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Lisandra_brave

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Posts posted by Lisandra_brave

  1. The default necromancer animation has a problem. After it's attack this plays instead of the cape flowing animation after an attack

    Whoop whoop

    Reason it was broken was because it was a direct edit to an animation that used the cape flowing. Edited to use the FEditor hacked loop command instead of the baked in FE678 one.

  2. In FE7, change 40 18 at 292E6 to C0 46.

    080292E4 0048 lsl r0,r1,#0x01 @damage is stored in r1. lsl = logical left shift = multiply by 2^1 = 2

    08029eE6 1840 add r0,r0,r1 @add the number at r1 (the original damage) to the number at r0 (original damage*2) for a total of (original damage*3).

    Zeroing out this second command leaves it at 2x damage. If you want it at something else, like 1.5x or 2.5x, that's gonna be a little more tricky.

    In FE8, do the same thing at 2B528.

    Does this mean I'm a wise sage now?

    1.5x is extremely easy, just change the 4800 at 0292e5 to 4810 to change it from lsl to asr, which is a right shift, which divides by 2.

    For 2.5x, you'll need to paste write A1 88 05 20 48 43 40 10 at 292E0. That changes the original move and load signed halfword into a single unsigned halfword load, which gives me room to load in a 5 into r0 then use the fact that the GBA's processor supports multiplication. The end result is

    ldrh r1, [r4, #0x4]

    mov r0, #0x5

    mul r0, r1, r0

    asr r0, r0, #0x1

    Which multiplies the damage by 5, then divides by 2 to get 2.5x damage.

    Incidentally, with this, you can set your crit multiplier to any number or any half number you care for.

  3. Remember to give feedback. Especially on the magic because that's all my numbers

    i'm offended i got lumped in with "various FEU members" after providing you with personal support for that utility patch

    But this is 1.00, before we asked you for help Thank you for helping us though.

  4. Also can I with this tool Rip Spell animations that way or I still have to do that by hand? Like I want to rip Excalibur from it. Is it possible to rip them out with FEditor Advance or is there such feature planned? I really need to know that...

    No, spell animations still have to be done by hand. Original spell animations don't have a set way of being stored, so every one would have to be individually coded for (at least as far as I know).

  5. 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.

    The script problem is because it rips all the modes. Deleting modes 2 and 4 from the script it spits out will make it work fine.

    As for the other problem, it's probably some of the effects that the game does, like cape flaps on magic units and thrown swords and shields on mercs and heroes. Probably.

  6. Btw here's a male pegasus knight if you want to animate it.

    But I already did that. And if you look at that particular sheet, there's a shitton of colors, and it's missing a handful of frames.

    Try and keep up ;)

    E: following which one you quoted me on, it's also quoted in literally the next post.

  7. It's awesome! ^^

    If only there was a female version now... ;A;

    °д° < Make your own

    shorten it a pixel, remove the helmet, everything is at basically the same level, and there's not much head motion.

  8. As was pointed out to me, The long hair female mage animation only works if you insert it over the original female mage, because it uses the C47 command.

    So I fixed it. https://dl.dropboxusercontent.com/u/1287867/card%20images/long%20hair%20female%20mage%20fix.zip

    This one uses L instead, so it's insertable anywhere. Have fun.

    Edit:

    And now the ponytail mage, both original sheet, and redone for insertion anywhere

    Special thanks to Genocike for helping fix the ugly ponytail on the cape flap frames

    https://dl.dropboxusercontent.com/u/1287867/card%20images/ponytail%20female%20mage%20fix.zip

    As should be for everyone is with everything I make, both of these are free for anything you want to do with them. Use them, edit them, hate them, create derivative works, anything. Hell, even credit is optional.

    Double edit: Wow, I'm not very good at getting things to work. The old versions were using the sage rune draw for some reason (probably for some visual effect) and because of that, it was trying to display at the same time as the spell animations. If you've ever seen Fa using a fire dragonstone against idoun, same idea here, but on a smaller scale.

    Fixed (again)

  9. It's using skin colors on the dress aaaaaaa Can't do it it's impossible I'll fix it.

    As for the map sprite, it's a moot point anyway, because the one provided is larger than general map sprites, meaning it'd have to be 32x32, and wouldn't play nice when your army is all lined up in formation.

    Edit:

    lyn%20the%20harpist.PNG

    https://dl.dropboxusercontent.com/u/1287867/card%20images/female%20bard.zip

    Why would anyone use skin tone on clothing?

    Why isn't there a proper harp sound in FE7?

    Why is everything terrible?

    Credit is... GabrielKnight for the original spriting, me for edits to make work better, me for scripting and cut'n'paste.

  10. If you're looking for something to do, a fairly simple task would be to animate this male dancer using the FE8 dancer class as a base. It should be a pretty easy copy-paste job!

    The Bridge of Death - Monty Python and the Holy Grail

    Working on it.

    Edit: Not as easy as first thought, OAM overflow errors are a bitch. Still working on it.

    Edit 2: Done!

    megagay.PNG

    https://dl.dropboxusercontent.com/u/1287867/card%20images/male%20dancer.zip

    I tried doing it as a new animation first, but that didn't work out so good. So I cut it up and put it on the original dancer sheet.

    Credits: Made by L95, pasted onto the original dancer sheet by me.

  11. Playing around with the jobs .json, I added in a working switch to make everyone a lord class, and yet, despite being almost exactly the same code, am unable to make it only magic units.

    in the json there's

    {"type": "jobdata", "values": {"lords":true, "up_id": 1, "pr_id": 7}, "name": "Eliwood Lord"},
    {"type": "jobdata", "values": {"wizman":true, "up_id": 28, "pr_id": 30}, "name":"MONK"},
    

    and so on, and in util there's

    			if mageonly:
    				jobs = [j for j in joblist if 'wizman' in j['values']]
    			else: jobs = joblist
    			if alllord:
    				jobs = [j for j in joblist if 'lords' in j['values']]
    			else: jobs = joblist
    

    as well as the associated code in def randomizejobs so it knows those commands exist. Lords works perfectly, mages doesn't work at all.

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