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Belf

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Everything posted by Belf

  1. The only problem is that nils isn't in the character list before chapter 19xx in hector/eliwood mode, so I wouldn't know which slot to edit Edit: nvm, I understand now.
  2. Alright, option 2 it is. Thanks again SoC!
  3. I have no idea where nil's level info would be in the ram. Could you elaborate on option 1? Or instead, for option 2 does that mean simply changing nil's starting level in chapter 7 of lyn mode?
  4. I thought they are not applied to hacked roms? it at least doesn't for FE7 if its already hacked.
  5. What about just hacking something in the rom BEFORE using feditor so that the autopatches aren't applied? That should do the trick, just change something minor like a character's growth rate.
  6. My bad i meant 19xx, sorry about that.
  7. Is it possible to somehow hack nil's level so that you don't need to play lyn mode in order to access chapter 23x? I'm thinking setting his level in both easy and hard lyn mode to 7 or greater, but I'm not sure if it's that simple and don't have a save to test it out. Thank you!
  8. Alright, thanks for the in-depth explanation SoC!
  9. Belf

    Solum's sprites

    Can you reupload some of your older sprites you posted in the thread? i really want to see reyson.
  10. Can you also release that saber reskin? it looks pretty sexy!
  11. I don't really need to have it, but im wondering why it doesn't work automatically, especially since it is listed in the battle animation module for all three ballista types.
  12. dondon, are you going to post vids with commentary eventually of your own ltc runs of fepd?
  13. Yeah changing the class con cap did not affect the aid unfortunately. The only thought I came up with was the fact that the unit's gender affects aid (which is a byte you can change in the character editor module). I tried to see if there were any pointers referencing the byte that determines if they are female or not, but could not find any. Perhaps someone can build off of this.
  14. Someone should make a gif of this. This and the lightning bolt in Victory or Death were the best map animations.
  15. In the game the max rescue amount is 25 for a male mounted unit with 0 con. I was wondering if there was any way I could change this value to something like 30? Thanks.
  16. I find no excuse for the hostility presented on these boards by the "elite" hackers. First of all, NO ONE on these boards has ANY obligation to answer anyone's questions. If the question is noobish and annoying, there is no reason to reply with a condescending tone, you simply don't have to reply. Really, you're just a dick who enjoys promoting yourself by putting others down. Also, well said Blazer. You, Celice, Astraluna, SOC (most of the time) and some of the other good hackers are the only reasonable, decent people left when asking hacking questions.
  17. So I managed to get Kishuna's battle animation to work on chapter 32x, but I ended up later deleting that rom, and now for some reason I can't seem to view his animation in chapter 19x. I'm pretty sure I did everything correctly: made a custom battle anim. pointer at 0x8FFF810 with the only setting at "disarmed/rapier", Custom/All (tried both), and Magic Seal animation, and put the pointer in the correct place in the class manager. Is there something I'm missing here?
  18. Okay, thanks MK404!
  19. I'm just wondering if the animation list SHOULD NOT go over the original limit? For example, the last animation on the list for FE7 is merlinus on A2. Is it okay to add as many animations as I want beyond A2, or will that cause future problems? Also, if it is okay to add over A2, is it also fine to be editing the nightmare modules to now include those newly added animations on the drop down lists?
  20. Belf

    FEA problem

    I was thinking about doing that, but it really seems like a useless process to me for the following reason. Whether I allocate free space or not, the data will be added at the end or near the end (in the case where I put it in the expanded area) of the rom. The only difference is that you can attempt to organize where the data goes in the expanded area. However, I don't see a point in separating things because I never have to manually hex edit them later (portraits, battle animations, text). That makes sense (although one might think that in the case of portraits, the new data would overwrite the original data). It's still a bit disconcerting, however, when you see that FEA is listing free space in bytes that have values other than 00 or FF. I'm just worried that may affect something that shouldn't be altered. Also, I still don't know how my enemy data was altered, but I'm pretty sure FEA had something to do with it, because I only ever used nightmare (along with FEditor) before the problem occurred, and it's pretty hard to mess up using nightmare. btw thanks for both of your input thus far.
  21. Belf

    FEA problem

    So I have been using FEA with my hacked rom without manually changing the checksum each time since I did not want any data to be overwritten and wanted new data to be appended to the end of the rom. However, it seems FEA fucked up some parts of my rom, the most apparent being that all enemy units with dropable items had their set of 4 abilities (as can be seen in the character editor module) changed to 00AA0F09 instead of what normally should be 00000008. I'm guessing a pointer was messed up that caused this specific issue, but I mainly just want to know if it's fine to edit hacked roms with FEA without changing the checksum. Whenever I do change the checksum, FEA lists free space at random and extremely small areas of the rom that I'd rather not be overwritten, especially since the space available is so small it seems pointless to use it as free space. While I could deallocate each free space listed, FEA seems to magically find new areas of free space every successive time I open the same rom, making it a never ending burden to deallocate the spaces.
  22. That's what I hypothesized as well, and indeed that's probably what it is. I just always thought it only applies to assassins but I guess not.
  23. http://www.youtube.com/watch?v=e9V9EJcCitE I got these RN's: LHLHHH. Reset the game, did nothing that would use any rn's, and attacked Paul (one of the desert bosses). Lucius attacks Paul with 100% hit and 11% crit. Paul cannot retaliate since its a ranged attack. Lucius performs two criticals in a row. I understand the first one, but how is the second possible if the next 3 rn's are HHH?
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