Jump to content

Ryrumeli

Member
  • Posts

    121
  • Joined

  • Last visited

Everything posted by Ryrumeli

  1. @Rey: Wut? The game is not done with yet and you're already dissing mah voice acting? XD I did think of doing it to be fair, but someone did remind me that as the ASM is now the canceling of core sounds cancels voices as well, since I am using the core routine for playing sounds. So for now I would say that I might just do as he suggested and not work on a custom menu button for it. But although I have never really researched how the menu buttons work any more than knowing how to know which menu color the player picked and change the stat sheet to that color, I honestly wonder if it would be that hard to make another on-off button. I might do it later for people who do not enjoy voice acting in their games perhaps. (If I had enough ROM space I would so love to make a English audio/Japanese audio button as well. That would be funny as heck. Maybe work in an "undub" version once the dubbed one is done with! :D)
  2. I can't blame anyone by panicking when they see a white screen full of tons of random numbers and a dropbox with words as weird as "RAM" "ROM" "IOF" and stuff, so I get your feelings yo. On of my favorite hacking apps has a window like that full of complex terms and dropboxes, and the top bar of it has written (DO NOT PANIC!). XD And then I should be thanking you in advance for helping the community. :) I also consider myself primarily a graphical hacker, and I can say that due to my field of expertise I honestly know there is a lot to advance in graphics for the FE. We know tons, but we haven't applied that knowledge to the fullest yet. So the more graphical guides that can help to open minds to possibilities the better. :)
  3. @Blademaster!: To be sincere it was already planned like over 6 months ago, I just kept it a relatively secret thing for all of this time. And believe me when I say there are more surprises like that saved for later. ;) Glad the approach I took for it was of your liking. :) I do see what you mean, honestly. I also agree they are more melee than ranged. It is just that in order to make the new balancing of units I did see a potential for Warriors to increase in a field they never really had that much proficiency with, and have a dynamic to work in a bow-related system at the same time; The bows were always a simple weapon in the GBA games, so I seized the opportunity of needing to give a Warrior a boost, although not really a big one, and decided to give him something to change the way the Warrior can be seen; Currently in my eyes the bows almost feel misplaced in the hands of a Warrior, considering how well they handle Hand Axes well and all, hence I decided that instead of increasing their strong points which could in turn decrease the class value dynamic of classes like Berserker for example, I had the opportunity to create a new dynamic for bows in my hands, by giving the Warrior a function in a more intricate system for bowmen classes. I do agree that Warriors work better as Melee units, they come from Fighter which is a primarily Melee unit as well. But you could also agree with me that a skill which makes them immune to bowmen attacks overall turns them into better units to close in towards an enemy army than just better bowmen; Heck, this skill can be used with no issue with a Hand Axe equipped on your Warrior unit. :) It just gives Warriors a new option to work with, a new function in the dynamic of weapons which can't be emulated by say a Berserker. The fact that the Berserker's skill is used in conjunction with their main weapon, while the new weapon Warriors get only really works to increase their hit, with a huge drawback of being unable to counter at 1-1 does make them already lack-luster if compared to the almighty berserker. Specially since 2-2 isn't a range boost when you already have 1-2. I could have instead of given the Warrior the skill just balance him out by giving better promotion bonuses and stuff, but in a hack which is fundamented on the principle of being able to pick promotion routes, unlike the systems in FE6 and FE7 which force a promotion path upon you, I gotta to make the Warrior class interesting for a rational mind, by giving it something no other class could have. And preferably a skill which didn't conflict with the Axe using, and that could be used alongside with it. And it couldn't be nearly as strong as Pierce for example, since they already do get a new weapon which gives them a decent class value. So pretty much, when I thought of that dynamic I did it originally because Warriors needed more power if compared to Melee classes, specially Berserker and Hero; It needed a skill which Berserkers and Heroes couldn't replicate. The fact that the skill increased his utility with the dynamic of bowmen was but a glimpse of inspiration due to the fact they double as bowmen. But the reason why they needed a skill came from their balance against other Melee units, do not get me wrong there. I could just increase their power with an Axe normally with a skill directly related to their axe-using exactly like a berserker, but not only if I wanted to keep things balanced among melee fighters said skill had to be weaker than +15 critical(Since bows remain), hardly simply giving something which developed that aspect of them would make them something other than a "Slight twist to berserkers". Hence why I decided to make them stand out more visibly, with a new class function all along. "Empowerment trough differentiation" as we call it in business world. :3 Cool, makes me more confident on my design choice then. :) Oh, and interesting to hear about that Dynamic on Marksmen and Reavers then. I love to see class dynamics under work. Too bad I don't have access to FE9 and 10, they could give me some tips as to how to organize the skills better for my system. But then again it could be for the best I don't have access to them, I am trying to keep my source of skill ideas as general as possible, and maybe playing them would have affected my vision. Or maybe I am just looking for a blatant and shameless excuse since I don't have nor I can get a Wii! XD True that, I totally agree there lol. XD If making ranges weren't such a bitch I could easily think of giving them + 1 range, but there is a computational limitation in the rom as to why Ballistae have up to 15 range. But even then, limits are to be broken so. :3 And really, thanks a lot for opening such a discussion with me, stuff like this helps the project immensely. It is in times like this one can see if his ideas are legitimate, if there is a break in my reasoning, and if I shouldn't perhaps go back to the batcave and analyze my project again. Makes me glad I posted that teaser already. ^_^
  4. Your way doesn't indeed use the memory viewer, instead it views each individual color by the byte in the palette viewer, and writes it again in a hex editor, before looking for the chunk. It is a nifty system if you panic in front of Memory Viewer, that is true. :) Regardless, glad to see a question like this gave birth to a good guide. That more of those come to be!
  5. To be honest when I am finished with my project I did consider starting to write some guides on specifics of ASM hacks, as well as guides showing processes like how one can create a new skill and stuff, and maybe on debugging. So perhaps in the future this community will have subsides to do all those hacks you suggested and even more. :) As it stands however, I focus all my free time in applying my knowledge to my hack, so I say don't expect any guides from me until at least my project is done. Sorry if that is all help I can give, say there could be light at the end of the tunnel, but yeah. Please keep on having fun with hacking regardless. :)
  6. Blazer said it out, in a surprisingly direct and eloquent way. :) Regarding supply, supply is a skill which has many characterstics hardcoded to it; In FE7, they check if someone has the supply "skill" and in case of true, they don't allow them to deploy normally, only with that Merlinus screen. FE8's supply also has a hardcoded share, Supply doesn't work neither in the prologue and in chapter 1. And that is as hardcoded as it gets. So to change that you would need a small, I believe very small ASM hack to get rid of. Of course, doing it with a small ASM hack would in turn make it so Merlinus-styled convoys would stop working, so both systems can't co-exist without a share of ASM. As for items which being held give certain abilities, trust it from the guy that managed to make one of those(Did one which makes holder immune to status); It is quite a challenge. Not only you have to actually code the new effect of the item yourself, you also have to make a specific check for the possession of said item. And if the skill works in battles it is also a challenge, since the game works battles by copying all relevant data of a unit to someplace and loading from there; And any item other than the equipped weapon doesn't count as a piece of "Relevant data", hence it gets even trickier. Depending on which effects you do want to implement, it may range from complex to maddening. I honestly can't honestly think of a way of an item to effectively be created which gives a brand new effect without custom ASM routines; Heck, that is also true even for a new usable item. Oh, and giving bonuses like equipped legendary items? Essentially that is what the Biorythm system of my hack does; (Check this post to see it in what you meant, since I understood it this way: http://serenesforest.net/forums/index.php?showtopic=28206&view=findpost&p=1793952) It is also essentially an ASM hack which works with the loaded attributes from weapons, and then adds to them the value of the emotion, and that calculates which attributes should get higher bonuses than others with a somewhat intricate custom routine; It could be twisted so it instead of working with the emotions, it worked with the items equipped in the unit's inventory. So I will tell you guys the logic is possible, only... Takes ASM, I can't see it being done without it. Sorry if I end up working as a cold shower to the burning passion you have for your newest project, but you guys would require someone with knowledge of how the game works in an ASM level in order to pull it off. I can't see either of those being done without ASM; Maybe there is a work-around for the earlier one if you use events, but for the later I can't honestly see a solution. I am really sorry here, I know how it feels to have expectations clash with technicalities and reality. :(
  7. Grayed out palette? I could swear that is the palette used so units are grayed out when they are entering a battle when they are either petrified, or when the unit is refreshing them? Regardless, yeah, one can easily make new generic class palettes is one follows this format. That is all there is to it pretty much. :) And good guide, nice to see questions creating guides of an useful nature, can't wait for the next ones. :3
  8. @Celice: It is a great idea honestly; To modulate damage and aim based on distance of the attacker and the defender is a study I am considering doing soon enough, since I do think it wouldn't be a bad idea to give both the AI and the players motivation to not use the highest of ranges for every attack. Based on my old studies with magic sealing routines there is a bit of a catch to it however, working with positions takes a bit more work than I first thought it would, but I do think that if I do manage it it could help the system to grow in quality, so it is on my list of things to consider. :) And I am in fact using the mode for GBA SP without backlight indeed. It isn't that I just use it because it is the core one, I just like the effect it gives to colors. Plus helps me to see if I did a screenshot with either NO$GBA or VBA in a very simple way, which helps me keep track of what I do. Also I like to check each sprite of mine with all modes in it, and then VBA, to see if I can spot a flaw in one of those different modes that I can't on the VBA color system one. If there is a spriting flaw, in one of those modes, be it with or without backlight, DS, or VBA's, it will stand out. Did wonders for my spriting so far, been doing it for over a year already. :) Oh, and thanks a lot for the nice feedback yo. :) @Lumi: Glad you like the system, I decided to give it a more minimalistic and charismatic form than the other FEs did, by making it very visible which is the mood of a unit. The fact that the face tags along wasn't in the original project, the idea came along when I looked at a unit with a Negative mood but still was smiling in a happy way, and I thought it didn't need to be that way. But still it did end up better than I expected honestly. :) Also, yep, without classes we can do more stuff, this project is advancing faster now thanks to this freedom on my end. :3 And more than worrying about deadlines, one gotta make it so it is fun to do the sprite, so if it that sprite is for this project don't worry too much ok? Just have fun spriting it, here is my spriter side talking. :3
  9. DarkShuyin: Yes I had seen it already, again graphics are the very important. @Anouleth: First and foremost, thanks for your feedback, really, it is very important to receive such. ^_^ About the thrid tier bow users getting +1 range, I honestly didn't know of that fact. Glad to see it can work well enough then. To be honest as I was test-playing it it did feel like a third tier kind of skill though, hence my fear; Innes' value skyrocketed at the instant he got +1 range, even with bows in the chapter where he came seemed like a breeze with such a range, no one could touch him or counter, and even the magic-using boss was a piece of cake. It was like using a long bow with better attributes all the way in the chapter, and having a 2-4 range long bow made all pretty, and I say this in a honest way, fun. But then again, if FE10 tested it for me, I already start feeling a bit more confident regarding it then. So thanks for the info. :) As for Warriors' skill, originally it was a more general skill, the kind which comes in scrolls; Later though, with the addition of the Sniper's +1 Range skill, Warriors became quite lack-luster if compared to all other bow users. Based on a comparison methodology of classes I created for the sole purpose of attempting to balance classes, they had a lower value than any other bow user. And in practical terms they were weak as heck if compared to the almighty rangers, which with move + range attack in the same distance as a sniper in a single turn with a same weapon. They needed a competitive edge, and one which didn't influence the balance of it to other classes, a slight increase in class value, but not much. The fact now they got that skill isn't really easy to explain, aside from huge shoulder pads and helmet and having knowledge of bows and battlefields and the like, there is little to no excuse to giving Warriors such a protective skill. I mean, I do see Warriors as the "Guerrilla footsoldiers", like the equivalent of bayonet-using units in a trench-warfare-based war. Hence why I decided they did deserve such a skill, for a relatively arbitrary reason perhaps, but because I feel this would be a great use for warriors in a total war scenario in FE. *A bit of an warfare geek* The reason why they get it is more related to gameplay however; It is not a strong skill, while the effect is absolute immunity in practical terms it doesn't work too well, considering how many times we actually use bows against enemies. It does change the dynamic of how Bow users fight eachother. And decrease a bit the power of Bow users. And doesn't make warriors any more useful to any other class that doesn't resort to bows, which is like, all promoted classes in the game but 3. The fact that I mentioned the deal with Sure Shot is just for two small reasons; One, the usability of Sure Shot increases a bit, since now it does have a reason to be. And second, so there is no way to completely outpower a Sniper; Just because Snipers can't attack in 1-1 range, it doesn't mean they wouldn't be able to finish a solo playtrough just because a single chapter which is defeat all enemies had a single Warrior unit; In practical terms I rarely think that anyone would pit a Sniper against a Warrior with such a skill, but that exists to avoid some sort of gameplay deadlock; All bow users can still hit the Warrior somehow, be it with a 20% chance, be it with their 1-1 range. Even though Snipers are stronger now, had I not made it so Sure Shot overrides the Warrior's skill, Snipers would be unable to solo the game, and would be completely and absolutely incapable of defending themselves against a Warrior. Hence why I mentioned such a dynamic, it is very little important, but it does avoid a deadlock, and that is what made me mention it. So since Bows aren't to be neither common nor rare(I do plan my hack to have some Bow-using enemies, not going to leave the hack's sniper hitting everyone in 3-3 range without a fight at least. ;)) the skill will be conveniently labeled in my eyes as "With relative usability". And the sniper's skill works against the player, so it evens out. Plus, I personally see as fun as to think of a Yu-Gi-Oh! kind-of mindset of "I cancel your skill by activating my skill! Read the descriptions and check how I used the details of your effect to my advantage!", so it isn't the only case of a skill which overrides another. :) Oh, and great question; Ballistae stay the same as they are in FE8, absolutely no change. :)
  10. Thanks, I appreciate that. ^_^ Also, I apologize for lack of updates in this topic. It was a twisted mix of a tough end of year in college, joined with the last 10 days of health issues of my grandma. But even then it means I couldn't update, so I am sorry. Just wanted to say trough this message that work is being done in this on a daily basis. My closest online friends must be bored already of me sharing updates like all the time. (My brother actually already stated it openly. I still update him nonetheless. XD) So out of the good culture of keeping updates open and visible, here are some resources which should show some of the updates I have done to this project: [spoiler=That is, for those that want to check it out] Difference in between menu graphics from the original FE8 and my hack. To be honest in the lower line I rather the FE8 screens better. :3 The new system, homonimous to the system about 3 other FEs already use, Biorhythm. For my approach at it I decided to work on a 5 levels system. An average one, with no change in attributes, 2 positive ones, one which give +1 in the 3 lowest attributes of the individual(With bias for Def, Res, and Lck in case of a tie), and one which gives +2 for those attributes and +1 for the lower ones. And the opposite is one which decreases 1 in the 3 highest attributes of the individual(With bias for Atk, Skl and Spd in case of a tie), and an even lower one which decreases 2 from those, and 1 from the rest. So the tendency of the system is to make units more balanced, be it decreasing their strong points slightly, or increasing their weak points. Since it will be a one chapter hack it won't be really much more than a proof-of-concept at this stage, but regardless it is nifty. Oh, and the animation doesn't show it, but the face of the unit follows the mood in the stat sheet: Also, about skills, I fell I should disclosure a few of them, my favorite ones at least: To work on the balance of units, some classes which are considered underpowered will receive brand-new class skill. One example I love is Paladins: Here is the new skill they get. There is already an equivalent for it in FE9 and/or 10 I believe, but with it a unit can rescue another without any sort of disadvantages. Pretty powerful for one of the classes with the highest move in the game, I do believe. And also a notoriously heroic class. :) Also, regarding the class balance of promoted Bow users, there is something I worked on which I really like. Before I feared snipers were too weak; Now I fear they are too strong: It isn't that bows got +1 range. Any bow in a sniper's range gets +1 range(After all, what is a sniper hmm?) The skill's concept is pretty simple, and now makes the otherwise lack-luster Snipers show as the best distance-shooting unit ever. But considering Rangers have horses and Snipers get +1 range, what does Warrior have against those two powerhouses? The answer is here: (Nevermind his HP, I had to hack him or else Ross wouldn't possibly get damage off those wimpy bow users. XD) That is a ross with all attributes as 5, yet he can't possibly be hit by the bow. WIth the new skill that only Warrior gets, even the amazing range of Snipers is futile against them; They can't be hit by bows, all attempts at hitting a Warrior with a Bow weapon automatically have 0% hit. Also, for those that think it is a bit broken as well, keep in mind it is only for a relatively rare class, and for a weapon that only 3 promoted classes can effectively use. Ah, and remember I said the hit turns into 0%? This is interesting but Snipers get +1 Range but don't lose Sure Shot; So uppon the activation of sure shot, even in a 0% hit Snipers can hit Warriors with bows. So Snipers still get a shot at fighting warriors with bows, while Warriors and Rangers will have to resort to their 1-1 weapons. The compensation for Snipers still being unable to counter at 1-1. :) And hope this will work as, as is the name of this box in fact, a good deal of spoilers showing any skeptical people out there that indeed work is being done in this project. ^_^ For those that did submit a character, all characters sent up to this point have been accepted, and a PM should arrive in the span of a few days. For those that did want to submit a character, the character subscriptions are still open, and the list of available classes will come as an annex to this post. :) And for the ones willing to work as VAs, as soon as I have finished the rest of the coding and confirmed that all glitches with the system have been worked on, and I start off with the event phase, a notification will be sent to everyone in the list about the process of Voice Acting, and all spots open will be revealed, as well as the try-outs for the specific parts. All will be done over IM systems, be it Skype or AIM or MSN or any system of your choice, even Serene's Chat. (Pick a system, and I will go over to you. Even ICQ or IRC is fine! :D) So yeah, any comments, opinions or suggestions, please feel free to use this topic for it. After all this project will grow with comments and suggestions, and even the most honest form of criticism obviously. :)
  11. For now use Ephraim's as a placeholder and go on, if you can't get the spriter you need. :)
  12. Lethality as a unit skill? Assasins will not be very useful anymore. :( Do you know which spriter was responsible for that one? If you find said man or woman, it will be very easy to get the sheet. :)
  13. Takes ASM. The limit is created based on how the game works with the loading of the images right after the stat sheet is loaded, so with a share of work it could be expanded. Keep in mind though, it will take a lot of work to move stuff in the memory around, and correct the TSAs for that. You could also use the fact that the game only replaces certain tiles to create the limit, make it so in your tile sheet they are blank tiles, and in the tiles after that one you can make use of the extra tiles in your TSA freely; It will require manual editing of your sheet, my technique with Wingrit will not work automagically like it does now with this, but it is do-able. If one works hard enough, and as long as the hardware allows it, anything is possible. :)
  14. Hand Axes use a different sprite than the actual bow sprite, keep it in mind. No way to know without testing. >_<' And yeah, to be honest I think I already tested out Snipers and Archers, and I think they did fine with 1-2 bows. Long ago of course, and for FE8, so don't trust my memory or the usability of this info. A friend of mine, at the dawn of hacking, once said it was impossible, but it was because he tested it with Rath, and Rath's sprite doesn't work with close range bows for sure. But yeah, no idea about Nomad Troopers or Rangers either. And I don't think the best solution to this would link the 1-2 bow to classes which can use a bow at 1-1, honestly. XD
  15. Curious glitch, never heard of something like that. Of course, I am not a supporter of a 1-2 bow either, but even then. Which sprites had said effect? Did you try it with other classes like Warrior for example? You should test out to see what happens in all other classes to work as a hint in solving this.
  16. To be fair the limit can be expanded, just so you guys know. I never bothered because I am a FE8 hacker, and the limit for FE8 is considerably higher, so I never bothered with increasing it, but there is in fact more than one way to add more tiles to the whole thing. Also, who was the spriter of that battle sheet? Whoever did it deserves a congratulation, since it has some appealing details such as the thing behind name boxes, or the use of a goldenish border. This seems like the prototype of what could be an awesome battle sheet soon. :)
  17. 1) No. To this day no one has researched how to change those weapons, I am afraid. This is the main reason why most people don't bother changing which weapon comes with the summon. 2) With Nintenlord's event assembler, you can disassemble a chapter and alter things and reassemble. For more information, there is a tutorial in this site which should teach you how to do so. :) Sorry for the negative on the first, and keep on having fun with hacking~!
  18. Nope, no way a question involving the GBA's memory could be considered noobish. :) And the worst that could happen even with a noobish question would be if I answered with a link instead of a post. XD Still it would serve it's reason, which is getting an answer. So questions have to be asked. And instead of answering your question now, let me write a small guide for you later, ok? :) *In a rush*
  19. You're using the latest FEditor ADV version? Older versions were known for corrupting the text, but the newer ones if I am not wrong don't have said mortal flaw anymore. And to be fair OCs are easier to both write to, and create graphics to. It is easier to use characters from other franchises in the sense their characters are already developed by professional writters, so you don't feel bad about creating something for them. But honestly I enjoy the challenge of writing to OCs, and developing their personalities on my own, more than I do of writting for other people's characters. Of course, that is only me. :)
  20. Just to say, it is an interesting question, because to be fair you can use anything to make an APP; You just code something in any language which manipulates data for you. I have worked on both Excel macros and Raw ASM to create stuff to manipulate the data in the way I need, for basic "APPs" for my hacking needs. (Yep, the source for a Assembly-based APP wasn't pretty, but it worked perfectly. :3) Just, what else can I say other than it is pretty something you want to work on making APPs! :D The more APPs the easier it is for us to achieve better quality hacks with the same amount of effort and drive, thus I say I really enjoy that more and more people seem interested in making those. :3 If you need help in getting notes to make a specific tool in a field no one else has for FE hacking, specially FE8, or even some ideas for simple tools you could make for practice, feel free to hit me up, I might have a few notes lying around which could help your hack-aiding tool. :3
  21. And ASM is easier than custom events. SRS. And I do believe I had a small guide in SOS or FEU which explained how to manually make a TSA, like, years ago; That could be useful for someone willing to find one, to understand the structure is power, things like flipping of a tile or TSAs with multiple palettes. Then again, the basics are exactly like Blazer put it. Also, it is a hot tip, like blazer said even if the data for all 3 isn't close to eachother, the pointers usually are. Even in ASM, the pointers tend to be close to eachother, like in the same range of 20-30 bytes, even if not one next to each other. But usually they are, thanks to how you handle pointers in Assembly. I did this check back when I couldn't debug like I can now, and it worked relatively well. Also, dump a TSA from the VBA memory if you want to find it. Just look for it in a hex editor. If you don't find it by that simple look, then either it was A) Compressed in LZ77 or B) Created in a Dynamic way with Assembly. For the earlier, you could try using Nintenlord's app to compress and try to look for it again. And for one which is changed in a dynamic way with ASM, or even created from scratch with ASM, well... Things are a bit tougher then. >_> *Has nightmares with the changing of all menus in his hack back when he knew nothing of ASM* For example, the TSA for mugshots in stat sheets is done in a dynamic way, with a specific routine. Many things which appear in the Stat sheet are as well, even stuff that are always the same in looks like class cards. And some are discompressed, refactored(Like, changing in mass in every single tile to match a new palette. Stuff like that happens all the time, there are a few routines in-game which do that, which make the Ram version substantially different from the Rom one.), and then moved to the memory. There are many possibilities of happenings, as you go deeper and deeper into hacking you start to find some weird stuff. But with some practice the method I could suggest which ignores most of those variables and works on almost every situation is the one in that guide. Even then, hacking is about finding the tools and methods which work best for you, so I bid you good luck in finding your method of choice. ^_^ And lol, if only I were a genius, then life would be a lot easier. XD The amount of silly mistakes I do in coding in a daily basis isn't stuff of a genius to say the least. :3 I am just a very stubborn guy, the kind that always believes there is a better way to do something. :)
  22. There is a whole tutorial on how to locate data based on where it is placed in the memory, hackers have been doing it for ages to find stuff they need. It is also the most basic tutorial with hints of ASM around. It is shown in the tutorial how to locate graphics, but truth be told anything can be located that way, given some restrictions. Here is the link: http://shrineofseals.net/forum/showthread.php?tid=102 This is how I find all I need when I need. :)
  23. How come it doesn't look charming? As long as some attention is given to proportions, as Celice put it, the conflict of styles will add a charm which wouldn't be given if all mugs were converted to a specific style. For example, if I am playing with link, but a Link made in FE-style in all aspects which means this style, while it does match better the actual FE mugs which will also be in the project, the sprite might easily lose much of it's charm and nostalgia effect; If he aims for nostalgia, then the conflict of styles could be healthy. And again, if all "mugs" are done in a style different than FE's, then there is no issue at all.
  24. Nice, lovely to see the technique I came up with being used effectively. Makes all the roms I had to delete due to fatal graphical glitches worthy the effort. :) This method would actually rock if it was turned into a 1-click app, had I the necessary coding skillz I would have done that myself in the past. Also, smart way to get stuff for your hack, although I wonder if it will be even needed, since if you're that willing to do something complex like this system to exchange for resources, then believe me you would be able to get them in any other way. :) Still, interesting initiative, makes me glad this technique is getting more popular with time. :3
  25. This is very interesting to know then. We should test our hacks more so they do work with the hardware, I know I try my hacks with as many emulators as possible so I make sure it works with any given situation(And to be honest this already happened with my own hacks; The first implementation of Half Bodies worked perfectly in No$GBA's emulation, and borked on VBA's). Think that it would be worthy it to check which are the patches or apps which could be conflicting with the hardware and work on solutions, because I don't know about you guys but I will love to play my personal hack on the hardware once it is done. :) Could the people that do own flashcarts test the current hacks we have, so we can make a "Flashcart compatibility list" for all available hacks? That would be a cool information to have. Also, this hint could be useful. "Freezing right before player phase" might imply it is a patch which might run before the player phase. And the only one I can think of is Hex's "Make all attributes break 31 range". But it couldn't be that one, I think it is the same ever since the early days of FEditor I believe. I think it would be worthy to try to pinpoint it if all of them have issues in the exact same point, but the fact that DoF works and that EN doesn't, shows it isn't our tools, since I believe both patches use the most up-to-date versions of those tools.
×
×
  • Create New...