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Lamia

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Posts posted by Lamia

  1. I'm curious, did you increase the volume of those sound effects at any point? It sounds like you increased the dB which isn't really a great method of doing it since it gets cut off. Also, did you insert the FE5 song as a WAV or as some sort of sequence? If it's a WAV you may get problems with the song continuing after battle music plays in which case it might be better to use a MIDI and import the instruments (which I have done and am offering to do and/or teach you how to do)

    I make sure that the sound effects don't 'cut off' as you say, though they might be slightly too loud compared to the music

    as for the wav-based track continuing, I don't really plan on making battle animations available so it's not really an issue, I find them unnecessary and inconsequential for my project and I don't have the time, effort, or desire required to modify battle animations, not just out of laziness, but more out of practicality

    the only exception would be if there were a big boss showing up, but of what objectives I have so far, there isn't a need for one

  2. in early preparation for my FE7 hack plans I managed to insert some new sounds and music for fluff, following the guides

    you can hear the results so far here (no new chapter content, just sound)

    maybe I should work on more important aspects first

  3. need an FE5 remake since noone's really taken it up, while the rest don't have the potential for further greatness

    little things like pitch-black fog, critical immunity with scrolls, and counter critical stat are what I like, along with jugdral's method of critical damage calculation

    although counter crit (and classic FE5 wrath) might become overpowered if the stat caps are raised above 20

    of course, it's supposed to be a remake and not an update, so I wonder what little things you might change

  4. it would be hilarious (and cool) to have randomly generated objectives during a chapter, but it's beyond the scope of my intent to have singular challenge maps

    in any case, it's nice to have those settled, but what about my last concern?

  5. I have an idea I've been toying around with for an FE7 project (as a side to my unfinished FE4 one) and I was wondering if people would have interest in what I have planned

    The Emergency Codes from Phantasy Star Online 2 gave me the idea to make single maps with a singular, specific objective. There would be multiple patches, because I don't know how I'd have one patch access any of one's choosing from the beginning. (a hub chapter? I dunno how to do that, I have zero knowledge of FE7 event coding) Besides, there would also be a different main character for each, along with PSO2's Emergency Code announcer pointing out the specific objective. They'd be like Trial Maps, put simply, except with a predetermined set of characters.

    My taste for challenge is high, so I would make maps that were both fair and balanced in difficulty, but needing some strategic attention. Here are a few objectives I have in mind:

    Code: Escort

    Escort the Bishop to an 'escape' tile through a dungeon. The only two bodyguards you get are Cavaliers. Rescuing is disabled. Every attack, player or enemy, will have 100% Hit. This objective I have given the most thought to, would be my first. The rest are up in the air, but the general idea is stated.

    Code: Avoid

    Keep from getting your unit or units killed, a survival map.

    Code: Attack

    Simple, clear out the map of enemies with the single unit you get.

    Code: Protection

    Defense map, everyone knows this one.

    Code: Elimination

    Clear out all of the endlessly-respawning enemies as quickly as possible. Akin to the Trial Map of the small room in FE9.

    Code: Capture

    Surround a certain unit on all four sides with your four characters. Obviously, since you need all four, any one death is a game over. (can this be coded in events? clarification requested)

    Would anyone be interested in something like this?

  6. just so you know, things like skills owned and holy blood are handled in a binary fashion

    [spoiler=explanation]

    skills use three bytes, and each byte holds 8 bits of skill info

    look at it this way, using Critical as an example:

    0000 0001

    each number is represented by a skill being switched 'on' by selecting the hex equivalent

    in order from left to right, it's 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01

    0001, or 0x01, is the Critical skill switch

    counting up in binary will be 0010, or 0x02 in hex, but it will be the second skill in the list that will be enabled, while the first is disabled

    however, going to 0x03 will look like 0011 in binary, so both are switched 'on'

    in the case of adding Astra + Critical, it will be 0000 1001, or 0x09

    to enable multiple skills, all you'd have to do is combine them appropriately; the easiest way is to add the hex numbers together

    alternatively, the real easiest way is to open the nightmare module in notepad, scroll down to Skills (in character/class/item editors) and change the NDHU to NDDU

    it's a lot easier to add in decimal than hex

    as for missing skills, please read my FE4 stuff topic, it really is required reading and resources for any FE4 hack; the skill table editor fully handles that problem

  7. I don't know much about FE6 stuff, but the formatting of the letters is something I recognize from my FE4 travels, the text codes I've nearly memorized

    if there's only one pointer for all of the stats(weird but not impossible), have you tried just changing that pointer and making your own list of the stat letters

    that is, if you've already been successful in changing individual letters (it seems to use the same exact letter codes as j2e's FE4 if you need a list)

  8. try not to multi post

    Thanks so Much that list helped a lot! oh and btw your FE4 chapter music editor is awesome! I was able to change what themes play in each chapter that is really great I wonder how the arena theme can be changed though.

    the arena music definition should be located at $4B743

    Yeah it finally started working that player editor thing at first I would use it and it would do nothing but now it goes great so I am pretty much set for that one. Thanks

    make sure to reload a turn save if you change the weapon listing during a game

    Oh Hey Lamia one more thing as you may know about it are the 2nd generation substitute characters locked and fixed like Celice is? I`m asking as I tried editing them twice only to arrive in the second half of the game and see my changes did not go at all so I am just curious about that so I can know weather or not I am wasting my time with them if so I will just focus on the normal children characters.

    I haven't done any experimentation with the second generation, but there's a chance that substitutes, like children, have all of their stats defined as the second gen starts (requiring to load from before then) but I can't say for sure

  9. as said before, don't even TRY to plan out certain stats, because it won't work

    do tens to hundreds of playtests and you'll figure out on your own what should be raised, lowered, balanced out, what's overpowered or too weak, what weapons and items to give at certain times, etcetera

    and of course, there should be your chosen character archetypes, the stats you desire most should be worked out over time

  10. dunno how that rumor got started, but I'm pretty sure it's illegal period to own a copy of a game which you didn't make a copy of yourself and it must be kept only for personal use, though it's been a while since I looked that stuff up

    in any case, emulators are totally legal since they're developed privately, while the use of commercial ROMs is using intellectual property without permission, something like that, hence legality etcetera

    I await a 3DS emulator though since it's unlikely I will ever buy one just to play awakening (which is all that comes to mind that I'm interested in, besides I'm tired of handhelds)

  11. At first, I tried just changing the "Char no." (1st gen editor module) from Sigurd to Alvis along with the "Char name."

    don't do these, changing the character number should never be done due to how it interacts with events and such

    changing the character name is mostly just for reference, it has no effect in several places; to change this properly, change the pointers, which can be found with the Char Name Pointer Editor reference list

    My first question is this: has anyone encountered the Duke Knight map sprite problem previously?

    this is related to something I mentioned in my FE4 Stuff topic

    - another note, relating to map sprites and shield sprites: if you use and customize the map sprite editor, the pointers for them are at $3825E I believe

    - this applies to both the map sprite and shield definition/sprite editor too: when pointing to a certain class, it will read from each class in the list until it reaches a character(shields) or gender(map sprites) that reads FF, then it moves to the next pointer

    - this is why when making someone not sigurd or celice into a lord knight, they look like a duke knight because duke knights come right after; since only the lords are lord knights, and their sprites are specified by character, there's no need to give them gender or an 'end list' code

    since you're probably not worried about shifting around map sprites too much at this point, to fix it just go into the map sprite editor and modify the lord knight entry

    if you change the character number to sigurd's it will allow him a custom map sprite

  12. dunno if I've posted it or not but take this refined FE4 Player Equipment.txt, that being the item definition list

    https://www.dropbox.com/s/q73mp92fqd1tep1/FE4%20Player%20Equipment.txt

    this has the original locations of each item as reference (that I could find, anyway)

    while you can mix up what items go where, you have to make sure multiple items don't appear at multiple places

    the safest bet is to simply use that to help you decide where player-spawned items should go (your characters starting with different amounts of items compared to the original game, for instance) and of course the Player Weapon Editor will modify the actual item of those item definitions

  13. I finally got to rehauling the class names, all of them now take advantage of an 11-letter limit instead of the default 8

    FE4akanesim_00103.png

    much better now, and can actually tell what the magics are called (through element, spirit, arcane, force, and essence mages)

    (also pictured is the latest new portrait)

  14. I don't know where to find one. Though I may have already.

    DGEmu - Fire Emblem - Seisen no Keifu (J) [h1]

    I didn't make the patch, but I'm assuming this is an incorrect version

    for starters it needs to have no tags other than (J), a clean ROM

    the [h1] means there's some sort of hack applied to it which may interfere with the patch

  15. nice work all around, does remind me of those RPGMaker editors, in a good way!

    here's my own questions and comments; one thing that I love is having tons and tons of options for the little things

    will there be some sort of area or more checkboxes to some specially-programmed stuff a user might make such as item traits, much like how I see the skills there? special interactions like narga + loptous in FE4 comes to mind, along with tellius goddess protection and breaking, and much more

    another thing about items, would they be able to cast magic?

    for item personalization, I noticed there's only one selection available shown, unless you can add extra characters or classes with comma or something for items? I'm guessing that's why it's in an edit box and not drop box

    promotions or possible branching later on might be easier and more personable if they were in the character data and done individually as well, instead of needing to make a whole new class if someone's the same class as another character but promotes into something different; though I suppose involving tiered class lines would be easier to deal with if it were part of class data

    are weapon levels done by experience or FE1/3 weapon level stat? not all that clear since the games have had starting weapon ranks based on current weapon EXP

    and speaking of weapon types, will it be possible to add more?

    is the inventory size is fixed to 6?

    dunno if you've dealt with it yet, but I'm assuming it will support decent sound file types (oh those days of being restricted to limited midi and huge-size wav...)

    are battle animations restricted to using the GBAFE format or will there be ways to make it more like the free movement of the other games?

    these are all mainly questions by how it looks right now of course, I don't know what you have and haven't planned at the moment~

  16. You could raise and pad out the skills to fill out the space. You could also, perhaps, port over the blood types to this screen if no one is going to have more than three, and have it fit in the gap. That would let you skin off the blood screen for any extra graphics you'd want to use elsewhere, or to use the screen for something else entirely (it'd actually be kind of cool to have it be like a world map, and the "blood" actually shows where the character is from).

    Alternatively, you could create larger weapon rank sprites, so it's a little clearer what your new icons are supposed to be.

    well seeing as I only use holy blood for more diverse weapon ranks due to no children, I was hoping to use that screen for something different, my personal world has magic fundamentals and theory that is represented by a diagram (put simply, a triangle) I do have a set of short descriptions for each magic type for anyone's curiosity

    I'd like to change that holy blood map to that diagram while placing the blood markers to their affinity (which also counts physical characters), would be a nice touch methinks, and me figuring out sprite placement along with having a graphics decompressor just makes it a matter of time

    increasing the weapon icon size actually seems like a cool idea, but I run into a problem in that menu text is aligned to a grid while the icons aren't, so there's a good chance that the ranks will look odd (and I don't know how to possibly increase the size of the weapon rank letters to make up for it)

    as for padding out skills, while I could probably figure it out, there's not really much use in doing so... if only I could figure out how to insert something unique there

  17. Impressive.

    I know Binary added Wins/Losses in the sidebar (instead of Talk), but I guess that has gameplay consequences (wins give a critical boost). Other than that, I'm not sure what else could fit in that empty space.

    I'm still kinda confused which magic is which, though. I really need to try and get that patch to work so I can get a clearer idea...

    since I removed the weapon rank text you pretty much have to figure it out through dialogue or the specialty mages (like lamia being a force mage) although I do need to add more letters to those class names

    now that I know how to reposition tiles I may be able to make room for the longer ones

  18. I would suggest organizing the sections a bit

    like, in each section group up the links by game or whether they're 'general' info that can be used for multiple games

    or alternatively just group everything by game instead of subject

    (also my name changed to lamia now)

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