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Lamia

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Everything posted by Lamia

  1. games are just programming, but the problem is finding just the right stuff to reprogram if not programming yourself you can do anything, like even cause the game to write an entirely NEW game and load it (although this was done as an active thing and not part of ROM modification through a program, pretty sure it still ought to apply) https://www.youtube.com/watch?v=OPcV9uIY5i4 if you want a proper case of super mario world hacking there's tons of examples... even stuff like boss fights from other games and special moves put in for mario really there's no limit if you know what you're doing, you just have to learn (somehow) in the meantime there's simple tools, notes, and guides you can use to get you started off others' research
  2. FE7's chapter data module lists off sound effects in the music.txt dropbox properly FE8's does not, but you can do this: - change the chapter music code inside the nightmare module with notepad, from NDHU to NEHU - refer to the FE7 music.txt and start checking each byte around the magic sounds that FE7 does not cover (previously used ones like fire and thunder and stuff should match up) as far as I can remember, the GBA series never reset their sound file entries so it makes it easier, but you'd have to find the bytes for the new tomes yourself if you wanna do it manually failing that time-consuming nonsense, you can record from a battle scene with the music off (best I can tell you)
  3. of course, but even then it's a hassle of busywork to try and make a decent-looking battle animation out of it (something I've considered is having some dragons in my project) unfortunately cracking the code of animations probably won't happen, especially in my case, leaving just messy sprite replacements...
  4. I didn't think it would be a full remake (making mamkutes work on that engine would be balls hard, for one) but only thing that's missing is portraits~
  5. set a chapter's player phase music to a sound effect and record it after you hit Resume Chapter
  6. from what I can tell the ones from the basic nightmare package are meant for V.ROM with a header (header being the empty 0x200 bytes at the start of some ROMs)
  7. hey, that's pretty nice~ the beginnings of advanced english FE5 projects
  8. I'd like to mention that $7A975 is incorrect in a headered ROM, it's $79B75 yet the others are correct for headered? wot
  9. just make a new class, I don't think GBAFE supports custom map sprites by character number (jugdral saga does) much less faction specific
  10. you can't post links to ROMs, link to patches you linked to screenshots improperly
  11. in my world the term 'naturist' correlates to someone studying the magics of nature (the elements) so them being called that for being skilled in elemental magic (fire and water in this project) makes sense
  12. not sure how to fix that, did you try putting the dll in the actual folder of the program, put it into \windows\syswow64, or change compatibility mode? either way, that's just my own program of choice; there are other programs you can get to modify 256-color palettes, check around romhacking.net and zophar.net and maybe other places
  13. hey thanks for the video, looking forward to any more you might make! it also reminds me that I really need to make a pronunciation guide for my characters
  14. I wrote a magic animation guide (look at my signature)
  15. thanks, though of course as I mentioned in the first post I'll eventually get to fodder boss portraits (probably last...) but the big bosses and final boss will most likely be done long before that don't know what you mean
  16. ah jeez you haven't played vanilla FE4? well, at least an objective viewpoint of the game could be a thing too one thing that the game originally did was pretty much send large groups of enemies at you all at once so I have just tried to refine the formula also I feel awful at dialogue compliments because it's awful and I need to rewrite everything (but I'll do it like after I finish the final chapter) thanks about the sprites though, portraits are another thing I may refine someday (art is hard)
  17. thanks for doing the community a favor by not providing advice and pushing the air of superiority that we already have problems with instead of supplying ample direction and assistance, your posts are not contributing anything I will say though that your team should get some general work and hard concepts together to show people; it's how you recruit the public in the first place, more than just getting friends together to do something, gotta flex your muscles to draw the crowd as someone who works alone and slow af on their personal project, it's good to see teams, but I do encourage you to take it seriously if you want to do it, and that communication within your team is paramount
  18. I'd like if anyone who manages to try my project to try and gimme some input! good things, bad things, 'should' things, 'try this' things, 'what about' things, some sort of communication to help the process I've put a lot of time and thought into this thing and I gotta get what I can
  19. whoops, accidentally set delmud to bow soldier instead of bow fighter as for celice, unfortunate (but now you know to give him a usable weapon next time)
  20. 1. this is expected (but unfortunate) behavior, I think I placed that item somewhere else to compensate 2. the classes in question do not have the proper battle animations (the gender or weapons might not have been set properly, the arena enemies were the final stretch and I admit I kinda rushed it) 3. I must have accidentally replaced the brigands with mages (magic-users can't attack towns like that, only physical non-bows can)
  21. I posted up my current WIP patch in the first post, I haven't been working on it for a long while and I figure I may as well let (the few) people play what I have so enjoy if you like, the game's playable up to part 1-5, and there's no dialogue past 1-3
  22. oh right, I forgot about that (been away from vanilla FE4) I took most other things like that into consideration though like making sure events play out as they should, units capturing castles that they shouldn't be able to capture is a huge headache
  23. dew unlocks the bridge in chapter 4, but yeah the mountains are supposed to be a failsafe option also I've been actively trying to fix stuff like that as I play (chapter 1 had a ton), but you're farther than me (haven't been playing it lately)
  24. there are several problems that can crop up in game when doing this thing (and they have) but yes I'd help of course
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