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dfghjn

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    A Masochist that's thirsty for numbers and formulas on RPGs. A good kind of Masochism if you think about it. :)

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  • Favorite Fire Emblem Game
    Binding Blade

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  1. Just a quick update for doing the animations for Roy. I made little to no progress for my boy Roy due to real life issues. Not getting enough time to animate Roy with all those swords. Burned out on playing Fire Emblem games in general. Oh and college (full time) and internship that too. I may not be able to get it done at all. For any who's curious about this, just put your expectations down low on this one. Cause the chances of me not getting it done are pretty strong. But, if I got time to do all this and post the UPS or IPS patches for my FE6 Hack to showoff Roy's animations I'll reply back and provide the link to download the patch. If not, then I won't reply. Simple as that. At least I got the information to do the animations. Anyway, bye.
  2. I'm new to this site. Also, using APE is not that hard compared to the other palette editors that are being mentioned. Plus, I didn't know about it and I'm done with this site since you already mentioned about the palette tutorials and I just want to focus on Oujay's Hero Sprite not being included on the Nightmare Program. So I have to end up making one for him. Seriously edit the Nightmare Program and update it for cryin' out loud. OJ needs it.
  3. Well I'm working on an FE6 hack and so far I'm just an amateur. I'm just making the game feel like Fire Emblem Gaiden (minus the branching promotions) to make MONEEHHH not that important, but still save it up for the Killing equipment cause in my hack they are expensive beyond belief. Actually I don't know, I never thought about releasing something that I'm hacking for my own amusement, but we'll see if everything works out for Roy's Animation. I seriously want to know how to make my own animation. How did Intelligent Systems brought out such good animation for the GBA that I can never get tired off? That's what I wanna do for my boy Roy and who knows create my own unique spin on the classes animation if I feel like it. I'm not interested in map designing though :P. I find it really boring compared to creating animations.
  4. Yes!!!! Chapter 56, 57, and 58 is what I need. Finally I can give Roy the respect he deserves. I'll try to do something unique to him where in the orginal FE1 Marth has a different animation based on what sword he equips and in Roy's case he's no exception. This could take months, years, or even decades. But at least I got the information. Thanks L95. ^_^
  5. Since I'm new to hacking and I'm new to this site and the FE franchise in general, I just want to know one thing if I'm ever interested in making my own animations within the FE GBA games. For example, I don't like the FE6 main character's animation (it just feels rushed at the last minute and his hair style looks nothing like his portrait) so I wanna create my own animation and make him into a respectable character he should be instead of goofy looking. So how do I create my own sprites and animations within the context of the GBA Fire Emblem Games? Just like how Blazer did in his hack the Last Promise where he did Tekun's animation and Kelik's animation. How did he do that????!!??!
  6. So far Ogier's Problem has been resolved and I know how APE works. So who knows, maybe I'll post the color palettes for certain classes on the Hacking Resources Forum. I know what the Hero Class Palette looks like on APE, so I might as well experiment with the other classes and tell you all about their color schemes in the near future. Happy Hacking. ^_^
  7. Ok, I'm back and sorry if I forgot to include the link for downloading Advanced Palette Editor (APE) and the Nightmare Program (if for some reason you don't have it). Here's the APE http://www.romhacking.net/utilities/541/ and here's where you can find the Fire Emblem Modules and the Nightmare Program http://www.feshrine.net/hacking/nightmare.html . My recommendation would be to download the Original Nightmare Program since the Nightmare 2.0 will have to be opened in a different way (which is another chore you gotta do) so the original is much more accessible. Alright back to Oujay's case, so far we edited Nightmare Program to give out a Hero Sprite for Oujay, but if you begin to play your FE6 hack right now and promote Oujay, you'll notice that his colors are all wrong. Purple hair, Golden sword, Blue armor, etc. So this is where APE comes in and can edit out this problem. Here are the steps on how to edit out the Hero Class Color Palette on Advanced Palette Editor: Open up APE, go to File, and Open your FE6 Rom Hack. So far nothing happened, but here's where things get tricky for Oujay's palette. Open up Nightmare, open up your FE6 hack, and load the module "FE6 Battle Palette Reference" on the Animations Folder. In this module, you will find the Battle Palette Pointer where all the codes are being present for each and every character on their specific class. For now let's find Oujay and this is where it get's really tricky. Instead of taking out the Battle Palette Pointer at "0x65 - 0x66 Oujay Promoted" it's actually "0x66 - 0x67" because for some reason 0x65 - 0x66 is Lugh's Promoted Battle Palette Pointer instead of Oujay's. I know it's confusing, but roll with me here. What you are doing here is copy/pasting the code for Oujay's Promoted Palette on APE, but make sure you don't copy down "0x8" at the beginning otherwise it will not work on APE. So, just copy/paste the code that is after the "0x8", but to spare you the hassle here's Oujay's Promoted Battle Palette Pointer "7FF050" located on "0x66 - 0x67" After that tediousness, here's where you can finally relax and just work out Oujay's Hero palette. Go to APE, and paste "7FF050" on the textbar that is right next to the Offset (Hex). When you are done, MAKE SURE you check mark these two things before you hit that Load Button. "Load from offset" and "Compressed Palette [LZ77]". NOW hit that Load Button. You'll see the many colors that are represented on the Actual Palette. You can't do anything on the Actual Palette, but you must go to Changed Palette where you'll edit Oujay's Hero Palette. There are two rows having 8 color marks being represented in 4 digit codes on the Actual Palette. Remember when I said Oujay had purple hair? Well you'll notice the purple colors that are in the first row from Color Mark (CM) 6, 7, and 8. And this is where I tell you exactly what each colors represent on the Hero Class. First Row: CM 1 (This I don't know, but just remember to input this code 5553) CM 2,3,4 (Skin Tone) CM 5 (Belt & Tilt of the Sword) CM 6,7,8 (Hair) Second Row: CM 1,2,3 (Sword/Axe) CM 4,5,6 (Armor & Outside of the Shield) CM 7 (Gloves & Inside of the Shield) CM 8 (Outline) And Have Fun Editing out the Color Palettes for the Hero Class ^_^ and once you begin changing Oujay's Palette you can double-click the Color Mark and try to find out the right colors, by using your mouse of course. So far I explained how the Hero Class Palette works and to spare you all the hassle, here's Oujay's Palette that I came up with. It's just Oujay on shiny armor, but since I redone my hack I don't know about the colors. Still here's what should be done for Oujay to look real on your FE6 hack. First Row: CM 1 (5553) CM 2,3,4 (FF7F, FF6B, 1F4B) CM 5 (7119) CM 6,7,8 (Still working on it, But he has Blue Hair) Second Row: CM 1,2,3 (9877, F36E, 4E5A) CM 4,5,6 (Still working on it, but he has Pale Goldish Armor... I think?) CM 7 (1A32) CM 8 (A514) Hope this was Helpful for all you Hackers and Have Fun deciphering out Oujay's Palette on his hair and armor/shield originally speaking. But those codes I mentioned are what's being represented for the Hero Class in the game. Just that there armor/outside of the shield and hair tend to differ, but the CM 1, sword/axe, skin tone, belt/tilt of the sword, the gloves/inside of the shield, and the outline are what's correct. In my case I had to compare and contrast Oujay's messed up Hero Palette to Dieck's Hero Palette, but it paid off well and now I have an Oujay on Shiny Golden Armor instead of that Pale Goldish Armor of his in the original game. Good Luck!!
  8. Dear Hackers everywhere, I hereby present APE (Advanced Palette Editor) which you can use this, in conjunction with the Nightmare Program, to change your character's battle color palettes on the GBA Fire Emblem games. Since the creators of the original Nightmare Program and the GBA modules, that came with it on the FE Shrine, manage to do their best to make this hex editor for our own amusement, they unfortunately forgot to code Oujay's Promoted Battle Palette and replace it with Dieck's Promoted Palette, when you start hacking FE6 on your Nightmare Program. So I had to get his palette the hard way. I'll start by mentioning out the quirks behind the palette editing and Nightmare editing. Here are the steps on how to get Oujay's Promoted Palette back. First steps are to input Oujay's Hero class on Nightmare editing: Go to FE6 Nightmare Modules, Animations, double-click Character Palettes (Text Document) and you will see specific numbers for the characters like 0x22 or something which the creators put words like Dieck Promoted on his number 0x1F to indicate the color palettes for the Nightmare Program. For now, find this specific number 0x66 and type "Oujay Promoted" since the creators didn't add this and as far as I know about this number it's custom so there will be no harm to your FE6 hack. Next go to Char and Class folder, double-click Character Palettes (Text Document) and you will see the same specific numbers like 0x22 or something still intact except the creators decided to put parenthesis around the character's certain class. Anyway, Find the custom number "0x66" and type "Oujay (Hero)" so that you know what number you are focusing on to edit Oujay's Promoted Palette on APE. Final step is to open Nightmare, load the module Character Editor for FE6, and replace Oujay's Promoted form "Dieck (Hero)" to "Oujay (Hero)" based on the number 0x66 so you can scroll down the list to look for it. And so far we are done with figuring out and pin-pointing Oujay's Hero Palette on our Nightmare Program. As far as I can tell, Oujay's case is different compared to giving an introduction about basic palette editing and even though I haven't told how to edit and change the color scheme of certain classes, that's another topic that I can't do properly so I'll just focus on Oujay's palette case in his Hero Class. At least I know how the Hero Class Palette looks like on APE.
  9. Oh well I'm kinda new to this site. I'll post all of this, over there as well :) Ok. Not only is this Topic at the Hacking Questions, but now it's also at the Hacking Resources Forum. Thanks, RedAbsol0. :)
  10. Ok, I'm back and sorry if I forgot to include the link for downloading Advanced Palette Editor (APE) and the Nightmare Program (if for some reason you don't have it). Here's the APE http://www.romhacking.net/utilities/541/ and here's where you can find the Fire Emblem Modules and the Nightmare Program http://www.feshrine.net/hacking/nightmare.html . My recommendation would be to download the Original Nightmare Program since the Nightmare 2.0 will have to be opened in a different way (which is another chore you gotta do) so the original is much more accessible. Alright back to Oujay's case, so far we edited Nightmare Program to give out a Hero Sprite for Oujay, but if you begin to play your FE6 hack right now and promote Oujay, you'll notice that his colors are all wrong. Purple hair, Golden sword, Blue armor, etc. So this is where APE comes in and can edit out this problem. Here are the steps on how to edit out the Hero Class Color Palette on Advanced Palette Editor: Open up APE, go to File, and Open your FE6 Rom Hack. So far nothing happened, but here's where things get tricky for Oujay's palette. Open up Nightmare, open up your FE6 hack, and load the module "FE6 Battle Palette Reference" on the Animations Folder. In this module, you will find the Battle Palette Pointer where all the codes are being present for each and every character on their specific class. For now let's find Oujay and this is where it get's really tricky. Instead of taking out the Battle Palette Pointer at "0x65 - 0x66 Oujay Promoted" it's actually "0x66 - 0x67" because for some reason 0x65 - 0x66 is Lugh's Promoted Battle Palette Pointer instead of Oujay's. I know it's confusing, but roll with me here. What you are doing here is copy/pasting the code for Oujay's Promoted Palette on APE, but make sure you don't copy down "0x8" at the beginning otherwise it will not work on APE. So, just copy/paste the code that is after the "0x8", but to spare you the hassle here's Oujay's Promoted Battle Palette Pointer "7FF050" located on "0x66 - 0x67" After that tediousness, here's where you can finally relax and just work out Oujay's Hero palette. Go to APE, and paste "7FF050" on the textbar that is right next to the Offset (Hex). When you are done, MAKE SURE you check mark these two things before you hit that Load Button. "Load from offset" and "Compressed Palette [LZ77]". NOW hit that Load Button. You'll see the many colors that are represented on the Actual Palette. You can't do anything on the Actual Palette, but you must go to Changed Palette where you'll edit Oujay's Hero Palette. There are two rows having 8 color marks being represented in 4 digit codes on the Actual Palette. Remember when I said Oujay had purple hair? Well you'll notice the purple colors that are in the first row from Color Mark (CM) 6, 7, and 8. And this is where I tell you exactly what each colors represent on the Hero Class. First Row: CM 1 (This I don't know, but just remember to input this code 5553) CM 2,3,4 (Skin Tone) CM 5 (Belt & Tilt of the Sword) CM 6,7,8 (Hair) Second Row: CM 1,2,3 (Sword/Axe) CM 4,5,6 (Armor & Outside of the Shield) CM 7 (Gloves & Inside of the Shield) CM 8 (Outline) And Have Fun Editing out the Color Palettes for the Hero Class ^_^ and once you begin changing Oujay's Palette you can double-click the Color Mark and try to find out the right colors, by using your mouse of course. So far I explained how the Hero Class Palette works and to spare you all the hassle, here's Oujay's Palette that I came up with. It's just Oujay on shiny armor, but since I redone my hack I don't know about the colors. Still here's what should be done for Oujay to look real on your FE6 hack. First Row: CM 1 (5553) CM 2,3,4 (FF7F, FF6B, 1F4B) CM 5 (7119) CM 6,7,8 (Still working on it, But he has Blue Hair) Second Row: CM 1,2,3 (9877, F36E, 4E5A) CM 4,5,6 (Still working on it, but he has Pale Goldish Armor... I think?) CM 7 (1A32) CM 8 (A514) Hope this was Helpful for all you Hackers and Have Fun deciphering out Oujay's Palette on his hair and armor/shield originally speaking. But those codes I mentioned are what's being represented for the Hero Class in the game. Just that there armor/outside of the shield and hair tend to differ, but the CM 1, sword/axe, skin tone, belt/tilt of the sword, the gloves/inside of the shield, and the outline are what's correct. In my case I had to compare and contrast Oujay's messed up Hero Palette to Dieck's Hero Palette, but it paid off well and now I have an Oujay on Shiny Golden Armor instead of that Pale Goldish Armor of his in the original game. Good Luck!!
  11. Dear Hackers everywhere, I hereby present APE (Advanced Palette Editor) which you can use this, in conjunction with the Nightmare Program, to change your character's battle color palettes on the GBA Fire Emblem games. Since the creators of the original Nightmare Program and the GBA modules, that came with it on the FE Shrine, manage to do their best to make this hex editor for our own amusement, they unfortunately forgot to code Oujay's Promoted Battle Palette and replace it with Dieck's Promoted Palette, when you start hacking FE6 on your Nightmare Program. So I had to get his palette the hard way. I'll start by mentioning out the quirks behind the palette editing and Nightmare editing. Here are the steps on how to get Oujay's Promoted Palette back. First steps are to input Oujay's Hero class on Nightmare editing: Go to FE6 Nightmare Modules, Animations, double-click Character Palettes (Text Document) and you will see specific numbers for the characters like 0x22 or something which the creators put words like Dieck Promoted on his number 0x1F to indicate the color palettes for the Nightmare Program. For now, find this specific number 0x66 and type "Oujay Promoted" since the creators didn't add this and as far as I know about this number it's custom so there will be no harm to your FE6 hack. Next go to Char and Class folder, double-click Character Palettes (Text Document) and you will see the same specific numbers like 0x22 or something still intact except the creators decided to put parenthesis around the character's certain class. Anyway, Find the custom number "0x66" and type "Oujay (Hero)" so that you know what number you are focusing on to edit Oujay's Promoted Palette on APE. Final step is to open Nightmare, load the module Character Editor for FE6, and replace Oujay's Promoted form "Dieck (Hero)" to "Oujay (Hero)" based on the number 0x66 so you can scroll down the list to look for it. And so far we are done with figuring out and pin-pointing Oujay's Hero Palette on our Nightmare Program. As far as I can tell, Oujay's case is different compared to giving an introduction about basic palette editing and even though I haven't told how to edit and change the color scheme of certain classes, that's another topic that I can't do properly so I'll just focus on Oujay's palette case in his Hero Class. At least I know how the Hero Class Palette looks like on APE and I'll tell you all about it tomorrow. For now Goodnight everybody *Yawn* -.-zzzzzzz
  12. Ok. I've redone my whole hack into a clean rom of FE6 and judging by all the problems I mentioned that could've caused the Weapon Level Bug, I'm glad to say they are not the problems. I've used Wolt from CH 1 where I was just using him to fight the boss over and over until he gets the Weapon Level. And since I did some of these steps one by one to figure out the Weapon Level Bug, the game didn't crash (Animations ON). So I don't know what could've caused it but I have an interesting theory that it could be the FE6 Spell Association Editor when I was trying to convert the Tina Staff into a Fortify (which I tried everything, but the game gets buggy and I didn't bother after that). So I guess I can say this with an open thought. DON'T TOUCH the Spell Association Editor of FE6. I believe that must've caused that Weapon Level to crash. Also I just wanna say this out loud, but Ogier (Oujay) doesn't have his original Hero Palette (Animation ON) on the FE6 module. So, I have to use the APE Editor to work out his color scheme and change some of the wordings the FE6 module came with. I don't know Oujay's original Palette on the Hero class, but I gave him a HUGE upgrade in my hack. Instead of that pale gold armor of his, he is having an awesome gold palette of his armor so once I play my hack I'll show it to you guys as a bonus. He's still the same Palette with the blue hair just shiny that's all.
  13. So far, I'm having no luck deciphering the problem with this bug so in the meantime I'll redo my hack, by copy/pasting the original FE6 rom file (cleaned) and figure out what could've caused that Weapon Level to be bugged. If I figure it out then I'll let everybody know so that nobody has to suffer from this tediousness when they are hacking FE6.
  14. Soo any suggestions anyone? Did somebody encounter this bug and know how to fix this properly? Cause this post is still on until the problem has been resolved. In the meantime I'll still work it out.
  15. Oh and btw CT075, if the same problem happened to you, is it fixed? It no longer does that... right? So I wonder what gives. Hmm... I may need to either restart the hacking process on a clean rom or find another solution to this cause I tried out the original rom of FE6 and so far there's no bug on the Weapon Level (Animations ON that is) and I'm using the same rom except hacked and it caused this bug. So what gives? :(
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