BrightVega Posted October 30, 2015 Share Posted October 30, 2015 (edited) Is there a way to make specific weapons (in this case "Naglfar") shine/glow/flash when activated in battle? Edited November 1, 2015 by BrightVega Quote Link to comment Share on other sites More sharing options...
Blue sniper Posted October 31, 2015 Share Posted October 31, 2015 Naglfar doesn't glow since it isn't super effective against anything like a horseslayer Quote Link to comment Share on other sites More sharing options...
alatartheblue42 Posted October 31, 2015 Share Posted October 31, 2015 Naglfar doesn't glow since it isn't super effective against anything like a horseslayer I think he means the bar of light seen when combat involving someone with regalia begins. Sorry BrightVega, I don't know how to hack/edit/whatever-it-is-you-need, but I'd suggest finding the codes for the other regalia and seeing if they have anything in common. Try Glepnir, as IIRC it is the only actual sacred weapon that doesn't have innate Slayer. Quote Link to comment Share on other sites More sharing options...
icecube Posted October 31, 2015 Share Posted October 31, 2015 Try this. Quote Link to comment Share on other sites More sharing options...
icecube Posted October 31, 2015 Share Posted October 31, 2015 (edited) · Hidden by ghast, October 31, 2015 - No reason given Hidden by ghast, October 31, 2015 - No reason given sorry for doublepost. Edited October 31, 2015 by icecube Link to comment
BrightVega Posted October 31, 2015 Author Share Posted October 31, 2015 I think he means the bar of light seen when combat involving someone with regalia begins. Yep, that thing. Sorry BrightVega, I don't know how to hack/edit/whatever-it-is-you-need, but I'd suggest finding the codes for the other regalia and seeing if they have anything in common. Try Glepnir, as IIRC it is the only actual sacred weapon that doesn't have innate Slayer. Already done and it's not something in the item table, nor it has do with the effectiveness pointer. Try this. "Make sure that these areas are free B2E900 - B2EC5F B2F080 - B2F0AC If those areas are occupied, make sure to repoint all files properly." How can I repoint them? IPS patcher doesn't ask you where to install them and opening it in HxD it seems(?) to show multiple offsets(?) Quote Link to comment Share on other sites More sharing options...
Tequila Posted October 31, 2015 Share Posted October 31, 2015 He means that the ROM needs to have those spaces open, which they are in vanilla. If you don't see a bunch of FF's, then you've have to move the information there somewhere else before installing the patch. Quote Link to comment Share on other sites More sharing options...
BrightVega Posted October 31, 2015 Author Share Posted October 31, 2015 And i thought i could send the patch elsewhere... *facepalm* I have chapter related stuff and a custom background in there. Should have done/asked that earlier. Will see how to do it now... Quote Link to comment Share on other sites More sharing options...
icecube Posted October 31, 2015 Share Posted October 31, 2015 (edited) I'm assuming that you have free space in B80000 Copy this to 0x58AD2 03 49 40 18 00 78 03 21 08 40 02 BC 08 47 00 00 B8 08 Open New FE8 W Animation Table.nmm, then change 0xB2E900 into 0xB80000. To reset the table, set B80000 - B800FF in the ROM into 00 Edited October 31, 2015 by icecube Quote Link to comment Share on other sites More sharing options...
BrightVega Posted November 1, 2015 Author Share Posted November 1, 2015 Sorry for the late reply, had to test some things multiple times. Icecube, your instructions and patch worked and worked fine! Really thx for your help! It just made 3 things a bit "unstable". Glitch1: The restore staff sound effect 1/10 times bugs and persist to sound even after the animation finishes. A soft or hard reset each time fixes it. Glitch2: All animations play without issues but spellbook "Excalibur" 1/6 times will not show the first part of the animation (the blowing 2 torrents of wind in the start of the animation) while the wind blades (big and small) that follow after that will play and sound without issues. This happens against big sized enemies (Wyvern Knights, Draco Zombies and especially Fomortiis) while against small monsters it had no problems. Glitch3: Just once Myrrh's dragonbreath against a draco zombie froze the game. Restarting from the suspended data and replaying the exact same battle animation had no problems. These modules aren't expected to be compatible with other patches.Using these patches along with other patches messing with battle formulaor animations may causes bugs. Yeah, i have 2 other patches, one for weapon bonus rank and one for passive stat boosts. Quote Link to comment Share on other sites More sharing options...
icecube Posted November 2, 2015 Share Posted November 2, 2015 Can you post the version before you used my patch? Quote Link to comment Share on other sites More sharing options...
BrightVega Posted November 5, 2015 Author Share Posted November 5, 2015 (edited) Can you post the version before you used my patch? Yes, sure, I have a copy, just send you an PM with a link. Veeeery slow edit/update but here it is: Started a new game and finished it without any issues at all. The patch is 100% working without any hiccups and i can confirm it works with the other patches too. Edited November 23, 2015 by BrightVega Quote Link to comment Share on other sites More sharing options...
icecube Posted November 6, 2015 Share Posted November 6, 2015 I've examined your ROM. If using the patch causing glitches, do not use the patch. Instead, try implementing #8, since no modification has been made in 0x58AD2. Quote Link to comment Share on other sites More sharing options...
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