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valin24

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Everything posted by valin24

  1. I'm sorry, but which numbers are those? Also, I'm afraid that hex editing is one of the things I'm having a harder time understanding (and am sort of nervous about doing in fear of messing up an existing function), so please bear with me. EDIT: Also, this is probably a stupid question, but for FE7, does this qualify as free space? The reason I'm asking is that in the sprite insertion tutorial, it appeared that free space is represented by FF's, so is that only a Sacred Stones thing, or should I look for that too in FE7?
  2. This talks about how to increase the items array. I more-or-less got the Halberdier class added to my hack. I changed one of the bosses' classes, and it seems to be working fine. And if that looks like an unfair boss battle, I replaced the Armorslayer in one of the chests with an Iron Rune. Granted, there's no map sprite in the status screen, but I suppose that brings me to the next thing: I need to add its map sprite (I'm just using the Soldier sprite for now) and generic enemy card. In the case of the map sprite, I'm aware of this tutorial: http://serenesforest.net/forums/index.php?showtopic=24957 and I did pull some sprites from The Sacred Stones. However, the Halberdier class is 100% custom, and I don't have any bitmap images, but rather, these: Is there any way to add these as they are? Also the tutorial explains how to replace an existing unit's sprite with another. For more options on where to put map sprites, do I just have to edit the corresponding .txt document, like I did with the class animation selection? As for generic enemy card, I tried adding it on the same way I added on the battle animations, but then, this came up: I'm assuming there's a different method. I looked at other hacks, and they somehow managed to add more pages to the portrait selection. Lastly, while this doesn't really have anything to do with sprites or animations, while I do know how to make it so that the Soldier class promotes to Halberdier, I'm having trouble finding where I choose which promotion item promotes the Soldier class (although, ultimately, I plan for there to be just one universal promotion item, but hey, one step at a time.)
  3. So, should I just remake the unit's animation set from the ground up? EDIT: Come to think of it, in the past, I'd tried to give Cleric Serra access to light magic, and for a while, it worked fine, but sooner or later, the game would freeze at the end of a battle. Would giving her a custom animation, with her using her staff animation for light magic fix that problem? Also, I'm thinking of adding the Great Knight class. Most of the classes I'm adding really don't have a lot of animations, but that one's the exception, with five, though it's probably going to turn out being six, since the Tomahawk requires the handaxe animation input for that as well. Since one page in the Custom Animation Editor doesn't have enough room for all that, I imagine I have to use HxD, but one line doesn't have enough space either, so in that case, what's needed to get the outset required to run it?
  4. Even better, those few men can just hang back, give Ephraim their vulneraries/elixirs, and let him go to town on that castle solo. But yeah, while I didn't care too much for most of Sacred Stones' cast, Ephraim is totally up there for me, along with Amelia and Marisa. As for the others I'd played... Blazing Sword: Hector. Both in personality and combat ability, that guy is just awesome. I also like Farina, and especially Serra. In fact, when I beat Blazing Sword for the very first time, I lost Serra during the last stage. When I saw the ending, and for Serra, it said, "Died at 'Light'," I was like, "Hell no! I am not accepting this as my first time beating the game!" I immediately reset and beat the last map without losing Serra that time. Binding Blade: Alan and Miledy, just because they look cool, and Saul, because he's funny. Also Wendy; She turned out really bad for me, stat-wise, but hey, she's a pink Armor Knight! Path of Radiance: Ike, because he kicks all ass. Also, while he may not have too much of a personality, he still has enough of one to deliver some fairly witty pre-boss lines. Soren, Mia, Lethe, Boyd, Marcia, Jill, and especially Haar are also up there. Radiant Dawn: Besides the characters mentioned for Path of Radiance, Elincia takes several levels in badass, and Shinon, Titania, and Gatrie become near-unstoppable once they reach their third-tier classes (probably even before that, in Gatrie's case). Shadow Dragon: Catria; my favorite Pegasus Knight in the series (even though I usually reclass her to Myrmidon/Swordmaster). New Mystery of the Emblem: Catria, once again, Malice, and My Unit; no really, I'm serious. S/he's just totally badass, and the fact that I made him/her makes it even sweeter. Maybe s/he was a tad overexposed in cutscenes for a character that's ultimately so minor, but I never really cared much; I just liked seeing my character. Awakening: Avatar, for most of the same reasons as My Unit, and once again, I didn't really care too much about him/her basically turning out to be the true main character, for better or worse, because by the time that became apparent, I pretty much decided that the story wasn't much anyway, so what was one more wrinkle? Looking forward to playing as him/her in the new Smash. Also, Lucina (also looking forward to playing as her), Cynthia, Gaius, and Kjelle.
  5. Wow! It worked! Thank you so much! One more thing. While the aforementioned animation insertion tutorial did a pretty good job of explaining how foreign/custom classes can be added in, how does one add new animations to existing units, like adding a sword animation to a Pegasus Knight, or adding a magic animation to a Troubadour?
  6. I counted 208 lines, so I put down 207 (my animation list goes up to D0, by the way, though I'm probably not going to end up using all of them). However, since I was going one line at a time (I can't count in hex), it's possible I'd messed up. Still, when I tried to get into the Custom Animation Editor, this came up: As I said before, maybe I miscounted, but the message also may imply that perhaps I'd numbered it wrong someplace?
  7. I tried to follow the first tutorial as best I could (I'm fairly new to hacking). I assumed that the dropboxes reference the .txt files, so I made this edit: However, in Nightmare, it still only goes down as far as A1.
  8. I'd been wanting to add several additional classes in a FE7 hack I'm working on, and I'd added on several additional animations using FEditor. However, there's an issue. I'd been trying to follow this tutorial: http://serenesforest.net/forums/index.php?showtopic=34510&page=11#entry2881467 However, it specifically uses FE8 as the subject, and while there really shouldn't be any real difference between them, their respective Custom Animation Editors have a slight difference: For FE8, the selection for animations goes well beyond the default number of pages in FEditor's Class Animation Manager, so that additional animations can easily be added with the Custom Animation Editor. In FE7's case, however... It only goes up to A1 (oddly, the default number of pages ends at A2). What I'm asking is how I can enter the additional Class Animation Manager page information to the Custom Animations Editor for FE7. Is there a way to extend the list or to manually enter the number? Seeing as it was done in Elibian Nights, adding in additional animations, that is, I'm sure it's somehow possible. Also, on a somewhat related subject... Is there any way to increase the number of places to make custom classes? Thank you in advance!
  9. Been working bit-by-bit on my first hack. I haven't really thought of a name for it yet, so it's current placeholding name, subject to change, is Marisa Emblem. I have nothing particularly imaginative or interesting in mind; Just a fun little crossover tweak on FE7, based off MageKnight404's FE7 Hack. I haven't made it past even the prologue, but I like how it's coming along. Here are some screenshots: The story is as follows: The good guys lose the final battle in The Sacred Stones, and Magvel is annihilated. Only a few of the characters manage to escape, Marisa being one of them (her expanation for not being killed with the others: "I arrived too late..." The official explanation: Her player was doing a non-tower playthrough, and thought she joined too late, so she was benched for the entire game, and wasn't anywhere near the action). She ends up in Elibe, where she spends the next few years working as a mercenary. One day, a man named Richter falls out of the sky, and is attacked by bandits. Gerik's influence rubbing off on her, Marisa rescues him. It turns out that Richter is, in fact, a Pokemon Trainer (and adventurer, who crossed paths with several characters from other games, and therefore, very well-connected), on an ill-fated expedition to the "Elibe Region," to find new Pokemon (all he found were "winged horses that flew away whenever he got within twenty-five feet of them (because he's a guy, not that he knew that)" and "dragon/flying-types that don't have any outstanding attributes"). They get attacked by Batta the Beast. Since Richter only had two Pokemon, a Braviary that was shot down by bandits (hense the reason he fell from the sky) and a Kirlia that is not yet strong enough to battle, he offers to help Marisa by putting his strategic know-how from Pokemon battles to good use to advise her (basically, he takes over the tactician's role). After a surprisingly difficult battle (the scripted tutorial), they win, but not before Batta sends a message to his fellow Taliver bandits of the threat Marisa presents. Since the Taliver go after anyone who "insults" them (as in, doing anything in opposition to them), they are now gunning for them. Bitter over the fact that she survived Magvel, only to almost get killed by "common" bandits, Marisa decides to go on a training journey, taking Richter along so she can drop him off at a seaport (repayment, since his advice helped her win against Batta), or at least that was the plan, until they run into Sain and Marisa's old ally, Amelia, who became a Caelin knight, and they learn of a certain duchess who had gone missing. Amelia asks for help. Marisa is initially reluctant, but Richter, seeing it as an exciting adventure, and the promise of a generous reward, Marisa decides to help. Throughout the game, characters from various other games (and some anime) show up. Here are some I have planned... Ys Adol (Hero) Dogi (Brigand. Considered Fighter at first, but after promotion, while I can more-or-less picture Dogi with an axe, a bow seems just weird...) Ys Origin Hugo (Shaman) Epona (Halberdier) Legend of Heroes: Trails in the Sky Estelle (Bracer, basically a tweaked Soldier, with an attack animation looking like it's attacking with a staff instead of a lance) Joshua (Assassin) Pokemon Kirlia (cutscenes only) Gallade (Blade Pokemon, completely original unit. Equips swords, but it's purely arbitrary; he attack with his elbow-blades in his animations) Hilda (Wyvern Rider) Ghetsis (replaces Nergal) Hydreigon (maybe. Depends on how far I go with this...) Bisharp (see Hydreigon) Suikoden Luca Blight (recurring boss; Paladin, then Wyvern Lord, then Swordmaster.) Tales of the Abyss Guy (Myrmidon, replacing, well... Guy) Black Lagoon (anime) Rock (replaces Merlinus) Revy (Sniper) Dutch (replaces Fargus) Eda (Bishop) Other Fire Emblem games Marisa (main character, replacing Lyn. Basically has Lyn's classes under the names, "Fencer" and "Trueblade.") Amelia (Armor Knight) Cynthia (Pegusus Knight, haven't decided on her hair-color yet...) Original Richter (Lancer, basically a tweaked Halberdier sprite, but while he equips lances, his animations show him wielding, well... a halberd. He plays the part of tactician during Lyn's story, but afterward, becomes playable, replacing Hector as a main character, with Hector himself taking over Eliwood's role (subject to change if I can think of a new original character), so yeah, there's a "sword lord," a "lance lord," and an "axe lord.") ... Or at least this is what I currently have in mind...
  10. All right! It worked! Thank you so much! This will make future portraits easier as well!
  11. I don't see the options to change the mouth and eye positions in FEditor... EDIT: I didn't know you could click and drag the boxes. Unfortunately, I still can't zero them in to the exact spaces I need to put them...
  12. Lately, I'd been trying to insert some original portraits into the game, but now, I'm having the most difficult time lining up the eye and mouth boxes with my portrait. I know that I can move the boxes around with Nightmare, but there only seems to be a limited area in which they can be moved, and can't be zeroed down to just the area of a few pixels. Is there any method or point-of-reference people use to figure out how the boxes will line up with their portraits, or is it largely trial and error?
  13. At about the 33 second mark, a box is added (the "hackbox" you're referring to?) I caught the Width: 96 and Height: 80, but I couldn't see the exact sizes of the vertical rectangles taken off the sides, and it appears to be an important point of reference.
  14. Hey there! Despite having a very basic knowledge of computers, I've recently started rom hacking, and for the most part, I feel like I'm starting to get the hang of some of it, rewriting cutscenes, altering units, and the like. I don't have anything particularly ambitious in mind (like, no original maps, or anything); Mainly just an alteration of FE7 with different characters, enemy setups, and a slightly different storyline, a lot like MageKnight 404's FE7 Hack. Of course, like the MK404 Hack, I plan to add in some characters I like from various other games I like, and that's where I feel I've hit an impasse. While I have manged to (more-or-less; minor mouth issues) successfully make and add a spliced character (yeah, nothing special, but hey, baby steps)... ... and transfer FE8 character portraits to FE7, I'm sort of at a loss on how to make a character portrait completely from scratch. Of course, it seems to be done all the time, and I'm wondering how people do it. Now, on the computer, I'm not a very good artist, but place a pencil, pen, and paper in front of me, and I believe I'm decent, so I'm wondering (or rather, hoping) if part of it has something to do with scanning a drawing, altering it into a pilixated digital form through Usenti or some other art program, and performing the rest of the standard procedure to add portraits to the game. Whether that is the case or not, I'm interested in knowing how people make original character portraits.
  15. Been playing this lately, and I gotta say I'm really impressed overall. I've recently started modding myself, and it feels overwhelming at times, so I respect you for the time and dedication you put into it. So far, I'd made it to Chapter 7. While I found it enjoyable for the most part, there are some things I'd like to bring up... -One thing I had issue with was the stealth mission, but that might have been just me; I'm just not a big puzzle guy. Points for ambition, though! -I haven't really found the story too particularly gripping, but it's not like I play Fire Emblem for story anyway, and at any rate, it does accomplish the task of connecting point A to point B. -Something I noticed is that Hellios isn't in the Supports list. Could this be what TV Tropes calls an "Interface Spoiler?" -I would have preffered it if Shiori had some room for growth, considering the number of times she must be used. I just don't like having enemies killed by a character that doesn't benefit from it, and for Level 20, I really hadn't found her that impressive... I'm impressed by the music. I like hearing the final battle music from Lunar as the allied battle theme, and the "tension" theme from Tales of the Abyss almost gave me goosebumps the first time I'd heard it. What's the music that plays during the ally phase of the first map? It sounds Castlevania-ish, and I could've sword I'd heard it before, but I can't quite put my finger on it... At any rate, I just wanted to say great job!
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