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  1. So I was just wondering if its possible to have certain units start at certain support levels with other units, like Pent and Louise, for example, who start with a A Support with eachother. And, if it is possible, how do you do it? This is an important part of the hack I'm working on. Thanks in advance.
  2. Hello everyone, today I have a bunch of questions for you. -When I browse the animations with FEditor it skips some of them, thus not allowing me to properly insert my animations. -How do I repoint animations? I want to replace the Paladin Axe animation with a Bow animation and make it play when they're using a bow. That's all for now. UPDATE: How do I edit topic names? UPDATE: Everything is fixed, thanks for the support and answers. P.S. Guess who managed to find a way too add Wind/Thunder/Fire Mages to FE7.
  3. 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?
  4. 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
  5. Whenever I use a macro there's always an error. Is it because I have an old EA or because the file I need isn't in my EAslb (Event Assembler Standard Library) folder?
  6. Hello there, im Marlon and i been hacking for..Like a Month now, i feel so old, im 24 years Old. With the small introduction comes my idea for Rom Hacking. I played Crossover since it was finished, and then Elibian and others. So i got the idea of doing a hack myself. I have started to port some animations from Sealed sword and Sacred Stones to Blazing Sword, its is planned to be done with blazing sword. I already ported Mugs, and added new chars. So my idea is to make a crossoveer, basically with the cast of blazing sword and some of my favorie chars from Sealed and Sacred Stones(Mainly the Lords, some Bosses, and Zephiel...and Lyon)and it has Manaketes, and thanks to circleseverywhere, it has transforming manaketes. And GENDER EQUALITY, quoting Arch "Cause #Socialjustice", most of the female classes missing are in the game already :3, Have made some Reclasses like Rebecca Turned into a Nomad, and Louise Turned into a Druid hahaha, Rebeccas pallete is descent enough I think(Took me a lot of work), and curiously, Louise pallete does not look bad in a Druid at all. I have rebalanced the Female classes...cause it is so lame that females are weaker, and have so little CON and cannot use power weapons cause it takes away their speed, that was one of their only advantage, is it really something that im missing about the low CON utillity??Besides anyone can rescue them? XD. I have not touched the Story yet...Have some ideas on the game story by some Fire emblem resonance(The one that wakes the sealed sword, and the one that is the Grado Stone) That makes some time paradox, so the game can start, i have not much development on the story line so far, but who does not wan to take out the 3 semifinal bosses on one round and then go to the three real bosses. I have some issues...Like i want to port Idoun, The demon King and the NecroDracos, but have none experience in spriting, also, i still cannot use correctly Graphics Editor, wich means i cannot port the Maps sprites, i still cannot expand class table without killing my Rom. Also, i would like to Use the Ice Dragon from Elibian Knights, but i do not now who to ask permission (I wan to Ninian and Nills be dancer/bard/Manaketes, i know, i have manaketes trauma)or even if i get permision at all(If i dont get permission ill have to cry and make a crappy Ice Dragon Myself, but i just loved the one in Elibian Knights the minute i saw it.). I now this is just words and words, but i would like to ask some help in those issues, any help that i can get would be apreciated. This hack might just be a reskin...But i also plan to make a custom class, A vampire in Fire Emblem :3 and that would be all, if anyone has Tuts, besides UT, im still on it, advices, crits, offers help, anything would be apreciated
  7. Topaz Light

    Oops

    I posted this rashly without doing much research and I now have the answer to my question. So sorry for the trouble. Feel free to delete this.
  8. So I ran into a little problem I never seen encountered before. I was making and editing custom weapons in nightmare and this happened: https://gyazo.com/7c540bde7709dc1b928ddf7a24e5aea3 The dreadful screech of death. Well I narrowed it down to the nightmare spell association module, at least I think that's what it is but I'm not sure. Is this due to a limited amount of custom weapons? I went back and forth betweens backups and found that this only happens after I pass a certain number of edited/custom weapons in the spell association module. As in, telling the ROM which weapon uses which spell animation, I can only make 6 of these before the game shows me that screen. Things I did do: The item and spell association modules are expanded. The corresponding notepad nightmare lists are as well. I did check if I overwritten anything and I did not. Does anyone know why this would happen?
  9. So... My idea is to have a story consisting of four separate Lords' tales that can be played in any order. Once you have completed one of the tales, you are able to continue nonto the next Lord's tale. Once all Lords' tales have been completed it would unlock the final tale which brings all the Lords together. If anyone has played Live-a-Live its a concept inspired by that. I have played Arch's Elibean Nights. He has a similar mechanic he uses the maps sprites for. Is there a way to utilize the mechanics in either FE7 or FE8 Lord selection that could do this method? ...which would be better? Would it be better just to utilize the map events rather than fiddle with the Lord choice coding? :0 Keep in mind, I am more of an artist than a coder. Any thoughts or help with this would be very much appreciated! :D
  10. I was trying to insert the events for a chapter (the event file itself is incomplete, but the beginning event is mostly set up). The file assembles fine, but when I try to open the ROM up in FEditor there's an error saying "There was an error processing one or more file streams". It's being inserted at the end of the ROM, so it shouldn't be overwriting anything important. So I'm not entirely sure why this is happening when the other chapters inserted just fine. Also, I can insert the map for the chapter and FEditor opens the ROM no problem, but as soon as I assemble the events for that chapter, it gives me the same error when I try to open it. The ROM itself works fine when I try to play the chapter as well (if that information matters). It also doesn't seem to matter if the events go immediately after the existing data in the ROM or X amount of space beyond it, and I made sure that only one thing was open at a time when I was editing the ROM, but the error still happens. Contents of the event file in case they're needed:
  11. I noticed something weird while playing FE7 earlier today. On that chapter in Eliwood's story where you get the Durandal, the one with Georg as the boss, whenever you use a mounted unit they seem to have FE9 Canto. As in, when you kill an enemy you can move after doing so. Is there any explanation for this?
  12. In my recent attempt to optimize the 3-turn clear of Chapter 12, I found myself faced with a very peculiar constraint during my playthrough of Chapter 11: Hector must end the Chapter at level 2, with 88 EXP. I have managed to find a 6-turn playthrough that does this while getting Matthew 53 EXP, stealing the Red Gem, and using Wolf Beil thrice and the Hand Axe four times. If anyone can improve any of these parameters in any aspect (even something as trivial as getting 1 extra EXP for Matthew, or conserving a weapon use), I would appreciate it if you let me know how you did it so that I can incorporate it into my various challenge runs. EDIT: I should note, of course, that this is vanilla HHM (no Lyn Mode)
  13. A couple of weeks ago, Espinosa/MoogleBoss suggested that I investigate a possible 3-turn clear strategy for Chapter 12 in HHM. I finally got around to working on this last night, and much to my surprise, I've found that it actually seems very doable! While both of us initially believed that such a clear would involve rigging a ton of crits for Hector in the north, I actually only need two criticals from Hector against the Hand Axe brigand and the boss, just like the 4 turn clear! The only problem that I have run into so far is the fact that after crit-killing Zagan on EP3, Hector needs to one shot the (final) PK who attacks him. In order to do this, he needs 3 procs of Str from his base; while the first two are easy to get and come along the way, it would require burning at least 100 RNs to find a spot in the RNG where Zagan misses, Hector hits and criticals, and gains Str (and it might not even be a good level). However, I think this problem can be easily remedied by getting Hector to level 3 in Chapter 11. In that case he hits level 4 with ease before facing Zagan, and hopefully have the stats to take him and the PK down without any trouble. I'll let you guys know once I've gotten around to finishing this!
  14. Okay before I post the link I need all of you to know straight off the bat; I am a terrible writer. Okay, now that you know that; Here is my novelization of Fire Emblem 7/Rekka no Ken/Fire Emblem in North America. I have the first nine chapters already posted, I am trying to deviate from the rigidity of the game while absolutely keeping to the core plot as well as taking a more medieval-realist approach to the FE world, something that I'm currently failing at. Anyway, have a look... Please? And judge me, seriously. I need it. (I have a beta starting for yet unreleased chapter ten so quality should go up!)
  15. So you guys may have seen in my HHM Ranked LTC run, a 4 turn clear of Chapter 13 is very possible in vanilla HHM using a Silver Lance critical with Marcus on the boss, and dropping Hector into the river so that Marcus doesn't get ganged up on by the enemies. I believe the same result may be possible even with Lyn mode, assuming you are willing to kill off Rebecca in Chapter 12. This puts Lowen at the front of your formation, which means he can carry out the rescue dropping of Hector into the river (he has 1 mov to spare; if he starts in the spot he normally does without Rebecca dead, he can't make it), while Marcus can simply head around the other side of the map (the route with the snags) since he easily makes it to Boies in 4 turns (though he might need a ranged weapon to deal with the archer at the bottom of the map who will rush him and get in the way of him/Hector). The only two issues here are Lowen surviving the initial two turns (in particular, he'll be lucky if he survives the first turn after being attacked by 2 PKs and 2 archers while carrying Hector), and Hector probably needing to rig a crit on Guy on the counter (and not get killed by the KIlling Edge). I don't have the time right now to experiment and see if this is possible, but I just wanted to let you guys know; hopefully, one of you will be able to show that it can be done?
  16. So I was planning to create custom skills for my FE7 hack. But most threads on skills i've read are documentation on FE8 -_- I plan to insert ASM codes then maybe repoint the addresses over the old ones in the Class/Character Ability array (if there's one) used in Nightmare's Class and Character Editor modules. Can anyone tell me if this is feasible? :p (btw if anyone knows the pointers to the Class/Character Ability array in Nightmare's modules please let me know)
  17. Does anyone know if ambient noises exist for FE7? Things like crickets chirping or the wind howling. I have heard it in some Let's Plays and in normal vanilla FE7, but I can't find the byte codes in the music/song list. Unless they're being mis-labeled? Is this an actual thing or have I just been dreaming it up? Could anyone point me to where I can find ambient noises if they don't exist?
  18. Who would you use it on? For me, I would give it to Lowen. Those delicious bases plus 35% growth rates in Str/Spd (not to mention massive 45% Def and 35% Res!) make him an awesome choice, and his high Mov due to the mount means he'll be putting it to good use every chapter where I field him
  19. Hi guys I have recently started with FE hacking and now im learning to do events, but actually I got a weird error that makes the games freezes. So here is the vid of what exactly happend... http://youtu.be/S7v7ElFuANI the problem is that when I move ally units the game crash. Also is such a simple script, (I only put 2 units, no turn events and that) so I am a bit confused about what have I done bad... I hope that you guys can help me.
  20. I've seen mentioned on both General Horace's and Espinosa's LTC playthroughs for this game that a 4 turn clear of Chapter 13 is possible if you don't play through LHM since Marcus starts at the front of your formation due to character order mechanics explained in this post. However, they both claim that such a strategy relies on an unreliable Marcus critical with the Silver Lance. This is not entirely true, however. If you are willing to kill Rebecca off in Chapter 12, you end up with the following starting formation: This means while Marcus rescues Hector and charges south, Lowen can do the same with Matthew, dropping him off onto the fort (or somewhere nearby) at then end of turn 2. Guy will charge out to attack Marcus, but both of them can survive one round of combat (assuming Guy doesn't critical), and then on turn 3 Matthew can recruit Guy, who can then give his Killing Edge to Marcus. I'm sure you can figure out how the rest of the strategy plays out from here.
  21. Something that I always though would be an interesting challenge to run involves S-Ranking HHM in the lowest amount of turns possible. You can find a lot of runs like this for games like FE4 and FE5, but for some reason it doesn't appear that anyone has done anything like this for FE7. I'm hoping to run this challenge concurrently with my Max Star Playthrough, and hopefully the two playthroughs will end up sharing some strategies (though I doubt that will happen). The rules/goals for this challenge: - S Rank HHM in the fewest amount of turns possible - Limited RNG abuse allowed (not like 50 RNs burned at once) - Game will be played on vanilla HHM (no LHM preparation) - Not all characters will be recruited and most (if not all) gaiden chapters will be skipped What do you guys think? With very low expectations, I'd say that a sub-200 turn playthrough is very possible; General Horace's LTC clears HHM with full recruitment and Farina in 136, so this gives me plenty of breathing room to gain extra EXP if/when necessary. [spoiler=Turn Counts and Links]Chapter 11 (6 turns) Chapter 12 (3 turns) Chapter 13 (4 turns)
  22. Is it possible to split the Anima Triangle into Wind, Fire and Thunder and add Knives as a weapon type with FEXP?
  23. I'm trying to get the tile animations to work for my maps, but they all have the same error. The error: I've got the tile animations set to 0x5 Water (Fields; Plains; M&S), which I'm fairly certain is the correct one, but the tiles do what's seen in the picture. So I'm wondering what might be wrong and what can be done to fix it. Any help with this is appreciated.
  24. Team Green (51-100) Team 2010 (1-50) (64) Charlemagne declares that Greenie shall go first. Greenminid Unit HP Mgt Skl Spd Lck Def Res Con Acc Avo Crit Lyn 60 24 29 30 30 22 22 10 73 90 14 Hector 60 30 24 24 30 29 20 15 63 78 12 Erk 60 28 30 26 30 21 25 6 75 82 15 Lowen 60 25 26 24 30 25 25 12 67 78 13 Guy 60 24 29 30 30 22 23 6 73 90 29 KP 2010 Unit HP Mgt Skl Spd Lck Def Res Con Acc Avo Crit Oswin 60 29 27 24 30 30 25 16 69 78 13 Dorcas 60 30 28 26 30 26 22 16 71 82 14 Farina 57 23 25 28 30 23 26 10 65 86 12 Dart 60 30 29 28 30 23 21 13 73 86 29 Karel 57 24 29 30 30 22 23 9 73 87 29
  25. I'm playing through Chapter 9 of Lyn Hard Mode and have noticed the following curious phenomenon in the enemy AI behavior. Depending on certain conditions that I have yet to determine, it appears that sometimes the bandit(s) who spawn in the SW corner of the map do not move off of their spawn point, which prevents certain enemies from spawning. I am currently doing a run where getting all of the EXP is extremely important, so if anyone has a viable workaround to this problem or even understands what causes it, I would be really glad to hear it.
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