Jump to content

Search the Community

Showing results for tags 'fe7'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem: Engage
    • Fire Emblem Heroes
    • Related Games
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Member Title


Jabber


Skype


Yahoo


ICQ


Website URL


MSN


AIM


Interests


Location

  1. Well, with several 1-turn improvements over the standard chapter clears, I think it is finally time to consolidate these results into a single thread. [spoiler=Turncounts]Chapter 11 (6 turns) Chapter 12 (3 turns) Chapter 13 (4 turns) Chapter 14 (3 turns) Chapter 15 (8 turns) Chapter 16 (3 turns) Chapter 17 (6 turns) Chapter 18 (3 turns) Chapter 19 (3 turns) Chapter 20 (4 turns) Chapter 21 (1 turn) Chapter 22 (2 turns) This needs to be done separately from the ranked LTC thread, because well, this playthrough won't be concerned about S-ranking but simply minimizing the turn count. I wasn't originally planning to do this, but since I'm ahead of the game by a good few turns already, I might as well see how far I can go. I should note that Chapter 15 is really the point where the 2 playthroughs should diverge; since it is a defense chapter, there is a lot of flexibility in how one might approach it. In this playthrough, I'll probably be focusing of buffing up Lowen (mounted dude) and Erk (potential warper + need to offset massive Dorcas/Bartre/Guy EXP gain for Kenneth map). Obviously Priscilla and Serra will get trained up too, with the former taking priority. Since this thread is now dedicated to this playthrough, feel free to give me some comments regarding long term strategies/investments; I always appreciate the advice! I'm a bit reluctant to play through Chapter 15, since there is really just too much freedom to figure out how to best optimize our gains. If you guys can think of anything, I'd be happy to listen. EDIT: Since I've been making minor changes to some of the videos, I figured I would document them here for reference purposes [spoiler=Changes to Videos]Chapter 14: Reorder actions on turn 3. In particular, begin by burning 2 RNs, then have Marcus critkill with the javelin, then Dorcas critkill the archer, etc... Lowen should still get the same level, but Bartre and Rebecca get different levels Chapter 15: On the final turn, let Marcus attack from the east instead of north so that he aggros one more enemy. Let Oswin move above the merc so he can't get to Eliwood/Serra. Erk needs to burn a few more RNs, and Hector gets a slightly worse level (no Def increase). Chapter 16: Lyn should purchase a Steel Lance instead of an Iron Lance on the first turn. Kent should then attack on the second turn with his Iron Sword (instead of the Steel Lance). Eliwood then has to burn 1 RN less before leveling up. Chapter 17: position Lowen two spaces further west at the end of turn 5 so that he aggros an enemy archer for some extra EXP. To get the same levels, start turn 6 with Florina attacking killing the thief to level up. Now an additional change needs to be made because Marcus will level up here (instead of after killing the nomad on turn 1 EP). Burn 2 RNs, then kill the boss with a crit+hit from the killing edge (he's not strong enough to oneshot without the additional Str proc). A few more RNs are burned before Lowen gets his level. Then do the normal thing with Raven and Kent (who should attack with Iron Lance, not sure if I used the Javelin in the video but don't do that). Finaly, burn a couple more RNs and get a level for Sain. Don't forget to grab the Hero Crest with Matthew! Chapter 18: Florina and Kent swap Iron Lances. Florina should use the Secret Book here. On turn 2 EP, a merc that should attack Hector will choose to attack Sain instead. If Lowen remains in the same position, the PK that normally attacks Hector will instead go after him. (to be cont.) Chapter 20/21: Florina no longer has to use the Secret Book since she used it back in Chapter 18. Erk should also should no longer promote in the middle of Chapter 20 and should instead promote in the Chapter 21 preparations screen (along with Florina).
  2. Since there are (unfortunately) many inconsistencies in this game (such as the name and gender of Florina's Pegasus), and since there are two maps fought in Caelin (Chapter 10 and 15E/16H), I wondered if the game designers had the foresight to make the two maps consistent with respect to the geography around Castle Caelin... and it turns out they did (just barely)! For reference, here are the two maps: Notice that the overlap of the two maps, highlighted by the red square agree, including the mountain formations in the upper-left corner! I am, however, somewhat concerned about where the river in the Chapter 10 map end up, but perhaps they just flow around the region, or something? At least we the mountain range from above Caelin castle being completed to the west in the Chapter 16 map.
  3. Okay, so I'm developing a hack for FE7 and I've added a really useful hack that replicates Thracia's Mag = Res system. The game works mostly fine, but I'm running into issues with classes that attempt to use both melee and magic weapons (e.g. Troubadours with swords and staves). Here's an example of my issue in action: https://webmshare.com/Wn1MK I've used the Melee and Magic Fix that comes with FEditor but that hack doesn't seem to work correctly.
  4. I'm trying to give weapons various stat bonuses, including negative ones, the only problem is that instead of displaying say a -1, the game displays a +9, but the bonus is a -1. This clearly seems to be a problem with the graphics display in the game. So does anyone know how I can change this so the game displays negative stat bonuses?
  5. MrKisuke

    Weapon Exp

    Does anyone know where I can find the data to edit how much exp is required for each rank in FE7? For instance, going from E to D requires 30 exp.
  6. Does anyone know how I can change the coding equation of FE7 to have magic weapons use a character's RES stat instead it be STR directly and STR/2 indirectly? I have no coding experience, so if there is a patch (I don't see one though), or if someone knows which bytes need changing inside a hex editor it would be much appreciated.
  7. Promotions during the preparations screen cause the game to reset. This isn't a huge problem, since I can just promote units during the chapters instead. However, Merlinus is at level 20, and his promotion always takes place in the preparations menu. There's no way for me to continue onto the next chapter. Is there a way for me to use nightmare to disable his promotion, or move it to after the chapter has begun?
  8. If FE7 got remade, it would 9.5/10 have voice acting in a similar way that Awakening and Fates do. So here's something that got me interested, who do you think would voice the awesome characters that FE7 has to offer. It can be VAs who already do Fire Emblem like Laura Bailey or Matthew Mercer, or just dream roles. DISCUSS!
  9. I'm trying to make an escape chapter where if any unit stands on a tile the map ends and I was wondering how to do that. There don't seem to be any recorces anywhere on how to do this. Thanks.
  10. So I want some tiles to change within an event such as the opening or ending of a chapter (like in FE8 chapter 9 on Ephraim's path when Tana is captured by Gheb). Thing is I'm not entirely sure how to do it, I tried reading Arch's guide to chapter construction as it has helped majorly but I inserted my tile changes using tiled...sooooo I don't know what to do because I did my tile changes the easy way...
  11. This is a hack a friend and I thought about making. We're not out to reinvent the wheel, but we do want to make a game with a compelling story, interesting villains, and more complex lords. Fire Emblem: Relics of Arcadia(Updated: 5/9/2016) “The Lords of old challenged the foul monstrosity that besieged their land. Unfortunately, they succeeded. From its corpse, malice and evil spewed forth. The Lords were swallowed by the inexorable tide. Their relics, drunk on vile blood, became vessels of the creature’s madness. And so the kingdom fell.” The story takes place in what was the kingdom of Arcadia. 100 years ago, Arcadia was a prosperous and unified kingdom, protected by five powerful relics and the lords who wielded them. One day, however, an otherwordly force appeared and started to ravage the land. The lords gathered their army and fought the beast. They succeeded, but in its death the beast spewed forth a corrupting miasma that blanketed the lords and their army. The relics were tainted, and the lords slew each other in madness. With no army nor leader, and much of its center now an inhospitable wasteland, the kingdom descended into lawlessness and fractured. Only two regions, Nearia, the seat of the Church of Awakening, and Oppidorum, who still retained its army through the foresight of its lord, kept hold of a threadbare order. The ensuing fighting elsewhere left most places desolate. Time passed. The Capital and central Arcadia remain inhospitable and fallow. The countryside elsewhere now lives under the fear of bandit lords, who vie for control and demand feudalistic tribute from the solitary villages that survived. Most of them answer to a self-proclaimed “baron,” but others choose to independently maraud. The baron claims to provide “protection” from these rogue groups. The Church remained silent, and far to the South, ambitions for a ‘New Arcadia’ grew in Oppidorum’s new king. All the while, the cursed relics, lost after the tragedy, await their new masters. And their new pawns. So far, we’ve planned out the prologue and chapter 1 in detail, as well as the general flow of the story. We are planning at least three paths, each following a different ‘lord,’ branching at about ⅓ of the way through the story. [spoiler=Characters] So far, we've done the portraits of the main lords and the character recruited at chapter 1, so we'll show them here. [spoiler=Avatar] The avatar of the player in the story. Interested in both studying and recording history. Their encounter with Annette marks the beginning of the tale. Will be playable as a Historian class, which serves as the dancer class of the game. May also have access to dark magic, depending on how balancing works out. [spoiler=Annette] A young girl from a village in Serenica, the lawless part of Arcadia, with a strong sense of justice passed on to her from her father. Her father, who had been a deterrent to the bandits in the past, recently passed away, and her village is considering falling under the influence of the Baron to avoid being overrun by other enemies. She encounters the Avatar as she gathers wood outside the village, beset by the Baron's men. The first 'lord' of the story. Wields Axes. [spoiler=Egil] A self-proclaimed ‘treasure hunter’ and outlaw of the Baron’s that had been a thorn at his side, breaking into his forts and stealing from his men. Encounters the party early on. Has an easygoing persona, but seems to have some sort of connection with the Church of Awakening. The second ‘lord’ of the story. Wields Bows. [spoiler=Ciara] A knight in her early twenties from Oppidorum. She is one of the King’s most trusted soldiers, and she is fiercely loyal to him. She highly values order, and wishes to help expand Oppidorum’s power and unify the land once again. The party comes to Oppidorum during their travels, and she is assigned by the King to accompany them. The third 'lord' of the story. Wields Spears. [spoiler=Jeremiah] A local priest of Annette's village, preaching for the Church of Awakening. Though he had never actually been to the holy city in Nearia in his life, he remains devoted to the teachings of his childhood. He looked up to Annette's father, and followed the party following the events of the prologue. He is of the priest class. [spoiler=Yuria] A girl Jeremiah ran into that was being chased by bandits. Part of Egil's group but was separated after a botched attempt at one of the bases. Timid by nature. [spoiler=Delwick] A mercenary grudgingly under Geldgier's employ. He's a man of few words, and is generally dissatisfied with the status quo. Dispatched along with others in the area to chase after a girl who had been stealing in the south. [spoiler=To Do] There's probably a lot more, but I'm putting the pressing matters down here. All the battle sprites for the lords. Going to try to do these myself like the portraits, but might take a while. I'll focus on Annette's and the Avatar's since they're there for the prologue. Code Prologue events. already in the works. Done. Chapter 2 is in the works now. Figure out how to do branching paths with fe 7 as a base. This is still a ways away, but I want to at least get a head start now, since it is crucial. Alternatively, I could always code 3 different versions of the hack, if this turns out to be impossible. Get Music. I'll defer this to my friend, since I'll have my hands full with the sprites and coding. Clean up Sprites and Battle Sprites. Yeah, avatar's [spoiler=Current Version] Relics of Arcadia demo ver. 0.2 Features: -Playable prologue and chapter 1, with custom maps and events. -5 characters (so far). Planned/Unimplimented: -Chapter 2 in the works for the coming month. -Supports. Still the base fe7 supports, may incrementally ammend these as we go. -Implement some sort of end-of-demo chapter so it doesn't awkwardly move on to the next chapter of the base game. [spoiler=screenshots] [spoiler=Credits] matrix_001, who kept me grounded with the story and planning. Arch for his eventing tutorials. Nintenlord for his tools. All of you for reading and trying out the patch. That's it for the time being. I'll keep updating this with new progress as they occur. If you have any comments/suggestions/criticism, feel free to post it here. I'm still learning through all this, and there's always room to improve.
  12. Ok, so in an event I want to kill off a unit, but if someone skips an event that unit is still available in the prep screen/link arena. I solved this by making the event unskippable but the string of text after that is obviously also unskippable. I want to make it so the KILL event is unskippable but keep it so anything below is skippable (because nobody wants to keep reading the same text over and over). Heres the code: NEVENTS FIGH UnitID UnitID EventName 0 Kill UnitID // I want the make event skippable code here TEX1 TextID REMA
  13. This is going to sound kind of weird but I'll get to the point. So lets say if Kent dies on a certain chapter, you get a game over, but I only want it to be for one chapter because it is key he stays alive but on any other chapter he can die and you can carry on. How can I create an event to do this, is it as simple as IFCD or something like that? I kind of feel a bit stupid for asking this but help would be much appreciated =)
  14. This thread is going to be mainly disscussing the Supports from FE7. Which one was your favorite? Least? Also please keep in mind I haven't read ALL the supports in the game. I also don't care about spoilers (for example a characters background)
  15. So I'm finally starting work on a long-planned hack, and in my current concept the main lord gets the super legendary weapon, albeit in a de-powered/sealed state around 2/3s of the way in the game, and gets the ultimate version of said weapon near the end. Think something like the Noble/Grim/Alpha Yato then turning into the Blazing/Shadow/Omega Yato. I was wondering if there was some kind of event routine you could run to essentially replace the weapon (e.g. remove the weapon from inventory then add the new one). Any ideas?
  16. Hello guys, i was just testing the branched class patch from icecube, and it was awesome, it made a promotions three based on items, sadly, there was no pallete changing at that time and many animations looked bad with same palletes, so he did a new pallete table to give different palletes to each char according to their class, like it was possible in FE8. Bad thing, it was oonly the thumb assembly code, so how do we noobs get that in our Rom? It is quite easy, we just reverse the bytes of the assembly code, and we have our RAW code. Then, when i saw it worked, i needed a Nightmare Module....So, there was also no Nightmare module either, so i made two XD, each one usses a different offset, you choose where your table is gonna be. Also, you need to change the pointer if you wan to use other offset. I think i am a bit clearer in the readme. So, here is the Deal. Ill give you a link to the raw code and to the nigthmare modules i Made, I hope it helps you :D if you have any cuestions leave a comment. NOTE: For this code and this Nightmare Module to work, you need the patch for branched promotions that where made by Icecube too. All credit goes to Icecube, i just translated it to raw code and made the Module :D https://www.dropbox.com/s/a7geou88khiwm18/Copia%20de%20Branched%20Palletes.rar?dl=0
  17. Seeing your units landing a critical hit is always great, especially how epic the animations are. I'm not sure if this has already been a topic recently but if characters in Blazing Sword did had quotes wither its text or voice acted in a future remake (not saying it needs one). What are the ones you would hear if the game had these quotes for these characters. I only have a few that I thought up for some units and they could be better but maybe you can give them or other characters better quotes. Sain: "Time to impress the ladies!" Farina: "I hope you have insurance!" Lucius: "Elimine, hear my prayer." Florina: "You will not harm Lyn!" Rebecca: "Concentrate..." Karel: "Savor your last breath of air!" Raven:"Not even close..."
  18. Greeting fellow human selves! I'm sure you all know and revere me already, but I am Shin! In today's episode, we see our mighty hero take on FE7! Fear the prologue! El Premiso: This consists of LHM + HHM I play them and kinda but not really take suggestions You guys watch as fate smites me Stats
  19. This is my first hack so, I'm looking for feedback on it. What I did right, what I did wrong, stuff you liked, stuff you hated, anything like that. Features: -1 Chapter/Prologue -Custom Dialogue -Original Map -Terrible Writing/Story -Bad Jokes (And not the good kind of bad jokes) -And less RNG based combat (See more details below) All in all, it's mostly just an interactive Fanfic. Screenshots: There are some known issues that I'll probably fix if this project is ever updated/expanded, but they mostly seemed like minor issues that wouldn't cause too many problems while playing this one chapter hack. Known Issues: -Yes/No answer box is completely broken. Appearance wise and functionally. -Ballista can cause issues on the first turn you enter it, if you choose not to attack. More about combat changes: Weapons have been edited to be indestructible, always hit, and never crit. My hope is this will create a different type of strategic gameplay that relies more on the player's ability to strategize, predict, and learn verses a dice roll. Because of this though, I'm expecting replay value to be very poor compared to other FE games and hacks. Oh, and unfortunately I have no idea how to do set growth rates, so there is still that aspect of RNG. I tried to make this chapter challenging, but not too difficult or dull. Despite having an indestructible staff, enemies come at you fast and can overwhelm you if you play too defensively. Please let me know what you think. I'm eager to hear peoples opinions on the changes to weapons, map design, and enemy placement. The story is just something to get the action going, but feel free to give feedback on that too. I haven't really decided if I'm going to continue this project or not yet, but I had had lots of fun making it, so I'll probably do some more hacking in the future. Thanks for playing!
  20. NOTE: This Event was made in another forum and I moved it here because not a lot of people came in and signed up. Therefore, if you see those usernames in the signup section, you know why. Hello there! I assume that you people that clicked on this topic happen to know a thing or two about Fire Emblem. If so, then you probably know about affinities, especially in the GBA games. Now then, in this community event, players will have to pick one of the seven affinities in the game: Light, Fire, Thunder, Wind, Ice, Dark and Anima. And with that, you must use the characters that have the affinity that you picked. After the players have picked their affinity, they must pick another affinity, much like how they picked the first one. Other rules include: 1) This event will go through the route of: Lyn Hard Mode+Eliwood Mode or Hector Mode. Players who chose Hector Mode can choose between either Normal or Hard, wheras Eliwood Mode players can also choose between the two modes. 2) All of the Lords, Merlinus, Ninian, Nils, Marcus (If Eliwood mode is chosen), Oswin (If Hector Mode is chosen) and Athos are all free to use. 2a) If players who chose the Ice affinity go through Hector mode, they cannot use Oswin as that is Marcus' affinity. Same goes for Anima players that go through Eliwood mode, they're not allowed to use Marcus since Anima is Oswin's affinity. 2b) Dark affinity players are also able to use Bartre, as he must be trained to recruit Karla, who has a Dark affinity. 3) Permadeath is on, and if a Lord dies, a unit chosen by the player will be sacrificed instead. 4) Arenas are allowed, but only if players need to let weaker units catch up. 5) Units that do not have your affinity and aren't free to use can: -Not fight -Not heal other units -Act as a meatshield (Without weapons) -Steal and Open Chests -Act as death fodder -Rescue -Visit Villages Of course, it's up to you if you want to use them as death fodder/meatshields/whatever. Anyways, considering that I, as the creator of this event, need to be in contact with the ones who signed up for this event, it would be best preferred that you'd have Skype, because that's the only contact method that I have. :v And since I know that most of you who downloaded the ROM don't have most of the modes unlocked, I will be giving you a save file that unlocks the other modes, and even all of the support conversations, just in case you need to see which characters have your affinities. Link is here. Remember, you need to rename your ROM file to the same name as the save file's. Which is FE7. :v Anyways, if you have any questions, please ask me. I will answer them, if possible. Signups: Denning (SF Name: Blackzero) (HNM/Anima and Wind) Nimbostratus (SF Name: Nimbostratus) (HNM/Thunder and Light) Marf stop playing Kirby (SF Name: N/A) (HNM/Ice and Thunder)
  21. The discussion of how to achieve this is clogging up the thread for my LTC, so I've decided to create a separate thread like I did with chapter 14. Let's recap what we know so far: Let's call the person who takes care of the archer cav 3, and the person who takes care of the knight cav 4. Obviously we need to assign roles. Marcus is Marcus, and: - Cav 4 needs to be Sain or Lowen (only people strong enough to kill the knight with a javelin hit+crit) - it is useful to let Cav 3 be Florina so that she doesn't get absolutely mauled by the 2 nomads + 2 archers+ a hammer guy who attack Marcus and co. on turn 3 EP. She can do the job as long as she gets a Str proc beforehand. My first real attempt at this, during which all units survived through the end of EP3, had Kent as Cav 1, Lowen as Cav 2, Florina as Cav 3, and Sain as Cav 4. However, I got stuck after that, as I had to clear out 3 enemies with two units (Sain and Florina) so that Marcus and co. could advance. There are two ways, as far as I can tell, to get around this - switch Kent and Lowen's role so that the enemies are positioned differently, and hope for a better result. - try and figure out a way to get Kent to kill the Hammer guy when he attacks him. He's a couple of points short on Str, and can't double with the Iron Blade (and too low weapon rank to use Killing Edge), so I'd have to rely on a random crit. This doesn't seem so great considering that I have a reasonable amount of dodges to rig on that turn as well. so I'm probably going to try the first option out. I found it useful to have Lowen as cav 2, because cav 2 gets to stay in the back and help the ground troops clear out enemies during the first couple of turns. Lowen is my strongest unit, and in particular: - Lowen and Matthew have just enough power to take out the myrmidon on the first turn. - If Lowen has the heavy spear, he can take out a bothersome knight on turn 3 when he moves up to get rescued by Marcus However, I think I can deal with this issue in the following ways - for killing the myrmidons, I think either reorganizing who attacks who, or giving Kent the Heavy Spear should work - Lowen can take out the annoying knight on EP2 if he has the Heavy Spear (the knight could choose to target Marcus instead, but Marcus can kill him pretty easily with two swings of the Iron Axe) so that is basically where I am at right now. Any suggestions? I'll update this thread as more progress is made.
  22. It's perhaps a little bit too early to be discussing this, but I figured I'd make this thread in case anyone had some ideas about how to go about a potential 3 turn clear of this map. Even if you just have some thoughts about why it may or may not be possible, or what things should be taken into account, I figured it might be nice to get this discussion underway now so I can make preparations in case we do figure out something.
  23. I recently came to the conclusion that I've been overwriting stuff on my ROM. Long story short, I did not repoint my spell association nightmare module properly and ended up writing over parts of the ROM. I tried to fix this by repointing the original section plus the additional bottom portion. This did not seem to fix my problem as my game still freezes up and random black patches appear on maps that normally don't have them. Is there anyway to fix this? I'd prefer it if I didn't have to start over as I put a lot of work into this. I can't revert back to old backups as I repointed the spell association module about a year ago when I originally started on this project thinking I did it correct, until recently when it was brought to my attention that I did not. I don't have backups that far back. I did try to copy vanilla hex from a fresh copy of FE7 to my edited ROM in an attempt to fix it but that didn't work out, hence the freezes and black patches still happening.
  24. Hello! I'm curious as to how to use Breakable Walls and snags, I understand how to use Doors, but I do not understand how to use walls. Do I use the Wall/Snag character in order to do this? If so what class do they have to be?
  25. Exactly what the title of this post is, I can't for the life of me find anywhere in any of the tutorials where they highlight how to change the chapter title? (Example, "Prologue A Girl From The Plains" to "A Pimp And His Hoe") I assumed changing it in FEditor would do the trick, however it doesn't seem to work. What am I missing?
×
×
  • Create New...