, Astohl, Lot, Treck, Gonzales, Wendy Yojinbo - Percival, Cecilia, Noah, Niime, Douglas, Dieck, Roy, Alan, Ellen Gradivus - Tate, Shin, Igrene, Lugh, Ray, Fir, Bors, Marcus, Barth Undrafted Units: Sue Lilina Dorothy
  19. Note: I'm still hoping to continue this eventually, but due to RL stuff and relative disinterest I don't see myself going on anytime soon. I mentioned somewhere that I'd do this eventually, and here it is. Possibly not being able to buy the maximum amount of boots and to ignore exp for most unmounted combat units will change a lot of things compared to a regular LTC run. Without a long introductory text, these are the rules: - The true ending must be accessed. - A rank in all categories. - Full recruitment / no deaths. - Lowest turncount under these restrictions. I put my notes (similar to what dondon uses for planning) on pastebin, here's the list if you're interested, although there may be inconsistencies between this and my recorded clears: http://pastebin.com/u/Grdvssss Chapter 1: https://www.youtube.com/watch?v=L5Xro2vB7AQ Rankings: Exp: 390 Combat: 10/25 = 40% Power: 27 Funds: 13495G Turns: 4/4 Used a variation of the standard strat, involving a silver lance crit for the bosskill. The exp distribution is pretty even, with Lance being the only unit to get a level yet, but quite a good one. Not much else to say about the strat that you can't see in the video. There are a lot of other ways to spread exp in this chapter, and I'll probably explore them in a ranked context when I have a better idea of what I do in the next bunch of maps. [spoiler=C1 stats] UNIT LEVEL HP S/M SKL SPD LCK DEF RES WEXP Roy 1.80 18 5 5 7 7 5 0 D Swd Marcus xx/1.38 32 9 14 11 10 9 8 D Swd A Lnc E Axe Alan 1.91 21 7 4 6 3 6 0 E Swd D Lnc Bors 1.00 20 7 4 3 4 11 0 D Lnc Wolt 1.40 18 4 4 5 2 4 0 D Bow Lance 2.21 21 6 7 9 2 6 1 E Swd D Lnc [spoiler=Chapter turncounts + links]Chapter 1 (4/4 turns): https://www.youtube.com/watch?v=L5Xro2vB7AQ Chapter 2 (5/9 turns): https://www.youtube.com/watch?v=2i3AkBnYyMo
  20. Y’know, Fire Emblem’s been kinda boring lately. There are only so many times you can play the same game before you get tired of it. I can’t help but wonder if anything could make everyone’s favorite, most reliable GBAFE even more fun. Hmm, maybe… Yes, the 30 Hit minimum really is necessary. Fuck FE6 axes. To top everything off, I didn’t apply the translation patch, which broke the changelog! And I’m far too lazy to open everything in Nightmare to check it, so this is a completely blind run as well! I post changelog stuff on Imgur! https://sniperknight.imgur.com/ [spoiler=Chapters] Chapter 1: http://serenesforest.net/forums/index.php?showtopic=58421&p=4080481 Chapter 2: Chapter 3:
  21. I decided to make a romhack for FE6 that replaces certain units with ones from FE7. I got my inspiration from FE7 crossover, a romhack of FE8 that replaces several units with FE7 ones. It did poorly in execution, but the concept was cool, and I thought it'd be really cool to have some FE7 units in FE6. I've gone and replaced Ellen with Serra, Chad with Matthew, Zeiss with Nino, Astore with Jaffar, Tate with Florina, and Ogier, Barth, and Wendy with Eliwood, Hector, and Lyn, respectively. I've changed their classes, stats, growths, and affinities to match those of their FE7 counterparts. I've done some other editing too, but nothing too major, with the most major change being upping the level cap to 30 so classes that can't promote don't end up as screwed over. Other than that, I've made a few edits to the base stats and max stats of classes(Thieves caps are now the same as Assassins), edited the stats of a few items(the biggest changes here being making the S rank weapons and Fae's dragonstone unbreakable), buffed a few characters base stats, and buffed everyone's growths. I also made Short Bow and Murgleis 1-2 range, the former so its name can be less misleading and the latter because Wynaut. Also note that since Jaffar, Eliwood, Hector, and Lyn's classes aren't in FE6, Jaffar is a thief with crit+30(to make up for lack of lethality), Eliwood is a Paladin, Ly is a swordmaster that can use bows, and Hector is a general that can use swords. Here's the patch I have so far. Be sure to patch it to an FE6 ROM that's been hardpatched with gringe's translation. EDIT: I have now inserted the portraits. I also edited the names. Go ahead and download the beta https://www.dropbox.com/s/s4ge3qq4gqzxksj/FE6%20-%20FE7%20Crossover%20beta.xdelta?dl=0 EDIT2: Here's a new patch I just made that adds even more characters. Canas replaces his mom, Dart replaces Garret, Geitz replaces Wade, Oswin replaces Douglas, Pent replaces Yoder, Rath replaces Shin, Raven replaces Deke, Rebecca replaces Dorothy, and Sain replaces Lance. https://www.dropbox.com/s/i6pk2pdxorqxcq4/FE6%20-%20FE7%20Crossover%20beta%20v2.xdelta?dl=0 Here's another patch I made that adds Sacred Stones characters in addition to FE7 ones. Amelia replaces Bors, Eirikia replaces Noah, Ephraim replaces Treck, Innes replaces Klain, Joshua replaces Rutger, Lute replaces Hugh, L'Arachel replaces Clarine, Marisa replaces Fir, Moulder replaces Saul, Myrrh replaces Fae, Seth replaces Jerrot, Gerik replaces Deke, and Tethys replaces Lalum: https://www.dropbox.com/s/a9ggqauw1wrgkdo/FE6%20-%207%208%20crossover.xdelta?dl=0
  22. As you may or may not know, many of the lowest turn count clears for various chapters in FE6 involve killing off one (or more!) of your units, usually for the purpose of dropping Roy close to the throne without using up his movement. For example, there is a 3-turn clear of the first chapter that involves sacrificing Alan in such a fashion. What I find strange, however, is that despite the game having nearly identical mechanics to FE7, there are no instances I can think of in FE7 where such a maneuver would end up saving turns. I'm curious as to what accounts for this difference. So far, I've come up with the following reasons. One is the fact that every chapter in FE6 is a seize map, whereas the objectives are much more varied in FE7. However, this isn't a complete argument, as the majority of maps in FE7 are indeed seize maps. Another possibility might be the fact that the preparation screen is not available for a large portion of the game, and killing units off (and/or not recruiting new units) is the most convenient method of positioning your units in subsequent chapters. This, however, still fails to explain why we don't see strategies such as the 3-turn for Chapter 1 (and there are at least several other examples throughout the game) in FE7. What are your thoughts on this?
  23. Many broken promises and unfinished playthroughs later... It's finally here! Complete YouTube playlist: https://www.youtube.com/playlist?list=PLPtcK2f-aIoT9WbxLMRByDhQjGVLxqz9e I won't cover everything that Mekkah and I talked about in the video, but here are some nuggets that the average user may not know. FE6 mechanics in-depth GBA FE random number generator (RNG) So first of all, the RNG isnt truly random. But you probably know that already. Thats a limitation of computing. The GBA FE games generate their random numbers (RNs) using a linear feedback shift register. How exactly that works is not a terribly important detail, and I dont have sufficient knowledge of RNGs to be able to provide a good explanation, anyway. The key point here is that the GBA FE RNG uses the 3 most recently generated numbers to generate subsequent RNs. How are those 3 numbers seeded? Its always the same 3 numbers. Whenever you start up the GBA, the game uses a seed that corresponds to the decimal sequence 8, 56, 21. The RNG in this game is deterministic and entirely predictable. If you always reset the game prior to starting a chapter, you will always get the same results given the same sequence of inputs. rngdisplay.lua in action after a hard reset. The upcoming RNs are on the right, with 8, 56, 21 as the seed. I use a tool called a Lua script to view the RNG while playing the game on VisualBoyAdvance. The script itself is called rngdisplay.lua and was written by user amaurea of TASVideos. This is an immensely helpful script that allows me to route more efficiently. Hard mode differences FE6 is the first installment in the series to give the player an option to play on an increased difficulty. This difficulty has classically been referred to as hard mode (HM), with the default difficulty retaining the designation of normal mode (NM). This run will be played on HM. In FE6, there are 2 key differences between HM and NM. The first is that HM enemies get a stat bonus compared to their NM counterparts. The second is that some maps have more starting enemies and/or more enemy reinforcement units on HM. These are the exact same enemy from chapter 22. The stats on the left are from NM. The stats on the right are from HM. HM bonuses are generated by applying extra hidden level ups to all enemy units. I wont get into the details here. HM bonuses in FE6 increase in magnitude as the game progresses. Enemies can have as few as 5 extra level ups near the beginning of the game to as many as 16 extra level ups at the end of the game. For comparison, in FE7, all HM enemies get only 5 extra level ups, and in FE8, all HM enemies get between 1 and 4 extra level ups. Speedrunning techniques In order to cut down on video time and make the cleanest possible strategies, I employ a handful of speedrunning techniques. Not all of them need explaining. Note that this is not an actual speedrun, and so not every decision is optimized. Fast cursor movement In the GBA FE games, holding down the B button while moving the cursor allows the cursor to move at double the normal speed. Unfortunately, this makes the cursor difficult to control, especially when moving units. One way to deal with this is to always move the cursor at right angles when moving units. With practice, it is possible to fairly consistently move exactly 1, 2, 3, etc. spaces while holding B. Another way to deal with this is to take advantage of natural barriers. When moving a unit, the cursor stops if it would move out of the units movement range. Essentially, if at any time during the movement path I run the cursor into a wall, an enemy unit, or simply the edge of the units movement range, the cursor stops immediately. This helps to ensure accuracy of unit movements. Its easier to move Roy if he keeps running into walls. L-switching The L button serves a convenient purpose in the GBA FE games: it switches the cursor from one player unit to another. The sequence of cursor switching is determined by the order in which units are deployed in the chapter. Example: here is the deployment order for chapter 24. Suppose that the cursor is on Roy. One L input switches the cursor to Fae. Subsequent L inputs switch the cursor to Lalum, then to Milady, and so on. If the cursor is not on a player unit, pressing L will move the cursor to the first unit in the deployment order. This is usually Roy. RNG abuse via path retracing Sometimes, youll see me do this funny thing where I appear to move a unit somewhere, wobble the cursor a little bit, and then I end up doing something else. This is a speedrunning trick used to advance the RNG. Occasionally I come across a sequence of RNs that I cant use effectively, so I simply burn them with some path retracing. I first draw Zeisss (the selected units) movement path on the left. Then, I wobble the cursor to another tile on the edge of his movement range. The game has to retrace the movement path. rngdisplay.lua indicates that the new path took 7 RNs to draw. The game uses RNs to generate a new path if it cant adapt the old path. The longer a path is, the more RNs on average will be used for a path retrace. This technique features prominently in TASes (where they do it super fast), but I usually reserve it for when I have no other option, not only because its somewhat time-consuming, but it also compromises the integrity of the run. About this playthrough This playthrough operates under the following conditions: Player units have 0% growths in all stats. It recruits all possible units and keeps them alive (there are 51 player units in any given playthrough). It primarily aims for the lowest possible turncount. It secondarily aims for a low play time on the game clock. Videos of each chapter will be uploaded, with audio commentary from Mekkah and me. An explanatory write-up will accompany chapters for viewers who are unfamiliar with this game or have trouble with the Japanese. Chapter list Turncounts:
  24. I'm playing a randomized rom of FE6, and I'm trying to figure out how to edit it so that the pre-battle shop sells flux tomes so that any randomized shamans aren't left high and dry. I'm on chapter nine, if that's important to know.
  25. Team Dan (1-50) Team Jedi (51-100) Rules: -Swordmasters: No -Shin: Yes -Roy: Also Yes (6) Charlemagne, the personification of RNG rolls, hath declared than Dandragon shall go first. Truly an epic match, in which neither side has a complete support circle! Oh, yeah, spoilers, the teams which cannot possibly have support circles have support circles. Unit HP Str Skl Spd Lck Def Res Con Acc Avo Crt Shin 60 24 28 30 17 13 9 8 64 77 14 Zeiss 60 26 26 23 15 25 6 11 59 61 13 Dieck 60 25 27 22 17 17 8 14 62 61 13 Lott 60 21 20 22 13 21 6 14 46 57 10 Roy 52 22 25 24 30 17 16 8 65 78 12 Percival 60 24 20 25 18 18 14 12 49 68 10 Dorothy 52 23 25 25 16 11 10 8 58 66 12 Shin 60 24 28 30 17 13 9 8 64 77 14 Roy 52 22 25 24 30 17 16 8 65 78 12 Lance 53 22 25 25 15 16 9 11 57 65 12 Allez Cuisine!
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