• Content count

  • Joined

  • Last visited

About JacobTJP

  • Rank
    Single white shemale
  • Birthday 07/04/01

Profile Information

  • Gender
  • Interests
  • Location

Previous Fields

  • Favorite Fire Emblem Game
    Blazing Sword

Member Badge

  • Members
  • Staff


  • I fight for...

Recent Profile Visitors

329 profile views
  1. It was there the whole time and I didn't see it... *Face palm* Thanks for putting up with that, and sorry I didn't have the keen eye to find it myself.
  2. Yes, I did that and found no reference to it, I tried all the MUS1 codes I could find, and none of them played the right song unfortunately. So I came here.
  3. I can't seem to find any reference to the sea sound effect which plays at the beginning of chapter 17 in FE7 in the rom. I've looked on the eventiel list and in nightmare and couldn't find an ID for it. I even went through sappy to try and find it but I didn't hear it (I may have skipped one but I checked over 300 sounds). With my life story finished does anyone know where it is and how I can use it in the rom?
  4. I applied the track patch back when I started music hacking and correct me if I'm wrong the sound limit is 12. The song has 9 tracks. I think you're right that there may be more than 12 sounds playing at once, I'll play around with the song and see what happens. Thanks! UPDATE: The problem was I went above the sound limit, I edited the song a bit, and the drums work perfectly, thanks!
  5. So I'm working on a song for my FE hack, and it plays perfectly in sappy and it is exactly how I want it to sound. However, once I insert it into the rom it plays but in some parts of the song several drum notes don't play or the drums are just cut out altogether for certain sections of the song. If anyone has any idea how to fix a problem like this, help would be much appreciated, thanks.
  6. Thanks Prime! I genuinely thought there was some weird trick for the palette thing. The script also works perfectly. :D
  7. So yeah I've got two questions: 1) How do I edit generic palettes like in Elibian Nights and TRTR? I'd like to have different palettes for different groups of enemies/allies (NPC ones). 2) After a scripted fight without an animation a unit dies, and then I have to use KILL command to kill him properly, in the events it looks a bit stupid. How do I make it so a unit dies in a scripted fight without animations?
  8. I finished playing the current patch and I will leave a review. In general, the chapters are very short and it only took me just less than 2 hours to finish the prologue up to chapter 8. The first two chapters were good, the map on chapter 1 was a bit big, but it did bring out the best in Lee and Fiona in terms of the walls. Chapter 2 was enjoyable, but I don't really have much to say about it apart from the relationship between Richard and Alesha... (I feel like Fiona (Seriously though enjoyed the events a lot.)) Chapter 3 (The one with the pirate ship if I'm wrong) was my favourite and for me one of the hardest. Chapter 4 was very good, had to rethink my strats without Richard. Chapter 5 has really good events and I got screwed over trying to kill Mia just before the reinforcements turned up xD Chapter 6 was great, you had to be very tactical in defeating the boss and was great difficulty-wise. Also are those the Risen from awakening??? Finally, why is there a random "One Year Later" BG? Chapter 7 was similar to chapter 6 in terms of difficulty (nice one) but I couldn't find the escape tile. Personally instead if just before the stairs I think it should actually be the stairs. Also NOOOOOO WILMARK!!! :( Chapter 8 was easier than the prologue... sorry if this sounds harsh but this chapter was really anti-climactic. I wouldn't mind having Richard literally solo the chapter without NPCs. I really like the concept and I think it has massive potential, my only real criticism on the story is that it's a bit "jumpy" between chapters or stuff is just left unexplained. Some mugs great, others are obvious splices or just simply ripped out. Really impressed with the world map events, just need to add those dots to make it better. There's a lack of use of the FADU command and if there is, it's pretty much (FADI 10 then just jump BG on screen) Finally, did you get a chance to music hack like you asked me about? Summary: A good hack but requires improvement. Really impressed you've done all by yourself. Keep up the good work :D
  9. I want to do a scripted fight using just map animations, how would I do this using EA?
  10. Thanks but I already know how to do that and it works, (probably should have made it clearer before) I want to have an event happen when the door opens like a convo or units moving or enemies spawning
  11. How does one attach an event to a door cos eventiel is giving me lemons
  12. So I want some tiles to change within an event such as the opening or ending of a chapter (like in FE8 chapter 9 on Ephraim's path when Tana is captured by Gheb). Thing is I'm not entirely sure how to do it, I tried reading Arch's guide to chapter construction as it has helped majorly but I inserted my tile changes using tiled...sooooo I don't know what to do because I did my tile changes the easy way...
  13. It worked! Thanks!
  14. Ok, so in an event I want to kill off a unit, but if someone skips an event that unit is still available in the prep screen/link arena. I solved this by making the event unskippable but the string of text after that is obviously also unskippable. I want to make it so the KILL event is unskippable but keep it so anything below is skippable (because nobody wants to keep reading the same text over and over). Heres the code: NEVENTS FIGH UnitID UnitID EventName 0 Kill UnitID // I want the make event skippable code here TEX1 TextID REMA
  15. Thank you so much it worked!!!