Jubby Posted December 1, 2013 Share Posted December 1, 2013 some random person on the internet somewhere :P check the standing frames, they don't match up to eCut's prop'ly :3 Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 2, 2013 Share Posted December 2, 2013 (edited) the axe isn't right so yeah not ours or hers I guess since I did probably less than 1% of the spriting btu I did all of the other stuff hmm Pamplemousse Edit:Hey! I made the frames for you too... :< Edited December 2, 2013 by ePamplemouss Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted December 2, 2013 Share Posted December 2, 2013 Pamplemousse Edit: Hey! I made the frames for you too... :< Why did you edit someone else's post instead of just posting Link to comment Share on other sites More sharing options...
fuzz94 Posted December 3, 2013 Author Share Posted December 3, 2013 because eCut is god Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 3, 2013 Share Posted December 3, 2013 (edited) Why did you edit someone else's post instead of just posting because she's a power hungry beast :S god she's also weird and isn't cool at all Grapefruits everywhere: You love me. >:) Edited December 4, 2013 by ePamplemouss Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted January 2, 2014 Share Posted January 2, 2014 (edited) I have changed the links to the animations I've submitted Ephiwood - https://dl.dropboxusercontent.com/u/35795576/Animations/Ephiwood%20Animation%20by%20MarkyJoe1990%20and%20eJubs.zip Female Shaman (Fixed) - https://dl.dropboxusercontent.com/u/35795576/Animations/Female%20Shaman.zip Edited January 2, 2014 by MarkyJoe1990 Link to comment Share on other sites More sharing options...
fuzz94 Posted January 11, 2014 Author Share Posted January 11, 2014 *Update* New links for ^those and added Pirate with Sword by Pimpstick Link to comment Share on other sites More sharing options...
Klokinator Posted January 14, 2014 Share Posted January 14, 2014 Okay, is there a tutorial for inserting these anywhere, and is there a way to increase the number you can insert or do you have to overwrite an old animation? I just wanna know because I haven't seen any tutorials for this around this section and the OP of this topic would be a good place to put a tutorial. Link to comment Share on other sites More sharing options...
Alfred Kamon Posted January 14, 2014 Share Posted January 14, 2014 (edited) Okay, is there a tutorial for inserting these anywhere, and is there a way to increase the number you can insert or do you have to overwrite an old animation? I just wanna know because I haven't seen any tutorials for this around this section and the OP of this topic would be a good place to put a tutorial. 1. Open your ROM in FEeditor. 2. Go to the Class Animation Manager (if you have already edited your ROM with Nightmare or other programs and you can't access this area, just save your ROM in FEeditor and reopen it. This should fix the checksum) 2a. If you want to insert a new animation instead of replacing an older one, just up the Max Index by 1. In that case, C9 -> CA. *backup your ROM before doing this, we never know what might happen!* 2b. Manually write your new index here. 2c. Insert a new animation. 3.The animation file is usually... well, a "File". It doesn't have any particular extension. 3b. Save your rom. 4. Now you have to tell the game that you want to play X animation while using Y character. You can do that with the apposite Nightmare Module, but we'll do it in hex 'cause we're cool. Jokes apart, that Module has a limited amount of entries, and you might need more-- you can write whatever you want in hex so just do it. 4a. Open your ROM in HxD (or any other hex editing program) and search for some free space in the ROM. If you don't know where your free space is, just check the Known Free Space.txt that comes with FEeditor documentation. 4b. Fill your entries in the Nightmare Module. It's very intuitive but I'll explain it anyway: the first byte refers to the weapon you want to use. The second byte specifies if the weapon you selected is an "All kind of weapons, for example All Swords or Disarmed" or a "specific weapon, for example a Rapier". The third byte tells which animation should play when the conditions of the two previous bytes are met. If you inserted your custom animation in FEeditor in index 0xCA, for example, just select CA. If the conditions aren't met (meaning that you have a character that can use a sword but your class isn't programmed to play an animation for swords) the game usually uses the map animation automatically. Note: If you're sticking with the Module instead of HxD, remember to put 0 instead of 255 in the Separator area. Note2: If you want to use Axes, remember that Hand Axe, Trainee Axe(FE8) and Tomahawk should be programmed separately since they have their own animation. 4c. If you're using the HxD method, you just have to transcribe what you've written in the Module in hex. The red circles in the pic are pretty self-explanatory. The orange circle refers to the whole animation. always put 00 between one animation and another always have an animation for Disarmed units always end your whole animation with 00 00 00 5. Now you have to make your class use the animation you've just programmed. Open the Class Editor Module. 5b. Select your class and scroll until you find "Battle Animation Pointer". In some new versions of this Module, this pointer uses a scroll bar instead of a free space to write your own stuff. Make sure you're using an old version of the Module with the manually insertable offset like the one in the following screen: 5c. See where you've inserted your data in the ROM in HxD: in this case, B2D4C0. If your offset only has 6 numbers, just add a 8 before it and write that into Nightmare. If it has 7 numbers, add 8 to the first one (in hex. 1+8= 9, 2+8=A). 6. Save and enjoy your new animation! Edited January 14, 2014 by Alfred Kamon Link to comment Share on other sites More sharing options...
Klokinator Posted January 14, 2014 Share Posted January 14, 2014 Hoho Kamon, nice! Fuzz should put a link to your post in the OP. Thanks a ton :) Link to comment Share on other sites More sharing options...
Alfred Kamon Posted January 14, 2014 Share Posted January 14, 2014 You're welcome! :) I hope this helps all new hackers~ Link to comment Share on other sites More sharing options...
Klokinator Posted January 14, 2014 Share Posted January 14, 2014 (edited) 5c. See where you've inserted your data in the ROM in HxD: in this case, B2D4C0. If your offset only has 6 numbers, just add a 8 before it and write that into Nightmare. If it has 7 numbers, add 8 to the first one (in hex. 1+8= 9, 2+8=A).This part is confusing me, just a tad. Can you elaborate on this? More specifically, it states that if the offset has 6 or 8 numbers, and I don't know what that means. What would it look like with 8 numbers instead of 6? And also add 8 to the first oneI'm not sure what "one" is referring to. Edited January 14, 2014 by Klok Link to comment Share on other sites More sharing options...
Lord Glenn Posted January 14, 2014 Share Posted January 14, 2014 (edited) (First off, it states that the offset will have either 6 or 7 numbers, not 6 or 8.) If the offset was, say, 00B4C4, it would become 800B4C4. If it was, say, 400C24C, you would add 8 to the first-most digit and replace it with the result. That is, 4(hex) + 8(hex) = C -> C00C24C. As for the animation insertion thing, it's already got a tutorial, just not in a resource thread. It's in the Ultimate Tutorial. Edited January 14, 2014 by Lord Glenn Link to comment Share on other sites More sharing options...
Klokinator Posted January 15, 2014 Share Posted January 15, 2014 (edited) Thanks Glenn. And an error to report in the OP for Fuzz to fix later. What a beautiful female mercenary. Very feminine. Also if I wanted to insert a class from FE8 (I am aware of the cape glitch just fyi) then all I'd have to do is open up a FE8 rom and rip the animations, right? Edited January 15, 2014 by Klok Link to comment Share on other sites More sharing options...
deranger Posted January 15, 2014 Share Posted January 15, 2014 What a beautiful female mercenary. Very feminine. Umm, Klok... Those screen shots, like most of FE combat, have two units in them. Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted January 15, 2014 Share Posted January 15, 2014 uh what exactly is the error? Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted January 15, 2014 Share Posted January 15, 2014 lol I thought the same thing when I first skimmed the op Link to comment Share on other sites More sharing options...
Klokinator Posted January 15, 2014 Share Posted January 15, 2014 Oh fuck I didn't realize she was on the left side. Omfg how does one miss that lol. Link to comment Share on other sites More sharing options...
fuzz94 Posted January 15, 2014 Author Share Posted January 15, 2014 [spoiler=Klok, I believe you left this at home next to your helmet.] Link to comment Share on other sites More sharing options...
Klokinator Posted January 21, 2014 Share Posted January 21, 2014 Anyone know why the Armored Brigand fucks up on return frames? It attacks, hits, calcs damage, returns to standing, then the game freezes. I only tested this with a handaxe but I think it may happen with a regular axe too. Any suggested fixes? Link to comment Share on other sites More sharing options...
Brendor Posted January 25, 2014 Share Posted January 25, 2014 Check the script and make sure the C01's and C0E's and all that are present and in the right places. Link to comment Share on other sites More sharing options...
Klokinator Posted January 25, 2014 Share Posted January 25, 2014 The animation works fine except for the return frame, therefore the error lies in the animation script itself. I have no idea how that works as I just insert and pray. If someone else wants to download it and examine it for errors then that's their call. Link to comment Share on other sites More sharing options...
Brendor Posted January 25, 2014 Share Posted January 25, 2014 Just open up the script, go to where the frame appears (ctrl+f it) and make sure the necessary commands are there. You can use the 0x85 command doc that comes with feditor to see what commands are relevant eg C01, C0D, C0E etc Link to comment Share on other sites More sharing options...
AstraLunaSol Posted February 17, 2014 Share Posted February 17, 2014 https://dl.dropboxusercontent.com/u/32809388/Deiberdier%20H20.rarfix for halb 2.0 keep forgetting to post this fixes a glitch in long range attacks (should, at least) Link to comment Share on other sites More sharing options...
Brendor Posted March 5, 2014 Share Posted March 5, 2014 (edited) L95 made a sage animation for Ishtar and I scripted it. Here's some demonstartive videos. No permission needed from either of us. Edited March 6, 2014 by Brendor the Barbarian Link to comment Share on other sites More sharing options...
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