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Found 8 results

  1. After 4 long years of work, I am very happy to present to the community: Overview The continent has been at an uneasy peace following the fierce Magus war. However, 25 years after the fact, strife bubbles once again. Unanswered questions from the previous conflict abound, with dark forces on the move. One family finds itself at the center of the intrigue. An ailing mother and her seven children must navigate the trials that await them, while clinging to each other as they never have before... Download Link (Apply .ups file to clean FE8U Rom) 7 Siblings COMPLETE Download Current Version: 1.5 *Note that saves from version 1.1 and earlier will not be compatible with version 1.2 of the game and beyond* Discord Server Link Seven Siblings Discord Screenshots Core Features/General Notes 7 Siblings is a complete FE8U romhack with a fully custom campaign and story made by WarPath with support from the FEU community. Some of its key features: - The game features 29 chapters: a prologue, 20 numbered chapters, an endgame, and 7 Gaiden chapters sprinkled in between. All Gaidens are unlocked automatically and are labeled as such due to being side stories from the main action in some form. - The large majority of game graphics have been overhauled, from the title menu to all in-game menus to character portraits and class animations. Additionally, nearly all music has been overhauled from vanilla FE8. Shoutout to the community for helping make this possible. - The game features an easy mode, a normal mode, and a hard mode, with the only substantial changes between modes being enemy strength. Hard mode is what the hack was primarily designed around and would be recommended for most romhack veterans. Normal and easy are just somewhat nerfed versions of this mode and have received less testing. - The hack also features Classic (defeated units are gone permanently) and Casual (defeated units return in the next chapter) modes which are selected after selecting difficulty. The game is balanced with Classic and permadeath in mind, but Casual is there for anyone who doesn't want the stress of permadeath. You should be fine letting a fair number of units die on Classic, although this game is definitely not designed for a true Ironman run from a blind player, especially on the highest difficulty. - Arianna, Scott, and Nancy are global GameOver units. Other units may be GameOver units in their joining chapters or a subsequent chapter in which they are force deployed. Arianna has access to the Supply starting in Ch. 2. - Support Viewer and Sound Room are 100% unlocked from the start. The Link Arena is disabled because it was pretty broken and I didn't care to put the time in to fix it. - Supports are functional in terms of gameplay, but there are no conversations. I may write them eventually, and I may not. Depends on how I feel. - It's recommended that if you are playing this hack on emulator, that you use the mGBA emulator if it is available to you on your platform. This hack was primarily tested using mGBA. A bit of testing was done using real hardware as well, and in that limited sample size, the game seemed to have no problems running on real hardware. Further Information Mechanical Tweaks of Note Recruitment Guide (Spoiler Warning) Known Issues Credits Hope you all enjoy! Please report bugs and give feedback either here, on the FEU thread, or on the Discord.
  2. So, I started working on a custom animation using a fixed version of FE8's Lyon animations, you can find what I used here: https://drive.google.com/drive/folders/1CAC-wxJOkgBT3Me3fkzS3qzSdXR_8RKu. So, I did all the frames, but for some reason, the first frame messes up the shading when in game. To show what I'm talking about, you can see for yourself in the two pictures; The first is what it looks like in GIMP, the 2nd is what it looks like in game: I don't know what causes this, I've reached out to multiple people about this and so far, I've come up blank (I don't hold it against them, don't worry)… I got recommended to take this problem to a larger place, hence me posting here now. I don't know if its a problem of the animations I was using or the (probably more likely) case of me missing something about custom animations, this is my first time making a custom animation so it's not unlikely... Oh, one other thing, I only include the magic animations as I don't have the staff animation yet, I wanted to get this glitch figured out before I jumped into that. The Empress' Magic.zip
  3. Does anybody know of a DESCRIPTIVE TUTORIAL on how to put in custom music in fe8? And how does it work? Can I put in ANY SONG from anywhere? If so how? Please be very descriptive, I have no clue how this is done and I really want to put all kinds of music in my game. Thanks for listening.
  4. Does anybody know how in fe8 eventing, I can make like a kind of "if" event. in other words, an event that is triggered only if something specific happened or happens. an example would be: if a specific character dies, then a unit warps in and gives You an ítem. which the ítem part i know just not how To trigger it ONLY if a specific character dies. thanks...
  5. Ok, so does anybody know how in FE8 events, I can be in a map, and make a unit move off the map and go into another map? in the same way valter fights with seth in the prologue scene, and seth rescues eirika and runs off to another map. (The Prologue Chapter Map) In addition, is there anybody who can point me to a AN FE8 ORIENTED tutorial for map making and inserting. Because even when i get to tiled to make the maps, I have all the tiles for the map, but still I don't know how to really make a good map. Is there any way I can learn that, or am I just not creative? I don't know how the mountains really work or how most of the tiles connect besides the obvious ones like the village or castles. As far as the inserting, I can save the map, but I REALLY don't understand what you have to do after you make the map as far as nightmare, the actual insertion, AND ESPECIALLY NOT THE OFFSETS. Please someone point me in the right direction or help me. Thanks so much.
  6. Please somebody help me out: I have here events for chapter 1: #include EAstdlib.event EventPointerTable(0x0A,ThisChapter) ORG 0xE80000 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene Units: UNIT 0x42 0x07 0x42 Level(2, NPC, 1) [2,2] 0x00 0x00 0x0 0x00 [0x04, 0x6C] NoAI UNIT TurnBasedEvents: END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: END_MAIN ALIGN 4 BeginningScene: MUS1 0x06 _0x0E22 0x28 _LOAD1 0x1 Units ENUN MOVE 0x42 [4, 5] ENUN CUMO 0x42 STAL 60 CURE TEXTSHOW 0x90B TEXTEND REMA ENDA EndingScene: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset The problem is, as soon as it gets to showing the text...it freezes. BUT IT ONLY FREEZES IF I CHANGE THE TEXT OF 0x90B For example: If I leave the text (0x90B) like this (Regular text): [OpenMidLeft][LoadFace][0x04][0x01][OpenMidLeft]Ahhh[ToggleMouthMove]...[.][ToggleMouthMove][A][0x02] No![.][A][X] It works fine... But just for changing the portrait, like so: [OpenMidLeft][LoadFace][0x45][0x01][OpenMidLeft]Ahhh[ToggleMouthMove]...[.][ToggleMouthMove][A][0x02] No![.][A][X] The game freezes completely. Does anybody know why? Thanks for listening...
  7. https://www.youtube.com/watch?v=YISoxu3-S9A&list=PLcU-h8ycX_j9adDRBXeR7ehdRWnsY3mQQ Credits to SEVA for created this year's logo~ Day 1 All times are EST* FEE3 Introductory video (Ghast) (4pm) Day One Digest Video (Ghast) (4:10pm) Elibean Nights Final showcase (Trent) (4:30pm) Fire Emblem Requiem (Trent) (5:30pm) Sun God's Wrath (Mangs) (6:30pm) Fire Emblem: Fates Translation Interview with Cellenseres (Ghast) (7:30pm) Tech Demo from Eastern Wizard (Ghast)(8pm) Tech Demo from Western Wizard (Ghast)(8pm shortly after Eastern Wizzy showcase)) -------------------- times are TBA Day 2: Digest Video 2 (Ghast) (3pm) KelssFE (Ghast) (3:pm) Fire Emblem: Scions of Kings (Ghast) (4:30pm) Fate of Fire Trailer (Toa) (5:30pm) Fate of Fire LP (Ghast) (530pm) Fire Emblem: Origin of Creation Interview (Ghast) (6:30pm) Fire Emblem Immortal Sword (Trent) (7-8pm) ------------------- Day 3: Digest video 3 (Ghast) (3pm) Fire Emblem Multiplayer (Ghast) (3:30pm) Micro Emblem (Ghast) (4:30pm) Staff of Ages (Trent) (5:30pm) Brendor's tech demo compilation (6:30pm) Exalted Legacy Teaser Trailer (7pm) Generations Teaser Trailer (7:30pm) Fire Emblem: Bloodlines AMA (Ghast) (8pm) Closing Video (9pm) Veteran Projects: Elibean Nights Immortal Sword FE: Bloodlines Origin of Creation New Projects: KelssFE Sun God's Wrath Fate of Fire Micro Emblem Staff of Ages Fire Emblem Requiem Scrions of Kings Research & Development: Mystery entrant: Wizard of the West Mystery entrant: Wizard of the East FE8 R&D Presentation Community Panel Discussion In partnership with ghast, the man behind the Monthly Hacker's Digest, there will be an "FEE3 Digest" to kick off each day of the show (so, three in total). These videos will condense the day's showcase, providing a synopsis of the project and showing trailers (like a Nintendo Direct). The Let's Plays and interviews will be extended coverage of the projects. If you would like to provide your own synopsis for the FEE3 digest video (which could include your own voice, if you'd like), please get in touch with ghast. The idea is to summarize them for first-time viewers, give bullet-points of recent progress made, and then cap things off with a trailer.
  8. Matt Snow

    REDAs

    Hey people, I have a question involving REDAs, those things that let you move a unit after loading them in FE8. The main question is: How do they work? I've done some searching and I can't find a tutorial explaining how they work. The closest I got was Arch's event tutorial and that doesn't explain it well IMO, and when I tried using his example EA gave me an error message. I tried figuring it out on my own using the Language Raws that come with the EA but I didn't get far. Thanks for the help
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