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Found 6 results

  1. In Fe builder, every single time I try to change the opening of the game, the same error occurs: I open up/create a save file, start the game, at which point the opening blurb about the sacred stones defeating the deamon king happens as usual. Instead of loading my events lined up for the opening cutscene, it just loads my lord unit on the world map with nowhere to go. Since this happens every time, I'm assuming it's a simple problem. The only time this didn't happen is when it loaded both the world map and chapter map onto each other, but I think it's because I put the chapter start event in the world map events by accident. Any help/suggestions? I've been working to fix this problem a LOT of times.
  2. Hey! I was just curious if it is somehow possible to change the placements of the towns and castles and stuff on the world map. I've been trying to find an answer all day and can't seem to find one. Help would be greatly appreciated.
  3. I've decided to adopt a world map to my small project, but idk if I can use any color or does it need to use certain colors?
  4. Okay... this time be more specific.... XD I was working on FE8 because I thought it was similar to FE7, everything OK, I programmed all the clases along with the map sprites on a FE8 rom, I used some patches and I was preparing all the custom animations, everything ok, but I wanted to test the events and then I couldn't... When I replace the prologue events the game crashes at the beggining of chapter 1, I solved this using MNC2 instead of MNCH in order to choose the following chapter and it worked correctly, but when I try to go to chapter 1 from chapter 2, the game crashes again at the beggining of the chapter (once the game shows the name of the chapter), I tried to solve the problem by turning off the World Map Cutscenes, replacing the events of chapter 2, etc but nothing worked. I saw that some users had the same problem, but I couldn't find any solution, somebody knows what do I have to do?
  5. Introduction I’ve seen some question topics pop up over the last few months regarding the world map in FE7. I’ve also had a few folks ask me personally about how I went about inserting my own into The Road to Ruin. This tutorial will guide you through the process of inserting your own world map into a FE7 ROM. Before I start, I’d like to give a shout-out to NomadicTrooperGirl, who provided some great documentation in here. Any offsets I post for images or palettes in this tutorial, I got from there. Thanks! Overview Tools we’ll be using: Usenti GBAGE Hex Editor Concepts you should be familiar with: Palettes Offsets Hexadecimal numbers Okay, so when I say “World Map”, there’s an important distinction to be made, since there’s really 3 different world maps the game uses. The map of the entire world of Elibe (I’ll call it the “Full View Map” from now on). The “zoomed in” map that covers Lycia, Bern, and Sacae (I’ll call it the “Zoomed In” Map). The “zoomed in” map that covers the Nabata desert. I don’t have any information about the Nabata map, since I’ve never really needed to do anything with it. If someone’s got notes on it, please post them so I can add it to this tutorial (with credit, of course). Important Note: When I learned how to insert the Zoomed In map, I initially had a lot of trouble trying to get palettes to work. I found out that the problem was that GBAGE was reading in .png files in a way I wasn’t expecting. The Zoomed In map needs to split into several pieces in or for it to be inserted. If a section didn’t use all of the colors of the palette, GBAGE would inappropriately assign the image a subset of the palette. However, when I converted my images to .bmp, everything worked fine. So, for this tutorial I really recommend saving your images as .bmp. Table of Contents Inserting the Full View Map Inserting the Zoomed In Map A Quick Word About World Map Events Alright, that’s all for this tutorial! Feedback is appreciated. If you got stuck somewhere or would like me to expand on a certain part of the tutorial, feel free to post about it here. Side note: This tutorial ended up having exactly 42 images. Very appropriate :B
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