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Darrman

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Posts 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. 1 minute ago, This boi uses Nino said:

    So this is basically FE3 on FE12?
    In the base patch, FE12 with a script like FE3's. Reclassing can be disabled to bring it closer to 3. No dismount, unfortunately.

    What else changes? Is there no playable Kris now?
    If I could completely remove Kris, I would. Technical limitations means the unit remains, though without any presence in the main plot.

    Most importantly, does Lorenz blow himself up?
    If only...

    Answers in bold.

  3. 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.

  4. FIRE EMBLEM: OLD MYSTERY OF THE EMBLEM

    Dramatic story inside spoiler:

    Spoiler

    The 21st of January, 1994. Shouzou Kaga and his team of developers have finished creating the third Fire Emblem game, Mystery of the Emblem. In addition to porting a cut down version of the first game, a sequel to it was also included. It sold over 750,000 copies and was very well regarded in Japan. Yet in the West, RPGs were not a popular genre, and strategy games less so. With even the most famous of RPG series only inconsistently receiving translations, it was no surprise Mystery of the Emblem did not receive an official translation.

    Fast forward to the 15th of July, 2010. Fire Emblem’s glory days had long faded. The ninth and tenth entries both sold poorly. The staff was completely replaced and reshuffled, halting the natural evolution of mechanics. To train up the new staff, a remake of the first game was created. The west were not pleased. In spite of the massive changes to just about every facet of the game, Shadow Dragon was decried as a NES game with a new coat of paint. Once again, it sold poorly. Nintendo of America determined that the next game, New Mystery of the Emblem, was not to be translated.

    As Intelligent Systems desperately cashed on on their greatest hit’s nostalgia, they made many, many, changes. A long, unskippable eight chapter tutorial was added, to develop the player’s avatar character, new to the series. A casual setting was included, to make the series more accessible for beginners. The roster was dramatically expanded, going from 45 to 77 characters in size. And the plot?

    The plot was butchered. Kaga swore that he would never add a self-insert character into Fire Emblem. But Kaga had left Intelligent Systems a decade ago, and his bridges were burned once he released Tear Ring Saga, the “other” Fire Emblem 6. The new developers had free reign to do what they pleased. Kris, to use the self-insert’s default name, was shoehorned in everywhere. From Princess Ellis telling them about his weaknesses, to constantly piping up in a vast array of scenes to say irrelevant nonsense, to having the vast myths and legends of Akaneia told to them instead of Marth in optional conversations, leaving the main story with no replacement. Even the last word of the game, once reserved for Sheeda, is now given to Kris.

    Even without Kris’s presence, the story is effected. Right from the first chapter of the game, lines are cut out and the actions carried out modified. Implications of the corrupt General Lang killing Yumina and Yubello are watered down; the truth of the of the first king of Akaneia - Adrah - being a common thief is completely lost; the final fates of many of the dragon tribes, no longer mentioned. Kris putting silly hats on does not compensate for this.

    The merits of FE3 and FE12’s gameplay have been endlessly debated. But in my eyes, comparing the stories of these two games leaves but one answer. The original story is superior.

    This patch serves to undo the narrative damage dealt to Kaga’s tale. Kris shall no longer pop up to steal a line of Jeigan’s or to come up with Marth’s invasion plans. The missing details above, and a large amount more, have been restored to the script. Additional patches have also been included, to remove much of the new content to the remake and to move the game balance closer to the original’s.

     

    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:

    Spoiler

    aeea8f9c394feca67556a0d2e20e99552ff91ce1unknown.pngunknown.pngunknown.png6a43c72b7a456c98dcad2f6e493105c49070cc7f908d0a33aba6483eaee8e1fa89a0af85e321bb2845b306d0c8dded35230203021631c9e23dc18e527f44db2b2cbf5879275458b28ffe81592e6949fe

    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.

  5. 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.

     

  6. 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.

  7. Quote

    Ngh… this is terrible… House Akaneia must truly be cursed. As you know, two years ago… Hardin and Princess Nina were wed. In order to restore Akaneia to glory, a king was needed. There were but two suitable individuals: King Orleans’s younger brother, Duke Hardin, and you, Prince Marth of Aritia… Princess Nina begged me to wait just a while longer, but once I insisted of its absolute urgency… She said that it could not be you, for Princess Sheeda would grieve. In the end, Hardin was our only choice…
    – Bishop Boa of Akaneia, talking to Marth, as he lays dying in front of Pales Castle

    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:

    Spoiler

    BirakuEng_00202BirakuEng_00204BirakuEng_00205

    BirakuEng_00206BirakuEng_00207BirakuEng_00208

     

  8. 8 minutes ago, Sanjo said:

    Update: I noticed on the readme it said to use either xdelta or ips, I had already patched the ips files.
    However now the game won't load at all.

    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. 18 hours ago, Zanerus said:

    - always a 1.
    Item Editor by DeltaInferno Zanerus - name, it can be whatever
    0x9EE0 - pointer for where your thing is
    256 - number of entries. In this case, you've 256 items...
    2 - with only two bytes in each entry.
    ItemList.txt - This names the module entries.

    Item Type - field name.
    1 - Distance from the start of the entry. The first one should be a zero, not a one. The first entry should be right where your pointer is.
    1 - How many bytes long this field is.
    NDHU - These determine how the field looks. Nightmare's documentation should explain all these.
    ItemID.txt - List of names inside the box.

    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.

  11.  

    4 hours ago, Zanerus said:

    Hello, RHDN directed me to this board to enlist in assistance for my Saga Frontier project. 

    This is specifically a Fire Emblem forum. We probably can't help you, I'm afraid.

     

    4 hours ago, Zanerus said:

    So far every thing ive done with Nightmare has led to an error or a crash. Are there any resources explaining what the error messages nightmare gives are?

    And we definitely can't help you if you don't post what the specific error is.

     

    4 hours ago, Zanerus said:

    Also does Nightmare support any file type or only .BIN Saga Frontier uses custom file types and I'm wondering if that's why its messing up. 

    The program doesn't care about file types. It's basically a hex editor with labels.

     

    3 hours ago, Von Ithipathachai said:

    ...have you tried using FEBuilder?

    If you're not hacking a GBA Fire Emblem game, FEBuilder cannot do anything.

  12. 1 hour ago, Sephie-chan said:

    But what if my calculated number goes beyond the fourth digit?

    For Example if I have 2F716 as the adress, I'll substract 10 for the pointer and get 2F706. Then I drop the 2 and get F706. If I'm now adding 8000 I get 17706 as a pointer.

    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.

  13. 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.

  14. 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. 

  15. 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!

  16. (Crossposted from FEU.)

    At First, There Are Dark Dragon, Falchion Sword, And…

    Fire Emblem.
    Screen5

    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:

    Screen1Screen2

    Screen3Screen4
    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.

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