Jump to content

Search the Community

Showing results for tags 'problem'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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 Heroes
    • Related Games
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 13 results

  1. Hello, I was going to create custom supports for FE: Fates, but each time I try to compress GameData.bin into GameData.bin.lz, but each time I drop the GameData.bin file into FEAT, it does nothing. I tried Batch LZ77, but I don't have .NET 3.5 (This is another person's computer). Also, I cannot turn the .txt support file into a .bin.lz in FEAT. It just gives the same result. Also, when I put the custom supports into the "@U" folder (I have the European Special Edition), the supports don't show up. Here's my folder structure: SD/luma/titles/[titleid]/gamedata/m/@U I've heard that you need to hex edit on @UnassumingVenusaur's website, but I cannot open it (I don't want my family to think stuff)
  2. Hey everyone! After so many years of being a lurker, I decided to join Serenes and this is my first thread here. So, onto the topic I am here for: I am working on a small project on FEBuilderGBA and I decided to add in a couple of changes in the chapter 3 map of Fire Emblem 6 (Sword of Seals). For this, tho, I had to add some tiles to the tileset. The tileset I am trying to use is attached to this post if you want to try it by yourself. However, for some reason, whenever I import this tileset into the game, this happens: https://imgur.com/AuVc1a1 This happens with almost every single palette when I import a tileset. And yes, I encounter this error with any tileset I try to import into the game. I have tried to: - Insert the palettes' codes manually. - Export the palettes beforehand and then import them when I imported the tileset. - Import the tileset with and without importing the palettes. - Use this tileset in black and white, or with only one of the palettes. All of this is to no avail: The palettes end up messed up regardless and after racking my brain for a while, I realized this was a problem I could not solve by myself with my limited knowledge in coding. Do any of you know of any workarounds for this problem? Have any of you experienced it? Do you know of a solution (even if it means using a different software for this particular issue)? I would greatly appreciate any help I can get. Thank you all in advance!
  3. Trying to insert custom battle animations using FEditor Adv. Launched program, saved my rom, clicked on class animation manager, nothing shows up. Need some assistance if possible.
  4. I've been editing fe6 quite a bit recently, mostly with fe_builder, I've done everything from creating new classes to modifying portraits sprites, however, I've come across an issue with the in game graphic for leveling up. I looked around quite a bit, and cannot seem to find where this graphic comes from within the game, or if it's simply somehow a palette issue. I've modified Eliwood's class and portrait here, but it happens with every character. Edit: Caused by Fe editor, which I used once, Fix here:
  5. 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).
  6. 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?
  7. My problem is that I'm making my first village and I'm loading text with the TEX1 code and it works with any random text in the game but when I use my custom text the game crashes. Here is what I put in FEditor: [OpenRight][LoadFace][0x16][0x01] [OpenLeft][LoadFace][0x3E][0x01] [OpenRight] Who are you?[.][A] [OpenLeft] Yer mum pussi.[.][A] [OpenRight] wow, bud. Real mature.[.][A] [OpenLeft] LeL.[.][A][X] Ignore the meminess and vulgarity its just test script.
  8. So I decided to make my own question topic on this instead of keeping it within the event assembly problems thread Heres my code: Everything in EndingScene is straight from the base prologue events, so it shouldn't be a problem. No idea what causes this I could really use some help. Upon loading the chapter I get a black screen endlessly, thanks
  9. Cannot figure out why this error is appearing and ill link screenshots of each layer and its properties and if anyone can figure this out you'll be a lifesaver, thanks!
  10. Hey. So I have been working on a hack project for a while in my spare time now. Every time I faced a problem I managed to find the answer online (Thank this website) or found it myself. Anyway, I'm about a quarter into the hack I'm making and I was gonna import another animation from Fire Emblem 8 into Fire Emblem 7. But then this weird s*** happened. When I click on Class Animation Manager, nothing happens. It worked fine before. But now suddenly it doesn't. I was thinking it might have to do with something I have overwritten, but I haven't touched anywhere near the offset where FEditor patches. Here's a gif: https://gyazo.com/ad3cdc3e48f091397ad9a43c377baa2f As you see, the Portrait editor works fine (So does the Text and Class Animation Creator), but the Class Animation Manager (and Spell Animation Inserter, but I don't need it now) don't work. It works fine on a clean rom, but I really don't want to start over again. It would take me a long time to import all songs, data, chars, etc back into the rom. Anyone have any ideas?
  11. http://imgur.com/a/DJuny So I keep getting this issue in Tiled even though it doesn't seem like any of my tiles are unassigned? I've had a good look through the map so I can confirm none of the tiles looked unassigned.
  12. I wanted to refrain from becoming yet another problem thread, however the only fix I have found doesn't seem to work for me. I had recently begun modding when I finished my very first largely crappy map using Tiled. I of course went to insert it into my clean FE 7 Rom using Tile map inserter and markyjoe's tiled map inserter guide, however I got this error: Could not load file or assembly 'ROMhacking, Version=, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system could not find the file specified. No data written to ROM. A quick Serenes search brought me here: http://serenesforest.net/forums/index.phpshowtopic=32802&hl=%2Btiled+%2Bproblem#entry1992978 Lucky song had the same problem, but harmony had a solution. Harmony asked if the .dll files had been moved. Lucky replied that they moved the files back and their issues were fixed. I couldn't recall where my Tiled Map inserter had been originally, I still had the program in the zip folder together with the tilesets folder, the gba.dll, the readme file, the Romhacking.dll and the program itself all in the original zip folder in which I had downloaded them from Markyjoe's tiled map insertion tutorial. The only changes to the folder I had made was copy pasting the FE7 tile resource folder to another folder and possibly moving the entire zip folder containing all aforementioned downloaded materials once or twice as a whole to my desktop or other such movements. So then I sscrapped all of the Tile map Inserter zip file and everything in it and downloaded again from the same source. This time I opened the tile map inserter program from inside my downloads folder and thus avoided ever moving the .dll files. However I was met by the same error yet again: Could not load file or assembly 'ROMhacking, Version=, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system could not find the file specified. No data written to ROM. I have become obsessed with finding a solution. To myself it appears that the GBA.dll file is not being read or else can't be found for some reason. I tried to do as Marky joe said and I tried to follow the solution presented to lucky by harmony, by deleting my tile map inserter zip file and downloading agian for a fresh start so that the .dll files couldn't have been moved. Neither have worked for me. Tomorrow I may get an opportunity to work on a separate computer, that may be my best solution. If it can help at all my map was made in Tiled, my Rom was clean (I downloaded a fresh one that hadn't even been touched), I included no map changes so that the first map would be easy to insert and I wrote the offset at D0D000 (again this is a clean rom of FE 7 so this should be free space) and I set the map pointer to Lyn's tutorial level C9C9D8. Hopefully the solution is simple, I can't find anyone else who has experienced this error besides lucky (aptly named for having such a seemingly simple fix) Thanks in advance for anyone trying to make sense of what the hell is happening here.
  13. Does anyone know how the codes work No Cap Limits All Weapons have a 255% Critical Rate Every unit can use Every Weapon All Weapons Unlocked All Weapons can Attack at Close Range Boots Will Instantly Max Movement Lucia model modifier Lucia class modifier change Lucia's portrait Lucia's skill modifier
  • Create New...