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Avril Lavigne

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Everything posted by Avril Lavigne

  1. I was just messing around placing a lot of units on a fun map I was making when I realized that some weren't appearing. Is there some kind of special patch or something that expands the maximum amount?
  2. Well I readjusted my story (again) and I think that I got it good this time. However, I have a lot of wiggle-room in some areas of my story to fit extra characters in. I was going to include what kind of characters that I would like, but I guess I did not include that in the original post. I think when my exams are done I'm going to finish up the last couple chapters for the first patch, release it, and then update this thread.
  3. I can update this, yes. However, I do not even understand palette's myself. This thread was started for people who have more experience. I will be releasing my first patch hopefully this week, and there I will give better context.
  4. I WILL UPDATE THIS FURTHER WHEN I RELEASE THE FIRST PATCH AND ONWARD Not sure if this is going to work... but I'm lazy and I want the community involved haha Alright, so I have tons of room for extra characters. However, I do not have the artistic ability and patience to create original characters. So what I'm proposing is.... YOU CREATE THE CHARACTER!! (For my project: The Grand Archipelago) 1. Create a Portrait - Obviously, character needs the portrait, and chibi 2. Assign that character to a class - which class do you want your character to be? You can create one if you like, but you also must give me all of that data as well (map sprites, battle sprites, etc, etc.) 3. Please give the battle palette - I do not really know the ins and outs of battle palettes, as I just copy and paste palettes, but I would really like if I would be given the colours in the proper order (cause I have no idea what order they go in) 4. Name your character! If you are comfortable with giving me a character, please PM me when you are done. DO NOT post all of the character components on the thread. Give me your feedback! (Also I've completed a few chapters already, still in early stages though)
  5. I would do more research, but I'm on mobile and I'm curious. I found a really good portrait splicing/creating tutorial that I can't seem to find anymore. What I'm wondering is what the colour distributions should be. I know there should be 16 colour including background, but ... How many colours for each: -Hair? -Face? -Clothing? -Eyes? What would you recommend? I don't have any original faces in my hack but I have tones f room for extra and I really just wanna take a jab at making my own. Thanks for your help!
  6. Oh hey! haha I just saw this, and yes.... almost right. I changed the title to "The Grand Archipelago". I mean...it can go both ways. Haha but this isn't the place to be discussing MY hack. And no problem Ghast!
  7. Damn, I'm pretty late to the question here. So sometimes the game will not be able to process your changes until you've saved and closed the program you've made your changes in. So in FEditor, after you're done editing the text, click save, then click close ROM or whatever it says. Your ROM should work with the changes made. Another trick (I use this one more often, it's non-traditional) is that I copy and paste the ROM file itself after making my changes. So now there's a copy of your ROM. This little trick seals the changes you make. Open your copied ROM to test and check. This way you don't have to close the ROM out of the program you made changes in. I hope I'm clear, and maybe this fixes things.
  8. That's right. Basically, in other words, "Deadevent" isn't attached to anything, "DeadEvent" is. Event Assembler will pick up the labels if they're formatted correctly, but doesn't check to see if they're connected to anything. You always want to make sure your SceneLabels have connections to something else.
  9. Aw thanks!! And I'm not entirely discouraged haha. I'm still having fun with the hack I'm doing too! I'm totally looking forward to releasing my first patch. I've got a couple more chapters planned and almost completely ready to be put into construction. I want to release it with a nice big bang of fun in the first range of chapters. Right now I'm still in the basics chapter stages but defs gonna have a nice extra FUN chapter (or chapters, not really sure what the general taste is in this community) to complete the first patch set! I mean, hopefully. Also really looking forward to playing more of yours. When it's 100% complete, it's going to be the best FE ever. Dewey is my hero.
  10. Seriously what can't you do. I've seen it all in this ROM hack and I must say my hack feels like it's very inadequate in comparison. I've never been so impressed with a hack... EVER. This is downright so creative and FRICK I just want to express my appreciation for it.
  11. What I'd do AFEV eventID SceneLabel eventIDofPreviousEvent // just the template Misc_events: CauseGameOverIfLordDies AFEV 0x09 Event 0x06 // change death quote ID to 0x06 in NIGHTMARE End_MAIN Event: LOU1 Units //or any event you like ENUN ENDA That's my way of doing it haha
  12. These are so cool. Wish I woulda submitted one!
  13. Thank you so much. I will test these out when I get time
  14. 1. To clarify, I want to load the characters with their data on the map. Although it's just their map sprite, I want their respective classes to be on the map too. Like I'm not sure when someone might want to promote the character I want to put on the map, which is a big loophole for me--because then the original class will be there and they might have promoted them. If not then I can probably make something work. I have back up plans but it would be really nice if I could get the characters themselves on the map rather than just the class. 2. So when I'm moving a sprite, how do I get it to go its full length? I don't have my file anymore because it got deleted. I know how to move them, but my sprite will just go barely anywhere near where it's directed (like less than halfway) and then it'll end my world map. I want it to reach the destination I gave, and then fade into the chapter. It's annoying. 3. Also, the REMOVETEXTBOX function didn't seem to work? I tried using it but my text box just stayed there. 4. Also, how does the [LoadOverworldFaces] text thing work? I was trying to find examples of it on FEditor and I couldn't. I'm new to world map, and I don't understand some things!!! Wish they'd work haha
  15. Wow so glad you were the one to notice this as the tutor haha but yeah I'll test it out when I have the chance and mark solved if it worked! Thanks!
  16. Okay so I wanted to start trying world map events and of course I had to start with making a world map. THIS IS NOT THE FINAL PRODUCT. JUST A TESTER. Here it is: And here the tutorial I followed. And I did the 12 section process, just so ya know. http://serenesforest.net/forums/index.php?showtopic=52553 But in the game it looks like this: And here the palette in Usenti: I originally had it saved with one row of colours but now it's all back to the full amount. I have no idea why. Anyways, you can clearly see my problem. They do not resemble in certain areas. What am I doing wrong? Is it the palette? I only imported the palette with section 1, and left all the rest non-imported-palette as it says I should do.
  17. You must replace the characters that can seize with whichever character you want to be able to seize. I believe it is limited that way
  18. Go to "resources" and there are threads there that have prepared and ready-to-insert battle animations to FE7 and/or FE8. I'm quite certain there is an Ike sprite.
  19. The game will have saved their stats and items as long as you finished the chapter with that unit on the ALLY's team. I had this same question too when I started hacking, but you don't need to do any extra work aside from making sure that unit is on the ally's team. If the chapter ends and the unit was on the NPC or Enemy team, their stats will reset. So if you load them onto the next chapter, you don't even need to fill in the items, class, or level to anything specific. You can load that unit you finished at that chapter as a knight at level 20 with an iron axe even if they were a mage at level 1 with thunder before. The unit will be loaded with whatever you finished the chapter with them before (mage, level 1 (unless it gained exp to the next level) and thunder). It is now embedded into the game what that unit's items, class, and level (and EXP) are until they do not remain on the Ally's team. I hope that made sense.
  20. In Event Assembler. You place units in your desired coordinates but make sure they are labeled Enemy as opposed to Ally. I don't know if you know anything about Eventing so I suggest you go look at tutorials on that. Units are part of the basics. You can also find Eventiel through the Emblem Brigade, which is probably the most useful Eventing tool you can use as a beginner.
  21. Small question, what is the max event/condition IDs possible? Where does it stop? 0x7F?
  22. There's a tab that says "Tools" on FEditor, and you just click Text Editor. Then it'll show you all the text ID indexes. If you are searching for a specific text you want to edit, just type it in the Find Text section--and also please note that it is case sensitive (which means that it is tracks whether the letter is capitalized or not). As for your Event Assembler question, you have to provide more information. It says "it doesn't exist"? What doesn't exist? And please put your Event Assembler questions in the Event Assembler Questions Thread.
  23. As far as I know you need a program abbreviated to APE which stands for Advanced Palette Editor (?) I'm not exactly certain that is the name but I'm almost completely sure that's what it is. Then you need to open the battle palette editor in Nightmare to find the offset that the palette is of an existing character is and paste it to APE (Subtract 08000000 and make sure it's L2 something something compressed, just check that box). And then you can adjust the colours to your preference. Again, not a huge expert in palette colour editing as I have hardly done any of that. I more so have just inserted palettes and stuff that already existed. But yeah just follow those instructions (if they make sense) and it should work. I'm sorry it's late and I don't think I could give an amazing explanation if I tried.
  24. Battle Sprite Palettes (Colours) are usually completely separate from the class itself. You edit the battle palettes so that they work with the class. So each character has their own battle palette. And also, I know you said you solved the class problem, but it actually doesn't matter what class you made them in nightmare. You can change that in events with the event assembler. I'm assuming you haven't reached that stage yet have you? As far as creating battle sprite, others can probably help you with further details as I'm not an expert in that field. I'm not the most resourceful person here so I'm sure someone more knowledgeable will swing by and give you a lift.
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