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Darrman

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Everything posted by Darrman

  1. Why exactly are you hacking FE7? These days, FE8 is the game of choice for most hackers. (I haven't touched FE7 in forever; don't ask me about how to fix seizing. I vaguely remember there being a switch to Eliwood mode patch somewhere...)
  2. If you're talking about the forum I think you're talking about, then the Darrman there and the Darrman here are the same person. I've just posted the hack on Serenes because I had an update and was taking it more seriously.
  3. FIRE EMBLEM: OLD MYSTERY OF THE EMBLEM Dramatic story inside spoiler: It's the tenth anniversary of FE12's release, and therefore I believe there is no better time to release this hack. Download here! Mystery of the Emblem is the Fire Emblem that set the course of the series for the next seven games. New Mystery of the Emblem did make some beneficial changes, but also made some harmful changes that negatively impact on the game. The primary aims of this patch are twofold. Aim #1: Compare the FE3 and FE12 scripts and restore all details cut out of the remake. Aim #2: Remove all lines of dialogue from Kris, the player self-insert. This applies to the 22 chapters in the original game. All Kris-centred cutscenes in these chapters have also been removed. Several optional patches have also been included. These allow removal of the prologue and gaidens, and the adjustment of gameplay to disable reclass and use the original game's weapon balance. Screenshots: CREDITS: Shouzou Kaga and Intelligent Systems for making the original form of this game. Original FE12 translation by the Heroes of Shadow. Text editing tools by Nintenlord. Hacking for this patch was by Darrman.
  4. I'm always one for hacking competitions. However, I do have some questions to ask first. First and foremost, do assembly hacks fall under "custom assets"? For example, stuff like the Skill System, Danger Zone, or the Essential Fixes. If the above are allowed, are brand new assembly hacks dedicated for the chapter in question allowed to be used as well? Is usage of the LOMA event command, which can load other maps and can simulate extra chapters, allowed? Would dialogue be considered a "custom asset"? I'll be keeping my eyes on how this develops.
  5. If two lovers are next to each other and a crit occurs, the animation plays, regardless of who gets the crit. See this video I made while I was working on the Binary menu translation. (The lover crit animation's mostly cut off, but you can see a few frames at the beginning.) Alvis got a crit, but since Celice was standing next to Lana, his wife, the lover's crit animation still played.
  6. In this scenario, Hardin of Orleans had married Nina, but she did not return the favour. In truth, she loved General Camus of Grunia, who was thought to be long dead… That is how it goes in the original Mystery of the Emblem. But what if Nina chose the other option available to her? What if she chose to wed Marth instead, regardless of any grieving Sheeda might go through? Biraku Emblem serves to explore this alternate history of Akaneia. Join Biraku, loyal knight of Hardin, as he tries to make sense of it all… Download: https://www.dropbox.com/s/23q7egq2b1q8ar6/Biraku Emblem English 1.0.zip?dl=0 This patch translates the menus of Biraku Emblem. These should all be translated. Please be aware that the dialogue is entirely in Japanese. Screenshots:
  7. You're going to have to get another one. In future, it's good practice to make a copy of a clean rom in case anything goes wrong.
  8. Applying multiple patches tends to cause issues. Be sure to only apply one patch to your rom. It is also possible your rom has a header and you applied the headerless patch, or vice versa.
  9. This is much easier said than done. Many, many people have tried to create FE1(1) remakes in GBAFE. Projects such as Exalted Legacy and GFE1R both had attempted to create ports with their own vision on how FE1 should be rendered in GBA Fire Emblem. However, they have all failed. Creating a polished hack takes time and effort, and the projects ended up burning out and never being released. The only GBA version of FE1 that is playable to completion is a Chinese NESFE compilation that is borderline unplayable due to severe stat inflation. Recreating all the maps and programming all the events takes time. High quality graphics take even longer to draw. Remakes are deceptively difficult to do well. You can throw together a mess covering the first few chapters, but doing the original game justice on the Game Boy Advance is a difficult task. Things like reclassing are not natively part of GBAFE and would need to be coded in, typically in assembly. In short: no, there is not.
  10. FEE3 has come and gone, and this project got a video. An update has been released. This can be downloaded in the first post. The game covers the first six chapters of FE1.
  11. Here's a quick explanation from someone who's a bit rusty on the ins and outs of Nightmare. By the way, there's no need for equal signs in any files, and weird things happen when you duplicate things, and you have 0x80 twice.
  12. This is specifically a Fire Emblem forum. We probably can't help you, I'm afraid. And we definitely can't help you if you don't post what the specific error is. The program doesn't care about file types. It's basically a hex editor with labels. If you're not hacking a GBA Fire Emblem game, FEBuilder cannot do anything.
  13. I wrote this up a bit wrong. You want to get your pointer to be somewhere between 0x8000 and 0xC000. In my example, you add 8000, because the first digit is a 2. (Do this if it's a 0 - 3.) But in your own example, you need to instead subtract 4000 instead. (Do this if the first digit is C - F.) A number starting between 4 and 7 has 4000 added, and if it's between 8 and B, you don't have to do a thing.
  14. https://www.dropbox.com/sh/pr9roh0rriuckc2/AAAiLr76X7PIVGRHz0rF6muAa?dl=0 I've already documented most of FE1's text a while ago. Pointers for FE1 are often quite strange. There's no one size fits all solution. It all depends on where the banks of the ROM lie in the RAM. Say there's text at 0x12345. For starters, subtract 0x10 from the address to remove the rom header, resulting in 0x12335. Then drop the 0x10000 digit. (23 35) With the exception of the bank from 0x3C000 to 0x3FFFF, the rom bank maps to 8000 - C000 in the ram. Add your result to 0x8000, (A3 35) and swap the bytes of the remaining numbers. (35 A3). If your pointer happens to fall within the fixed bank region above, your life is easier. You can stop at the dropping the 10,000s digit. No text really resides in that part of the rom, but it's nice when messing with things like items.
  15. While the forum is being reorganised, would it be possible to move the old FEE3 2016 subforum to the graveyard, assuming it still exists and is just hidden from public view? It disappeared a few years ago and I've always wondered where it went.
  16. I gave the demo a play. I'm not a regular here, so I won't talk about the story. In terms of gameplay, combat was largely simple. Throw the dragon at everything. Everyone else could generally severely damage the enemies, but the dragon just killed them in one hit. Forcing the player to choose what units to deploy as soon as the first chapter was a bit harsh, but I assume that's just a placeholder to show off all units who have been submitted to the game. The moving boss with a killer bow did come as a surprise to me, and with the high chance to kill most of my units in one hit, I'd say it's a bit too harsh for Chapter 1. I get you can't really have a stationary bow knight, though. Giving the Jeigan a physic staff while having to earn a heal staff was a bit strange, in my book. I'd swap the two around. I missed the second village. Getting there on foot seems to be an impossible task. The chapter mightn't have been the best chapter, but it was still enjoyable to play. I'm interested to see where new Serenes Emblem goes next. Good luck!
  17. Do you have any instructions on how to listen to these tracks in the game?
  18. https://bookofholsety.dreamwidth.org/60351.html Another year, another status update.
  19. (Crossposted from FEU.) At First, There Are Dark Dragon, Falchion Sword, And… Fire Emblem. This is a port of Fire Emblem 1 into SRPG Studio. The current version covers the first six chapters of the original game. The instructions are very simple. Extract the file and run the game. I initially made it procrastinating from creating a chapter for a competition on FEU, which probably wasn’t a very good idea. Here’s a feature list: FE1 tileset completely ported into SRPG Studio complete with animations All FE1 map sprites ported for all classes Relevant portraits upscaled to meed SRPG Studio requirements Original FE1 music included Original FE1 font used (courtesy of JtheDuelist) FE3 weapon icons used Names consistent with Quirino translation patch And some screenshots: Preemptive question answering: Will you finish this? - Maybe, maybe not. 25 chapters is a significant undertaking. Why don’t you use official names? - I don’t like some of the choices the localisers made for character names, so all names are the Japanese ones for consistency. Why don’t you have a fancy name for this? - I’m terrible with names. I’ll just use the original name for now. And most importantly, the download: Dropbox Enjoy. EDIT: Updated to FEE3 release.
  20. In the future, take screenshots of your hack instead of taking a photo. Press F12 on the keyboard, or go to File -> Screen Capture. They are much easier to read and generally look more visually appealing than taking a photo of your screen.
  21. VBA 1.8.0 beta 3 runs the game and patch without issue. I never tested it on other emulators and it's been a long time since I've looked at this. Considering it is a Chinese bootleg, I wouldn't be surprised if compatibility was spotty.
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