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Found 17 results

  1. Hi All, I'm currently on a Maddening GD run using the Ashen Wolves and I noticed something strange with Balthus. If I change his class and inspect his base states it states that his base STR and DEF are 29 and 26 respectively. However the actual stats showing are 23 ad 20 respectively plus class modifiers. The difference is 6 for each stat ie what he gets from King of Grappling. Is this a bug or just the way King of Grappling is implemented? Can anyone else see this on their saves? It's the same on my other saves of the same run but I don't have a save handy to try recruiting him from scratch again. At lvl 28 the STR 29 and DEF 26 look roughly right for his bases and growths while the STR 23 and DEF 20 that are showing look way too low but it is possible he's just badly RNG screwed (I've had terrible RNG this playthrough, Byleth just hit lvl 30 and is on SPD 20 😞 ). It's a shame because I love the character and fist builds but he's just not pulling his weight atm.
  2. I'm making a small personal patch for FE8 (which I would be happy to release as an ips patch at some point if people are interested!) and one thing I want to do is make the Jump Festa event items available in the main game in some fashion, along with Alacalibur, the name of which I've already corrected to the clearly-intended Aircalibur. This in mind, if Aircalibur is to be used, the glitch in its animation that cuts the music off should obviously be fixed. Based on my admittedly rather limited knowledge of ROM hacking, it is something that seems like it would likely be caused by something simple, like an incorrect byte or two in the command list for the spell animation, but I don't actually know what I'd need to change, or to what, in order to fix the issue. Is it known what the source of this issue is? Have people fixed it before? Any help is much appreciated!
  3. Hi, I've experienced something that seems like a bug. After boosting Haitaka (level 16 early promotion to lance master to reclass into fark flyer, get to level 5 and reclass to lance master for seal speed, given him the midori paralogue's herb for +1 everywhere and elite skill then updates Haitaka level 6 lance master in the logbook), I've loaded another save file and even with gold, I couldn't even try to recruit any einherjar/prisoner unit. I was at chapter 15 revelations (I also boosted Haitaka on rev chapter 10 so it was possible) and I tried to diminish my number of units by killing Sakura's sky knight, but I still couldn't recruit anyone. Is it normal or it a bug?
  4. I was wondering if this has been an issue for anyone else. Usually this is a minor inconvenience for me but when I wanted to play without a wifi connection today this was a problem for me and I started looking into it. I obviously have downloaded it before, but it randomly redownloads the patch anyway and it has happened since the game launched but only in the past couple days has it become persistent. I think that it's a bug they'll patch out soon, but if anyone has had this problem and/or has found a solution to it I would be appreciative of the help. Thanks!
  5. Ho trovato Hector 5 stelle e subito mi sono messo ad allenarlo, fino al livello 23 , poi mi sono ricordato che potevo fare sostegno evocat. Per aumentargli le stats ma invece appena fatto, le stats si sono abbassate. In attacco aveva 43 e ora 39 , anche i ps si sono abbassati è normale? Aiutatemi
  6. I am currently making a bunch of edits to FE8, one of which is changing Ross into a Pupil. I've changed his character to the class "Trainee Mage (1)". I've edited Ch.2 so that Ross comes as a "Trainee Mage (1)", holding a Fire tome and a Vulnerary. He's reached level 10, but he's not auto-promoting before the start of the next battle. What could be the problem? Apologies if this is a known issue.
  7. ok, I finished the game for the first time( amazing game). but the ending got this weird text( probably because of translation maybe?) afer seizing the final castle and then froze on this screen. Is it a bug or maybe it was a translation bug?
  8. I'm playing through FE4 (Project Naga translation), and I'm currently on chapter 5. For some reason about half way through the chapter my game suddenly stopped showing the movement grid and attack range for all characters. I have no idea what caused this and it's quite a big hindrance to the gameplay. Anyone know what caused this and how to fix it? (Gif attached is an example of the glitch.)
  9. I'm not sure what could be causing this at all. I'm working on learning more about event writing - everything is pretty straightforward so far, thankfully. When I insert and try to play the event I made for the Prologue, though, things break. The event itself functions like it's supposed to, but Hector is also there, imbedded into the top wall of the room map. I'm including some screenshots. I can't see anything in my event code (that I've included too) that would put him there. Everything else functions as intended. If I put my cursor on him and then take it off, the game screeches at me and crashes. Any idea what I did wrong?
  10. I don't have a problem with this, but I want to know why it happens I am grinding Siegbert and Forrest supports on boo camp for my conquest PMU run. But, for some reason, after every turn, Siegbert heals 10 HP He is in pair up with forrest. Siegbert has the skills Gallant, Astra, Shelter, Elbow room, and Defender. Forrest has the skills Fierce counter, resistance +2, Astra, Gentilhomme, and aptitude. None of these have the description that it heals. Forrest is a troubadour and has only healing staves, and Siegbert has the blessed lance equipped along with A javelin, steel lance, killing edge and steel sword. So my question is, WHY does siegbert heal 10 HP at the beginning of the player phase? EDIT: I found out that the blessed lance restores HP. This topic can be closed
  11. Recently in my Fire Emblem Fates Conquest copy, i've experienced a pretty bulls**t bug that frezzes my game at random times and sometimes it even crashes my game, now i see myself i a position that i need a LOT of luck to beat a chapter. Does ANYONE know how to solve this problem ? I will attach a video showing my problem. capturedvideo.MOV
  12. I've recently been playing through Radiant Dawn via Dolphin, and I've been experiencing some issues. I got up to Chapter 6 in Part 1, and my emulator keeps crashing whenever I either try to open up the dolphin interface or load a save, and sometimes it just crashes at random, no matter where I am in the game. The audio also sounds VERY glitchy and my game has around 12 FPS, even though I had put my game on the fastest graphical settings possible on Dolphin. My computer is fairly new, so I don't think my hardware is to blame. Please help!
  13. I've been having this issue for a while in my hack, but I've had no luck seeing where it's coming from, unfortunately. So, basically, upon a certain few characters joining the party, their stats will sometimes be raised to a number well above what it should be. [spoiler=Example] These two images are from different playthroughs. As of now, this issue only occurs on four of my characters, the ones in the slots for the non-tutorial versions of Lyn, Wil, Sain and Kent. On the point that they rejoin in the Eliwood mode, their stats may look like this. Apart from the broken ones, their stats, levels and experience have been perfectly translated over from their stats at the end of the Lyn mode. If I'm remembering correctly, when Lyn mode characters who've survived return in the Eliwood mode, they shouldn't actually get any extra stats anyway. It seems to be fairly random what stats of characters are affected by this. For example, (See picture above) I've seen Kane's strength be raised, or Andrei's skill and speed be raised. The most common stat that has been affected by this to my knowledge is resistance, but it's not always the case. I have also had playthroughs in which this issue will not occur on any of the characters, but it seems to be most common in affecting at least one of the four characters. At one point I thought that it might be something in Nightmare that was affecting this. [spoiler=Nightmare Screens] The stats in the image above are for the characters in Lyn and Wil's slots. There's nothing particularly strange about the values here that should be doing this, I think. It should also be noted that none of the four characters are autolevelled, so they have no reason to be gaining extra stats. One thing I've noticed as well is that if I were to load straight in Eliwood mode, these nightmare base stat bonuses will worked out for the four units just fine and they will never encounter any issues. I also thought that this might be some kind of Hex issue. [spoiler=Hex Screen] So the above screen shows the hex from a part of the Nightmare Character Editor. The highlighted values are those corresponding to Andrei/Wil's (from Level to Constitution bonus) listed numbers in the said editor. The hex image is taken directly from the ROM file after seeing this glitch, so nothing has been altered yet. His base resistance is the 02 byte. But there's nothing here that seems out of place to me. Some other things to note: These characters do all rejoin together on the same chapter as each other, like they do in the original FE7, although i'm not using the same chapter to do this. As a result I have tried seeing if changing the chapter in which they rejoin would solve the issue, but it didn't. This issue can be fixed mid-game, either through editing the nightmare stats of the characters again, or by using codes to change your characters stats, but obviously this isn't ideal and the first solution may actually cause another stat bug later into the game. The bug is raising their stats by 31, which is the limit on stats or something, right? I don't really know what I can do about that though. So, can anyone think of something that might point me in the right direction to seeing where the issue really lies here, or did I just screw my ROM up a long, long time ago and should have realised it back then? Thanks in advance for any answers. And please tell me if if I need to provide anymore information or make something more clear.
  14. EDIT: I'm stupid and suck at this game. Ignore everything that I wrote. So I recently downloaded a Wii save file at http://www.gamefaqs.com/wii/932999-fire-emblem-radiant-dawn/saves from the user BlueHedgehog24. The save file provides different save points, one of which is saved at Part 3, Normal mode. I used that save file and proceeded all the way to Part 4, Chapter 5 (the Feral Ones map). When an enemy attacked an untransformed Janaff, he did not gain any transformation points after combat, as shown in this video here: https://www.youtube.com/watch?v=Dz3hcLSoFfY http://i.imgur.com/YA0SjJv.jpgThis image shows Janaff's transformation gauge after the Feral One attacked him. http://i.imgur.com/pBhvGbw.jpgThis image shows Ulki's transformation gauge, who was out of range of the enemy. Notice how both sub-humans laguz have the same transformation points. My question is that is this a bug with the save file, or with my game?
  15. So, Longtime Lurker here, finally made an account to start participating in the community since I'v started making my hack. essentially what my problem is when I apply the text file I am using for my prologue to any fire emblem ROM along with making the starting character a female cavalier eliwood (these are what I'm replacing with the character who is supposed to start) it also adds an off the screen level 0 hector with an iron sword which you can reach by pressing A once or twice (I'm on VBA) so it translates to pressing R on an actual GBA. since I have tested this on a clean ROM it must have to do with the event coding I am using, I will post that here, it's unfinished but I hope someone can figure out the reason for the phantom hector! thanks in advance! for refrence I'm attacking the text file im putting into event assembler ps. if anyone finds something else horribly wrong with the eventing please do notify me, I very recently started learning. Prologue.txt
  16. Hi! I am new to ROM hacking in general. I am ROM hacking FE8. I am getting a totally dark screen upon entering the prologue. Here are the things I've changed so far: Overwrote with Event Assembler Changed the maps for Prologue and Ch.1 Changed text (but that worked completely fine, and, well, its just text xD) Am I pointing to the Prologue wrong or something. I've been troubleshooting since this morning and nothing seems to work! [spoiler=Event Assembler Code]#include EAstdlib.event #define DQTableOffset 0xC9F2EC #define DeathQuoteTable(index,CharacterID,ChapterID,TextPointer,EventPointer,TriggerID) "ORG DQTableOffset+(16*index); BYTE CharacterID; BYTE ChapterID; ALIGN 4; SHORT TextPointer; ALIGN 4; POIN EventPointer; BYTE TriggerID; ALIGN 4" EventPointerTable(0x07,ThisChapter) ORG 0xE47880 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN AnimationUnits1 POIN AnimationUnits2 POIN GoodBattleUnits1 POIN GoodBattleUnits2 POIN BadBattleUnits1 POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene VanessaDies: ENDA SyreneDies: ENDA TurnBasedEvents: TURN 0x00 BeginningScene [1,0] 0x0 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: DeathQuoteTable(0x00,Vanessa,0x43,0x00,VanessaDies,0x65) DeathQuoteTable(0x00,Syrene,0x43,0x00,SyreneDies,0x65) DefeatAll(EndingScene) END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: ENDTRAP ALIGN 4 AnimationUnits1: UNIT Gilliam General 0x0 Level(3,Ally,False) [13,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [steelSword,SteelLance,SteelAxe,Elixir] UNIT Moulder Bishop Gilliam Level(1,Ally,False) [12,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [Lightning,Mend,Vulnerary,0x0] UNIT 0xC0 Soldier Gilliam Level(10,Ally,False) [10,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironLance,0x0,0x0,0x0] UNIT 0xC0 Soldier Gilliam Level(10,Ally,False) [16,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironLance,0x0,0x0,0x0] UNIT 0xC0 Soldier Gilliam Level(10,Ally,False) [10,1] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironLance,0x0,0x0,0x0] UNIT 0xC0 Soldier Gilliam Level(10,Ally,False) [16,1] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironLance,0x0,0x0,0x0] UNIT AnimationUnits2: UNIT Vanessa FalcoKnight Gilliam Level(1,Ally,False) [30,30] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironSword,IronLance,Vulnerary,0x0] UNIT GoodBattleUnits1: UNIT Vanessa FalcoKnight Gilliam Level(1,Ally,False) [15,15] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironSword,IronLance,Vulnerary,0x0] UNIT GoodBattleUnits2: UNIT Syrene FalcoKnight Hayden Level(1,Ally,False) [1,1] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironSword,IronLance,Vulnerary,0x0] UNIT BadBattleUnits1: UNIT 0x68 Warrior 0x0 Level(1,Enemy,False) [15,1] 0b 0x0 0x1 0x8B3BFC [ironAxe,Elixir,0x0,0x0] [0x6,0x3,0x0,0x0] UNIT 0x2D Bandit 0x0 Level(10,Enemy,False) [14,1] 0b 0x0 0x1 0x8B3C04 [ironAxe,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2E Bandit 0x0 Level(10,Enemy,False) [15,2] 0b 0x0 0x1 0x8B3C0C [ironAxe,0x0,0x0,0x0] [0x0,0x12,0x2,0x0] UNIT BeginningScene: LOMA 0x1 _LOAD1 0x1 AnimationUnits1 ENUN MUS1 0x26 TEX8 0x664 [8,8] ENUN CURE STAL 60 _LOAD1 0x1 AnimationUnits2 MOVE Vanessa [14,3] CUMO Gilliam MOVE Vanessa [1,1] DISA Vanessa CUMO Gilliam TEXTSTART TEXTSHOW 0x903 TEXTEND REMA LOMA 0x0 _LOAD1 0x1 GoodBattleUnits1 TEXTSTART TEXTSHOW 0x90D TEXTEND MOVE Vanessa [8,8] _LOAD1 0x1 GoodBattleUnits2 TEXTSTART TEXTSHOW 0x90E TEXTEND MOVE Syrene [7,8] TEXTSTART TEXTSHOW 0x90F TEXTEND _LOAD1 0x1 BadBattleUnits1 TEXTSTART TEXTSHOW 0x910 TEXTEND ENDA EndingScene: MUS1 0x31 TEXTSTART TEXTSHOW 0x918 TEXTEND MOVE Vanessa [15,15] DISA Vanessa MOVE Syrene [15,15] DISA Syrene FADU 16 REMA MoveToChapter(0x1) ENDA MESSAGE Events end at offset currentOffset
  17. So, I was doing an online battle, and my scarfed Aerodactl was outsped by a gardvoir. I'm no expert, but I don't think that's possible. I don't know if this is a glitch or what, but please help me figure this out.
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