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Fateborn Who Can't Sprite


Fateborn
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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.

NmnJdRA.png

Any ideas?

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  • 2 weeks later...

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 by Fateborn
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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.

oyALhoM.png

I feels like this is bad somehow.

(Note for those who forgot, this is Atarja)

Edited by Fateborn
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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.

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8TMkKsh.png

v3YAT3p.png

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.

ILIxVA1.png

Edited by Fateborn
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  • 3 weeks later...

-Cough-

0Z097ps.png(This is slightly bugged. But workable, the prologue-chapter10 text get messed up when you choose the route)

PZDQbdU.png (Prototype stats)

Dz1KVFW.png (Testing model and whatnot, not the true map.)

Q7Yrhul.png

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 by Fateborn
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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.

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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.

oyALhoM.png

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.

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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 by Fateborn
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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.

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  • 1 month later...

DNqOqU1.png

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.

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DNqOqU1.png

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.

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