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  1. This is a Pick My Edits based on a topic I posted a few months ago. Feel free to add suggestions in either here or the original thread, and I'll decide if it goes in. 4/23/2018: BETA 1.1 is live! 4/24/2018: BETA 1.2 is live! 4/26/2018: BETA 1.3 is live! 5/11/2018: BETA 1.4 is live! 5/17/2018: BETA 1.5 is live! 5/31/2018: BETA 1.6 is live! 6/19/2018: BETA 1.7 is live! 8/26/2018: BETA 1.8 is live! 9/23/2018: BETA 1.9 is live! 10/26/2018: BETA 2.0 is live! 12/25/2018: BETA 2.1 is live! Merry Christmas! Current Features: Patch List: Growth Rates: https://docs.google.com/spreadsheets/d/1GcyBFBw5qyBBARgwgQ8IIJ7SwKkilDy1q897OakWEe4/edit?usp=sharing Planned Features: Credits: @7743 for making FEBuilder, and Nintenlord for making Event Assembler, and to those over on FEUniverse who made the Melee & Magic patch, the Display Weapon Ranks patch, and the animations for Bow/Magic Generals, armored Ballistician and Mage Knight with Swords, and to those who made the graphics for literally every new thing in the hack. Except for the stuff related to the surprise character. I did those, with some tips from people on Ft. Mangs. Oh, and thanks also to Zorua, who touched up the Rennac/Erk splice.
  2. I was wondering if it is feasible to alter how poison works or add a new effect to Fe8. What I was thinking about is making poison reduce MOV as well as damage the unit, is that feasible?
  3. >>>>>Solution little far below post<<<<< Hi everyone, I recently returned to ROM Hacking after a 2 month Hiatus. Currently about 3-months of total dedicated time into my current ROM-Hack project. (Febuilder) I've only use FeEditor Adv for importing some animations to view or use. So moving on to the issue, I've been stubbed on how to increase the PLAYER'S UNIT HP and Stat caps, I've tried Solum's solution which I think it allows a unit to have above 60 HP but still encounters serious issues if you Level up when you're above the 60 HP Cap. Also tried our lord and saviour Circle's Event-Assembler patch (FE8EssentialFixes), as well as Nyan's Febuilder patch (Picture below) none seemed to help solve the issue. DH_Ninja seemed to have a solution but he has been inactive since 2015, using Solum's Method (Picture Below with Ashe in FE6 or FE7) If anyone has a solution to this I'd appreciate your help immensely. I planned to have most of the later game enemies to have around 53-80HP and 7-38 Stats respectively, ever since the beginning of my project I was aiming for growths and stats similar to Awakening and Fates. Thanks in advance, Yazuki _FE8EssentialFixes.txt
  4. Hi, I'm trying to make 4 magic weapons in TSS with Nightmare. They're supposed to hit res for their MT +1/2 str but my Neimi has 21 MT with 7 str on her 13 damage bow, and she hit Bazba for 13 damage on his throne with 5 def. I don't understand, since she hit a fighter before for 20 damage without terrain bonus. How am I supposed to deal with something that deals different damage in different situations? My 13 str lv 7 Gilliam has 27 MT because of that, while she should have 20-21, it's completely broken since I gave it in chapter 3 chests like the lightning sword in Gaiden/SOV and wanted it to work like Fates magic weapons with half strength being the equivalent of physical units' magic stat (then I'll have to halve the MT to get something not broken from the get go and for the whole game...).
  5. Here is a PME I started on FEU about a week ago. I thought that I could continue it here. This is the link to the FEU topic so you can see what edits are made already. This is an FE8 PME that I decided to try out. Here are the edits that I am making to the base ROM. These are very important to know for this so please read them. Really any edit can be made, whether it be characters, classes, events, maps, or anything else. Rules: -Choose any edit you want but don't mess with the edits I made (for example adding in a class I removed) -Not a single FE8 character or map can remain the same (no edits to vanilla FE8 characters) -Maps must be larger than one screen (at least 17x13 size) -Anything requiring graphics insertion has to be sent to me so I can insert it (portraits, custom items, etc.) -No self inserts, only original characters or characters from other games -Custom classes or items are fine as long as they aren't things I removed -Character classes must be from the list in the pastebin (unless custom) -I will deny an edit if it breaks the rules -Any suggestor can add as many edits as they like and they're not limited to character creation There are going to be around 25-30 chapters total. Enemy placement and events will be handled by me unless somebody else wants to do it for a specific chapter. Characters will join in the order they are suggested. There is no limit to the amount of characters that can be added. Here are the potential types of edits that can be made if anybody's not sure. I would prefer all suggestors to put forward a new character since there will need to be a lot of them. Boss characters are also an option for additions. New characters must specify a name, class, portrait(formatted correctly), starting stats, inventory, and growth rates. Any extra character edits will also be accepted. I will not be using the skill system, so don't list any personal skills. You can also just put down a portrait, class, and name and I will do the rest if you're feeling lazy. I will put any edits I accept and apply to the rom on this link.
  6. so i want to create a new rom hack using fe8 and i want to know which one you would want to see as i want to do one of these characters backstories similiarly to how 7x did
  7. I have been working a form of Maniac Mode for FE8 every so often and have gotten to just having to finish Ephraim's Route. Erika's Route is complete to the endgame. I haven't played Ephraim's Route, so this would help a lot. If you want to play what I do have you can now. I will be open to change some things if necessary and then finish other parts that I haven't. FE8 Maniac Mode.ups
  8. Next up, we have Sacred Stones round 2, and Seth is out on probation (useable from chapter 6 onward). Furthermore, the secondary lord and Myrrh are not free; each will be joining only one team as well. This means the final team sizes will be smaller by 1.25 on average (Lord + Tethys + 7.75 =9.75 as opposed to 2 Lords + Tethys + Myrrh + 7 = 11), but final teams of size 11 generally have filler anyway. Plus I never saw a unit I didn't want to crowd source ratings to input into a computer that outputs a number to tell me how good they are. Except dancers, they dynamically change the value of other units too much. But I don't see why everyone should require Ephraim and Myrrh. Oh, and no free rides for trainees in the Tower: if you suck, your presence on a team will not be subsidized. I disallowed some undrafted unit behavior that is normally allowed, like shopping, trading around equipped items on drafted units, picking up NPCs, etc. If anyone thinks this is too restrictive I'd be open to changing my mind. They can still dig up desert items though; blocking that would just create more quasi-mandatory RNG abuse. Team structure: 1a. There will be four players. 1b. There are 31 units to assign. One team will have 7 units; the other three will have 8. 2. All teams may use: 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. If assigned, Seth may only be used starting chapter 6. Rules: 1. The game will be played on Hard Mode. 2a. Unassigned units may move, recruit units, rescue/drop unassigned units, trade between chapters, and dig up items in the desert. 2b. Unassigned units may not do anything else, including but not limited to enter combat, use items, trade/merch mid-chapter, visit (any building), rescue/drop assigned units or NPCs, steal, pick, or build Supports. 2c. Assigned units may do as they please without penalty. 3. Defend chapters count the last played Player Phase for turns if the timer is waited out. 4. Map shopping is allowed. 5. Do not enter avoidable skirmishes, the Tower, or Ruins. Unavoidable skirmishes must be immediately fled from. 5*. Tower is NOT allowed for Amelia or Ewan Penalties: 1. You may use an unassigned unit as assigned unit with a 4 turn penalty, per unit per chapter. 1*. There is NO special penalty for Seth. The bidding system has been upgraded with new, fancy number crunching and lots of matrices (hence the thread title). Check out the attached pdf for a thorough explanation and the txt files for how the system would have worked on the past auctions. Here is the github repo for the code that executes the auction. It isn't required reading though, just bidding as in the previous rounds should be fine. It's not like you need an html tutorial to use this website after all. SHA256 of my bids: C704068DE12BFB256C60A9AEC85AD403BBDEB8E0880D0C1916AED00515CC4ABE Send your bids in a PM like in the spoiler. These numbers are the median bids from the first FE8 auction, which also allowed Tower training, so don't just blindly copy (or do, I'm not your boss). There's also one empty team slot which will automatically be entered as a bid of zero for everyone. I was also wondering about using two bids per unit, one for each route. I'm not implementing that this time, but what do you think of the idea? It seems like you only go Ephraim route if you get Cormag, but that still leaves one team that potentially is misrated. feAuctionDoc.pdf fe8output.txt fe7Aoutput.txt fe7Boutput.txt
  9. Exactly what it says on the tin, I just reached chapter 9 (Eirika's route) and Garcia, Franz, Vanessa and Colm are ALL DEAD. And keep in mind that this is on NORMAL DIFFICULTY. I'm not even on Hard mode and I'm struggling this bad. I also promoted Ross into a Fighter but since Chapter 9 has a huge water area I'm regretting it. Kyle is promoted too and he's a Paladin. I got the Orion's bolt, and I'm probably going to use it on Neimi. But the point is, I made some REALLY bad decisions within the past TWO DAYS. And just when you thought it couldn't get worse... I forgot to put Ephraim's stuff in the supply convoy before he set out for Grado. Ugh, will my stupidity never end? The good news is, I have enough units to outsource them, but my point still stands. DEATH LIST Garcia: killed by Joshua while I was attempting to recruit said myrmidon Franz: Ballista... critical? Vanessa: Poor command decision left her in archer range Colm: While trying to get him to the western chest room in Chapter 8, an Archer was firing at Eirika. I thought she could serve as an ample distraction for Colm to sneak by. Didn't work.
  10. Hello all, A week and a half ago I released a completed 19-chapter romhack called "Heaven's Bloom." However, there are many things on the artistic side of the project which are somewhat beyond the scope of my talent, so I've come here in search of volunteers to help with a few aspects of this. 1. Mugs I've made mugs for all* the playable characters and major NPCs, but they're fairly sloppy splices of other FE assets, and they aren't 'clean' by any means. Additionally, minor bosses currently just have re-used FE8 mugs, and *two of the playable characters (Hands and Derruk) currently use un-used mugs from base FE8. I would ideally want all of these mugs to be re-done, while keeping things like hair / armour colour intact. 2. Maps For the prologue and chapters 1-9, I was working with someone who was really good at making maps look aesthetically pleasing. However, he got burnt out for the project, so the rest of the maps were done by me, and I'm much less talented in this regard; there's a noticeable drop in the visual quality of the maps after chapter 9. For this, I would want someone who can touch up these maps in the colour / shading department while retaining the current layout & terrain 3. Music This is probably the least urgent of my goals. I've written original music for much of the game, but sort of got burnt out and didn't end up doing everything - all the map & battle themes are done, but most of the cutscenes still have FE8 music. I know this is a spriter's forum so it's a long shot, but if anybody is good at composition and wants to send me MIDI files that thematically fit with the music I've written, I would not be opposed in the slightest. Anyone who's played the hack probably also knows that the battle palettes are also a bit of a mess, but somebody has already volunteered to take care of this, and they're doing a really good job so far. I'll be very grateful for any & all help with these aspects of the project! You'll be included in the special thanks section of the main thread & eventually the in-game credits screen. Just send me a PM so that I can make sure you're not working on the same asset as someone else. With that said, hope everyone's weekend is off to a great start
  11. Hello ! I've been working on a hack for some while, and now I'd like to do something I've never done before : Importing custom music to FE8. I know it's a difficult thing to do, and after having tried (and abandoned) importing music from various sources (Most noticeably games like Ib, Majora's Mask, FE9/10 and a lot of others), I wanted to know if it was possible to import music from other GBA games, or at least the two other FE. It would be on FEBuilder, as you can tell by the tags. Also, I can't afford to spend money on this, so if I need any other application, it should be free. I don't know if it's important (Probably not) but here's the list of music I'd like to import : So, is it possible ? Thanks for reading anyway, and, well, I hope someone out here will be kind enough to help me !
  12. I have been playing around with FE Builder and editing Fire Emblem 8. For the most part, it has been more straight forward than Nightmare, which is a win. I noticed that under patch tool there is a way to add custom character animations - similar to FE7. I would like to add a couple character specific animations into my mod. Problem: The top two patches Character Custom Animation Table Installer/Editor (shown below) will crash the game when any battle animation plays. I am also unfamiliar how to link up Event Assembler to FE Builder, so the button two Character Customer Animations are giving me lip. Anyone have any success at getting these character customer animation tables to work in FE8? Thanks much.
  13. Hi, I'm new to forums so I hope this is in the right spot and stuff. Anyway, I'm just getting into FE8 modding and specifically the Battle Palette modding. I want to change the way a necromancer looks in battle and his sprite and all that. I've checked around google and I couldn't find anything so I figured that I could post a topic somewhere. Can anyone direct me to a Battle Palette Reference Nightmare Module that contains a battle palette for a necromancer? or does that not exist. Thanks :D
  14. Alright, hi I'm MrGreen3339 and I'll be bringing you a screenshot LP that will also recognize a Japanese FE hack You're probably wondering "what in the world is Fire Emblem: Queen's Sword?" I won't blame you, you have to know where to look to learn about it. It's a WIP FE8 hack. Download the hack here: https://ux.getuploader.com/FE4/download/794 Here's some notes about this hack. It is set in Elibe, although it isn't linked to FE6 or 7 It uses a Str/Mag split and a skill system It features an FE5 style capture mechanic Custom music from various games is used, from old FEs to Advance Wars and even a Paper Mario 64 song. Without further ado, let's get started! As a fair note, all English terms I get are Google Translated. It will likely be the main humor source.
  15. I have just finished the first version of my Fire Emblem 8 gameplay reversion hack. This patch is meant to be applied to a US ROM. This hack will revert all the gameplay changes that occurred when bringing FE8 to the US (many of which are detailed on this page). A ton of things were changed during localization, but I'll detail some of the more significant changes below. Since there were so many things to change, a few things might have slipped through the cracks, and there may be bugs that I haven't caught yet. If you encounter any bugs or changes I overlooked, post a reply or P.M. me. I used FEBuilder GBA to make this patch. UPDATE 1.1 I've made some updates to the hack. Most of these involve boss A.I.: In chapter 5, Joshua will now attack Natasha if she's in range. In chapter 15, Caellach is no longer on a fort. He will also move to attack if a character is in range. In chapter 19, Riev will now move to attack if a character is in range. In chapter 20, Riev will now only attack an adjacent character (i.e., one he doesn't have to move in order to attack Update 1.2 Enemy weapon drops have been fixed. This should be the last version. Version 1.2 is available here. Previous versions: Version 1.0 Version 1.1 Among the many changes are the following: Weapon stats that were changed in the U.S. version were restored to their originals. Character growth rates were changed back to their Japanese counterparts. (Lyon's now suck. ) Character base stats were changed back to their Japanese counterparts. (Rennac's now suck. ) Enemy levels, level-up bonuses, and just stats in general were changed back to their Japanese counterparts. This is probably what caused the differences in Pablo and Riev's stats in the player's second encounters with them. Also, the monster encounters on the world map mostly have bosses at lower levels than the U.S. version--whether this makes their stats lower I don't know, but they'll probably give less experience. In Chapter 13 Eirika's route, Amelia joins at level 5 rather than level 4. Hard mode bonuses were changed to their Japanese counterparts. This should make the game more challenging... hopefully. Several classes had their stat caps altered in the U.S. version. These were changed to their Japanese equivalents. Many shops, especially some of the later Secret Shops, had inventory (or even just display order) changes in the U.S. version. These were reverted. The Pierce glitch was fixed. (Thanks goes out to Brendor for the assembly hack... whoever he is.) Gorgons used to fly. Now with the aid of hacking, they can take to the air once more! A lot of enemies had their inventories changed in the U.S. version, including several bosses. The U.S. inventories actually make them more challenging in my opinion. In particular, the U.S. version gave Javelins and Hand Axes to a lot of enemies that didn't have them before, gave a lot of Gorgons extra weapons, gave swords and bows to Rangers that previously only had one or the other, and equipped the Demon King with a different starting weapon. However, since these weren't in the original game, the patch gives enemies their original Japanese inventories. Several chapters had more unit deployment slots in the U.S. version. These were taken out. ... And many, many more! Incidentally, here are some things that were not changed: The Rapier and Reginleif still deal effective damage to Mage Knights. This was pretty clearly an oversight, so I decided to leave it as-is. The flickering of the Silencer skill is still purple, not red as in the Japanese version. Since this is a cosmetic change and not a gameplay one, I decided to leave it alone. Also, I can't find where the animation is stored. The text has been unchanged. Any translation/localization errors will still be in the game. So Neimi still knows Cormag somehow, and Garcia arm-wrestles himself. One final thing--Lyon's terrible growths may have been a developer oversight. They're identical to the "generic" growths seen on a lot of enemies, but those enemies typically use their class growths instead. I'm inclined to leave them as-is anyway, though, since he has good bases anyway, and he joins at level 14 in the Creature Campaign. Let me know if you want a version with the better growths. (Or hack the ROM yourself, it's not that hard to change.)
  16. So, I was discussing with some folks FE8's Summoner class, and how the Shaman's promotions could have been handled better. Basically, each of the three of us had a different idea for the ideal promotion options for Shaman. We're all satisfied with the Druid as it is, we're just concerned with the Summoner. Here are the main three arguments: 1. The Summoner is fine as it is. Basically, the idea that the Summoner is viable enough and interesting enough not to warrant any change. 2. Have Shamans promote to Sage instead of Summoner. Shamans would promote to Sage instead of Summoner. This change would come with a second major change: Sages would only be allowed to have one school of offensive magic. Monks who promoted to Sage would only have Light magic and Staves, Mages would only have Anima and Staves, and Shamans would naturally only have Dark and Staves. This sort of change isn't unheard of: Paladins lost access to Axes when Great Knights were introduced in FE8. I don't personally fancy this concept; it leaves the Shaman with two promotion options that are even more similar than the Druid and Summoner were, and it reduces incentive for Monks and Mages to promote to Sage instead of Bishop or Mage Knight, respectively. 3. Replace the Summoner promotion with a mounted Dark Knight promotion. This is the idea that I prefer: the Dark Knight would be a mounted unit with access to Dark magic and Staves. Its stats would be balanced differently than the Druid's: I'm not sure of the specifics, but most likely less Magic and Skill, but more Speed, though not by a drastic amount. These stat differences would be similar to the differences between Sage and Mage Knight. I think this would have been a good alternative to the Summoner because it creates a meaningful and noticeable visual and practical difference between the Shaman's two promotion options. However, it's worth noting that there are two classes that already exist in FE8 (Valkyrie and Mage Knight) which are fairly similar to this Dark Knight, so that might be reason for concern. I'd like to hear your thoughts on this, so respond letting me know which of these ideas you think would have worked best in FE8.
  17. This is my first serious ROM hack that isn't me deciding on one thing and working on it for 5 minutes and getting bored. The aim of this ROM Hack is to swap the characters in Fire Emblem - The Sacred Stones with the characters from Fire Emblem - The Blazing Blade (hence the name) I haven't made much progress but I have made decisions for who most of the characters will be swapped with. I plan on finishing this before I start university on the 18th. Here is a link to the spreadsheet in which you can see who I'm swapping with who, as well as the progress that I'm making. Any feedback would be helpful. Beta 2 can be downloaded here. The patch should be applied to US version of Fire Emblem - The Sacred Stones. The full name of my rom is 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan) All that I have left to do is add the movement sprites for the main characters and myrrh. Everything else is complete. Eliwood promotes into a Paladin or a Hero as I don't know how to add full custom classes. He promotes with a Knights Crest or a Hero Crest.
  18. So in a small hack I'm making for a bunch of my friends I wanted to change around the order of recruitment for some of the characters, but after 5x the game removes Ephraim from the party and adds in the character I replaced him with in 5x to the party. I've been using FEBuilderGBA for the bulk of the editing and I can't find any specific function in either the 5x Post Chapter event or the Chapter 6 Pre Chapter event that removes Kyle Forde and Ephraim so I'm at a bit of a loss. While it's easy enough to add the removed Ephraim back to the party I don't know how to remove the character who replaced him. So if anyone has any idea how to remove a character from the party or change which characters get removed at the end of 5x that would solve the problem I'm having.
  19. Hi all, To give some context, me and a friend have been working on a full romhack of FE8 for about a year. We replaced the prologue through to chapter 8, then decided we'd rather not deal with the hardcoded route-split stuff, so from there we've been working over the Tower of Valni (1-8) and the first two chapters of the Lagdou Ruins, with the replacement for Lagdou Ruins 2 being the game's final chapter. However, trying to load the epilogue from here seems to cause some issues. Here's my ending scene: I know that the ending scene loads properly because the background / text stuff all appears properly. MNC4 0x0 is the code found at the end of the normal game (21x) which loads the epilogue. When I save after this ending scene, the save gets written over saying "epilogue" as if it's working properly, but then instead of loading the epilogue it loads... the exact same chapter that was just finished. I don't think this problem is exclusive to Valni / Ruins chapters, since I tested by placing MNC4 0x0 at the end of one of my earlier chapters, and the same issue occurred. So I think the problem must be that the game doesn't want to load the epilogue while it's still in the pre-split Eirika's route? But I'm not sure. If anyone has experience with this or knows how to work around it, I'd greatly appreciate it!
  20. I've run into this issue whilst hacking FE8 on chapter 2, although I'm not sure if the chapter itself is the problem. So, when I load my units, everything is fine at first, as seen in this image: https://imgur.com/mWs7e2O But whenever I restart this chapter, (by using the in-game menu option) for some reason the cleric and the knight change classes to a knight and a paladin respectively: https://imgur.com/sw0q9w5 This doesn't occur when hard-resetting the emulator or resuming the chapter. (although the changes will be there if resuming after restarting the chapter) If it does mean anything, the two units in question here are being loaded using the LOAD2 command, as they had appeared in the previous chapter, where they were loaded using LOAD1 and below is the unit pointer bracket which they are being loaded in, along with the other two allied units, who appear to be fine. And when they change into the class, they retain all of their current stats and weapon ranks and inventory, so they don't appear to be loading as completely different units. I've attached the event script below, including the code where I load them in. For reference, the two units experiencing this issue are Gilliam (Sword Knight) and Franz (Cleric). Units: UNIT Eirika EirikaLord 0x0 Level(1,Ally,False) [1,14] 0x00 0x00 0x00 0x00 [Lightning, Vulnerary] NoAI UNIT Ephraim EphraimLord Eirika Level(2,Ally,False) [2,14] 0x00 0x00 0x00 0x00 [LightAxe, HandAxe] NoAI UNIT Gilliam ArmourSword Eirika Level(4,Ally,False) [2,13] 0x00 0x00 0x00 0x00 [IronSword, Vulnerary] NoAI UNIT Franz Attendant Eirika Level(1,Ally,False) [1,13] 0x00 0x00 0x00 0x00 [LightStaff, Heal] NoAI UNIT Enemies: UNIT Bone Mercenary 0x00 Level(5,Enemy,False) [12,1] 0x00 0x00 0x00 0x00 [IronBlade] AttackInRangeAI UNIT 0x34 Soldier Bone Level(3,Enemy,True) [4,7] 0x00 0x00 0x00 0x00 [IronLance] AttackInRangeAI UNIT 0x35 Mercenary Bone Level(3,Enemy,True) [4,8] 0x00 0x00 0x00 0x00 [IronSword] AttackInRangeAI UNIT 0x36 Fighter Bone Level(3,Enemy,True) [4,9] 0x00 0x00 0x00 0x00 [IronAxe] AttackInRangeAI UNIT 0x37 Archer Bone Level(3,Enemy,True) [4,10] 0x00 0x00 0x00 0x00 [IronBow] AttackInRangeAI UNIT TurnBasedEvents: END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies DefeatBoss(EndingScene) END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: END_MAIN ALIGN 4 BeginningScene: RELOAD(Units) //RELOAD = "_LOAD2 0x1 UnitPointer" ENUN LOAD(Enemies) LOAD(NPCS) ENUN ENDA EndingScene: STAL 50 MNC2 Ch3 ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data //Map Starts at B2C880 MESSAGE Events end at offset currentOffset Let me know if there's any other information I can provide.
  21. Basically, an FE8 PME, but I get the final say if I will implement the change or not. Keep in mind that I kinda suck at making custom portraits, but I can do recolors if I'm lazy.
  22. Planned Project Brand new classes! Brand new weapons! 10 arcs of fun! New tribes to be discovered! Brand new maps! Brand new charcters! Get Involved! My email - ethanbrooks13@gmail.com Discord Topic - https://discord.gg/u8BFwM6 FE Universe Post - http://feuniverse.us/t/fire-emblem-tales-of-the-stones/3692 My discord - ethanb2309#5114 UPDATE 02/06/18 The game is progressing and it is ready to release, however we have two massive glitches that are preventing the game release. As such we cannot put the rom out until they are fixed. I am hoping that it is resolved soon, but if anyone would know to help or can recommend places to go to it would be really appricated! UPDATE - 30/05/18 The game is coming along nicely, I would like to thank my wonderful team for sticking with me and we just need to finish items and do a test run then the game will be ready for release! As such anyone who is intrested in playing should get in contact to secure a place, you can reach me through the details provided above. In the meantime please enjoy this sneak peek of the first boss and map for the game! UPDATE - 19/05/18 Apologies for not keeping the topic updated, however I am happy to announce we are still developing the game! The first version that me and my team is planning to release will be out soon, we are just doing finishing touches like item icons and class stats. In the meantime anyone who is willing to help would be appricated, and I thank my current team for sticking by the project. To keep you intrested here's some details and screenshots. Plans for Fire Emblem Tales of the Stones V1.0 release. Three brand new classes to the fire emblem series. 4 exciting maps to play on. A fully fleshed out narrative. New items and weapons! ORGINAL POST On the distant horizon... a new Fire Emblem fan game is coming on your computer! But it (HOPEFULLY) won't take a year of no news like Nintendo, this game is set 15 years after the events of FE8 and follows the events of a young merc who has to flee Grado and unite the nations to take back your homeland! Here's the details - -A Fire Emblem game that is divided into 10 arcs! -All new charcters and classes that will be available to you! -A BRAND NEW! AND ORGINAL STORY! -Meet new friends, and old ones turned foes. -And discover new people and places that weren't known of Magvel 15 years ago! The game will be released in updated patches based on Arcs, Arc 1 should be released within the next two weeks and a delay at most of a month for new game arcs. I hope you will all look forward to this game, and please use this topic as a discussion point. I hope you all enjoy it! Also anyone who can contribute in any way would be appreciated as this an ambitious project and you will all be credited in the games credits and any future posts!
  23. Hey, I need a few sprites for a fan game I'm working on, anyone who can help please get in touch/reply. Here's a list of sprites needed. (The game is from the GBA era so GBA sprites only please!!!) 5 Lord Sprites, one modelled after an archer, light mage, mercenary, pirate, sage, and wolf. A reworking of the wolf sprites from FE8. Thunder, Wind, Fire, Light and Dark Mage, Sage, Archsage. Lancer. Marshall. Trueblade. Custom sprite that looks like Diviner/Onmyoji. Custom sprite that looks like Arcanist/Cantor. Custom sprites that look like Ninja, Master Ninja and Whisper. Strageist/New Valkyrie. Medic, Doctor and Nurse. Damsel/Consort Reaver. Hunter, Clawman, Ripper. Saint Anyone who is able to help I will be greatful to, and will be mentioned in games ending credits. Also if your intrested in the game, or able to help in any other way/know anyone who can, the check out my topic in concepts, Fire Emblem Tales of the Stones. https://serenesforest.net/forums/index.php?/topic/83172-fire-emblem-tales-of-the-stones/&page=2&tab=comments#comment-5206094
  24. So for a small project between friends I'm working on, I've replaced Moulder with Ephraim for reasons and now the Chapter 2 cutscene softlocks the game just before the last line of dialogue where Vanessa speaks then flies off to the right. The game has no issues proceeding as normal if the cutscene is skipped, but I would really prefer to fix it so it doesn't softlock. Is there anyway to solve this problem?
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