Siuloir Posted February 25, 2014 Share Posted February 25, 2014 The shading on the lower back end of the helmet looks extremely out of place (the one dark, hair shaped patch) and should probably be made solid. The part around her eye is odd as well - It gives the impression of a size distortion in her head. The breaks in the top of her helmet could be a bit more jagged, too - It looks too neat and clean. Hack off those little wispy bits near the top, as well. I tried something. It seems to be working, but there are few things I'm feeling lacking, specifically, the hole on her helmet, it's difficult to get the flow of the hairs out of it. Any ideas? Quote Link to comment Share on other sites More sharing options...
Fateborn Posted February 25, 2014 Author Share Posted February 25, 2014 How's this? Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted March 2, 2014 Share Posted March 2, 2014 How's this? One eye looks notably lower than the other. Quote Link to comment Share on other sites More sharing options...
Lord of Gabriel Knight Posted March 2, 2014 Share Posted March 2, 2014 If the head is at a slight angle, 1 pixel difference in height is okay Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted March 2, 2014 Share Posted March 2, 2014 I don't know, something seems off about it to me for some reason, maybe I'm just seeing something were there's nothing. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted March 14, 2014 Author Share Posted March 14, 2014 (edited) Have a little something I made in my spare time. Here's an extra. Edited March 14, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
ghast Posted March 14, 2014 Share Posted March 14, 2014 (edited) w8 so youre making a hack? edit: also Halberier? What is that looks neat though, digging the modified lyn Edited March 14, 2014 by GhastStation Quote Link to comment Share on other sites More sharing options...
Fateborn Posted March 14, 2014 Author Share Posted March 14, 2014 (edited) Isn't that obvious from my recent talk? (I means I WOULD like to, but need experiences and more knowledges of hacking, the current aren't cutting it out for me so I'm waiting for FEXNA) It's my main focus with Idoun since the year of 2012, but never made any progress due to my inexperience. I'm just spreading my things thin for a bit until FEXNA is out, or when I can figure out how to work FEXP (son of a bitch is grinding my gears) Edited March 14, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
ghast Posted March 14, 2014 Share Posted March 14, 2014 recent talk? we don't talk :\ Quote Link to comment Share on other sites More sharing options...
Fateborn Posted March 14, 2014 Author Share Posted March 14, 2014 I means, with my recent posts and in IPchat where I often mentions it. Quote Link to comment Share on other sites More sharing options...
ghast Posted March 15, 2014 Share Posted March 15, 2014 (edited) I don't follow your posts nor do i go in this chat you speak of :\ oh well Edited March 15, 2014 by GhastStation Quote Link to comment Share on other sites More sharing options...
Fateborn Posted March 15, 2014 Author Share Posted March 15, 2014 It's fine, first time for everything. :) Now you knows. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted March 15, 2014 Author Share Posted March 15, 2014 (edited) Need a bit of feedback on how to transmit color from a mug to a battle sprite without making it looks all weird. I tried lighting the color but it didn't seem to work. I feels like this is bad somehow. (Note for those who forgot, this is Atarja) Edited March 15, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Lenh Posted March 15, 2014 Share Posted March 15, 2014 I don't think you use mug and battle-sprite colors interchangeably? The grey isn't really working out, and the red flattened out (not enough contrast between values). Some suggestions, there's probably other ways: a) Find the color you're looking for and just pull it from another battlesprite b) Hue-shift the colors until you see something you like c) Pretty much just make sure that the color you're replacing has the same lightness/darkness as the original. Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 15, 2014 Share Posted March 15, 2014 A non-generic phantom with nonzero defence and resistance and max HP higher than 1? Wut? Quote Link to comment Share on other sites More sharing options...
Fateborn Posted March 15, 2014 Author Share Posted March 15, 2014 A non-generic phantom with nonzero defence and resistance and max HP higher than 1? Wut? ;x Quote Link to comment Share on other sites More sharing options...
Fateborn Posted March 15, 2014 Author Share Posted March 15, 2014 (edited) She'll appears in the story very soon. Just let me get my dang chapter 1's NEXT sentence figured out, i'm stuck atm. Edit: New sheet. Edited March 15, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 15, 2014 Share Posted March 15, 2014 you DID check to see if those fit in the hackbox right? Quote Link to comment Share on other sites More sharing options...
Fateborn Posted April 6, 2014 Author Share Posted April 6, 2014 (edited) -Cough- (This is slightly bugged. But workable, the prologue-chapter10 text get messed up when you choose the route) (Prototype stats) (Testing model and whatnot, not the true map.) Full sheet Surprise! I'm making a short hack featuring Metztli. (It's not 10 chapters long. No one can change the Mode Selection Route thing, just the model which is based on the first Lords model, and the words are unreplaceable, can't find them anywhere in FEditor) I'll have Prologue slightly ready in a couple of days. Edited April 6, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Pixelman Posted April 6, 2014 Share Posted April 6, 2014 I'm making a short hack featuring Metztli. (It's not 10 chapters long. No one can change the Mode Selection Route thing, just the model which is based on the first Lords model, and the words are unreplaceable, can't find them anywhere in FEditor) If you want to find the text, look at this disassembled prologue code: //////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 8.1.0.0 // // Game: FE7 // // File: Fire Emblem.gba // // Offset: $CA0720 // // // //////////////////////////////////////////////////// ORG $CA0540 TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 TURN 0x0 label12 [1,0] 0x0 0x0 TURN 0x0 label13 [2,0] 0x8 0x0 TURN 0x0 label14 [4,0] 0x8 0x0 AFEV //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0584 and the new ending offset is CURRENTOFFSET ORG $CA05C8 CharacterBasedEvents: AFEV LocationBasedEvents: LOCA 0x3 [3,2] 0xF AFEV //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA05DC and the new ending offset is CURRENTOFFSET ORG $CA06D4 MiscBasedEvents: AFEV 0x14 label15 0xC AFEV 0x15 label16 0xD AFEV 0x16 label17 0xE AFEV 0x17 label18 0xF AFEV 0x18 label19 0x10 AFEV 0x0 label20 0x65 AFEV PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN BallistaEliwoodMode BallistaHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0760 and the new ending offset is CURRENTOFFSET ORG $CA71A8 BallistaEliwoodMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71A9 and the new ending offset is CURRENTOFFSET ORG $CA730A BallistaHectorMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA730B and the new ending offset is CURRENTOFFSET ORG $CA749C label20: _0x87 STAL 30 ASMC 0x7A455 STAL 10 ASMC 0x13FA5 STAL 80 ASMC 0x6CCB9 IFAT 0x1 0x7A47D ASMC 0x20479 ENIF 0x1 ASMC 0xB2F95 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET ORG $CA79FC label21: MOMA 0x0 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA79FE and the new ending offset is CURRENTOFFSET ORG $CA7A10 label22: BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0 BLDT 0b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0 BLDT 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0 BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0 BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0 BLDT 0b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0 BLDT 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0b 0 BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0 label23: BLDT 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0 BLDT 0b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0 BLDT 1b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 1b 1b 0b 0b 0b 0b 0 BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0 BeginningScene: CMOF LOU1 EnemyUnitsENM ENUN ASMC 0x7A939 ASMC 0x7A9D5 FADUCG 2 SHOWMAP TEX5 0x813 FADICG 0 HIDEMAP SHCG 0x0 MUS1 0x3F FADUCG 2 SHOWMAP STAL 60 TEX5 0x814 _0x4 0x10 FADI 4 HIDEMAP ASMC 0x7A95D STAL 32 BACG 0x0 FADU 4 SHOWMAP TEX1 0x815 REBU MUEN 4 REMA STAL 32 LOU1 AllyUnitsENM ENUN STAL 64 MOVE 0x3 [14,9] ENUN REPA 0x3 FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP MUS1 0x32 TEX1 0x816 REMA LOU1 AllyUnitsENM ENUN LOEV 0xCD 0x51 [14,9] ENDA label12: SHOWMAP MOVE 0xCD [14,7] ENUN TEX1 0x817 REMA IFTT 0x32 _0x8A STAL 8 TEX6 0x5 [0,0] 0x818 _ASM0x42 0x83181 ENIF 0x32 MOVE 0xCD label21 ENUN DISA 0xCD _IFTT2 0x1 0x63 ENUF 0x6 _0xA3 _0xA4 0x71 ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7BD0 and the new ending offset is CURRENTOFFSET ORG $CA7C28 label13: _IFTT2 0x1 0x63 _0x8A _0xA2 label22 ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7C4C and the new ending offset is CURRENTOFFSET ORG $CA7CDC label14: _IFTT2 0x1 0x63 _0x8A _0xA2 label23 ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7D00 and the new ending offset is CURRENTOFFSET ORG $CA8154 label15: _0x8A _0xA1 0x0 TEX1 0x81E REMA _0xA3 ENDA label16: _0x8A _0xA1 0x0 _0xA3 ENDA label17: _0x8A _0xA1 0x0 _0xA3 ENDA label18: _0x8A _0xA1 0x0 TEX1 0x82E REMA _0xA3 ENDA label19: _0x8A _0xA1 0x0 _0xA3 ENDA EndingScene: _0xA3 MUS1 0x38 TEX1 0x833 REMA MUEN 6 FADICG 3 HIDEMAP ASMC 0x7A939 ASMC 0x7A8B9 ASMC 0x7A9D5 STAL 30 MUS1 0x3AB FADUCG 2 SHOWMAP STAL 60 TEX5 0x834 MUEN 4 FADI 16 HIDEMAP ASMC 0x7A95D BACG 0x0 MUS1 0x3F FADU 16 SHOWMAP TEX1 0x835 MUEN 2 STAL 32 MUS3 0x51 0x4 MORETEXT 0x836 MUEN 2 STAL 32 MUS1 0x3F MORETEXT 0x837 STAL 64 MORETEXT 0x838 IFTT 0x33 FADI 4 HIDEMAP BACG 0x5B FADU 4 SHOWMAP STAL 8 TEX6 0x5 [0,0] 0x839 _ASM0x42 0x83181 ELSE 0x34 ENIF 0x33 FADI 4 HIDEMAP BACG 0x5B ENIF 0x34 MNCH 0x1 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA830C and the new ending offset is CURRENTOFFSET ORG $CC5B50 AllyUnitsENM: UNIT 0x3 0x2 0x0 0x8 [14,9] [13,7] [0x1,0x6B,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnitsENM: UNIT 0x87 0x39 0x0 0x14 [3,2] [3,2] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x88 0x39 0x87 0xC [2,6] [2,6] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC5BA0 and the new ending offset is CURRENTOFFSET ​ Then go to the place that says BeginningScene and browse around there until you find a text thing. Then C&P into FEDitor. Quote Link to comment Share on other sites More sharing options...
deranger Posted April 6, 2014 Share Posted April 6, 2014 Need a bit of feedback on how to transmit color from a mug to a battle sprite without making it looks all weird. I tried lighting the color but it didn't seem to work. Is that TBA's? If you're starting up a ROM hacking project, may want to start a topic in Rom Hacking Concepts. It could get more people interested and more help. Good progress so far. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted April 6, 2014 Author Share Posted April 6, 2014 (edited) Is that TBA's? If you're starting up a ROM hacking project, may want to start a topic in Rom Hacking Concepts. It could get more people interested and more help. Good progress so far. Yeah, the Phantom is from FEditor animation thread, I don't know who made it, and I couldn't careless right now. I'm putting this one aside for now as I don't need Phantom for this short hack. Nah. Right now I want experiences doing it myself, so I'm not starting one yet. When I'm finished with Metztli's Tale, I'll go make a concept thread and see if people are willing to help. Snip :U Edit: Check, doesn't seems to find it. Haha... Thanks though. Edited April 6, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
deranger Posted April 6, 2014 Share Posted April 6, 2014 Yeah, the Phantom is from FEditor animation thread, I don't know who made it, and I couldn't careless right now. I'm putting this one aside for now as I don't need Phantom for this short hack. It says who created each package in that thread. I realize it's pretty minor use, but it's still good to give credit where it's due. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted May 30, 2014 Author Share Posted May 30, 2014 Could use feedback. I'm still working on it, but as I'm 100% pure novice and noob at this thing, I'd like everyone's opinion on what should be in, and what shouldn't be. Quote Link to comment Share on other sites More sharing options...
Siuloir Posted May 30, 2014 Share Posted May 30, 2014 Could use feedback. I'm still working on it, but as I'm 100% pure novice and noob at this thing, I'd like everyone's opinion on what should be in, and what shouldn't be. You've got a village and a ruins awkwardly cut off, but you need to fill that big empty space around with the town with something. More forest, maybe, and maybe some broken hills. That chunk of elevation in the corner is also arranged very oddly and therefore doesnt look like it is at a different height at some points. Quote Link to comment Share on other sites More sharing options...
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