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Stanツ_

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About Stanツ_

  • Birthday 08/01/1997

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    0x6594

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  • Pronouns
    He/Him
  • Location
    Brittany, France

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War

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    Jugdral

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  1. Right now: circles probably About a year ago when I started getting interested: Arch probably
  2. You should only have 2 enemy groups here. If you add 2 others you'll shift everything and the game will not like it at all (it probably was reading one of the $0s (which are the skirmish unit groups normally) as the beginning events of your chapter, and fail horribly). You shouldn't need Enemy groups at all here (you load them yourself in the beginning events (most of the time)).
  3. I'll assume you are using the buildfile method (see that (still WIP) tutorial for anyone reading this that is interested). 1. you use ORG to jump your cursor to an offset, and simply BYTE or anything alike (SHORT, WORD or POIN) to write there. Be careful tho, because when you use ORG you are making everything after that writing at the specified offset, so you use PUSH (to save the current offset) and POP (to load it) to enclose your commands. You'll have something like this then: PUSH ORG 0x17826 BYTE 0x20 0x1C 0x41 0x30 0x00 0x78 0x40 0x21 0x08 0x40 0x00 0x00 0x00 0x00 0x00 0x00 POP (two hex digits represents a byte, and in EA you use the 0x prefix to specify hex notation) Put that somewhere in one of your included files (or the main buildfile your choice). 2. If you want to modify the size of some already existing data, You'll definitely need to repoint it (that is moving the data to some free space and changing all pointers to that data to ones that point to that free space). Shops are usually defined through events, so what you'd do is take some disassembled events, change them to have any SHOP (code for Shops) point to your new SHLI (code for Shop Item List). For example, in FE8 Ch1 (should be essentially the same for FE7 (for shops anyway)) disassembled events, you will find this in the location events: SHOP 0x0 label23 [5,7] 0x16 Which means that the shop list is located at where label23 is defined, which is later in the disassembly: label23: SHLI 0x2 0x1 0x15 0x14 0x1F If you want to do in depth changes the chapter, I would suggest you to remove all the ORGs, include that in free space and use EventPointerTable(id, ptr) with the corresponding data. But since you're (supposedly) only here for the shop, we will only do the moving for the shop list: Enclose the whole file with PUSH and POP (similarly to what we did in the Q1 answer) (keep the ORGs!), move the label23 and SHLI part at the end of the file (*after* the POP, so that those will now be in free space) and now the SHLI is safe to edit! (the different numbers are the index of the items, just add another one at the end of the line to, well, add one) Also ALIGN 4 at the beginning and end of the file (we never know, better safe than sorry). Edit: or do what Darr said (gdi ninja'd again)
  4. That error is because there's a space in your animation file name: "Dark mage", and AA doesn't like spaces. You probably want to rename your file to something like "DarkMage" for it to work correctly.
  5. Wouldn't you want to use ENUF here ? ENUT marks an event as used, which would not be what you want and also be redundant in that case. ENUF marks it unused, and thus allows it to be re-executed (I believe this is how this works).
  6. From Event Assembler Language.txt: Your "IFCA 0x01 0x03" is missing one parameter, probably the Unknown one. I don't really known about it, but I'd try with simply "IFCA 0x00 0x01 0x03". The rest seems to be fine. Side note: you seem to be using an older version of Event Assembler, not that it is a problem, but the newer version of the raws replaces some conditional events names by things more explicit (IFCA -> GOTO_IFCNA; ELSE -> GOTO; ENIF -> LABEL; IFX -> GOTO_IFNX) that I think can help prevent confusions.
  7. I want to clarify: Sure you can add a lot of "data" to the rom, but keep in mind that raw space is not the only limitation you are going to encounter: without doing some *really* heavy engine modifications, the amount of characters/classes/chapters/maps/tilesets/animations/musics/background/mugs/... (or anything that is indexed with "only" 1 byte) is limited to 2^8=256 (or 254 even since I believe indexes 0x00 and 0xFF are often reserved). You are also limited by the size of graphics/maps, because the engine, and more importantly the actual GBA hardware, can not handle higher sizes (I believe the biggest map you can get is of tile size ~30x30). And other stuff like that. Of course, for a standard hack, the base engine is plenty enough to do most things you'd want it to have, but this does mean you can't just make a hack that combines the three GBA games together in one without losing any content (for example). Or making a 10-chapter long hack that happens entirely on one big 100x100 map. Please tell me if I said anything absurd there, I don't really know that much about actual hacking, I mostly just looked at how things work and not done much myself (yet... ?).
  8. You forgot a blank UNIT code at the end of your Bad Unit list. The game was probably interpreting your turn Event as a Unit code (hence the level 0 Iron Sword Hector).
  9. if you are completely unable to launch FEditor, that may be because you do not have Java installed on your system. I do not know the program that much so I can't think of any other issue that could prevent the program to run altogether. Note: I don't think you're in the right subforum for this (Fan Projects -> Questions is probably more appropriate).
  10. Merci Ycine! :) Thanks Deviddo! :) I do not know which one I enjoyed the most (yet?)... For now I'd say it's a tie between FE7, PoR and Fates:Conquest, but maybe my opinion will change once I play through them again (or maybe another one, who knows?).
  11. Hello everyone! So um... yeah. I was playing Fire Emblem for several months now, and I am liking it quite a bit, so I decided to join the community. So here I am! I probably first heard about Fire Emblem from people playing Awakening several years (...?) ago. Because I didn't own a 3DS at the time, I looked for an eventual previous entry that I could play (that is, totally not though emulation at all, of course) and so I started playing FE7. Then I finished it and started FE8. Then FE6. Then the Tellius games. Then the DS remakes. Then I bought a 3DS and Fates and played it too, and it was good. Then I played Awakening and was kind of disappointed but otherwise it was fine. And now I am preparing for a playthrough of TRS (thanks to the new translation patch). And I suppose I eventually will get into FE2, 4 and 5 too. That said, I am called Stan (no way!), am 19 years old, and live in France (Brittany). This means (in my case) that English is not my first language, so even if I consider myself not bad at speaking it, my sentences and/or choices of word can sometimes be weird/incorrect (hopefully it won't happen that often). I also have a hobby (for now) of programming computer stuff. So yeah. That's it for my Generic(ish) Introduction Thread.
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