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ThisProfileNoLongerUsed

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Everything posted by ThisProfileNoLongerUsed

  1. I'm looking to buff Eliwood's Rapier's effectiveness from 2x to 3x. I know that it is possible to add enemies to be affected through slayer-type weapons in HxD, but would the former work in HxD, or is it something like ASM? EDITED: Gonna use this thread from now on in case I have any more questions.
  2. Someone needs to burn this place to the ground.

  3. Isn't the graphic itself in GBAGE? If so, then it might just be a spacing issue which could be fixed easily.
  4. I do like the idea of a Nino and Jaffar continuation story. IMO, events should come last. Events are pretty hard to do if you've just started hacking, and it often requires you to know how to use other hacking programs like Nightmare or FEditor Adv. Try to learn the ropes of other things first, like fiddling around in Nightmare (if you haven't done so already), or make a map or two.
  5. The J version does not have this problem at all. In fact, the reason this happens is because of the original translation.
  6. A playable Brigand? Shut up and take my money! Looks great, Alfred!
  7. While that's a nice idea, Brendor has a point. FE8 is simply harder to work with. I'd suggest using FE7's engine, since it's not as complicated as 8's. And besides, there's not a lot of documentation on 8 as much as there is on 7, so that's also a plus.
  8. Idk, like I said, I only added two more enemies. I changed nothing else. No, I haven't, but I'll check to see if EA did, somehow. EDIT: Actually, I think it's the two additions. Everytime I add another enemy to Label 30, a Pirate pops up at the islands. So I think I can't add anymore enemies at all.
  9. I disassembled FE6's Chapter 4 Units so I could add two more enemies. I changed nothing else and reassembled it back into the offset 667ADC (Which was Chapter 4's pointer), but when I load the chapter, two pirates that are supposed to spawn on Turn 6 spawn immediately. Here's the script I thought it was just the spawning gone wrong, so I deleted the Units in Label 30 to see if that would fix it, but that just made the pirates never spawn on Turn 6. The pirate monologue still occurs, though, so I'm unsure of what the problem is.
  10. Yeah SAE is pretty tricky unless you know what you're doing. I'd make inserting spells the last thing, as it's pretty much the hardest thing in hacking at least, in my experiences, but i can't say the same for more experienced hackers
  11. Yeah, I agree with Ninja. The ocean looks alright despite a bit of tile spam, it doesn't seem to need anything else.
  12. 1.) asking someone to do something for you won't usually happen, unless you want to assemble a group for this. Even then, no ones going to do things like spriting or event hacking if you won't do your part. 2.) this should be in the hacking concepts section, as this is for projects that have taken off and have huge progress. 3.) if you don't want to lose your ideas, first write them down (so you won't forget, of course), and try learning how to hack and stuff before asking others to help you.
  13. Alright, screenshots, that's a good thing. If you want to try to improve your spriting and graphics, you should make a thread in the Sprites section and have others give you feedback. Also, I'm not sure if your first language is English, but "Wields greatly a sword." sounds pretty awkward (at least to me, that is). It'd be better if you reworded it, perhaps saying something like, "Greatly wields a sword." Over all, you seem to know what you're doing for the most part, especially when it comes to editing and changing stuff.
  14. I found the Map Sprite editor, thanks! And it's all right, I'm sure someone here knows... So, if I can't insert a map sprite, or rather ANYTHING at the end of the ROM, then where do I go? Would it be possible to swap a class with a custom one, then repoint the original class with one that is not being used (i.e female Paladin)? NVM, that doesn't seem to work either...
  15. It's not necessary to have that. All you need to do is just reclass when you hit level 20, and you'll be able to go to your default class.
  16. Due to the amount of questions I have, I've decided to make a thread with all the questions instead of bombarding the board and annoy everyone more than I am already. Alright, here it goes: 1.) Is there a Map Sprite Editor Module for FE6? If not, how do you find the sprites in GBAGE and Hex? 2.) Let's say I want to replace the Female Mercenary with a custom class (with the Assassin class); I know I have to place the animation in FEditor Adv., along with the description and name. WHERE do I put the pointer in GBAGE? Do I put it in the free space part, or do I put in where the female Merc. is? I've tried doing this, and I keep messing up so I thought it'd be best to come to you guys for help. I'll explain this in further detail, because I'm almost positively certain that I'm screwing something up along the way: 3.) Is it possible to make the rapier effective against Nomads and Troubadours? From what I remember, they have horse icons, but only the Horsekiller lance does bonus damage, whereas the rapier does damage against every type of horseback and armour. 4.) Does Fae's animation work in FE7? I've heard that Idenn's Dragon breath animation doesn't work right, but nothing about Fa's Dragon form. I'll use this thread for more questions that I'll have in the future, I guess.
  17. So wait, BoxMoulder was actually Arch? who woulda thunk it
  18. I haven't really checked on this, so Idk if this was answered, but are you planning on editing the weapon info box? Just in case you don't know what I'm talking about (which is perfectly understandable, since I'm running on 3 cans of Red Bull right now at 4 AM), here's what I'm talking about: In FE7, the words weren't abbreviated but they did push the rest to the right, which fully filled the entire box. In FE6, when looking at the description for any 3-any ranged weapon or staff, the range numbers collide with word the "Range", making it look like a garbled mess. Of course like usual, this is only a suggestion.
  19. Oh, I understand what you mean now. Sorry, it's 4AM where I'm at right now, so I'm really tired. I simply expanded the arrays like you told me to, only I expanded it a few more slots. That's all I did, really. The slot for Lilina's Sage animation also wasn't showing, so I had to reinsert the sprite into the slot. Other than that, that's all.
  20. Well, I KINDA got it fixed. The Male sage now fully works, but i'm now having trouble with the Female sage. Ayeayeaye... :/ Well, I fixed the first part, so I know what I should do now. Thanks, everyone for helping! I truly appreciate it EDIT: Okay, I got it fully fixed. Thank you everyone!
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