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Fire Emblem 6: Sword of Seals - The Divine War: *C24 Update*

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#241 CT075

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Posted 29 February 2012 - 05:57 PM

I guess I'm not explaining it very well.

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 Onmi

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Posted 29 February 2012 - 06:00 PM

No still 2 hours until I need to be off, but if you rather this be handled in PMs I'm willing to take it there.

#243 CT075

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Posted 29 February 2012 - 06:07 PM

I dunno if this constitutes going "off topic" or not since we are kind of discussing technical issues here, but...

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 Onmi

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Posted 29 February 2012 - 06:12 PM

Keeping track of all the conditionals would be wonderfully useful, since the main fear is the sheer size of doing everything manually. As for kinks to work out. I lost an entire project to worse before, I can handle working out a few kinks.

#245 Onmi

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Posted 02 March 2012 - 09:04 PM

If this is going ahead I think I'll go ahead and pull down the poll, and put up a new one. I'll wait on what Cam has for me of course, right now I'm really just trying to set up the frame work of Chapter 1 (5 Villages, 3 Thrones, 8 Houses, 5 Forts, Ally Starting Location, Enemy Placement) and then assembling the map events. Also writing the script while I do so, And the C->A Supports for all the Chapter 1 characters.

There has to be an easier way for event assembling than whatever the hell it is I'm doing. Not just bitching I seriously think I missed the proper method and am doing it wrong.

Anyway, Thanks to Dr. Sholes and shadowofchaos, We have Blink Sprites in FE8 Colors. Which means new palettes for each unit of course
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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 (Though Feaws has a Tileset collection that contains the Isles, would that work? or is that simply for FEXP?) but other than that, everythings moving pretty smoothly. Well as smoothly as these things do

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) And I fixed that missing comma you all undoubtedly noticed
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Finally, Music. Though hacking music will happen last Don't want to risk breaking the rom with all the other risks at the same time I intend to do something interesting with the music in this hack, I'm not going to speculate because if it turns out to be impossible I'll just wind up depressed. But needless to say I think the players will enjoy it.

#246 Jubby

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Posted 02 March 2012 - 09:43 PM

You have to import the tileset unless you know how to code tile data individually :P (I don't think anybody else does, so yeah :/ Feaw's don't work for hacks unless they're palette swaps)

#247 Celice

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Posted 02 March 2012 - 10:18 PM

Most people who have tackled the emulation of the Isles have created a custom palette. You can import the tileset and its tilemap data, but no one' shown an interest in this and as such there's no documentation. It's not especially hard, as things like this are usually just tables saying "tile 0000 is like X and tile 0001 is like Y" and so on. But, if it's not that important to you, you could just recolor a map palette as mentioned.

#248 Kitty of Time

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Posted 02 March 2012 - 10:20 PM

You an just rip and insert the tiles from FE6, it's been done before.
Idk if I still have the dumps on me, but I can check

#249 Celice

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Posted 02 March 2012 - 10:33 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.

#250 shadowofchaos

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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 Kitty of Time

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Posted 02 March 2012 - 10:42 PM

if by palette you mean the map palette, those are easy as anything
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 Celice

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Posted 02 March 2012 - 10:49 PM

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.

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.

if you mean the in battle stuff, that can be imported as well, although I don't remember the western isles having anything special

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).

#253 Jubby

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Posted 02 March 2012 - 10:56 PM

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

#254 shadowofchaos

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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 Celice

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Posted 02 March 2012 - 11:15 PM

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

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).

But it certainly is a boon that the FE7-FE8 conversion is that simple. Hopefully FE6 won't be any more troublesome.

#256 Jubby

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Posted 02 March 2012 - 11:18 PM

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

#257 Celice

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Posted 02 March 2012 - 11:25 PM

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

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.

Rather than take for granted that it is, I'd prefer we actually know it is, is all :p

#258 Child of the Tenth Month

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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 Jubby

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Posted 02 March 2012 - 11:33 PM

Nah, seph, there's an unused "female" mercenary. No animation but it has a different map sprite. (Which actually appears male) but it follows the male merc in the class table, which is the general format, male then female then the male promo, then the female promo, so chances are that's what it was planned to be :P Lol I talk a lot
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 Child of the Tenth Month

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Posted 02 March 2012 - 11:34 PM

Lol you do talk a lot
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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