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GuardianX

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  1. Hello, I have a question about spotpass, on how to obtain characters. You see, I already recruited Matthew through spotpass, but it seems after waiting at least two days no one else appeared. Help??
  2. RE-POST: Name: Guardian Acuta Oculos (or X the tenth guardian of mysterious places) Class: General Story: One of the ten guardians that guard mysterious places, the placehold of legendary weapons and the sort. He is silent and still, but his eyes ever awake as the stars in night, watching and guarding the treasures from unworthy hands. Growth: Hp 30% Skl 65% Spd 70% Def 80% Res 55% Luk 5% Mug:
  3. Great job Blazer! I must sincerely thank you for your tremendous effort in trying to put this hack back on track. Now, here is advice from me: Take the entire day off, eat a gigantic milk shake, go to the movies, and last but not least give yourself a pat on the back!
  4. Thank you everyone for your help! Oh, by the way here is my script AstraLunaSol like you requested: //////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 8.1.0.0 // // Game: FE7 // // File: TEST.GBA // // Offset: $CA0720 // // // //////////////////////////////////////////////////// #define DISABLE_TUTORIALS #include EAstdlib.event #include NewMacros.event ORG $CA0540 TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 TURN 0x0 label12 [10,15] 0x0 0x0 TURN 0x0 label13 [6,0] 0x0 0x0 TURN 0x0 label14 [7,0] 0x0 0x0 TURN 0x0 label15 [10,0] 0x0 0x0 TURN 0x0 DruidsCome [11,15] 0x0 0x0 TURN 0x0 KarelComes [14,0] 0x4 0x0 AFEV //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0594 and the new ending offset is CURRENTOFFSET ORG $CA05C8 CharacterBasedEvents: CHAR 0x0 KarelTalks [0x3,0x7] 0x0 AFEV LocationBasedEvents: LOCA 0x3 [1,3] 0xF VILL 0x24 label16 [18,2] 0xE LOCA 0x24 [18,1] 0x1D AFEV //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0600 and the new ending offset is CURRENTOFFSET ORG $CA06D4 MiscBasedEvents: AFEV 0x14 label18 0xC AFEV 0x15 label19 0xD AFEV 0x16 label20 0xE AFEV 0x17 label21 0xF AFEV 0x18 label22 0x10 AFEV 0x0 label23 0x65 Area 0x0 label15 [0,0] [5,10] AFEV PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN BallistaEliwoodMode BallistaHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0760 and the new ending offset is CURRENTOFFSET ORG $CA71A8 BallistaEliwoodMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71A9 and the new ending offset is CURRENTOFFSET ORG $CA730A BallistaHectorMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA730B and the new ending offset is CURRENTOFFSET ORG $CA749C label23: _0x87 STAL 30 ASMC 0x7A455 STAL 10 ASMC 0x13FA5 STAL 80 ASMC 0x6CCB9 IFAT 0x1 0x7A47D ASMC 0x20479 ENIF 0x1 ASMC 0xB2F95 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET ORG $CA7A10 BeginningScene: CMOF FADI 16 CAM2 [0,0] HIDEMAP FADU 16 LOU1 EnemyUnitsENM ENUN SHOWMAP OOBB SHOWMAP STAL 5 CMON LOU1 AlvisBeginning ENUN WARP [5,2] 0x1 ENUN STAL 1 CURF 0x1 STAL 10 FADI 4 BACG 0x1D FADU 4 SHOWMAP MUS1 0x4A TEX1 0x815 REMA MOVE 0x1 [1,3] ENUN DISA 0x1 ENUN MOVE 0x40 [7,5] ENUN CURF 0x40 FADI 16 BACG 0x1D FADU 16 SHOWMAP TEX1 0x813 REMA LOU1 label24 label25 label26 label27 STAL 10 MUS1 0x32 CMON LOU1 AllyUnitsENM ENUN STAL 64 FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP TEX1 0x816 REMA ENDA label16: FADI 8 BACG 0x2 FADU 8 TEX1 0x818 REMA ITGV 0x48 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7B88 and the new ending offset is CURRENTOFFSET ORG $CA8154 label18: _0x8A _0xA1 0x0 TEX1 0x81E REMA _0xA3 ENDA label19: _0x8A _0xA1 0x0 _0xA3 ENDA label20: _0x8A _0xA1 0x0 _0xA3 ENDA label21: _0x8A _0xA1 0x0 TEX1 0x82E REMA _0xA3 ENDA label22: _0x8A _0xA1 0x0 _0xA3 ENDA label24: UNIT 0x52 0x38 0x40 0x84 [1,3] [17,4] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x94 [1,3] [16,5] [0x1B,0x0,0x0,0x0] [0x0,0x2,0x3,0x0] UNIT 0x6D 0x38 0x40 0x94 [1,3] [18,5] [0x1C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x52 0x38 0x40 0x84 [1,3] [15,3] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x94 [1,3] [12,8] [0x18,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x84 [1,3] [12,6] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x94 [1,3] [12,7] [0x18,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x84 [1,3] [12,5] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT label25: UNIT 0x55 0x1A 0x40 0xBC [9,2] [9,2] [0x2E,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0x55 0x1A 0x40 0xBC [10,3] [10,3] [0x36,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0x55 0x1A 0x40 0xBC [11,4] [11,4] [0x2F,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x55 0x1A 0x40 0xBC [9,4] [9,4] [0x33,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x55 0x1A 0x40 0xBC [11,2] [11,2] [0x30,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT label26: UNIT 0x6E 0x1E 0x40 0x1C [1,3] [7,4] [0x4D,0x51,0x52,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6E 0x1E 0x40 0x1C [1,3] [7,6] [0x3E,0x50,0x52,0x67] [0x0,0x3,0x0,0x0] UNIT label27: UNIT 0x6D 0x14 0x40 0x8C [12,10] [22,5] [0x1C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [22,6] [0x18,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [21,5] [0x1D,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [19,7] [0x1C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [20,4] [0x1B,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [20,6] [0x1C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [20,3] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [20,6] [0x1D,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x16 0x40 0xBC [12,10] [12,10] [0x16,0x0,0x0,0x0] [0x3,0x0,0x0,0x0] UNIT 0x55 0x16 0x40 0xBC [12,10] [13,10] [0x1D,0x0,0x0,0x0] [0x1,0x0,0x0,0x0] UNIT label29: UNIT 0x38 0xC 0x0 0x84 [28,3] [28,3] [0xB,0x23,0x0,0x0] [0x2,0x2,0x1,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,2] [0x10,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,1] [0x17,0x0,0x0,0x0] [0x0,0x1,0x1,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,4] [0x1A,0x0,0x0,0x0] [0x1,0x1,0x1,0x1] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,5] [0x19,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,6] [0x1B,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,7] [0x11,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,8] [0x27,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT label30: UNIT 0x1 0x22 0x0 0xA4 [1,3] [1,3] [0x3C,0x6C,0x7B,0x0] [0x3,0x3,0x1,0x0] UNIT 0x70 0x22 0x1 0x9C [1,3] [2,4] [0x3B,0x4D,0x3A,0x0] [0x3,0x3,0x1,0x0] UNIT 0x70 0x22 0x1 0x9C [1,3] [0,4] [0x3B,0x50,0x3A,0x0] [0x3,0x3,0x1,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [0,5] [0x52,0x38,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [1,5] [0x38,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [2,5] [0x38,0x51,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [3,5] [0x3A,0x52,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [0,6] [0x3B,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [1,6] [0x3B,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [2,6] [0x38,0x51,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [4,0] [0x45,0x52,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [5,0] [0x47,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [4,1] [0x46,0x52,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [5,1] [0x45,0x51,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x70 0x26 0x1 0xA4 [1,3] [6,1] [0x4C,0x53,0x49,0x52] [0x0,0x3,0x0,0x0] UNIT label28: UNIT 0x55 0x1A 0x40 0xBC [9,2] [9,2] [0x2E,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0x55 0x1A 0x40 0xBC [10,3] [10,3] [0x36,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0x55 0x1A 0x40 0xBC [11,4] [11,4] [0x2F,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x55 0x1A 0x40 0xBC [9,4] [9,4] [0x33,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x55 0x1A 0x40 0xBC [11,2] [11,2] [0x30,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT Druids: UNIT 0x7C 0x26 0x1 0x7C [1,3] [4,0] [0x45,0x52,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [5,0] [0x47,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [4,1] [0x46,0x52,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [5,1] [0x45,0x51,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT Karel: UNIT 0x7 0x10 0x0 0xBA [17,10] [17,10] [0x0C,0x6C,0x7B,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6 0x10 0x7 0x82 [18,9] [18,9] [0x0C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x37 0x11 0x7 0xAA [16,9] [16,9] [0x0C,0x6C,0x7B,0x0] [0x0,0x2,0x0,0x0] UNIT KarelComes: LOU1 Karel ENUN MUS1 0x42 CURF 0x7 TEX1 0x81B REMA ENDA KarelTalks: MUS1 0x42 TEX1 0x81D MUS3 0x4A 0x0 MORETEXT 0x81E REMA CURF 0x07 Enemy(0x7) Enemy(0x6) Enemy(0x37) ENDA DruidsCome: LOU1 Druids ENUN ENDA label12: LOU1 label28 ENUN ENDA label13: CAM2 [8,5] CURF 0x40 TEX1 0x814 REMA CAM2 [1,3] CURF [1,3] FADI 4 BACG 0x14 FADU 4 MUS1 0xD TEX1 0x812 REMA ENDA label14: CAM2 [28,0] LOU1 label29 ENUN CURF 0x32 TEX1 0x817 REMA ENDA label15: CURF [1,3] FADI 2 BACG 0x14 FADU 2 MUS1 0x4A TEX1 0x81A REMA LOU1 label30 ENUN ENDA AlvisBeginning: UNIT 0x1 0x22 0x0 0xA4 [5,2] [5,2] [0x3C,0x6C,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT EndingScene: _0xA3 MUS1 0x38 TEX1 0x833 REMA MUEN 6 FADICG 3 HIDEMAP ASMC 0x7A939 ASMC 0x7A8B9 ASMC 0x7A9D5 STAL 30 MUS1 0x3AB FADUCG 2 SHOWMAP STAL 60 TEX5 0x834 MUEN 4 FADI 16 HIDEMAP ASMC 0x7A95D BACG 0x0 MUS1 0x3F FADU 16 SHOWMAP TEX1 0x835 MUEN 2 STAL 32 MUS3 0x51 0x4 MORETEXT 0x836 MUEN 2 STAL 32 MUS1 0x3F MORETEXT 0x837 STAL 64 MORETEXT 0x838 IFTT 0x33 FADI 4 HIDEMAP BACG 0x5B FADU 4 SHOWMAP STAL 8 TEX6 0x5 [0,0] 0x839 _ASM0x42 0x83181 ELSE 0x34 ENIF 0x33 FADI 4 HIDEMAP BACG 0x5B ENIF 0x34 MNCH 0x1 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA8784 and the new ending offset is CURRENTOFFSET ORG $CC5B50 AllyUnitsENM: UNIT 0x3 0x25 0x0 0x8 [28,1] [28,3] [0x44,0x44,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5B 0x23 0x3 0x88 [28,1] [29,4] [0x39,0x38,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x51 0x2D 0x3 0x78 [29,1] [27,4] [0x38,0x4B,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1B 0x11 0x3 0x30 [27,1] [26,2] [0x1,0xD,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x2A 0x3 0x48 [28,1] [25,2] [0x13,0x17,0x11,0x6C] [0x0,0x0,0x0,0x0] UNIT 0x1D 0x33 0x3 0x8 [28,3] [29,3] [0x1C,0x1,0x16,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnitsENM: UNIT 0x40 0x16 0x1 0x6C [5,3] [5,3] [0x16,0x2B,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC5BF0 and the new ending offset is CURRENTOFFSET Here it is in it's entire! What I did is I used the prologue events from Lyn's story and I just deleted the old events in her prologue and just added my own units events and what not. Some of the labels are named "label" because after seeing the errors of not added area events and what not I just disassembled it so the computer and put it in the games native coding so it will prove to be less buggier. Oh another question is should I just use 0x0 for every event I use then?
  5. Certainly I must say the GBA Fire Emblems are the best, for they certainly have well developed game play as well as story, speed, and the overall game engine. The first one I personally have played was the Sealed Sword, and that one is possibly my favorite out of all of them. I like the DS and Wii versions, but to me they didn't really give me the feel of playing a real Fire Emblem game. But don't get me wrong I don't dislike them entire, for the Black Knight is one of my favorite characters, and their stories are good, practically the DS versions are remakes of the older NES and SNES versions. But I can't really base favoritism towards the SNES, since primarily I haven't played them except now I'm playing FE4.
  6. Excuse me, I seem to have a problem understanding the whole concept of event ids. To me it was never fully explained in Arch's tutorial, which by the way I read over a dozen times, is it something that you make yourself. E.g. I decided to say I want this to be Event Id 0x1 and the next one is 0x2, or do they mean something in themselves and by which you cannot use them in any form or manner,only their intended purposes. And another problem I seem to have is Misc. Based events, in which it always seems to crash the game upon loading the chapter. The Misc. based events I've tried that failed are Area events and Goal events, yes even the simple GameOverIfLordDies doesn't work.
  7. Certainly, as I understand the time consuming effort it takes to make a hack in the first place. Now lets see here... Name: Guardian Acuta Oculos (or X the tenth guardian of mysterious places) Class: General Story: One of the ten guardians that guard mysterious places, the placehold of legendary weapons and the sort. He is silent and still, but his eyes ever awake as the stars in night, watching and guarding the treasures from unworthy hands. Base Stats: Lvl 16 Hp 45 Str 22 Skl 23 Spd 19 Def 27 Res 17 Luk 0 Growth: Hp 30% Skl 65% Spd 70% Def 80% Res 55% Luk 5%
  8. No it is I who shall thank you! And yes, I am, new here, but not new to Fire Emblem entire.

  9. Thanks for the add! Also Welcome to Serenes I can see your new here ^^

  10. Hmmm.... This seems like an interesting project. Mind if I join?
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