Fire Emblem 6: Sword of Seals - The Divine War: *C24 Update*
#241
Posted 29 February 2012 - 05:57 PM
The solution I'm hesitant to outright state involves very little ASM (someone needs to code the multi-lord seizing, and that someone will not be me because I have no idea how). Rather, it manipulates the event system to change things based on decisions made at the beginning of the game.
(also, if you're going to be off of SF for a while but want to keep discussing, my skype is in my profile)
#242
Posted 29 February 2012 - 06:00 PM
#243
Posted 29 February 2012 - 06:07 PM
Anyway. Depending on how much conditional stuff you have already, I didn't feel that it was a worthwhile solution due to the tedium of keeping track of all this shit manually.
On the OTHER hand, I remembered shortly afterwards that I never do things manually these days and this would be a simple task to write a text preprocessor that kept track of all this for you. Now, obviously, there'd be some kinks to work out, but if this is actually a method you would like, I would be willing to code something for you to get it done.
Note that this doesn't address the multi-lord seizing at all - that stuff is a bit beyond me atm
#244
Posted 29 February 2012 - 06:12 PM
#245
Posted 02 March 2012 - 09:04 PM
Anyway, Thanks to Dr. Sholes and shadowofchaos, We have Blink Sprites in FE8 Colors. Which means new palettes for each unit of course

Now, Mask I still need to wait on for 9 (I.E. Lycia-FINAL) And I'm still not sure what to do about the Western Isles beyond importing FE6's Tileset
We also have Roy's new description, I felt the original was... how do I put it into words?... That's right, dull. "heir to Pherae, the protagonist, and that's all we got folks!" Those not in the know on the whole 'Young Lion of Lycia' thing, that's Roy's ending title, and I actually thought it made for a pretty kickass title. (well minus the young part, but the fun thing is I can turn it into a story element for extra development)

Finally, Music. Though hacking music will happen last
#246
Posted 02 March 2012 - 09:43 PM
#247
Posted 02 March 2012 - 10:18 PM
#248
Posted 02 March 2012 - 10:20 PM
Idk if I still have the dumps on me, but I can check
#249
Posted 02 March 2012 - 10:33 PM
#250
Posted 02 March 2012 - 10:36 PM
Graphically, yeah, but will the properties of every tile also carry over? It's not enough to just have the visual tiles! Also having a correct palette entry will be needed too.
Yes. It does. We've inported Tower of Valni tiles to FE7. I don't see why it won't work importing stuff to FE8.
#251
Posted 02 March 2012 - 10:42 PM
if you mean the in battle stuff, that can be imported as well, although I don't remember the western isles having anything special
Edited by Kitty of Time, 02 March 2012 - 10:43 PM.
#252
Posted 02 March 2012 - 10:49 PM
It's not whether it wouldn't work, but whether you've actually created a custom tileset by setting tile properties which didn't previously exist.Yes. It does. We've inported Tower of Valni tiles to FE7. I don't see why it won't work importing stuff to FE8.
This is basically what I mean. The properties which tells the game what kind of terrain a specific tile is, what background to use during battles, does it have any special traits attached to it such as restoring or diminishing HP, what units can traverse it which can't, movement costs, etc.. It'd be nice if the map property data was the same across all three, but if it isn't, you have to naturally accommodate for the conversion (like if in FE6, trait 06 might be a healing tile but in FE7 it might be a breakable wall or an arena, and if you don't update the properties, your tile--all the tiles--could make for a wacky experience).if you mean the in battle stuff, that can be imported as well, although I don't remember the western isles having anything special
#253
Posted 02 March 2012 - 10:56 PM
#254
Posted 02 March 2012 - 11:01 PM
This is basically what I mean. The properties which tells the game what kind of terrain a specific tile is, what background to use during battles, does it have any special traits attached to it such as restoring or diminishing HP, what units can traverse it which can't, movement costs, etc.. It'd be nice if the map property data was the same across all three, but if it isn't, you have to naturally accommodate for the conversion (like if in FE6, trait 06 might be a healing tile but in FE7 it might be a breakable wall or an arena, and if you don't update the properties, your tile--all the tiles--could make for a wacky experience).
#255
Posted 02 March 2012 - 11:15 PM
Yeah, but FE8 was built directly on FE7. We don't know if FE7 was built directly on FE6, or if they just reused the engine. (This means, FE8 is an extensive hack of FE7; it is a remodeled FE7, so it's not surprising that importing stuff between the two is supported, if the data was never really radically changed).I'm preeeetty sure it works, mainly due to IS's laziness in doing things. Like how FE6 is built directly off of FE7, FE8 shares a lot of similarities in tables and things, if not so much the overall game structure :P
But it certainly is a boon that the FE7-FE8 conversion is that simple. Hopefully FE6 won't be any more troublesome.
#256
Posted 02 March 2012 - 11:18 PM
#257
Posted 02 March 2012 - 11:25 PM
That stuff can easily be ported over if the engines are similar enough. I'm considering the fact that the map sizes operate differently between FE6 and FE7, which might indicate that the engine was forked into FE7, rather than developped into FE7 (that is that unlike FE7 becoming FE8 direction, FE6's engine was taken and used to built a new game, rather than building off FE6). Then again, were there any remnants of other data from FE6 being in FE7, like the female mercenary? That's a good indication that it is built.It seems like FE7 would be a hack of FE6 even more so :P A looooooot more stuff is reused in FE7, like the stat screen and the battle frame and crap, plus map data (including palettes) and eeeeeeverything :P
Rather than take for granted that it is, I'd prefer we actually know it is, is all :p
#258
Posted 02 March 2012 - 11:27 PM
Then again, were there any remnants of other data from FE6 being in FE7, like the female mercenary?
You mean Hero.
Also, Omni, how come Marcus has FE8 colors up in your screens, and Roy doesn't?
Edited by seph1212, 02 March 2012 - 11:27 PM.
#259
Posted 02 March 2012 - 11:33 PM
Edit: and yes Celice, actually there were :P Many of the classes were there in the table, their map sprites were there as well, but they lacked animations. (Such as female shamans and druids as well)
Edited by Jubby, 02 March 2012 - 11:34 PM.
#260
Posted 02 March 2012 - 11:34 PM
but that map sprite (I know which one you're talking about) doesn't really look female at all. I think it was the beta mercenary map sprite.
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