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  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. Since the recent 2/9/2023 Nintendo Direct revealed Nintendo just added the Game Boy for regular Nintendo Switch Online and Game Boy Advance for Nintendo Switch Online + Expansion Pack to the Nintendo Switch eShop at the same day. I'm going to predict that next year's announcement in a future Nintendo Direct in 2024 that we might possibly going to see TurboGrafx-16 Online added for regular Nintendo Switch Online (while Sega Genesis was popular in West, I think TurboGrafx-16 might get some more Boost since it was in Wii Shop Channel & Wii U eShop with a limited stuff) while Nintendo DS Online might show up for Nintendo Switch Online + Expansion Pack like GBA had. So, if you had any predictions what next console(s) that you might predict to expect for Nintendo Switch Online and Nintendo Switch Online + Expansion Pack in 2024 Nintendo Directs, you can post them here.
  3. I made dis. I don't know if people still play this but if you have ideas to improve it, or find any bugs or it's hard to use tell me. Requires Cheat Engine, VBAM (or similar), any FE GBA ROM (all regions seem to work). 1. Open Rom 2. Load chapter 3. Open CE and attach to vbam (the glowing icon) 4. Load table 5. Start enabling things with mouse or space and open submenus with arrow keys, space or mouse. With the help of: https://gamefaqs.gamespot.com/gba/563015-fire-emblem-fuuin-no-tsurugi/faqs/35138 https://gamefaqs.gamespot.com/gba/468480-fire-emblem/faqs/31542 https://gamefaqs.gamespot.com/gba/921183-fire-emblem-the-sacred-stones/faqs/36978 https://serenesforest.net/binding-blade/ https://serenesforest.net/blazing-sword/ https://serenesforest.net/the-sacred-stones/ FE6.7z FE7.7z FE8.7z
  4. I was wondering if there was any way I could get access to, and play the fe gba games. I don’t have a computer, so emulation is out of the question, and I bought a copy of fe7, fell in love with it, but when I got to chapter 16, it froze and deleted all of my data. Turns out it was a bootleg and all of the authentic gba games cost so much and the bootlegs have major issues.
  5. Hi, I've done a quick patch for TSS. This includes: - Bow range changes and longbow is a semi-siege weapon - Bows are not anti-air except short bow, renamed Anti-air Bow - Staff range changes - Weapon stats and price changes for better balance - Swords are called Blades and blades are replaced with knives/daggers with stats equivalent to javelin/short spear/spear for the sword line - Better class distinction without altering the way they work - Nerf to mounted units (caps and fliers get 6-7 movement instead of 7-8), most of them can't double the final boss except Eirika/Ephraim (late promo), max def/res nerfed too (+5 from unpromoted class with tweaks due to branched promotions - Great Knight 8 movement, paladin is more like silver knight (lance) while GK is gold knight (axe) - Seth's bases untouched but he falls off towards the end of midgame even at level 20 - Promo gains drastically improved (more like Fates promo bonuses, some are Awakening level like trainees into t1 and knight into general, although the base used is closer to Radiant Dawn t3 promo gains) - Trainees have 5 base move and usable bases (Ewan's bases untouched but he gains better stats on promo to make up for that) - Mage Knight is now a frontline class - Most units got base stats changes due to their class bases improving and some got personally buffed (pegasi mostly) - Lgd weapons give +3 instead of +5, bow gains str instead of luck, Vidofnir is now correctly between Audumla and Garm, Wt is similar to iron/E rank, no monster effectiveness - Naglfar weighs 6, so Lyon doesn't lose spd anymore - Spd capped general with Garm can still double endgame boss (from 19 spd with Garm's +3) - Enemy growths are more balanced, following their class theme (expect promoted enemies to be closer to Fates proportionally to the stat caps of TSS) - Monsters have better bases and follow the same growth pattern as humans (beware of fog maps) - Rogues have 7 movement since thieves have 6 - Everyone is usable, some units fall off (Seth, Forde is what the womanizer cav from FE6 should have been, Garcia but he has a longer lifespan) - Changed the dragonstone a little, now Myrrh is better for the time it lasts - Soldier is now more like Radiant Dawn soldiers, bases and growths (don't put weaklings in their range) - Formortiis has -5 def/res since you don't have effective weapons anymore (except...TA-DAAA! Myrrh's dragonstone! And now she can even double him) - Try different promotions, mounted promotions give less stats than unmounted to classes that don't have a mount in t1, making up for the advantage in mobility and they fall off anyway Link for download (patch US clean ROM with an UPS patcher): https://www.dropbox.com/s/20snosffcvdbek6/FE8%20simple%20patch_full%20balance%20patch.ups?dl=0
  6. This is my place to share my assets. Give credit where it's due, I was lazy and decided to indicate who needs to be credited by the folders in the "all of my weapoon icons.rar" file! I hope you all will enjoy my work! http://www.mediafire.com/folder/81slm49dquypf/Fates-Blade's+Assets Also, everything in there is F2E (or free 2 edit) just be sure to credit.
  7. I’ve been playing sacred stones blind and since I don’t have much experience in emulation I opted to use arcade spot(an online emulator) but it is very prone to crashing. Is it possible for me to use my save states from that on a different emulator?
  8. Help I wanna Make a Fe GBA Portrait For Characters That I can Just Envision In My Mind, But I dunno how to do it on Android as that’s My Only Way of Doing Things, I need help Please, Someone tell me the Ways Of Fe GBA Portrait Making Skills
  9. Hello everyone! Ya boi Arden here. So I'm making an FE4-style hack on FEGBAeditor, and I made a bunch of holy weapon sprites for it, and I thought I'd share them all with you! Granted, I'm new at sprite art (like very new) and most of these sprites I made using an incompatible palette and had to drag them through the GBAeditor filter in order to use them in-game, but I hope you all enjoy! I would make a drop box and share them with everyone, but I think I'll wait to make a drop box for the full rom hack. The sprites use different design inspirations. Some are based on their original sprite art, some are based on their concept art, some even use tcg art, although I didn't really use Awakening designs, since I find most of them ugly. I didn't include a Mystletainn sprite cuz I'm still working on it. I don't know why, but I cannot for the life of me make a half-decent looking Mystletainn. Ares is hiding that crap. Pls halp. The List: Balmung uses concept/tcg art, All the magic tomes use in-game sprites, Gae Bolg/ Gungnir use concept art, Helswath uses concept art, Tyrfing is a mix between in-game sprite and concept art, Yewfelle uses in-game sprite, and Valkyrie uses the very specific in-game sprite you see on the holy blood character screen. Edit: Sorry the images are so smol, nothing I can do about that.
  10. I recently started making custom animations for classes following the ultimate tutorial. I already managed to make and replace a few of them successfully. Yesterday I was making another one, I loaded the script with Feditor, but when I tried to save it it gave me the following error: Model.PortableClassAnimation.writeToFile: Exception PCA: Stream error in call to dump (File) and it only creates the Frame Data.dmp file. Now it happens even with the previous animations I made, which worked before, so it isn't the new script's fault. I tried closing, opening and saving feditor, loading an idle animation script from the ultimate tutorial, using an unmodified rom, downloading feditor again, and resetting the computer; but none of these changed the problem. Any ideas?
  11. If you're here looking for a Randomizer, please use Yune! I'll put up a full post later with the details, but here's the link for now: https://github.com/lushen124/Universal-FE-Randomizer Latest Version: v1.1.0 Link: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows/releases/tag/v1.1.0 Changelog: v1.1.0 Added the ability to generate a changelog when randomizing. It always generates a file called Changelog.html in a directory you specify. The changelog includes your settings and the updated characters/classes/items tables. Mostly for convenience so that you don't have to open up Nightmare if you're curious as to what everything changed to. Note that all strings are pulled directly from the game data, so in theory this will display ROM hacks properly. (But the current logic doesn't look in the right place for chapter units, so don't try that yet. That will happen later.) The downside is that IS decided to not use the Female flag for classes, so figuring out which class is the female variant is slightly odd. Know that if two classes with the same name show up, the first one is usually the male variant and the second is usually the female variant. They look something like this: Updated weapon rank logic to attempt to transfer a character's highest rank when changing classes as opposed to randomly upping weapon ranks based on appearance. This fixes the issue where everybody starts with A rank because I didn't realize that characters would appear multiple times throughout chapters, so they got bumped several times, which almost guarantees them to be A rank by the end of it. v1.0.1 Added logic to make sure legendary weapons don't show up prematurely. Updated logic for movement costs to only update them for classes of units that need them (FE6: Miledy and Gale, FE7: Fiora and Farina, FE8: Glen and Valter). Removed Enemy Buff: At least Amount. Added Cross Gender option when randomizing classes. Fixed an issue where FE8 monster weapons were getting 1-2 range causing crashes. Fixed an issue where FE8 wasn't determining an appropriate promoted class for trainees (should only affect random recruitment). v1.0.0 Initial Release. So a few weeks back, after talking about randomizers and other things we could potentially randomize, I decided to start a project to roll all of the possible randomizers into one easy-to-use package. The most well known randomizer is probably the class randomizer, for which there exists apps/scripts to randomize FE7 and FE8, I believe (not sure about FE6). I think there's a weapon stat randomizer somewhere as well for FE7, though I'm not sure about the other ones. Finally, one of my buddies on /r/fireemblem came up with an idea to randomize growths for a character as well, which I thought was a neat idea, though at the time, one person had to randomly generate it by hand. The purpose of this project was to give the user as much control as they wanted to randomize their game in the most accessible way possible. In any case, the fruits of that project were recently borne with the v1.0 release that I put up on /r/fireemblem and would like to share here as well. The project is open source on github and is written in Visual Basic for the Windows platforms. I have plans to do a mac one at some point in Cocoa right after I get my new macbook, so in the meantime, this is Windows only. (Somebody suggested an Android version as well, which might be a reality if I can remember how to do android programming (did it a couple of years back, but my forte is in iOS development.) Github link: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows Link to Randomizer: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows/blob/master/GBA%20FE%20Stat%20Randomizer/GBA%20FE%20Stat%20Randomizer/bin/Release/GBA%20FE%20Randomizer.zip The zip file includes the executable as well as Arch's Tutorial Slayer patch, which is necessary for FE7. Run the executable and you'll be greeted with a scroll that looks like this. Everything is grayed out initially until you select a valid file using the Browse... button. Assuming you fed it a valid file (determined by the header, assuming it's a GBA header and has either game code AFEJ (FE6 JP), AE7E (FE7 NA), or BE8E (FE8 NA), all of the options will re-enable themselves and the game you fed it should show up properly underneath. Feeding it something invalid will let you know the game code it detected. Most options are self explanatory, but if you need help on any of them, a tooltip will show up if you hover your mouse over the checkboxes or numeric controls. As a reference, here's a quick rundown: Randomize Growths: For every important character (i.e. has a character entry), it takes the total amount of growths that unit has and redistributes it across all growth areas. For example, FE7 Eliwood has 80% + 45% + 50% + 40% + 45% + 30% + 35% = 325%. This option will take that 325% and randomly assign growths so that it still totals up to 325%. Maybe you'll get an Eliwood that's 100% HP, 50% STR, 25% SKL, 25% SPD, 100% LCK, 15% DEF, and 10% RES. Or you may get an Eliwood that's 10% HP, 10% STR, 10% SKL, 150% SPD, 45% DEF, and 100% RES. Growth variance adds or subtracts a random amount up to the specified number to their totals. So if you set a variance of 20, then Eliwood could start with anywhere between 305% and 345% to distribute. Force minimum growths will ensure that every growth has at least 5%. Without it, 0% growths are a (very real) possibility. Use weighted HP growths tries to lean more heavily on HP (since that's true most of the time). Randomize Bases: Same as growths, except with your personal bases. You may know this, but a character's base stats are determined by the sum of their personal base and their class base. This option only redistributes their personal bases. Base Variance is the same as above. It adds or subtracts a random amount up to the specified base from the total bases a character has before redistributing. Randomize CON: Exactly as it sounds like, but this works differently than above. There is no redistribution here, just a random number up to the variance specified that is added or subtracted from a character's personal CON. For example, FE7 Eliwood starts with 7 CON. With a variance of 1, he could start with 6 - 8 CON. With a variance of 2, he could start with 5 - 9 CON. With a variance of 3, he could start with 4 - 10 CON. And so on. A minimum CON value is also an option in case you really don't want to deal with anything lower than 3 CON, for example. Any CON that ends up less than this value is brought up to this value. Randomize MOV: Unlike the above, this operates on a class level, and is strictly determined by the range given. Note that male and female variants of a class are considered different classes. The range is determined by the minimum and maximum specified. Randomize Affinity: So straightforward it doesn't even have any options. It just assigns a random affinity to every major character (bosses included, though I don't think that matters much unless you're one of the desert bandits). Randomize Items: So many options... This gives you the ability to make random tweaks to weapons. They mostly operate with the same pattern. The variance is the amount of change you want to allow for a weapon's stat. For example, let's say you have an FE7 Iron Sword. It has 5 MT by default. If you set the Might variance to 5, then it could end up anywhere between 0 and 10 MT. If you don't want any low might weapons, you can set the Minimum Might to a desirable value and it will make sure weapons never go below that value. Every other stat works the same. Weight also allows you to set a maximum in case you don't want anything weighing more than 20 WT, for example. The final, and in my opinion, most interesting option is the ability to randomize traits. What this does is give every weapon in the game an additional random trait on top of it's normal version. The potential traits include Brave Effect, Unbreakable, Devil, Poison, Reverse weapon triangle, Eclipse effect, Magical Damage, Negates Defense (in supported games only), effectiveness to a group of classes (limited to the existing ones), or a random stat bonus (limited to the existing ones). So, for example, maybe all Iron Swords become brave in your game, or all iron axes are actually good against swords, or all iron bows halve your HP (this one is particularly annoying). Randomize Classes: The meat of it all. Takes all characters and gives them a random class. The options here are straightforward, but without any additional options, Lords, Thieves, and Bosses are not randomized. This is mostly so that the game is more stable (i.e. less issues with lords getting force promoted, or lacking a thief when you need one, etc.). The options re-enable them as desired. Allow Unique Classes will add more exotic classes to the pool. This includes Dancers, Soldiers, and Manaketes (in supported games). In FE8, this also adds monster classes to the pool. Buff Enemy Growths: You may know that most basic enemies get their stats from an autoleveling routine in the game based on class growths. This allows you to increase those values for a harder game. The options do exactly as they sound like: Up To Amount is 0 up to X, Exactly amount is exactly X, and At Least Amount is X up to 255. I recommend not doing that last one. I may just remove it because it's not really practical, IMO. Also Buff Bosses will give every boss character a somewhat matching buff so that they don't end up significantly weaker than the regular enemies on the map. Recruitment: This is probably the buggiest piece of the entire thing. You know those Reverse Recruitment patches that are floating around out there? This attempts to do it programmatically, with varying degrees of success. If you want to play reverse recruitment, you should probably just use one of the patches. Randomized recruitment might still have some use though if you want to experiment around with it. It does exactly as it sounds: re-arrange when each character joins the party. Does not affect scenes though, so there's some disconnect, story-wise. Some Screenshots: Additional Notes: Soldiers can actually promote if you randomize classes. I added logic to allow Soldiers to promote with the use of a Knight's Crest. In FE6 and FE7, they promote to General, while in FE8, they get the choice of General or Paladin. Lords can also promote with less exotic items, in case you're stuck with 5 Eliwood Lords. Most use a Knight's Crest, but Lyn Lord uses a Hero Crest instead. Monsters in FE8 are also given promotions if you randomize classes. They use the item you'd expect them to, that is: Mogalls use Guiding Rings, Revenant, Mauthe doogs, and Bonewalkers use Hero Crest, Baels and Tarvos use Knight's Crest, Bow Bonewalkers use Orion's Bolt, and Gargoyles use Elysian Whips. Note that random item effects are additive. Brave Bow will always be Brave, but may also get, say, magical damage. Magical weapons (except axes) will automatically get 1-2 range if they weren't already (this is the only reason why Magic Weapons are a thing in FE6). In addition, Magic Swords and Lances will be assigned a random spell animation if they do not already have one. Some item effects are mutually exclusive. Namely, Devil, Eclipse Effect, and Poison, because they cannot be combined with each other from a technical standpoint. Some characters are always exempt from class randomization. Mostly final bosses and some big name NPCs. The randomizer *potentially* works with other hacks/patches, depending on how involved they are. Repointed tables are ok, but obviously, the number of items or characters the randomizer thinks there are will be off, not to mention, it no longer knows who's a boss and who's a playable character. Patches that don't modify the game too much should be ok, but full on hacks probably won't work. For FE6, please use the translation patch here: http://serenesforest.net/forums/index.php?showtopic=41095 before feeding it to the randomizer. I may do this automatically in the future for you (like Arch's tutorial slayer patch), but it doesn't do it right now. There are some other things, but you'll find them as you play around with it. I make no guarantees about this being bugfree. It went through v0.33, v0.66, and v0.99 before finally being good enough for a v1.0 release, so most major issues should be ironed out. However, there can still be other issues nobody has found yet. Please report them so that I can get them fixed.
  12. 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?
  13. We play Hector Mode for the first time LIVE NOW!! Come Support my new Fire Emblem playthrough!! Three Houses Maddening was an amazing run. Now it's time for a new journey with The ChoZen One!!
  14. PROJECT DISCORD: https://discord.gg/Z8EwVyp What is this? GFE1R, or Generic FE1 Remake, is a remake of the first Fire Emblem, Shadow Dragon and the Blade of light, aiming to give the game more of a gba feeling. it also features a working tactician system(Screenshots coming later), A halfbody system, skills, and in the future a game modifiers screen which will allow you to modify your game experience(example: making the classes randomized.) Screen Gallery If I want to make a halfbody, how do I make it conform to the format, and how do I submit it? First of all, here is the halfbody hackbox. it is very similar to the normal hackbox, except the yellowgreen-ish part of the hackbox is for the second palette. the body part is allowed to have a second 16 colors(15+bg) palette, for convenience. Here is an example mug. as for how to submit a halfbody, either post it here on the thread when completed, or join the discord and post it there. posting on both is reccomended, though.
  15. Does anyone have any recolors using FE Recolor with the numbers they used so I can get some ideas on how to color my sprites, i just have the basic in game sprites and i cant make a decent looking recolor to save my life.
  16. I don't know if anyone else has ever seen these pictures, but I assume it is Fire Emblem Path of Radiance, but with GBA sprites. Does anyone have any knowledge on this or anything really about what this even is. I believe this goes here but can anyone help with any info?
  17. I was thinking about this, and If Sharena haves her GBA-styled sprite? And also Alfonse, Anna, Fjorm and another Heroes charactera haves their GBA-styled sprites too? I don't know.... Is this a great idea, or not. Because, Heroea is a Mobile game, and isn't canon at all, and more difficult to make the rom hack project.....
  18. Hello there my friends, I'm new to the forums and I want some suggestions for playing the GBA fire emblems romhacks (Fire emblem 6 and 7). Last week i've played this Sacred Stones Reskin and Rebalance: Oh man, let me say this is a wonderful romhack, top of the line in my opinion, very nice sprites and animations, a lot of diverse skins for a lot of characters, and new custom classes too. So, I don't know many reskin romhacks for FE 6 & 7, can you guys indicate me a top quality reskin (and rebalance if comes together, but i truly want is a reskin), like this one I've linked, romhack for both FE 6 and 7? Observation: I don't want romhacks with custom story, like The Last Promise, I want romhacks with primarily top quality reskins for the original story of Binding Blade and Blazing Blade.
  19. Trying something new, to increase participation we will vote on which game. Well theoretically participation should be up due to sequestered people anyway. To avoid the spoiler effect we will use ranked voting: If any choice has >50% of 1st choice votes, it wins. If no winner, eliminate the choice with fewest 1st choice votes, moving up 2nd choices to 1st as needed afterward, and check step 1 again. Ties are broken using the sum of voting ranks (Last choice is 0 points, 2nd last 1 point etc). This way you don't really need to worry about "wasting" your vote on a potentially unpopular choice (i.e. spoiler effect) because your vote will just transfer to your next preference anyway. Rules set will be more or less usual, don't want to clutter up the OP with several of these before the game is even selected. Naturally they will be open to change in the spirit of the thread. Our candidates are: FE6 Normal Mode, 6 people FE7 Hector Normal Mode, 5 people FE8 Hard Mode, 4 people And to spice things up with an experiment, FE8 Hard Mode with FULL Lagdou Ruins, 4 people If the winner needs more people, we just wait for 1 or 2 more. Conversely if the winner is for fewer people, the largest, earliest subset of people with a valid winner will be used. For example, if the winner of the first 4 votes is FE7, but the fifth vote makes the winner a 4 player option, then the earliest group of 4 voters with a valid winning option will be used. Heck, I'll leave the draft method up to the people as well. Normal Draft Screw Over Your Opponent Draft Auction See my previous threads for how an auction would operate, for example https://forums.serenesforest.net/index.php?/topic/89726-fe8-auction-6-partial-lagdou/. From that you can probably guess my first choices: FE8 + Lagdou FE8 Hard FE7 Hector Normal FE6 Normal Auction Normal Draft SOYO Draft Now cast your votes, The Senate commands you to dewit. Edit: Teams: MacLovin: Vanessa, Moulder, Garcia, Colm, Duessel, 2nd Lord, Marisa Wargrave: Seth>=5, Lute, Cormag, Forde, Neimi, L'Arachel, Syrene, Ewan Emerson: Franz, Natasha, Gerik, Ross, Saleh, Dozla, Knoll, Amelia Peppy: Artur, Tana, Gilliam, Kyle, Joshua, Innes, Myrrh, Rennac
  20. I'm trying to insert magic animations like Apocalypse, Gleipnir, Naglfar, demon surge, shadowshot, etc. into the rom hack for new tomes and i'm not sure how to make it work.
  21. I am pretty curious to know what's the difference between ROM's that are on version 1.0 and the ones with version 1.1
  22. As the title implies I'm curious as to how such a thing could be accomplished with as much stability as possible. At present it's just for a little project me and a friend are working on for our own amusement and as anyone new to this sort of enterprise we started tossing ideas at the wall. One of the most common things we ended up coming up with were classes/characters that wielded physical and magical means of combat at the same time. At the moment my computer doesn't want to cooperate and search directly search on this site how much it's been asked about, but the only thing i could find was a several year old conversation with empty links in it. Sorry if this question is answered and I couldn't find it or if this message is a little choppy. I have a ton of information i'm absorbing right now. Thanks in advance! 😄
  23. Good night! Tonight I want to suggest a challenge on FE 8: TSS. The concept is this: make the route split real. In hard mode no grind of course. Rules: 1. Ephraim route will never use any unit from Eirika's route past chapter 8. Not even Colm. I suggest you keep your keys for Ephraim's chapter 9 otherwise you will miss the ocean seal worth 5k gold which will be your only item worth gold for quite some time if I recall correctly. 2. Not only units : Eirika's inventory is Eirika only and every item in the supply gotten before chapter 8 will be discarded and every unit prior to chapter 8 outside Eirika and Kyle/Forde will be killed before the route split (you can kill Colm after it for convenience). 3. The only exception to rule 2. is ch7 knight crest, which is given to either of Ephraim's guards before ch9 (ideally after the route split and before entering the first route exclusive chapter) so that you have a Seth-like Jagen and a normal cavalier. 4. You can and should raise both cavs in ch5x (because it's more convenient for ch9 and 10 and also because the next point is quite restrictive). 5. Your chosen prepromote: Kyle: he must have a speed inferior to 13 before promotion and be level 1 promoted for ch9. The goal is to have a mini-Duessel with 8 movement. Forde: he must not be able to ORKO ch9/10 units (at least the mercenaries) after promotion. He must also be level 1 promoted for ch9. None can get any exp as a paladin before ch9. Forde will be a mini-Seth but he will certainly struggle doubling or ORKOing for the whole game, thus I suggest that Kyle is the one early promoting since being mini-Duessel for what's left of the game is better than being inferior to both Seth and Titania. At least with lv 20 stats he can remain useful for the whole game. 6. If you want to make the route split even more real, you must also kill Innes and Saleh when they come back, bye bye to their inventories too. Eirika will have to find her path alone to Ephraim unless you can send someone from Ephraim's group to help her. 7. To continue on the same settings, I suggest you kill Gerik and Tethys without taking their inventories. They're more Eirika's underlings by being Innes' mercenaries than they are Ephraim's. 8. Dozla, L'Arachel, Ewan, Marisa, Cormag, Duessel, Tana, Amelia, Rennac, Myrrh, Knoll and Syrene are all usable, either because they're route neutral (Marisa is an ennemy anyway, Amelia too, Ewan recruits Marisa, he's also your only mage besides promoted L'Arachel, Rennac is an ennemy recruited by L'Arachel, Myrrh is glued to Ephraim and Knoll is purely coming from Ephraim's route since he comes from Grado's prison, Cormag comes in Gerik's place in Ephraim's route with the same settings and Syrene comes post reunion so she's allowed on both routes, and L'Arachel is recruited in the same conditions in both routes). 9. Eirika can use the ch5 skill tome and dragonshield, otherwise she's useless in the last chapter. She has to be used only in the Endgame (promote her before the final chapter). The other chapters she has to be benched (except ch8 where she must clear her entry room by herself and can help for the last parts of the chapter, if you're short on ch5x potions and elixirs, since Ephraim and his guys are forbidden to use the supply and Eirika's inventory). She also must be the only unit to take kills in her team before the route split. It is a good way to make her at least playable in the Endgame, and with so few decent units you'll need all the fighting force you can get. For Eirika's route: 1. Choose between pre-route split group and post-route split. If you choose pre-route split, Seth is forbidden. If you choose post-route split, he's the only unit who can be used alongside Eirika, Tana and Amelia in ch9. You can even choose to kill him after Innes' group has joined, since you don't need a Jagen anymore, Gerik is OP and Eirika's route doesn't need to rush before Rennac's recruitment. If you use Seth, he must have base speed before chapter 9. Good luck getting both villages for the angelic robe! 2. No unit from Ephraim's route is allowed (Cormag, Duessel, Knoll, Myrrh are forbidden) and if you consider Tana to be Ephraim's wife before Eirika's friend, then she can only be used for ch9 village rescue. If you play with pre-route split units of course none of ch9 onward units are playable, including Tana (you'll need to ferry Eirika to Innes in that case, which is harder than talking to Innes with Tana). 3. Any pre-route split unit used must be at the same level Ephraim's group would be if you chose Ephraim's route, and Gilliam or Franz must be Jagenized with the same rule as Kyle (well, Gilliam must be at 13 def max before promotion since it implies 15 def after promo which is already overkill for Eirika's route, but honestly pre-promoting Gilliam is 100% better than Franz, at least Gilliam will be useful without doubling everyone while Franz would be trash). 4. Same rule for inventory and supply, same restrictions as Ephraim's route, Eirika only once your units are on equal level with Ephraim's group in the Ephraim's route scenario. It's like Eirika is your Jagen XD. Pre-route split units are forbidden to use pre-route split stat boosters or to carry anything other than their initial inventory into ch9 onwards. 5. Forde and Kyle must be killed once you've completed ch5x, manage Ephraim's inventory wisely! He will carry it to the Endgame with the Solar Seal and Siegmund! If anything seems vague, you can ask me or suggest your complements to these rules. Have...fun? LoL.
  24. So, If you don't know what FE Recolor is,1) Why are you here, and 2) It is a program made by BwdYeti. (Link Right here) It's a very cool program that lets you recolor sprites from the GBA era of Fire Emblem. However, it is missing a lot of sprites, and while the Pirate one is easy to find, the rest, like the FE6 exclusive Sprites and ESPECIALLY the monsters from FE8, are really hard to find, to the point where through all my digging, I could only scrape up a tutorial on how to make sprites compatible. So I made pretty much all the sprites I could, and they're all here: Missing Sprites Here, Ta Daaaaaa These include all the Monster sprites, Most, if not all FE6 Exclusive Sprites, and some missing sprites from FE7. I also did some work on some already existing Sprites, so that it shows more versions that use it's palette. For Example, the Female Druid sprite uses the same Palette as the Male Druid, however the original FE Recolor Sprite image only showed the male, so I put in the female. I marked the ones I worked on under revised so that you don't have to change anything, its just so that you can see it for an example. Directions Step 1: Extract all to a safe Location where it wont cause any hassle for you Step 2: Go into Missing Sprites>Sprites and Copy all the Pictures there into FE Recolor>sprites>battle_sprites Step 3: Go into Missing Sprites>Data and Copy all the .dat files into FE Recolor>data>sprites, This makes it so that you don't have to manually re position all the Palette indexes. For the Revised Sprites: Same steps as 2 and 3 except be sure to delete/move the previous .png and .dat files before adding them. UPDATE I've added The FE7 Female Thief Sprite, It could be the FE6 Sprite, but It was just easier to make an all new one. -Added Berserker (Hawkeye) and a Lucius Sprite on the Bishop image. Notes So I have tested all the sprites I could with BS Palette assembler, however, I could not test the Monster sprites, Zephiel's sprite, or the Manakete-transformed sprites. Please tell me if they don't work too well in-game and please provide screenshots. Also make sure its correct on your end. Also, If I missed any sprites, please tell me, as I'll make it and add it on. Thank you in advance! And I hope I was of help.
  25. Title pretty much sums it up. I want to try giving my FE project a more subdued art style akin to fe4/fe5 (but not exactly like it).
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