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Solum

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Posts posted by Solum

  1. Two things to keep in mind:

    1 - There are two death quote tables, one for Lyn mode and one for Eliwood/Hector mode. This is how Lyn mode characters have different death quotes on each mode. Make sure you're putting the death quote in the right table. I think the nightmare module combines both tables in one module so you'll have to check which table you're in by looking at the bosses that appear in the list.

    2 - I don't remember if this is correct for death quotes, but it is true for battle quotes: If your boss quote uses an event ID, it will not load if that event ID is triggered somewhere else. E.g.: If you have a village that uses event ID 0x5, and a boss quote that uses ID 0x5, then visiting that village will prevent the boss's quote from appearing.

    About the 1st point. Using the Death Quote editor part 2 for Lyn's mode works perfectly. You just have to... Use it.

    For example I used Oleg's death quote slot (0x4A if i'm right) in the chapter 1 : footstep of fate.

    And it works. So it's not a game mode question.

    The 2nd point is probably Pack yak's problem, since the default trigger ID is 0x02 for every boss if you except Kishuna in chapter 18x/19x, Jasmine&Paul, and the Black Fang morphs in the final chapter.

    But in every chapter where there's only one boss the trigger ID is 0x02.

    So just make sure this Trigger ID isn't used in your events or change it. Maybe one of your events like a character event have 0x02 as Event ID

  2. Hi, I don't really know if my question is linked to Events, but I was wondering how I could make the other phase skip completely. Because I'm doing a chapter without enemies.

    But there's also non acting NPCs in it and it'd be quite nice to have their phase skipped. Thanks a lot~

  3. Hey! I have a little problem I don't know how to solve. It's an AREA event that moves the character to a different floor ( using the LOMA command )

    But I'd like to make this event repeatable. So the player can switch between floors as many times he wants. I figured out a way : by adding tons of the same AREA events. But there's still a end to them and it's taking too much place.

    So to make it short : How can I make these AREA event Repeatable ?

    Misc_events:
    CauseGameOverIfLordDies
    AREA 0x04 rdc [14,3] [14,3]
    AFEV

    rdc:
    IFAT 0x01 0x7A2F1 //(Checks for a player unit; will skip to ENIF 0x1 if it is)
    ENUF 0x01 //(otherwise, reset the event ID)
    ELSE 0x02
    ENIF 0x01
    ScrollText(0x0793) //(Stuff to do if a player unit steps in)
    IFYN 0x03 //
    LOMA Ch4 [7,5] //
    ENIF 0x03
    ENUF 0x01
    ELSE 0x04
    ENIF 0x04
    ENDA

    EDIT : Uh... Sorry I found my mistake xD

    The way I finally made these repeatable is to put ENUF EventID After the IFYN EventID.

    Which looks like this :

    Misc_events:
    CauseGameOverIfLordDies
    AREA 0x01 rdc [14,3] [14,3]
    AFEV

    rdc:
    IFAT 0x01 0x7A2F1 //(Checks for a player unit; will skip to ENIF 0x1 if it is)
    ENUF 0x01 //(otherwise, reset the event ID)
    ELSE 0x02
    ENIF 0x01
    ScrollText(0x0793)
    IFYN 0x03
    ENUF 0x01 // With this the AREA 0x01 Repeats when Yes is chose.
    FADI 0x10
    LOMA Ch4 [7,5] //(Stuff to do if a player unit steps in)
    FADU 0x10
    ENIF 0x03
    ENUF 0x01
    ELSE 0x04
    ENIF 0x04
    ENDA

    This post shows well that I diserve the title " The idiot!". But maybe this one may help someone someday.

  4. Hi guys!

    I have some tiny problem here:

    I try to insert a move sprite (actually only the Focus part) so I edited the last three sprites in the following image:

    642839OmbeLordMove.png Turning into this:446195OmbeLordMoveedit.png

    Then when I click Import a bitmap in GBAGE, it abort because of the bigger size of the image.

    And of course when I uncheck the abort option the game glitches when I put the cursor on the character.

    I checked the position of the sprite according to the tiles in Usenti but it seems to be well placed so...

    If anyone can solve this newcomer's problem I'd be thankful =)

  5. Yeah I said ASM because I actually don't really know how I could name this. XD

    Maybe just having fun with HxD should be more humble.

    I didn't modified anything in these two, I just swaped them between the two offsets so they both take the place of the original one.

    I checked all the pointers related to thief and assassin 's classes but I didn't see any single time those two offsets used in the event code.

    As I said I am a total beginner in hacking so yeah. Can't be sure of few things ^^

    PS: Oh and talking about parade, it was not one... I mean I can actually have detailed it like so, but I just like to give all the informations I can so people don't come and think " I won't be able to help you with no details and blabla..."

    Don't worry I didn't feel laughed at, at all.

  6. Hi guys ! I've been looking for a way to turn the usual "fancy" appearance of assasin from red to blue.

    FancyAssasinEntry(X,Y)

    Since this macro allows you to pop up the assasin in a cool effect. It only shows an enemy assasin during the animation.

    I wanted a blue version for few scenes in my hack so I tried to work a little bit.

    #define FancyAssasinEntry(X,Y) "_0xE3 0xCB401C [X*0x10-1,Y*0x10-1]; SOUN 0x2F6"
    #define FancyThiefEntry(X,Y) "_0xE3 0xCAE5F8 [X*0x10-1,Y*0x10-1]; SOUN 0x2F6"

    These two lines can be found in the EA Standard Library of Nintenlord's Event Assembler Utilities.

    Since the SOUN was pretty obvious on its utility I just moved in HxD to the 0xCAE5F8 and 0xCB401C offsets.

    As the Thief's Entry here is an Ally Thief's Entry I found that these offsets was managing the class who appears in the animation.

    So I swaped their places and came up with this :

    00 00 00 00 0C 27 1C 08 60 32 1C 08 at old blue thief offset

    00 00 00 00 A0 2C 1C 08 60 32 1C 08 at old red assasin's

    #define FancyThiefEntry(X,Y) "_0xE3 0xCB401C [X*0x10-1,Y*0x10-1]; SOUN 0x2F6"
    #define FancyAssasinEntry(X,Y) "_0xE3 0xCAE5F8 [X*0x10-1,Y*0x10-1]; SOUN 0x2F6"

    This is very simple but I'm happy for being able to cover it alone xD

    All this works well. But here's my question : Does the game will swap sometime between the two classes on the map or does it count only for this animation ?

    Since it must be my very first little "ASM modification" I am not sure of this detail so if some of you knows more about it, I'd be happy to hear you =)

  7. I think you need to check for a player unit; the way it is now it will trigger for any unit, including enemies.

    Try something like this:

    IFAT 0x1 0x7A2F1 (Checks for a player unit; will skip to ENIF 0x1 if it is)

    ENUF 0x(EventID) (otherwise, reset the event ID)

    ELSE 0x2

    ENIF 0x1

    (Stuff to do if a player unit steps in)

    ENIF 0x2

    You need to use IFAT because FE7 conditionals suck.

    Up ! It worked for me. I just failed typing the Name of the event.

    Well thank you very much ! I'll keep this in my pocket since i'll use it MUCH ! =)

  8. Hello ! I Have some problem with An AREA event which triggers when it shouldn't.

    What happends exactly is that The text scene attached to the " Zone " AREA event triggers right at the 2nd turn without having a unit

    wainting in the specified area.

    I tried many things but well... Didn't find my way out since multiple hours.

    //Made by markyjoe1990 of Youtube
    //Modified by Nintenlord

    #define DISABLE_TUTORIALS
    #include EAstdlib.event


    EventPointerTable(0x06,Pointers)


    ORG 0xD80000
    Pointers:
    POIN Turn_events
    POIN Character_events
    POIN Location_events
    POIN Misc_events
    POIN TrapData TrapData
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event

    Bad:
    UNIT Wire General 0x00 Level(4,Enemy,False) [5,3] [5,3] [ironSpear] [0x03,0x03,0x00,0x00]
    UNIT Bandit Hero Wire Level(2,Enemy,False) [3,4] [3,4] [ironAxe,IronSword] [0x03,0x03,0x00,0x00]
    UNIT Bandit Hero Wire Level(2,Enemy,False) [7,4] [7,4] [ironAxe,IronSword] [0x03,0x03,0x00,0x00]
    UNIT Bandit Mercenary Wire Level(1,Enemy,False) [10,9] [10,9] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00]
    UNIT Bandit Mercenary Wire Level(2,Enemy,False) [8,10] [8,10] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT Bandit Mercenary Wire Level(1,Enemy,False) [11,4] [11,4] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT Bandit Archer Wire Level(1,Enemy,False) [7,7] [7,7] [ironBow] [0x00,0x00,0x00,0x00]
    UNIT Empty

    Good:
    UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [16,0] [16,3] [ironSpear,Vulnerary] [0x00,0x00,0x00,0x00]
    UNIT Empty

    Help:
    UNIT Karel Swordmaster Lyn_t Level(9,Ally,False) [16,0] [17,4] [KillingEdge] [0x00,0x00,0x00,0x00]
    UNIT Empty

    Turn_events:
    TurnEventPlayer(0x00,Opening_event,1)
    TURN

    Character_events:
    CHAR

    Location_events:
    LOCA

    Misc_events:
    CauseGameOverIfLordDies
    DefeatAll(Ending_event)
    AREA 0x10 Zone [0,0] [8,10]
    AFEV

    Zone:
    MUS1 0x03A9
    FADI 0x10
    BACG 0x11
    FADU 0x10
    TEX1 0x0816
    MUEN 0x05
    REMA
    ENDA

    Opening_event:
    MUS1 0x03A9
    FADI 0x10
    BACG 0x11
    FADU 0x10
    TEX1 0x0815
    MUEN 0x05
    REMA
    LOU1 Bad Good
    ENUN
    REMA
    LOU1 Help
    ENDA

    Ending_event:
    MNCH Ch1
    ENDA


    TrapData:
    ENDTRAP


    MESSAGE Events end at offset currentOffset
    //The map for this chapter is at offset: DA0000

  9. This Caïus is really Nice ! Congrat it's awesome. I agree with Astra, the face may be one pixel larger on the sides and bottom.

    I also think that the hole eye and eyebrow could be better if moved one pixel to the right.

    Aaand Shade the neck.

    It's still a pretty nice start !

  10. Hi everybody. Today I watched a FE8 speedrun, where the player used something interesting.

    I don't know if it's have already been put here since this glitch is not mentionned on the hints and secret section of FE8.

    But on fog maps, you use the wand torch, if an enemy stops on the same tile you can reset the game and get the same effect you have with mine and burning tiles.

    If it have already been mentionned... But I maybe some of us still didn't know this, lik me =)

  11. Oh that's pretty nice. It's been a while you didn't post something here.

    Athos x Tethys....

    :Athos: : " Tethys... Let me show you my new kind of magic "

    And Aht is cute !

  12. Hi there, Once more a mug comes back a little bit edited. So it looks like maybe. Better ?

    I also hesitate on which color I prefer for the plastron.

    979772DolantBlack.png902119Dolant.png

    I also need help for this guy's helmet because it looks flat.

    It's a FE 10 Style Soldier i already post here. But i still have hard time editing the head.

    446339Soldatrouge.png

  13. You' should maybe give some movement to his body, because he only moves his arms here.

    Like when he loads the arrow his body could move a little bit on (our) right.

    I'm not a specialist in Battle animation though

  14. Hi Back ! Still working on this mug, have hard time with it though ^^

    I try to focus on the face before starting hair and clothes.

    Dunno if it's better now ?

    696666Revfour.png

    And another one that I did with Ubel Angel for the Team splice competition, I reworked some parts to make it look better.

    815137Greatteamsplice.png

    ( I suck with chibis portraits )

  15. I found few other things, in Rath's tale this time.

    Niime's Death speech is a blured message on top left corner of the screen like " lady's((word I can't read)) " so yes she has no deathquote if i am using the right term.

    The second thing is about recruiting Bartre and Karla, it works well with Rath, But you can also recruit them with Florina and it's still Guy in the dialogue.

  16. I found something minor but maybe... true.

    It's that on Lyn's tale, when you make Sain and Kent speak to each other about Lyn's leaving and Kent feeling bad, you can directly engage the second conversation between them.

    without making Sain speak to Lyn.

    Maybe you forgot conditions about these three conversations.

    If that wasn't that then I go back enjoying this beautiful hack !

  17. Actually, I did the mistake many times too. But you inserted this Silver Bow a bit lagged ^^ see the arrow's tail is a bit too on the left of the 16x16 box.

    A silver bow doing four damage to a knight? Aieeee.

    It seems to be a boss here. he has a name. Still he has heavy defense probably

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