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Posts posted by Ryan7556
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Wait, Katarina dies?!
I would like someone telling me she's playable, please IS.
Sorry to have startled you, since the language is in Japanese I couldn't understand what they were saying.
From what I saw in the video you have to fight her, I'm unsure if she actually dies or is just wounded.
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So far it looks like there's a lot more dialogue than what the original game had(which means a lot more dialogue than SD overall).
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Well I saw my unit specifically kill her ingame, I think she really must have been with those bandits. I don't know for certain but maybe she could have just been knocked unconscious.
EDIT: It looks like battle preparations also happen in chapter 1.
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So could you class swap your Myunit into a Pirate, Curate or horseman? And I'm sure Katarina will join
Sorry, but I think Katarina got killed off for real in the prologue there.
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Wait, Katarina(Or Aine?) is an enemy?
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I saw Roro but I am not sure what's going on with him.
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Looks like battle preparations happen on prologue 8 and there's a new theme for it too.
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These guys I believe, right?
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Well on Tv Tropes in the name's the same section there was this:
General Ike, leading allied multinational forces against a destructive madman. Is this Fire Emblem: Path of Radiance or Dwight D. Eisenhower?About the Nations themselves I also saw some WWII similarities, here's what I noticed:
Crimea - One of the Western European Allies, either France or Britain(or both),they're losing the war at the beginning
Daein - Germany(Nazi Germany more specifically), being the most militaristic nation on the continent
Begnion - Soviet Union, they're the largest, red, and located on the easternmost side. They also have a large military.
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There are no enemy count differences I believe, just reinforcements arriving at the beginning of their turn instead of the end.
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Actually, the reclass limit is 1 plus every unit you could have recruited in that class by the current chapter. I don't recall the class numbers in reclass being shown in the video. I think you're referring to this screenshot: http://serenesforest.net/fe3ds/img/os3/018.jpg
This means that there are 2 fighters by that point in the game.
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Did anyone notice that village to the right in chapter 2? I'm pretty sure it wasn't there in the original game. It's possible that you'll recruit Cord from there.
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It does run smooth on my computer as well. However the music doesn't always play for some reason(it seems to go on and off), do you have this problem as well?
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Blazer, I've read over your instructions on those modules you made. Lately I've been currently editing FEDS and have been getting the modules correct for level editing. I've also made it easier to be able to choose what types of classes and weapons you want per unit. Would you want me to upload the completed modules when I'm finished with them?
I'll have modules available for all chapters in the game.
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Go to the DS lazy tool, select the original ROM file, then save it as a new nds file.
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Use nightmare 1 for FE5 hacking, i had the same problems with nightmare 2.
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Thanks for translating that readme end. Though, I want to know something specific. Which chr file would I copy into the hex to get the forrest throwing axe animation? All the chr files are labeled in japanese it looks like. How would I copy the respective chr file contents through use of a hex editor?
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This is what eharper256 told me:
Simply, to give a Pirate a sword, you change one slot in there to
Class: Pirate
Weapon: Sword
Offset: 36 3A 29 27
(Offset: Weapon Anim/Head/Body/Leg or Horse, I believe, though some combinations will always fail. The animation used for Axes is the same as Swords. Some classes do not have bow and spear animations.)
As so:
The main problem is the fact that you cannot have orphan animation pointers. That is to say, you cannot have an entry at 0D stating Pirate, Sword, blah, then another one at 4E stating Pirate, Axe, blah. They must be together. You notice in the screenshot that Pirate Sword and Pirate Axe are next to each other, yes?
If you don't follow this rule, you'll either crash the game or have screwed up animations. Hence, to add new weapons, even just one or two, you'll to have to reorganise every single offset so that things fit and you cannot add without deleting due to the limited number of slots (plan it on paper!)
Some animations will not work(like if you gave forrest knights bows), but axes and swords use the same animation so you could give a sword to a unit that uses an axe, like the pirate demonstrated in the above picture. However, throwing axes have their own animations so they won't look right on some units(like forrests).
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I'm wondering, does anyone know how to insert those 'Additional Animations for Seisen'?
The End, would you be able to translate the readme?
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Alright, the problem got solved when I used nightmare 1 to edit.
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The stats did seem right from the rom I was using. Here's a picture to demonstrate what is wrong, in this situation I just increased the power and critical of the short lance.
http://img97.imageshack.us/i/statserror.jpg/
Vincent, which rom were you using for FE5 hacking? When looking through a new extracted rom, the values seem to look incorrect.
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I've been editing FE5 with nightmare and something strange happens if I edit any setting of an item(weapon), for example if I even slightly increase/decrease the uses or power of a short lance, anyone using it seems to get ridiculous stat bonuses. I don't know why this is happening, is the item editor just broken or am I doing something wrong?(This problem is happening with every weapon/item)
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Sorry about that mistake.
Also, that was a fast reply.
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I searched for FE4 text editors and found this:
(http://forums.grandbell.net/index.php/topic,172.0.html)
But that forum is closed down now apparently. Does anyone still have that zip that's explained in that thread?
If anyone doesn't, will I have to contact Pukachi? I hear she isn't really active.
Information topic (spoilers)
in Fire Emblem: Heroes of Light and Shadow
Posted
Looks like those base convos are back, I saw the 3,2,1 stars.