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Eliwan

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Posts posted by Eliwan

  1. There's no hard-and-fast rule for "maximum size", because the game holds the maps in memory by having a list of row pointers and then the full map, so each tile the map is tall takes an additional 4 bytes of memory in addition to the 2*x*y size that the map has to take by virtue of each tile being stored as a short (2-byte pair).

    A formula for finding the maximum size (as according to the reserved amount of memory) we can write it out as such:

    Quote

    2y + xy must no more than evidently 1634,


    [[might be higher]]
    x must be no more than 126 the minimap breaks [nonfatally] if x > 60
    y must be no more than 91

    the minimap connects the top and bottom of the maps if y > 62
    the minimap also lets you scroll over-down but this doesn't cause errors

    24x by 62y breaks [1612]
    24x by 60y doesn't [1560]

    But as these notes should inform you themselves, this does not precisely define the actual behaviors for reasons that I was/am too lazy to discover because nobody wants to play on the edge case shaped maps (gigantic-in-one-dimension rectangles).

    (You can see some examples of how these "breaks" occur here: http://feuniverse.us/t/amusing-romhacking-glitches-thread/899/560 )

  2. "some of it might be garbage that needs to be adjusted, balanced, or thrown out", wrote JCartwright.

    I picked only the two (well one and a half) bad things to comment on because everything else sounded actually good and interesting; I didn't think much about complimenting the things I thought were perfect because I saw an incredibly obnoxious point to cover that I wanted to make sure sat and resonated.

    The former, as a mechanic, mostly only creates tedium if you don't remove the battle preview from some units ("The preview tells me I do 10 damage and have 80 hit, therefore because my Atk and Hit are 20 and 130 respectively, the enemy has 10 defense and 50 avoid"), and removing the battle preview from only some units means a lot of players just will always and only use units that do have a battle preview. It doesn't add to a strategy game to be starved of information that you can acquire by doing math.

    For mage v mage combat the problem is that you don't have it incentivized with how the default magic classes are in any of the games, because no magic class has less res than defense, and also none have less res than a physical class.

    But no, there was not nothing positive to say, and I should have said something to that effect.

  3. 2 hours ago, JCartwright said:

    Skills and stats are only checkable when observed by units with the know-how, such as a tactician character. Your average Joe Schmoe won’t be able to tell that an enemy has x amount in any stat. However, once a unit is faced in combat, stats like speed, strength, and defense, will become readily available.

    This is stupid because in order to make it mean anything besides tedium you also have to disable the battle preview or make the formula setup non-trivial

    Both of which are obviously undesirable.

    2 hours ago, JCartwright said:

    as well as the magic triangle and the anima triangle!

    There's basically no point in having both of these. There's barely a point in having one of them; what you need is variety in mage stats to make this meaningful (you basically never do mage v mage combat).

  4. Possible: Yes

    Interesting: I don't think it is. Transferring EXP just means you can dump more levels into your favorite unit, and thusly trivialize the game if it is designed normally (ie such that you cap level). If you designed such that abusing this mechanic in this way was required to win, then it would create an involved tactical challenge that could definitely qualify as interesting.

  5. 19 minutes ago, Bhoop said:

    So, if I am understanding correctly, I will have to find nightmare modules that treat growths byte as 16 signed bits?

    No, you should find ones that label it as 8 bit unsigned integers (because that's what they are).

  6. 14 hours ago, SullyMcGully said:

    They all have 0 MT though, meaning that you'll be relying on STR alone.

    So what makes "Silver Fist" better than "Iron Fist"? Hit rate, so that they can overcome any terrain / speed avoid?

    Seeing as nothing has "Tomes" alone makes me feel like they should have separate names-- instead of being "Tomes (+Light/Advanced/Dark)".

    There's nothing in particular that screams "X is absurd".

    What's the point of the Str-Mag split? Only 5 of your 45 classes use both stats unless you intend on having some use for either stat outside of the typical "increases damage of attack type" or you include magic-using weaponry for physical classes (in which case I feel like it would only be fair to give mages some way to use their physical stat).

  7. To expand upon this with my opinion; the part about "EN but Magvel" being an imitation.

    "What makes EN work" I feel is the critical thing you need to think about first. EN's storytelling functions by taking a large number of already existing plot threads from FE6 and FE7 and relating, resolving, or demonstrating instigation of them; and having Arch spin these events as his muse's whims go.

    This, of course, can't be done too effectively to FE8: There's only the one game, and what happens to the cast after the game is not completely ambiguously defined (the earthquake, for example), the very premise that makes EN work is that the cast is already divided and off doing their own things wildly far and away from one another. They have no more relation, the reason why the full group came together has been resolved and thus they re-divide into their smaller groups for their even more personal ambitions.

    But, to quote from Arch's long past draft of Metis's Fables (which followed the general idea)

    Unlike in Elibian Nights, where no character carried over between two tales, Knoll appears as a playable character in every tale; his inventory and level-ups remaining constant.


    [...]
    Why is Knoll in every story? Because in the future, he’s already seen the future. He knows where to be for the action already. No alternate timeline nonsense, it’s all a part of the same chronological progression. This realization, however, is one of the things Knoll discovers as his visions progress.


    Thus, while being full of many separate stories (what EN does), it would have narrative differentiation (not a clone). EN has every single tale separated and thus there is no progression really possible, which drives a number of gameplay choices-- enabling and disabling things that can be done.

  8. 4. accept that it doesn't actually work no matter what you do and what you need to do is just keep at it

     

    also as a collorary to 1; managing your text distribution is important-- not just the size, but keeping anything you say honed in and focused.

    you don't want to be too brief, that also is basically useless for people looking at your idea; but if your text is so long it can't be digested it's not going to get people too interested.

  9. The basic idea has a particular sticking point story wise that I think you'd want to get around before anything else--

    based on the events of the Scouring, and the origin of the eight legends,

    The Scouring is "humanity is losing, but the eight legends and their weapons cause a calamity that changes the environment of the planet, making it toxic to dragons in their native form, enabling the legends to rip through the Dragons."
    That's not going to be good gameplay-- even if you can succeed at setting all the moods you want to with the writing and how the game flows, it'd still mostly fail as a tactical engagement or be incredibly difficult (and then a cakewalk).

    (if the legends seem a bit to OP to make a game with).

    Though this indicates you've thought about it some more than quite a few others, so yay!

    perhaps just allies of the eight legends

    I think this has the most merit. Instead of telling the story we know, tell the one we don't. FE5 is a deeply personal story and it encompasses a very small sequence of events in FE4, but we see them in a hugely different light because of the perspective of Leif instead of Seliph.
     

     

     

  10. 7 hours ago, Baby Bonnie Hood said:

    the more likely I'll forget about what I wanted to do

    emailing / dming / writing text documents / doodling on scratch paper

    are all very powerful tools for """remembering"""" things even when your brain is addled...? ? ?  ? ?? ? ? ?? ? ?????????????????????????????????

  11. Even if we assume the inverse of all these posts--

    Zane Avernathy's (New assumption being: that doc exists and the product is actually complete);

    Crazycolorz5's (that the tool perfectly aligns to how you think it should function / you can arrange yourself to the tool as necessary very easily)

    MCProductions's (that your project's vision factually exceeds the capabilities of FE8 and that you're good at self-education and dabbling)

    I would be inclined to say that people still wouldn't get things done. At least, so my cyncism from having multiple dying husks of projects tells me.

    Struggling to get started has, for me and some friends, done nothing but help realize mistakes in our vision. That the very things we believed were necessary were our real stopping blocks.

    I said personally for a very long time that I couldn't code but that I could write, but now I realize that I'm the hackiest hack of a writer and I can program.

    Generally, though, I find a slogan of my grandfather somewhat appropriate; "make everything as simple as it needs to be and no simpler".

    Don't decide you can't do it on the GBA engine until you try. See what limits that engine has, and which ones that you actually hit with your idea.

    Then think about how necessary any of that is.

    Do you need more than 255 items? ...Probably not.

    Do you need more than 127 classes? It's possible, if all classes need two genders and you have a healthy number of cutscene-only classes.

    Do you need more than 255 classes? ...Probably not.

    Do you need stats to go past 63? ...If you do, why are you making an FE game?

    Consider, also, implementations. You can circumvent charge up skills by having multiple skill IDs dedicated to one skill, then have only one of those actually allow you to activate it; then having combat or phase change adjust which of those skill(s) the units have-- that doesn't work for everything but it can certainly work for many.

    There are a lot of creative ways to get around what you believe are limits-- and honestly, you can frequently see exceptional creations born out of limitations.

     

  12. On Monday, April 10, 2017 at 3:33 PM, Super-Dude9k said:

    Awesome! Would you also happen to have the Eliwood lance animation made by Markyjoe and Jubby (it's the first Eliwood Lance animation)? I have that second one, but at the end of his lance animation, the lance moves just a tiny bit up, and it bugs me to no end. It's minor problem, but it bothers me nonetheless.

    https://cdn.discordapp.com/attachments/211534987307122688/301518850304770059/Ephiwood_Animation_by_MarkyJoe1990_and_eJubs.zip

    On Monday, April 10, 2017 at 10:56 AM, Orange Juice said:

    Adding to the list of dropbox errors: the female Halberdier and Angel Mage links also give 404s. Anyone happen to have those?

    https://cdn.discordapp.com/attachments/211534987307122688/301519035538079754/Angel_Mage.zip

    https://cdn.discordapp.com/attachments/211534987307122688/301519267617046529/Halberdier_V2_F.zip

  13. 93aaeb8665.png[/img]

    would it be because I have links to .zips that the forum doesn't recognize (it worked before when I tried earlier)?

     

    On a tangentally related note; where can I locate a source editor so I can not have big blocks from «quote» or see where bold tags get used

    or a preview button to verify that tags that I'm using are working before actually making the post

    edit i was not actually expecting this topic creation to work

     

    edit2: it magically solved itself :???:

  14. 2 hours ago, OrangePerson said:

    I mean mostly all Fire emblem hacks follow the original game mechanics so sorry. And fixed growths would only work if the caps were higher.

    what

    no

    fixed growths work great in games with low caps too

    they just remove variance from level ups, which means that somebody who levels 10 times with an 80% strength growth is going to get 7, 8, or 9 strength 100% of the time

    (the reason for the variance there is because you could have it set up to miss the growth on levels 4, 10, 15, and 20, or miss on levels 3, 5, 18, and 20; depending on how the system is set up)

  15. 28 minutes ago, maxamus333 said:

    Personally, I much preferred FE8 to FE7. When I started trying to learn to hack, I noticed most of the tutorials are for FE7; it also seems that FE7 is just much easier to hack than FE8. My question is this: what are the main differences between FE7 and FE8 hacking, and can I use the principles I'm learning for FE7 to hack FE8? Or are they just too different?

    FE8 has everything in FE7, plus manaketes and a traversable world map (though this is optional), eventing memory slots (so you can actually pass data to events, something not possible in FE7), more current support--though not as well established and therefore tutorials are much rarer; all at the measely cost of the player being allowed to input a name.

    The reason why FE7 tutorials are so popular is because it seemed originally to not be any different and there had been more time to look at it (but was natively in English, therefore a hot topic amongst speakers of it).

    Yes, anything that you learn is almost all applicable to both things. The general concepts are the same.

     

    19 minutes ago, General MacArthur said:

    Iirc, the whole purpose of hacking FE8 is to enhance the difficulties, since its one of the most easiest FE game to beat.

    ... Where do I even begin with this.

    This would be if you were restricting yourself to messing with the game's direct numbers, as opposed to letting yourself fudge with the engine in many regards including and not limited to actually writing your own story; as most hacks are wont to do.

    Yes, difficulty increases are common, but they're not "the whole purpose".

  16. 14 minutes ago, Knight Adam said:

    So just because I see a screenshot of ONE feature of this patch means I don't believe it's real? If you guys actually care about your integrity we would be fighting for FExna, BUT INSTEAD WE HAVE PEOPLE TRYING TO HACK FE FUCKING ONE!

    You... could just download the patch and see that it is in fact real.

    You also do realize that there are many advantages to hacking a known system as opposed to using a fangame engine (a big one would be processor strength and portability).

    Yeti's FEXNA might be amazing, but I can't play that on my GBA/DS/3DS. Probably never will be able to.

    Yes; sure, it'd be more powerful an engine and yes, sure, it can be played on smartphones.

    But there's also something to be said for the beauty of actual hacking inside of limitations!

    edit:

    Also, there's no "fighting for FEXNA", that's not a thing that can happen, since what's really waiting is for it to just get done and you can't rush a labor of love because then it stops being a labor of love

  17. 3 hours ago, Corrobin said:

    Lily

    Lilina...? I admit this is a stretch but it'd still create confusion (then again considering how many other bad examples there are of available confusion, I'm sure this one is fine)

    51 minutes ago, Corrobin said:

    Milla

    literally the goddess in gaiden is Mila

    52 minutes ago, Corrobin said:

    Theodore

    The Shadow Hawk, boss of FE7 HHM 19xx: Glimpse in Time, is Teodor, an uncommon variant of this name

    1 hour ago, Corrobin said:

    Elizabeth

    Elizabeth -> Lisa -> Lissa, Chrom's Sister, from Awakening

    Elizabeth -> Eliza -> Elise, from Fates

    Elizabeth -> Eliza -> Elice, Marth's Sister, from FE1/3/11/12

    1 hour ago, Corrobin said:

    Jude

    Juda(h), Gaiden boss and Priest of Duma; also close to this

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