RNG Princess Posted December 23, 2009 Share Posted December 23, 2009 Is it possible to turn one Falco Knight into a healer/fighter like Elincia? and is there an easy way to do it? Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 23, 2009 Share Posted December 23, 2009 With Nightmare modules, you can simply add a "Staff Base Level"... and the animation that would play would be the default map animation... However, if you want a battle sprite, you will need to sprite those frames and then insert it with Xeld's FEditor... Quote Link to comment Share on other sites More sharing options...
Bryan Posted December 23, 2009 Share Posted December 23, 2009 (edited) EDIT: Shadow Ninja'd me. :| Also, three dots woot! :D Edited December 23, 2009 by Bryan Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted December 23, 2009 Author Share Posted December 23, 2009 with Xelds FEeditor do i have to replace that animation with another? I don't understand much this hacking animations but i'm eager to learn. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 23, 2009 Share Posted December 23, 2009 Basically... you insert a new animation in the free space in the ROM... You CAN replace others though... Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted December 23, 2009 Author Share Posted December 23, 2009 Interesting:) is it also possible to insert more items with that? Is it a very difficult task? Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 23, 2009 Share Posted December 23, 2009 It's just a matter of spriting... and animating... The hacking part, I can help with... Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted December 23, 2009 Author Share Posted December 23, 2009 Really? thank you so much :D Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 29, 2009 Share Posted December 29, 2009 (edited) Hmm... well, simple edits might be best... even though I DID save your edits... how does it look? I might try to get it to work later on in a ROM... Nope... When the falcoknight uses swords, it uses the "ranged" attack... which is basically FAIL... XD Edited December 29, 2009 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted December 29, 2009 Author Share Posted December 29, 2009 I like how that looks, try with mine. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 30, 2009 Share Posted December 30, 2009 It works Fine... it's just that whenever you use physical weapons... it FAILS... XD I think Xeld already pretty much figured it out... All we can do now is wait... However, here's two screens: Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted December 30, 2009 Share Posted December 30, 2009 Can't you just make a custom animation to get it to work? Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 30, 2009 Share Posted December 30, 2009 Can't you just make a custom animation to get it to work? Nope... if you even have a SLIVER of a magic weapon level... the game has some sort of assembly that shows the magic weapon levels, "MAG" instead of "STR" and use mode 5 or 6 of the animation REGARDLESS of if you're close range or not... Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted December 30, 2009 Share Posted December 30, 2009 So if you just insert the Falcoknight using a staff as a custom animation and then make a custom animation in the custom animation module using the three pre existing animations plus the new staff one, then it won't work? Weird. Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted December 30, 2009 Author Share Posted December 30, 2009 (edited) what about Magic swords? or custom swords disguised as staves/mag? waiting sounds good Edited December 30, 2009 by Queen_Elincia Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted December 30, 2009 Share Posted December 30, 2009 what about Magic swords? or custom swords disguised as staves/mag? Something like that should definitely work, but I've never had any luck with getting weapons to heal people and stuff (never really tried it either though). Quote Link to comment Share on other sites More sharing options...
Bryan Posted December 30, 2009 Share Posted December 30, 2009 what about Magic swords? or custom swords disguised as staves/mag? Something like that should definitely work, but I've never had any luck with getting weapons to heal people and stuff (never really tried it either though). You would probably have to do alot of hacking in order to get it to work. :/ Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 30, 2009 Share Posted December 30, 2009 LOL, no matter what anyone wants to do, it'll require some ASM... I have some contacts that can maybe help... but all we can do for now is wait :P Quote Link to comment Share on other sites More sharing options...
Bryan Posted December 30, 2009 Share Posted December 30, 2009 LOL, no matter what anyone wants to do, it'll require some ASM... I have some contacts that can maybe help... but all we can do for now is wait :P Very true... I need to make custom spells. :/ Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted December 30, 2009 Author Share Posted December 30, 2009 the mounted units move again thing isnt working for me, do i have to patch my rom or something? Quote Link to comment Share on other sites More sharing options...
Aleph Posted December 30, 2009 Share Posted December 30, 2009 (edited) This hack seems to work. This hack causes melee animations to be used, "Str" to be displayed and melee weapon levels to be displayed for a unit that has a melee weapon equipped, and magic animations to be used, "Mag" to be displayed and magic weapon levels to be displayed for a unit that has a magic weapon equipped: .org 0x080184DC .thumb push {lr} @ @-------------------------------@Get uses/equipped weapon of unit pointed at by r0 bl 0x08016764 lsl r0, r0, #0x18 @ lsr r0, r0, #0x18 @ ldr r1, ITEM_TABLE_REF ldr r1, [r1] @r1 points to item table mov r2, r0 @ lsl r0, r0, #0x03 @ add r0, r0, r2 @ lsl r0, r0, #0x02 @ add r0, r0, r1 @Indexing of item table complete ldrb r0, [r0, #0x08] @ mov r1, #0x02 @"Use magic animation?" and r0, r1 @ lsr r0, r0, #0x01 @r0 == 1 or 0, guaranteed pop {pc} @ .align 2 ITEM_TABLE_REF: .long 0x08016060 Good luck figuring out how to apply it, though. Also, Lawliet apparently did this much easier. I'm not sure his solution is as functional though. Edit: Yeah, Lawliet's version of this hack screws up the stat and weapon level menus. This hack doesn't, and is still compatible with expanded item tables despite using the item table for getting the item data outside of battle. Edit: There, added the ".thumb" line. Happy, Sauce? Edited December 30, 2009 by Xeld Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 31, 2009 Share Posted December 31, 2009 Xeld, you are AWESOME Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted December 31, 2009 Share Posted December 31, 2009 This hack seems to work. This hack causes melee animations to be used, "Str" to be displayed and melee weapon levels to be displayed for a unit that has a melee weapon equipped, and magic animations to be used, "Mag" to be displayed and magic weapon levels to be displayed for a unit that has a magic weapon equipped: .org 0x080184DC .thumb push {lr} @ @-------------------------------@Get uses/equipped weapon of unit pointed at by r0 bl 0x08016764 lsl r0, r0, #0x18 @ lsr r0, r0, #0x18 @ ldr r1, ITEM_TABLE_REF ldr r1, [r1] @r1 points to item table mov r2, r0 @ lsl r0, r0, #0x03 @ add r0, r0, r2 @ lsl r0, r0, #0x02 @ add r0, r0, r1 @Indexing of item table complete ldrb r0, [r0, #0x08] @ mov r1, #0x02 @"Use magic animation?" and r0, r1 @ lsr r0, r0, #0x01 @r0 == 1 or 0, guaranteed pop {pc} @ .align 2 ITEM_TABLE_REF: .long 0x08016060 Good luck figuring out how to apply it, though. BOOOOO!!!! I don't know how to apply it... ;_; If I was to take a random guess though, I would guess using the event assembler maybe? That's probably wrong though. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 31, 2009 Share Posted December 31, 2009 (edited) I included the IPS patch in the description of the video ._. Heck, here it is: Patch for the Spell and Weapon Animations here: Click Gwahahahaha, Xeld ported it to FE8... FE8 Port: Click Source ASM .org 0x08018A58 .thumb push {lr} @ @-------------------------------@Get uses/equipped weapon of unit pointed at by r0 bl 0x08016B28 lsl r0, r0, #0x18 @ lsr r0, r0, #0x18 @ ldr r1, ITEM_TABLE_REF ldr r1, [r1] @r1 points to item table mov r2, #0x24 @ mul r0, r2 @ add r0, r0, r1 @Indexing of item table complete ldrb r0, [r0, #0x08] @ mov r1, #0x02 @"Use magic animation?" and r0, r1 @ lsr r0, r0, #0x01 @r0 == 1 or 0, guaranteed pop {pc} @ .align 2 ITEM_TABLE_REF: .long 0x08016410 Edited December 31, 2009 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted December 31, 2009 Share Posted December 31, 2009 Oh that would make sense then. I only looked at the video on the forum, so I never saw the video description. Quote Link to comment Share on other sites More sharing options...
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