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About TheArbiterK

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    I pretend to know what I'm doing
  • Birthday November 26

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  • Favorite Fire Emblem Game
    Shadow Dragon

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  1. Something wrong with script

    The most likely answer would be that you accidentally overwrote something. I'm not sure if you've successfully inserted events before (in which case you probably already know this and you can ignore everything I'm about to say lol) but if you're new to this, you have to be careful with the offset you insert the events at. Maybe you made a typo when you put in the offset or something, but there's data already at 0x8B0890. Make sure there's free space wherever you insert custom things (A hex editor is your friend) or funky phenomena can happen.
  2. How do I skip to a certain chapter?

    The easiest way to do that is to edit a chapter's events and change the chapter the game is told to move to next, meaning you'll have to play through the prologue once. Hope that's not too much to ask lol I take it you aren't familiar with events, so I'll give you a rundown. If you are, then, well... you can ignore pretty much everything I'm about to say: Here's Event Assembler. Download all that fancy junk and open up the program. Make a blank Notepad file and load that into the 'Text' part. Load your Rom, tick FE7, tick 'Whole chapter' and 'Add end guards' (I don't actually know what that does but whatever). Then for the offset, put in 'CA0720', then hit Disassemble. (Leave the program open for simplicity) Finally, we can actually get somewhere. In your previously blank Notepad file, you now have the entire chapter's events for the Prologue! Whoop de doo, now what do with all that gibberish? Well, towards the end of the file, there should be a code called MNCH 0x(whatever). That's the 'Move to chapter' code. That list you found? Turns out it is relevant after all. Put in whatever chapter you want to move to, save the file, switch back to Event Assembler, hit Assemble and voila! Edit: Whoops forgot to mention: When you skip to a chapter this way, you only retain the characters you've already recruited. If you skip try to skip from the prologue to, say, Chapter 12, the game will crash since Lyn isn't playable in that map and you skipped the recuitments of all the Eliwood mode characters thus far. If you're looking to skip to an Eliwood mode chapter, the chapter you edit the events of will also have to be in Eliwood Mode. You can easily find the offset to put into Event Assembler with the 'Event modules' part of Nightmare. (Just leave out the '8' at the beginning of it.)
  3. Battle and Spell Animations Thread

    Hey, that Bolganone animation links to the wrong video btw
  4. Rebecca Won't Spawn in as a Wyvern Rider

    Don't ask me why, but the chapter loads 2 different versions of Rebecca. The one you have to change is 0x0B in the Chapter Unit Editor. 0x06 won't do anything for some reason ¯\_(ツ)_/¯
  5. Adding Recruitment events?

    You didn't assign it to the character yourself? It might not be the cause of that problem then. In any case, I'd double-check. Whether you're using FEBuilder or Nightmare, the convoy/supply is one of the "Character ability" options in the Character Editor. Make sure it's NOT selected, otherwise that causes the trade issue.
  6. Adding Recruitment events?

    Did you assign the convoy property to them? I'm afraid that bugs out if used on a non-lord class Edit: Character, not class. As for them not showing up on the world map, I haven't worked much with FE8, so don't quote me on this but I think the number of character slots there is predetermined. I'm assuming you added more characters than are usually there at that point in the game. That doesn't mean the characters are gone from the game, though. (I'm assuming this is early game, ergo no prep screen, which does adjust to additional characters). If you manually add the characters into the next chapter's events, with their autolevel value as 'True', they'll appear and retain their stats/equipment/the like.
  7. [FE7] Music - Instrument Shenanigans

    k, thanks again!
  8. [FE7] Music - Instrument Shenanigans

    @Agro Ahh, thanks! This is what I get for not documenting lol. That's definitely one of the patches I applied before. Just to make sure I'm not missing anything: are the changes at 3FCD, 3FF6 and 3FFA the only ones in the patch?
  9. [FE7] Music - Instrument Shenanigans

    Why hello there, hackers with significantly more talent than I! I seem to have gotten myself into a..... rather mystifying situation. .......holy shit where do I start. So, I'm new to music hacking. When I first got into the hacking business little over a year ago, I dabbled in it (using Sappy cause I'm a hipster), got frustrated and left it to rot while I figured out other aspects of hacking magic. But back then I also made a Rom specifically for music testing, which I applied a patch or two to without documenting anything. This being the problem here. (The only one I know I inserted was the FE7 Native Instrument Map.) Recently I finally figured out the basics of inserting songs that don't come out as ear torture, and I've been using said old testing Rom for....well... testing them. They work absolutely fine there, but when I insert them into the Rom for my actual hack, they have....some slight oddities. As an example: here's a song in my (now completely bugged) testing Rom: (Yes, it IS one of the boss themes from Mega Man X4) Correct Song.mp4 Sounds pretty good. Just how I want it to sound. Now here's the same song (exact same .s file) in my actual Rom: Bugged Song.mp4 (btw this is how it sounds in any Rom other than the testing one, not just this particular one). I guess the game can't handle the amount of instruments being played, since it periodically mutes some of them. Both of these are played with the aformentioned Native Instrument Patch, and the song has the same priority in both Roms. I didn't insert any custom sound samples into the test Rom (or the other one). I usually just dick around with stuff like this until it works, but this time I'm well and truly stumped.
  10. Fire Emblem: Heaven's Bloom [v1.1 released!]

    @Roosterton Oh no, the villages were fine. It's the single tile houses that I couldn't visit.
  11. Fire Emblem: Heaven's Bloom [v1.1 released!]

    Wooooo! Complete FE hack! 2nd in the world, maybe? Who knows, maybe even the 3rd. Now I haven't finished it yet, in fact I'm only about 5 chapters in, so consider this my early impressions. So far, this hack is very promising. Needs a bit of polish in some areas but as a whole it's solid. Pros: -Very good in the writing department. In fact, I'd say it's probably the highest point. The characters' personalities are well established and written, the writing style and language used tells me that you're an experienced writer and I like what I've seen of the supports. If you're looking for a plot critic, I'm not your guy and I won't pretend to be. I tend to only half pay attention to plots in video games, so take this with whatever weight you will, but I see no glaring flaws in the story so far. -The map design is solid. I've seen better, but I've also seen much worse. Just a few nitpicks. For one, please go easy on the early game siege tomes, especially on enemies that move. With the early game's smaller maps, enemies that move with, say, Purge, can easily cover half of the map with scarily high hit rates. That wouldn't be as much of a problem if most of your front line units didn't have shit resistance, but that isn't the case here. As you can probably tell, I'm mostly referring to the mansion defend chapter (3, I think it was?). That map is amazing concept wise and still good execution wise, I just think you went a little overboard on the long-range tomes, Mire included. I don't know where else to bring this up, so I'll say it here. I think 80 hit on an early-game 1-3 range tome that's used by a class with very high magic is a bit sadistic, especially considering that, without a Longbow, it's uncounterable on the enemy phase. Also, are the houses in Chapter 4 supposed to be unvisitable? Like a 'the citizens have their doors locked because of the battle' type deal? Because if they are, I'm not a fan of that. I get that some hackers do this to add to the realism of the map, but imo it's just pointless. In that map, I got so absorbed into the difficult fighting that I ignored the houses until pretty much all the enemies were gone. I killed the boss, but deliberately waited to seize until I had visited the houses, which took a few turns since I had to move Tayli to each one from practically the other side of the map, so yeah, I was slightly peeved when they were just illusion houses. All right, rant mode deactivated. I know this sounded more like a Con section, but I get kind of passionate about things that annoy me. I really am enjoying the maps so far. Particularly Chapter 4. A tough first battle against a foreign army, with USEFUL green units? Yes please. Cons: (There's only 2 major ones) -The early game's music is... a bit odd. I think you could do with getting some help ripping the MIDI instruments and inserting them into the game rather than using FE8's soundfont to play songs that weren't intended to be played using it. Whenever this happens in a hack, the songs always sound off. Also, I think some more thought could be put into which song plays on which map. It's not a good idea to pick one song and say "This one will play for the first 5 chapters". Each map should have a song that fits the theme, because when you're exploring dark ancient ruins, fighting skeletons as you search for a lost artifact, having an upbeat, jolly version of the Fire Emblem theme playing is a bit immersion-breaking. -You've already heard this from pretty much every other person in this thread, so I won't inform you that the portraits need work. Instead, I'll give you some tips for splicing: For one, don't use custom colors. The biggest thing that makes the portraits look so odd is the unusual colors, especially next to some unedited FE8 portraits used for NPCs and bosses. Always stick to colors used in FE8's palette. Also, when possible, avoid using the base character's entire face in your portrait. At least switch out the eyes. The eyes are really what make FE characters' faces recognizable, so if they're left on the same face they were originally on, it's incredibly obvious which character the portrait is based off of. Finally, make sure that you blend the different features together well. By that I mean, for example, when you paste another character's hair on your portrait, make sure you put shadows around the outlines that are in front of the character's face. With these in mind, I was bored last night, sooooo... Overall, good hack! As I said, it shows a lot of promise and I look forward to the rest of it!
  12. Forum FAQ

    @Elieson Sorry to bother you, but would you mind sending that PM my way as well?
  13. Solving Softlock

    Sounds to me like you accidentally overwrote part of Chapter 2's events. Now I haven't used FEBuilder myself, so I'm assuming it handles events similarly to Event Assembler and Nightmare. (Ergo, everything I say here could end up not applying ¯\_(ツ)_/¯ ) Anyway, that happens if you try to insert chapter events larger than that of the original chapter to the same offset. To fix it, you'd have to reinsert the original Chapter 2 events (disassemble them from a clean FE8 Rom), then find a blank offset (usually at the end of the Rom) to insert your custom Chapter 1's events to, then change the pointer to Chapter 1's events to that offset. Hope that helps! but don't be too surprised if it doesn't.
  14. Event Assembler Questions Thread

    @marlon0024 As far as I know, CUSI only works with unit names. What you could do is load the units you want to change as a separate character (Say: "Bandit") and tell EA to change that character (if you have multiple of the same unit it'll change all of them)
  15. Event Assembler Questions Thread

    Hi, noob hacker here. I've managed to learn quite a bit about Event Assembler, but I seem to have come across a slight issue that I'm not sure how to fix. In rout (and kill boss, I'm assuming) maps, if the unit who kills the last enemy does so on the player phase, that unit's map "running" animation that plays over combat continues displaying into the ending event. (Video included) From what I can see, the unit seems to be "locked" somehow in a way that makes them immune to codes. I tired both using the disappear and reappear codes and the move code, but neither worked. Is there any code in EA that can fix this somehow? Jogging in place during ending.mp4