Sephiran59

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About Sephiran59

  • Rank
    The Meme Minister
  • Birthday 09/16/97

Contact Methods

  • Skype
    [email protected]

Profile Information

  • Gender
    Male
  • Interests
    video games, hiking, pixel art, running, anime
  • Location
    PA, USA

Previous Fields

  • Favorite Fire Emblem Game
    Blazing Sword

Member Badge

  • Members
    Florina (Cipher)
  • Staff
    Tibarn

Allegiance

  • I fight for...
    Elibe

Recent Profile Visitors

132 profile views
  1. event assembler

    So just insert it and it should work? There has to be a step I'm missing. The part where it asks where to write the map pointer to and map change pointer to might have something to do with it because I have no clue what those are, I just used what Markyjoe did in his example tutorial
  2. event assembler

    I did this long ago and don't get how to code it in EA
  3. I understand editing palettes (although that topic is faster and better than what I do, so thanks for that) but what I mean is, I designed an animation in an art software, inserted it with FEditor, and the animation I made doesn't work with any in game palettes and if I try them, the animation looks transparent unless I set the palette to "generic colors" in Nightmare. Blaze's Ultimate Tutorial even says to pick generic colors for it to work, but there has to be a way for it to work another way, right? Edit:This is what happens when I use another palette This is what Blaze said in the tutorial
  4. event assembler

    So I've read a million outdated tutorials on this, Nintenlord and Markyjoe taught me how to make and insert the changes with EA, but nobody but arch has any info on coding it. I have my changes stored at an offset, but I just need someone to tell me how to code it. That complex mappy code that looks like this: #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "BYTE TCN X1 X2 L1 L2 0 0 0; POIN TilePointer" #define TileMapEnd "WORD 0xFF 0 0" cant possibly be the way... but if it is, someone please to god teach me what each piece of it means with tiled. And tell me if I need a tile reference table like the one Arch has in his tutorial. its a broken link though. Memes aside, any help on this would save my Chapter from doom and I thank you in advance for the trouble.
  5. Another question though, semi related at least: So I put the battle animation from SS in for this class through FEditor's Animation maker, and works in game only if I have generic palette selected in Nightmare. Is there a way for it to be paletted or do I have to change color manually? Just because I want more than 1 of this class and everyone needs a unique palette etc.
  6. You beautiful human being. I have a feeling you're right on both accounts, I'll update my results as soon as they are recieved. Edit: look at that dancing child. You were right, I didn't realize how large the graphic was when I was ripping it, thanks so much.
  7. This code at line 19 probably has their data within it if you know what the bytes are. (I'm still a noob myself and I'm hacking 7 so I don't know them, however I can easily find them with nightmare for you.)
  8. Exactly, its all there perfect except when i put my cursor on him. I don't understand. Is there a third graphic where the cursor sprite is stored or am i missing a step? This has happened with every map sprite I've tried changing as well, even the unused map sprites in 7 that the Nightmare module says to "(create your own class!)" for.
  9. Trying to import map sprites from FESS into FE7 and after following Arch's tutorial I managed to get the standing and walking sprites working, but when i move the cursor over the unit it shows some other class's animation (the last unit I moved the cursor over) and I cant figure out why. Screenshots for more details and any help you can give would be amazing, thanks.
  10. help

    I cant find anywhere how to code my map changes into my events can someone help again? Its for this same map. I have all the location based events working and not sure how to make the map change afterwords, thanks.
  11. help

    What differences do the two versions have? EDIT: never mind i misread that, ill download it
  12. help

    My problem is that I'm making my first village and I'm loading text with the TEX1 code and it works with any random text in the game but when I use my custom text the game crashes. Here is what I put in FEditor: [OpenRight][LoadFace][0x16][0x01] [OpenLeft][LoadFace][0x3E][0x01] [OpenRight] Who are you?[.][A] [OpenLeft] Yer mum pussi.[.][A] [OpenRight] wow, bud. Real mature.[.][A] [OpenLeft] LeL.[.][A][X] Ignore the meminess and vulgarity its just test script.
  13. help

    The answer to your question is 10.1.1 FULL, now ill post my results after I try out your advice. The only knowledge I have of this code is what Arch has in his first 3 youtube videos and his really long event tutorial which are sorta old so I might be using outdated commands or something idk EDIT: Wow the FADI FADU thing fixed the black screen thanks so much. So now I have 2 questions for future reference, Is dissembling and editing a chapter not a good way to make chapters? and Should every scene have a fade in and fade out, then?
  14. help

    HUZZAH I'm in! Thanks both of you for all the help I will never forget it ...That being said, I'm 300% positive you'll see more questions from me on here in the future. I am hyped for the moment so thanks again.
  15. Didn't work this worked So at this point I have no errors but a black screen on chapter load. I might just redo my entire script