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Found 36 results

  1. I'm trying to create an item that grants a temporary +6 to Str/Mag/Spd at the cost of 13 damage and 13 max HP. How much assembly knowledge is required, if any? Has anyone done something like this before? Below are a breakdowns my goals for the item. Main goals: Secondary Goals: Alternatives Goals: Many Thanks!
  2. Hello everyone! I'm working on a small project at the moment. Right now it consists of turning the soldier class in FE8 into a trainee class and also having Franz be this trainee soldier class. I'm having trouble with the palettes though. there are no characters with their own soldier palette so I can't simply edit an existing palette and point to it. Also, I haven't messed with any ROM hacking tools in about a decade so FEbuilder is very new and strange to me. How do I go about adding new animations/palettes to FEbuilder as I need to make 6 new class palettes to accommodate Franz the trainee? Any help is greatly appreciated, and although this project isn't super crazy, I can certainly use this knowledge in the future(I plan on making a hack with the Dynasty Warriors cast). Thanks to all who decide to help show me the ropes!
  3. Heya ~ Using FE8, FEBuilderGBA So I've returned to my hack after a while because I couldn't fix an issue with Chapter 9 (Distant Blade). I have edited the unit spawns but they seem to still appear in their original positions for the map (with one unit spawning on top of another). When in preparation you can move almost all the units back to my chosen spawn points (with exception to lord units), but that's not really a fix. My immediate assumption was there are some route split shenanigans to deal with.. Like I said it's been months since I was working on my hack so I'm rusty on most things atm.. be kind ^^ Thanks in advance for any help!
  4. Hiya all! I'm pretty new to the hacking community, however I am currently using FE Builder to edit FE8, and have a couple questions I am hoping some more experienced people can answer 😁 1. How would I change a palette for a boss only? I know how to change enemy palettes, etc. but i can't figure out how to do it for individual enemies. 2. I am getting an issue where random enemies suddenly do 250+ damage, and I can't figure out why. It's totally possible I screwed something up, but any guidance would be helpful. 3. I am having an issue with getting the map loaded before characters appear, conversation text, etc. I want the map to appear, then units come on screen but I am having trouble. Any advice would be much, much appreciated! 😊
  5. In my current probject and one I'm going to be theoretically doing in the future, I want to add a base like in FE9/10 with conversations, forges, etc. It doesn't need to have any of the fancy stuff, but I do want it to be different from the preparations screen and have Base conversations. I also want to add AoE spells, but don't know how. Any advice is appreciated! I'm making it in FEBuilder.
  6. Greetings! I haven't seen a thread like this through the first three pages of this subforum. I downloaded FeBuilder GBA recently and want to make my own stuff! Armed with no knowledge or experince and a whole lot of hope, I want to dabble in making a tiny game! What do I need to do? What resources to I require? Tips? Tricks? Do s and Don't s? Also, I can't seem to actually start the program; my (old and bad) computer tells me via adobe reader that "Adobe reader could not open 'FEBuilderGBA_20181216.11.7z' because it is either not a supported file type or because the file has been damaged (for example, it was sent as an email attachemnt and wasn't correctly decoded." I suppose that's me doing something very, very wrong. The "Game" is gonna be really simple unless the whole process is really easy. Which I believe it's not since people spend a LOT of time on these things.
  7. In my current hack, I created a new class called "Hexblade," which uses swords and anima. For the battle animation, I used Gabrielknight's Alt (F) Mage battle sprite and a swordmaster sprite for the map. However, since it's a mage animation and all, the enemies' hp doesn't go down in the animation after the hexblade attacks. Would it be possible to change that or even give a sword attack animation? Oh, and the game freezes if my hexblade attacks someone who has a handaxe.
  8. I've begun working on a Reverse Recruitment patch for FE6. I know we already have perfectly good ones from Paperblade and Iltranc, but I wanted to make one and figured I could try to do a few things a little differenty, so I've started working with FE builder on it. I wanted to incorporate a few other changes- namely I want to fix one of FE6's few glaring issues and make weapon ranks build up a bit faster. I don't know if it's possible to increase weapon experience granted, since weapon experience wasn't a thing in FE6, but how could I adjust the weapon experience needed to reach different weapon ranks?
  9. Heya! Using FE8/FEBuilderGBA So I'm pretty sure I fixed this before, but it may have become un-fixed? Regardless, in chapter 6 I have just "Eirika" deployed at the start, and another unit rejoins at turn 7. When you open up the unit info menu and scroll through your units the new unit isn't shown up (unless you select him first, then he disappears when you scroll), and if you move "Eirika" first it skips to end phase without letting you use the other unit. It's kind of a pre-existing problem that I've been able to avoid until now. I've only been able to have player unit reinforcements if they were joining in that chapter, not units already on the roster, or I would find similar issues. Would love to be able to understand why these issues occur and how to fix them in the future, thank you for your time!
  10. Apologies, I did my best to search the forum for a solution before asking a previously resolved question, but I am trying to figure out how to implement a feature I've been digging through both FEbuilder and the rom for patched Midori, and have yet to figure out A. how to split magic and strength or B. how to implement growths for stats like movement and Con (a la Midori/FE4) in an FE8 hacked rom Any answers are appreciated, even if it just "lol, can't be done in FE8, get nightmare and FE7, scrub" Thank you!
  11. Accidentally deleted one of the armories in Chapter 5. Is there a way where I can add it back?
  12. spi8c

    Unit Movement

    Hey guys. Trying to work on a reskin project for fun with FEBuilder and I am adding in custom classes for some units. I replaced one of the unused wyvern rider classes with an archer class, but came to this when trying to playtest. It seems that the unit has almost all winged unit movement, which does not sit well with me. Any experienced FEBuilder users that can try to assist me? I would greatly appreciate it.
  13. I've always felt that the 3x multiplier on the critical hits is a bit too much. Is there any way to tone it down to 2x using FEBuilder?
  14. Hey all, newbie hacker here with a question about FEBuilder by 7743. I recently started using it with no prior knowledge about FE hacking whatsoever and I already found out that I cannot include any new classes above the original value of 128 without crashing everything. Since that is the case, I would like to ask the veterans around here if there is a list of the classes that are unused by the vanilla game that I can safely modify without messing up the vanilla campaign. I am asking specifically for FE8, but if someone knows one for FE7 or FE6 it would also be appreciated.
  15. I'm trying to insert magic animations like Apocalypse, Gleipnir, Naglfar, demon surge, shadowshot, etc. into the rom hack for new tomes and i'm not sure how to make it work.
  16. This is my first attempt to begin an FE hacking project. This is an FE8 romhack, not FE7, since FE8 gives me more freedom in FE Builder. I've done it all on my own so far, there are 5 chapters, and I want to make sure I get as much feedback as I can before I keep rolling. Problems you have with the demo, things you want to change, things that you want to see more of as I continue working on it, or even if you want to help out, as I've done this by myself for a little more than a year now. Below are some fun things like known bugs (only one that I'm aware of currently, but I'll edit if I'm notified of more), credits, and growth rates, check those out if you like, then play my demo and hopefully have fun :D Then tell me what you liked, didn't like, what you'd change, etc. Your feedback is VITAL Creator's Notes and Things You Should Know: Known Bugs: Growth Rates for Current Playables: Credits: Crystal of Bonds Demo 1-1-19 UPS.ups If the link doesn't work, comment below and I'll fix it asap This demo is no longer up to date. I appreciate all the feedback I’ve gotten, whether here, on the Discord server, or on other platforms, but I no longer need critique for this demo. Hopefully a new, rebalanced demo will be released publicly in the future, with added chapters and less bugs. I’ll leave this demo up if anyone wants to try it in its… er… rawest form, but just keep in mind that this version is completely obsolete and commenting your critique likely won’t give me anything new to consider. Also join the Discord if you want to test the latest released version, just make sure that afterwards you tell me any bugs, balancing issues, gameplay issues, etc., that you encountered while playing it https://discord.gg/Kx9Wx9A <- Updated Discord Link
  17. I was wondering if it is feasible to alter how poison works or add a new effect to Fe8. What I was thinking about is making poison reduce MOV as well as damage the unit, is that feasible?
  18. http://feuniverse.us/t/wav2ea-convert-wavs-to-a-ea-insertable-format/2686 thats the solution if you want high quality music and such, beware it takes a lot of space!
  19. Nvm I'm dumb heres how you do it anyone else is confused.
  20. >>>>>Solution little far below post<<<<< Hi everyone, I recently returned to ROM Hacking after a 2 month Hiatus. Currently about 3-months of total dedicated time into my current ROM-Hack project. (Febuilder) I've only use FeEditor Adv for importing some animations to view or use. So moving on to the issue, I've been stubbed on how to increase the PLAYER'S UNIT HP and Stat caps, I've tried Solum's solution which I think it allows a unit to have above 60 HP but still encounters serious issues if you Level up when you're above the 60 HP Cap. Also tried our lord and saviour Circle's Event-Assembler patch (FE8EssentialFixes), as well as Nyan's Febuilder patch (Picture below) none seemed to help solve the issue. DH_Ninja seemed to have a solution but he has been inactive since 2015, using Solum's Method (Picture Below with Ashe in FE6 or FE7) If anyone has a solution to this I'd appreciate your help immensely. I planned to have most of the later game enemies to have around 53-80HP and 7-38 Stats respectively, ever since the beginning of my project I was aiming for growths and stats similar to Awakening and Fates. Thanks in advance, Yazuki _FE8EssentialFixes.txt
  21. So, started working on an FE7 hack using FEBuilderGBA, getting to grips with the program, and how it works. Although I wanted to add in a new class, being the Halberdier, into the game, (as a promotion for soldier) and I don’t know how to import the bastle animations for it, I have them, but they aren’t showing up. Any help? Also: I can’t find the old Map Sprite for the Halberdier, anytime I find it, the site says the file doesn’t exist anymore, any help with that? Otherwise, that’s all.
  22. Is there a guide for editing event text in FEbuilder? My previous experiences always end in all of the text in the game just vanishing, and I do mean all the text, from cutscene dialogue to the "player and enemy phase" cut ins.
  23. Hello ! I've been working on a hack for some while, and now I'd like to do something I've never done before : Importing custom music to FE8. I know it's a difficult thing to do, and after having tried (and abandoned) importing music from various sources (Most noticeably games like Ib, Majora's Mask, FE9/10 and a lot of others), I wanted to know if it was possible to import music from other GBA games, or at least the two other FE. It would be on FEBuilder, as you can tell by the tags. Also, I can't afford to spend money on this, so if I need any other application, it should be free. I don't know if it's important (Probably not) but here's the list of music I'd like to import : So, is it possible ? Thanks for reading anyway, and, well, I hope someone out here will be kind enough to help me !
  24. I have been playing around with FE Builder and editing Fire Emblem 8. For the most part, it has been more straight forward than Nightmare, which is a win. I noticed that under patch tool there is a way to add custom character animations - similar to FE7. I would like to add a couple character specific animations into my mod. Problem: The top two patches Character Custom Animation Table Installer/Editor (shown below) will crash the game when any battle animation plays. I am also unfamiliar how to link up Event Assembler to FE Builder, so the button two Character Customer Animations are giving me lip. Anyone have any success at getting these character customer animation tables to work in FE8? Thanks much.
  25. Does anyone know how to alter the multiplier for effective damage in this game? I'm interested in hacking the game so that most effective weapons get a 3x bonus like in the Japanese version, rather than the 2x they got in the US. Most hacking tools don't seem to have tools for this, and I'm not well-versed enough in hacking to navigate the disassembler. Thank you in advance to anyone who can help with this. For those wondering, I've been messing around with FEBuilder, Event Assembler, and Nightmare. I'm trying to create a hack that undoes the localization changes, and this is the only one that's really giving me difficulty. EDIT: Never mind, looks like the question's been answered here. EDIT: Even though the question's been answered, I still can't figure it out. Has anyone used this patch before? EDIT: I figured it out myself. Thanks for nothing. Solved! EDIT: I'm not seeing a "mark solved" button on here, so I'm just adding the tag manually.
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