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hee

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  • Favorite Fire Emblem Game
    Radiant Dawn

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Newbie (1/14)

  1. I think we need a Dunkmaster Hector, a la https://www.youtube.com/watch?v=wdGvCuikMZQ
  2. Although I have noticed that the "Rip Frames" option does some weird things with the modes. Mode 1 is flawless, which is pretty amazing, but for some animations, the crit frames do not seem to rip; and usually, it seems that the given script is dysfunctional (empty modes). It's still a great help for, say, 70% of the animation (gotta remake the scripts), but a shame about the weird behavior with crits on certain animations. As far as I can tell, however, all the original animations work fine as far as frames go.
  3. Obviously, one may rip animations with FEditor Adv. My question is very simple. What is the long and hard method of ripping animations (something about decompression/recompression from ROM?) assuming there is no access to FEditor?
  4. hee

    Map Sprite Problems

    Aaaaand... thank you very much for that explanation. It makes much more sense now. More importantly, it works now, too.
  5. hee

    Map Sprite Problems

    Other map sprites appear to be "uncompressed" in a way - checking "Compressed" obviously makes them compressed and "legible". However, if I insert a compressed bitmap, then the Compressed graphics checkbox is greyed out, as if the image was not able to be compressed or uncompressed. When I export bitmaps with Compressed checked, then yes, I do get nice and proper-looking graphics. I don't think I had Nightmare and GBAGE open at the same time. In any case, checking them now shows that both have been modified (so I doubt that I had any derps with the changes not being saved)
  6. hee

    Map Sprite Problems

    1. Ripped sprite (Standing and Animated) from other game (GBA Game) as a compressed bitmap with GBAGE 2. Used GBAGE to import standing bitmap to DA0000, no palette 3. Found that bitmap took from DA0000 - DA05FF 4. Used GBAGE to import animated bitmap to DA0600, no palette 5. Opened Nightmare, opened Misc. Map Sprite and Standing Map Sprite modules NOTE - I did NOT expand these tables, because afaik there's a bit of free space after them, which could be problematic - but I don't think I rewrote any important data because everything seemed to work other than these characters' animations 6. Navigated to class 0x64 in Misc. Map Sprite Editor(the class I was working on was actually 0x65, but for some reason the one after Empty 4 was 0x64 instead of 0x65 like it is in the Class Editor module, so I just went with that one after Empty 4 - just to be sure I put the same data into 0x65 (which would seem to reference 0x66 in the Class Module) 7. Put 0DA0600 in both Graphics and Animation pointers (After the crash, I put 00000000 in the Animation pointer, to no avail) 8. Put 0DA0000 in the Standard Map Sprite module under entry 0x60 9. Navigated to class 0x65 in the Class Animation module and set it to play animation 0x60 I did the same steps with uncompressed graphics. Standing took from 0DA0000-0DA0FFF and Animated took from 0DA1000-0DA1FFF, so I modified the above pointers in Nightmare as necessary, but it did not work.
  7. I've inserted a map sprite, using a tutorial on the forums... However, whenever it plays, it causes the game to crash, playing a high pitched note. This occurs with both the standing animation and the animated animation (weird wording) I'm also sure that it's a problem with the animation itself, as using other animations with the affected class (E.G. Eliwood animations) it works fine. Knowing such, I've tried inserting compressed and uncompressed bitmaps (of the same sprite) - there being practically no difference. Both crash in the same way. Another thing to note is that the standing animation is 32x32. Anyone know what could be the problem?
  8. Yeah, I figured it out. I'm a huge derp. The pointer pointed to the first track and not the header.
  9. So, I was following a guide to music insertion... I think I managed all the way through to the end (although it was very long). I know the problem lay within pointing the track beginnings, but I cannot seem to figure it out; all the pointers point to the correct offsets and all the pointers are in the correct locations. However, whenever the track plays, the game "freezes" - map animations (this is map music) continue to play, but a random noise repeats about once every 1/2 second and the game is unplayable. Sorry about the lack of detail - Not sure what else to include. Anyone think they know what's wrong?
  10. hee

    Question

    IIRC, character tables cannot exceed 255 elements because it is saved as a single byte in ROM. It's probably very difficult to change this so I won't even bother. In Fire Emblem 7, which characters are "expendable" as far as modifying them goes? If I need extra characters to change, I doubt that changing things like "Wall" are going to work, and the large list of different generic units scare me. I prefer not to change playable characters if possible. Also, I was intending on adding alternate promotion items as well as a Sword of Seals to the game, and I'm assuming that these special effects (promotion, +30 hp on use, etc.) I notice the promotion folder, and I think I can figure it out, but just in case - how does one change/add to the Staff/Use Effect menu? That also frightens me because it claims to be partially hardcoded. TL;DR Which characters can I edit w/o bricking things and how to make custom staff/use effects
  11. I'm not quite sure why, but whenever I try to use Nightmare's custom pointers for spell animations, the animation does not load properly (does not appear or shows Ephraim throwing a javelin) no matter what the parameters were. However, when I modified an existing pointer with a hex editor, it did load the custom animation. Too bad I need more custom animations than I'm willing to replace. Anyone have any idea what could be stopping it from working properly? Also, existing in game animations and existing in game items both don't function with the custom pointers as well. Game: Fire Emblem 8 - The Sacred Stones
  12. hee

    Animations and SFX

    So I was derping around some more, and I found that none of my Custom Item Animation Pointers work, they all result in the default animation. However, when hex editing the custom spell onto a normal game spell, it worked almost perfectly (no sound, thanks Agro). I really don't know what could be wrong as I copied the hex of a spell and pasted to the Custom animations (and changed the item id it corresponded to) and it yielded the same result. Thanks for your help, guys.
  13. I've been searching for a while, and have found no satisfactory tutorial on how to insert .wav files. The .mid tutorials worked well, however. When I tried to use wav2gba (intuitively) and the music editor tool to burn it to the GBA Rom, calling it with a spell animation bugged out as attempting to use the animation results in the default 0x00 animation. Since the animation was created by competent hackers (unlike me) and downloaded from this website, I'm pretty certain that the SFX is causing the issue. I was using the Starlight (DS) animation and overwrote 0x32 (which crashed the emu when called anyway) with the new animation. Anybody know how to insert .wav files properly? EDIT: So I switched out the animation for Starlight (within the custom animation pointer) to a normal spell, but it still did not function as intended. Now I really have no clue what's going on.
  14. hee

    Dummy Items

    This will make me look REALLY stupid, just saying. When one creates a custom weapon, it defaults to having a Dummy name, DUMMY in description, 0 in all stats, etc. I was trying to make a simple, debug-style "OP" spell (spell animation inserted already) and inserted the item at 0xC0. Also, I had already inserted custom text for the name and description. It is "Uncounterable Indestructible Magic" requiring a rank of E and simple stats. Weapon abilities (other than 1) are all 00, and the pointers are set to 00000000. Other than that, it is all standard. Is there any reason why, when giving the item in the Prolouge, it would result in an item titled "Dummy", the icon of an Iron Sword, and 0 in all stats? Sorry if this post is vague, which it probably is. Edit: I fixed the original issue, which is because for some reason 0xC0 wasn't loading properly, using 0xBC fixed it.
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