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OdysseyNeptune

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Posts posted by OdysseyNeptune

  1. On 9/29/2020 at 11:59 AM, Vesly said:

    Yeah, idea was to try and make it ignore half of defense. Since I never figured that out I just gave it effective damage against enemies with high def. 

     

    I think I learned a lot from this project and I hope to make better use of the ideas in my newer project, Pokemblem. It was a very tough decision to put this one on indefinite hiatus, but ultimately so many mechanics I wanted to use relate to pokemon, so it made sense to jump ship. Thank you to anyone who took an interest in my work. 

    I see... Well, best of luck with Pokémblem! Where can I find the thread for that hack? It sounds interesting.

  2. 39 minutes ago, Aegius_NaTL said:

    Just as an FYI, OP has switched gears and is now working on a Pokemon in FE8 hack. I much prefer the FFX project myself, but I don't think he'll be updating this or doing much work on it any time soon. The Pokemon thread is on FEU.

    Oh....

    Wait, Pokémon in FE8, huh? Sounds interesting.

  3. So I'm playing this hack, and I gotta say, it's pretty good. However, Wakka's Shoot's description is "Piercing."
    What does it pierce? It's not ignoring the enemy's Defense, nor is it piercing through an enemy.
    EDIT: Just found out it deals effective damage against Behemoths. Still, the description isn't very helpful.

  4. On 9/5/2020 at 12:14 AM, Peter The Cool said:

    oh you added extra "00" bytes, that makes scene now. Why not just add the Wavs to the end of the rom and add more as you go, though? Not that it matters too much, the actual hardware might not even be able to play it with the sound waves. I am just a bit curious.

    That is very sad that there is no fix for the battles fading out the wav music. When I played a bit the map music did come back on at some point. I guess it waits for the track to finish? If you have a link to more information about the wavs, I would be interested.

    Also, I might be able to make a few maps to help, since at some point I want to remake some for fun, but I can't promising anything at the moment. I have alot of projects I need to work on. Though, I will let you know if I get around to it.

    Yes, the WAVs were placed automatically by FEBuilder once imported, I didn't really control where to place them in the ROM.

    Yeah, I'm not sure what the problem is with WAVs tbh, but it might be related to that.

    I would be glad if you could help me, but if you're busy with other projects, it's all fine.

  5. 3 hours ago, lightcosmo said:

    Huh, I always thought expanding the ROM past 32MB on a gba game caused issues. The more you know, I guess.

    To be honest, I thought the same, until I tried expanding it. I don't think the hack would run on actual hardware though.

  6. 7 hours ago, Peter The Cool said:

    I am using vba - m. I will try the old one. I have to ask though, HOW did you get the rom to be 48MB? lol what did you do? I would love to help you out once I get my mod finished.

    EDIT: I got it working with 1.8. You did a great job with the map. The music sounds very close to the DS. Maybe that's why it did not play on the other one, and why it is so big.

    EDIT:2 Some of the songs go in and out btw.

    I expanded the rom using HxD, using one of its functionalities that adds "00" bytes, therefore creating new free space.

    Thank you! I tried my best recreating the maps, but I'll add more variety to the tiles. About the music, I used something that allows for higher quality music, but takes up a lot of space as a result (importing WAVs), so it does sound similar. It is the reason why the rom is bigger indeed.

    Yes, WAVs fade out once a battle starts. There is no fix AFAIK.


    EDIT: I will probably be remaking Chapter 1's Map at some point to make it more accurate to the game (also because I didn't make it, and I want to make my own map for it)

  7. On 8/29/2020 at 6:05 PM, Peter The Cool said:

    uh I might just be dumb but uh it's not working. after patching the USA copy of FE7 it just crashes vba-m. I tried both patch one and two.

    That's strange... Have you tried using an older version of VBA? The hack runs just fine for me with VBA 1.8.0

  8. On 8/25/2020 at 2:54 AM, LightingChaos said:

    my headcannon is that the FE7 characters are roleplaying as FE1 characters 

    I mean, I wasn't able to import the FE11 portraits completely (due to the need of appropiate color reduction) yet, so you can interpret the placeholder portraits however you want

  9. Bump. This project is not dead! I have returned to it yesterday, and have finished the Prologue III, as well as fixed the Seize issue.
    I have also improved in making events; the Prologue III events are significantly better than the events in the previous two Prologues.
    I'll be working on Prologue IV soon, and Chapter 2 after that (as Chapter 1 is already done)

  10. Just now, Benice said:

    Apologies for editing too late, but I believe that using an fe8-exclusive patch you can remove great shield and sure shot and implement a str/mag split, which FE11 uses-and brancuing promotions could work as a reclass system.

    Akso, how far have you gotten in this hack? You can export maps from your old hack and import them into a new one if tht's what you're most concerned about. There has just been generally more work done to FE8-it may be a wise choice to shift gears now to make it easier on you later because FE7's got weird stuff going on in the hard coding.

    Still, good luck on your hack regardless of what you do next!

    In terms of gameplay, the game is designed to be as accurate as possible to FE1, with its bases and growths, but uses music, maps, dialogue and (in the future) graphics from FE11. If I ever do one that is based on FE11, I'll use FE8 for the reclass and str/mag split.

    I haven't gotten that far; I've got the first two prologues finished, part of the third, and chapter 1.

  11. Just now, Benice said:

    But skills aren't really in FE8-both sure shot and great shield are so insignificant that it doesn't matter. As stated above, FE8 is a lot easier to hack and will likely be more convenient for you.

    I don't want to redo all my progress, and still, even if the skills are insignificant, they're still there.
    EDIT: If I do the planned sequel to my hack (which will be a remake of FE3 and FE12), I might use FE8 for that.

  12. 1 minute ago, Darrman said:

    Why exactly are you hacking FE7? These days, FE8 is the game of choice for most hackers. 

    (I haven't touched FE7 in forever; don't ask me about how to fix seizing. I vaguely remember there being a switch to Eliwood mode patch somewhere...)

    I don't like FE8 (I mean, I don't like it as much as FE7) and I'm not interested in skills. I'm remaking a mix of FE1 and FE11, so skills are not something I would need.

  13. Just now, lightcosmo said:

    Then you need to use a patch to change who can seize during which chapters. As it is, only Lyns character slot can seize from chapters 1-10

    I used the patch to edit who can seize Lyn's chapters, and changed it to Marth (Eliwood), but it didn't work.

  14. 16 minutes ago, Darrman said:

    If you're talking about the forum I think you're talking about, then the Darrman there and the Darrman here are the same person. I've just posted the hack on Serenes because I had an update and was taking it more seriously.

    I think it was on FEU, though I don't remember the username of the poster there.

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