jamesster445 Posted April 26, 2012 Share Posted April 26, 2012 Story: After Nils passed through the Dragon’s Gate, he was put on trial by Dragon society for two things. Opening and passing through the Dragon’s Gate, and for not returning with their Oracle (I ship ElixNin shut it). After explaining himself, Nils is set free and things return to normal for a while. However the seeds of curiosity, hate and fear have been placed into the dragons’ hearts. Enough for them to open the gate again, and venture out into an abandoned island. Set 15 years after Roy defeated Zephiel and Idoun, Bern has since become a peaceful country under Queen Guinevere’s rule. However new challenges await the country, one being Zen, the prince of Bern and Guinevere’s son and next in line for the throne. The Plot follows an initial tutorial following Zen, the first lord of the game, as a means to show new features, eventually leading to Roy making a trip to Dread Isle with his dying father, and him joining both Zen and Lilina for the Second Scouring. Features · Cannons (Moveable mounts that has med range and does shrapnel damage to nearby spaces) · Older versions of Characters from FE6 and FE7 · Equippable Mounts for Lords · Bards/Dancers can use rings to temporarily buff units · Playable Fire, Ice, Light, and Dark Dragons · Merging Items to fix and conserve space ala shadow dragon · Third Tiers and Mastery Skills for third tiers(Though skills and classes may be different, aswell as some new classes; Berserker promotes)…maybe? · Manaketes have infinite uses of Dragonstones, but have stat nerfs and a level 30 cap · Bonus EXP ala PoR/RD Classes · Prince/King · Lord/Master Lord · Disciple/Chancellor · Myrmidon/Swordmaster/True Blade · Mercenary/Hero/Vangaurd · Thief/Rogue/Assassin · Fighter/Warrior/Reaver · Pirate/Berserker/Captain · Soldier/Halberdier/Sentinel · Knight/General/Marshall · Archer/Sniper/Marksman · Mage/Sage/ArchSage · Cleric/Bishop/Saint · Shaman/Druid/Summoner · Dancer/Bard · Cavalier/Paladin/Great Knight · Troubadour/Valkyrie/ Mage Knight · Pegasus Knight/Falcon Knight/ Seraph Knight · Wyvern Rider/Wyvern Lord/Wyvern Knight · Manakete Story- 45% Art- 0% Programming-0% Leave your comments, crits, etc below Link to comment Share on other sites More sharing options...
eclipse Posted April 26, 2012 Share Posted April 26, 2012 Can you define "medium range"? Also, any idea how you're gonna implement the third promotions? Link to comment Share on other sites More sharing options...
deranger Posted April 26, 2012 Share Posted April 26, 2012 (edited) Dragons come through gate and war ensues? Could use a bit more, well, story, sorry. Edited April 26, 2012 by deranger Link to comment Share on other sites More sharing options...
AstraLunaSol Posted April 26, 2012 Share Posted April 26, 2012 are you planning on hacking a fe rom or gonna work with something like fexp because if you are gonna do it with rom hacking, the following will require asm to make them work and even then it may not be possible Features · Cannons (does shrapnel damage to nearby spaces) · Equippable Mounts for Lords · Playable Fire, Ice, Light, and Dark Dragons · Merging Items to fix and conserve space ala shadow dragon · Third Tiers and Mastery Skills for third tiers(Though skills and classes may be different, aswell as some new classes; Berserker promotes)…maybe? · Bonus EXP ala PoR/RD Link to comment Share on other sites More sharing options...
shadowofchaos Posted April 26, 2012 Share Posted April 26, 2012 You DO have ASM knowledge? Right? RIGHT? Link to comment Share on other sites More sharing options...
Anouleth Posted April 26, 2012 Share Posted April 26, 2012 Story- 45% Art- 0% Programming-0% well good luck Link to comment Share on other sites More sharing options...
jamesster445 Posted April 26, 2012 Author Share Posted April 26, 2012 Can you define "medium range"? Also, any idea how you're gonna implement the third promotions? If a long range weapon such as Ballista has a rang of 3-10, I would imagine a med-range weapon have a range of 2-5. Dragons come through gate and war ensues? Could use a bit more, well, story, sorry. Still writing it, and I just wanted to leave a cliffnotes version here. are you planning on hacking a fe rom or gonna work with something like fexp because if you are gonna do it with rom hacking, the following will require asm to make them work and even then it may not be possible I am prepared to make sacrifices, or ill have to figure something else out to replace the missing feature. You DO have ASM knowledge? Right? RIGHT? I've done a few minor hacks myself, mainly portrait insertion. Other than that I'm figuring it out as I go. well good luck Thanks. Link to comment Share on other sites More sharing options...
eclipse Posted April 26, 2012 Share Posted April 26, 2012 ASM is a whole different beast from portrait insertion. Good luck. You'll need it. Link to comment Share on other sites More sharing options...
Agro Posted April 26, 2012 Share Posted April 26, 2012 I've done a few minor hacks myself, mainly portrait insertion. Other than that I'm figuring it out as I go. I'm going to be quite honest: you really need to learn to do some more hacking before you even think about ASM hacking. Link to comment Share on other sites More sharing options...
deranger Posted April 26, 2012 Share Posted April 26, 2012 (something less ambitious would suit you better. baby steps) Link to comment Share on other sites More sharing options...
Klokinator Posted April 26, 2012 Share Posted April 26, 2012 (edited) If a long range weapon such as Ballista has a rang of 3-10, I would imagine a med-range weapon have a range of 2-5. If you were more experienced in romhacking, you'd know that in GBA FE, the game bugs out with range displaying on the map anywhere from 4-9 in the range mark. 1-3 range is changable as needed, but 4 to 9 don't display on the map and are slightly buggy, even the best hackers haven't been able/haven't tried to fix this yet. Edited April 26, 2012 by Klokinator Link to comment Share on other sites More sharing options...
Crimson Red Posted April 26, 2012 Share Posted April 26, 2012 Yeah, no you should really wait until you've done 10x more planning/preparations than you have done now before you even post your project, IMO :P this is why SF needs two forums for hacks: one for ideas like these, and others for hacks that actually have patches out and/or are complete or near-completion Link to comment Share on other sites More sharing options...
Jubby Posted April 26, 2012 Share Posted April 26, 2012 If you were more experienced in romhacking, you'd know that in GBA FE, the game bugs out with range displaying on the map anywhere from 4-9 in the range mark. 1-3 range is changable as needed, but 4 to 9 don't display on the map and are slightly buggy, even the best hackers haven't been able/haven't tried to fix this yet. Ryru did Link to comment Share on other sites More sharing options...
Crimson Red Posted April 26, 2012 Share Posted April 26, 2012 If you were more experienced in romhacking it's not even experience, it's just a matter of "reading the topics that pop-up" and talking to people and whatnot, you don't have to have tried yourself to know yay for being a typical internet asshole... actually, my guilty conscience right now is burning up Link to comment Share on other sites More sharing options...
CT075 Posted April 26, 2012 Share Posted April 26, 2012 allow me to intercede aside from how much i completely despise your story, i think we need a quick reality check. · Cannons (Moveable mounts that has med range and does shrapnel damage to nearby spaces) i can't even begin to think of how to code this· Older versions of Characters from FE6 and FE7 well maybe you can sprite decently i don't know · Equippable Mounts for Lords might be a decent coding exercise... i remember my first attempt at this left me with four half-finished code files that i lost due to lack of interest · Bards/Dancers can use rings to temporarily buff units okay · Playable Fire, Ice, Light, and Dark Dragons kk · Merging Items to fix and conserve space ala shadow dragon why would you possibly need to do this · Third Tiers and Mastery Skills for third tiers(Though skills and classes may be different, aswell as some new classes; Berserker promotes)…maybe? third tiers shouldn't be too difficult to implement aside from like, stats. Skills? go die · Manaketes have infinite uses of Dragonstones, but have stat nerfs and a level 30 cap whatever · Bonus EXP ala PoR/RD well at least you can steal existing damage routines for the splash damage shit, this would require implementing a whole new fucking interface in case you think i'm kidding when i tell you that asm is stupidly difficult: You can insert a portrait in roughly fifteen seconds with one button click. A sloppily-done event file looks like this: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #define GuardAI "0x0,0x3,0x9,0x0" #define StandStillAI "0x00,0x03,0x00,0x20" EventPointerTable(0x0F,ThisChapter) ORG 0xD80700 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x61 General 0x00 Level(15,Enemy,True) [13,6] [13,6] [silverSpear] [GuardAI] UNIT 0x61 General 0x00 Level(15,Enemy,True) [14,6] [14,6] [silverSpear] [GuardAI] UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [11,8] [11,8] [ironSpear] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [12,9] [12,9] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [13,10] [13,10] [ironSpear] [00000000] UNIT 0x52 Knight 0x00 Level(3,Enemy,True) [12,18] [12,18] [ironSpear] [00000000] UNIT 0x52 Soldier 0x00 Level(2,Enemy,True) [8,18] [8,18] [ironSpear] [GuardAI] UNIT 0x52 Mercenary 0x00 Level(4,Enemy,True) [10,24] [10,24] [ironSword] [GuardAI] UNIT 0x52 Knight 0x00 Level(3,Enemy,True) [9,25] [9,25] [steelSpear] [GuardAI] UNIT 0x52 Knight 0x00 Level(3,Enemy,True) [7,26] [7,26] [steelSpear] [0x00,0x03,0x00,0x20] UNIT 0x52 Mercenary 0x00 Level(3,Enemy,True) [2,30] [2,30] [ironSword] [standStillAI] UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [4,30] [4,30] [ironSpear] [standStillAI] UNIT 0x52 Mercenary 0x00 Level(6,Enemy,True) [3,29] [3,29] [steelSword] [standStillAI] UNIT 0x52 Soldier 0x00 Level(3,Enemy,True) [15,22] [15,22] [ironSpear] [GuardAI] UNIT 0x52 Soldier 0x00 Level(3,Enemy,True) [18,24] [18,24] [ironSpear] [GuardAI] UNIT Glass Paladin 0x00 Level(1,Enemy,False) [15,3] [15,3] [silverSpear] [standStillAI] UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [14,11] [14,11] [ironSpear] [GuardAI] UNIT 0x52 Knight 0x00 Level(4,Enemy,True) [4,14] [4,14] [steelSpear] [standStillAI] UNIT 0x52 Cavalier 0x00 Level(4,Enemy,True) [9,13] [9,13] [steelSpear] [GuardAI] UNIT Empty Good: UNIT 0x01 0x01 0x00 Level(1,Ally,True) [00,16] [02,22] [ironSword] [00000000] UNIT Kent Cavalier 0x01 Level(1,Ally,True) [00,16] [00,23] [ironSpear] [00000000] UNIT Empty Turn_events: TURN 0x0 Opening_event [1,0] 0x0 0x0 TURN 0x0 Teis_appears [4,0] 0x0 0x0 TURN 0x0 Ending_event [14,0] 0x0 0x0 TURN 0x0 Reinforcement [3,17] 0x0 0x0 TURN 0x0 Refenorcement [14,17] 0x0 0x0 CODE $00 Character_events: CHAR 0x7 TeisTyrs [0x01,Sain] $00000000 CODE $00 Location_events: Seize(0x06,BMRecieved,03,29) Armory(Armorywhee,10,14) Vendor(WheeVendor,17,23) Village(0x08,VillageA,9,10) CODE $00 Misc_events: CauseGameOverIfLordDies //AREA 0x0 OhShit [17,19] [17,19] CODE $00 VillageA: ITGV SilverSpear GOTO PegReinforcement ENDA Reinforcement: LOU1 ReinforcementsA ENUN ENDA Refenorcement: LOU1 PegReinforcement ENUN ENDA ReinforcementsA: UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [8,13] [8,13] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [13,16] [13,16] [ironSpear] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [10,19] [10,19] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [11,23] [11,23] [ironSpear] [00000000] UNIT Empty PegReinforcement: UNIT 0x52 PegasusKnight 0x00 Level(2,Enemy,True) [18,31] [18,31] [slimSpear] [00000000] UNIT Empty Opening_event: MUS1 0x0032 HIDEMAP LOU1 Bad FADI 0x10 BACG 0x19 FADU 0x10 TEX1 0x0826 REMA SHOWMAP LOU1 BeginningUnits ENUN ENDA BeginningUnits: UNIT Sain Paladin 0x00 Level(1,Ally,False) [17,19] [17,19] [braveSpear,SilverSword] [00000000] UNIT Florina Myrmidon Sain Level(4,Ally,False) [17,19] [16,21] [0x0D] [00000000] UNIT Empty Ending_event: MUS1 0x0032 TEX1 0x082A REMA LOU1 Sonia ENUN LOU1 Cavalry ENUN MUEN 0x05 MUS1 0x0038 HIDEMAP FADI 0x10 BACG 0x3A FADU 0x10 TEX1 0x082B REMA MUEN 0x05 MNCH 0x03 STAL 1 _0x1 ENDA TeisTyrs: MUS1 0x0003 TEX1 0x0829 REMA MUEN 0x05 ENDA Teis_appears: LOU1 Good ENUN MUS1 0x0032 TEX1 0x0828 REMA TEX6 0x01 [12,04] 0x0827 _ASM0x42 0x83181 RETB REMA ENDA BMRecieved: TEX6 0x01 [12,04] 0x0823 _ASM0x42 0x83181 IFUF 0x01 0x66 ENUF 0x67 ELSE 0x02 ENIF 0x01 ENUF 0x66 ENIF 0x02 REMA RETB ENDA BallistaData: BLST ALIGN 4 Armorywhee: SHLI IronSword IronSpear Javelin IronAxe HandAxe WheeVendor: SHLI Vulnerary DoorKey ALIGN 4 Sonia: UNIT Sonia Paladin 0x00 Level(1,NPC,False) [19,23] [16,24] [0x00] [00000000] UNIT Empty Cavalry: UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,14] [9,14] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,15] [9,15] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,16] [9,16] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,17] [9,17] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,18] [9,18] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,19] [9,19] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,20] [9,20] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,21] [9,21] [ironSword] [00000000] UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,22] [9,23] [ironSword] [00000000] UNIT Empty MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ??????? An ASM file that does nothing but allow you to set personal themes to player units: FILE_ST: @ Offset of routine - 0x08068110 .align 2 .long 0x08000000 .set PCTH_ORG, 0x08068110 .set PCTH_SIZE, (PCTH_END - PCTH_ST) + 4 @.org PCTH_ORG .long PCTH_ORG .long 0x00000000 .long PCTH_SIZE .thumb PCTH_ST: push {r4, r5} @ Store necessary values. ldr r0, [r0] @ Load enemy data. ldrb r2, [r0,#0x4] @ R2 = character number ldr r0, =0x8BDAF80 @ 0x08BDAF80 = offset of music table mov r4, #0x0 @ Set R4 equal to our "null" pointer (0x00) mov r5, r0 @ Store data in R5, I suppose. ldrb r0, [r2, r5] @ Load music byte for enemy. cmp r0, r4 @ If our result is 0x00, then check for player music (allows for boss music to override) bne FIN mov r0, r6 @ Replace enemy memory slot with player. ldr r0, [r0] @ Load player data. ldrb r2, [r0,#0x4] @ R2 = player number ldrb r0, [r5, r2] @ Load music byte for player. cmp r0, r4 @ Check for null pointer again bne FIN mov r4, #0x1 neg r4, r4 mov r0, r4 @ If it is the null pointer, replace it with negative 1. FIN: pop {r4, r5} @ Clean up. bx lr @ Return. lsl r0, #0x0 @ Padding. PCTH_END: --- in conclusion: unless you're a helluva lot better a programmer than your 0% leads me to believe, I think you're kind of setting your sights too high. much, much too high. Link to comment Share on other sites More sharing options...
Jubby Posted April 26, 2012 Share Posted April 26, 2012 lol, you kinda have to learn to hack before you set goals. Your goals are like me saying I plan to find a cure for cancer despite barely understanding how it works. Link to comment Share on other sites More sharing options...
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