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Found 16 results

  1. okay, its been forever since ive been here and this is making me tear my hair out. okay, here is my problem: FEditor adv isnt allowing me to create the class animation. What I have done: 1. checked my script over with about 4 tutorials and reread my script format 200 times over and matched theirs letter for letter 2. checked my frames for differing colors. i have less than 16 on all of them and they match exact 3. yes there's two spaces before the p- 4. everything is in .png format 5. all colors are shared from the same 15 color pool, but not every frame uses them all 6. i've tried renaming, but that doesn't make a difference 7. it accepts the standing frame, but nothing else. ive switched the attk frame with the standing to see if it was that. same result as before. (didnt accept the standing frame that was changed to attack1) 8. all pics and docs are in the same file I really need help or I'm gonna lose it
  2. Getting right to the point, I know that Sacred Stones is the easiest, or at least among the easiest, Fire Emblem game(s) to date. I also know that it's tutorial is locked on the easiest difficulty, so I have two questions I want to ask: Is there any information in the tutorial of Sacred Stones that can't be figured out by playing the other entries? I.E. Is there anything unique to this game that isn't in the other Fire Emblem games that I should know about ahead of time? For reference, I've beaten Awakening on Normal!Classic and Hard!Casual, as well as Shadows of Valentia on Hard!Classic, and I've also started, but haven't finished, the other two GBA Fire Emblem games. Is the Hard difficulty of Sacred Stones a fine place to start, especially playing blind, or would it be a better idea to do a play--through of the game on Normal difficulty first? Thank you ahead of time for your answers.
  3. 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://dl.dropboxusercontent.com/s/9r4dvohoqwzbjk1/smcbase.smc?token_hash=AAGenK6zDLmUbVNrYWDqPMg6bHUwmIaecnQOHBJDPsPg_Q&dl=1 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://dl.dropboxusercontent.com/s/trx0vq6r6uca8zd/FEcompress.zip?token_hash=AAH8jd_A-CkoM87zZqMwSW5O9xow7-mxmnCY0vTK1FEV4w&dl=1 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://dl.dropboxusercontent.com/s/pcqetrlp75bz299/portraitaddresses.txt 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.
  4. Listen up, scrubs! This is a tutorial for making palette templates for FERecolor, that is to say, for making palettes for classes that don't come packaged with FERecolor (e.g. monsters), or any custom, fan-made class. Though I find this to be mostly self-intuitive, I'd understand if someone finds it difficult, as there is no tutorial on this anyway. What you'll need for this other than FERecolor is Usenti and Paint. And if you need rip the animations from the games, you will need Feditor Adv Render Edition. Step 1: The Sheet. First thing you need to do is get your sheet. Let's take for example the zombie. Gather a few frames of your desired animation on a new file in paint and then save it in the "battle_sprites" folder in FERecolor. Keep in mind that having more than 1 sprite is not absolutely necessary, but it's nice. Step 2: FERecolor. Now you are ready to open it in FERecolor, so well... Open it in FERecolor. So now you can edit the colours by changing the number on the RGB scale. So we're ready now, right? Not quite yet. See all those numbers on the far right hand side, each accompanied by a "Reset" button? That's the colour's index. What's that, you say? Well, editing the colours is not enough because each colour has to be at the right index, in other words, it has to be in the right position, otherwise you'll get a messed up palette when you insert it. To find out how to learn each colour's correct index, join me in Step 3. Step 3: Making the Palette Index. So now, open up the Feditor-processed sheet in Usenti (Not Paint, Usenti) and look at the palette. Let's have a closer look. The game has this system where it reads the palette from right to left, (kind of like how Arabic reads). There, I conveniently numbered them for you! And so now, all you have to do is number the colours in FERecolor. And boom! That's it. You're good to go. Now, in order to insert the palette itself, press that "Copy hex to clipboard" button and check out this tutorial. Now on a side note, while in the middle of making this tutorial, I was informed by my friend and fellow palette scholar Teraspark from FEUniverse that there is an alternate, simpler way to do this, which some of you might find easier, so I decided to keep both methods just in case. Alternate method: Step 1: Take your sheet and open it in either paint or usenti, and make sure it has the palette inside it. Step 2: Now take the palette and flip it horizontally so that the black is looking to the right. Then, take the 2nd row and place it to the right of the first row. It should look like this: Just make sure that the palette is parallel both horizontally and vertically to any other pixel, like in the image below: Step 3: Now just open it in FERecolor and the program will automatically sense the correct palette index! Isn't that convenient. And it works equally well, too! Admittedly this is the first tutorial I've ever done, so some feedback is appreciated, and I hope this was helpful. Happy hacking! ; ]
  5. Download: https://dl.dropbox.com/u/35795576/Tiled%20Tutorial.zip Alternate Download Map Reference Table: https://dl.dropbox.com/u/35795576/TutorialsAndResources/Map%20Information.html Map Changes Reference Table: https://dl.dropbox.com/u/35795576/TutorialsAndResources/Tile%20Changes%20Information.html This is a tutorial I made ages ago because I felt Nintenlord's wasn't very good. It explains in excruciating detail how to make and insert maps into Fire Emblem 7. It uses numerous images and diagrams for visual aid. It also has two reference tables to help you figure out the exact offsets of the original maps and tile changes so that you can replace them easily. Not even a person with an extra chromosome will fail at making maps now! Let me know if I wasn't detailed enough at certain parts, or if you come across any problems.
  6. Since i'm too lazy to update stuff here, i'll just link you to the feu thread: http://feuniverse.us/t/kirbs-resources-thread/2286
  7. (post withdrawn by author)
  8. So I just started playing this game and I noticed a few things: Here's my friend code:9992678731 You can get 10 free orbs by linking your nintendo account to your FE Heroes account, just go to others>>Account management>>Link account You gain 1 energy every 5 min, you have 50 max energy,which means you have to wait 250 min or 4h 10 min to get back to full. You can greet your friends on your friend list to gain feathers. Level ups seem predetermined.HOWEVER having twice the same units may result in 2 units with different stats. Mounted units (like cavaliers or mounted mages) cannot cross forest tiles while infantry can go through forest 1 tile at a time. There doesn't seem to be any field advantage. The enemy's team composition is displayed under the name of the chapter/map next to the stars 1-2 Ranged units like mages or thieves are 2 ranged, some skills like close counter or distant counter however allow units to retaliate at any range. There's no luck or skill stat, your attacks always hit. Rallies skills like Rally ATK or Rally DEF affects both Physical and Magical units also rally skills target a specific unit. At the start of the game you actually have 6 heroes:Alfonse,Sharea,Anna,Virion,Matthew and Raigh. IMPORTANT: if a unit dies on a special map you can choose to continue while using a special item or else it's game over and you have to start all over again. SP are points that can be used in the allies window, there's a teach aptitude button. Skills activates after a certain number of attacks have been taken/dealt the required number is displayed in purple below the weapon type or next to the damage while in battle. If you skipped a tutorial there's a "?" button that displays it back. Manaketes are defined as "Infantry" meaning poison weapons are effective against them. Duel Swords regenerate every day . Feathers are used to promote units. The max level of a unit is 40. You can gain crystals when you fight in the training tower for the first time of the day, the crystals you get is based on the difficulty of the level, for instance, the first levels will give you small crystals however higher floors will give you big crystals which can be used to give experience to units which are above level 20. Here are the aptitudes that can be learned by the 6 first units:Note I'm playng the French version so I don't have the english names but I'm sure someone will post them. Alfonse(2*): Iron Sword 6 dmg 1 rng (learned) Steel Sword 8 dmg 1 rng 100 SP Daylight (learned) heals 30% of the damage dealt to an enemy (activates after 4 actions) Fatal Blow I gives +2 atk when initiating the battle 50 SP Fatal Blow II gives +4 atk when initiating the battle Requires Fatal Blow I 50 SP Sharea(2*): Iron Lance 6 dmg 1 rng (learned) Steel Lance 8 dmg 1 rng 100 SP Rally Atk gives +4 atk to an ally until the next player phase (learned). Speed +1 Increases the unit's speed by 1 30 SP Speed +2 Increases the unit's speed by 2 60 SP Anna(2*): Iron Axe 6 dmg 1 rng (learned) Steel Axe 8 dmg 1 rng 100 SP Night Sky (learned) The unit deals 50% more damage (activates after 4 actions) "Encens Res 1" gives res+2 to nearby allies DOES NOT apply to self 50 SP "Encens Res 2" gives res+3 to nearby allies DOES NOT apply to self Requires "Encens Res 1" 100 SP Virion(2*): Iron Bow 4 dmg 2 rng (learned) Steel Bow 6 dmg 2 rng 100 SP Speed Seal 1 lowers target's speed by 3 after battle 40 SP Speed Seal 2 lowers target's speed by 5 after battle 80 SP Matthew(2*): Iron Dagger 3 dmg 2 rng (learned) Steel Dagger 5 dmg 2 rng 100 SP Speed Impulse 1 gives spd+2 to nearby units for 1 turn 50 SP Speed Impulse 2 gives spd+3 to nearby units for 1 turn Requires Speed Impulse I 100 SP Raigh(2*): Flux 4 dmg 2 rng Ruin 6 dmg 2 rng Resistance Seal 1 lowers target's res by 3 after battle 40 SP Resistance Seal 2 lowers target's res by 5 after battle 80 SP ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Windows: HQ: 1)Current Energy 2)Owned Orbs 3)Owned Feathers 4)Current Duel Swords 5)Billboard: Displays updates and added characters. 6)Owl:Messages, you'll probably have 1 at the begining with 2 orbs. 7)Bottom left statue: Friend List to know your friend code just touch the magnifying glass. 8)Bottom right statue: Quests, someone will proably put them up or I will. Note:If you complete all the Normal monthly quests you gain access to the hard and lunatic quests. Top right castle with a "+" shortcut to Fortify castle (explained below). Top left speaker icon disables/enables the game's sound. If one of your units has some hearts above it's head it means you'll get something from talking with them. Note:The unit at the very bottom is one of your friend's it can sometime have hearts on top of it so interact with them to get feathers. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Battle: 1)Special Maps:Event maps IMPORTANT, these are LIMITED and can be played for a limited time for instance today's map is featuring sophia from FE 6 and ends in 11 hours. You'll get the featured unit if you manage to win.It's rarity (number of stars) depends on the difficulty beaten, Normal gives a 1* unit, Hard gives a 2* unit. 2)Scenario: Where you'll find most of your story/alternate story maps. 3)Arena: "PvP" you'll use your duel swords which can be seen next to your energy to fight against a player's team controlled by the AI. There are 3 difficulties: Novice,intermediate and Veteran which dictate how strong the enemy team is.Novice is 2 level below your average unit level,intermediate is around the same level,veteran is 2 levels higher than your average unit level. At the end of the week, you'll recieve an amount of feathers based on your arena score: 1~200:100 feathers 201~400:200 feathers 401~600:300 feathers 601~800:400 feathers 801~1000:500 feathers 1001~1200:600 feathers 1201~1400:700 feathers 1401~1600:800 feathers 1601~1800:900 feathers 1801~2000:1000 feathers 2001~2200:1100 feathers 2201~2400:1200 feathers 2401~2600:1300 feathers 2601~2800:1400 feathers 2801~3000:1500 feathers 3001~ :1600 feathers 4)Training: Fights that give you stones that can be used to upgrade your units and other things fallen units won't die but won't get experience either. 5)???: who knows? Your guess is as good as mine. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Allies: 1)Manage Teams:Allows you to create up to 5 teams of 4 characters. Your base character capacity is 200 2)Teach aptitudes:Where you can use the character's SP to learn skills. 3)Asign aptitudes:use energy to assign skills to characters. 4)Experience gain:Use stones to give EXP to your units. 5)Release hero: You can release heroes here to free up your roster. Note:You CAN'T release plot characters like Alfonse,Sharena and Anna. 6)Advanced Training:Allows you to promote or fuse units. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Summon: Spend 5 orbs to summon heroes from a certain focus. When you summon, 5 randomly colored gems are shown they represent the element of your summon (red,blue,green or grey) Red is for Sword,Red Magic,Red Breath Blue is for Lances,Blue Magic,Blue Breath Green is for Axes,Green Magic,Green Breath Grey is for Staff,Shuriken,Bow You can choose whichever you want but there's a cost reduction that applies the more you summon: 1rst draw cost:5 orbs 2nd draw cost:4 orbs 3rd draw cost:4 orbs 4th draw cost:4 orbs 5th draw cost:3 orbs For a total cost of 20 orbs for 5 units instead of 25. Note: 5* Units have a special summoning cutscene which can be viewed anytime in the cutscene section. Shop:Buy orbs with real money Fortify castle bonuses that you can get using orbs. Restore Energy use Elexirs to fully restore your energy. Regain duel swords use Symbols to fully restore your duel swords (used in the arena). Increase barracks size use 1 orb to increase your roster size by 5. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Others: Inventory: allows you to check your gained items. Parameters:Various options Account management:Allows you to link your nintendo account to your Fire Emblem Heroes Cutscenes:Watch cutscenes duh. Game Center:(TF2 Medic quote "I have no idea") ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This should be about it for what I found. Feel free to add anything you found/confirmed.
  9. (Post withdrawn by author)
  10. by NICKTofficial Please visit the FEU topic to download the .xcf file What You'll Need: GIMP, graphics program. Title. Script-Fu scripts. (Outer glow, stroke, drop shadow) Appropriate font. Let's get started: First of all, in your GIMP program create a new image with HD dimensions, 1920x1080. The bigger the original image the better, you can downscale and tweak but upscaling will generally look terrible. Font: Now, select a creative and appropriate font and write out your title using the text tool, font isn't super important, but it helps convey a feel and style, Fire Emblem for example has a very Medieval, empire aesthetic to their font because it fits with the style of the games. I went with Cinzel Decorative to reflect the angelic and light nature of this mock-project, I chose 200 as my font size for the previously stated reason, it allows a large, crisp text that will work better with our later effects. I recommend starting with a white base as we're adding colour later and it's always easier to do things later than to try and do something now and make it harder for ourselves to do things down the line. NOTE: Before making any visual edits to your text, make sure that you are pleased with the kerning. Kerning is the space between each letter, you can increase or decrease that space in the following box in the text popup window. The reason you want to do this before editing is because any edits you make to the text layer will render it as a visual layer and remove the text-tool element, meaning any later changes you want to make in regards to font and kerning will require excessive reworking. TIP: Don't be afraid to try out different things with your font, go all capital, all lower case. Camel case is good if you want a compact title of multiple words or like the effect, you can also increase or decrease the size of each individual letter. You can also change the height of a letter so that it shifts on the line, giving you an un-even look to your title. I don't recommend mixing fonts. Now that you've got your text and are happy with it as a base, crop your workspace so that you're not dealing with a lot of deadzone. NOTE: These screencaps were made before kerning, hence the prior note. From here on the title you will be seeing has had it's kerning edited. Drop Shadow: My first move with any title or text is to add drop shadow, this allows it to stand out and pop against any background and gives it at least a basic amount of readability, which is essential especially if you choose to forgo any strokes and/or borders. Stroke: After the drop shadow you need to think forward a little in regards to what you want your final result to be, will it have a dark border? Light edging? I personally prefer the white thin stroke line because of the way it works with the other effects we'll be doing, so that's what I'm doing here. I did it at a 75 position this time, but you can go 0 if you're worried about having thick text or outside if you want a cleaner inside. I also chose white but if you're going for a more border look you can choose black. At the moment, if you started with the same colour as your stroke you won't notice any difference and that's fine, this is all prep for the future. Now, this is going forward a bit again, but with the envisioning the end result if you're not going to be using textured letters then I'd definitely recommend this shadow gradient effect unless you're desiring flat text, like the Final Fantasy logo. See Here Shadow Gradient: Adding a shadow gradient will allow our text to pop just a bit more and will begin to show benefits of adding that stroke layer earlier. Before adding the gradient to your image, make sure to put it in a new layer. Now that you have that new layer, right click on your font layer and select "alpha to selection", this will select the image according to transparency, making it so we've only selected your letters. Now when you add a gradient to your new layer it'll only be in place of the letters. Because it's on a new layer I chose the "FG to Transparent" option which will add only a shadow to the lower layers. If your base colour isn't white then this will allow you to still add a shadow unlike using the FG to SG option which will require more working. Don't worry if it's not right on your first try, keep going until you get what you're after. Be mindful to erase your last step (ctrl+z) before redoing the gradient. Colouring (Layer): Here is where we'll be adding colour to our title. At the moment the colour doesn't matter because we can change that at a later date. Make a new layer and name it "colour" and set the layer mode to "Color". This will transfer only the colour value to the lower layers. Now fill this layer with any flat, saturated colour. Now, I'm assuming that most of you don't want a red title, so let's open up GIMP's handy colorize tool. Make sure you have your colour layer selected and then move the top two sliders around respectively until you get your desired colour. For LIGHT MEDAL I decided to go with a nice yellow. NOTE: If you've followed this tutorial point for point then understand that the colour of your colour layer might not be 100% what you're after. Because of our gradient and the color mode the colour our title will appear to be is relatively different, so make sure that you're happy with your text's result and not the layer's colour. TIP/NOTE: If you aren't wanting textured text and want a solid colour, then repeat the earlier action of selecting to alpha our text layer and filling in a new layer with your colour or desired gradient. You can also try out the different layer modes with the colour layer and see if one of them give you your desired results. Don't be afraid to experiment. example 1 | example 2 If you do want textured font then keep following, if you aren't and are happy with following the last TIP/NOTE, then skip the texture segment. Texturing: Adding a texture to your title can reduce it's blandness and give it feeling and character. Depending on your project's theme or style can influence your choices here. For LIGHT MEDAL I just went into google and searched for "Light Texture" because I didn't have anything in mind, however for example if your project was called "Water Crest" then you could use a water texture on your title. example For LIGHT MEDAL I went with this texture: click here Here is another chance for you to try different layer modes to get different results. I liked the look of Hard Light as my layer mode. NOTE: Make sure your layers are in the right order so that no effects are hidden or wasted. NOTE: If you're having trouble with things like a layer being coloured when you don't want it to be, but can't move it out of your layer order without it disrupting everything, try using the alpha to selection tool on that layer and deleting the selection out of the colour layer. Highlight: Now that our layer has been textured, or if you skipped the last step, here is where I added a high light. If you're happy with your result you can also skip this part but I felt I wanted to combat the shadow a little and felt it fit thematically. Using the same steps as our previous gradient shadow step, I selected my font using alpha to selection and made a new layer, however instead of the previous gradient settings I went with bilinear so that the highlight would appear in the middle of my text with fadeouts on the bottom and top. I also changed the colour from black to white to match. Outerglow: For our last and final step, we're going to be adding an outerglow to the title. This like the drop shadow just help gives it readability. When I apply an outerglow it's generally the same colour as what is in the colour layer. TIP: Don't be afraid to experiment with your title. Save often and make sure to erase any errors before redoing effects. Try out things like lens and gradient flares, inner glow or blurs. Final Result: To give it a more JRPG feel I added the title in Katakana in smaller font, added a stroke and drop shadow to it. Our colour layer added a gold touch to it automatically. Closing: If you have any questions, post them below or contact me on the FEU discord, through PM or through email at [email protected] Thank you very much for following along and following are some titles and texts made whilst following the basic principles seen in this tutorial:
  11. NICKT™

    MUG FRAMiNG

    https://www.youtube.com/watch?v=fTtpv3BHnco
  12. NICKT™

    [MiNi ME]

    So you wanna little fuck-face icon but can't sprite for shits an' giggles? Little piece of shit giving you so much hassle so you're resorting to using cropped faces like a two-bit bearded cunt? Your answer is nigh, look upon me peasants, and learn. ​ The first two boxes are just converting FEXNA to FEGBA sizes, the second to third is just resizing by 50%. Last two boxes are the then cropped 32x32 minimug being cleaned up. (It's not perfect, but neither are you, stop being a bitch.) There you go, you're fucking done. Now get the fuck out.
  13. (The point of this is to get people to do a little more work on their splices' faces, so that they look less like the parts they're made of. You'd be surprised how just splicing another character's jaw onto a different face changes the look so much, so get to it.) What's that, every mug you make looks like Hector because you just can't get enough of those eyes that make your panties soak? Maybe you need a little of this an' a little of that, so that's why you're here an' I'm givin' you just the tip, so shut the fuck up and read. Now, when I splice I focus on faces first, so let's get erase everything we don't need. Normally I erase the hair as well, but you're a bunch of losers and this is a quick fix so calm the fuck down and deal. Get rid of that extra space too, there are kids in Africa dying without you wasting all that space. Now, generally the more parts you have, the better, but because I want to nail some points home I'm only going to be using the two mostly known and used mugs from FE7, so here we go. What I've done here is copy Hectors face from the middle of the nose down and just short of Hector's ear onto Eli's face. After that I thinned the nose down to make it fit better with the angle and Eli's thin nose bridge. If you look at Eli's face, his eye's in particular you'll see they're on the same horizontal level unlike Hector's, which are tilted to match the angling of the face, so I brought up the bottom of Eli's far eye by one pixel, then lowered his closer eye by the same and also brought up the bottom line by one pixel to make them smaller. Now let's take away the hair. With my edits he looks less like his parts, but you can still see the Eliwood in his eyes and the handsome jaw of Mr Hector, so what we're going to do next is try and remove a little bit more of that resemblance. Scratching in the top of the ear and basing it on Hector's, adding Markus' forehead, fringe and eyebrows, Lloyd's eyes and Gietz' mouth combine to give the face more of a "Less Hectiwood" look. Now, the easiest way to identify faces is to read the facial triangle, simply, imagine an upside down triangle from the two eyes down to the nose and mouth, it's what lends most to people looking alike. You can see our new sprite has completely different eyes, but his nose is slim like Eliwood's but has Hector's shaping making it hard to identify it's source. And there we have it, now go and splice some better mugs you cunts. Done, now I'm going to go masturbate.
  14. 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
  15. is someone able to recommend me some tutorials for the questions below or make some or answer them or something like that? because i have found nothing or i am too inaccurate with searching for them. i am desperate and i need help... About me:(to know who the flux wants halp) I am a total N00b when it comes to hacking, in fact i started only a while ago. The only thing i know is how to patch ROMs(Mobile devices and PC) and Play Fire Emblem. Also i know how to create custom maps, but IMO I think this is Basic :P. I have some hacking utilities :Nightmare+ FE6-8Modules, Event Assembler, FEditor Adv, GBAGE, Tiled Map Inserter, Mappy+FE6-8 tilesets, MAR array inserter, FE Recolor, HxD Hex editor, Paint(duh) and of course the FE7 1235 ROM. Also i use Windows XP I can speak and write in English, but i might not understand everything simply because it is not my mother language, its german/ russian. I am 15 years old, male, otaku and hikikomori now that you know whats going on QUESTION TIME: My questions are: Do i need more utilities for: Music/ Spriting / Eventing etc and if, which are recommended? How do i correctly use nightmare? how do i imply my own music(after i transformed it to GBA standarts/Instruments of course)? how do i put Customized {Battle animations;Map sprites; Mugshots(enemy and players units); Chibi Mugs(same)}into the actual game? (I use Paint for customized Mugs and sprites, i am familiar with this, i use it to draw bad pics since i was a lil` shouta, my question is how do i put dem into da game) Blood in Battle animations, Events? Am i able to Create new Map tilesets(e.g. cities, woods, buildings, holy sth, hell, paradise, space etc.) with Paint and if i am able to do so, do i handle with it like i do it normally(adding maps with mappy and inserting it with MAR array inserter) and if not, how do i imply them to the game? Customized classes: (unpromoted Sword and lance user, unpromoted Sword and Dark magic user, unpromoted everything user, promoted Nothing user etc.) How do i Create them/ put them into the game. Strength/ magic split? Customized Weapons, how do i create them and put them into the game, how do i do this Weapon Rank thing, Prf-Ranked weapons? how do i imply this weapon picture that shows the weapon? special weapons for special animations? {Imply new Units to the ROM; New/ More chapters}e.g. 50, possible? Recommended? Eventing(there are many tutorials for this one, so a tutorial recommendation might be unnecessary, but still useful) stuff going on in the story(like meteors falling down, that hurt/ kill a unit) a unit attacking "nothing"(a unit attacks "nothing" or "nothing" attacks you, this could be a invisible unit or something) Semi-serious questions: fourth wall breaking, Possible?!!?!? is it bad that i am 15? Other: I apologize for Redundancy, possible rudeness, offending or insulting anyone, bad grammar and misspelling errors, English is not my mother language, its german, also i am typing this on my smartphone, because i am too busy playing touhou on my PC :P I ask for recommended tutorials,though it might be nice when someone could explain it per PM or sth like that but tutorials are abundant. I may have moar questions, when i come back, but they will be displayed in a new thread. also, i know this is A LOT but i want to make a big hack, or multiple and i am serious about that and when i say that am serious about something, i mean, that i will continue until the end or even farther. errrr... "WATASHI, KININARIMASU!" Thank you in anticipation, i am looking forward :D
  16. I just started playing Fire Emblem last night, and I'm to the point where you recruit Florina and Wil. Can somebody please tell me when I'm going to be able to play the damn game without it constantly doting on me. Am I going to have to go through a mini-tutorial every time I recruit a new unit? I know this is the first Fire Emblem released outside of Japan, so it was supposed to tutor players on its mechanics, but this is starting to get ridiculous.
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