Jump to content

Agro

Member
  • Posts

    3,985
  • Joined

  • Last visited

Everything posted by Agro

  1. I think he needs to have broader shoulders anyway. He's like, what, 14 or 15 or something? That's how old Roy is and Roy's shoulders are a good 10px wider. I'm looking at it from my desktop computer now and the shoulders are definitely disproportionately narrow. I also think the neck needs to be about 1 px longer. I am comparing him to Sain, whose body is on a similar angle, and I do think the armour is at odds with the angle of his head. Also yes, his shoulders are tiny. Otherwise the armour is quite nicely detailed and the facial features are well realised. The hair is very pretty.
  2. No worries. Maybe don't worry about midfix4agb for now. Just focus on getting a working MIDI into the ROM. You need to start by downloading sappy. Then you can drag and drop the MIDI onto mid2agb.exe to create a .s file which can then be inserted into the game using Sappy. Try doing that and see how far along you can go without things going pear shaped
  3. he looks very androgynous to the point that I thought it was a female mug. if that was your intent then awesome, but if not, you may want to broaden the shoulders and/or give a stronger jawline
  4. I would say the .sln is the same thing?
  5. Are you pasting using Ctrl + V or Ctrl + B?
  6. I think you're supposed to specify where the song data is going to go with an org command? It probably overwrote some important data and the game won't start because of that.
  7. https://www.pokecommunity.com/showthread.php?t=329058
  8. you've done something wrong because this should not be happening, please specify the exact offset you're using for the bin
  9. Use midfix4agb (just google for it) on the midis and also loop them with anvil. edit any instruments as needed. are you looking to use the FE12 soundfont as well?
  10. Why are some of them missing shading beneath the hair? The ones that are shaded actually have a little too much, specifically the ones with Ephraim and Eirika's hair.
  11. I don't want to be that guy but the whole point of the competition is to do it yourself
  12. Earlier versions of EA had some of the IF commands reversed by accident which was fixed in later editions. So we had a lot of dodgy events in those days. By the way, this is only the user-made event language, not assembly.
  13. if you can figure out what the chapter number of 7x is (shouldn't be too hard as it's probably the same as vanilla FE7) then you can use the event assembler to disassemble the events of chapter 7, then find the MNCH command that would take you to chapter 8 and change it to it takes you to 7x
  14. I would definitely use it! Though I'd probably have to replace the head is all.
  15. You need to change to voicetable to the native instrument map or something similar. Paste this at any given address in a ROM (ending in a 0) and instead of using 0x11cwhatever when inserting a song, use that address instead. The FE7 native instrument map was user-assembled and is not a natural occurrence ROM itself; therefore, some instruments will sound a bit odd. Feel free to customise it using Sappy as you need to.
  16. Huh? Dwyer comes unpromoted until past Chapter 18, I believe. What are you talking about?
  17. From memory it's quite easily possible as he's at a low level and gets 40-50 EXP per kill, not to mention dual strikes etc. But you have to be feeding him a kill almost every turn. Sometimes there are a few stragglers in the northern area of the map which you can send Odin after as well.
  18. Not to be that guy but if your project is going to be done in FEXP, why did you do this video as a ROM hack?
  19. the prep screen you change in the chapter data editor
  20. They are pretty simple but nicely done! You've blended the parts together quite smoothly.
  21. I can imagine the first encounter with one. Looks like an allied soldier at first, but you approach and then the tentacles emerge! Like something from Resident Evil.
  22. It really isn't a doozy at all, but you aren't making full use of the tools at your disposal to try and solve the problem. Just because it isn't in a tutorial doesn't mean you can't find out yourself how to do it. I already said that you didn't need to disassemble and I really meant that. From Event assembler language.txt (the latest version): FE6: GOTO_IFCA *Conditional ID* Character Branch if character is active. Parameters: Conditional ID Character = Character to check. You know from reading Arch's tutorial that each conditional must end with an ENIF. I believe in Arch's tutorial GOTO_IFCA is simply IFCA. So you would need to write: org 0xXXYYZZ ArbitraryLabel: GOTO_IFCA 0x01 TheCharacterID TEX1 BattleTextWithNewCharacterID REMA//I can't remember if battle convos needed REMA tbh GOTO 0x02 //This is "ELSE" in arch's tutorials ENIF 0x01 TEX1 NormalText REMA ENIF 0x02 Then in the Nightmare module, where there is a field for event pointer, write 0x8XXYYZZ. That should be everything you need to do. All of this I got from looking at the text documentation included with EA (I haven't even disassembled the damn thing) and through foreknowledge of eventing, all of which was gained through Arch's tutorial.
×
×
  • Create New...