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Found 267 results

  1. Is it possible to write your own AI and insert it into either FE7 or FE8? Like, write your own AI codes and have enemy and green units point them into the game. Is there any documentation on it?
  2. So I've found some tutorials on how to change the animations of existing classes, but how do I add more classes to the class registry? What do I need to do if I want to add T3 classes or more monster classes? Pointing to the things I need (walking sprites, class name, generic portraits, animations) in nightmare would be easy enough, but how do I insert this into the game and expand the possible nightmare entries? Thanks in advance.
  3. So like, if there was the mercenary class, would I be able to give two different factions different sprites for that one class? Or would I have to have a single class linked to a single sprite.
  4. So... I was just going to stick a character into my map, have them run around a little, test out how far it takes to get across, nothing fancy. No text, no reinforcements, no talk commands, no anything except load ally character here. And... EA won't let me do it. It keeps giving me this: My event file: Anyone have any ideas what's going on? And yeah, I'm new (and kinda bad) at this.
  5. I was just wondering if it was possible to implement a three tier promotion system. Like, in Radiant Dawn. Except in FE8. You would probably need to expand the class table a lot, not to mention edit the trainee class promotion behavior. So, yeah, is it possible? Maybe with FEXNA? Shadowflare
  6. So, I really like big maps. Like, really like big maps. And I was thinking, why not try to make a full on custom, except with giant maps? I'm not exactly sure of the exact tile limit (although I am sticking to 1500 max), but I'd thought it'd be fun, especially with the world map feature in FE8, to try to literally create the continent from scratch, then have it come to life via the individual chapters. I haven't really done much yet, nor do I have much experience, but I'm pretty darn psyched by this idea so... Thoughts? Feasibility? ~Shadowflare :)
  7. Hi. Missed me? Probably not. Seeing all of the fun with the new Randomizer, and WE ALL KNOW I JUST LOVE MY RANDOMIZED GAMES, and had to try it. After a couple fail randomizes (cuz chapters were so cruel on rng that almost no one lived.) I found an ideal one. Here I'll document my depression throughout the game. Because fuck me right? [spoiler=Prologue and Chapter 1] Our self-claimed Lord, Garcia the Hero! Awful Base tho. But we'll see. Dat movement though. Seth/10 That luck is abysmal but it won't bite us in the ass right? Because Garcia only has a lance to use, I do this. WELP Changed it up a slight bit and got a level of skill, true to his title as the Hero. A hero need skill. gitgudscruk Well, damn. This'll be fine. I guess. Next! 84% chance. Miss twice. ...Should I be impressed or surprised? MVP, won't bench. (unless growth is so bad it's abysmal. I don't have a way to find out anyway, won't plan to to keep it a surprise.) Default Blue team! Why do I have unimpressive screenshots? Glitch Shield is best defense! Well, no boss kill for our brave hero! thecoward Oh nice. Lute pls. Vanessa goes apeshit. Gain godawful lvl. To be continued. Next week at same fire emblem time! At same fire emblem channel! Good bye! dontkillmeforthatjoke
  8. Well, everyone else is doing one and the game's relatively short so hell, I might as well throw everything into the blender and see what transpires. Using the same settings as Klok's LP so...let's get this random party started! [spoiler=Prologue & Ch1: Monster Quest] Yeah, I'm no weakling. Go big or go home for challenge I say! Someone hit the red button and changed everyone. Names, classes, you name it, the jerk that hit the red button likely caused it. Apparently the enemy hates monsters. I suppose they aren't anyone we know, right? Oh hey, there's a king...who was really a monster this whole time. That being said, he doesn't seem too bad. That speed is likely going to lead him into being doubled before long, meaning he's going to need to travel very carefully as the game progress, but good starting magic & resistance scores means he's no slouch at dealing damage right out of the gate. Being a flyer gives him some utility too, allowing him to reach important points in a map before anyone else potentially. If one king wasn't enough, how about two? Fado's having none of this dying bullshit on his home turf and he too turned himself into a monster. Lots of move, acceptable bases. Should be able to help Hayden mop up the joint if needed. Just a reminder that Hayden isn't very tanky right now. Since I want to feed him as much experience as possible, I'm going to have to get a bit crafty. By crafty, I mean Fado stands in front of Hayden and trades his weapon away to him so he can act as a giant monster-esque wall to which the enemies will have to put in some serious work to break down. Like so. I've got six Vulneraries to burn so Fado can keep on tanking hits like this. Not much needs to be said about my strategy here. Hayden keeps plinking away while Fado uses a Vulnerary so he can keep up with his tanking duties. Repeat until Hayden drops the two nobodies. You know, assuming he can hit said nobodies in the first place. After a good 4-5 rounds of a giant eye nuking things, there's only the leader and...oh god that's another monster, haha. So I'm 3/3 on player units & bosses being monsters. I'd love to see this keep up honestly. In any case, O'Neill has a ton of speed, enough to double the two monster kings, but he's no stronger physically than his lackeys. All this means is that Fado will likely take 6 damage a round compared to 3 damage. Fado rushes forward into a forest and pops another Vulnerary as he's going to be tanking again. Monsters wanting to kill other monsters...oddly amusing to be honest. That high speed does mean O'Neill will be a bit tricky to hit, but luckily for Hayden, he nails both of his attacks over the next two turns, killing O'Neill. Considering he's gotten all the kills thus far, something else happens... Hayden's first level! Not that bad actually since he can now hit harder and be more accurate, two things he'll sorely need if that speed is anything to go by. Eirika really needs to lay off the drinks because monsters are appearing everywhere, but whatever, chapter 1 time now! Not much to say about the start here. Fado uses his turn to take back his Demon Surge weapon since I'm going to need him ready for offensive strikes if needed. Meanwhile, Hayden gets as close to the Soldier's attack range without being in it as he can. He'll take a hit most likely from the Fighter in the next enemy phase, but he'll be fine. I think he's even seeing through this whole farce...or maybe he's drunk too, who knows? You didn't miss much here. Just Hayden trading blows with that Fighter. Reinforcements for us, but obviously they aren't who they say they are. Oh hey Ephraim, fancy meeting you this early. Problem here is that his magic is abysmal and he's not that much faster than Hayden. Hopefully his growths don't disappoint. Please please please have awesome growths Saleh. Amazing bases, high move, and a flyer to top it all off. Ephraim's 2 magic just hurts him so badly. He needs to feed off of very low hp enemies if he wants to get anywhere. Saleh though kicks all kinds of ass. Give him some Vulneraries and he'll likely be able to fend for himself if needs to fly somewhere dangerous. Fado wipes out a Fighter while Hayden finishes off the Fighter he counterattacked last turn, picking up the same level he got in the prologue. Enemy phase highlight right here folks. Saleh promptly kills the foolish Soldier on his counterattack. Saleh still owns face as he continues to either ORKO or OHKO his opponents. He grabs a bit of an underwhelming level after counterkilling a Soldier, but whatever. Strong bases ensure he'll be pretty good up to at least lv8-10. Oh sure, more random mooks to slay. Going to let Ephraim lure in one Fighter and do some damage via a counterattack with everyone else out of range and ready to pounce on the enemy trio in the next turn. Some people can murder well enough. Others would murder if they could actually hit their targets. That's why Fado's here to correct said failure to murder. You didn't miss anything on the enemy phase aside from the Soldier & Ephraim trading blows. The Soldier is weak enough that Ephraim can finish him off on the next player phase, leaving only the boss to deal with. Another monster as a boss, fantastic. Too bad he sucks besides his modest hp total. Between just about everyone getting in some random hits for lulzs and unneeded rescue shenanigans (Fado rescued Saleh just in case someone wanted to attack the boss at melee range), the boss falls to an attack by Hayden who picks up another level. No magic in this one, but he gets some precious hp which is just as important. He then seizes on the next turn. Ephraim confirmed to be a secret agent working undercover without the girls noticing. That concludes this update. [spoiler=Growths & Comments (Hayden, Fado, Ephraim, Saleh)]Hayden's growths: Hp: 15% Luk: 20% Mag: 80% Def: 0% Skl: 100% Res: 80% Spd: 20% Eh, he's going to become more and more of a liability as the game progresses with those kind of hp & spd growths. Not as worried about him having no def growth as that simply means he'll need to ensure that there's no physical bearing enemies near him when he ends a turn. Fado's growths: Hp: 25% Luk: 30% Mag: 0% Def: 45% Skl: 60% Res: 95% Spd: 75% If there's a 0% in someone's growths, it had better not be in a stat they're going to need desperately. Fado clearly didn't get this. Hopefully the enemies don't get too resistance blessed later on. Alternatively, I get another Gorgon that rocks the house down the line. Ephraim's growths: Hp: 45% Luk: 35% Mag: 25% Def: 35% Skl: 55% Res: 70% Spd: 50% 2 magic with a 25% growth sucks, but his other growths aren't horrid. I guess I'll give him a chance and see if he gets enough lucky magic level ups for himself. May even consider promoting him if I don't run into a staff user quickly enough, just to have a staffbot available. Saleh's growths: Hp: 105% Luk: 50% Str: 25% Def: 0% Skl: 45% Res: 0% Spd : 15% Dammit Saleh, I thought we had something special going on here and you decide to have god awful strength & speed growths. Even so though, his fantastic bases coupled with flyer capabilities means he should stay relevant for awhile.
  9. Teq here, with yet another LP. I too feel the need to investigate this hot new randomizer schtick, and I shall do so in the most obnoxious way: by making y'all watch me play it. I'm following Klok's rules in his randomizer thread, with one exception: all growths have a minimum of 5%. This works out to 1.8 levels over 38 level-ups on average, so it's hardly gamebreaking. The rules! I'll be posting growths at the end of the chapter; until then, I don't know them. For the most part I expect my characters to be absolute shit and my life will be a living hell because of this. [spoiler=Prologue] Yeah, let's make things a little more lively, shall we? Well, our lord has swords, which is nice in the earlygame, has halfway decent stats, and a really nice HP pool. I think I could like this one. Only drawbacks are his low movement and strength, and that slim sword isn't helping his damage output. Our Jeigan is...holy crap, 19 speed? Sure, that's 17 speed with iron axes, but this gal is going to double pretty much everything in the earlygame. Great defense and HP; I don't care how bad her growths are, she's getting used. I'm really glad Eirika didn't become a revenant or something; O'Neill would rip her apart with his thunder tome. Fortunately, my guys can handle him. Saleh starts this run off with a bang. Tana nods approvingly in the background. Saleh goes on a forest to gain some evade. Tana runs off, just in case that fighter decides she's a more tempting target. And now I need her. Lovely. She can ORKO, but she'd get OHKO'd if she didn't crit, so I have her heal up as a precaution. She gets the kill, no big deal, no big fuss. End of Prologue [spoiler=Growths (Saleh, Tana)] Saleh: HP: 15 Strength: 70 Skill: 60 Speed: 5 Luck: 5 Defense: 35 Resistance: 55 He has a pretty high HP base, so I'm not terribly concerned about his low hp growth, but the speed is disheartening. He'll just have to whip out lots of crits. Defenses aren't terribly bad, either. Definitely not as bad as Terrador's revenant Eirika. Tana: HP: 20 Strength: 10 Skill: 60 Speed: 40 Luck: 60 Defense: 100 Resistance: 5 Her high speed base and ok growth compensate for the low strength growth. In fact, it's even better, so she function as a chipper and not steal so much xp. Can actually hit things with axes. Great defense and is guaranteed to cap before 20/20, but she'd better avoid mages like the plague. I actually had chapters 1 and 2 written up as well and accidentally backspaced. I'll rewrite them tomorrow.
  10. Due to large amounts of peer pressure, I've decided to join in the bandwagon and make a FE8 playthrough as well! But this is no ordinary playthrough...in my epic suicidalness, I have randomized EVERYTHING!!!! Here are my insane settings :3 The chances of me being heavily RNG screwed are incredibly high, but screw it, I'M INSANE! (part 1 coming tomorrow) COMING SOON: INCREDIBLY BROKEN WEAPONS! POSSIBLY GOOD OR BAD GROWTHS! INSANITY IN GENERAL! this is my first ever LP so I'm probably going to fail a lot at many things :c​
  11. I had a bright idea on amping up late-game monsters in FE8 for a personal monster romping good time, and I need to edit some monster loadouts to make that possible. Short of going through each chapter in Nightmare and editing each monster's loadout individually, is there any way to set a creatures' loadout by class? Taking it one step further (or in the complete opposite direction), is there a way to randomize or implement %-based loadouts? Say, 50% that a bonewalker gets a Brave weapon?
  12. So after getting stuck in previous attempt at LTCing FE8, I'm making another attempt. This time, I will annotating every chapter except the prologue (since the 1 turn strategy for the prologue is already well documented). Expect to see Chapter 1 posted in a few minutes.
  13. I would like to insert a custom sound as a 0x85 command for use in custom battle animations. Like instead of C49 to play a sage casting sound, I want to use C53-CFF to play whatever sound I insert. I think I need to find the pointer table for battle animation commands, and point the empty commands to my sounds, but I have no idea how to find pointer tables. I was able to find the pointer table for spell animations in this thread: http://serenesforest.net/forums/index.php?showtopic=27569 I was also able to find this bit of code inside FEditor\src\Model\AnimationBuilder.java: // For appending 0x85 commands onto the frame data to play any soundpublic void addSoundCommand(short musicID) {if (mode == MAX_MODE_COUNT)return;if (mode == 0 || mode == 2) {// NOP command to avoid anticipated issuesBGframeData.add(AnimationCommand.normal((byte)0, (byte)0));}add_helper(AnimationCommand.sound(musicID));if (hasLoop)wordCount++;}// addCommand method; tested and working!so it seems like this is definitely possible. I just have no idea how to actually do it.EDIT: I managed to (sort of) get it working. I used Sappy to find some of the sound effects. For my example I used Song 231 in FE8, which is the Brigand's war cry. I used Import Sample to put my WAV file at 0x0EA0000 and put in an instrument map at 0x0E80000: 00C00000 0000EA80 (pointer to WAV file) FF00FF00. Then I made a MIDI with one note and inserted it in place of Song 231, using the instrument map at 0x0E80000. Now when I use C33 in a battle animation it plays my WAV file instead of the Brigand war cry. HOWEVER there is still a problem, because around 50% of the time the sound fails to play. Also even if I get that working, this will only work for a very limited number of sounds. Does anyone have any advice? DOUBLE EDIT: Discovered the SXXXX command which lets you play whatever sound you like, so I'm filling in the blank sounds on the music table. This means I can have a huge number of possible sound effects. You do have to go into the song table and change the 00 00 00 00 of blank songs to 06 00 06 00, otherwise it cuts the music. But the sound still fails to play around half the time, seemingly without reason. FINAL EDIT: Got my solution, in case anyone else has the same issue. http://feuniverse.us/t/playing-custom-sounds-in-battle-animations/1034/3
  14. So after getting stuck in previous attempt at LTCing FE8, I'm making another attempt. This time, I will annotating every chapter except the prologue (since the 1 turn strategy for the prologue is already well documented). Expect to see Chapter 1 posted in a few minutes.
  15. All right. I have a bit of a problem to deal with. Basically I imported the animations of a female Hero from FE6 to FE8 and the animations worked fine. Next, I changed the female Mercenary's promotion path into just the female Hero via the Promotion Branch Editor module. And again, it worked fine. However, the issue comes into play when I branched the promotion paths of the female Mercenary; to the standard options of female Ranger and female Hero. When I tried to promote the class, the game stalls at a black screen as it gets to the choosing part.The music continues to play but the game itself freezes. I tested again, but with the male Hero as an option instead of the female one, and it worked. Finally, I tested it with another class with a custom animation and the game freezes once again. I figured out that it was the custom animations that was causing the problem, but I just can't get a solution for it. (The indices of the imported and custom animations are CA and beyond fyi so does it have to do something with it?) I'm a complete n00b when it comes to hex editing but does it have to do something with it? Sorry if this is long-winded but I tried to give as much detail as I could. Do I have to resort to single-path promotions with custom animations or is there a way to have branched promotions with them?
  16. By default, only 9 kinds of weapon range is recognized(1-1, 1-2, 1-3, 2-2, 2-3, 3-3, 3-10, 3-15, MP/2). While it's possible to use the other range, the range name and tiles won't show properly. This patch will fix them. I don't know why the developer team is using longer, yet less effective code. This patch was created using Lunar ips. Using this patch together with another range modifying patch (i.e. Blazer's 2-3 range sniper patch) is not recommended. For FE7, you can download the patch here. For FE8, you can download the patch here
  17. Now since i'm a busy person, I'm not sure how frequent updates for this are going to be. Results of this thread are in http://serenesforest.net/forums/index.php?showtopic=53650 I will be playing FE8 THE RULES. Also no grinding on the World Map, and I may be trying to ditch this lord rule, to see if it would be more interesting.. That is when I get someone wind. The only chapter I can use both lords in is chapter 8. (maybe the desert depending). Thinking of banning lords as of right now when I actually have an army LETS START
  18. Ok, so this hack is basically about Myrrh and Saleh + Ewan, and what they do from Chapter 5 onwards. I mean, there's a HUGE gap concerning them in the game, considering Saleh shows up in Ch5 and then finally reappears in Ch12 ish. I had a cool idea about what happenned between ch5 and ch12. So at the start, Myrrh leaves the village after leaving a note to Saleh explaining her absence. Saleh and Ewan pursue her, hoping to catch up with her. Meanwhile Myrrh reaches another small village in Jehanna, where a few bandits attack her. But then a Peg Knight swoops in and saves her. The peg knight lives in the village Myrrh is going to, and takes her there, where Myrrh meets the peg knight Linde's sisters - an archer, Kaina, and a healer, Immy. The sisters learn of Myrrh's situation, and agree to hekp her. The game switches between Saleh and Myrrh's POV. The two views/parts/whatever merge at the end. How does it sound?
  19. So, I've been playing the game on hard mode alot recently, and comparing all modes together, I came to a notice that the RNG does in fact get 'altered' on HM. Enemies would hit more often than not and criticals are kept to a minimum. Is this true or am I just unlucky? I'm sure someone thought of this before as well.
  20. I've been working on a romhack which involves a reclassing of most classes, Eirika is a mage in this and I changed the rapier into aircalibur (or air cutter, as I named it), but i'm having trouble with the BGM kill and I don't know how to fix it. I've heard about a patch, but I can't find it anywhere. Could someone tell me how to fix it, or hand me the patch?
  21. So, I tried my hand at making a battle scene. What do you all think?
  22. Hi! I'm new to Serenes Forest, and this is My first thread (or whatever it's called) on a forum. So If I look like I don't know what I'm doing, chances are, I don't know what I'm doing. Oh, and here are some sprites I made. Feel free to leave your feedback. -Edit- I redid the return on the princess.
  23. just wondering, if FE6-8 run on the same engine why can't all of the games link up for the battle arena?
  24. Hello everyone! As the thread title would lead you to believe, I'm curious as to what everyone's favorite complete rom hacks are. I only just discovered rom hacks recently and absolutely love them. The one problem I've had is finding downloads for the complete versions of the ones I don't already possess (The Last Promise, Sacred Contention, Matthew's Nightmare). I've been to the FEShrine, but the links in their directory usually lead to threads with the unfinished files. So, in addition to telling me what your favorite romhack is, if you could also link a download of the completed version I would really appreciate it. Thanks in advance for sharing opinions and suggestions on this matter.
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