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  1. Download v0.1.5.2 here! Fire Emblem IV-V: The Holy War is remake of Fire Emblem 4: Genealogy of the Holy War and Fire Emblem 5: Thracia 776 using the Lex Talionis Engine. It aims to be a new take on an SNES classic, adapting some features from the original to GBA ones as necessary, yet trying to stay faithful to the source material, rebalancing the levels, stats, weapons and places like the arena and the shops. Version 0.1.4 and 1.5 has been "Prologue" releases, containing only the full Prologue map, in order to test it's current difficulty. Chapters are going to be done as they were in the original game, being a total of 12 FE4 maps + 35 FE5 maps of variable length. Later, we aim to rewrite a little, only the necessary, FE4 and FE5 stories so they fit as only 1, making it fluent to side with Sigurd, Seliph and Leaf (names used are going to be the translated versions of the oficial Romanjis, so some name may change) Important note about playing As said before, this is made with Lex Taliones Engine, which means it is not a romhack, but a game itself, so no patches are needed, no roms from snes, no cheats of that kind. To start playing execute the main.exe file. Credits inside the game. Most of them to FEuniverse and Serenes Forest Communities Plans for next version Version 0.2.0 Add Chapter 1. Version 0.3.0 Add Chapter 2. and so on Version 1.0.0 Fully remade FE4's 2 Generations. Version 1.1.0 First FE5 map added. and so on Version 2.0.0 Fully remade FE5's story and maps, now fitting with FE4's. Features 10 playable characters and 2 Bosses! Re-balanced weapons (averaged Might, Weight, Hit %, Rank Level, Value and Uses), classes (averaged Stats from FE4 units and FE5 units), stats, items and skills! Original Sound Tracks from Fire Emblem 4 and (later) Fire Emblem 5! HP bars on map! Simplified Supports System (taken to GBA style) and "relationships"! Merged some conceptually repeated classes* (stats averaged): Lance Armour + Sword Armour + Axe Armour + Bow Armour ------------> Armour (now can use all this 4 weapons) Archer + Bow Fighter + Hunter ------------------------------------------------------------> Archer Mage + Fire Mage + Thunder Mage + Wind Mage ------------------------------> Mage Long Arch + Poison Arch + Killer Arch + Iron Arch + Great Arch ---------> Ballista (poison, killer and iron are now items) *Axe Knight, Lance Knight, Archer Knight, Free Knight and Social Knight (Cavalier) are exceptions due to they have their own and specific promotion classes Total Reduction -> From 72 classes to 60 Merged Fire, Thunder and Wind magic into Anima magic Renamed some (not all of them for lore purpouses) classes to its GBA versions: Junior Lord ------------------------> Lord Social Knight ---------------------> Cavalier Forrest ----------- -------------------> Hero Thief Fighter ----------------------> Rogue *Dark Mage -----------------------> Dark Sage (is much more powerful than a normal mage to be called it's dark version, it's more relative to the sage itself) *Not in GBA but you get the idea XD Units may auto-promote when reached Lvl.15(tier 0)/Lvl.30(tier1) No more Individual Storage, Individual Money and Only Couple Trades, now all units can trade with each other and the storage is shared by all units. Money is general, and adding new characters to your army gives you a certain amount of money. (Just as in GBA) There are now 2 difficulties: Hard and Elite (still W.I.P though) Notes Though I'm having all support I could ask from Rainlash and other people from the Lex Talionis Community it's still only me remaking everything, so there may be cosmeticals bugs and errors with some animations and sprites. Feel free to point them out to remind me of them if you wish. If you find any gamebreaking bugs, do post about it as soon as possible so I can look for a solution and issue a fix patch. Change Log Version 0.1.4.3 Fixed Azel, Midir, Gandolf and others stats. Fixed Center-East Village crashing when visiting. Fixed (hopefully) Gerrard battle quotes display. Fixed executable version Version 0.1.4.4 Items and battle menu's portraits fixed. Version 0.1.5 Added the intro pre-title screen. Some Minimap Fixes If you find any gamebreaking bugs, do post about it as soon as possible so I can look for a solution and issue a fix patch. May Require To run the game you may (or not) need to download and install the following: Python 3.7.x+ Pygame 1.9.4+
  2. Continuation of the FE4 manga will be on this thread, but please refer to the other FE4 manga thread for Holsety Scans' work for the first five volumes and first two chapters of volume six. Holsety Scans and Fala Scans are composed entirely of different people, and we therefore take no credit for the work they put into their scans/translations. All credit for their contributions goes strictly to them (I've had confusion in the past where we mistaken for also being the old team by people new to the manga). Chapters hosted on Mega. Click "Download through your browser". Note: Chapters 62-66 are currently unavailable. All other chapters have been fixed. To clarify what happened, because I had not been able to get onto the Mega account that held these files for an extended period of time, the data on the account was deleted by the website. This affected all old links. As of this time I do not have access to my desktop which is apparently the only place I currently have the finished files for all completed chapters in volumes 10/11 (the only way to get to those files would be to access my hard drive which I plan to hopefully get to doing). This may also mean in the future that another means of hosting these chapters will be necessary, as Mega will eventually delete the data on the account if I stop logging in for an extended period of time. Someday I may have reason to stop logging into the account, such as all our active projects being completed or the team being on break once the major projects are completed, and the account will be deemed inactive. I will try to eventually find another solution, but Mega is still fine at this time. When things change if they do, I'll let you guys know. Note: If there is not an update date beside the chapter, it has not undergone thorough changes since the date it was released or since the dates listed in the bulk updates section. This means they mean be updated at a later time. These updates are for a variety of things such as to fix the color levels, to fix the typesetting, page rotation, if there's been any translation change (which can range from something as small as an sfx to a major change, but any major changes will be noted in a new post), etc. An update date beside a chapter signifies I've done several of these in one update or heavily so on one or two, or I've looked them over and determined the current edits from previous edits are suitable enough for me to move on to the next chapter). This being the team's first collective major project, we've changed how we manage levels, typesetting, etc since we began. To keep the older chapters as up to date as possible, I eventually go through and edit them. We will not redo entire chapters, so some will still have a different look to them (such as chapter 38, for example), but I will update them as best I can. Volume 7 and onward have not received their quality updates. This will happen at a later date. Volume six: Volume seven: Volume eight: Volume nine: Volume ten: Chapter 58 Chapter 59 Chapter 60 Chapter 61 Chapter 62 (Currently unavailable as explained above) Volume 10 Complete (Currently unavailable as explained above - will be updated when chapter 62 is fixed) Volume eleven: Chapter 63 (Currently unavailable as explained above) Chapter 64 (Currently unavailable as explained above) Chapter 65 (Currently unavailable as explained above) Chapter 66 (Currently unavailable as explained above) Chapter 67 Volume twelve: Chapter 68 JD's edited versions: NOTE: Some of these changes may or may not be gone due to an incident regarding Mega (as of explained above). This means it's possible the versions I have available at this time (as I cannot access the files on my desktop at this time dated 11/26/2019) are not the final versions. Chapters missing any pages will not be reuploaded until I have access to my desktop files. Text positioning/size and minor grammar error edits were done to volume six on 12/21/15. Major edits done for volumes six through nine (chapter 53) on 9/2/2016. Major leveling and typesetting edits will be done to all volumes where needed later on. Chapters 38-40 edited. Note about edits: Unless the rotation of a page is really bad, it won't be fixed in the earlier volumes we've done. Unfortunately to rotate, it means I have to either redo the typesetting from the blank version, or I can rotate the typesetted version and it will reduce the text's quality and settle it in more as just part of the page and not a separate layer of text (it will look more blurry, and I've had a few minor instances where I noticed the rotation was off after typesetting and did rotate it anyway, but I rarely do that). - Other information: Current team members are: Jugdral Defender (scanner, cleaner, typesetter), ChildofDain (cleaner/redrawer), LeifOfLeonsterTranslations (translator). New cleaners are being trained and will be added to this list soon! You'll probably notice some blurry edge lines. That's because I did not (and will not) debind my books. We do our best to make it look nice without working with separated pages. Volumes one through six are also very thick volumes, so spine blurs will not be quite so defined as of volume seven and onward. Lastly, please feel free to notify us of any errors (typos, possible missed words, etc.). We'll fix them as soon as possible after hearing about them. Enjoy your share of FE4 pain and all the pain to come!
  3. I've been eyeing the Genealogy of the Holy War Exceed a Generation figurines for several years but now that I want to buy some they totally disappeared from the market. I felt this would be the best place to ask about where to potentially find them and possibly locate some sellers. It makes sense that they only got rarer and more expensive over time but I have trouble coming up with the justification to pay more than $15 per figure at best. Hopefully someone here can point me in the right direction!
  4. hi folks, I'm gonna teach you how to insert portraits into FE4 so here's a step by step guide, pay attention class 1. First thing you need is a portrait, and the size of Jugdral saga portraits are 48x64. For this tutorial I'll use a picture of my furry kitten OC, Lamia. EDIT: Consult this post later on in this topic about a palette fix required for portraits as a very important first step: http://serenesforest.net/forums/index.php?showtopic=43520#entry2683698 2. In order to format it correctly for insertion and to make the mouth movement accurate, this is what it needs to look like: It's much the same as GBA portrait insertion, although that's automated now Here's a guideline to where the mouth is replaced: Follow these above examples in order to prepare it for inserting. Once you have it correctly set up, save the portrait as a .BMP image type, as a later step requires it. 3. Download this makeshift ROM file (don't worry it's not an actual game, just a placeholder thing to help portrait setup): https://drive.google.com/open?id=1sRawpsb7M0UJHDd7DjQ5Qs4MI9JTCpo1 The above ROM is set to be just the right size to fit your portrait. Grab your favorite SNES graphics editor (YY-CHR, Tile Layer Pro, etcetera) and check for the Import Bitmap feature, choosing your portrait. The editor should be set to SNES, 4BPP. Once it's in, make sure you actually DO have 16 colors, and that the FIRST color in the palette is the background (black in this image). Don't worry about correcting the colors in the editor, since you'll need to adjust the palette of it in the ROM itself. If all 16 colors are registered but the background is using the wrong color (this happens to me in TLP), save it as an SMC and use YY-CHR's color-swapper tool for a quick fix. If you have trouble getting all 16 colors in (like, one or two are missing) then convert the BMP to a 16-color format with something like a GIF editor/animator like GIF Movie Gear. It will save BMP files to the minimum amount of colors, while preserving said colors unlike MSPaint. Once you have it set up, save your portrait as an SMC file (SNES ROM). This will make it ready to compress. 4. Speaking of the compressor, this is what you need: https://drive.google.com/open?id=1oGKii9yT5Y3weA__l-dqPEZS-frGF3wp Contained within is a compressor for FE4 (and also FE3 but I don't have data on that) along with a readme. You don't need to have your portrait in the same folder as the program. If you have your SMC file of your portrait ready, all you have to do is drag your portrait's ROM onto the 'old' or 'new' FE4 compressor. I think the only difference really is that the newer one uses slightly less space, but I kept both of them in the zip in case of errors and whatnot. This will create a yourrom.BIN in the same folder as the file you dragged onto it. This BIN contains your compressed portrait data. 5. Refer to this data I stole from the FE4Binary collection: https://drive.google.com/open?id=1yFCE-AASWIUxg0zlSO3mQhuRxFjWcZdM This contains all of the addresses of portrait data in the (headered) ROM. The numbers counting up are the reference, which is then used in the Portrait Pointer Editor in Nightmare. 00 is Sigurd, for example. The first address is the location of the compressed data. Sigurd's portrait is at A67B5. Now, open your portrait's BIN file in your hex editor of choice and copy all of the data. Find a portrait you want to replace (Sigurd in this guide), make sure you don't overwrite the next portrait, and replace one portrait's data with your own. Now, save the ROM, and open it up in your emulator to check if it loaded properly. 6. If you're successful, now's the time to change the palette. The second number in the portrait data list is the palette; Sigurd's is at CAA00. With this, all you have to do is figure out what is colored by what, and change it to the appropriate 256-color byte pair. Each single color uses 2 bytes. I personally use GBA Color Picker in order to match the colors as close as I can. To make a certain color in the palette more visible, I recommend setting one color to FF00, which turns it into a bright red, making it way easier to detect and find out what color it needs to be. Additionally, make sure that when adding your colors, the two bytes are switched around in the ROM. 7. After toiling around with that, along with all the testing and reloading, you should slowly see your portrait come to life within the game itself. 8. Eureka! Enjoy your inserted portrait.
  5. excuse the pretentious topic title, I'd like to go ahead and share some stuff for FE4 that everyone might not have access to or find all that easily fe4hackdocs first thing is twilkitri's old data, useful for learning some of the basics and has some things like dialogue coding that may be important to have, most of it is handled by nightmare these days but some isn't I also added the codes for using menu text https://drive.google.com/open?id=1WFmJnnSmjOWV_1wu3FqlDEHB1YLex_vX FE4MAP the japanese map editor, I 'translated' the necessary stuff (not much to translate but still looks better) google translate can help you if you want to check out the readme, but if you need some help with the program lemme know the important thing is that once you save a map, drag the map file you saved onto 'encofe4.exe' in order to compress it, then insert it to the ROM https://drive.google.com/open?id=1-UlWV_A8rZT-bd2ismNN3d177jqT0mLO Note: FE4MAP makes the army editor nearly obsolete, use the appropriate editor in the program instead Note 2: Modifying castle and village data (just this data) can screw up the game due to structure misalignment errors in the program. I believe there's info about modifying the data directly somewhere, but either way you can look at the bytes in the map editor itself and figure it out where it is in a hex editor New Nightmare Modules more things to make your life easier Hair Color Editor edits the hair colors for battle animations, they're stored specially since IS was too lazy to make custom palettes for every character Triangle Attack Editor self-explanatory, there are three possible combinations Children Definition is this where children are born? I dunno, haven't played with it or anything, but hopefully it will act how I want it to later on Battle Sprite Editor just modified the defining bytes so it's better to customize Custom Battle Palette Editor provides a custom palette to any character with the matching class Class/Item Name Editor well there was a character one why not these too for huge convenience Magic Animation Editor just copy-pasted it from the FE5 one pretty much Chapter Music Editor the second one is for when chapters start from a save I didn't finish collecting all the phase data but it should be easy enough to figure out for anyone else (if you needed to) Skill Table Editors this new set of editors will allow you to assign any skill you want to the skill lists available for characters, classes, or items, the class one especially important due to the lack of skills you can give them it's pretty much for replacing all those unused and/or unneeded skills in the lists to use it, you designate a skill to a certain flag, which you then are able to use said flags in the other editors Shield Sprite Editor and Shield Definition Editor these will change the shields used by the various knightly classes, allowing for more customization you can give a certain shield of a certain color to a certain character using a certain class, which is pretty great - another note, relating to map sprites and shield sprites: if you use and customize the map sprite editor, the pointers for them are at $3825E I believe - this applies to both the map sprite and shield definition/sprite editor too: when pointing to a certain class, it will read from each class in the list until it reaches a character(shields) or gender(map sprites) that reads FF, then it moves to the next pointer - this is why when making someone not sigurd or celice into a lord knight, they look like a duke knight because duke knights come right after; since only the lords are lord knights, and their sprites are specified by character, there's no need to give them gender or an 'end list' code Item Sprite Editor this'll allow you to change the battle animation sprite and palette designations for items, giving you more customization on a side note, if you'd like to insert your own graphics like I have, the tile pointer table starts at $198A1F Battle Music Editor lets you change the music used during battle, though you can only use other music allowed for battle, mostly just useful after using the FE5 music patch Chapter Intro Music Editor changes the music that plays when a chapter loads and shows the name, right after the world map screen Skill Icon Display this set of modules is simply for changing which skill graphics are displayed for each skill with this you can give icons to 'hidden' skills such as canto, recover, etc I did this myself for those two and also some new skills in my hack so that none of the graphics get wasted Holy Weapon Flash Editor + Modified modifies the items that have the special weapon flash; there is a patch available that modifies the data to allow more entries, which you should then use the (Modified) version of the editor Magic Animation Pointer Editor advanced reference module for magic editing, don't be too concerned about it Broken Weapon Editor allows you to modify the broken weapon for every combination of weapon and rank; HOWEVER dark uses the same entry as light does, unless you change the pointers just before the data at 7E4DC - 7E4EF Battle Positions Editor changes how the characters appear in battle; like you know how ranged swords have them start at a distance, and long range tomes/ballistae start with one character invisible and they're both in the center of the screen? use this to change that stuff modules download: (overwrite the folders of the original nightmare package) last updated: Apr 9, 2017 https://drive.google.com/open?id=1p24fkGOEXapEOqFJ6sXyv4ZgRxiUoXQ9 other stuff Portrait Tutorial Magic Animation Tutorial link to some more tools in this topic: https://serenesforest.net/forums/index.php?/topic/39603-lamias-fe4-stuff/&do=findComment&comment=2775837 anyway that'll do for now, I'd like to think I'm pretty versed in FE4 if anyone wants to ask whatever, or not, I know noone cares about FE4
  6. I said I was going to make this thread like a year ago, but it had completely slipped my mind, and I had set out on looking into FE9, getting burned out, and then getting everything back together again to actually make things happen. In any case, here's the link to the repo for Yune. Link The downloads can be found in the releases section, with the latest release being v0.9.0. The readme also goes over how all of the options work and what they do. As the randomizer is written in Java, the only requirement is that you need a somewhat recent JRE installed to be able to run the randomizer. It has been compiled for Windows (32-bit or 64-bit), MacOS, and Linux (GTK). Supported titles: Fire Emblem 4: Genealogy of the Holy War - Requires JP ROM (headered or unheadered) or Pre-patched ROM with Project Naga translation patch. Fire Emblem 6: Binding Blade - Requires JP ROM or Pre-patched ROM with the Redux translation patch. Fire Emblem 7: Blazing Sword - Requires US ROM Fire Emblem 8: Sacred Stones - Requires US ROM Fire Emblem 9: Path of Radiance - Requires US ISO (Note that there is a good chance of an out of memory error when using a 32-bit JRE for FE9 randomization). I trust FE4 and the GBAFEs to be fairly stable, but FE9 is a bit shaky (and likely quite buggy, if you enable too many options that I haven't had the chance to test simultaneously), because it's not quite up to the standard I would have liked for it to be. I'm still trying to figure a lot of things out for how FE9 actually works and the next step is one that will likely take a long time because it involves chapter scripting. Rather than hold it for that long, I'd rather have people able to test it and start finding bugs that need to be addressed, as well as solicit information if anybody has anything that might help with FE9 quirks. Those bugs could also help give me other ideas on how FE9 might actually work under the covers. Please file any bugs you find in the GitHub repository directly in the Issues section so that I can track them, alongside any suggestions that could help me improve Yune. EDIT: 0.9.1 is now available. Changelog:
  7. -------------------------------------- Link to translation on tumblr Link to translation on Google Docs: Google Doc, Book 1 - Google Doc, Book 2 - Google Doc, Book 3 - Images and Art -------------------------------------- Sigurd's story is now complete! Seliph's story has begun! EVEN IF YOU HAVE PLAYED THE GAMES AND DO NOT WANT TO READ THIS ENTIRE THING: I still highly recommend reading from the prologue, to Chapter 3. These early parts address backstory that was not fully fleshed out in the games, including: 1) Loptous' meeting with Galle, 2) the story of the 12 Crusaders, 3) Arvis' childhood, and 4) the attack on Darna. Follow me on tumblr, or twitter, for new translations the moment I finish them! I also do FE game localization vs. Japanese translations and analysis posts, so follow if you are interested in those as well! -------------------------------------- Links to FE5 novel translation, for those who haven't found it yet: Book 1 - Book 2 - Images and Art -------------------------------------- Howdy, everyone! Now that I have finished my translation of one of the FE5 novels (aside from minor edits, like updating to fit the new Project Exile naming standards), and the results of my "which should I translate next" poll are out, I have started work on one of the FE4 novels! It claimed 1/4 of the votes, even with other FE4 book options on the poll! Whoa! We as a fandom are really into Jugdral right now! FE4 is my favorite video game of all time, and I could not be more excited to translate this novel and share this retelling of the story with you all. Be sure to follow me at the links above for immediate updates! Of course I'll post here as well, but I mostly use tumblr and the Google Docs/Folders, so those will get updated first.
  8. In development since late 2012, this project is one of the rare English hacking community FE4 hacks out there. This is planned to be more in-depth than most, with several system tweaks, customized weapons and new magic types, new classes and items, maps and events, and more. Unlike the base game, this project does not have a generational system; instead, it is split into Part 1 and Part 2. It may hurt replay value, but it is not the intention of the game as a whole, and the story takes place on a much smaller time frame. Currently, the first five chapters are playable. Many of the system tweaks are more or less finished; most of what's left are creating new maps and dialogue, and total portrait reconstruction of course due to the furry populace. List of Changes New weapons and personal weapons Additional Killer weapons, a number of personal weapons, extra skill-giving weapons New magic tomes Complete with their own mostly-custom animations New accessories More and different skill-giving jewelry and the like New classes Hero, Wyvern Knight, Trickster, Ranger, and more New maps Of course, none of which matches the continental view New conversations New characters means different characters interested in others, a wide variety of personalities Event modification Progression is generally different, some chapters especially having reduced numbers of castles No children The game is split into Part 1 and Part 2 instead, in order to preserve balance and to add longer familiarity and development with each character Some changed graphics Items and skills get new icons, the menus are a different color, more to come System Changes - Statscreen changes in the class name, map sprite position, and weapon ranks - Gold cap decreased to 30000 (all items have been balanced to reflect this) - Critical rates are displayed on the statscreen and also during battle, replacing the Level - Force and Spirit magic do physical damage (this effectively makes Lamia a Strength-based mage) - Magic Swords do magical damage at close range by default - Weapon weight is reduced by STR/2 or MGC/2 depending on the weapon type - NPC and Neutral-aligned unit battles use Real animation - Previously hidden skills such as Canto and Recover now appear on statscreens and have proper names and descriptions - S weapon rank has been added along with weapons - Sword skills can now be activated by any weapon type - Hit% is now calculated with Skill*2 + Luck*1 - Giving gold from one with the Steal skill gives up to half the giver's gold, up to 5000G Things to not pay attention to - Map animations will result in glitches and potential crashing, don't use it - Portraits, because the entire populace are furries and it takes time to make new portraits, which I need to do for the player heroes and also every single boss and NPC - Castle and enemy names, they'll all be reworked in the end - Untranslated/unscripted dialogue and menu text stuff because I usually do the important things first like gameplay, however you have my assurance that character/class/item names won't be ignored - Poor writing, I'll make a better-written story once I can complete the game Chapter Progress: Part 1-1: 99% Part 1-2: 80% (map may be fully reworked) Part 1-3: 95% Part 1-4: 99% Part 1-5: 99% Part 1-6: 20% Part 2-1: 0% Part 2-2: 0% Part 2-3: 0% Part 2-4: 0% Part 2-5: 0% Part 2-6: 10% Current Public WIP: Download IPS v0.6b This patch is compatible with the original, (J) ROM, with a header. here's some screenshots things I need to figure out: - decode battle sprite animations - advanced event coding - change which icons items use - find all of the holy blood graphics - probably more that don't come to mind right now thanks: ~ pukachi, camus, and whoever else made the original nightmare modules ~ shin for pointing out some stuff I've missed ~ the english FE romhack community for being cool and there ~ much of this project couldn't be done without all of the Binary research and data, thank you very much to all of the japanese FE4 hackers, without which this project most likely would not be where it is today, nor possibly exist without.
  9. 1 year later note: YUNE does FE4 randomizing better these days. Don't go using this one. Over Christmas, i decided I wanted to make a proper FE4 randomizer as opposed to the crappy one I had made and posted to Reddit last summer. Now I have completed a playthrough of it to find and fix all the bugs I could find, and then fixed some more bugs with the help of some people on Reddit, I thought people over here would like it as well. So here we have it: Jespoke's FE4 Randomizer 2.1! And here is a link to the source code: https://github.com/jespoketheepic/JespokesFE4randomizer Randomize options: Classes Promotions Base Stats Growth Rates Skills Holy Blood Holy Blood Growth Bonuses Holy Weapon Bonuses Weapons: Might, Hit, Weight Other things: Various weapons are shuffled around and edited to match the randomized classes. Sword skills can be used and inherited by anyone, and holy weapons can be sold and bought. There is an option to nerf your own units' growth rates, in case you want to go ham on the OP options. There is an option to slightly rebalance weapons A few small things are edited to stop anything from breaking. If you run into anything weird, please tell me so I can try to fix it. The randomizer is made to work with both headered and unheadered roms, with or without the Project Naga translation patch. I want to thank the people in Lamia's FE4 stuff for finding/compiling a lot of the locations in the rom to edit to get everything to work, as well as the FE Binary people who made the Sword Skills patch. Please leave any feedback, suggestions, and fun results you may have ~ Updates: Update 2.1.2: Fixed an issue that came up when using high difficulty settings without randomizing growths. Added 2 new options for Holy Blood allocation: 33% Major 66% Minor, and 4 Minors. Update 2.1.3: Closed the loop created by 2.1.2 Update 2.1.4: Fixed the 2.1.2 problem (hopefully completely this time) The option to have Holy Blood not give growths is now actually considered a valid input. Added some stuff to make issues that get the randomizer stuck easier to pinpoint. Update 2.1.5: Fixed Pursuit rates not being as advertised. Added option to give you a guaranteed Troubadour if you want. Update 2.1.6: Kids and their substitutes now have the same classes, which means substitutes will no longer join with weapons they can't use. The guaranteed healer option now also gives you a guaranteed cleric in the second generation. Fixed the Seliph Holy Blood randomizing function doing exactly the opposite of what it was intended to, which could freeze the randomizer. Update 2.1.7: Tine, Lene, and Nanna now match with their own substitutes, instead of those of each other. That also fixes another problem introduced by the switcheroo, that caused saves to not load and the boss of the prologue to act weird.
  10. Alright so just as the title suggests, Any pairing can be chosen. Have fun! Edit: Lex/Tailtiu has been chose, those two are out of the decision. Alec/Sylvia have been chosen Lachesis/Finn 😳 Fury (ew) / Noish Dew/Briggid Arden/Ayra Adean/ Azel All Gen1 pairings have been chosen, sadly Lewyn doesn't get to pass down his magnificent genes but this is the rules. Thank you all for commenting and giving your suggestions! If you wanted to You can add Gen2 pairings just for fun in the comments, thats up to you.
  11. So I was playing echos and noticed the forging system in the game I am pretty sure this was not in Fe 2 So if a Fe 4 remake ever came out I think a Forging system of some kind would be pretty cool it probably would not function like it did in echos and more like forging in Fe 9 or 10 where you could change the stats on a weapon individually like hit rate, MT and so on. The weapons in FE4 already feel pretty unique even ones like the silver sword you get in the prologue its not just a silver sword its Sigurd's Silver sword. Idk how limited the system would have to be as to not take away the value of the sheer power of holy weapons ( unless they can be forged to ). I just think I would be a cool little edition to give weapons the extra bit of flair. oh and you should be able to change the name of non holy weapons, and the forged weapons would cost more in the pawn shop. idk if this has been posted before I looked for a bit and couldn't find anything like it so I hope I am not breaking any rules
  12. 1. the critical skill gives 15+skill% percent chance to preform a critical 2. noish has adept instead of accost 3. arden has a new skill (leave suggestions) 4. armors and mages have +1 move 5. fire tomes have 6 extra might and deal effective damage against armors and mounted units (so it makes since that alvis beat sigurd) 6. nihil negates all skills and effective attacks (thank god pavis in not has annoying) 7. non sword or infantry units can use luna. solar and astra 8. reclasing costs a lot of gold 9. thunder tomes have -5 weight and give the critical skill 10.axes have there weight reduced by 7 11 lances have -5 weight 12. heros have b axes and get weight -3 13. master knight have a light and a dark 14. nihil and vantage rings 15. sigurd has aether 16. tiltyu joins at 10th level and has better bases 17. non boss enemies have personal skills 18.more bonus scenes depending on your rank 19. olwen because Reinhardt is to popular 20. hard mode because fe 4 is easy 21. jamke has bow range +4 22. midir has bowrange +1 23. brigid has bow range + 6 24. princes can use lances 25. aidean has bow range +3 and miracle 26. the sons inherit there fathers hair color where has the daughters hair color is of there mothers 27. you can buy hair dyes at castles 28. female seliph ( with sliver hair and staff utility but worse stats) 29. no incest pairings corpell should never be able to use the valkire staff 30. a alternate ending if you input the konami code where Sigurd doges alvis attack and lands a tyrfang critical 31. that boss that reks midir actually has the critical skill 32. Claude meets Claude secret event ( you must turn your switch upside down near a tree in chapter 5) 33.wind magic has +2 might and is effective against fliers 34. aura has 1 weight 35. you get a light tome in chapter 4 36. comedy mode where the entire tone of the game changes to that of a parody 37. villages on hard give half as much money 38. more civilians to save 39. more Easter egg chacters in the arena 40. diedres stuff is moved to pawnsho[ 41. you always get the nosfratu tome in chapter 6
  13. Hello, I was wondering if there is a SNES cartridge of Genealogy of the Holy War that has the Naga translation that I can buy online? I've only found that the Gharnef translation is put on an SNES cartridge. I just like having the game on a cartridge, its just something I like doing. Thank you for anyone giving me an answer.
  14. Hey, all! I'm currently hacking FE4, and I had a few questions that I wanted to see if anyone can answer. I have pored over the threads containing all the tools and info from Lamia and others (such as this thread here: https://forums.serenesforest.net/index.php?/topic/39603-lamias-fe4-stuff/#comments ) and there's been a lot of useful information! However, I do have some specific issues that I haven't been able to find answers to yet. If anyone has the time and know-how, I was wondering if you could give me some advice? 🙂 1. Using the Broken weapon slots to implement new weapons. Lamia included a broken weapon editor and indicated that it can be used to consolidate broken weapons in order to free space in the item list. I tried doing so by having each of the weapon ranks refer to the A rank broken weapon. This causes the game to always crash when a battle is initiated. Any idea on how I should be doing this? 2. D rank patch The sword skill patch works just fine with the Project Naga translation, but the D rank patch does not (regardless of whether there's any other patches other than Naga on top of it.) Has anyone played around with this and found a way to make it work? It just crashes my game when used, similar to the broken weapon issue. (And yeah, I did make sure that the area it specified in the readme was blank before patching, and it was without me having to do anything, so that's not the issue. Right now, the only thing I can think of would be to apply the patch to a clean rom, and THEN put project Naga on top of that and painstakingly implement all the other changes I've done on top of that. But, eh... I'd rather not.) 3. Editing enemy Stats, skills, etc. I can't find any way to edit enemy data AT ALL besides the enemy editor modules, which really only allow you to change their class and inventories. How have others gone about this? Hex? 4. Text editing I haven't experimented with Lamia's tools yet on this front, so I'll try that first. But in the meantime, is there any specific advice people could offer for text editing in FE4? Thanks so much! EDIT: 5. Also, being able to edit max stats for classes would be just swell! kthxbye!
  15. I've been looking desperately for a clean version of the "Castle Seized" sound effect to no avail. In fact, I can't seem to find any FE4 sound effects that aren't leveling up. Just wondering if there was a way to bulk download them or if anyone specifically had the "Castle Seized" effect
  16. A year and a half ago I did this series with FE1-3 but had a huge block with FE. However I am back baby! I wanted to save this for tomorrow but I was too excited for this! I had been putting this off for almost a year and a fucking half but no more! It is time for the Fire Emblem Retrospective to return with a 1/6th preview of my first FE4 video!
  17. I've been writing on and off for a while, but between a relatively recent replay of Echoes and a less-recent replaying of GotHW, I came up with a Crossover story centered around Sigurd surviving Belhalla in a modern AU where he finds himself barred from contacting anyone he ever knew. While I'll try to update it here first from here on, here's the first chapter of Little Chalphy (link leads to AO3, so warning if your Job/School forbids access to it). Any feedback is welcome here. While I've been translating documentation and whatnot for a long time, it was only up until a few years ago that I gained enough confidence to start writing fiction in English, so any daft bits you find that sound odd/goofy/out of place to you, do not hesitate to let me know. Good day to you all and thanks in advance.
  18. does Valkyrie get passed down if broken
  19. so finn was on the other side of chapter 3 than bridigid and now they are lovers what happened
  20. does the valkerie staff reset love because ayra is unable to be saved
  21. ok so I am trying to get lex x ayra going. I heard about the jealousy system and looked it up. does it work if the one in the line jealousy is already married like ethlyn?
  22. Hi The past 2 days i have been reading a lot about FE4 hacking this and while i can now customize the game with nightmare tools That is not enough for me, for example i'd like to add new weapons and give it bonus stat Thats all, thanks
  23. Which mainline Fire Emblem game do you feel hard the hardest soldiers and why?
  24. doing my first playthrough of fe4 and currently halfway through chapter 3. was wondering of some general things to keep in mind while playing through the rest of the game.
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