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circleseverywhere

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  1. circleseverywhere's post in FEditor Weird Issues was marked as the answer   
    The forst time you save, feditor applies a bunch of patches. One of them alloes it to insert text without crashing the game. Another one changes how unit stats are saved, to allow character stats higher than 31. However, this patch means existing characters get their stats messed up. If you start a new save, the stats will be normal.
  2. circleseverywhere's post in Does FE8 still have the framework for personal sprites? was marked as the answer   
    Vennobennu made a patch to let you do this for FE8:
    https://www.dropbox.com/s/15777mh2z0yya2b/Custom%20Animations.zip?dl=0
  3. circleseverywhere's post in "Idle" Battle Animations Called When? was marked as the answer   
    I've done quite a bit of research into this topic:

    Mode 9 plays at 1 range, Mode 11 plays at 2+ range. I haven't been able to find when Mode 10 plays, if ever.

    For standing animations, the default behaviour is to loop constantly whenever no other animation is playing.
    However, if you remove the C01 and all other C commands then it will only play once at the beginning of the battle (and a few other annoying times, but there is a workaround).
    This is what we mean by pre-battle animations. I've taken advantage of pre-battle animations to make Manakete transformations for FE7, because as you know the FE6/8 method won't work.
    Now, if you want to use pre-battle ('transformation') animations, you will need to put extra idle frames throughout your animation (before the dodge, after the attack, etc) to prevent the animation playing mid-battle, which is why marlon suggested a template - not the one included with FEditor! If you just want an standing animation that plays constantly, don't worry about this.
    As for the duration of these animations, the doc says 16 frames to be safe, but you can get away with up to 40 frames.
  4. circleseverywhere's post in Custom Battle Animations with more than 4 slots? was marked as the answer   
    You only need one. Here's an example, Eirika's animations are split across two pages, but she only needs one pointer.


  5. circleseverywhere's post in [SOLVED](FE8) Enemy stat generator through autoleveling was marked as the answer   
    This may explain it: http://feuniverse.us/t/fe8-difficulty-stat-changes/1295
  6. circleseverywhere's post in (FE8) Problem with REDA and unit position was marked as the answer   
    Okay, first of all you need to get the latest version of Event Assembler, because it has hugely improved FE8 support.
    But what you need is extremely simple:
    ORG $8B7300 Units1: UNIT 0x1 0x2 0x0 0x40 [19,20] 0b 0x0 0x1 0x8B7170 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [20,22] 0b 0x0 0x1 0x8B7178 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xD 0x0 0x10 [19,22] 0b 0x0 0x1 0x8B7180 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0x48 0x0 0x10 [19,18] 0b 0x0 0x1 0x8B7188 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [20,20] 0b 0x0 0x1 0x8B7190 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [20,18] 0b 0x0 0x1 0x8B7198 [0x1,0x14,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x7 0x3D 0x0 0x8 [20,17] 0b 0x0 0x0 0x0 [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xA 0x3F 0x0 0x20 [19,18] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x44 0x0 0x8 [19,20] 0b 0x0 0x0 0x0 [0x3F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT See that ORG at the top there? Change that to some free space. Then do your thing.
    Here's a demonstration with the Prologue:

    And the script:
    ORG $E80000 //this is free space Units1: UNIT 0x2 0x7 0x0 0x8 [13,9] 0b 0x0 0x6 0x8B3BC4 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] //the following units are added UNIT 0x4 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT
  7. circleseverywhere's post in [SOLVED][Battle Animation Scripting] Loop Frames? was marked as the answer   
    About looping frames/commands:
    The 01 command has been hacked to allow looping of the frames and commands prior to it. To utilize this, an "add loop marker" button will allow specification of which location in the animation to begin repeating each time the 01 command is reached without the animation continuing beyond (normally the game loops back to the 01 command itself). Specifying a loop marker in a script is as easy as having a line with "L", but the "L" line must come after a "C04" or "C05" line.
    From the FEditor doc
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