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  1. Hey guys :) it has been a long (emphasis on the long) time since I've done any spriting in the FE Style, so here I am posting all the content I'm making and I would love to see the feedback. Izuku Midoriya (Alias: Deku | Class: Fighter) Naruto Uzumaki (Class: Jonin (Similar to a Mercenary) > Class: Hokage (Similar to a Hero/Promoted Lord) Next: Sasuke Uchiha (Class: Rogue (Similar to a Myrmidon) > Class: Wanderer (Similar to a Swordmaster/Promoted Lord)
  2. So I recently made these sprites and I just wanted some feedback on them to see how good or not so good they are. Image 1 Image 2 Image 3 Thanks all feedback is appreciated.
  3. So, I've made my second custom gba mugshot, but I don't really like the way the armor looks. Anyone got any tips? Feel free to express your opinion, I'll only hate you slightly.
  4. Hey everyone! My name is Chu, and I'm a recently converted Fire Emblem fan. My friend and I have been hard at work over the past few months on this project. It's what it says in the title: the Fire Emblem tactical experience ported to online multiplayer. This isn't a super trimmed-down version like the Link Arena; instead, think online simulators like Pokemon Showdown, but for Fire Emblem. The core unit and turn-based gameplay remains the same. Grab a friend and fight to the death! Please keep in mind that we're still actively working on this, that it's a very early (hopefully working) beta, and that there may be bugs. Link to website (more info!): http://chudooder.github.io/FEMultiplayer/ Link to github repository (fork us!): https://github.com/chudooder/FEMultiplayer Link to releases page (download links!): https://github.com/chudooder/FEMultiplayer/releases How to play: Mouse, Arrow keys, Z = accept, X = cancel If you want to set up a team before you battle, you can load up the client and go into the Team Builder. You can also save and load existing teams using the corresponding buttons. One player needs to start the FEServer.jar server, which is in the .zip you download. The host will have to port forward on port 21255 (TCP/UDP). Both players can then start the main client and connect to the server. (The displayed IP is your local IP, so unless you're doing LAN play, use your public IP: http://www.whatismyip.com/). TIP: The server host can connect to a server on the same computer by using "localhost" as the ip. The remote client has to use the server's public IP. Once both players ready up, then finalize their parties, the game will start. Game modes and server configuration: Map is the level you will play on. We only have two right now. One might look very familiar to those who play certain ARTS games. dota Objective is the objective of the game. Rout = kill everyone. Seize = kill the opposing Lord, or get your Lord to their throne/castle. Some maps only support certain objectives. Max units: I would leave this at 8 for now. Otherwise, it limits how many units each player can have on their team. Modifiers: Craaaaazy stuff. Throw common sense out the window and put in special conditions to fight under. Hover over the modifiers to find out what they do. Pick Mode: Change between free-for-all unit selection and tactical drafting modes. I also want to give a big thanks to everyone at SerenesForest, FEPlanet, and all the other Fire Emblem resource websites. Getting the sprites for the game was important, but it was also a lot of work. Thanks to the efforts of the many people collecting GBA sprites, we were able to spend more time coding rather than painstakingly extracting emulator images. We hope you enjoy! - Chu - Jedyobidan Screenshots:
  5. I always loved the battle sprites in the old GBA FE so I thought I'd try making my own, I haven't made any "new" ones yet but for my first; Edit: I think I screwed up with the links is it making you guys download them? cause thats not supposed to happen (sorry new to this forum) I started with modifying the female sage basic battle animation to remove the cape: FE Female Sage animation without a cape.-20170807-142956.piskel And then I did my best to make it look like princess zelda from legend of zelda, FE Female Sage Princess Zelda-20170807-142640.piskel I'm sure someone has done this before but I thought i'd try it. Any constructive criticism would be awesome! Thanks!
  6. HELLLLLLLLLLLLLLLLLLLLLLLLLLLLLOOOOOOOOOOOOOOOOOOOOOO AAAAAALLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL!!!!!!!!!!! sorry I would love so much if anyone could provide me with a randomized ROM of FE 6, 7 or 8... but is HAS to be a .gba file as the only GBA emulator I will use is gba4ios on my iPad. If any one could do this i'd be ever in your debt. I won't be licking any toes though ;)
  7. Hello everyone! I have a question about save files and emulation and any help or insight would be very appreciated! Thanks in advance :) I'm doing an Ironman playthrough of Sacred Stones hard mode (playlist here if you're interested: With a suspended mission saved, I can't practice on this file or cartridge now because my understanding of the save system is that once you start another instance of a chapter or save file, you lose any suspended data. And I definitely want to practice the coming chapters for the next session, so there won't be a bloodbath haha. The obvious solution is for us to just meet up again, finish this chapter, and open up the cartridge again so I can practice for next month, but this got be thinking... Is there a way to create save files for an emulator of the GBA fire emblem with specified character stats? I've heard of something like this for Pokemon games, and wondered if it is possible or already exists for FE. Thanks for being my favorite community! -Vaughn
  8. I'm looking into buying fire emblem gba(2003) I've dealt with having to do research to make sure gba games I buy are not fake (pokemon) but the 2003 fire emblem is a lot more expensive, making to more annoying to think you found a good deal, I found this one without a label for $25, but I am unable to tell without the label since I check for the indented numbers, I know there is a way to tell with the screw on the back but I'm not 100 percent sure. I know I can just get a fake one for a lot cheaper but i'd rather have a real one that will also work way better.
  9. Hey folks! I've been quite busy with my new job and haven't been able to work much on rom-hacking or my little merc-dude. I have been, however, been able to make nifty little fun hacks with a few wacky changes to the games balance and found that randomizing these is actually really fun! (turning the slim sword and lance into devil weapons for an example. Have fun pegasus knight Lyn that only spawned with a slim lance!) The only thing that's been bothering me is fe7's lack of female classes and a male healer. Te lack of male healer doesn't bother me much, since I still get plenty of variety in my male units, but the women have very little variety, especially in the early game! They can only be Archers, Lyn lords, Peg knights and mages for offensive classes and clerics, troubadours and dancers for support classes. That's pretty shitty for me since they almost always fill the same role as a dude when in offense. It gets a little better for pre-promotes, since they also get swordmaster, wyvern lord and paladin but I find it silly that I can't randomize it so they can also have myrmidon, cavalier and wyvern rider. At least that'd allow me to edit those classes into something else that I might want more. As of right now, there's little variety in female classes in fe7 and fe8 isn't THAT much better either, especially because of the silly generic palettes (plus, I just like playing fe7 more.) and it's not like I can edit many of the classes into something different because there's not many of them to start with. What bothers me most is how many unused classes are in the game's code as well. (fem merc, myrm, knight, cav, shaman, and their promotions) So I got to thinking. "If I could randomize this into including unused classes that aren't in the (I'm guessing) original "randomization table", would I need to alter something in the rom using nightmare, make my own randomizer that includes these classes, or both?" Also, I'm using this randomizer: https://serenesforest.net/forums/index.php?/topic/55809-universal-gba-fe-randomizer-v10/ Cheers in advance for any help folks! Update on the animation coming this next weekend!
  10. This is my first post here on Serenes, and I might have just missed something obvious, so I apologize if this post is a needless one. I've been learning how to do a hack for a little while now, and I wanted to figure out how edit what happens with the Fallen Text loaders. From what I understand it checks the event IDs for specific dead characters and runs an event that shows a conversation and frees up that event ID. It doesn't look particularly difficult to edit, but it seems really time consuming. Has anyone made a more efficient way to do it?
  11. Howdy! I few years back I animated stick figures. It was pretty fun and i was in a nice little community (fluidanims before it merged with stick page and indeed a little after that) but I never got too good at it. I was always mediocre at best. Now I'm trying to not only unrust but also become better. I figured that spriting would be the next logical step (since I DO wanna develop games and all) so I'm trying to make a few battle animations for the GBA FEs. All of these "rigs" are done in flash. I'll start the actual spriting soon. Update on the Mercs that I feel should be out of a spoiler! I fixed up their stance because it looked rigid and dead so now they rest their hand on the hip and OMG THEY MOVE!!!11! I know there's a pixel or two missing from the tasset (hip/thigh armor) but I'll have it fixed on the next update, with, hopefully, the full attack animation. The reason for A and B is the way they shrug. In A, I just followed what Hector does in his crit animation, and stretched their chest up. I eventually decided that this might look a little awkward and did B, in which I stretched the abdomen instead, which makes it look much more natural in my opinion. What do you guys think? [img=http://i.imgur.com/Dd2HeGz.gif] (if the gif doesn't embed here, i don't know what to tell you. It doesn't appear for me either but it's there just fine when I preview my edits for some reason.) I'm still not sure whether that's part of the crit or normal animation but I'll work on it. The attack animation is already being worked on and I honestly don't know whether this should still be a merc or not. Mercenaries are fast and have good overall stats but I was thinking this class could be a little slower and maybe have a little less skill in exchange for a boost in strength, con and defense. I was also thinking that they might get axes but if I do decide to make them a different class I might not want them to be too "heroic". I was also thinking of having their promotion be capable of using light magic as a sort of "more fantasy-esque paladin" (you know, like in wow and DnD and all that.) with all of the monster slaying and light magic and bulkyness and all that. Still don't know. The only thing I know is that the promotion will be as tall as the berserker or warrior and have a massive sword. Maybe not Yeti's Zweihander big, but big. I'll move on to more/new classes soon enough. I want to complete the sprites for this one. PS: This thread will be updated as I make more animations but for now this is all!
  12. I'm probably not going to get a computer for a while, and since I got GBA4IOS to work, I want to know how I can play GBA hacks in it. Preferably FE8 hacks. Most downloads have to be patched onto a normal file and I'm not sure how to do that.
  13. Hello! I'm new to the forums here, so if I mess up anything or do something wrong, please let me know. Anyways, I need help recreating this sprite: (This was the best quality I could get btw) It was made by Oracle_of_Fire on another forum, but the original has been deleted unfortunately. The video I found it in can be found here. I would be EXTREMELY grateful if you could recreate the talking and blinking sprites also. Thanks in advance.
  14. I was wondering how do you make unique weapons in FE6, 7, and 8. I wanted to know because I was thinking about giving these weapons to enemies to make FE6 and FE8 more harder (especially FE8).
  15. ****WARNING!! YOU'VE FOUND THE GREAT TEXT WALL OF PORTUGAL! TURN AWAY NOW IF YOU DISLIKE READING!**** So I've been checking out some topics about weapon weight and a lot of people seem to want it back (me included. Build system plz.) but a lot of others seem to not want it. I understand their concern especially on the Constitution system of the GBA era, but I think that the problem isn't so much the system's design, but the amount of realism GBAFE has. See, it has enough realism to tell you that women are weaker and smaller than men, which, for the large majority of the world, is true. But it doesn't have enough realism to tell you that there's a shit-load of different types of axes, a shit-load of types of spears, a shit-load of bows and a mega-fuck-ton of types of swords. I mean there's a LOT of swords. I was giving this some thought as I was working on adding these "sub-types" to a GBA game as a bit of a "rebalance hack" and was going to base it on the classes in question. Think about it. Let's use infantry sword classes in GBAFE as an example. Thieves are the lightest and weakest ones. Least suitable for combat. They appear to use daggers in combat. Myrmidons and Lyn appear to be the average build for an actual human being. They strike a neat balance of speed and strength. Not too much strength and a lot of speed, but a nice strength cap as Swordmasters nonetheless. They appear to use saber-like swords in battle. (though the Myrmidons have straight and apparently double-edged swords) Eliwood/Roy/Eirika appear to be average sized as well but they focus more of finesse than raw strength and cutting motions. They use Rapiers, and it's a fact that you need less force to stab something that to cut through it. Finally, the heaviest kind of infantry sword class is the Mercenary. They have balanced stats all around but you'll notice that when it comes to swordsmen, they are the strongest of the bunch. Gerik and Deke sit at a really good 13 con which makes them HUGE when you take 8 Con as the average person (judging by artwork) Raven and Ogier seem a little small in comparison and Harken does too to some extent at 11 con promoted but he's still larger than average. Echidna only has 9 con promoted but she's a woman so she's still larger than average. They are also the hardest hitting ones (barring crits) with strength bases, caps and growths larger than the others. They appear to use Greatswords/Longswords (art style makes it seem like a weapon as large as yourself isn't even all that) and promoted heroes kinda just use the same sword but in one hand. Keeping this in mind, what if the different classes straight up just used different types of swords (Daggers, Sabers, Rapiers, Greatswords, etc...) and each were catered to each class's needs and strengths. The spoilers contain my older ideas. This is my rather small-scale research based on youtube channels like Skallagrim, Scholagladiatoria, Metatron, Lindybeige and others, as well as my own search through HEMA websites such as wiktenauer and some thorough googling. PLEASE PLEASE PLEASE CORRECT ME ON ANYTHING THAT YOU SEE WRONG. Also, please provide sources if you'd please. **Greatswords** Pros: -Ridiculous power due to the mass in the blade. -Versatile. They are faster than they would seem, are good at both thrusting and cutting and are good primary weapons, unlike virtually any sword that is shorter than it. -Half-swording makes them surprisingly good short-range weapons. As if they were a shorter spear. -Massive crossguard and the second set of quillons makes them REALLY good at parrying. -The Japanese Nodachi in particular was used to counter horsemen by sweeping at the horse's legs AFAIK, so it seems appropriate that the other Greatswords would be good for it as well (unless they are thrusting oriented swords). -The range, agility, power and good defense of the Greatsword makes them the best sword for countering spears. The way they were (suposedly) used against pikes suggests that they might be well used to counter spears. Not as good as other Polearms, but then, Greatswords are sort-of sword-shaped polearms anyway. -Range. HOLY SHIT RANGE. -Much like two-handed Cutting Polearms (like the Dane Axe), they can defend narrow passages by simply blocking an entrance. -Can use longsword techniques which makes them good dueling weapons (as the longswords were). -They look badass. -Pretty good 1 on 1 weapons. -The Mordhau (In english: "Murder Stroke") makes them decent at combating armored opponents. (In essence, you grab the BLADE of the sword with both hands and slam the crossguard/pommel onto your opponent, effectively turning the sword into an improvised warhammer. Not as good as an actual warhammer, but decent enough. Perfectly safe as well if you know what you're doing. Not exclusive to greatswords (longswords dit it as well and you COULD do it with the others, but Greatswords/Longswords/Arming swords did it better in general.) -As long as all opponents are in front of you, the greatsword is great at holding multiple foes at bay, since no one wants to get in its range, and they kind of HAVE to in order to attack the swordsman. (unless they have polearms, bows, or greatswords themselves) Cons: -While lighter than thought by the general public, still pretty hefty for a sword, and as such is pretty hard to stop a swing. As such, followthrough cuts should be mostly used instead. -Actually require a lot of training. More than longswords I would argue. Maybe I'm wrong though. Still, a lot of training. -Not exactly the easiest things to carry around. Then again, most primary weapons weren't easy to carry and would have to be discarded (even if temporarily) if a secondary weapon became more appropriate. -Require a LOT of room, and as such can't be used in tight formation too effectively or in tight spaces (corridors, etc). -Expensive to make. A lot of steel in there. -Still not as good at hacking as a pollaxe or dane axe, not as good at thrusting as a spear and not as good at blunt force trauma with the mordhau as a warhammer or even as an axe. -Exclusively two-handed so no shields allowed. -While half-swording makes it better than most polearms at close-quarter fighting, it's still worse than a one-hander if the foe is within arm's reach. **Thursters**(Rapiers, Estocs, Smallswords, etc...) Pros: -While just as heavy as any other one hander, the point of balance is REALLY far down the blade.(like almost on top of the crossguard) -Relies more on stamina(slow twitch muscles) than strength(fast twitch muscles). -Thrusting takes a lot less effort to pierce soft armors like gambeson than cutting does, which means, again, less strength required. -While it's unusual to see rapiers paired with shields due to the dueling nature of the weapon, it's a one-handed weapon so it CAN be paired with a shield if need be. (Excluding the Estoc, which I'd group with the rapiers for the purposes of this hack.) -Thrusts are harder to block with a weapon than cuts and in my (inexperienced and probably somewhat uninformed) opinion, just as hard to block with shields as cuts are. -The hand is VERY well protected. -Blade as long as a longsword's, weight of a one-hander, magnificent point of balance, profiecient in the hardest maneuver to block and amazing hand protection means it's basically the perfect melee weapon for an (unarmored) duel. (When not against a spear. Those are OP as shit.) -Stupidly easy to wear. Like most swords were. -The blade being so light makes it easy to redirect for feints. -The Estoc actually was an anti-armor weapon. It was basically a really long spike with a longsword hilt/crossguard. Cons: -Just as likely to lose to spears as any other sword shorter that a greatsword. -Reliance on the thrust rather than being a "cut-and-thrust" weapon (though it can still slice. It just can't hack) makes it predictable at times. -Built around dueling and self-defense, which means it's not well suited for war or skirmishes, in which people are likely to be wearing at the very least gambeson (which for the rapier might not be THAT bad) and varying levels of hard armors. (which basically counters it as well as most swords). (Again, exclude the Estoc.) -Built for taking on one opponent at a time (DUEL) so fighting multiple people with it is hard. (Though, fighting multiple people is hard in general) -Light blade makes it hard to block/parry/deflect heavier weapons or particularly strong swings with unless done basically flawlessly and with the "strong" (lower half) of the blade rather than with the "weak". (upper half) -Despite what Fire Emblem tells you, actually REALLY WEAK against both armored units AND cavalry. (Dat Estoc Tho.) -The Estoc in particular, was a sort of "two-handed rapier" which, while useful if covered in steel, is two-handed and therefore does not allow a shield. -The Estoc also has the weakness of not having an actual edge. Again, it was a really long and slender spike with a longsword-like handle and cross-guard. -The rapier is really light so you can "beat" the blade to the side pretty hard (unless you miss,lol), which lets you move in without getting skewered. **Backswords and Sabres** (I previously referred to this category as just sabres) I'm considering backswords to be any single edged, one handed, cutting-oriented straight sword. (Falchions; the ACTUAL Claymores, which were one handed basket-hilt swords; some viking swords; some Dao; etc...) Also, I'm considering Sabres to be any CURVED single-edged sword. (Messers, Cavalry Sabres, Katana, some Cutlasses, some Dao, etc...) Pros: -The Sabres slice like a motherfucker. (slice, not cleave.) -The Backswords cleave like a motherfucker. (but don't slice as well as a sabre.) -Since the Backswords cleave well, they also apply really good blunt force trauma to things they can't cleave through, like some Gambesons and basically any mail. Kinda just skid-off plate, though, as do most if not all swords. -The sabres are better for cramped spaces such as alleys since the sword's curve makes it take up a smaller "length" of space. I think I might need a drawing to illustrate this. -The Sabres can work around stuff like shields using thrusting techniques, due to the curve. (Short note: according to my research sabres should have a little less might but higher hit rate and vice versa for the backswords.) Cons: -BAD against armor, as it counters basically any cutting sword. -More often than not, a heck of a lot shorter than thrusting swords like the Rapier. -The Sabres HAVE to use the finnicky thrusting techniques on enemies that don't have a shield as well because the curve means that you have to curve your stabbing as well. **Daggers** (They are not good for combat. Only used historically as finishers, after another weapon did the brunt of the fighting. Thieves are still gonna be a utility class rather than combat.) Pros: -There's a shit-load of types of daggers. Thursters like the Rondell Dagger and Slicers like the Baselard, and even throwing knives. This means variety. Cons: -Yes most of the kills against armored units came from daggers but that's because there was another big armored dude subduing the first one to the point where he could pull up his visor and jam a dagger in his gullet, or they were wrestling. -Yes Rondells are the best Daggers to use on armor, but again, the victim would basically already have to be subdued or you'd have to be wrestling. -Yes throwing knives hurt... but they can't pierce even soft armors like Gambesons, aren't always guaranteed to hit with the blade unless you are a god at throwing from all ranges, and, finally, even if you do hit your opponent in an unprotected area, IT WON'T GO DEEP ENOUGH. It won't cause a severe enough injury to even immobilize a limb let alone actually kill someone. It CAN kill someone, if you are incredibly lucky, but it can't kill someone reliably. -Range. I mean really, don't bring a knife to a swordfight. Or rather, do, but have it around JUST IN CASE. **Broadswords"" Pros: -Average at everything. There doesn't appear to be any real weakness to them. Better range than shortswords an daggers, effective strikes, alices AND thrusts, allow for a shield... Cons: -Average at everything. There doesn't seem to be any specific advantages to them. -They can cut, but, unlike Backswords and Sabres, generally isn't gonna lop off limbs. (unless you REALLY power your cuts and/or your edge alignment is godly.) -They can thrust well enough, but don't have as much range or point control, both of which give AMAZING advantages to thrusts, as the "rapierish" weapons do.
  16. Heya folks! I'm having a bit of an issue changing character's recruitment around. Like say, for an example, imagine I want Isadora and Marcus to swap places, how would I go about it? I've tried to go to the individual chapters they join in as a test and simply changing the character number that is "loaded" but when I tried to go on Eliwood's route that way Marcus joined instead of Isadora and he "joined" as a green Unit. I've also tried to simply go on the character editor and changing Isadora's Character number to Marcus' and vice versa but the Isadora was the one to join as a Green Unit. Help?
  17. I was watching an episode of Mangs Fire Emblem 6 Pick My Edits run and I saw that their was a mage that had a Grafcalibur tome instead of an Aircalibur tome. I was wondering how do you change the name of weapons in the GBA series and if so, what program do you use to change it? I would really like to know.
  18. So I have a question. I've been trying to change map sprites around just to learn how to do it and I've done so properly now but... the animated map sprites have a list of the classes there to tell you which class you are altering. [img=http://i.imgur.com/udNLhUI.png] but the standing sprites do not. [img=http://i.imgur.com/AF5ASgp.png] I figured "whatever, I'll just use the list from the animated ones on the standing sprites and it should be about right" but it's not. Example: the female mercenary is the 0A on the animated one but it's actually 07 on the standing sprites (I figured it out after a little experimenting) but is there a way to know which is which without spending an hour or so trying to figure out which are which? Thanks in advance!
  19. Hi! I've been attempting to make a fun little romhack where I basically just dick around, changing people's classes and making dumb "Balance changes" to make the game (FE7) a little more fun for myself. In the process, I "added" (edited the peer and others) the female myrmidon, female mercenary, female brigand and a nifty little mage class and gave it to a few of the characters. My thing is that should I ever feel like randomizing this for extra fun, these classes are never going to be randomized themselves (keep in mind that I'm using the universal gba fe randomizer). Given that my knowledge of romhacking extends to Nightmare, FEditor and changing palettes, I would have no idea if it is possible to randomize them and if so, how I would go about doing it. I was thinking that perhaps there was a particular attribute in nightmare that the "usual" classes have that the others (like the peer) do not have but I noticed nothing of note. The one thing I did notice was a certain ***UNKNOWN*** attribute that most classes had a value on but stuff like the peer had a 0 value on it. However, while the mercenary (F) also had the 0x00 value attibuted to it, the female myrmidon, shaman and druid (all of which are unrandomizable as well) had actual values on them, so I guess that's not it. Plus, the values were going up with every different class so it didn't appear to be related to that at all. I'm asking this because Klokinator made a "fixpatch" for fe7 for a different randomizer and now he made one for fe8 for the universal randomizer that apparently make those classes randomizable (as long as he edits them in a specific way) but I don't think he's done that to his FE8 fix patch yet and I'm pretty sure after a several tries that the normal fe7 fix patch does not work on the universal randomizer. Any thoughts?
  20. Hello FE community, I am a fairly new member to Serenes Forest. Fire Emblem Recreation is a project I started independently last summer which I have worked on on my free time. Fire Emblem Recreation will be an open source java engine for Fire Emblem. The goal is to make it easier for the community to work together and add whatever they want to their fan games. Since you can play around with the source code, you can add anything to the games. Smarter AI, new victory conditions, new map elements, pair up, and so on. The only limiting factor is the ability of the programmer. The code is far from finished. Hell, there aren't even battle animations or dialogue. The reason I am sharing the engine at this stage is to allow others to use what I have made, because even though I plan on working more on it, I don't have much free time. Even at this early stage, modification is extremely easy. One can change the terrain of a map (but the appearance needs to be changed separately, lol), add enemies, classes, and items by simply changing a text file. Of course, new functionalities and mechanics need to be programmed in. Anyways, on to the good stuff. Here is a link to a google drive folder with the source code: FE_R_Google_Drive . Go wild. The to run the code simply run the class file, FE_R_Main.class . I use Eclipse to work on java, and Eclipse has a different way of organizing the files so I simply rearranged them to run normally on a separate folder. Feel free to ask questions on how it works, I will gladly respond. I will also try to make a list of instructions on the basics soon, but don't let that discourage you from asking a question. Of course, if you improve the code share your work in this topic. Happy coding.
  21. So I found this sample class sheet as part of some sort of art competition on Pixiv: http://www.pixiv.net/member_illust.php?mode=manga&illust_id=37333486 And 1) I wanted to share it because it's cool (the character designs are really cute and cool IMO), but more relevantly, 2) there are some classes here that I'm having trouble identifying, and I wanted to know if anyone recognizes them, or can potentially translate the kanji on them (I wasted about 20 minutes looking at a list of kanji and trying to identify the characters so I could search them on the FE wiki OTL). EDIT: We've identified them so might as well fix the OP. With those questions answered, I leave y'all to enjoy the fanart and discuss, I suppose.
  22. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  23. Hey y'all! So, I believe the topic title says it all, but I'll elaborate here. So I bought an actual GBA cartridge of Blazing Sword and I lent it to my friend months ago and he's been playing it regularly and he'd come over and I'd watch him play it, and all that jazz. But everything was fine until a few days ago, he came over and all of the save files were deleted. He played the game that same day with the files intact but just in the span of a few hours all three save files were gone. Thankfully I didn't have any personal save files on it, and he was three chapters away from the final chapter, and I still had my save of the final chapter on the Wii U virtual console, so I showed him some cutscenes online had him play the final chapter, THANK GOD! Cause that way was better then things being anti-climactic. But I was really wondering what could have done that and if anyone else had any experiences like that in any of their FE GBA games? I looked a little online and I think the obvious answer would be the battery, but I thought Nintendo fixed that problem with the GBA. My Pokemon Sapphire and Emerald both had their batteries run dry and they can still save (they can't tell time but that's... that's another topic). Also the support log in my Blazing Sword is still intact. It even kept the supports that my friend got on his play through. So that's everything I got to say! Looking forward to what people have to say... that is... if people see this... THANKS!
  24. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  25. Can anyone provide some sprites of dinosaur-mounted units? I was thinking of this: Brontosaurus Rider: Lance + Anima T-Rex Rider: Sword + Axe Raptor Rider: Sword + Bow All I need are some sprites and the animation script. Thanks!
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