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  1. The jist of it is that I cant scroll through the dropdowns when trying to change a characters class. More specifics below (also first post from what i can remember so dont kill me) So im doing a “randomized” run using the GBA randomizer and when i try to use Nightmare to change whoever replaced Roy into a Lord (and also into Milady but thats not the problem) I find that i cant scroll through the dropdown for changing a characters class. Since the Lord is at the very top either the character is randomized into a lord by default or i go for great lord (which i dont want to do as Milady deserves all the levels).
  2. So, I opened up the Nightmare modules for FE11 and poked around in them again, and was swiftly reminded of why I stopped to begin with. The stat values given in the editor don't make any sense and don't seem to correlate with the values listed online in any meaningful way. I was wondering if anybody here had the "key" to converting stat and growth values between regular, comprehensible numbers and whatever bizarre cipher the numbers are hidden behind in the editor. Thanks so much for your time!
  3. I've been playing around with Nightmare, and I noticed that the Battle Pallet Editor Modules were missing from the FE Shrine download. After looking around I've been unable to find them anywhere. Does anyone know where I'd be able to find them?
  4. I’m making a Fire Emblem 8 hack where every playable character is a recruit, but I’ve run into a problem. I have Seth at level 10 as a recruit, but when I go to the next chapter I’m not getting the screen to promote him. Is there a way to fix this?
  5. In Nightmare, you can give certain units the ability to dance using the class and character editor. However, whenever I dance with said character, the game freezes and never loads out of the battle screen. Suggestions?
  6. Which version of nightmare should I use? keep in mind I'm completely new to ROM hacking.
  7. First of all, sorry for my poor english. I am doing a rom hack for sacred stones where I am changing each character's class through nightmare, I know that every class is set in the first chapter a character appears, but I don't know exactly where are the creature campaign characters "first chapter" seeing as how they join after you "achieve" certain things. I have read somewhere that the creature campaign characters are given through events, but I don't know exactly how to change events in nightmare, so I would like to ask if someone can please explain me how to do it.
  8. I am adding new characters to Fire Emblem 7 (Eliwood and Hector modes only), and had a question about the Epilogue. The Ending Editor in Nightmare only allows me to change the text for solo endings and paired endings of any given character. I do not see a place to change the character name and ending title (see example below) or know how the game knows to insert these. Eliwood - Knight of Lycia Marcus - Knight of Pherae Lowen - Swift Knight Rebecca - A Wildflower Does anyone know how to get these to display during the epilogue for characters that should never show in the epilogue to begin with?
  9. I've recently started a small patch for FE5. I have had success in getting the FE5 Character Editor Nightmare module to work, after reading this particular thread: I simply added, then later subtracted 200h from the address provided with the FE5 Character Editor module, until I eventually was able to pull up familiar character growths and edit them without corrupting my SRAM. The problem I'm having now, is that I wanted to edit some of the FE5 character supports using the FE5 Supports Editor module provided in the FE5 Nightmare modules 'Character Editors' directory. Even after editing the FE5 Support Editor's address numerous times, I still can't get it to load any sensible information. I don't believe I can interpret, or understand what information it is giving me. I've attached some sample output for the 0x402CD address within the spoiler tag below: Have I loaded this module correctly? If not, how can I fix it?
  10. 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.
  11. I am playing around with extra damage from weapons depending on the unit's class in Nightmare. I have two questions: How do I make it so a class counts as an armored unit, mounted unit, flying unit, or foot unit in Nightmare editor? I see in the abilities that you can define a class as flying or mounted, but I am not certain how to define a class as armored. Furthermore, I changed a mounted unit class into a foot soldier, but it is still receiving extra damage from the Wolf Beil. I do not have this class listed as a mounted unit, so I do not know where the super effective hit is coming from. I would like to make Fire magic and Elfire magic do extra damage for units stationed in forest terrain. Does anyone know if this is possible or how this can be done?
  12. Recently i got interested in ROM hacking thanks to all the utilities that the FE Community has to offer, But sometimes even those guides and tools are a bit unclear to me, i've been trying to add a new class into FE7, A promotion for soldier, i got it all working, Moving sprites, Names, Descriptions, Animations, but the problem is with standing sprites, all the tutorials i see about inserting map sprites they always say to override an existing one, i'm not replacing any unit so.. There's a way to add a standing map animation without replacing or changing the pointers of an existing one?
  13. To spice up my love for fire emblem 7, I decided to try out nightmare. I switched Eliwood for Nino, class and everything but I can't seem to sieze the throne. Even if I give the lord ability to nino and her classes. Please help?
  14. I created a male pegasus knight class for a FE7 mod and changed the Mercenary (F) class into a "duplicate" Pegasus Knight class in every way. My problem is that the sound effect that the pegasus knight plays while moving on the map is that of the Cavalier sound effect (sounds likes trotting), when instead I would like it to play the pegasus knight sound effect (flying/wings). Does anyone know how to change this? I saw there was a nightmare module folder for "Walking Sound," but could not find anything in that folder. Does one exist? Any recommendation on how to fix this?
  15. 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.
  16. Background: I am adding 4 new characters to vanilla Fire Emblem 7 and am replacing Citizen characters at (0xCE, 0xD3, 0xD5, and 0xD6 - I don't think these are used characters.). Of course these characters need supports as without them they are empty shells; therefore, I am repointing the Support Convo Availability Editor, Support Compatibility Editor, and the Support Ending Editor. Question on Support Ending Editor: I noticed the Support Ending Editor has slots for Eliwood Mode Ending and Hector Mode Ending and they are separated by two NOT TO BE EDITED. In order to add ending for these 4 characters, do I need to add similar ending to both Eliwood Mode and Hector Mode? When I increase the number of Support Endings Available, do I need to offset the entirety of Hector Mode Endings as well as the NOT TO BE EDITED to squeeze in these character endings for Eliwood Mode? Do I need to insert the new character ending before the two NOT TO BE EDITED? Confirming Steps on Process: Also, I am trying to list out everything that needs to be repointed to get these characters functioning in game. Can anyone think of anything else that needs to be repointed to get these 4 characters working? Repoint Death Quotes Repoint Support Compatibility Repoint Character Endings Repoint Character Palettes Repoint Final Chapter to add in Final Battle Quotes
  17. Hello. I'm fairly new to using Nightmare 2 (and hacking in general). With the help of Crimson Red's Ultimate tutorial I was able to figure out the basics of using the program. I set myself some easy goals at first, and I successfully changed around some basic weapon values, shops, and character stats in the FE7 rom, and everything was in working order. I wanted to do the same and a bit more in the Sacred stones, starting with swapping around spell animations, but, there isn't any "spell association" module for FE8 like there is with FE7 (I downloaded all my resources from FEshrine) and in fact, there seem to be a few differences in the modules included. I did do a bit of searching, but most of the info I find is only related to FE7. To clarify, all I'm trying to do at this juncture is edit existing animations that are already present within the ROM, like say, I want to give a non-ranged lance a throwing animation, or give an existing sword a spell animation. Is there any way around this? Is there any way to acquire more nightmare modules for FE8? Thanks for your time. So far I've only used Nightmare 2, nothing else.
  18. I am trying to use the Custom Battle Animation editor in Nightmare to insert a new battle sprite that uses swords and axes, and of course throwing axes. Firstly, I am using the 0xFFF830 pointer and assume this is free space. How do I set this up the Custom Battle Animation UI given that I need to setup animations for Sword, Axe, Hand Axe, Tomahawk, and Disarm animations (5 slots); however, the UI only provide 4 slots (see image below)? Do I need to use both FFF830 and FFF840 for this to work? If so, how does the class pointer know which animations to play?
  19. I am new to inserting new spell animations into Fire Emblem and was wondering what the best tutorial is out there for this. Let's say I want to insert a new animation for "Wind" into Fire Emblem 7. I see that the spell animation for Set's Litany ends at 0x3D. Does this mean that I can insert the Wind animation at input value 3E in FEeditor using the Load From Script command? Assuming that inserts the animation into the game, how do I use the Custom Item Animation List to create the spell animation? Does this table need to be repointed? Also, I assume the Spell Association Editor needs to be used as well. The problem is that I find this impossible to read. There is no way to change the Weapon dropdown, and the weapon labeled in the dropdown down not make sense. In the image below, the weapon states "value for entry 0x7D," which is Nini's Grace, but the animation used reads Excalibur. There seems to be a mismatch here.
  20. I'm just starting out on hacking FE8, and I'm trying to use Nightmare. Everything runs smoothly in the application, and it saves correctly, but whenever I open my ROM nothing has changed. I know I'm editing the right ROM, and that I'm saving it because whenever I open Nightmare and the modules, the settings I changed are saved there. I don't really know why none of my changes are going into the game (changing portraits, base states, ect.). If anyone knows how I could fix it, that would be great.
  21. So there are about 44 playable characters in FE7 and I want to know is if it is possible to increase the number of playable characters and to make those extra characters have supports, growths, etc.
  22. Is there a way to set the priority of music in FE6 so you can play your musics on maps and in cutscenes like you could in FE7? Also, how to do give stat bonuses in FE6 because I wanted to give some weapons stat bonuses like in FE7 with the Uber Spear so I was wondering how you give them to weapons in FE6?
  23. I'm currently tinkering with Awakening so I would like to know how to edit growths, any help I can get is appreciated. I'm currenlty using FEAT to decompress the .bin.lz files and the Class Editor and Character Editor 1.1 modules to edit my files. I would also like to note that the Awakening Nightmare modules aren't on the resource directory, should I make that question there?
  24. Firstly, I apologize if this is in the wrong place. I'm new to the forums, but I figured this would be a great place to ask this. I'm curious as to whether or not you can use Nightmare 2 to change what mothers the child units have. Specifically, I'm wondering if Sety could be Adean's son and Lester become Furry's son. I know there are modules to change siblings, but I can't seem to find anything explicitly stating mothers being changed. And yes, I know some people might consider this sacrilege and I fully expect any relevant events to be bugged out or even completely broken, but I'd like to see if it's possible.
  25. So I'm working on my hack and I manage to insert axe cavalier animations, they work fine. they are in the game and working fine upon testing. After that I consider using different axe cavalier animations so I opt to test them and see how they look ingame, I then run into a problem with FEditor giving me this error message "Caused by: java.lang.RuntimeException: This ROM appears to have been hacked outside FEditor (wrong checksum) and the pointer array has been relocated... FEditor can't handle this properly since the array size is unknown." I then start again from a clean rom, doing each step then testing FEditor and it seems what messes this up is when I use nightmare to repoint the animation of the female cavalier to 0x8FFF800 which is at the start of the custom animation pointers for the nightmare module, I don't understand what's going wrong with FEditor as the animation is working fine in the game. did I forget to repoint something in FEditor or for FEditor so it wouldn't run into this problem?
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