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Squeegee

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Everything posted by Squeegee

  1. Ephraim, because with all the other lords (except maybe Hector), you have to babysit them, but you actually want to use Ephraim because he is so good.
  2. Does anyone know why my enemy units won't disappear when I run DISA? Is there a way to rid the map of all units? And finally, is there a way to change it so that it doesn't flash the map for a split second when you move to the next chapter? If the answer is no to all of these, is there an alternative way of removing the enemy units? I've tried disassembling chapters, but the only new thing I found was the experimental code _0xA3, but when I tested it, that didn't seem to do anything different.
  3. If you are using Primefusion's method, remember to back up your ROM.
  4. Ok thanks. I'll check out the screenshot feature in a bit.
  5. Just attached screenshots in the chapters spoiler.
  6. A long time ago, the world was ravaged by Typhon, the 100 headed dragon. Unable to stop the wrath of Typhon, the humans prayed to Ghetys, the Sun God. Ghetys took the form of a dragon, and battled the 100 Headed One. Typhon was defeated, and each of his heads was scattered across the globe. Typhon's soul still lingers across the land, polluting the minds of humanity. The story follows Dalton, a smart, kindhearted 14 year old. Led into adventure by his fatal flaw, hubris, Dalton seeks to rid his home country, Astra, of the Rough Rhino bandits and the corrupt soldiers that it holds. But that all changes once he meets The Master... [spoiler=Characters] [spoiler=Playable] Dalton: A compassionate, but overconfident boy, whose hubris tends to get him in trouble. Hates the nobility. Dave: A gullible, but honorable cavalier who aspires to be a knight. Alan: Dalton's best friend. An impatient mage who Dalton refers to as a "loose cannon". Madeline: A priestess serving The Master who is ordered to serve Dalton's group. Robin: An honorable thief who steals from nobles and distributes money to the needy. Norm: A dutiful cavalier whose blind loyalty can only broken only by strong friendships. Caprice: A chivalrous cavalier who values lives over traditions. Gotham: A charioteer in service to The Master. Ashley: A teenaged dancer with a cheery disposition. [spoiler=Non-Playable Allies] Isac: One thousand years ago, he led the Light Brigade to victory over the cult of Typhon as the "Shining General". He now relies on energy from the Sun God, Ghetys, to sustain his life. Agnis: One thousand years ago, she led the bishops of the Light Brigade and established the Church of Ghetys. She now relies on energy from the Sun God, Ghetys, to sustain her life. [spoiler=Enemies] [spoiler=Major] Typhon: The god of darkness, passion, desire, rage, and knowledge. Lord Drake: The leader of New Dawn. Ferocious, cunning, and passionate. [spoiler=Minor] Goros: A cunning Rough Rhino who deceives Dave into working for him. Owyne: A shaman serving New Dawn. Mundo: An overly drunk knight who plunders villages for fun. All the champagne he drinks makes his luck stats go really high sometimes and really low other times. Gebhart: A cocky commander of Astra's armies. Montre: An intelligent man whose desires turned his sensibility into cunning. [spoiler=Chapters and Screenshots][spoiler=Prologue: Bloody Axe] Goal: Defend Village and Defeat Enemy This chapter is where we are introduced to the main character and his sidekick, Dave. This is the only "bandit chapter" in the game. [spoiler=Chapter 1: Meeting the Master] Goal: Defeat Enemy This chapter is where we see the main character meet someone who will serve as a very important guide later on in the story. He also encounters the New Dawn terrorist group, the cult that he will wage a brutal war against later on. This chapter is designed to choke you from all four sides of the map. Turtle for even one turn, and you'll be smothered by bandits and New Dawn soldiers. [spoiler=Chapter 2: Cattle Rustlers] Goal: Defeat Enemy and Protect Norm and Caprice This is the chapter where our heroes are introduced to the true corruption in their home country firsthand, seeing off-duty soldiers plundering those that they had sworn to protect. This chapter uses weak stationary NPC cavaliers on the other end of the map as incentive not to turtle. [spoiler=Chapter 3: Sun Shard] In this chapter, we see Dalton and his forces finally reach the shrine, only to find that the Master has been kidnapped and the Sun Shard has been stolen. They join forces with The Master's apprentice, Gotham, a charioteer, to free the Master and take back the shrine and the Sun Shard that it holds. [spoiler=Chapter 4: Fort Hallmark] In this chapter, Dalton and his forces are further embroiled in the conflict between the Light Brigade and New Dawn as they siege Fort Hallmark, hoping to rescue the Master and retrieve the Sun Shard of Astra. Gotham calls upon a force of monks to help in the siege, but Dalton is convinced that putting these monks in danger is wrong, so he tries to charge to the aid of the monks before they get killed off. Will the monks die? That depends on your strategy. [spoiler=Custom Classes] Charioteer Archer class on a chariot that can also hold supplies. [spoiler=Non-FE7 Classes] Halberdier Promoted soldier. Charismatic, strong, and firm. [spoiler=Brand New Gameplay Features] Deployment Dialogues + No Prep Screen An interactive replacement for the prep screen. You get to command and deploy characters with conversations. In addition, all units are deployed, so it is necessary to make sure that all units are well-trained. Epilogue Movie The epilogue will be shown in a long string of cutscenes rather than just text boxes. There will be two very different endings depending on the decision that you make at the end. [spoiler=Special Thanks to...] Portraits Nick_t: 12 portraits CobyTheKid (gift): 3 portraits Class Cards Arch: Halberdier class card Animations Mariah the Magician: Edited cleric animation Arch: Halberdier animation Map Sprites Arch: Halberdier map sprite Support, Motivation, and/or Constructive Criticism CobyTheKid Ghast Agro Pixelman Answering Questions About Hacking Agro Primefusion CT1750 The patch can be found here. It has five chapters. Make sure to leave constructive criticism!
  7. Just saying, http://serenesforest.net/forums/index.php?showtopic=52389 exists :P. It pretty much has all the answers there.
  8. When your game freezes, does it freeze complete black? If it does, then I think I have a solution for you.. If your screen froze black, that (likely) means that when you inserted your EA file, you sort of mixed it with the data that was previously there. Anyway, first go to EA and insert as normal. If it goes without errors, it should message you saying "Offset ends at ___". Go to your Hex Editor and delete everything from the offset it starts at (the ORG) to the ending offset (although since you are reassembling into multiple offsets it might be a bit tricky). Then reinsert with EA, and, hopefully, it should work. Example ORG 0xDD1000 //Code Message: Offset Ends at 00DD2000 Please continue being awesome. Then, you delete everything from 00DD1000 to 00DD2000 in your hex editor. Afterwards, reinsert. It should work. Since you are working with multiple offsets with the reassembly thing, you should be mindful of that when deleting in your hex editor.
  9. I'm loving all the feedback. I am definitely going to take a look at the text, portraits, and stats (I agree, Dave is way OP and Goros is pretty pathetic). The only reason I made the "visit your own village" thing is so that the bandits had something to target, so I'll probably make it give an item on the first visit to the village. Also, I think I'm not gonna base this in Elibe, considering that, at second thought, there was really no need for it to be in Elibe in the first place. I might also add mountains or interesting terrain to the left side of the map. I might also give the last wave of bandits some swordreavers to catch the player off guard. So I guess I have quite a bit to do. Hopefully I can apply these suggestions to future level design as well.
  10. I guess I expected angry criticism, but I really do need it since this is my first hack, so I'll take whatever I get :P. He's meant to have flaws, a lot of them. It annoys me that Roy, Eliwood, and Lyn are 100% goodies from the start. At least Hector had a little characterization. Also, isn't "WEEEEEE" how Lyn started? Things are going to take a turn a bit later. As the plot goes on, he's slowly gonna change, I have a few plans on how I'm going to do that. I'll take a look at my text again. Well a protagonist has to have some flaw, right? I guess this is a little hubris. That's not going to be the plot though. Its going to be more... I shouldn't spoil it. But the whole bandit slayer thing kind of dies out shortly (like in Ch.1 or Ch.1x) I'll think of either buffing some guys up or placing reinforcements differently, although I think since its the first chapter, it shouldn't be too hard or unpredictable. Anyway, thanks for reviewing. I'll take another look at stuff, especially the text (and perhaps fix the crappy Dave). --- Hmmm... There's probably something like that in your open source gallery contest :P I was intending for Dave to be his father, but that kind of backfired. I'll replace it. I'll also look into making conditions to check whether its Dave or Dalton. I'll replace it with "blackheart" or something I guess. I think I'll do that, but first I'll look into conditions to make sure its not an infinite source of items (since I made the village doors unclosable). Heh, I sort of borrowed Lyn's stats since I wasn't sure what to make his stats. I'll take another look at his stats. Thanks for giving me good tips, Ghatsu. I'll make sure to work on your suggestions. ghast edit- i merged your double post :D
  11. Did you record the offset in which you placed your map? If you did, +1 to you, but if you didn't, just insert it again into empty space and remember to keep a notepad file open to record your offsets. Anyway, take the offset from which you placed your map, and then go in Nightmare to your Event Reference Table Editor (or whatever its called, it has Event in it), and then go to the part where it says "Prologue Map" Take your offset. Lets just say it was "00DD1000". Stick it in, but replace the first 00 with a 08. So the end result will be a 08DD1000 in the Prologue Map. Hope that makes sense. Good luck!
  12. Not really. Mansel gives you a giant lump of money at the end. Then again, I guess its because I literally use iron weapons the whole way through (but thats really all you need for the GBA games).
  13. This is the first chapter I've made, so I want to get a few opinions on how I can improve future chapter construction. Anything from storyline, to grammar, to enemy positions. Here is the download: https://www.dropbox.com/s/v6xd0t4tel6ynrx/morvahackprologue.ups?dl=1 Though I will warn you, I don't think it has many new, cool things like other hacks do (although I suppose since its a prequel to FE7 it doesn't really have to be all that original). I just want some advice on how I can make future chapters so that my hack doesn't look like it came out of the toilet. I personally think my chapter is decent, but I don't think that the creator is an appropriate judge of his/her work. Also, I apologize if this is the wrong section for this. Didn't think it would fit well in any other section.
  14. This one didn't exactly work (might just be me not knowing how to use it), so I just used IFCA to check whether a bandit (0x3E) was stepping on it. It worked :D. This was my code if anyone wants to use it for their own project (just replace 0x3E with whatever dude you don't want stepping on your tile). VillageBreak: IFCA 0x0 0x01 0x3E GameOver ELSE 0x01 ENIF 0x01 ENUF 0x01 ENIF 0x01 ENDA
  15. Ok, so I'm not exactly so sure of conditions myself, but I'll try to give as much advice on this one as I can. You can attach a "Trigger ID" to Kishuna's death quote in Nightmare (use 0x05 if you want, for example, just don't use 0x01, 0x03, or 0x65). Then in your condition you could put that ID in the condition as your Condition ID (I think?). I'm probably not making much sense here, so just use Arch's Chapter Construction tutorial and look at the conditions chapter and plug in a 0x05 as the Condition ID, and in Nightmare, attach the 0x05 as a Trigger ID to Kishuna's death quote. Again, I myself am having trouble with conditions, so this isn't likely to work, but it's worth a try. You could either wait for an experienced hacker to reply or give this option a shot :D
  16. I was wondering whether there was a specific code in EA that would cause a game over? I'm doing something where if a bandit steps on a certain tile (the village), its a game over, and I want to know if there is a non death quote way to do it.
  17. Thanks, I'll try messing around with that. ​ Edit: Do you know how I would make it do a game over? I think it has something to do with 0x65, but I've not been sure to place it so I've been replacing random IDs with it, but that doesn't seem to help. How would I trigger that game over without a death quote?
  18. One more question and I think I'll be set for the next few chapters (hopefully). Is there by any chance an event that gets triggered once a village gets destroyed? My guess if there is any is that its a Misc event or a Location event.​ Edit: Perhaps I could use an area event (like in the desert), but I'm not sure how I can check if its a bandit who stepped on it or not. AREA 0x00 VillageBreak 12 02
  19. I have that in my event file, but for some reason every now and then it still shows up. I think I'll just clear them out in FEditor Adv (the text is the only one that keeps going, but fortunately it doesn't still force cursor or anything).
  20. The reason it has dumb names like "label28" and such is because the EA doesn't know what else to call it. So it just assigns it a number and adds label to it. The labels are stuff like the units, events, etc. For example: LOU1 label28 label28: UNIT Batta Brigand 0x00 Level(10,Enemy,False) [12,09] [12,09] [IronAxe,0x00,0x00,0x00] [0x00,0x03,0x00,0x20] UNIT So yea, these labels point to the stuff in the program. If you know programming, I guess you could think of it as a method (sort of). Its because the AI doesn't know what you would want to call Batta and pals (its basically just reading hex), so it just spews "labelX". Hope that answered your question. You can name it whatever you want, just remember to change all the references.
  21. Also, apparently changing the Event Assembler doesn't delete the tutorials. I've seen the tutorial killer patch, but my ROM isn't clean so I can't patch it. Is there a simple way to disable the tutorials or do I have to start all over again and patch back the stuff I made?
  22. Wait, really? That's very strange... I guess I should use my backup and then put the new code back in and see what happens. Edit: Huh, it worked. Guess I'm really bad at not overwriting stuff. Good thing I keep backups (learned from my last black screen experience). Thanks for all the help Primefusion :D. Edit 2: Figured out why I keep failing. Whenever I overwrite my old Event Assembler file, I leave some of the hex code there and then they mix (I probably don't make sense, but basically my two files are mixing). I'm able to fix that by deleting the offsets where my EA file is before I put in a new one. That was able to fix it.
  23. I mean don't reassemble it back in. Take what you need, and then make your own EA file. Otherwise, if your file happens to be longer, it won't work because it will be overwriting another offset. Feel free to disassemble, but from what I know, reassembling it back in isn't the best option because it will either overwrite something or cause a ton of errors (to prevent overwriting). So repoint it to an entirely new offset with a different file. I hope I'm making sense.
  24. Ok I'll trying removing those POINS. Also, the one I posted was an old version. I made a call to an opening event, but still no luck. Edit: Deleted the POINs and added the ENUNs. Still not working. New file: http://pastebin.com/PC2HPQ1W
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