Jump to content

Search the Community

Showing results for tags 'FE8'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem Heroes
    • Fire Emblem Warriors
    • Tokyo Mirage Sessions #FE Encore
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Interests


Location

Found 264 results

  1. I said I was going to make this thread like a year ago, but it had completely slipped my mind, and I had set out on looking into FE9, getting burned out, and then getting everything back together again to actually make things happen. In any case, here's the link to the repo for Yune. Link The downloads can be found in the releases section, with the latest release being v0.9.0. The readme also goes over how all of the options work and what they do. As the randomizer is written in Java, the only requirement is that you need a somewhat recent JRE installed to be able to run the randomizer. It has been compiled for Windows (32-bit or 64-bit), MacOS, and Linux (GTK). Supported titles: Fire Emblem 4: Genealogy of the Holy War - Requires JP ROM (headered or unheadered) or Pre-patched ROM with Project Naga translation patch. Fire Emblem 6: Binding Blade - Requires JP ROM or Pre-patched ROM with the Redux translation patch. Fire Emblem 7: Blazing Sword - Requires US ROM Fire Emblem 8: Sacred Stones - Requires US ROM Fire Emblem 9: Path of Radiance - Requires US ISO (Note that there is a good chance of an out of memory error when using a 32-bit JRE for FE9 randomization). I trust FE4 and the GBAFEs to be fairly stable, but FE9 is a bit shaky (and likely quite buggy, if you enable too many options that I haven't had the chance to test simultaneously), because it's not quite up to the standard I would have liked for it to be. I'm still trying to figure a lot of things out for how FE9 actually works and the next step is one that will likely take a long time because it involves chapter scripting. Rather than hold it for that long, I'd rather have people able to test it and start finding bugs that need to be addressed, as well as solicit information if anybody has anything that might help with FE9 quirks. Those bugs could also help give me other ideas on how FE9 might actually work under the covers. Please file any bugs you find in the GitHub repository directly in the Issues section so that I can track them, alongside any suggestions that could help me improve Yune.
  2. In my current hack, I created a new class called "Hexblade," which uses swords and anima. For the battle animation, I used Gabrielknight's Alt (F) Mage battle sprite and a swordmaster sprite for the map. However, since it's a mage animation and all, the enemies' hp doesn't go down in the animation after the hexblade attacks. Would it be possible to change that or even give a sword attack animation? Oh, and the game freezes if my hexblade attacks someone who has a handaxe.
  3. I'm making a small personal patch for FE8 (which I would be happy to release as an ips patch at some point if people are interested!) and one thing I want to do is make the Jump Festa event items available in the main game in some fashion, along with Alacalibur, the name of which I've already corrected to the clearly-intended Aircalibur. This in mind, if Aircalibur is to be used, the glitch in its animation that cuts the music off should obviously be fixed. Based on my admittedly rather limited knowledge of ROM hacking, it is something that seems like it would likely be caused by something simple, like an incorrect byte or two in the command list for the spell animation, but I don't actually know what I'd need to change, or to what, in order to fix the issue. Is it known what the source of this issue is? Have people fixed it before? Any help is much appreciated!
  4. Which mainline Fire Emblem game do you feel hard the hardest soldiers and why?
  5. Hello, I have recently discovered the joys of FE Builder and have been working on my own creation. But I have hit a road block with a problem involving the prologue chapter. For some reason whenever I try and move Eirika next to one of the chapter's enemies, the game will just crash and bring me back to the title screen where I can resume or restart the chapter. The crash occurs any time I press the A button and issue the move command that would have her destination be a tile adjacent to an enemy, once she finishes moving and arrives on that tile it will crash (before any attack, wait, etc menu has a chance to pop up). If I move her to any other tile the game will not crash. Even having her wait and letting the enemy move adjacent to and attack Eirika will not crash, its only if Eirika moves. Seth in this chapter can move and attack just like normal, only Eirika will cause a crash. If I allow the chapter to be completed without this problem (by simply not moving Eirika next to an enemy and letting the enemies die on enemy phase) and advance to chapter 1 and beyond, this issue does not come up again and Eirika can move and attack just fine. I have played as far as chapter 5 without this issue happening past the prologue. Does anyone know what might be causing this on the prologue specifically?
  6. Longtime lurker and novice hacker here. I've decided to make my first FE hack using the FEBuilderGBA tool, FE8. The Hack as it stands: Title: Undecided Current Length: Chapter 1 UPS Patch: https://drive.google.com/file/d/1voZC9xeNSymjCJRL6-mtLK8CfDobxQry/view?usp=sharing Gameplay Footage: https://www.youtube.com/playlist?list=PLAWmnAj0jCMSYhUzjQKBVNk4dGveqDpN6 ^ The link is to an unlisted playlist of my progress in terms of gameplay. Includes various chapter situations like death quotes, battle quotes, cutscenes, events, talk conversations/recruitment, etc. As seen in the footage I'm using the basic assets found in the game, while using photoshop to edit some pre-existing art such as making Merlinus a wyvern rider wearing a recolored version of Heath's armor, from FE7. The main characters are Tethys and Forde at the moment. Their likenesses are stand ins until I get around to creating unique art for all the characters. I've kept people's names the same for that reason as well. I felt those two characters' pre-existing personalities were a rough mold for what I intend to go for. Prologue Story: Ludinia is a nation being invaded by Kalisia. Prologue: Eirika is a general in service to Ludina, she is deployed to Fort Vedan to repel an attack from Kalisia. She take command of a group of nameless (and disposable) soldiers for a 10 turn defend map. Gerik is recruited by the villagers to take to the field and can be recruited by Eirika for a price (disclosed in their talk conversation). Visiting houses gives some goodies like a vulnerary and a heavy spear, useful for the many armor knights of Kalisia. The village conversation prompts Vanessa to show up on turn 3 as a green unit, being pursued by a small contingent of Kalisian troops. Eirika has to move quickly to recruit her. In the houses is also Colm as his default thief class, but a bit more vulgar personality. Vanessa can recruit him by talking. If Eirika is felled early the chapter ends with the soldiers surrendering; on Turn 7 the enemy general in the form of Seth appears with a ludicrous number of soldiers to overwhelm Eirika's forces. If you manage to keep Eirika alive until turn 10 she will surrender as more troops arrive to the fray. All named units: Eirika, Gerik, Vanessa, and Colm will be recruitable in the future if they survived the map. Tip: Colm is assumed dead if his house is not visited. Vanessa will be assumed dead if the village event is not triggered and her arrival therefore prevented. If Eirika dies, she will not be recruitable later. Vision: This chapter is meant to be difficult. If Eirika dies it doesn't trigger the game over, but instead a hasty end scene directly into Chapter 1's opening. There is meant to be pressure as the odds quickly shift from Ludinia's favor into Kalisia as more and more enemies arrive. To recruit Vanessa is a venture in haste as she arrives on turn 3 with a sizable group of enemies and on turn 7 it is unexpected for the player to continue pushing across the bridge to save her. Colm can only be recruited by Vanessa and will stand around like an idiot and die if not recruited. The idea is that the player rushes the river after visiting the villages to secure Vanessa a safe area to be recruited before retreating to safety and trying to keep everyone alive until the end of the 10 turns. The player is meant to understand the situation dissolves rapidly and that Ludinia's plight is urgent going into Chapter 1. Chapter 1 Story: Queen Tethys receives news of Eirika's failure to hold the river and holds a war counsel. Generic formalities and all that; the counsel is made up of Dozla the chief of military affairs, Pent,Duke of Orlanis, Gilliam Count of Tenpa and Lute, Commander of the Mage Core; and presumably some other characters I may retcon into the story later. The Kalisian army led by Seth is targeting Orlanis and Tenpa with a rapid march and the plan is to dispatch a force to delay the immanent attacks. After the counsel Tethys shares a tender moment with Forde in which she is reassured their allies in Norba are arranging a relief army. It is implied that Forde, the prince-consort, is married to Tethys as part of a political alliance; Tethys being Queen of Ludinia and Forde being one of the royal princes of Norba. Chapter 1: Gustav (discount Merlinus) is deployed to Tenpa valley to intercept the Kalisian advance. He is accompanied by, you guessed is, faceless disposable soldiers. On turn 2, Forde will appear with his two courtiers Christina and Justin (My sister and her boyfriend, both avid FE fans and wanted to cameo with their personalities i have lovingly paired up to pink haired child Guinevere and blue haired Innes). They manage to fight their way through a pretty large "scouting" party to defeat Baguette (Breguet, reclassed to trainee amelia). Upon defeat the chapter closes with some banter between our named units and the arrival of Seth in the valley. Forde & co. make their retreat. Vision Chapter 1: On turn 1 it is very likely that at least one of Gustav's fliers gets picked off by one of the two archers positioned early. Archers + Fog is a really rough situation. Forde showing up on turn 2, with his infantry effective ax to take out the armor knight on the fortress is supposed to ease some of the burden. Christina is a mage so she's pretty useful against armor as well and can counter 1-2 range. I've also given her access to staves; in the footage she has a torch i have since replaced with a torch staff. Justin will prove useful against the many spear users in this chapter; pegasi from the east edge and soldiers as reinforcements. By the time the player makes it to the midpoint of the chapter just beyond the second fort/wooded area the player will have gained a few levels for one, but also have two solid axe users in Forde and Justin, a decent magic user in Christina, and Gustav + 2-3 surviving wyverns to scout the fog. The nameless guys are disposable for a reason; to scout with. They can tank the Mercenaries that only move when in range that hide in the fog; as well as the myrmadon reinforcements that appeared earlier. They do not lack vulneraries or forts to recover on either. When in range of Baguette he calls on some final reinforcements which are easily taken out by Forde's weapon. Archers arrived though to pick off presumably the final few nameless guys. Defeat boss is the goal so the player could either stick around to route the last enemies or finish off a very very weak Baguette. That concludes my progress as far as gameplay. Conceptually I am a bit further but I would like to receive some feedback from the community. Chapter 3 will feature Tenpa, guarded by Gilliam and some faceless allies. Chapter 4 will feature Orlanis, guarded by Pent and some more faceless allies. These two chapters are happening in tandem. The events that unfold in chapter 3 are therefore unbeknownst to the units in chapter 4. There are some plot twists in these chapters i will not spoil just yet. From chapter 5 on, the two main lords Forde and Tethys will feature leading up to the route divergence which I intend to implement. Norban reinforcements will show up at some point in there to fill out the cast some more. Tethys will have some courtiers of her own join. By the time of the route divergence nameless allies will be relegated to Green units if they're needed. Names and artwork, like I said, are placeholders until I get around to making my own or hire someone else to work on it for me. Battle animations for Eirika are a bit funny since the female hero uses the male hero animations. Forde will get unique animations for his unique Prince class; and Tethys for her Queen class when she appears.
  7. Download the (FE8) patch here: The Heroes We Deserve Join Chester and his pals as they go on a quest to take down the 'Bad Guys'! This hack includes: -15 chapters with a rotating cast of 'heroes' -The Skills System -Daggers (independent of the weapon triangle) -1.5x exp -Custom art (everything from portraits to item icons) -A comical, non-serious tone -Practically zero character development -...and more! The Eggman Let's Play (it's quite entertaining): The FEU Vs. THWD Let's Play (It's currently in the works, but here's the thread): https://feuniverse.us/t/feu-vs-the-heroes-we-deserve/7149 Actual screenshots coming soon™
  8. I've been writing on and off for a while, but between a relatively recent replay of Echoes and a less-recent replaying of GotHW, I came up with a Crossover story centered around Sigurd surviving Belhalla in a modern AU where he finds himself barred from contacting anyone he ever knew. While I'll try to update it here first from here on, here's the first chapter of Little Chalphy (link leads to AO3, so warning if your Job/School forbids access to it). Any feedback is welcome here. While I've been translating documentation and whatnot for a long time, it was only up until a few years ago that I gained enough confidence to start writing fiction in English, so any daft bits you find that sound odd/goofy/out of place to you, do not hesitate to let me know. Good day to you all and thanks in advance.
  9. A new FE8 banner. Quite the early reveal, intern-kun strikes again!
  10. FE8 is definitely the shortest GBA game, but it also has the most postgame content. I thought it would be interesting to include part of the Lagdou Ruins to freshen things up. Since it's an experiment and ten chapters of routing monsters might get repetitive I thought we should just try the first five floors after defeating the Demon King. (Then again FE6 endless seize objectives are more repetitive anyway). This will make late game units a little bit better and will let other units have more time to develop and contribute than they would in the faster paced format that ends at the Demon King. It might also lead to interesting decisions regarding Warp conservation since you will want it for five additional chapters. There are really only 31 units, but for the blank 8th slot on one of the teams you can use the postgame units, although in this format the only one you may be able to unlock is Hayden, not sure if there are 200 enemies you can kill before the fifth floor. I also moved Seth one chapter earlier, FE8 doesn't front-load its roster as much as FE6/7 so I wanted to help the early game be a little bit easier. Team structure: 1. There will be four players. There are 32 units to draft. 2. All teams automatically include: a. The main lord, (Ephraim counts as the main lord for 5x) b. Tethys, c. Orson, d. The secondary lord for 8 and 15. 3. Seth may only be used starting chapter 5. 4. The player with postgame units may use any they unlock. Rules: 1. Play on Hard Mode. The game ends after beating the 5th floor of Lagdou Ruins. Defeat the Demon King before entering the Ruins 2. Restricted actions: a. You may not voluntarily deploy undrafted units except on chapters with talk recruitments, specifically 5, 9, 10, 11, 12b, 13a, 14, and 17. b. Undrafted units may move, recruit units, rescue/drop undrafted units, trade between chapters, and dig up items in the desert. c. Undrafted units may not do anything else, including but not limited to: enter combat, use items, take items or have them put in their inventory, visit (any building), rescue/drop drafted units or NPCs, steal, pick, or have a support rank. d. Drafted units may do as you please without penalty. e. Do not enter avoidable skirmishes, the Tower, or Ruins before defeating the Demon King. You must immediately retreat from unavoidable skirmishes. f. Mine/enemy control glitch is banned g. Using extra swiftsoles is banned 3. Defend chapters count the last played Player Phase for turns if the timer is waited out. 4. Map shopping is allowed, including postgame secret shops. Penalties: 1. You may use an undrafted unit as a drafted unit with a 4 turn penalty, per unit per chapter. There is no special penalty for Seth. For the auction format, I've made it simpler, arguably. The automatic team value adjustments for promo items and chapterwise redundancy are removed, though the redundancy function is still applied to the teams as a whole. Instead you can set synergy values for pairs of units manually. For example, you might set a -2 value between Franz and Gilliam, since one of them would need to delay their promotion so their value is lower than it would be otherwise. This lets people cover not only promo item and chapterwise redundancy, but redundant team roles (e.g. flier, warper), route split considerations (e.g. Cormag goes poorly with Innes and Saleh), and pretty much anything you can think of. You can PM me your synergy values with your bids formatted like they are in the sample auction below. If you want you can also choose to set all your synergy values to the median of the values people did submit; in that case just submit bids. By the way, my bids/synergy values are the ones used in the sample, not bothering with mocking up different values and hashing mine to prove they aren't changed. Feel free to try over/underbidding me. Example auction: For some reason uploading the Python files that run the auction isn't working right now, I'll try again in a bit, if need be I guess I'll paste them in or upload them somewhere else and post a link. Edit: yeah I keep getting an error with -200 and no other message when trying to attach these. Main.py AuctionState.py Pricing.py GameData.py
  11. Heya! Using FE8/FEBuilderGBA So I'm pretty sure I fixed this before, but it may have become un-fixed? Regardless, in chapter 6 I have just "Eirika" deployed at the start, and another unit rejoins at turn 7. When you open up the unit info menu and scroll through your units the new unit isn't shown up (unless you select him first, then he disappears when you scroll), and if you move "Eirika" first it skips to end phase without letting you use the other unit. It's kind of a pre-existing problem that I've been able to avoid until now. I've only been able to have player unit reinforcements if they were joining in that chapter, not units already on the roster, or I would find similar issues. Would love to be able to understand why these issues occur and how to fix them in the future, thank you for your time!
  12. Heya, it's my first post in the forums so apologies if I do anything wrong. Basically I would like to get around the issue of the party change from Eirika to Ephraim (in chapter 5x), in that the supply convoy and money are both separate. I have a handful of weapon drops etc, and would like for them to not be stuck in an inaccessible convoy for a while should the players inventory get full. I tried to find this amongst the forums but to no avail. While I'm on the topic, I haven't gotten further than 5x yet, but can I assume there are some common difficulties in the party split later on (when you choose Eirika/Ephraim route) or is it quite simple? Any advice would be much appreciated. Thank you for your time ~
  13. Once again I find myself needing assistance. In the Pick Units screen in the preparations menu, every unit is available except for my main "lord" character. The units appears in the support menu, but I can't deploy them since I cannot select them to deploy. I'm honestly out of ideas as to what's the problem. If anyone can help I'd appreciate it.
  14. So I'm working on a ROM Hack and I'm working on Chapter 2. When I test it on my emulator it always bugs out when it reaches the highlighted part of the running event, this event occurs after the chapter title screen. I played vanilla Sacred Stones on the emulator and this event doesn't even pop up. Another thing I should mention is the map I'm using was originally FE8's chapter 12 map. I just copied the map and redrew it. While it did have an inn, arena, and armory I removed their tiles. Anybody know what the problem is?
  15. Hello, you lovely anime-chess players ! My name’s Zeldacrafter64, as you’ve probably already figured out, and I’m here to share my project with you ! Now I know what you might think : "Hey, haven't I seen that title before ?", "Oh, I remember that one, it sucked". Well, after one year spent rotting in the "concept" category, I am proud to announce my little baby is finally ready to be played by the whole world ! I also apologize for how amateurish the concept topic was. I was really a beginner at the time and barely had any idea what to do and where to go. Oh, and while I'm apologizing, let me apologize for my frequent errors. I'm not a native English speaker, so please correct me as often as possible, or else I won't improve (Same goes with my hack, obviously !). Download it here ! (Please remember that right now, this is the first public demo, and until then we’ve only been three people working on it (And in the latest months, only I did work on it because of my poor direction skills. I’d like constructive criticism, like everybody else, but just remember that this isn’t a work made by a full-blown team of long-lasting FE professionals !) I -The Hack's Story II - About the Hack III - Features -10 playable chapters out of 24, from the Prologue to Chapter 8. I’m not that good at designing things gameplay-wise, but I hope you’ll enjoy some of them ! -27 playable characters out of 51. Each one coming with a different personality ! It’s unlikely you’ll like every one of them, but I’m sure you’ll find a favorite in no time ! -Only infantry ! On both sides ! Horses, Pegasi and Wyverns don’t even exist ! Because some people just want to see the world burn ! -More weapons for some classes, including Assassins and Generals with Bows and Heroes with Lances ! -The most basic bunch of patches you could ever imagine ! -Maybe it’s not worth mentioning, but I’ve also tried some interesting takes on typical FE archetypes. It’s not much, I know, but I try my best to make my hack look different, okay ? IV - Screenshots V - Credits : Do you want to be a part of this train wreck I call a project ? Do you have Discord ? Then that’s great, 'cause here’s the project’s discord server : https://discord.gg/vCYEp5E Thanks for your attention, and I hope you'll have fun playing my hack !
  16. So a friend and I are making a hack and in that process, we thought of some OP weapons that we wanted to make difficult to get, and so we wanted to put a level requirement on them like "Pale Flower of Darkness" or "Four Fanged Offensive" in Fe7, and couldn't figure out how to do so. If anybody knows how to do that, or at least knows if it is impossible in FEBuilder GBA, any help would be appreciated.
  17. What is Fire Emblem: Dawn of Dusk? Fire Emblem: Dawn of Dusk is an FE8 rom-hack I've been working on for the past couple of months. It's heavily influenced by FE4, from the graphics to the gameplay! If you're interested in helping, DM me on Twitter! (Link below) Story February 27th, Year 891, Belmisian Calender The dukedom of Fals is destroyed by unknown invaders. The Duke and his family are thought to be dead, except, unknown to all the denizens of Belmise, one survived. Clovis von Fals, son of Duke Vidar von Fals, runs in the dark night, hoping to reach his cousin's duchy to seek aid. In a nearby village, a seer and their band of allies awake to find a royal-looking man fighting against an army. Coming here due to a vision, they believe they've finally found the one they're looking for; the one who will help change the future. Features Dismounting/Mounting: With mounted units, you can make them dismount from their mounts! This can get rid of their weaknesses while adding new ones! Avatar (Shilo): You can play as yourself (if you wish) in the game! The avatar's portrait is made to be gender neutral so you can decide who you are! You can input your own name*, or go with the generic name, Shilo. Skills: Like most modern FE games, there are skills! Each unit gets a personal skill and each class has their own too! New and Old Classes: Many older classes return in this game, most of them from Genealogy of the Holy War! There are also newer ones and three-tiered promotions! Screenshots Credits Links v3.0 Download: https://drive.google.com/file/d/1BxPPfrOfGu33ncrRkFyR2QyCS0JLuKcN/view?usp=sharing Changelog: My Twitter (for updates on the game and me being stupid. If you want to find all info on the game, check out #DawnOfDusk!): https://twitter.com/byliyth
  18. I remember seeing a patch for one of the GBA games that changed UI things, maybe even added the enemy attack range overlay from later games, to make it more convenient to play if you've got used to the modern games. Am I just imagining things, or does such a thing exist?
  19. I made dis. I don't know if people still play this but if you have ideas to improve it, or find any bugs or it's hard to use tell me. Requires Cheat Engine, VBAM (or similar), any FE GBA ROM (all regions seem to work). 1. Open Rom 2. Load chapter 3. Open CE and attach to vbam (the glowing icon) 4. Load table 5. Start enabling things with mouse or space and open submenus with arrow keys, space or mouse. With the help of: https://gamefaqs.gamespot.com/gba/563015-fire-emblem-fuuin-no-tsurugi/faqs/35138 https://gamefaqs.gamespot.com/gba/468480-fire-emblem/faqs/31542 https://gamefaqs.gamespot.com/gba/921183-fire-emblem-the-sacred-stones/faqs/36978 https://serenesforest.net/binding-blade/ https://serenesforest.net/blazing-sword/ https://serenesforest.net/the-sacred-stones/ FE6.7z FE7.7z FE8.7z
  20. Who am I? Hello there I am DotDotDot, I'm a poor college student that has been trying to make my own fan game(Originally a Pokemon one) since middle school. I've worked on this to big chunks. I first started working on this during my Senior year of high school before burnout hit me hard and I stopped. The second chunk was recently were while watching Mangs LP a hack gave me a second wind to finally finish my hack and here we are! I hope you enjoy and do run into too many bugs or glitches I forgot about from the first chunk. What is this? This is a short 8 chapter(counted prologue and Final) Hack of Fire Emblem 8 I made to gain experience with FEBuilderGBA and with hacking in general. Originally I was gonna make my dream hack I've always wanted to make and I even made a full chapter and some portraits(some of which I repurposed for this hack) but, I decided not to continue because I didn't want to get burnout making a long hack by myself (Which in the end didn't help because I started this hack about a year ago and then stop for like 5 months or so because I still got burnout, whops). I decided to go with an idea I had for a while of playing as the bandits of a fire emblem game were the bandits somehow manage to win! The Pitch! Have you ever wanted to be a bandit? Going around pillaging villages for all their goods, killing helpless villagers that are just trying to save their family, using almost exclusively axes! Well, now you can in Fire Emblem Barry's Bandits! Features: Screenshots Download Fire Emblem Barry's Bandits Bugs/Spelling Errors/Notes/etc Credits
  21. Hi all! I posted a little under a week ago requesting a portriat of Fom and Fire Dragon. I've realized, at least with the latter, it'd be a lot of work for free. So, as I said with last post, I'd like a portrait of Fomortiis and the Fire Dragon that are like regular portraits (with talking, blinking, mini, etc.). I'm open to whatever prices y'all want since I've never commissioned GBA portraits!
  22. Hiya friends! I haven't been here in a while, but replaying FE8 has made me want to create something for myself that might be a bit of a stretch, but alas, here I am I wanted to modify my FE8 game to have all of the characters from FE7 and FE6 as well, and possibly even include various boss units. This is just to make the post game more fun for me, as I love seeing how my units grow, as well as using varying teams in post game combat. I'm fairly confident that I can insert the battle animations I'd need, Portraits, new Text, etc using Feditor, since I've done it many times before. I'm also fairly confident I can use Nightmare where necessary, and I'm pretty sure I have all of the necessary Modules and tools (I have a hex editor as well if needed.) Here's where the problems come in: Last time I attempted to do something like this, I learned that FE8 has a unit cap of I believe it was 63 characters. Adding anymore begins to overwrite character slots instead of adding new ones. Furthermore, trying to add in new palettes in values after the pre existing palettes doesn't appear to work. I'm not sure if that's because there's a hex string I'd need to modify in order to increase how many palettes are in the game, or maybe something else. But when I tried inserting a palette over a pre existing palette, it worked fine. So I'm not sure exactly what to do in that scenario. I also was interested in potentially playing with Stat caps, but the only one that seems difficult to modify is HP. For some reason, no matter how much I try, I can never get it to go above 60. I'm not too picky about this, since I intend to first roll with the base growths/max stats for each character. But I'd be interested in trying to change it in the future Any help or information is appreciated, and I know that this might seem kinda selfish since this is a mod literally for my own enjoyment rather than for the use of other people. But I'm not sure where else to go in order to find this information Many thanks, Jeremy
  23. Hi! Would anyone happen to be willing to do up a Fomortiis and Fire Dragon portrait? Like the normal portraits I mean. (With talking, mini, etc.) I hope they aren't too difficult since they're kind of already existing just in a different format. (I really know little to nothing about Portraits)
  24. The Sacred Trilogy Reskin and Rebalance ~Current version: 26-02-20~ *Warning: the unarmed animations have been removed in order to accomodate all the new custom classes. Make sure your units have a weapon equipped when promoting, otherwise the promotion screen will glitch out.* -Currently both main routes and the tower of valni are done. Lagdou ruins still under construction- Get the patches here. Apply to clean US FE8 ROM. What is it? It is a reskin and rebalance of Sacred Stones using classes and music from all 3 GBA games, a lot of new custom classes with new animations, new spells, new weapons, a skill system and many quality of life improvements made by people much more knowledgeable than me from the hacking community. Vanilla campaign was not altered, but difficulty has been slightly raised. Units also receive slightly more EXP from healing. This hack features a complete separation from the Strenght and Magic stats, meaning some classes are able to use magic and physical weapons. All of these changes are aimed at making Sacred Stones feel fresh and more challenging, while not altering the story (with the sole exception of Hayden joining on chapter 20). This project was heavily inspired by Sir Serenes' Reskin and Seal's Sacred War hack. There are four versions, two with random growths on level up and two with fixed growths similar to FE9. Read this for more information. The difference between the two versions of the same growth is that one also features a minimug for characters, while the other doesn't. Some people may find the minimug rather intrusive, that's why I kept it optional. Minimug: What was changed? Fado and Vigarde are now true kings (Zephiel) Ismaire is a blade lord (Lyn) Caellach is an armor lord (Hector) Seth has an exclusive class (Silver Knight) Riev is a dark druid (Nergal) Hayden joins automatically on chapter 20 and has an exclusive class (Bow Knight) Mansel joins after completing the vanilla requirements to unlock Hayden and is an archsage (Athos) Kyle is our boy (Roy - master lord). I know, unexpected Added animations to the phantoms Amelia has access to the soldier class and can be promoted to halberdier (using knight's crest) Orson is a knight lord (Eliwood) Duessel has an exclusive class(Gold Knight) Selena now has an exclusive custom class called gremory Valter has an exclusive custom class (Malig Knight) Knights, generals, great knights and kings move 1 additional tile Magic system revamped with new spells. With the exception of siege tomes, wind spells have low mt and 2-3 range. Fire spells have average stats and 1-2 range. Thunder spells have high crit and are locked to melee range. There is alson an anima magic triangle. Fire spells are strong against wind. Wind is strong against thunder. Thunder is strong against fire. The traditional magic triangle (anima>light>dark>anima) is still present. Added generic female enemy units for more diversity. It always bugged me how 99% of the women of this franchise only fight for the player. I manually edited every enemy in the game to improve them by increasing base stats, growths, level or giving them better equipment (in a similar fashion to Seal's hack). Bosses have been buffed and are no longer a joke. Stealing has been removed because it requires an additional skill. Because of that, more enemies will drop items. Since Glen is the only creature campaign characters to not have a custom class, I gave him the ability to use bows Armory and shop inventories have been improved so you will have access to better weapons earlier in the game. On top of that, the preparation shop is dynamic and will offer better weapons as you progress through the game. Allies join you at appropriate levels so they won't require grinding to become usable. (except trainees) Some of the promoted monsters have custom animations too. Ephraim and Eirika have alternative promotions. You need to decline the automatic promotion at the end of chapter 16 and use the Solar/Lunar brace for the options to appear. Units gain support points by being up to 3 tiles away from each other Myrrh's dragonstone is unbreakable, but is no longer effective against monsters. It has also been nerfed so Myrrh wouldn't be too broken with unlimited dragonstone. To balance it out, her dragonstone has 1-2 range. There is also a second type of dragonstone that can be aquired in the game. Lagdou Ruins is a high-level challenge area for post-game activity. Enemies over there have better stats and powerful, exclusive weapons. The location also offers much more gold and the chest in Lagdou Ruins 10 has a 10% drop rate for each of the sacred weapons. (Still under construction!!!!) It is possible to save the game in the Tower of Valni and Lagdou Ruins. Starting on chapter 9 there will be mini bosses carrying good loot for the player. There is a leadership mechanic which gives units additional avoid and hit rates. (usable by the player and enemies) Quality of life changes Detailed HP bars (by Circles and Zane) Skill system (by Circleseverywhere, Monkeybard, Black Mage, Blaze,Tequila, Rossendale, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1) (the skill system also comes with the "stylish finisher" feature that makes any final blow dealt to a boss be displayed as a critical hit) Show Heal Amount (by Tequila) Map Danger Zone (by Circles) - Press the select button to display enemy range Colored stats, growth and talk display (by Tequila) - Press SELECT while in the status screen to toggle between growths and stats Increased EXP from healing (by 7743) Gain support at various distances (by Venno) Units can act after talking or having support conversations Metis' tome can be sold (useful for people playing fixed growths mode) The preparation screen shop is dynamic and will offer better weapons as you progress through the game. The preparation shop items have the same pricing as regular shops Cool custom stat screen background (by LordGlenn) Skill list by class (needs updating!!!) https://docs.google.com/spreadsheets/d/1m5uItJM3w-aVzME_w8Sk_a3rvZTk9nLxb2fslrOiKs4/edit?usp=sharing Some screenshots (will update as I play) Credits (will update after I finish the hack) Our lord and savior 7743 for FEBuilder Sir Serenes for the idea and palettes for Riev TBA, Arch, Skitty and Temp for phantom animations IS, Hairyblob and Maiser6 for quicker Zephiel animations IS and Blademaster for Athos animations TR143 for fixed growth mode Temp and sniper_zero for Eliwood repalette and ranged Durandal animation Alusk for alternative soldier hover and moving animations Spud for soldier Amelia animations Spud, TBA, Black Mage, Temp and Wan for halberdier Amelia animations Brady Shinners for the animation database St jack, Seal and Sacred War for ballista animations Iscaneus and Nuramon for knight animations TBA for brigand animations Glenwing and MK404 for fighter animations SALVAGED team and flasuban for cavalier animations IS, Circles, Kao and Marlon0025 for Tethys animations Alusq and Maiser6 for mercenary animations TBA, DerTheVaporeon and Nuramon for general animations TBA and Maiser6 for berserker animations Nuramon, Swain and Temp for sniper animations Nuramon for wyvern lord animations Keks_Krebs, Peerless and SD9K for assassin animations Swain for hero animations IS and Glenwing for swordmaster animations Kenpuhu, Aruka and Nuramon for grand paladin custom class and animations Alusq for better soldier animations CamTech075, LisandraBrave, Zane, Zelix and Lord Glenn for custom icons Arkth for Deathgoyle custom animations Yangfly for kawaii blader animations Nuramon for infantry great lord Ephraim animations Teraspark, Pikmin1211 and DerTheVaporeon for dark knight animations Seal for legion, elder tarvos and gazer animations BwdYeti for elthunder animation SHYUTER for forblaze animation Blazer and Jubby for meteor animation Arch for static, wind and tornado animations Seal for tons of stuff like custom icon, map sprites, class cards and battle backgrounds. I cannot stress how awesome he is for making all of this available Klokinator for putting many custom animations and map sprites in a single, easy to find place dondon151, Sephie, Teraspark, Arch, RobertFPY and HyperGammaSpaces for many card classes and map sprites Known issues I would like help with Chapter 1, Breguet gets countered by the dead frelian mercenary. The event itself is exactly the same as vanilla, and changing character and class data for both Breguet and the frelian merc didn't work. Get the patches here. Apply to clean US FE8 ROM.
  25. Hey all, newbie hacker here with a question about FEBuilder by 7743. I recently started using it with no prior knowledge about FE hacking whatsoever and I already found out that I cannot include any new classes above the original value of 128 without crashing everything. Since that is the case, I would like to ask the veterans around here if there is a list of the classes that are unused by the vanilla game that I can safely modify without messing up the vanilla campaign. I am asking specifically for FE8, but if someone knows one for FE7 or FE6 it would also be appreciated.
×
×
  • Create New...