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Lamia

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Posts 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. 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

    On 25/03/2017 at 3:13 AM, Purple Mage said:

    Now my question is, is there any way to edit what spells the characters learn?

    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

  3. 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

  4. 2 hours ago, Nevrikx said:

    do you know of how to edit passing down of skills? because Fury Azel and Sigurd aren't passing these skills down for me 

    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)

  5. 10 hours ago, hanhnn said:

    Battle Positions 2.txt is missing from your package.

    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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 22 hours ago, KimJongTsun said:

    All of these roms worked before being patched but not after, every time I get a message from ZSNES saying something like "Checksum: Fail, Bad Rom"

    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

    17 hours ago, KimJongTsun said:

    By headered what do you mean?

    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

  11. 2 minutes ago, lysander said:

    Thanks, that saved me a lot of time. Did you find it on a japanese wiki? I thought that the wiki on seesaa used to have that information--it was common for the holy blood hacks and such--but the page looked wiped when I just checked. I'll probably be looking for other events too at some point.

    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

  12. 19 hours ago, lysander said:

    I've been struggling to figure out Lex's Hero Axe event.

    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)

  13. 1 hour ago, DruidSorc64 said:

    I want to make the doubling threshold different (5 AS w/o Pursuit, 1 AS with Pursuit). How would I go about doing that?

    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

     

    1 hour ago, DruidSorc64 said:

    I should also bring up what to do to add multiple triangle attacks, and new weapons, classes, item sprites, map sprites, and battle animations, mostly borrowing from Thracia. When I try to expand pointers at all, the game can't handle it and never loads.

    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

  14. 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

  15. On 07/02/2017 at 6:01 PM, The Filthy Casual said:

    First, can I make it so that the minibosses will drop their holy weapons? For example, Langbalt with the Helswath in chapter 5?

    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

    On 07/02/2017 at 6:01 PM, The Filthy Casual said:

    If I'm able to do this, can I make it sellable, just in case the wrong character kills him?

    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

    On 07/02/2017 at 6:01 PM, The Filthy Casual said:

    And if I'm not able to do these things, is it possible to put it in the proper character's inventory after the boss is dead?

    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

    On 13/07/2015 at 0:37 PM, Shin said:

    If you want to be able to sell Holy Weapons, all you need to do is change the byte at 4B4E7 to 00 from 16. It won't display sell value in shops, but it'll let you buy and sell them as with any other weapon.

  16. 4 hours ago, In The Beginning said:

    There is SRPG Studio, but that is in Japanese.

    FEXNA is still in development, and I am afraid that Nintendo will shut that down (unless that gets modified to have no Fire emblem assets whatsoever).

    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

  17. 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

  18. 14 minutes ago, hanhnn said:

    Cuan always shows up with Gae Bolg in chap 5 Yied Desert even if you didn't get it in chap 3.

    cuan and ethlin have separate inventories in that appearance from what you gave them

  19. 4 hours ago, not_so_bueno said:

     So end of the day you can only pass down 4 holy weapons regardless of what you do? Maybe 3 since Altenna will take away whatever weapon is assigned Gae Bolg's ID.

    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

  20. 1 hour ago, not_so_bueno said:

    I've run into my first major glitch. Everything is peachy up until chapter 1 when Elliot's units show up. The cut-scenes are all fine, Eldigan is chatting with Lachesis but then when the screens pans out for his units to exit his castle as allied/yellow units then the game freezes and blanks out. Has anyone have had a similar experience to this and if so, what edit is likely the cause behind it? Currently, I saved right before I capture the first castle and I'm going back and forth between the game and the editor.

    In my game, I made Eldigan a playable unit that appears later in the game. However, I don't think it should be causing issues in chapter 1 so my suspicion is that it's something else entirely.

    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

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