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Armadillo8

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Posts posted by Armadillo8

  1. You should have a text file called Ranged Attack Animations.txt or something like that. It Comes with the respective Module for editing them.

    It lists every Spell Animation, such as Arrows, Actual Spells and Hand Axes/Javelin (yes all of These Count as spells)

  2. Found this minor graphical error when Ross gets his axe rank up.

    mWjn0lD.png

    I knew of this, but I rather focus on more game-breaking bugs. I'll fix it eventually. Still, thanks for trying to help :)

    I would recomend that if you plan to change someone's class, if that's possible, to give them a proper palette.

    https://www.dropbox.com/home?preview=Kha.PNG

    It would look better.

    Your links don't really work for me. It just Redirects me to the main site of dropbox.

    I guess you are talking about either Forde or Kyles Palette right? (probably Forde)

    I'm actually done with most of the palettes, but some are still not finished. But they will be soon!

  3. I call it FE 8 - The Alternate Stones.

    So what is it?
    It's an alternate Version of FE 8.
    A little side-project I've been working on.

    You can somewhat compare this to the Master Version.
    Although this hack is not as difficult (actually, people are saying it's really hard), and therefore it focuses more on fun gameplay.

    You see, I wanted to make FE 8 a little more enjoyable.
    As a result, this hack contains:

    • Imported Music from your favourite GBA Games: FE 6 & 7
    • Many custom soundtracks
    • New Classes and Promotion Branches
    • New Stat Caps and Bases for Classes (and maybe even more?)
      • Unpromoted classes have individual Stat Caps
      • Promoted Classes recieved new Stat Caps for balancing Purposes
      • Promotion Branches have been altered
    • Different Growths (and Classes) for (some) Characters
    • A TON of new weapons and items
    • Restructured shops and armories
    • New spell animations
    • Item and weapon rebalancing
      • Swords now have a respective Javelin, Short Spear, Spear replacement. That means Swordmasters are now not locked to 1 range anymore.
      • Magic now has more type-specific characteristics. Anima slightly boosts your stats (e.g. Aircalibur gives +1 Speed and Skill), Light Magic is light, accurate and has high crit, while dark Magic is strong and has Special effects. Tome weight has been reduced as it makes no sense that a tome can be heavier than a steel axe. Furthermore, there's a non legedary S-Rank tome for each Magic type. (Also, Magic is kinda overpowered)
      • Boring Staff Animations (Heal, Mend etc.) have been removes because everybody turn them off anyways. Now you can watch Bishops Shine enemies to death while not having to bother with staff Animations(Special staves like Latona, Silence, Berserk and Sleep retain their Animation)
      • Changes to weapon durability. Iron Weapons have 50, Steel 40 and so on.
      • Bows have been significantly improved. They now have high erhit rates to compensate for their range, and many "Special Bows" were added to further improve their performance. (Sure Strike can be actually useful for some "Special Bows" now).
      • and more
    • Slightly altered story and dialogue
    • Actually good rewards in the Main Story and on Grinding Maps (Melkaen Coast, Valni, Lagdou)
      • This includes better rewards for completing tasks such as saving villagers and villages, better loot in chests and more droppable and stealable items
    • New playable characters!?

    Some Screenshots:

    Spoiler

    QZLHgqO.pngzlTqsFS.pngio7Okh5.pngvLzAJXI.png

    If you find FE 8 to have disgusting maps and terrible characters, and if you hate the game more than anything, you probably shouldn't play this one.

    The Future:

    Supports for the new character will be finished.
    Eirikas Route is finished.
    Ephraims Route is still in development (thus you shouldn't go with Ephraim to Grado yet)

    His route will need more strategic approaches than Eirikas Route.


    Like with every hack, here comes the
    Bug List:

    • Chapter 18's battle Background, Weapon Level Increased Textboxes and the screens before the scripted Eirika/Ephraim Promotion and the flashbacks look kinda ugly. They are just cosmetic Errors and have no effect on gameplay though.
    • On Eirika Ch 12: Defeating an enemy who drops an item while having a full inventory will crash the game

    I've tested it on Hard Mode. I do not know how Normal Mode might turn out to be. I highly reccomend you to choose Hard Mode (although from what I've seen [and since it's FE 8] normal mode should work fine too).

    The difficulty spikes at Chapter 9, Chapter 13 and Chapter 16.

    If you have any suggestions or if you found bugs let me know.

    Patch and Credits

    Character and Class Doc

  4. Hand axes and Tomahawks are the exception to the rule.

    You have to set it to custom animation for these two weapons (plus the Hatchet if working in FE8).

    Really? As far as I know, FE 8 handles Hand Axes, Hatchets and Tomahawks a bit... odd.

    I had the same issue, and setting both to "Animation for a Weapon Type" did it for me (which is actually really strange now that I think about it).

    I better change that before anything screws up...

    Also, it would be good to know when exactly the game freezes. If it's already in the battle Screen with both sprites showing up, then you failed at assigning the animation for the Hand Axe in the Module (which shouldn't be the case as you Edits look correct to me).

    If it freezes with a blackscreen before the battle screen shows up, you messed up the animation inserting part in FEditor. Check if you really inserted it at the correct index number (and whether you really expanded the Maximum index number) and don't forget to hit save (sometimes ist as simple as that).

  5. *I'm not quite sure. I never bothered with it since I only use Windows´myself. I think I does not work with Mac. The only way would be to emulate Windows somehow. But I could be wrong.

    *The Modules are actually by Blazer. I only Updated them/completed them. You can download the Characte Editor on his Website. "DS Nightmare Modules" is what you want. Extract the all the Editors and I recommend you to replace the Item-, Class-, and Unit Disppsition Editors and the related .txt files with my stuff.

    *Yes both Craracter Bases and Growth are editable with the Character Editor. It's very simple.

    *Player and Enemy Class Growths as well as Class Caps and Bases can all be altered with the Class Editor Module. Also very simple.

    *Chapter Unit Editing can be done with the Unit Disposition Editors. (Also, you should download the latest Version if you have an earlier one as the Modules are more user-friendly now.) You can Change Characters, Classes, Items, Starting Position, "Abilities" (such as Sieze-Power) and Droppable Items.

    Just make sure to extract (I recommend Nitro Explorer 2b) and decompress the Database and the Chapter Files with BatchLZ77 and NOT Nintenlord Compressor Everything should be clear after reading through Blazers Doc. It may sound complicated at first, but it's fairly easy.

  6. So I played around a little with your Module and it seems that FE 12 works the same as FE 11 does in regard of weapon usage (and pretty much everything else actually).

    The code is also located at Effect 4, however it's not 0x08 but 0x10. With this, you can set uses to 0 while the weapon remains functional... I tested it with the Fire Tome and everything worked.

    I assume it should work with any other weapon too... Hope this helps.

    Also: I've got THIS

    I just added a few things to your FE 12 Item Module... maybe it'll prove useful.

    If so, you should consider updating your own download link to make sure my awesome work​ these additions don't get lost.

  7. You have no idea how grateful I am for you finding the solution to that stupid compression problem!

    Oh and about the Chapter 20 Module... It was just a stupid mistake by me.

    Somehow, the seven of the starting offset for the unit data got lost so the module began reading it from the 4 that was left.

    Chapter 20 Unit Editor by Blazer/Mariode
    0x74 (this 7)
    44
    80
    NULL
    NULL

    It seems I overlooked it when I was testing...

    I've fixed it now. It should work fine now (hopefully).

  8. I encountered the same issue when trying to edit something chapter related.

    Also... I personally use NitroExplorer2b. It's more user-friendly as you can extract and reinsert file separately and more quickly. Plus, it directly shows the offset and size of the selected file.

    To get back to the Topic... I too extracted bmap001, decompressed and compressed it without editing anything, reinserted it and started the game...

    Result: Blackscreen

    It's not because of the Disposition Editors, but rather due to a compression error (at least that's my assumption)

    I compared the originally extracted bmap001 with the unedited decompressed-and-compressed bmap001 and I found A TON of differences, although the header mentioned by Blazer was unchanged.

    I'm not sure how to fix this -as Blazer's documentation was kinda unclear- but I'm sure it's something obvious we are missing

    Others had this same Problem too, so I'm positive that a solution will come up eventually.

    I'll investigate myself a little bit, too. Hopefully I'll find something.

  9. Nobody wanted to do this so I just felt the urge to do it myself.

    This is exactly what you think it is.

    The Unit Disposition Editors aka Chapter Unit Editor (now for EVERY chapter and not just chapter 1), an update and better documentation regarding the Item Editor (have the iron sword be a uncounterable dragonslaying magic-brave weapon that opens chests and gives you discount at stores) and finally a minor update to the class abilities (Bonus Crit, Unlock etc.).

    Here's the link.

    EDIT: I made updates to the Unit Disposition Editor. It now has Dropdownboxes for Characters, Classes and Items. This should make editing much more convenient.

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