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Lamia

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Everything posted by Lamia

  1. not sure what the custom holy character editors are, unless you mean just the regular ones I can't say what the problem might since I haven't reached the point in my project to where I need to modify vampa, fetora, and eliu but from what I can see there's nothing in there that might cause a crash, unless you changed something you weren't supposed to (like the character type) or the module is not correct
  2. skill icon display modules you'll have to repoint the text strings yourself though
  3. I haven't done any FE2 stuff but if those bit flags are taking up the same byte in the character data, there must be some kind of flag somewhere, possibly in the class data indicating what they can have with that byte oh and as a side note there may be a table for said abilities much like how skills are determined in FE4, you may be able to use one of my skill table editors as a reference to search for something for promotions they are most likely handled by class data unless there are characters of the same class promoting to different things, then they would be by character data with villagers being involved it's much more likely promotions are in class data but villagers might then get their own space somewhere else due to their branching
  4. afraid I haven't found any data about that in the japanese research, I dunno if it's in there somewhere or not but I have looked around quite a bit already I'd like to find out myself, because of the nerfs I've done to staff items for my project in uses and cost, they give a bit too much exp
  5. https://cdn.discordapp.com/attachments/235253973588639747/287051806880825347/FE4_Gen2_Skill_Inheritance.zip I didn't make this, teraspark did the skills line up with whatever skills are set for characters if you want everything to be inherited just set them all to FF (or if you have a hex editor you can do it faster by setting $7AB75 - 7ABE9 all to FF in a headered ROM)
  6. whoops I added it also I haven't exactly determined everything about those position editors, playing around with them would be advisable if needing to do so
  7. there is only an automatic promotion for the main lord, the other two get heaven seals you get two heaven seals, but the second one comes much later lyn has a pretty good speed growth as it is, and I don't think it's necessary for her to use the body ring compared to someone like say, florina or nino who lose a huge amount of speed from stronger weapons, if you're using them I'd recommend one of them
  8. drew best dragon full resolution here from reddit
  9. they are just numbers to represent the palette... hence calling it a header like how using a character or class or item number refers to the specific data in full if you need to change a palette to your own you probably have to find it manually by analyzing a screenshot
  10. now that you mention it, there certainly is a place for special palettes like that, like how aless is a black knight too, however I don't know where they are exactly though and haven't gone to do any research on it yet (haven't had a need to do so) as far as I know, I think these special palettes only apply when the class matches EDIT: it took all of 10 minutes to find it I've included a nightmare module for it in my package, Custom Battle Palette Editor
  11. hair uses only certain colors from the palette, and special hair colors are only applied when set with the bytes you can modify in the Hair Color Editor shields and their palettes can be set with the Shield Sprite Editor mounted knights and mounts are defined in the Battle Sprite Editor weapons are defined in the Weapon Sprite Editor these editors all modify by the palette header, if you want to customize them yourself you can look through the entries and pick a palette that isn't being used and change it manually a reminder that each battle animation palette header has a palette set for all 4 alignments, in order of player > enemy > npc > neutral
  12. ANY modification to a ROM is going to fail its checksum, because of what checksums are (look it up) if you are following the checksum failure as an indication that the patch does not work, you are incorrect a headered ROM has 512 bytes of empty space at the start @Shin, your patch still has some rogue bytes at the end of the ROM, it may be causing some problems
  13. made some small changes to my nightmare modules. be sure to check for updates for it every once in a long while just in case (gonna start marking its last updated time)
  14. I found it by looking for the pointer for the conversation with lex, then just went to the start of that event in my project I changed both the conversation and the tile where it's located
  15. I didn't have a need to change this for my project but I went and researched it for you the whole event is located at (headered) $108E81, with the first event code pointing to assembly at $108EB3 the check is an item number (not inventory number) and is at $108ED7 the event tile itself is at $6CAE5 (there is a copy of it just after it which you should also change iirc)
  16. ASM nonsense most likely, since doubling without pursuit is not in the vanilla game... unless it was scrapped and the code's somewhere... but I would have no idea there's room for three triangle attacks, I don't know if more are able to be implemented easily you can have more than three characters in one set for triangle attacks if you adjust the pointers (the pointers are right before the data itself, they're at $7BF88) I don't know if it's possible to add additional items, and besides, item icon designations are still a mystery to me you can do what I did for my project and try to make the most of unused items and the like, such as replacing each of the broken weapons with something else, but you would most likely have to unify broken weapons into one or two item numbers by doing so having custom map sprites is extremely convoluted and not worth doing if you want to have map animations, and I doubt it's possible to add on to the current list battle animations, while it does have a pointer that you can move it around with, it seems to have a limit on how many entries it will read? I haven't experimented too much I advise you to try and make the most of what you have by repurposing existing stuff into new stuff, instead of adding on also, ZSNES cannot read games over 4MB
  17. made an addition of two new nightmare modules, the broken weapon editor and battle positions editor broken weapon editor allows you to modify the broken weapon for every combination of weapon and rank; HOWEVER dark uses the same entry as light does, unless you change the pointers just before the data at 7E4DC - 7E4EF battle positions editor lets you change how the characters appear in battle; like you know how ranged swords have them start at a distance, and long range tomes/ballistae start with one character invisible and they're both in the center of the screen? use this to change that stuff https://www.dropbox.com/s/ctf0wshigwnkpqc/lamianightmare.zip?dl=1
  18. keep forgetting to post this... I have an updated player equipment textfile that I made here, a few items still aren't labeled but it should alleviate a lot of hassle, just replace the existing ones in the folders with this https://www.dropbox.com/s/rftxtbnlpyabff6/FE4 Player Equipment.txt?dl=1
  19. to put it in simpler terms than above, go into the player weapon editor, find an item number that isn't being used in the first generation (or one that is, say, being used by a different enemy and you can swap them) and change that item to the one you want, then give langobalt the item number in question in his third slot of his inventory I have an updated player equipment textfile that I made here, a few items still aren't labeled but it should alleviate a lot of hassle, just replace the existing ones in the folders with this https://www.dropbox.com/s/rftxtbnlpyabff6/FE4 Player Equipment.txt?dl=1 keep in mind that droppable items in the enemy character data use YOUR inventory list, and since that weapon isn't available in vanilla FE4... also, as a side note, there is an issue with holy weapons not being inherited by children. I'm unsure how to fix that if you put the same item number in a shop, or a character somewhere in the current generation owns the item, the boss's item will not be droppable this can be seen in vanilla FE4 if certain characters inherit items from the first generation that bosses in the second generation drop for example, corple inheriting the bargain ring, which is carried by a boss in chapter 7; the boss will not drop it because someone owns it, but if you didn't get it in the first generation, it will now be available to you this would require event coding instead of a boss item drop (giving an item to a specific character after a certain character dies) and I dunno the event codes necessary, although that sounds like a useful thing to try and learn... alternatively, you can just make holy weapons sellable
  20. I don't think the FE romhacking community or its projects are large enough to get on nintendo's radar however if someone were to suddenly, say... make a large, ongoing project about remaking the jugdral saga in FE10, then we might have issues because that would be fucking awesome
  21. obviously they repointed the original data and you're not going to find the holy weapon inheritance in the nightmare modules it's probably defined in some place wherever the inheritance coding is by their item or inventory numbers
  22. cuan and ethlin have separate inventories in that appearance from what you gave them
  23. as defined in the children editors she begins with the gae bolg in her inventory in case it's not passed down, since it's possible for cuan to not receive it
  24. units that cannot reach a destination during an event where they spawn and walk will cause a crash on spawning, for one of the following reasons - the class has 0 movement (long arches) - the unit is given a destination on an unwalkable terrain tile for their class - the unit is given a destination past impassable terrain and cannot path if you've been fiddling with him or his army or the map itself I would suggest rechecking
  25. I don't see that editing an item's stats could be relevant
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