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JacobTJP

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Posts posted by JacobTJP

  1. 15 hours ago, Primefusion said:

    I'm looking at the disassembly for ch 17E/18H, and about a third way through the opening scene is "MUS1 0x3AA". 0x3AA is 938 in decimal and sounds a lot like waves when I play it in Sappy.

    It was there the whole time and I didn't see it...

    *Face palm*

    Thanks for putting up with that, and sorry I didn't have the keen eye to find it myself.

    rip me.PNG

  2. 21 hours ago, Primefusion said:

    Have you tried disassembling the chapter with Event Assembler and checking it there?

    Yes, I did that and found no reference to it, I tried all the MUS1 codes I could find, and none of them played the right song unfortunately. So I came here.

  3. I can't seem to find any reference to the sea sound effect which plays at the beginning of chapter 17 in FE7 in the rom. I've looked on the eventiel list and in nightmare and couldn't find an ID for it. I even went through sappy to try and find it but I didn't hear it (I may have skipped one but I checked over 300 sounds).

    With my life story finished does anyone know where it is and how I can use it in the rom? 

  4. 11 hours ago, Primefusion said:

    How many tracks do you have in the song? How many notes are playing when the drums cut out? Without out using the track patch, you're limited to 7 tracks in a song, and only 8 sounds can be playing at any given time.

    I applied the track patch back when I started music hacking and correct me if I'm wrong the sound limit is 12. The song has 9 tracks.

    I think you're right that there may be more than 12 sounds playing at once, I'll play around with the song and see what happens. Thanks! 

     

    UPDATE: The problem was I went above the sound limit, I edited the song a bit, and the drums work perfectly, thanks! 

  5. So I'm working on a song for my FE hack, and it plays perfectly in sappy and it is exactly how I want it to sound.

    However, once I insert it into the rom it plays but in some parts of the song several drum notes don't play or the drums are just cut out altogether for certain sections of the song.

    If anyone has any idea how to fix a problem like this, help would be much appreciated, thanks.

  6. So yeah I've got two questions:

    1) How do I edit generic palettes like in Elibian Nights and TRTR? I'd like to have different palettes for different groups of enemies/allies (NPC ones).

    2) After a scripted fight without an animation a unit dies, and then I have to use KILL command to kill him properly, in the events it looks a bit stupid. How do I make it so a unit dies in a scripted fight without animations?

  7. It's just Door(X,Y) in your location events, provided it isn't a vertical door.

    Thanks but I already know how to do that and it works, (probably should have made it clearer before) I want to have an event happen when the door opens like a convo or units moving or enemies spawning

  8. So I want some tiles to change within an event such as the opening or ending of a chapter (like in FE8 chapter 9 on Ephraim's path when Tana is captured by Gheb).

    Thing is I'm not entirely sure how to do it, I tried reading Arch's guide to chapter construction as it has helped majorly but I inserted my tile changes using tiled...sooooo I don't know what to do because I did my tile changes the easy way...

  9. Ok, so in an event I want to kill off a unit, but if someone skips an event that unit is still available in the prep screen/link arena. I solved this by making the event unskippable but the string of text after that is obviously also unskippable. I want to make it so the KILL event is unskippable but keep it so anything below is skippable (because nobody wants to keep reading the same text over and over).

    Heres the code:

    NEVENTS

    FIGH UnitID UnitID EventName 0

    Kill UnitID

    // I want the make event skippable code here

    TEX1 TextID

    REMA

  10. This is going to sound kind of weird but I'll get to the point.

    So lets say if Kent dies on a certain chapter, you get a game over, but I only want it to be for one chapter because it is key he stays alive but on any other chapter he can die and you can carry on.

    How can I create an event to do this, is it as simple as IFCD or something like that?

    I kind of feel a bit stupid for asking this but help would be much appreciated =)

  11. I probably sound really stupid for asking this but I don't know how to do it.

    How do I unlock the complete sound room in FE7 from the start of the game (100%)?

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