Aleph Posted July 15, 2014 Share Posted July 15, 2014 Looks like some kind of OAM overflow. You should backtrace it with the OAM viewer. Quote Link to comment Share on other sites More sharing options...
ghast Posted August 13, 2014 Author Share Posted August 13, 2014 Hey folks, I'm trying to replace some opening CG's with my own. I know they start at image 1187 in gbage, according to Cedar. I just didn't expect it to look like this does anyone have any experience with editing these cg's in particular? Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted August 13, 2014 Share Posted August 13, 2014 the lyn mode CGs are sort of... difficult to say the least you're better off just using the cg maker and inserting them via hex in your rom and repointing yourself(there's a module for it). Quote Link to comment Share on other sites More sharing options...
ghast Posted August 13, 2014 Author Share Posted August 13, 2014 (edited) i was referring to the cg's before the water droplet graphics. But as you said, it seems to be one giant cg that just scrolls upwards. so yeah, haha i'm just gonna use the cg editor for dis. Edited August 13, 2014 by XxXPierogiMaztR3pleXxX Quote Link to comment Share on other sites More sharing options...
ghast Posted August 15, 2014 Author Share Posted August 15, 2014 (edited) so i edited a palette for the boss of chapter 2, and now the boss music is borked. It's just static and screeching. How are these two things related. UGGGGGGGGGGGGGGGGGGGGGGGG ---- edit: solved, my pointer thing to the unspecified death quote was too high. Phew, had a mini heart attack idk, ignore this.I'm intoxicated at the mom :D Edited August 15, 2014 by XxXPierogiMaztR3pleXxX Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 15, 2014 Share Posted August 15, 2014 have you considered investing in "giving more information" Quote Link to comment Share on other sites More sharing options...
ghast Posted August 15, 2014 Author Share Posted August 15, 2014 hi cam :D Quote Link to comment Share on other sites More sharing options...
ghast Posted August 19, 2014 Author Share Posted August 19, 2014 (edited) okay, so i'm having this annoying thing going on with my scripted fight that I don't know how to fix. in my events, the scripted fight is this // Scripted Fights MalcolmSeeker: AttackerMiss(00) DefenderHit(16,01) BLDT but ingame, it shows up like this the damage that the enemy does is still 16. and the animation looks like a super long range as oppsed to normal bow range. I don't really know what I'm doing wrong here Edited August 19, 2014 by Y.O.L.O Dewey Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 19, 2014 Share Posted August 19, 2014 are they at the correct range on the map? Quote Link to comment Share on other sites More sharing options...
ghast Posted August 19, 2014 Author Share Posted August 19, 2014 (edited) yep, he's one space away. i thought maybe the wind sword was the reason, but it's the same with other magic swords too Edited August 19, 2014 by Y.O.L.O Dewey Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 19, 2014 Share Posted August 19, 2014 is it only magic swords? try setting the options on the FIGH command to play the battle out normally Quote Link to comment Share on other sites More sharing options...
ghast Posted August 25, 2014 Author Share Posted August 25, 2014 (edited) so i'm trying to figure out if there's a way to have eliwood as a bard, able to use rings, but unable to use the Play ability. I've tried literally 50 combinations of different item attributes/weapon abilities, but nothing seems to go the way i want it too. What I mean is, I'm trying to make it so Nils (well, my bard character) can be the only character to use the Ninis Grace, use it on blue units, and not able to attack red units with it. I don't know what's wrong, but "Locked to Eliwood" as a weapon ability isn't working? Other characters can use the Ninis Grace. I tried to solve that by setting the weapon ability 2 to 0x11, which would basically make it identical to the rapier. and weapon ability 1 as a weapon. But, snatchurally this made he Ninis Grace become a weapon that could be used on enemies. any ideas? does anyone have experience in this sort of thing? Edited August 26, 2014 by Y.O.L.O Dewey Quote Link to comment Share on other sites More sharing options...
ghast Posted August 25, 2014 Author Share Posted August 25, 2014 i'll literally pay someone to figure it out at this point. Quote Link to comment Share on other sites More sharing options...
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