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  1. First off, hey folks! While I'm a new member, I have actually been sleuthing around on Serenes Forest looking through guides, translations, forums, etc for years. I'm not sure why I waited so long to join up til now, but whatever. Secondly, with regards to FE games that I return to playing again and again are the GBA series (FE6-FE8) and FE4 and FE5, with FE4 being my favorite. Despite there being no English translations for when the FE4 rom was initially available, I had a blast playing it to the end. And then, Project Naga came out, which translated the entire game to properly enjoy the story and dialogue, and that inspired me to replay it a couple of more times while trying out different pairings. Kudos to the mod team! I looked at other mods for FE4 since then and came across FE4 binary, which provided a lot of quality of life tweaks and balancing to the game play as well adding new features such as promotion choices, new weapons, minor blood characters using holy weapons, etc. to make things more fun. Overall, game play wise, it's a masterpiece (with the exception of some bugs when dismounting units or that holy weapons could not be directly inherited from the 1st generation). My only other gripe is that it lacked the translations of Project Naga. As far as I know, there haven't been any attempts to combine both mods, which I imagine it would be a massive headache to do since it would require seamlessly meshing together two codes without breaking the game...BUT MAN, it would be amazing if there was a way to have the best of two worlds together for the best FE 4 experience! I, myself, don't have any experience with coding, let alone modding a SNES rom, but I feel inspired to at least give it a shot and attempt to figure out the basics of modding and make it happen. TL;DR I want to learn a way to combine FE4 Binary and Project Naga mods to maximize the FE4 experience!
  2. Hey all, I've spent the last two-ish days making a bunch of new Nightmare Modules to use when modifying FE4 and wanted to share them, hopefully they come in use for some people! Download .zip All the modules can be used as-is in the download, or you can also paste them all into the folders of the original Nightmare, just make sure to overwrite any duplicate files. Here's explanations for all the modules, which is also included as a readme within the .zip file: NEW MODULES: Character Editors: Character Stat Cap Editor - This one lets you modify the personal stat caps for HP/Str/Mag/Skl/Spd/Def/Res/Lck. Unfortunately, increasing them is a bit limited since your personal+class stats still can't go above 30 for practical use, so it's mostly better to use this to lower caps if you wanted to for some reason. When modifying these caps, you change Cap 1 and Cap 2 to the same new value you want, and then Cap + 1 is that new value plus 1. Level Cap Editor - This one is similar to the stat cap editor, not very good for increasing the level cap (from what I've read you can bring it up to 33 safely but anything past that will cause issues when relaoded), and as such serves more use if you want to lower the cap. Player Character Reload Authority Star Editor - This one lets you modify the amount of Authority Stars Sigurd, Quan, Seliph, Altena, and Hannibal have when you save and reload the game (think about how in base FE4 Seliph goes from 2 to 3 stars upon a reload). Quan, Altena, and Hannibal's stars only matter when they're not player-controlled units, this won't give them stars when they are on your side. Seize Editor - This one isn't really a sensible module that should exist, I mostly just made it so if you're deathly afraid of hex-editing you can make it so Sigurd and Seliph seize regardless of their class. Just select the other option in all the dropdowns and you should be set! (I promise hex-editing isn't as scary as it sounds, though, give it a shot!) Class Change Screen Portrait Pointer Editor - This one lets you modify the portraits that appear in the Gen 1 and Gen 2 promotion screens. The portrait pointers used here are the same as the ones used in the portrait editor that comes with the original nightmare package. Portrait Definition Editor - This one lets you modify where the game looks for graphics data for portraits, which is different from where portraits are assigned to the characters themselves (the Portrait Pointer Editor in the base Nightmare package). This is most useful when you're wanting to add a portrait that would take up too much space to fit in the space of whatever portrait you're replacing. To get the bytes you want to put in the editor, I suggest using Lunar Address and selecting the ExHiROM - PC setting, making sure that "Include $200 Copier Header" is checked if the rom you're working with has a header. Combat Palette Definition Editor - This one lets you modify where the game looks for the color palettes used by combat sprites, which is different from where those palettes are assigned to the sprites themselves (Custom Battle Palette Editor and Battle Sprite Editor in the base Nightmare package). This behaves similarly to the Portrait Definition Editor, although now each entry also has a length value assigned to it (1E for 15 colors for palettes for unmounted classes, 3E for 31 colors for palettes for mounted classes). Additionally, the entries in this table are not the pointers used in the mentioned editors (refer to the Combat Palette Re-Index Editor). To get the bytes you want to put in the editor, I suggest using Lunar Address and selecting the ExHiROM - PC setting, making sure that "Include $200 Copier Header" is checked if the rom you're working with has a header. Combat Palette Re-Index Editor - This one lets you modify what entry within the Combat Palette Definition Editor the combat palettes refer to. For example, Lene's unique Dancer palette, 0x27, is entry 0x27 in this table, which has the value of 0x21, meaning that palette 0x27 refers to the data at entry 0x21 in the Combat Palette Definition Editor. IMPORTANT NOTE FOR COMBAT PALETTES - As far as I can tell, when an enemy uses a class palette (i.e. one used in the Battle Sprite Editor), they actually use the data immediately after where their pointer indicates. For example, Male Paladins use palette 0A, which is index 07 in the Combat Palette Definition Editor. This entry contains an address of 0xE00C1C, which refers to $200E1C in a headered ROM. Because the length of this palette is 3E, this means the enemy Male Paladin Palette begins immediately after at $200E5A (headered). As such, whenever repointing palettes you intend to use for a class that will be used by non-player units, make sure that there is data for an enemy palette right after the "main" palette data (this can be a duplicate of the "main" palette data, as is already the case with Dark Prince, among other classes). Children Editors: Seliph Blood Editor - This one lets you modify Seliph's holy blood, since it's hardcoded despite him being a dynamic unit. Gen 2 Initial Authority Star Editor - This one lets you modify the amount of Authority Stars that Seliph and Altena have before you reload the game once they exist (like how Seliph starts with 2 stars [unless you've used the Project Naga patch, which just changed this value to 3]), since they're stored differently from units like Sigurd and Hannibal on account of Seliph and Altena being dynamic units. Inheritance Lock Editor - This one is weird and I'd honestly advise against using it just because I haven't had the chance to experiment much with it yet. Unlocking Seliph with this makes it so his Blood is properly determined by his parents (so he'll get Deirdre's minor Loptous blood), and also seems to make him start with no Authority Stars, ignoring the value assigned in the previously described module. I assume Altena's lock behaves similarly, but I haven't checked personally. Class Editors: Terrain Avoid Editor - This one lets you modify the avoid given by all the types of terrain. The first table corresponds to the avoid given to non-flying units, and the second table corresponds to the avoid given to flying units. Class Weakness Editor - This one lets you modify what weapon effectiveness types a given class is vulnerable to. There's even two effectively unused vulnerability types that seem to correspond to Wyverns and Infantry Mages that you can have fun with using this and the modified Weapon/Staff Editors! Class Sound Editor - This one lets you modify the sounds used when a unit in each class moves in battle animations. Class Map Battle Sprite Editor - This one lets you set the sprites used for combat with animations turned off for all classes. This looks scary, but basically you can just swap out all entries from one class for another. For example, if you wanted the map battle sprites for Lance Knight to look like Sword Master's for some reason, copy all the entries in the Sword Master page to the Lance Knight page, and set the Class Type to Infantry (I honestly don't know what the class type designator does, if anything, but I'd just do it to be safe). Do keep in mind that using weapon types that sprites were not intended to use can cause issues, so a class you gave the Sword Master map battle sprites to would probably cause issues when using Lances. This does go the other way though, so if you want to give a class access to new weapon types you can use the map battle sprites from a class like Baron or Master Knight to avoid any issues when it comes to animations-off combat. Female Map Battle Sprite Editor - This one lets you modify what, if any, sprites are used instead of a class's normal sprites for combat with animations turned off when a unit in that class is Female. With this one, you have to have the class you want to change in the entry corresponding to its class ID, (so if you wanted to make an entry for Social Knights, it would have to be in the very first slot in the editor) or it will have no effect. The sprite IDs here are the ones modified in the Class Map Battle Sprite Editor, so changing them there will change what they appear like when assigned here as well. Custom Map Battle Sprite Editor - This one lets you modify the sprites used when a specific unit in a specific class engages in combat with animations turned off. Sadly there's only one entry, which is used for Seliph's custom Lord Knight map sprites, but you can use it for something else if you want to. Class Map Receiving Sprite Editor - This one determines the weapon held in the sprite used when a unit is being healed, receiving gold, or in the special glowy animation when they receive a Holy Weapon. Make sure each class uses a weapon type their Map Combat sprites are compatible with, or things will get all weird. Item Editors: Player Weapon Sound Editor - This one lets you modify the sounds used when player characters use weapons. Enemy Weapon Sound Editor - This one lets you modify the sounds used when non-player characters use weapons, because it's managed separately for some reason. Minimum Damage Editor - This one lets you modify the amount of damage dealt when someone's attack is less than or equal to their enemy's defending stat. If you set it to 0 you even get the little "tink"! Weapon Battle Sprite Definition Editor - This one lets you modify where the game looks for graphics data for weapon sprites, which is different from where those sprites are assigned to the weapons themselves (Lorena's Item Sprite Editor in the base Nightmare package). This is most useful when you're wanting to add weapon sprites that would take up too much space to fit in the space of whatever sprite you're replacing. To get the bytes you want to put in the editor, I suggest using Lunar Address and selecting the ExHiROM - PC setting, making sure that "Include $200 Copier Header" is checked if the rom you're working with has a header. Weapon Map Sprite Editor - This one lets you modify the sprite and palette each weapon uses in combat with animations turned off. As far as I can tell there is no Definition table for these like there is for Portraits and Weapon Battle Sprites, but fortunately the graphics (stored at $2CCC17 unheadered, being $705 bytes long) are rather poorly compressed, so any modifications you make to the graphics should fit in the original space once re-compressed. MODIFIED MODULES: Class Editors: Class Editor by Camus - This one has been modified to better indicate what all entries in the table correspond to. Most notably are the Promotion-Into Level and Terrain Avoid Type entries. The Promotion-Into Level determines the level at which a class can be promoted into (Note: this is NOT the level at which the class can promote), and the Terrain Avoid Type determines which of the two tables in the Terrain Avoid Editor the class uses to determine their Terrain Avoid bonuses. Item Editors: Weapon Editor 1/Weapon Editor 2 - I didn't even really change the module for these, just gave more options for the Critical entry, which determines what effectiveness the weapon has (refer to the Class Weakness Editor for the other end of how to handle weapon effectiveness).
  3. So, some general context - I've beaten Genealogy of the Holy War about four or five times. However, every one of those playthroughs has been "traditional", in the sense of making sure every potential mother gets paired up. It's not called "Eugenics Emblem" for nothing! The only exception was my very first playthrough, where I killed Ayra before I could recruit her, and let Erinys die on Eldigan's blade. So not only have I never done a full "subs run", but I've never even met most of the substitutes. This time, though, that changed. i decided that it was time to finally do a substitutes run. Not only that, but I would make sure to get every "secret event" that is available to the substitute units. And not only that that, but I would try to go for a maximum ranking! ...Er, sort of. At a certain point, I accepted that I wouldn't be achieving A-ranks all around. I was worried, in the first generation, that certain units would "auto-pair", making my goal impossible - since I would have to "sacrifice" at least one parent from any given pairing. Thankfully, that didn't wind up being the case - everyone in Gen I made it to the barbecue, single and equipped to mingle. Still, while that assured I would get the substitutes in Gen II, it didn't guarantee great rankings for me. So, how did it go? Experience: A The one area I'm proud of. I got more than half of my units to level 30. Sure, there were quite a few who missed it, like Dew, Arden, and Azelle in Gen I; as well as Hannibal, Laylea, and Daisy in Gen II. Still, I like to think I did as much Arena-ing as possible, and was fairly efficient in passing around the Paragon Band. Not really an area to worry about in the future, at least. Survival: B I had a single fatality throughout the run - Asaello. He fell in the Endgame, to the Falcoknight trio. Despite being on a mountain. And wielding his lightest weapon, the Killer Bow. And getting Authority from Sigurd. And getting Charisma from Laylea. It was very much a "what's a man to do?" moment. And I didn't have much future need for Asaello, so I accepted it. Still, definitely something that could have been avoided, or else reset for. Combat: C By far, my worst area. I suffered 14 losses across the run. An average of just over one per map may not sound bad, but it's above the cap of 10 for B-rank, and well above the cap of 3 for A-rank. In the future, this could be avoided via some combination of more careful play, savestates, or a good old-fashioned willingness to reset. Tactics: B I took 444 turns total, which is to say, 45 more than the total allowable for A-rank. Individual chapter totals will be reviewed below. Prologue: 16. No real issues here. Chapter 1: 36. That forest is a nightmare. I remember getting Lex the Brave Axe forced a delay. Perhaps I should forgo it next time? Chapter 2: 45. Tends to take a long while, because I like to get Deirdre onto the plateau to Silence Clement. Might need to figure out a way to take him out in one turn instead. Chapter 3: 36. This is one I could shave a ton of time off of... if I have Sigurd head straight for Orgahill. But that would mean forsaking Yewfelle and the Wind Edge - not to mention, Arena time for the Bragi trio. Still debating whether it's worth it. Chapter 4: 34. Feel pretty good about this one. I couldn't exactly do anything while Mahnya and co were meeting their doom. Thanks, generic Wind Mage. Chapter 5: 29. This one, I felt solid about. And by the end of it, I was at 199 turns. Great, right? I just have to finish Gen II as quickly as Gen I! Well... Chapter 6: 46. Seliph got the Leg Ring, but even so, this was rough. Seizing Sophara Castle was an unnecessary diversion. And Schmidt kept retreating for more troops. Chapter 7: 58. Again, pretty miserable. Desert business is no fun, and re-capturing Leonster Castle was another unnecessary diversion. Not super aggressive against Liza, either. Chapter 8: 30. This one was really funny - I sent Seliph back to promote mid-chapter, then also needed to get his conversation with Muirne. Still think I made good time. Chapter 9: 32. Again, I mostly feel good here. I got all the relevant conversations, and I didn't see any of my castles wrecked. Chapter 10: 34. Could've probably saved a couple turns, if I weren't obsessed over sending Laylea to eat some civilians. Still, happy with my Leif-Rescue plays. Endgame: 48. I genuinely forgot that Seliph had to talk to Julia to de-hypnotize her, so next time, I'll try to "lure" her back to Castle Velthomer. But I'm really proud of my Brian "strategy", where I cornered him, killed his men, and he refused to attack, since he was in "regroup" mode. Otherwise, though... long map. Anyway, onto the substitute units! I'm going to be rating them on a totally unscientific "thumbs up/down" system, both based on how they performed in this run, and relative to the unit they're replacing. Creidne: Like Larcei, but without Astra, Nihil, Sword inheritance, Adept on promotion, and any skills or Holy Blood her father might have given her. No biggie! The secret convo with Johan was kinda alright, at least. Not enough for me to even get her to level 30, though. She gets a "thumbs down". Dalvin: He's got Vantage, a training session with Tristan, and *GAMEPLAY ASSET NUMBER 37 NOT FOUND*. Were he a mounted unit, I'd call his combat competent, but as infantry, he brings nothing to the table. He was near the top of my list of "stick this unit on a castle, and hope nobody scary swings by". So, "second thumbs down". Muirne: Change "Lana" to "Mana", and what does one letter mean? It means no staff inheritance, no Holy Blood, and no potential skills, either. No Warp until chapter 9 is especially a bummer, too. Get her to promotion, and her Arena combat will be... basically nothing. She gets a "staves down". Deimne: Free Pursuit? And +5 Strength in his join chapter? We might be on to something! He's like Midir, but packing a bigger punch. With a Steel Bow, he can one-round chapter 7's Dark Mages. And with the Killer or Brave Bow from chapter 8, his combat becomes "good, actually". He's probably better than most versions of Lester, honestly. "Two arrows up!" Jeanne: She can't perform Nanna's signature "return en masse" tactic in chapter 7, and she's got no Charisma or Holy Blood. That said, Troubadour is a genuinely excellent class, with the ability to use staves on wheels from day 1. It's a shame that she has to compete with Hermina for a secret event, but it's still enough to give her a "thumbs sideways". Tristan: Mine ended up super-bulky, with a ton of levels in Defense, but that looks to be atypical. He was decently useful, especially with the Pursuit Band in hand, but certainly pales next to Diarmuid. Kinda like Naoise without Javelins. Gonna give him a "thumbs down at a 45-degree angle". Laylea: Holy cow, a Dancer with a Strength growth? Azura better watch her back! Still, with no Miracle, she actually tends to have a harder time in the Arena than Sylvia. Not to mention, there's no chance to inherit swords or rings of value. Still, Charisma is a really useful skill to have, and the Barrier Blade can function as a mini-Mystletainn for the lategame. This Dancer gets "two pinky toes flexed upward". Charlot: Paragon is an elite skill for him to have, turning every Physic use into a meaty 60 EXP. And while he can't inherit any staves, nor a "nest egg" item, he does get the Berserk Staff. This sells for an absurd 15K, which he can turn into Warp or Recover. He'll get to promotion faster than any non-Lex Cairpre, and then... have worse Arena combat, as he has no battle skills. Shame, that. Still good enough to give him a "thumbs up from Hannibal". He's one proud papa! Hermina: What do I point out - her lack of Pursuit, or any other combat skills? Nothing to inherit? Having to fight with Jeanne to meet Shannam? Well, I wouldn't want to be called an anti-Feminist! She actually ended up really strong for me, with the Thief Band parlaying into the Pursuit Band. When promoted, a flying staffbot is always going to be solid, so she gets "one wing up and one wing down". Hawk: I actually got Hawk on my first playthrough, due to letting Erinys die. I was really impressed then, but does he hold up? Honestly... he rawks. Naga bless Kaga - he didn't need to give him Pursuit, but he did nonetheless. Coupled with Adept and a mere Light tome, he's one-rounding basically any target. With his event at Luthecia Castle, he'll tend to surpass Ced in Magic and Resistance, making him great at using (and avoiding) status staves. He gets "two thumbs up", from Janaff and Ulki. Hawk walked so that they could fly. Daisy: No Holy Blood? No swords or skills from her father? No problem! She can still do "normal thief stuff", taking from the rich and giving to the poor. Of course, it's nice for her to get a magical sword to this end. As for the Arena, not only is the Sleep Sword an option, but she can also trivialize it via Miracle. She's no Patty and no Dew, but she can provide a valuable service regardless. Daisy gets "one $ up". Asaello: I honestly forgot about him until I reviewed my list. Perhaps this disrespect is tied to the fact that I let him stay dead in the Endgame? Not a great sign. You might expect him to be "Jamke, part II", only missing Adept, and starting with the Silver Bow rather than the Killer Bow. But those are big differences, and his Strength-boosting secret event can't salvage him. Moreoever, mine did poorly in Speed, and there were quite a few Arena enemies he couldn't double. No Yewfelle, and no good skills, means he gets "an arrow in the knee". ...Gods, that was over a decade ago. Linda: Often regarded as a "better Tinny", she brings not just Wrath, but also Paragon, to the table. This means she'll never need to buy the Paragon Band, thus helping her accumulate money. Once she promotes, she'll be happy to spend this on a wide variety of staves. For me, this included the Berserk Staff, which she used in Endgame to comedic effect. Oh, and her holy blood gives Thoron access from the start, just like her Aunt! Alas, despite her many merits, Linda isn't getting any thumbs. Instead, she's getting "a hug", for some small comfort amidst all she's suffered from House Friege. Amid: What if Arthur, but worse? Let's see: B-rank Wind at base would be good... except, he can't pick up Elwind until chapter 9. Adept is a decent (if unreliable) skill... except, he would've gotten it on promotion anyway. And... he's missing a horse? But at least as a War Mage, he gets... no Staves? I thought he'd at least get B-rank Swords, but nope, it's C. His name tells you what he is: a mid unit. So, he gets "a middle finger up". One more thought on units - by making it a substitutes run, I think my "default" units performed... somewhat... better than usual. Seliph and Leif, in particular, had essentially no competition for inheritable weapons and items. As such, I made sure that both were stacked with the best resources - particularly, those that don't come back in Gen II (i.e. Pursuit Band on Leif, Leg Ring and Wind Sword on Seliph). The Leg Ring on Seliph, in particular, feels like a "must" for future runs, since chapters 6 and 7 were notable "turncount sinks" for me. As for Leif, passing him the Thief Sword definitely felt right, letting him rob the many bandits and set himself up with the Paragon Band, later that very same map. Oifey didn't get any inheritance, but merely having Pursuit and Critical was more impressive in a world where few units have either. Finn was strong, with not needing to pass his items on to any kids - maybe too strong? He got to level 30 super early, so perhaps I overused him in Gen I. Altenna felt better than usual, as the only flier with built-in Pursuit (well, after promoting), plus having one of the few available legendary weapons. Hannibal was... still bad, but at least manipulating his enemy AI is fun, right? Ares is a champ as ever (weirdly slow in my run, though), and Julia eclipsed Muirne as a healer, not to mention her combat - I think this was my first playthrough getting her to level 30. Johan was still "Lex but worse" - I'm starting to think being Axelocked just kinda sucks in this game - while Shannan shone a bit brighter in a playthrough with no Forseti. So, which of these kids could I see myself using again in the future? Obviously, if I try again to do a "ranked substitutes run", they'll all find their way back to me. But short of that, I'm anticipating that, next playthrough, I'll get everyone paired up. Still, I think most of them have potential to make a re-appearance outside of such a context. Probably not Creidne, Dalvin, Tristan, or Jeanne. But the rest of them have a chance. So, what do you think of these units, and my reviews of them? Feeling inspired to play a subsitutes run of your own, perhaps? Let me know in the comments!
  4. A few months ago I posed a theoretical question on Reddit: can you beat Genealogy using only female units? The answer I found as I documented my own attempt was yes. Yes you can. In fact, I’m currently running this challenge a second time working to hit some optional objectives I didn’t get the first time (the speed ring in the prologue, the knight ring, and I want to clear it with Creidne instead of Larcei because I like Creidne better). With the current state of Reddit and potential blackouts making it harder to access posts on there, I thought I’d document that journey on a second platform. So what are the restrictions of this run? The very nature of Genealogy means the men can’t just do literally nothing. They’ll need to be allowed on the field for supports because I can almost 100% guarantee an all substitute version of this run is impossible (but maybe not for the reason you think). Plus you’ve got to let them recruit women (Tine, Altena, Julia…). The easiest blanket rule is that they can’t do anything to get experience. No attacking, no healing, and no thief shenanigans for Dew. I also add no rescuing villages just to keep in the spirit of the run. They can: - see combat if they are unarmed OR cannot counter (the latter is only relevant for one situation but it’s a very important one) - give and receive gold from a lover - buy and sell items - talk to people - be recruited That’s pretty much it. And it’s all completely doable with ZERO asterisks. Yes, with your tiny army and next to zero Holy Weapons. Seriously, you get Yewfelle in gen 1 (which you might not even be able to use much depending on your strategy for Patty), Gae Bolg in gen 2, and Naga for one castle. So what are the big hurdles? The first one is obvious: you have to solo the prologue and the first castle of chapter 1 with Ethlyn. It’s actually not as bad as it sounds. While it’s a very slow process, it’s pretty reliable and not very luck dependent. The second one is the reason why an all sub version has to be impossible: chapter 7. There is no way to get to Patty and Shannan on turn 1, so you are at the mercy of whatever you can pass down to Patty. You need to keep her alive while making sure Shannan doesn’t touch anyone (and yes, it’s possible!). It’s the one part of the run where you can absolutely softlock if you don’t get the inheritance right. Which brings me to one of the most important parts of the run: inheritance. This is an interesting run for inheritance because you’re only optimizing one child (and in many cases it’s the child that isn’t usually prioritized). There’s still room for personal preference but I do have two must-haves and one that is required for the run to work: - Tine: Azelle. She is your only real source of magic damage for most gen 2. Give her the pursuit and sky high magic she deserves - Lana: Claud. Only way to have the rescue staff in chapter 6, which opens up a lot of fun shenanigans - Patty: a sword dad. That part is non-negotiable (otherwise he can’t buy what he needs to pass down to her) In general you’ll want the moms to pass down at least one 50+ kill weapon if they can (all the sword moms and Erinys should have no problem with it) plus any rings. Lachesis and Edain should do their staffs. Tailtiu is really fine just passing down a magic and barrier ring (Tine can’t get Thoron anyway). Larcei will want to have more than one sword since she’ll have to solo the first part of chapter 6 (just so she won’t have to worry about weapon uses). I like the leg ring on Erinys->Fee (makes her feel like a normal Fire Emblem flier and not a Genealogy flier). Patty needs the miracle sword (it will need to be broken so her dad can buy it and repair it), the return ring, and, if you can get it from the prologue, the speed ring (you can do it without it but you’ll most likely have to rig the RNG more). Up next: getting into the run itself
  5. Well, since I have been kinda bored of engage, I decided to fire up FE4 for the first time in like 10ish years, problem is the game has that real obtuse individual pools of money per character thing, and trading is even more obtuse. I spent the better part of three hours fiddling around with memory values, but I cannot get the money value to stay locked at 99999 (what I am assuming to be the maximum) I kinda just want to bypass the money issue when it comes to "trading". Does anybody have a set of infinite money codes for the entire cast? Thanks very much.
  6. Hello! Hope y’all are doing well today! I’ve got a question! The title says it all, if you know a way to edit the the text of FE4, just let me know down below if you’ve got something! (Please!) I’ve been wanting to do this for a little while now (Like a couple of years or so). I wish to edit a piece of text here and there across the game (basically all of the swear words). I took a look at this thread but it’s not exactly what I’m looking for. I searched for hours looking for snes text editors and all of them couldn’t even run on modern operating systems (or I chickened out in fear of it being a virus), or they didn’t do what I wanted. I heard you could do some stuff with Nightmare, but I’ve never touched it before…but if it’s what I need then sign me up! Nevertheless, thanks for your time and advice in advance! Let me know if I need to be clearer on anything I said! See you around! Later! -MegaCowsamMan
  7. Hello some of you might remember about my genealogy of the holy war and fates story swap post but yea this time its about what if sigurd and anankos were in each other's role like for example what if sigurd was the antagonist of fe4 instead of Julius and what if anankos was not the antagonist of fates like say what if Sigurd was influenced by tyrfring or something or corrupted by manfroy and anankos would a father who died while corrin was a baby and imagine seliph having to fight his father what story would you say about this ? Comment below to say
  8. Ok so hear me out what if fire emblem genealogy of the holy war and fire emblem fates revelations had a story swap so imagine Sigurd and seliph and anankos and corrin having game swap thus anankos would be the protagonist of the first gen and Sigurd would have been the antagonist and Julia and azura image that swapped and not to forget mikoto and deirdre imagine how the story would be if swapped so in other like role swap with a different fire emblem game would it be amazing or no ? What would the game be called because of the swap what class for corrin ? Or seliph ? How would the relationship between fathers and their children be like ? How would deirdre be if she was in mikoto's position or Julia in azura's position in fact would seliph be adopted by a royal family like corrin being adopted by nohr family ? What story would you guys imagine in this position would it be a good fanfic story
  9. Is there any fe4 fanfic with an avatar aka my unit u know like Similar to corrin or robin or Kris like that and how would the avatar be introduced?
  10. I figured maybe in the remake they could add choices for seliph to make like of what route to choose Good route ? Like the original Or evil route u know if there evil choices you can do what ending you might get ? Comment to say your opinion
  11. Most people probably know about FE4's love system. Many people may also be aware of a "Jealousy" mechanic which is part of it. The way it works is described on SF. But in short: If a female unit A is standing next to male unit B and female unit C, and C has higher priority with Unit B than unit A does, then Unit C will receive +5 love points with Unit B, while Unit A will get 0. The mechanic is occasionally, useful, but the priority system seems a bit odd. It changes based on whether you've reset the game, and the "normal" way it works is based on recruitment order rather than character relationships. Edain/Lachesis have a higher priority with Lewyn than Erinys or Sylvia? What were the game makers thinking here? Well, it turns out they weren't thinking. It was a bug the whole time. FE4 calculates adjacent growth bonuses in more or less the following way: For every female unit A, check if some other unit B is Less than 1 space away Is not female. Apply the adjacent bonus if both conditions passed This mostly works, but the developers forgot to reset a variable between steps one and two which is supposed to hold a pointer to Unit A between steps 1 and 2. This means that if Unit A happens to be next to a female unit C, all future distance checks will actually use the position of Unit C for checking distance. A pseudocode example maybe illustrates this better: So, yeah. It was a bug all along.
  12. This is a hack which removes FE4’s fixed Gen 1 pairings (Sigurd/Deirdre and Quan/Ethlyn). This allows Sigurd/Quan to be fathers for other children, and for other male units to be fathers for Seliph/Leif/Altena. Some info which may be useful: Deirdre and Ethlyn's love bases and growths I used Finn’s growths as a reference since he’s around for mostly the same time period as Ethlyn is. It’s not (supposed to be) possible to pair Sigurd and Ethlyn. Hopefully I don’t need to explain why… Sigurd and Quan's love bases and growths These should probably be tables but IDK how to make those. :V I’m too lazy to calculate bases and growths for all possible children. Maybe I’ll do it later. What happens is Deirdre/Ethlyn are unpaired: Default pairings A few gameplay tweaks were made to accommodate the new pairings. Gáe Bolg can now be inherited in the same way as Forseti and the Valkyrie staff. One of the Steel Lances in the Chapter 8 Vendor was moved to Altena’s starting inventory, to avoid a case where she winds up without a weapon. Tyrfing is still obtained in Chapter 10, but the Palmark even is now activated by Sigurd’s primary child. Patches for headered and unheadered roms may be found on Github. Caveat: I haven’t tested this all the way through, because I’m lazy. I used a modified save to test inheritance + all of Gen 2, and I did some testing from the Prologue - Chapter 3. I think that should cover everything I need to, but it’s possible I missed something. This may be a relatively small change in the end, but I hope everyone has some fun with it.
  13. Hi, I'm using Nightmare to make a hack for FE4, and thought I might as well make some classes better. I was wondering if adding weapon types to a class (such as Axes to Sword Knight or Staves to Prince) would cause any issues? I don't mind if animations look janky so long as they don't cause the game to not function.
  14. I've always wondered this playing Genealogy of the Holy War, but what made having Major Blood so special than having Minor Blood? While I get only Major Blooded characters can wield the Divine Weapons of their respective bloodlines, it still never made sense to me storywise. Were they meant to be the next incarnation of the Crusaders to stand against Loptyr? or were they simply meant to signify who was important and who wasn't? I do like that three Houses kind of abolished this kind of weird mechanic as it doesn't matter if you have a Major or Minor Crest you can still wield your bloodline's Hero Relic or Sacred Weapon. But why didn't they just call them Crests then?
  15. Wow, it's been a while since I posted on this forum. Hello there! So, I've been fiddling with FE4 lately, which basically means that I scavenged into Lamia's Stuff with the help of the humble google translate. Speaking of Lamia, if you read this: the patch that shows crit chance in battle instead of level still disables wrath. Not too hard to fix, the code that needs changing is in the readme, but you said you updated the link with a fixed patch and that doesn't seem to be the case. Anyway, through the various binary stuff I found a folder called "handaxe", which has a patch that changes the battle animation 30 (an unused one for the soldier) to a throwing axe animation usable by swordfighters/mercenaries and forrests/heroes. I applied it and it seems to work. Problem is: the animation is in, but the actual sprites are not, so whenever a forrest attacks with a throwing axe it basically shows Missingno making the attack. In the "handaxe" folder I also found the handaxe sprites for the swordfighter/mercenary, forrest/hero and a third one which looks like a bowfighter or sniper but whatever. For each sprite there's three files: a .png showing the final product, a .png all cut up in 8px by 8px chunks and a .bin file. I tried to search around but I really found nothing, so I ask you: how do I put those sprites into the ROM so that I can assign them with the "battle sprite editor" nightmare module?
  16. I'm working on making a FE4 hack with custom maps, and I cannot seem to find where/how to change the initial positions of Sigurd, Alec, Noaise, and the starting position of Arden (although he eventually shuffles his way to where I put him in the fe4map unit placer). Which tool would I go to change those and how? And I suppose, by extension, how would I do the same for the other spawns on later turns (Lex/Azelle, Quan/Ethlyn/Fin)
  17. Hey so I am starting this series/discussion to ask and share opinions and ideas for this question. How would you balance Holy Blood In Fe4 Part 1 Growths If you notice with the holy blood growths you can see quite a few good ones like to name a few neir fjalar baldur noba forseti However some of the bloods boosts a kind of stupid/pointless stat being luck the biggest offender being ulir like 20% hp is good but almost every holy blood has that and the 30% luck oh naga thats terrible at least in future games luck gives you crit avoid but in fe4 crit chance is set and being crit is so rare this applies to blagi as well but you know at least it gives mag and res unlike ulir which is pure luck How would I balance ulir holy blood well considering that ulir is supposed to be on bow users i feel like the luck should go to skill and speed you know actually useful stats that archers tend to have high growths in yeah time to talk about another idea in the community which is Lowering holy blood growth bonuses the idea here is that the holy blood would give an overall lesser effect on a units potential In my opinion I think thats its good idea however it would also mean boosting the growths of minor blood units who rely on their growths to be good like Azel yah 10% growth in magic as a Mage yeah terrible so tell me what you think about holy blood growths should they be better should they be worse I would genuinely like to know
  18. Hi, I need help with a pairing, I'm in chapter 4 and I just conquered Silesse, I saw that Sylvia x Claud and Eirinys x Lewyn conversation didn't trigger because Lewyn is paired with Sylvia, but I want Lewyn with Eirinys and Sylvia with Claud, I read that killing the wrong lover erases the love points but that's not true, in Lewyn's lover it's still written "Sylvia". Is there a way to fix the pairings since killing Sylvia doesn't work?
  19. Any advice for a sub run ? To prevent Pairings in Gen 1, what items to inherit Leif/Altena and Seliph, and how to improve the scrub squad that are Substitutes ?
  20. Not only did She abandoned him when he was just a Newborn , leaving him under Shannan's Care (he was just a kid back then) , disobeying Sigurd's Words, when he didn't even know how to take care of himself at that age just because she was so thirsty about Sigurd's Jeigan conqueror of castles Dick and she couldn't wait anymore for him, ditching Seliph like shit and forgetting all about of him just because her lust for Sigurd, not only that - But She never tried to Seek after him when is heavily implied that at some point she Learned about his marriage with Sigurd even tho she never regained back her memories She DID know about having another Son but she never tried to seek after him, Leaving Seliph Dread Alone under Oifey and Shannan's care with 0 Inherited Money from her or even Good Stats, heck, he wasn't even a Pure Blood Naga. The only time than Deirdre acted like a mother to Seliph was in the After Life being a Ghost, but that probably was Seliph Daydreaming about his parents and how he avenged them after all and fulfilled Sigurd's Dreams Deirdre got what she deserved for being such a bad mother and this is the root of Sigurd's tragedy and eventually Demise.
  21. I've attempted a few runs of Genealogy, but I have always chicken out around chapter 2 because Noish and Alec start to fall off a bit, and since I am racing to protect Lachesis and fight bandits I feel like I feel like the slight jump in difficulty is a bit much for me. Should I promote my cavaliers as soon as possible. I usually promote around level 15 in the other games.
  22. Hello everyone! Ya boi Arden here. So I'm making an FE4-style hack on FEGBAeditor, and I made a bunch of holy weapon sprites for it, and I thought I'd share them all with you! Granted, I'm new at sprite art (like very new) and most of these sprites I made using an incompatible palette and had to drag them through the GBAeditor filter in order to use them in-game, but I hope you all enjoy! I would make a drop box and share them with everyone, but I think I'll wait to make a drop box for the full rom hack. The sprites use different design inspirations. Some are based on their original sprite art, some are based on their concept art, some even use tcg art, although I didn't really use Awakening designs, since I find most of them ugly. I didn't include a Mystletainn sprite cuz I'm still working on it. I don't know why, but I cannot for the life of me make a half-decent looking Mystletainn. Ares is hiding that crap. Pls halp. The List: Balmung uses concept/tcg art, All the magic tomes use in-game sprites, Gae Bolg/ Gungnir use concept art, Helswath uses concept art, Tyrfing is a mix between in-game sprite and concept art, Yewfelle uses in-game sprite, and Valkyrie uses the very specific in-game sprite you see on the holy blood character screen. Edit: Sorry the images are so smol, nothing I can do about that.
  23. Hey all, been a lurker for a very, very long time but I can't find what I need so I thought I'd finally make a post. Long story short, I would like help obtaining any documentation/mapping of the Project Naga patch. Short story long, I've played this series for years, and been hacking almost as long as I've been playing. However my hacking exploits have almost entirely been consolidated to the GBA games, and while you can do a lot more with them, FE4 has always been my favorite game and the newest translation patch makes it super easy to read menus/dialogue/other text. Since I cannot read Japanese, translation patches have been massive for getting me into older games, but at the same time they make me cautious to attempt hacking the games. Recently, I was researching FE4 hacks and found the tools left by Lamia and the Binary folks super helpful. In an attempt to make a FE4 hack that I can actually read, I was wondering if anyone had documentation on how PN handles text. For example, I can change hex values in the place where text would typically be according to the FE4 documentation I have, but it wouldn't change any in-game text (duh, it's been changed because of the patch). I don't claim to be good at hacking or even understand half of what's going on in code, but my patched ROM is about double the size of my original, and I think the PN data starts at 00600200 in my hex editor. Messing with these values (changing the next few lines to "00") left the game in a runnable state, only crashing after I press the start button on the main menu, which is where PN text would first show up (I assume the title screen is an image file and not text). This is essentially the extent of my knowledge in hex, so any help pointing me to where I need to go would be a huge help. My end goal would be the ability to edit the names of characters, items, skills and so on within a copy of FE4 that has the PN patch applied. Also, sorry if this is a common file that comes with every copy of Windows10 or something, but I couldn't find any documentation on the patch's forum post or dev blog, and since I don't want to bother people I figured it would be best to throw out this post first before I go around DMing folks who might know. Again, my knowledge with programming in general is fairly poor, so I apologize if this is something I should know how to do on my own. Any help is appreciated!
  24. I've been playing the patch but Tyakov (the 6th fighter in the chapter 2 arena) has a sheild sword and keeps breaking the game.
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