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Found 16 results

  1. Based on the description here (Translated from original YouTube comment) Hello I have attempted to recreate the layout of the Defeat Bandits map from FE6, which is one of the four lost trial maps. The reconstruction is far from perfect, since I have little experience with FEBuilder (Which I used to make the recreation), but I did my best to recreate it based on the alleged known details provided for the map. You are free to use this as much as you wish, as long as you do not claim it as your own. P.S. This is a fan-made reconstruction based on unconfirmed information, and therefore may not be accurate. Please do not treat this as official in any way.
  2. I am using FEBuilderGBA, alongside an old translated version of FE6. Whenever I try to "free up space" with the "ROM Rebuild" tool, though, I get this error message: I have no idea what it means. I don't know what "but a child then, so" means, other than that commas can't be in file names. I have no idea what the Number of rows signifies. I can't locate where that text is in-ROM. I only know pain. It froze on here: Please help.
  3. Sorry to everyone that my first post is a question like this, but I've been trying to track down any help I could on how to do scripted battles using FEBuilder and I just can't find anything! I swear! Everything I've found looks like its for Event Assembler or something, but I'm such a novice that I couldn't even figure these guides out... Like this one! It looks useful but I have no idea how to use it, can't make sense of it... Everything I've found is similar to that, and I think, pre-FEbuilder. I've tried to include two images in the spoiler tab. It should be data for two iconic battles from FE7. I'm afraid to mess with these things honestly. They look as dangerous to mess with as the dang Cloak data! I have at least confirmed for myself that the address stays the same even if I change the damage to something, and I can use the same address in another fight and then the same damage happens. What I was trying to do was get a scripted battle between the Fire Dragon and another unit. No idea how to get that working. I think I'll cut the idea and just play a sound effect. But I have no idea if toggling the addresses up and down and changing values on that is even *safe*, let alone logical. I have no idea how these battle event addresses work or what they're storing, or how to safely make my own. I'm sure this thing is old hat to proper ROMhackers, but since I'm just playing with someone else's software... well I've been at this *one* thing for I think twelve hours and I am just dying to ask for the experience of prior users... UPDATES: Hopefully this information will be of help to someone else. Perhaps I've even answered my own question. I will share what I've learned since posting and hopefully not only will the answers be useful but so will the process by which I got them! First of all, I'm working with Fire Emblem 7, not FE8, and FE8 is the community standard. So there's my first problem, if scripted battles are different in FE8, then FEBuilder probably shows them different in FE8, but, I'll have to pass on that since it is irrelevant and the reader likely knows more than I do! Perhaps FEBuilder handles them better for FE8. But as for FE7, I've come to learn that the pointer I was getting confused over is indeed *very* specific to the fight, and FEBuilder doesn't seem to offer a way to make your own or even make sense of them. Without a doubt, Event Assembler seems to be the way to go. So if someone without experience wants a quick way to use FEBuilder, get scripted battles working, and learn on the fly, here's what I did: I learn best by studying real working examples, so I needed to see what an entire event looks like to a proper ROMhacker. It wouldn't matter learning Event Assembler if I couldn't Disassemble first, and I found the guide that teaches that! Here it is! This taught me how to use Disassembler and grab the Event in question, including the fight between Athos and Nergal--exactly what I need to study. I can do this with JaffarvsLeila too. In this spoiler I'll explain more, but at this stage more advanced hackers know what's coming. Thank you ReadMe2.txt, for linking to the page that explains disassembler... I missed it the first time I went through these. Once I had disassembler figured out I was able to produce this: Ahhh, here we go! So *this* is what proper ROMhacker's are looking at, and reading and writing in, when doing this! I feel embarrassed but I can finally start opening up my options. So anyone wanting to do what I'm doing in FE7, all you have to do is use Event Assembler to disassemble the nearly completed Event you are working on, with the only thing missing being your dramatic scripted battle. Disassemble that event, then you'll have your code, you go to where the fight will go, and using Arch's guide here (and I'll spoiler an image of the pertinent section), you can code your scripted battle, save, and then you *should* be able to assemble it safely into the ROM! The I posted earlier from Pikmin1211 is for FE8, so it does not work for FE7!! Thank you reader for your patience!!
  4. Hello, I'm new to the whole sharing personal made content with the outside world kind of thing, but I've been wanting to make an FE hack since the first time I played Fe7 like legitimately 20 years ago. I remember barely being able to even understand it, let alone the more complex side of it, anyway! I thought I'd try my hand at making my own, I have a grand idea in mind (who doesn't though) but I'm making this hack as practice. I've been using the "FeBuilderGBA" and I have a decent understanding of how it works so far, I've been frequenting the online manual for it. I've played most of the big and great hacks out there, and I really want to make my own. I have seen a lot of greats ideas on here over the years but the usual reply to most of them is: "Not enough work done, basically a concept, no one will help you" etc, which I completely understand. So I have went through and rebalanced all classes, all individual characters, items, even gave every item a description (kind of always bugged me how every weapon didn't have a description, even a basic one would have made me happy) so I did that, I also implemented the skill patch which is LOADS of fun to me, I always thought skill were so cool when I first played Fe8, but let's be honest, they're a bit underwhelming. Slayer is nice, but really only necessary on Draco Zombies/Cyclops, I finished 3 full cohesive maps and the dialogue that goes with those (also wow, rewriting all that dialogue is TEDIOUS) anyway I'm rambling again, my point is I've reached a dry spell, but not in ideas, but rather mechanical application. Now before anyone thinks (Oh boy, here we go again, someone wanting someone to do the hard work for them) that is entirely untrue. I just need help with some things that are probably very small things to a lot of people I'm sure. I'm looking for someone that can hop into a discord call with me and let me show them some things I've done hands on. I have a full length hack in mind by heavily altering the base story, nothing over the top, it'll FEEL like Fe8 but much harder and refreshed and from a different perspective. Kind of like a mix of Fe6 and Fe8 story, like how the plot unfolds, that might sound silly but it works in my head, and I could explain much more but this has already become a longer post than I wanted and I'm probably gonna disinterest some people purely from the rambling. On a side note I did create one rough portrait on my own, it's Cordelia's portrait but for some reason some of the color washed out, I must have clicked the wrong "transparent" color when I imported it, but the rest are from NickT's community sprites I found in the Fe Repo bin download from Klokinator. Honestly they're just placeholders for now, it makes me feel more motivated not to see all the vanilla Fe8 portraits, so I picked some that were closer to the characters I'm imagining, with the exception of Knoll, man I love him, he's hands down my favorite character in all of Fe8! I used a couple animations as well from the Fe Repo and I absolutely will give all due credit for those, I just need to go back and check who they were made by exactly. So I'm looking for a partner, specifically someone that can help me line up events, I kind of understand how they work, but as we all know seeing YouTube videos fixing something SIMILAR isn't exactly the same, and I'm not asking for anyone to hold my hand, I know everyone values their time and I appreciate that. I'm simply looking for a little nudge, and possibly a full-on partner. I have a long story of this game typed on my phone's notepad so I could send it to whoever is interested through discord on my phone. I also have some screenshots showing some of the small fry things I've done, but there's a lot I didn't screenshot yet, like complete class skill paths, individual character skill paths, stat reworks, class reworks, most classes have a 3 way split promotion instead of just 2, allowing for a huge level of variety. I would also LOVE for someone to play test the first few chapters for me, I've only done the first 3 so far, if someone wanted to do some bug testing, notice any spelling errors, glitches etc, that maybe I missed, I like to think I'm pretty thorough but no one catches everything. If anyone wants to see something specific just ask and I'll gladly share a screenshot asap. I'm not sure what kind of things to show on a general layout of screenshots so I took some of things that I think liven up the game. Omg this is such a longer post than I wanted if you read this far thank you, you are an Unsellable/Unbreakable S tier weapon with custom animation and stat boosts, my friend. Also if anything sounded sarcastic or entitled I'm sorry, text doesn't convey tone very well, I'm actually not either of those things. I just type overly formally sometimes and it comes across as.... well, you know. But I am nice, I promise! Fastest/easiest way to get ahold of me is Discord, my Discord is: magic#6740 Please don't hesitate to ask me anything, I'm looking for any and all feedback! Thank you! TLDR: I made a hack, need some mechanical hands on advice in real time, IE speaking, screen sharing etc. Also for those of you in the more lucrative side of skill sharing, I am willing to discuss financial compensation, particularly for portraits. ALSO! I apologize if this post is in the wrong place, I think it's right though?
  5. I'm very new to the process of ROMhacking and fangames, and have only just started using FEBuilder GBA a handful of weeks ago. I'm really enjoying working with it, and it has helped me learn to enjoy a type of game making that I struggled with mightily for years. However, I have been running into a handful of issues with certain parts of the program that I don't know how to work around, and could use some advice from people who are a little more familiar with the program and how it functions. Normally I like to try and sort out issues I run into on my own, but I genuinely have no idea why some of this stuff is happening and feel like I need outside assistance with some of it. Issue number 1: Text box glitches This is one of the most common problems I've run into, and one of the ones I understand the least (images of examples below). Every so often, a dialogue bubble will refuse to display properly, resulting in text being absent and making the graphics look jank as hell. I initially thought this was the result of the speech bubble overlapping with a character sprite on the map, but have dismissed that idea on account of it not making sense. I'm also unsure if it has anything to do with the size of the speech bubble, the position of the portrait speaking, or what else. Issue number 2: Other portrait jank I'm convinced that the Move command in the text menu has a mind of its own. I've had instances where I attempted to move a character portrait off the screen, only for it to act weird, claim it has erased the character upon moving them, only to either not move the character or not erase them, causing a portrait freak-out. Again, I am completely at a loss for what the issue even is here. Also, I have one instance where two character portraits being erased causes one other character's portrait to decide it wants to turn black like it's about to erase as well, despite there being no instruction for this to happen anywhere in the conversation. (Screenshot of this below) Issue number 3: Unit movement jank I have one instance in one of the maps where two wyvern riders and a wyvern lord fly into the map as reinforcements, and for some reason, the wyvern lord moves ten times more slowly as the others in his group. The units movement is all handled by the Unit Placer in this instance, so I can't individually alter the speed at which the wyvern lord moves. Issue number 4: Boss unit palettes I have altered the classes of a couple of the earlygame bosses (I'm using Sacred Stones as a base ftr; in the base game the first boss is a Fighter, in my hack he's a Brigand), and in every instance where the bosses' class differs from what it's "supposed to be", the character's unit palette doesn't appear in the game even though I have set the unit palette to the correct class in the palette editor. This is not the case for the second boss of mine, who shares his class (Knight) with the corresponding boss from the original game. Not a game-breaking issue, but still annoying. Issue number 5: Issues with unit movement during cutscenes I have one instance in the first chapter of my hack where a cutscene triggers toward the end of the map that causes playable characters to move to different spots from where they ended their turn. When this happens, the sprite of the character who just took their last action stays on the field, running in place (essentially creating a clone of said unit), which while it doesn't majorly affect the gameplay, looks unpolished and really silly. This also happens at the end of another chapter, where the end of chapter story sequence takes place entirely on the map itself, with no portraits-over-background cutscene. This might be something that I can fix by just erasing playable units before the cutscene triggers, but I hesitate to do so as I'm concerned about the game "forgetting" unit EXP gains/level ups as a result of this. On a similar note, the mid-chapter cutscene I mentioned causes the boss of that map to spawn in, and he when he does, he immediately teleports away from the space I set him down on over to the space where the player cursor last was. Again, not something that massively affects the gameplay, but it looks bad. One last thing I'll mention to make diagnosis a little easier: I have not updated FEBuilder to its latest version since installing it due to the screwy way that the program handles updates (I.E., making you download a zip file instead of just applying the latest patch to the program immediately, which makes me afraid that I'm going to either have to reinstall FEBuilder, or something else will go wrong and make me lose a bunch of progress on this hack). If any of the issues I've spoken of here are fixed in updates to the program, please feel free to let me know. Thank you very much.
  6. Greetings, fellow Fire Emblem enthusiasts! First time posting as someone who has been enjoying messing around with FEBuilder to create some interesting changes for myself and a friend to enjoy casually. I am mainly using it as a way to learn, but have run into a few issues which I have not been able to find a solution for. I don't wish for anyone to work themselves to the bone to fix them, but if anyone happens to know what the cause and solution is I'd very much appreciate the help. Right. Onto the issues I've been unable to resolve. At the end of this post I will list some of the bigger changes I do recall making. I do not know if these issues are related. Issue number 1: I've found myself getting some strange text-bugs where the game vomits the letter s on a screen repeatedly, and ends it with the word "broke!", which does not seem to be taken from text adress 3, as changing the text "broke!" in that adress does not change the text in the bug. This bug occurs when I examine an item without a 'use' description, or level up my weapon skill. From what little reference I've seen to these types of issues online, it seems like there may have been a change to some ID that shouldn't have been changed waaaaay back - so I'm afraid I can't remember what I've changed. I have not been able to find any instructions on what to do about it. I wasn't very careful with what I was doing at the start, since I didn't think I'd be putting in the many hours I have into this. Here's what the issue looks like. Item Use description Weapon Rank-up text Issue number 2: My second, more gamebreaking issue is one that does not just affect graphics. It stems from the SkillSystem patch, as I've been trying to assign characters with interesting and useful skills. Specifically, the issue lies in all skills that affect combat range. Point Blank for letting archers attack adjacent enemies, as well as +1 range on both bows and spells are a problem. Whenever I use the added range to attack an enemy capable of attacking back, my character with the skill has their attack skipped and the game proceeds directly to the enemy attack. I deal no damage, and my character doesn't move. It just acts as if the enemy attacked me and I was unable to counter. What's even worse is when I attack an enemy that can't attack back. At that point, the combat-screen opens and both models just stand there until I close the game. What's weird to me is that changing the range of the weapons themselves lets me attack at at 3x range or with bows at 1x range, so it's not an animation issue. The only issue is when the skills are what should allow me to attack, rather than the weapons default range. What I can recall doing: One obvious big change is the skill system patch. Another is the fact that I used the YUNE randomizer before I started modifying the game, swapping around characters and classes, as well as weapon stats. At the very start, I recall copying and pasting things like palettes, before finding that doing so causes the palettes to use the same ID and changing one therefore changes both. I've been much more careful with what I copy where since, but it is possible something like that is behind the issues I'm having. Finally, I'll provide a list of my installed patches. Thanks in advance. - Noel Woodsoul
  7. Hi, I am editing a rom for personal use in which I change some characters and I would like to know if there is any way to change the name in all the dialogs at once and not every time the real name appears, for example I want to change "Seth" for my name "Elgard" but I want to do it in a faster way since there are many characters that I am going to change their names, the story of the game remains unchanged. the only thing I am looking for is to change the dialogues in which "Seth" appears for "Elgard". it's possible?
  8. I've been messing around with FEBuilderGBA and have a few questions that I hope I can get answered: 1) Is it possible to change the GBA games to operate on 1RN instead of 2RN? If so, how? 2) Is it possible to implement features like Canto+, negation of enemy terrain bonuses? If so, how? 3) Instead of modifying weapons, is it possible to implement classes with special characteristics such as a class with 1-3 range, 2-3 range, etc? I believe Blazer had some kind of 2-3 range Sniper patch but I've been unable to locate it. I've been perusing the Ultimate Repository (FE) and have found it super helpful thus far. That said, directions to any other sources of advice/information would be greatly appreciated.
  9. I'm trying to create an item that grants a temporary +6 to Str/Mag/Spd at the cost of 13 damage and 13 max HP. How much assembly knowledge is required, if any? Has anyone done something like this before? Below are a breakdowns my goals for the item. Main goals: Secondary Goals: Alternatives Goals: Many Thanks!
  10. Once again I find myself needing assistance. In the Pick Units screen in the preparations menu, every unit is available except for my main "lord" character. The units appears in the support menu, but I can't deploy them since I cannot select them to deploy. I'm honestly out of ideas as to what's the problem. If anyone can help I'd appreciate it.
  11. So I'm working on a ROM Hack and I'm working on Chapter 2. When I test it on my emulator it always bugs out when it reaches the highlighted part of the running event, this event occurs after the chapter title screen. I played vanilla Sacred Stones on the emulator and this event doesn't even pop up. Another thing I should mention is the map I'm using was originally FE8's chapter 12 map. I just copied the map and redrew it. While it did have an inn, arena, and armory I removed their tiles. Anybody know what the problem is?
  12. Hello, hope your day is going okay. I don't know how to start this other than to explain who I am before proposing this idea, so I don't look like a complete idiot. So hi! I'm KingNecro, a veteran fire emblem player. I've been on these forums since about 2015, but I don't exactly post much. I just read other peoples comments and go off of that. But I've been recording videos, playing rom hacks, and trying to make some of my own ever since then. Recently I had my old computer fixed, and I went through my storage and found some old fire emblem files that used to play. From this, I went to my new computer and started diving back deep into the fan-made games, and even playing through Fe6, 7, and 8. I recently finished playing through The Last Promise, and after suffering through the cringy edgelord that is Kelik, I realized that I wanted to make another fully fleshed out game. I don't know about the rest of the community, but I love playing through other people's rom hacks, because it shows off their own ideas, how they can create their own world and gives you a story to just dive deep into. Then I realized that I am literally shit at art and music. Not to mention, I have no idea how to code complex things into the game like voice acting. MarkyJoe's video of FeBuilderGBA taught me a lot about event editing, but that's about it. Then I also realized that there are a lot of really talented people in the community that could really contribute, and if we all worked together, we could make one cool motherf*cking hack. I know what you're thinking. I seem like I'm new because I haven't posted on these forums in god knows how long, and it seems stupid to just pop up out of no where and suggest that random people come together and make a hack. I've realized that. But hell I want it, and I'm sure a lot of other people do too. So why not? So if you're still reading this and haven't clicked off/wrote a comment telling me how much of an idiot I am, hear me out. For a fully fleshed out hack we need: 3 event editors 3 composers for music 2 Map designers 2 portrait designers 2 animation designers 1 Weapon and class designer 2 storyboard writers 1 Support convo writer 1 Title screen artist 1 Skill designer/coordinator Voice actors (The Last promise did it, we can do it better) As many test players as possible I think that if this all comes together, we should make this an Fe8 hack with skills and new animations and things of the sort. I have some ideas for a story that haven't been built up yet, but I don't want it to be just my ideas. That's the fun of making a hack like this, we can put everyone's ideas in it Also, if the hack goes well enough, I'm willing to compensate for the people who really put a lot of work into it. Let me know what you think, give me your feedback, let me know if I forgot anything. Thanks!
  13. So a friend and I are making a hack and in that process, we thought of some OP weapons that we wanted to make difficult to get, and so we wanted to put a level requirement on them like "Pale Flower of Darkness" or "Four Fanged Offensive" in Fe7, and couldn't figure out how to do so. If anybody knows how to do that, or at least knows if it is impossible in FEBuilder GBA, any help would be appreciated.
  14. Hello friends, Just noticed we can finally import WAV files into our hacks, but does anyone know how to add TEMPO to said file in the engine? My WAV file has the correct tempo of 131 but when inserted into the engine it seems to be stuck at a hardline Tempo=60, I've provided screenshots below to help clarify my question. Thanks!
  15. Hello guys, I'm trying for years to create my own Fire emblem. (I am like you a huge fan). I've recently discovered a program called "FEBuilder GBA". This one seems to be very nice and got a lot of options. But I don't really know how to use it... I've watched some tuto videos but I've done some mistake and my ROM is not playable anymore. So if someone can be nice and explain me how to use it that would be verryyyyy coool (or with an other software too). I already create some maps, animations, etc... I have a question too about animations. Do you know if it's possible to get somewhere the new animations from fire emblem immortal sword rom hack ? Thank you in advance to any one who may be able to give me some ideas or help. smootybear.
  16. How can I completely skip the overworld scenes for all chapters? If I try to use the "without world map" thing at the end of chapter 2 chapter 3 won't load I'll just get a black screen. And when I try to delete the world map events it gets me stuck in an infinite loop of either dialogue or going back to the prologue PLEASE HELP!
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