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BlackSoulou

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Everything posted by BlackSoulou

  1. Seems like you're in Best Wishing business friend! Thanks for the thought!

  2. @Jubby What the...? It works now... Well thanks a bunch then! EDIT: Ninja'd by Cam. @Cam How will the OOBB code affect the opening event then?
  3. I played for a few hours with the EA trying to fix that black screen problem. Arch's video and written tutorial didn't give me a solution, neither did Krad's earlier suggestion #1658250 . Here's what I have: [spoiler=CODE] //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 BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Empty Good: UNIT 0x63 Myrmidon 0x00 Level(1,Ally,False) [6,2] [6,3] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT 0x64 Mercenary 0x00 Level(1,Ally,False) [6,2] [5,4] [ironSword] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00// problem is probably around here TurnEventPlayer(0x00,Fadeout,1) ENDA Fadeout: //also loads NPCs OOBB ENDA AFEV Character_events: AFEV Location_events: AFEV Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Ending_event: //MNCH 0x?? //STAL 1 //_0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ????????
  4. That's sure to help once I understand what it all means. Gotta read Arch's tut in its entirety if I hope to achieve something. Thanks a lot for your help Jubby!
  5. Alright, here's the situation: I have a cutscene with a visible map. Does it mean I need to edit events as if it were a completely different chapter, meaning I'd have the cutscene overwrite the prologue and start the actual prologue at chapter one? And if not, where do I get to insert the cutscene map?
  6. http://www.youtube.com/watch?v=mvCBFkQclDQ haha...yeah that's probably it. Enjoy
  7. Strangely enough, when I tried to insert the map this morning I got the best result so far, without changing the procedure at all, with only the palette being really ugly. I still had only one try. But after the last try, IT WORKED!! What I did right: -correct offset -correct map pointers -correct (after realization) tileset -correct insertion What I did wrong: -Mess with this: The problem was right there. I'd uncheck the first 3 and clicked ok, thus messing up the original tileset. Many thanks for your help guys.
  8. Okay here's what I'm doing: I've inserted my map with the MAR Array Inserter, using map size+1 to x and y. Offset used is DA0000, as arch recommended for his tutorial. After that, I open my rom with the 2 required modules in Nightmare : FE7 Chapter Data Editor and FE7 Event References. In Event References, I grab 0x03 - 0x04 Prologue map and set the pointer as such: Save and continue. I load my rom with VBA to see how things are going, nothing's changed. But when I change the object set or tile config...I get only one try (which ends up horribly bad) after what the image won't change, no matter what setup I'll use. It seemed much simpler at first, or is it and I missed the obvious?
  9. Welcome aboard! I am pretty sure you'll find the community around here *very* helpful. It has its lots of eccentrics too . *looks at join date* Or perhaps you were already there and just came back from the dead? Anyways, stick around and have fun! Sincerely, Black
  10. I think I just realized the *true* meaning behind what you said Feaw. By: Did you mean any tileset of the collection even those in the folders labelled ''FE6/FE7/FE8 Tilesets'', not only those in the custom tilesets folder? I'm talking about all those assembled tilesets that are so convenient to play with, and if they're actually usable, instead of using those long 8-digits stretches. Because using the FE7 tilesets result in the same problem as before.
  11. Ah...Well I guess that clear things up. I'll reskin my map with a FE7 palette and be more careful in the future. I'll give you an update on that tonight, if possible. Thanks a bunch.
  12. After trying various setups in nightmare, I figured it would be a good thing to check if I'm missing something obvious (or not so). Following Arch's steps to map insertion to boot, I try to change the palette to match, and end up with this result, no matter which palette or tileset I use in the Chapter Data editor module: Any ideas? I use the same offset Arch suggested in his video, but I think the problem I'm facing is concerning the tilset I used for the map, which was Village 1Mountains from Feaw's custom tileset collection, if that can help. Thank you for your time.
  13. I find both of them pretty cool but MarioKirby got my vote for the perspective and multi-level siege hell. But...from a tactical point of view, if even one attacker spots the backdoor entrance, you're done for MK (that is, assuming Ostian NPC knights are guarding the fort). I might get into one of those competitions sooner or later, sounds much interesting...and tough, with all the bigshots around here. *Not intimidated the least!*
  14. Wow. I didn't even know such a thing existed...and I'd feel sooo lazy from using a program for that! Thanks anyways, I thought maybe there was a helpfile I missed somewhere.
  15. So I am turning to the community for a simple question, well...2 actually. First one is: Can you set preferences in Mappy? I find it much annoying to expand and play with my open window so I can see all the tiles to the right and the map to the left (please leave out the obvious -->maximize window. I don't want that) And 2, which could have answered number 1: The content, that sounds much like a help file to me, is apparently broken, or missing. Is that supposed to be so? Not that its a big deal. Problem solving is the way to go! ____________________________________________________________________________________________________________ ___________________________________________________________________________________________________________ Thank you, Black
  16. Hello there, sir Prime! I got into mapmaking about 2 days ago and all I can say is that I'm always keeping the things you wrote in mind while working. Thank you very much! Also, I've stumbled upon a post made originally by Astelaine here: http://serenesforest...dpost&p=1495221 A very interesting read if I may say so. It summarizes the more advanced but less technical aspects of a map which I realize are just as important. Maybe it can help other people too. Take care!
  17. And yet another one: Black Fang's throne room. Comments: I think I've got the hang of Mappy now. Really like this one. I expanded from the lower right corner which was originally used in the meeting of the Four Fangs in canon FE7. Note that this isn't an actual battle map. It's used in the opening scene (prologue) EDIT: Third map coming your way! This is my attempt at a castle/indoor map. It's a fort on the Lycia-Bern border, with an unknown purpose so far. [spoiler=Map]
  18. Alright, here goes the near-final version. No more 3+versions per map. The next ones will be close to this stage of completion before I post them. I do realize it could get tiresome in the long run. Comments: I can't seem to get the wall height right, due to a lack of blending tiles. It would be a shame to remove the stairs, they add personality to the map. Any ideas? Other than that, mountains are tricky to do.... I believe shading's okay for the most part. Yes, my main worry's still the wall. Your input is much appreciated, Black
  19. You are right. The next update will be the final one. I'll try to take everything said into account and deliver a satisfying product. Because they don't blend in sadly, I'm playing with this at the moment.
  20. Thanks for pointing out the shading on grass tiles. As for the wall, I can't seem to find the right tiles to make a 2-tile high wall. If I can't find said tiles, I'm going to remove stairs altogether. I am also pretty aware of the current state of the mountain.
  21. Here's version 2: Putting aside the weird looking mountains and wall, I'm not quite sure about the cliff arrangement and I'll probably change the grass under the left house. EDIT: I also added 1 to the map height, to have some space to work that 2-tile wall
  22. I'd end up self-trolling eventually with that "style" you're talking about. -Prologue: It would feel empty without a prologue, like it was rushed to chapter 1. Opening and closing scenes are also part of the prologue, and they fit perfectly for the prologue. -Forest tiles: I'm working on that, as well as struggling with the subtleties of mountains and roads, which I plan to be a bit more refined than they currently are. Prologue: That's how I see it personally. And maybe I'll have this map for chapter one and another for the prologue. The question is what will this prologue map be about. I already have up to chapter 4 planned, but everything is subject to change I guess. Wall: I can't seem to find the fitting wall segment to make it look natural... Cellar Room: Added! It does feel more complete than before, thank you. ______________________ Expect an updated version today. There will still be some adjustments to be done, mainly the wall height, the mountains and cliffs, and probably roads too. Thank you all for your input, it's much appreciated!
  23. You could say the prologue is a defense chapter, and the ally units start just outside the inn, with the boss past the stairs. The objective is still to defeat the enemy though. I'm not really going for tactical value with this one but I'd like to hear more nonetheless. How could I add *some* tactical value to it? EDIT: By defense I mean that enemies are more coming after you than the opposite. There's nothing to defend really. Hope that clear things up.
  24. Reserved Creations by other people related to FEUH.
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