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irtikliwT

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About irtikliwT

  • Birthday 12/30/1983

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    http://fea.fewiki.net
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  • Interests
    Varied.
  • Location
    Australia

Previous Fields

  • Favorite Fire Emblem Game
    Blazing Sword

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  1. Happy Birthday!!! (again)

  2. Have you inserted the bins yet

  3. Happy Birthday!!! (again and thanks for the updated FE4 patch also)

  4. Happy Birthday!!! (again and thanks for the updated FE4 patch also)

  5. It can use gcc? The configure stuff is supposed to deal with figuring out whether it should use gcc or cc or whatever and so on as far as I understand it. Probably worth noting that while testing this I discovered that the FE4D program isn't compiling properly under SUA, and this breaks the whole sequence if you use make/gmake all. FE4D is just the dumper which was provided with the suite, and I already had my own at the time so I don't need it so I haven't bothered looking into it. Plain make/gmake ips is enough to get everything set up with a sequence that doesn't touch FE4D.
  6. Unix/Linux, but what I should have said was POSIX. Windows doesn't have a POSIX environment by default. SFU/SUA are available for some versions that bring in a POSIX environment, otherwise you need to use Cygwin/equivalent. None of them are particularly pleasant to deal with in my opinion. SUA doesn't come with everything you need to run the tools, although I forget what it was missing as it was over a year ago that I set it up. To set them up, as I remember it you need to go into the base directory you put them in in a POSIX shell such as bash and run: autoconf ./configure make all Then you can edit the text files in the script folder as desired in whatever, and to make the patch you run: make ips in the base directory. In SUA you need to (well, you can probably change something so as to not need to) use gmake instead of make as SUA includes Microsoft's make which is a different program if I recall correctly. Gmake was probably one of the things which was missing and you have to get separately. Cygwin would probably use regular make.
  7. I have Summerwolf's partial ending dialogue translation and Ace's ending narration translation on hand. At some point I will have to deal with those. In the meantime I was going to replace the ending with placeholder text at some point to at least cut down on the gibberish/narration crash. The patch is created with the tools that are linked to in the first post. You need a nix/nux style environment to use them though (presumably they could be edited to be run under plain Windows, but no-one is likely to get around to looking into that).
  8. If that's the text referenced by 0x0F774C, it's supposed to be blank.
  9. I wanted them to change the blue title to katakana but they never got around to doing that or to just getting rid of it (these days I would go with throwing it out instead of altering it).
  10. The smaller versions are Gates for whatever that is worth. Castles would probably get the Castle terrain but for the castle name showing up in place of the terrain name.
  11. I'm not sure what you mean by unused temple, but there's an unused shrine terrain type which I would expect it to use as I'm currently envisioning it. 'Castle' doesn't really make much sense when applied to the normal ramparts :S If by tower you're referring to Blagi Tower, it has its own tower terrain type.
  12. Manfloy did have that whole thing about not executing Julia. But you also have to keep in mind that Julius dying kills him off as well (and not just in the standard way, in case you weren't aware of it).
  13. The amount of space currently available for terrain names is very limited, but on re-checking things over I've found that the character names were currently all being put into space which was shared between terrain and character names (and a number of other things) and barely using any of their personal space, so I have banished them from the common area (and as it turns out they have enough room within their personal space anyway, although with only enough room for 13 more letters). So okay, I've taken the opportunity to improve terrain naming. Releasing version 0.87g Same locations as before If caching is giving you grief let me know and I will look into putting them under different names but geez Improved by: - Reduced misuse of common space in block 3 - Improved terrain names with the room provided - Extended castle names with the room provided - Rahna doesn't know what a lightyear is any more - Prevented Darna cutscene crash in chapter 7 - Prevented errant 'is'es showing up on data screen The 'is'es were being caused because for some reason the game is printing Lachesis's name out before the row of dashes, and there weren't enough dashes to cover up Lachesis's name. I checked an unpatched version and the same thing was happening, so it ought to be 'normal' despite how strange it seems. I extended the line of dashes with two spaces to cover the rest up. Folks I took advantage of the space to change 'Wall' back to 'Rampart' but I've noticed that the part of Barhara Castle which is outside the normal castle area uses that terrain type, and Rampart is perhaps inapplicable to it. Thoughts.
  14. If there is any disparity between regions with regards to names we would of course be going with whichever names are used in Australia (ignoring the possibility of DLC being released in the US but not here and so on).
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