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Agro

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Everything posted by Agro

  1. No, I don't believe so. It just strips the image of any additional palette data.
  2. Don't think so. NPC and enemy units are not loaded into the RAM the same way okayer units are so codes relating to their alive/dead or deployed statuses don't usually work. You'd have to find a more creative way to check if the unit is still alive. You could attach a trigger ID to the death quote, for example, and then make the condition check for the death quote ID.
  3. I believe it stops at 0xFF, but there are certain specific IDs that don't work as they should (e.g. IDs 0x40-0x64). It wouldn't surprise me if some of the IDs beyond 0x66 were a bit broken as well.
  4. For some reason it's never been specified that using Paint will destroy palette indexing, so I've added a slight addendum to this tutorial instructing users to ALWAYS USE USENTI. You're allowed to copy and paste graphics from Paint into Usenti, but your final product should always be put together in Usenti. Sorry to anyone whose lives we fucked up over the last... 5 years.
  5. I'm intrigued by your spriting method. You do things piece by piece? Seems unusual. Most artists I've seen seem to do the whole thing in phases. Doesn't it get complicated to keep track of what goes where?
  6. If something happened, you would know. It'll be done when it's done.
  7. AS loss refers to when a character loses speed due to their weapon weight being higher than their constitution.
  8. So Eirika doesn't have AS loss anymore? Score!
  9. Agro

    Boops on a Canvas

    I think each frame is 1/96 of a second (don't quote me on this) The speeds will affect the way you do your motion blurs and certain errors become more obvious when you have the speeds applied. Just trust me on this, I reanimated yours to let you know what I mean. The standing animation looks a bit funny now because the transitional frame between the two longer ones has less time to be seen. So the bow almost looks a bit jittery and awkward. The focus stance is not too bad but it highlights how little the animation moves, not to mention the character's arm gets completely outshone by the light. I'm curious as to why the light wasn't placed at the arrowhead and at the hand instead?
  10. Agro

    Boops on a Canvas

    You need to get the frame timings right for the map animations if you want a real idea on how they're going to look. Standing is: 52/7/52/7 Focus is: 32/7/32/7 Movement is: 22/10/22/10 As for the hair of your character you're honestly just better off copying and pasting the frames from an existing map sprite. They all have the same sort of movement and no one will know.
  11. Show us your events please also thanks, just shows how long I haven't been hacking for now >_>
  12. get rid of all the ORGs except for the D80000 one. You've been overwriting important game data. go to the other two addresses in a hex editor and do as I said in the other post - compare with a vanilla ROM
  13. From Arch's Guide to Chapter Construction: GameOverIfLordDies is an event that is triggered when event ID 0x66 is triggered. To trigger this when a character dies, set their death quote ID to 0x66.
  14. I think you're supposed to untick import palette?
  15. Agro

    Some Help/Critique

    It's okay - the proportions seem to be in order, although he seems to have a slightly wide face. There's a lot of pillow shading, especially around the neck where the undershirt meets his neck. The eyebrows are looking much better than the first time but you need to ref regular FE7 eyebrows a bit closer. The headband looks a little strange going straight across his forehead as it does in your mug. You'd best reference Roy or Fiora to get a better feel of how it should curve, and also for a reference on shading. I'm no good with clothes so I can't make too many comments on the cloak, unfortunately.
  16. Cute! It would probably help to have another shade in her hair though.
  17. Something tells me you accidentally wrote to 0x100000 and not 0x1000000. Check the address 0x100000 in a vanilla FE7 ROM and compare it to your own and make sure they're the same.
  18. You need to have the latest version of Java installed. Once you extract the whole folder from the RAR/zip you should be able to simply double click the thing for it to open
  19. OOBB helps with the darkness - or change it in nightmare in the chapter data editor from fade to black. Eliwood probably is moving, you're just not seeing it
  20. You can always rescript the sniper animation and recolour it the way you want to be coloured.
  21. Agro

    Some Help/Critique

    The problem with converting those sprites is that the timings and style are different, which makes your wind mage conversion (for example) look a bit odd. Rather than actually flowing around the cape looks more like it's twitching, and it is admittedly a little odd that only the one arm moves only one pixel on the last frame. I almost never do that in my own map sprites - you want objects to move at least one pixel per frame unless there's a good reason for it, like how the armour knight's chest plate lags behind the rest of the body to suggest a bouncing effect. Your wind mage's head really should move across, along with the rest of the body, like the Rogue map sprite.
  22. Try replacing all instances of 58 16 A2 08 with the pointer to your new image and see what happens?
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