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Avril Lavigne

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Posts posted by Avril Lavigne

  1. Here's an event template

    #define DISABLE_TUTORIALS
    #include EAstdlib.event
    
    EventPointerTable(0x06,Pointers) //the "0x06" is the chapter ID. If you look at the event references in nightmare, it'll show you the IDs of each chapter's events
    
    ORG 0xD80000 //offset of where you want it written to, these should never be the same for two completely different chapters
    
    Pointers:
    POIN Turn_events
    POIN Character_events
    POIN Location_events
    POIN Misc_events
    POIN TrapData TrapData
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event
    
    Good:
    UNIT
    
    Bad:
    UNIT
    
    Turn_events:
    TurnEventPlayer(0x0,Opening_event,1)
    End_MAIN
    
    Character_events:
    End_MAIN
    
    Location_events:
    End_MAIN
    
    Misc_events:
    CauseGameOverIfLordDies
    End_MAIN
    
    TrapData:
    End_MAIN
    
    Opening_event:
    OOBB
    ENDA
    
    Ending_event:
    ENDA
    
    

    I made comments in the code

    So if you changed that to "0x09" you would be inserting over the orignal Ch. 1. Most of the things you change in regards to events will mostly be in the .txt file itself. You must identify what changes you want and chere.

    There is also a chance you are writing your events to the same offset. If say, you write your first chapter to 0xD00000, and you assemble it in event assembler, it'll tell you where the data you assembled was written to (or where it ends). I can't remember what it says exactly, but let's pretend it says "Ends at 0xD00400", then you want to make sure, for your second chapter, that the offset you're writing to comes AFTER 0xD00400. Check HxD by going to the offset where it ends and then make note of the next free space you wish to fill with events.

  2. I just finished the demo, and I definitely enjoyed it. I think this is going to be an awesome hack and I am looking forward to seeing more.

    [spoiler=My thoughts]

    So the portraits are extremely good, along with the palletes.

    The chapter maps are really good too. I think the exams were really well designed and I love seeing creative missions.

    Balance seems pretty good so far anyways. Only issue I had was with the the con. Mostly the mages all being 3, especially Laurel. I mean, I think it should be at least 4 to be able to wield fire without loosing any speed. Personally, going by the size and build of the characters, I think it should go like this :

    [spoiler=con]

    Marian = 6 she is slender, but also a melee fighter, so she should be more built than non-physical units. This would also allow her to rescue more units, but only to the point that makes sense.

    Generic mages = 4-5 for female, 5-6 for male. Makes more sense unless they are children or just small. Plus I think most units should be able to wield the most basic weapon, fire in this case, without any penalties

    Laurel = 5 slender mage, but comparing her to heidi, she looks like she is much taller. Since she is taller, she should be the same size as Heidi because Heidi is a physical unit, thus would be more built.

    Dante = 7 I think his should be lowered to 7, he is able to wield shine without a speed penalty and he is only a mage. Doesn't seem like he's that big anyways.

    [spoiler=characters]

    I know you said you wanted to emphasize the personalities of the trainees more in CH1, but I think CH2 helps quite a bit with that. Especially with Marian and Heidi. This is a good example of good character development I think. The conflict is introduced in the conversations a bit in CH1 and then further in CH2. The only character I thought was lacking a bit was Enzo. He was a bit bland, but that might even be part of his personallity? There is really only so much you can do in a chapter, and unless the trainees are really all about to be killed off, you will have plenty of time to develop the personalities throughout the story. Slowly developing characters is probably the best way to do it imo.

    Bernie is probably my favorite character so far though.

    [spoiler=story/dialog]

    So like you said in the FEE3 comment, after actually playing CH2, the scene with Bradley and Jade is probably in a good spot to provide a little foreshadowing. I think the main problem with the dialog, isn't so much the placement, but there is just a lot of irrelevant details that can be gotten rid of or shortened. Some things are repeated quite a bit and some things are just dragged out. The scene with the merchant and the mercenary, and again with the merchant and the Red Tusks, are the best examples of dialog that is really dragged out. Oh and the explanation for the final exam.... definitely needs some work =P.

    I also suggest changing the world map dialog a bit. Instead of doing everything all at once, maybe only introduce each continent that is relevant at the time. Then as another place becomes relevant, bring up the world map again and introduce it. The Map itself looks good though.

    Yeah, I think both you and this hack have huge potential. Going by my first impression, this will no doubt be one of my favorite hacks. I think the only thing you really need to work on is the way you present the dialog/story. The story itself seems like it is well thought out and will be very interesting. As I said before, I also like that you mix some comedy into the story. Your dedication really shows, keep it up!

    PS I ain't be one o' dem professional writers, but I'd be more than happy to look over the dialog and make suggestions/edit. I think I could at least help you get more to the point, while still keeping the point intact. I'd be willing to help out with anything on this hack, but this is probably all I could really provide. Unless you need an additional tester.

    Ah okay, there we go. This is a lot more helpful. I really appreciate the feed back, and I especially appreciate the praise for certain things! Haha

    When I get the time to clean my hack up and make it better (hopefully), I'll check in with you. Otherwise you might have to wait until the next patch :)

    Thank you, by the way :)

  3. I just finished the demo, and I definitely enjoyed it. I think this is going to be an awesome hack and I am looking forward to seeing more.

    So the portraits are extremely good, along with the palletes.

    I know you said you wanted to emphasize the personalities of the characters more in CH1, but I think CH2 helps quite a bit with that. There is really only so much you can do in a chapter, and unless the trainees are really all about to be killed off, you will have plenty of time to develop the personalities throughout the story. The only one I thought wa

    Hey thank you :) I don't think you finished your review though! Haha it cuts off. Glad you enjoyed it though! Your criticism helps though!

    And here's the thing: I know Ch. 2 does help a bit with it but there's a lot of other stuff going on that a player would probably forget by the end of the chapter. Prime and Ghast were right that I should focus on one story and develop the other stuff in a timely fashion, even if that means crunching a storyline together. I didn't realize that if there are a bunch of NPC storylines, then it just becomes forgotten when the playable characters come around. I thought the way I would present the story would make sense, and in a way it would make sense, but sometimes things might have to be non-linear for players to understand and remember the roles and stuff of each character. I know I have plenty of time, but the way I use that time is extremely important, and if characters aren't developed well enough in the first two chapters then the player has no idea if they like their own characters or not.

    Just my response!

  4. WAIT.

    2. The easiest way is to force the units to use weapons they don't have animations for (there's a byte in the fight code to force units to use specific weapons).

    This I don't get. What is this byte? Like, what should it look like when I use it?

  5. 1. You don't get access to the convoy unless you've recruited Merlinus/your Merlinus replacement. The convoy option will be grayed if you haven't. If you're looking for a way to toggle it on and off at will, you might try turning Merlinus into an NPC. Though I'm not sure if this will work or not.

    2. The easiest way is to force the units to use weapons they don't have animations for (there's a byte in the fight code to force units to use specific weapons).

    3. If you edit the Yes/No text slots, you also end up changing the Yes/No used in shops, I'm pretty sure. So, yeah, wizardry.

    4. No clue, though for FE7 I'm pretty inclined to say no. FE8, maybe.

    The only one I feel qualified to answer is #3. It's possible in FE8 because it exists natively (route split choice), although it's hardcoded to the text ids. FE7, I'm inclined to say no, due to the lack of memory slots. Like, it'd be possible to display something else; the problem is finding a way to pass in the arguments (in this case, the text id to display).

    for fe7, you can use some random pocket of memory to store the text slot and just write a "loader" routine before displaying the text; the problem is that the text isn't loaded in any nice place

    you can try getting something off my attempt, although be warned this is approaching five or six years old

    Thank you for your replies! If I have any further questions will let you know.

  6. I've been poking around, studying (disassembling) some more chapters to figure out my limitations, and I've gathered these questions.

    1. How do you disable the merchant/convoy in the prep screen? I remember testing a prep screen out and the ability to access the convoy was available before even recruiting the merchant. It's been a while since I tested this out so I might be wrong but if it's there by default then I would appreciate if someone provided a solution for it, please and thanks.

    2. (Events) You know how you can make a battle cutscene? Well how do you make it so that the animations are off for those? I only know how to make a fight scene where the animations are on.

    3. (Wizardry, I think) So there's the "Yes" or "No" options. You can choose one or the other. And I know you can replace the Yes and No text if I desire, but I don't want to (well, not right now anyways). I was wondering if there's any possible way that I could create my own options, along with keeping the yes/no still there. So basically having way more than just Yes/No and having your own like "Which item are you more interested in? > Weapons, Tomes ". I don't know if I'm very clear with my question hopefully someone understands. This is no biggie, but would love to have this feature.

    4. (Events) Is there such a thing as random spawning in events? Or based on where a character is spawned, other units can spawn around them? I feel like I've seen this in a hack where the enemy will move around to wherever and other units will spawn in correspondance to their location. Also not a biggie, just wondering.

    Please and thank you.

  7. Bit of a necrobump, but what the hell. I've been getting better lately, so I'd like to know what you guys think of my newer splices.

    http://i.imgur.com/E9YlJOg.png

    Don't mind the ugliness of NotSonia's left shoulder, that's still being worked on.

    The green-haired's body is completely disproportionate from her head. Her body needs to be a bit bigger. I'm assuming you custom-drew that? Not bad. I can't custom draw worth a crap.

    The one with Lyn's face and Syrene's body, the ear is not defined. Her hair also needs a little bit of reworking.

    I mean, I guess all of them need a bit of maintenance at least, but they aren't horrid by any means. Good work! Keep practicing. :)

  8. The Combat music for the player phase is this one:

    Oh shit I swear my project has this soundtrack if not I highly considered it. I do remember listening to this.

    9EtAF1R.png Wait, phone numbers? Is this like modern medieval times?

    Hahahahahahahaha... sorry I can't help but laugh at this. I am also confused with the time consistency here.

    Anyways, always good to see something new. And don't forget to backup your files in case something happens!! :)

  9. Haven't posted in this thread in a while, and that's mostly because my main priority (which was creating a mass amount of custom portraits) has been settled for now. Although I still have future characters in mind that I would need portraits for, I'm looking for something else: and that thing is a custom battle GUI/HUD/whatever-you-call-it. Do you know what I'm talking about? What is the correct terminology for such a thing?

    Basically I'm looking for a custom "one of those". I kinda want a darker theme to it. It doesn't have to be super intricate. One MAIN thing that I would want is the area/square where the attacking weapon is displayed during battle to be dark-themed. And the HIT/ATK/CRIT square to have a similar dark-theme.

    I have no idea how to go about making one of those because I don't know what it's called, but because I don't really have the time for it, I wouldn't mind if someone would volunteer to do it instead! Haha... :S

  10. *sees all the comments*

    While I haven't played the hack yet, the most I can say right now is don't get too discouraged. This hack is still in it's early stages, and there is a lot of time, and room to improve. I think this hack has potential from what i've seen so far.

    Exactly my thoughts!

    When it comes to hacking, it's very hard to be perfect in the early stages of it!

  11. Cam's assembly patcher takes a ROM and a .dmp as inputs. The patcher is written in Python, which you can get here: https://www.python.org/downloads/

    You need Python, prelimfix.dmp, and a FE7 rom.

    After installing python, run run.py. You'll get a command prompt-style window. Put your rom and prelimfix.dmp in the same folder as the patcher. In the patcher's window, type open fe7.gba or whatever you named your rom, and then hit enter. Afterwards, type load prelimfix.dmp. Hit enter. After that, type process, enter it, then type close. It will output a fe7_patched.gba file.

    you have to "patch" the file after "process"ing it

    you can use the builtin "help" command if you're confused

    Quoting both of y'all because it worked. THANK YOU.

  12. Did everything you did and the bug still persists. Double checked to make sure I followed the instructions correctly and I was.

    Soooooooo now what? I looked at 0xD01000 to see if anything changed, because supposedly in the original post it says that's where it is written, but nothing changed.

    Hmmm....

  13. Cam's assembly patcher takes a ROM and a .dmp as inputs. The patcher is written in Python, which you can get here: https://www.python.org/downloads/

    You need Python, prelimfix.dmp, and a FE7 rom.

    After installing python, run run.py. You'll get a command prompt-style window. Put your rom and prelimfix.dmp in the same folder as the patcher. In the patcher's window, type open fe7.gba or whatever you named your rom, and then hit enter. Afterwards, type load prelimfix.dmp. Hit enter. After that, type process, enter it, then type close. It will output a fe7_patched.gba file.

    Aaaahhh okay that clears a lot up. I'll see if this works thank you.

  14. click the link that says patch

    download any assembly patcher (if you're using mine, download one of the zips named "release")

    patch your ROM

    Do you know where the patch is in the ROM?

    Like is it at 0xD00000? Or something?

    Also, they are all these ".py" and ".pyc" files for the Assembly Patcher. How do I get these to work?

    yZS2ILe.png

    The first link you sent was of this stuff, and nothing here directs me really where to go:

    G0L1A9h.png

    And the link that says "patch" in the original thread is BROKEN!! :(

    I really want this to work but there are just too many files. I also can't find that "release" zip. Both links in the original thread are broken actually.

    I don't know if I'm just a complete idiot, but no one has come forth saying they've figured it out and I would reeeaalllyy like this to work.

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