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Found 5 results

  1. I would Like to Preface that I'm hacking FE7 and that I have already repointed to Class table So, I've been having some trouble doing exactly what the title says, associating moving map sprites with a custom class, along with a couple of other problem related to custom classes, easily broken down, they are as follows: 1. In nightmare, when I try to add my custom class number to a class list(say, adding 0x65 to the Class List.txt) I find that it shows up in Class editor, and only Class editor, not even Character Editor, which is in the same folder. Am I doing something wrong? and how do I do it properly? 2. Using GBAGE, I have written over the Peer standing and moving animations with my own custom map and moving sprites. The moving sprite went fine, but I had to repoint the standing sprite, does this have any impact on how nightmare associates the peer with it's repointed standing sprite, or no?(as in, does night, mare still point to where the old sprite is, or where I repointed it to using GBAGE when I imported a Bitmap) 3. when I open nightmare(specifically the Class editor) and scroll down to my custom Class (0x65) I notice that there is a option for choosing the standing map sprite of the custom class, but none for choosing the moving map sprites, how should I go about associating the moving sprites with a new class? That should be it for now, I will add more questions relating to this topic whenever I get the chance. Note, Currently, problem number one is the one Im trying to solve the most, as I know ignoring it now will lead to me beating my head against the keyboard at a later date(though that is not to say that my head has not already made contact with the desk multiple times) Thanks in advance!
  2. So after repointed standing map sprite table at 0xb2a610(free space), I inserted a custom map sprite at B2AE10(0x6B). And this happens... It only displays a shadow. I'm sure that map sprite itself works perfectly fine in other games. So I guess it must have something to do with hex. I already changed all these address 26706 2678A 2680C 26C68 27250 27B96 27C82 27D30 27DF0 27E84 27F5A 2804C to FF. But it didn't seem to work. Please help :( Edit: Never mind I figured it out lol Edit:Solution After use Standing map sprite editor in nightmare, open your rom in HxD, go to the address of your repointed table, to the address of that map sprite, you'll find it displays like 02 FF(unknown number) 01 FF(size 16x32) B4 C9 B2 08(graphic address). Change FF to 00 to solve the problem. (Don't know if csv have the same issue though)
  3. Trying to import map sprites from FESS into FE7 and after following Arch's tutorial I managed to get the standing and walking sprites working, but when i move the cursor over the unit it shows some other class's animation (the last unit I moved the cursor over) and I cant figure out why. Screenshots for more details and any help you can give would be amazing, thanks.
  4. I thought I followed Ultimate Tutorial to insert a new background but it messed up pretty bad :( I repointed both the graphic pointer and palette pointer to free space but it still ended up like this. No idea how to solve it. Please help.
  5. So I'm trying to replace the trainee soldier/fighter sprites with Eliwood/Roy respectively. I have their sprites ripped from their respective games, but I have no clue where to go from here. I went to the trainee fighter's pointers in Nightmare, and replaced the standing sprite with Roy's in GBAGE, but nothing has changed. I've also replaced the trainee soldier's standing sprite with Eliwood's, but again, no dice. Also, if anybody could point me in the direction of a tutorial on how to change their names, that would be great. I found a free space at offset 00B8EE10, and inserted Roy's standing animation there using GBAGE. I checked in HxD to make sure that it had been inserted. Then, I went to Nightmare, and repointed the trainee fighter's standing sprite to 0x8B8EE10. I made sure to change the size from 16x32 to 16x16 as well. Now when I load into the game, it just resets the ROM.
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