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Blademaster!

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Everything posted by Blademaster!

  1. It's less drive and more obsession? Right now I don't have many other things I'd rather do than hack so I have free time, but otherwise I think I'm spending too much time hacking. This is part of the reason why I stopped working on Sun God's Challenge, because I felt I was spending too much time working on it rather than on other personal hobbies of mine. I'm still having fun working on my hacks, but I'm just not good at time management when it comes to how I juggle my own personal activites. The maps of yours I decided to use were just what I had in mind though so I'm glad they're out there. I've really tried to include every public assest I can in making this hack so that even if this ends up not being good, people might be able to look at the ideas and things put into it and go "Oh, this is neat, I can use this for my hack too!"
  2. At last, some chapter 6 screens. I still need to do some touch ups here and there before it's done(such as palettes and text fixes, etc). Progress is going to be much slower in the future from here on out for reference. As far as plans for a first patch goes, I've decided to shoot for releasing one at FEE3. This patch will either go to the end of part 2 or part 3 depending on progress (so 14 chapters vs 18 chapters). Right now I'm still working on making sure the sub goal for this chapter is doable as it's too hard for the time being. Updated the credits page since I'm using some maps from Primefusion's map pack now.
  3. Download nightmare and the nightmare modules of your choice and play around with them for a bit so you understand what they all do. Then once you have a grasp of that, try reading Blazer's ultimate tutorial.
  4. General time frame for when the May edition would be show cased?
  5. I still haven't gotten to adding in the fixes for chapter 3 yet. Finishing up additions on classes, looking into the thunder sword bug, and then I can get to finally testing chapter 6.
  6. I'm looking forward to what the promotion animation looks like if this one is so neat!
  7. It's the ASM routine where the game determines how to handle the three magic swords in FE8, though I think Icecube made a typo and meant to type 0802A870 as the location of the FE8 routine?
  8. Please report beta testing responses in a PM. As Kai said, it's a point that he's not that good compared to everyone else since he's kinda like Donnel. Responses in bold, thank you for the feed back.
  9. I think the animation patch might be working fine, but the spell one causes the weapon level up notification to always play after battle (no weapon level is gained). Also, I'm not sure what's causing it yet, but in my hacked rom(the previously mentioned error is present in the clean rom) one of my units(the 5th one in deployment if it helps?) had their class change after battle to become a class that resets the game when you hover over them. When I have more time I'll try and see what is causing this error, since your patch didn't seem like it should conflict with anything I've done so far as the affected areas were the same as the clean ROM.
  10. It should matter for FE8 over FE7 but not by too much if you can hack the ASM code as it's just a matter of finding where to put the routine and making sure the registers are correct. In the coming weeks I'm going to be looking into solving this issue so if I manage to do so I'll share it here, but that won't be for awhile. If anyone else wants to give it a shot in the meantime, go for it.
  11. Thanks! I'm probably going to start slowing down in work progress in the coming weeks though. He'll be balanced someday. Axe's weigh more and his con has been reduced so maybe it won't be that bad! No, I mean like what is conviently being mentioned here: http://serenesforest.net/forums/index.php?showtopic=53680#entry3760364 Hex's melee magic fix is already in the game because of the weapon display hack.
  12. It's been a week, so here are some updates. Beta testing went really well and I got some really great feedback on what to fix. I wanted to have chapter 6 screens for this update, but I still have some things to work on in regards to shifting everything over to the new system the hack uses. So for some general updates: Due to the experimental nature of the extended weapon patch, I've decided to stop using it since it is very buggy and would prevent any kind of early release. I may look into fixing it in the future, but for now it's been removed. This means that wind, fire, and thunder magic are all anima magic again and the FE10 triangle is removed. In exchange, the weapon level bonus triangle/stat boost from the DS games and Awakening has been added in thanks to Venno Bennu. There are also some other changes as well. For starters: Con growth. This was made thanks to porting and fixing MisakaMikoto's FE7 con growth patch to FE8, in addition to adding in Venno's "crusader" growth boost patch and class based growth patch. There won't be any scrolls that boost con growth though, since I don't want to try playing around too much with the "crusader scroll" hack. I've thought about adding in a movement growth, but the main issue for that is A. Whether I really want movement growth and B. How to alert the player the stat grew. Other FE5 features like movement stars and pursuit critical are possibly doable, but have some issues I'd need to figure out how to get around for the time being. I have no interest in adding fatigue to this hack. Despite this, I was able to add in the leadership star bonus (i.e. + 3 hit/avoid for every star). There are also new bonuses with leadership that get added on when the total amount of stars pass a certain amount floor(stars/4) stars adds +5 crit/crit for each star, avoid, floor(stars/8) adds +1 atk/def, and floor(stars/16) adds +1 atk spd. Although they aren't visible in the above since I'm still working on what to give them to, there are also custom class based hit, avoid, and crit bonuses. I got the idea when I saw CrazyColors made a similar hack, but I didn't use his to figure out how to make mine. Additionally, class based HP caps now actually work as well, so expect to see some of those. I haven't tested it yet, but I think I may have also fixed the can't go above 60 HP for the player issue while working on this, but I'm not sure and may not have done so. There's probably another routine I may still have to fix for that or some other issue I don't remember. In other ASM news, the promotion fix was also finished so reclassing can work just fine. Reclassing/promoting is based on class cap instead of base stat due to issues that could arise with capping a stat in one class, and then not gaining the stat for another. This means once a stat is capped, it's capped forever. The remaining ASM patches to look at for this hack right now include fixing magic weapons to actually use the correct magic type at range and the skill patch. I might see if I can fix the bugs with Hextators, though I'd still like to use Brendor's in the final version. Chapter 6 screens will probably be ready for wednesday.
  13. Is that supposed to be Ice magic? Or are you going for some kind of two magic per weapon type theme and you have wind/thunder, fire/earth, and light/dark?
  14. The male pegasus knight was already animated. Look at Eliwan's post about recent updates.
  15. Don't you mean Goku day? http://www.animenewsnetwork.com/interest/2015-05-09/may-9-officially-recognized-as-goku-day/.87998
  16. The stop code Agro was referring to is just four 0x000 entries (maybe less). In the animation editor, the next entry is still part of the previous one so long as you don't have the four 0x00's in between. So you can have an animation for all your weapons and stuff that goes over the four entry limit since the entry after will still be a part of it and it'll keep looking until you reach the four 0x00's.
  17. On the off chance you do get banned for whatever reason just message me on FEU. BETA testing has begun. There will be no more updates for this week.
  18. Chapter 5 screens. Chapter 5 is a survive mission. In it, you fight monsters. Monsters have had their stats redone to be more similar to their gaiden counterparts. The gargoyles in particular can be pretty deadly. Beta testing will begin when I finish looking over all possible bugs and fixes I still have documented. When Beta testing begins, I'm going to take a little break and only work on palettes and supports so there will be less updates. Due to how early on the hack is, if the beta testing gets a lot of positive feed back, I'll release the beta publicly, but it'll be a beta, so expect bugs if it does get released.
  19. Looking for which version the error appeared in helped me find the source of the problem. Looks like I may not be following the instructions for Nintenlord's movement patch properly but I've fixed that issue for now. I'll look into what's causing it and how to fix it.
  20. This hack is split into five arcs, and chapter 4 is the chapter right before the climax of the first one. As such, there wasn't as much I could think of to show off this time. This chapter is a seize mission(ignore the defeat boss since I forgot to change it in the screen shot). Although the chapter is a cave one, there are no poison traps. I also switche to using LisandraBrave's(credits have been updated to inclue this) female mage over the lilina version, though I guess the palette issue still sorta remains. In other hacking related new, I somehow broke the world map, so now you can't visit previously visited towns, which kinda doesn't bother me at all to be honest, but it does freeze the game, which is what was also planned to have happen if you try and do a skirmish or visit valni tower. I don't think it should cause any problems in the future, and the only time I can see it really being an issue is with what happens when you finish chapter 8, and even then worst comes to worst I just edit the world map events there and hope it fixes it or else I have to start all over again with the base rom. Finishing chapter 1 didn't cause any problems, so who knows what'll happen, though I don't know where in my backups this error occured. Ah well... As a side note, chapter 5's events are also pretty much done, it's just a matter of rebalancing the chapter and doing the text so the first beta testing should begin next week. There likely won't be updates over the weekend.
  21. Great! Sure, but no more beta testers after you. Five plus me is enough. It's mostly been going so fast since everything is done and planned out story wise, the base rom is pretty much complete, and the chapters done so far aren't meant to take longer than 10 turns. Most chapters in this hack will be designed to be able to be completed pretty quickly.
  22. See below comment Thank you for offering to help. You can both be beta testers. Beta testing is mostly just going to be balancing though. Testing won't begin until chapter 5 is done. Also, don't expect a patch for this anytime soon. I don't want to release one until I finish chapter 17(plus there are still bigger bugs and an asm hack that needs to be made for this). Releasing a patch of the first 5(6 including prologue) chapters will not have progressed far enough in the hack to really see all the new features (other than the triangle) IMO anyway. I'll see what the betatesters say when that's done if I want to push for an earlier release.
  23. Chapter 3 is kinda done, but I'm still tweaking it. It's a defeat all chapter.
  24. If it makes you feel better, other than some spells and the music, all the animations are pretty much all public stuff. I'm just trying to be open in case people see something and want to know how to do it as well(which is why I'm trying to make the credits so comprehensive) I think there are much odder portraits if you ask me haha. I like his since it reminds me of Arizona Iced tea due to the color scheme. The glitch is something that Chocolate Kitty fixed already but it causes the armor bandit animation to hang when attacking with the hand axe and the game freezes. So it's nothing to worry about anymore. Yeah that mug is pretty badass, thanks for letting me use it. The other one you let me use won't show up for a long time though.
  25. I'm not sure what you're refering too exactly, but what's funny is that the game bugged out after I took that screen shot since the armor brigand animation I'm using apparently has a glitch with the throwing sprite. I'll take a look at that palette tutorial when I can then. It's not so much worrying about a character slot, but actual space the palette would take up in a ROM. I'm just being overly cautious for now and could probably fit it in somewhere easily. The nose I already looked at and it does look much better now. The line I'll see what I can do. This is being built on the class package thing I tried to make(hence the chapter 1 map using an FE6 tileset), but the release for that stopped before I did any of the things that really took up a lot of space such as spells, music, and animations. I could probably fit the palette in one of the map sprites I'm not using however. The spells and music probably took up the most. For reference there are: 124 new animations(this includes unarmed ones) 59 new songs 23 new spells And I make use of 241 mugs/class cards I wanted to try going over the new limit for mugs but any other mugs I'd add now would end up just being filler characters or more generics. I want to say I may have 5mb of free space left at most out of the 32 max? With 25 chapters of dialogue/events and loads of supports left plus the last animation I need I'm just being cautious. And if any new hacks I can add in need space I want to be cautious of that as well. Also, it looks like I miss recalled that I was having the Merv 5 be the Merv 5, so I switched it to being Merv Five.
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