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Lance-a-lot

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Everything posted by Lance-a-lot

  1. So you think the specific map sprite is just a little too much for the emulator to handle?
  2. Sure so I downloaded the "armor knight with sword" map sprite and animation package from the feuniverse directory and imported the map sprite to an offset and then input the offset in the misc map sprite editor after repointing it and gave that to my class as its class number (as well as the standing sprite but that isnt the issue). And then I started my game and when I select my new class it wont move more than two spaces without freezing unless you hold down the space bar. Edit: I included some images of how it stops the movement short.
  3. I don't know if anyone has seen this before and if they have I could use some help but I imported a map sprite and whenever I move that class in a chapter they will freeze after moving about two squares. So for example if I select the unit and tell them to move 5 spaces then they will move two and then the animation will freeze and they wont finish moving the 5 spaces until you press A. Its kind of strange, its like their movement was shortened to two spaces only and anything over that causes them to stop moving and you have to press A for them to complete their movement all the way. If I hold the space bar in my emulator down while moving then everything works fine and they move all the spaces I want but if its at normal game speed then two is all they go. Furthermore if you hover the cursor over them then while their movement map sprite animation plays red squares appear above them.
  4. Thank you, sorry I must have missed that in the ultimate tutorial, this answers my question though. I appreciate it
  5. I imported about 9 map sprites in one go and I started at offset D75000 and ended with this sprite at offset D7C900. Its all free space and I dont know what the problem would be. But yes I did have hxd open at the same time. Kind of odd because I had it open when I imported the other 8 map sprites (standing and moving) and they all work fine. I went back and ripped it again in case there was some issue with it saving before and set it to the offset D7C910 and for some odd reason it now works. Ill remember not to have hxd and another editor open at the same time though, Ill assume that was probably the issue.
  6. So I ripped and imported the king standing map sprite into fe7 and I gave it to a class and I can see it at my offset in gbage and hxd but as soon as I start my game and say "start chapter" in an emulator it crashes and goes back to the 2003 nintendo screen. Then when I try to see the standing map sprite in gbage its gone like it never existed and in hxd theres nothing in my offset. It only erases it after I load the game and try to play it. Whats going on? It imports to gbage fine and shows up in hxd where I assigned it. Then it just erases it and loops my game when I try to actually use it.
  7. So I ripped my map sprites for 15 classes from various fire emblem gba games and inserted them all into free space using gbage and hxd. Now Im stuck because Im not sure how to assign them to my custom classes using nightmare. In the standing map sprite editor module for fe7 it only goes to 0x57 in the drop down and there is no .txt file to expand, only one for the misc map sprite editor. So how do I input more map sprites beyond the 0x57 in nightmare? Is it a matter of repointing the map sprite array? Or is there a way to open the .nmm file for the standing map sprites and tell it to expand beyond 0x57 and allow for more entries without wrecking my rom? Because all of my standing map sprites are in the rom and have a pointer I just need to get nightmare to assign my custom classes these map sprites.
  8. Oh yeah I know, I just didn't know if I missed anything because I was gone for a while. Like did he ever put the pairing system out in an update? He mentioned releasing that before moving I thought.
  9. Hey, does anyone know anything about the state of the project? I havent heard anything about it in a while now
  10. Ahh so I assume if I wanted talking and blinking frames plus a map portrait I'd need to make my own?
  11. Very true, alright well thanks for the help on figuring this out, everything is working as it should. But on a slightly unrelated note do you have any idea where I can get the forde or kyle portraits from the sacred stones beta? I wanted to import them as brand new characters but Im not sure where to find them. I dont suppose you could rip them in feditor seeing as how you have to patch a regular fe8 rom over with the beta patch and feditor doesnt let you mess around with patched roms.
  12. Oh ok that makes sense, why exactly do you not recommend putting a portrait in E5?
  13. Thanks man! You sorted out all of my questions and everything is working great and you gave a kickass tutorial to boot. I appreciate the help
  14. So I have some questions, they might be stupid so I apologize in advance. Alot of the bitmaps in feditor from the vanilla game have a different format than yours, they have a closed eye portion over a mouth portion instead of the full face with the closed eyes, whats the reason behind that? Next question, I have a generic test portrait that I found online and if I try to replace any other portraits in the game with it then his mouth is floating in the wrong place and its just royally jacked up but all of it is correctly formatted, is it because Im replacing another portrait? And my last question, when I try to increase the max index for portraits past E4 in Feditor it tells me "nullpointerexception, unknown cause" am I trying to expand into an array that is already being used so its preventing me? If I try to insert a portrait in E5 anyways it shows a tiny sliver instead of the full portrait. I obviously have no fuckin clue what Im doing lol
  15. Hands down the best tutorial Ive ever read, lol bravo.
  16. Alright, that sounds simple enough. Thanks, could you link me to a tutorial on using usenti for this?
  17. @CT, gotcha, I assumed there must be two different sizes because of the large amount of both that I found. But thanks that helps alot! I messed around with some samples and now I have run into the problem where the mouths dont line up correctly, I am aware that this is a common issue, is this the cause of poorly aligned and constructed portraits or is it something that can be fixed? Some samples work fine right away but others show the proper pallette in feditor but the generic frame underneath is misaligned and messed up and in game it is as well. The map chibi remains fine though and they are the right sizing and such.
  18. I don't know much about importing custom portraits but I decided to look up what most of them were like in bing images and I found two different dimensions that were commonly used. I found 102x89 and 128x112. So I saved some examples to my computer and looked at them in an image app and I found that the 102x89 were really blurry and poor quality. I also noticed there were both .png and .jpg and so my question is if I was going to insert a custom portrait into my game which size and which image type should I be using? .png seems most common and 128x89 seems to be the best quality.
  19. Hey man, no troubles! I know what you mean, personal things came up on Christmas for me too, which is why I couldn't finish that guide I was trying to make for you for so long. It happens and we all understand. You didnt have to make this for us in the first place so don't feel obligated to any deadline or promise to us, it comes out when it comes out. Just enjoy your New Years!
  20. Hey Arch my guide is finished in it's rough draft form. If you want to look over it and make revisions that'd be awesome. http://serenesforest.net/forums/index.php?showtopic=51163
  21. Ah, I thought the tonic was a renamed antitoxin, that makes more sense.
  22. Hey Arch on the topic of misspellings and typos in Karel's tale when Fir and Karel are talking after Karel beats Riordan's bandits they say "emptyness" a couple times. The proper spelling of emptiness is with an I after the T not a Y, keep it up! New Years is right on the horizon and I look forward to you getting to catch your breath. Youve been working like a madman on this and you deserve it. Edit: In Lyn's tale it tells me Prasads tonic cant be used but he is poisoned so I assume this is a bug.
  23. I don't know if you saw my suggestions on portraits earlier since I edited it a while after I originally posted it, so if you didn't I basically said Dorcas and either Karal, Canas or Heath. But that's awesome news about the Louise portrait, I'm not knowledgeable on the time frame required for a portrait so excuse any stupidity when I ask but is it something to expect by New Years or farther in the future?
  24. If you're planning on doing a 3 person pack along with Louise then I would suggest an updated Dorcas. Some spiked pauldrons would be awesome since he's a warrior class now, and he's working alongside the knights to protect and rebuild Pherae so he should be dressed a little nicer than if he were still working for thugs. Edit: If you want any more suggestions then I would have to say I'm indecisive between Karel, Heath and Canas needing it more. Karel Canas Heath Thats my 2 cents man. Either way I know you have talented artists so I'm sure whatever you do it'll be befitting the story.
  25. Ahhh I see, I was unaware Louise was a Sagittary in fe7x! That certainly makes sense then. Yeah an updated mugshot to coincide with the class would be slick not gonna lie. God bless the Everett buff though. His mustache deceived me into thinking he was a powerhouse the first time I played and I might have gotten a couple game overs because of it xD
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