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Found 259 results

  1. I made dis. I don't know if people still play this but if you have ideas to improve it, or find any bugs or it's hard to use tell me. Requires Cheat Engine, VBAM (or similar), any FE GBA ROM (all regions seem to work). 1. Open Rom 2. Load chapter 3. Open CE and attach to vbam (the glowing icon) 4. Load table 5. Start enabling things with mouse or space and open submenus with arrow keys, space or mouse. With the help of: https://gamefaqs.gamespot.com/gba/563015-fire-emblem-fuuin-no-tsurugi/faqs/35138 https://gamefaqs.gamespot.com/gba/468480-fire-emblem/faqs/31542 https://gamefaqs.gamespot.com/gba/921183-fire-emblem-the-sacred-stones/faqs/36978 https://serenesforest.net/binding-blade/ https://serenesforest.net/blazing-sword/ https://serenesforest.net/the-sacred-stones/ FE6.7z FE7.7z FE8.7z
  2. Commission Request: Fomortiis and Fire Dragon

    Hi all! I posted a little under a week ago requesting a portriat of Fom and Fire Dragon. I've realized, at least with the latter, it'd be a lot of work for free. So, as I said with last post, I'd like a portrait of Fomortiis and the Fire Dragon that are like regular portraits (with talking, blinking, mini, etc.). I'm open to whatever prices y'all want since I've never commissioned GBA portraits!
  3. Hi! Would anyone happen to be willing to do up a Fomortiis and Fire Dragon portrait? Like the normal portraits I mean. (With talking, mini, etc.) I hope they aren't too difficult since they're kind of already existing just in a different format. (I really know little to nothing about Portraits)
  4. Blocking reinfrocement spawn

    I have multiple reinforcements coming from one fortress tile (i.e. they all load on the fortress but when spawning walk to adjacent tiles). I'd like to have it so that if a player unit is standing on the fortress it blocks all of the spawns coming from the fortress, not just the one that happens to end up standing on the fortress itself. Does anyone know how to do this?
  5. Hi folks. I've been having the hardest time getting village tile changes to work for approximately an eternity now. I'm using Tiled and Tiled Map Inserter, and I've been following Nintenlord's tutorial to a tee. Still, the game refuses to use a different tile change for visiting and destroying a village, as shown: Here's my tile setup: I know the destroyed tiles are supposed to be on top and have a lower ID, which I've done. I tried putting the closed layer on top, which results in the game using that one for both events instead: I've triple checked that neither of the IDs are already used in the chapter (I've tried different IDs too), I've tried shuffling the 3 layers around with every possible order, but no dice. At this point I'm well and truly out of ideas ¯\_(ツ)_/¯ Edit: *Facepalm* A single hour after I post this and a random idea that ends up being the solution crosses my mind. I guess the game doesn't like that I used the entire 3x3 village for the closed tile change. Just the gate by itself is what it's looking for. The more you knoooooow
  6. As that title states i was thinking about doing a challenge run where i pick exclusively lowtier characters and do an Ironman with them (forgive me if this has been done before). I was probably going to start with FE7 as it's the one I'm most familiar with and it's easily stream-able. Only problem is I don't know what characters are actually considered the worst. Given that you guys here at Serenes Forest are fairly decent when it comes to these things, can we get some voting on whose the top 10-15 worst characters? maybe 3 responses per person? I'll tally them up and start up a run, probably less than a week depending. Update: So from this consensus im getting: Wil Rebecca Nino Renault Lyn (but it's not unique) Louise Wallace squared Serra Dorcas and Bartre Matthew Update 3: Ok so minus Rath and Lucius (lucius himself seemed decent but i figured Erk is better purely because anima) So ill start this up this weekend probably friday or Saturday depending. I'm basically going to either not deploy whose not on the list or ill have them die a heroic death with no weapon in hand. Also going out of my way to try and make wallace is going to be fun. His join chapter is gonna be fun. Update 4: Now live! https://www.twitch.tv/tsakan2 Update 5: Matthew died on chapter 9 because he missed an 80+ something %. that's funny. RIP my thief for the run, gonna let him stay dead on eliwood mode
  7. Who to use Lyn mode stat boosters on?

    So I'm attempting HHM for the second time and I'm wondering which characters so you suggest using the Energy Ring and Angelic robe on. I'm thinking of giving the Energy Ring to Florina and I'm not sure who I should give the Angelic Robe to What do you guys think?
  8. FE7 HNM Auction #5

    Hey, it's been about 6 months since the last time and I got inspired while learning Python to remake the auctioneer program as an exercise, so I felt like doing another race. Here's the last one for context. For those unfamiliar, the way this works is rather than selecting units one by one, we all bid privately on each character in terms of turn-count penalty, then they get assigned to us along with turn-count handicaps by a program. I've attached a PDF detailing the rationale and operation of the auction. I'll also attach the Python files. Create a text file with your bids each on a separate line (plus an extra 0 for the blank slot) and it will automatically create some random values for the other players and run the auction. I'd delete the line that does rotations in Main.py to save some time while you experiment. Here's the rules, I've bolded some parts that are different from usual. If anyone has strong opinions I'll consider adjustments. I kept the bit about survive chapters becoming rout chapters, the optional Gaiden turn-counts are reduced, Marcus is no longer split into two units, early game penalty is reduced, and what you can do with others' units is generally better defined and restricted. Team structure 1a. There will be five players. 1b. There are 34 units. One team will have 6 units; the others will have 7. 2. All teams automatically include: a. Hector, b. Merlinus, Ninian/Nils, and Athos due to their unique nature, c. Wallace/Gietz and Harken/Karel as they would only create dead team slots. 3. Bartre and Karla come as a pair. 4. If you get Marcus, he may only be used freely starting chapter 17x. Rules of play 1. The game will be played on Hector Normal Mode, skipping Lyn Mode. 2. Restricted actions a. You may only deploy other player's units on chapters with units recruitable by a specific non-Hector unit or desert items, specifically 14, 17, 19, 20, 22, 23, 24, 27, and 28. b. Another player's units under your control may ONLY move, recruit units (any), rescue/drop other players' units (not yours or NPCs), trade between chapters, and dig up items in the desert. c. They may not do anything else, including but not limited to: enter combat, use items/staves, trade/merch mid-chapter, visit (any building), rescue/drop your units or NPCs, steal, or build supports. d. Your units may do as you please without penalty. e. Mine/enemy control glitch is banned. 3. All Gaiden Chapters except 19xx, 23x and 28x must be visited. 23x and 28x are optional, and don't count towards the total turn-count up to 15 turns taken per chapter. The value is shortened from 20 which feels like too long. The last bridges needed to reach Sonia on 28x open turn 9 so even without water transport you can seize in 15. 4a. Chapters 13x, 15, 28, and 31 count the last Player Phase for which enemies are present for turns (or last PP if enemy not routed). 4b. Chapter 26 counts as 11 turns and is excluded from 4a so the player does not need to kill Vaida, and so that Vaida is actually usable. Penalties 1a. You may use an another player's unit as yours with a 4 turn penalty, per unit per chapter. 1b. The penalty is instead 3 turns for chapters 12, 13, and 13x due to forced deployment and to mitigate unfun early game. Exceptions 1. Matthew is free for Chapter 11. 2. Unarmed units may be attacked in Chapter 13x. 3. Lyn, Kent, Sain, and Wil may act freely in the southeast 5x5 box for Chapter 16. 4. Undrafted Thieves may be used to obtain necessary Promotion items. PM me your bids if interested, and post below so others can see how many slots remain. Please format your bids in the following order to make it easy for me to accurately create the bid file (example values given are the medians of the previous FE7 auction): The SHA-256 hash for my own bids is a47d4291ad131a370119711f848893ef99cc909c90ecd120be5b8f63c4377b51. feAuctionDoc.pdf AuctionState.py GameData.py Main.py Pricing.py
  9. Von Plays Fire Emblem: The Blazing Blade (Hector Normal) (Randomized) Introduction Hello everyone! So I'm going to try my hand at a randomized Let's Play of Blazing Blade. This'll give me something else interesting to do while I think about Support chain ideas for Sanctaea Chronicles. Here are my settings. It won't be anything too crazy, I don't think. I'm not going to randomize items. It's too bad characters in originally gender-locked classes won't be able to use new sprites. I guess we'll just have to pretend they're in drag. So yeah... I think that's all I have to say for this intro. Anyway, let's give this thing a spin!
  10. As the title says, I'm working on something that would be more enjoyable if all routes and difficulties were available upon the first time playing an FE7 ROM, and I wanted to know if anyone had found how to do this already.
  11. Why everyone hates Rebecca?

    Ok, I have seen loads and loads of people saying that ''Rebecca is trash lol''. I just don't get it. I know that Wil comes with the Lyn Story ''bonus'' and some-what medium growths but...What makes her THAT bad?
  12. Exactly what it says in the title: Taking Lyn Mode into account, would it be possible to solo FE7 using only Florina (except for the chapters where she isn't present, obviously)? What do you think?
  13. Chapter Unit Limit Question

    How do you/is it possible to increase the character/unit limit on a chapter? For instance, say a chapter only allows you to bring 11 heroes into battle; is it possible to change that limit from 11 to 16 (exclusively using Nightmare)? I know adding enemy units isn't, but I wasn't sure if this was different. Thank you, and sorry if this is a dumb question!
  14. Hey all! This is my first post on the forums, though I've been a lurker for years now. I've played through most of the U.S. released Fire Emblem games, as well as many of the Rom Hacks here, but I've wanted to make a hack for a long time now that highlighted Fire Emblem's medieval setting to its fullest extent. This hack will feature a strong story concerning conflicts between the different noble houses and lands, but still incorporate the spirit of Fire Emblem games. While this is still in the conceptual stages, the idea is that it will include: - 20 something chapters, telling a rich story within the context of the world. - Custom Classes (and omissions). I want this to be a very character driven story, and thus some generally playable classes may not be represented as it would be difficult to explain their role. For instance, I don't foresee there being a playable shaman/druid, and there won't be any heavy armored female characters. I will try to incorporate some custom classes. I also want to make some other class changes seen in more recent FE's, such as reducing the movement of all non-cavalier/paladin mounted units by 1. - New maps - New weapons, including those unavailable on normal GBA FE's (hello Levin Sword). - Custom mugs and new characters (previews shown below). I really hope that I can give my characters some real creative depth. For instance, your first healer will be a masochistic priest who looks like a thug, and the only pegasus knight you receive is a male. The goal is to have it so each playable character contributes in some way, however small, to the overall narrative of the story and not just feel like a throw-in. Plot: Long ago, the continent of Ishtaria was beset by constant war and fighting, until one day the Goddess Levinia descended from the heavens and put an end to the bloodshed. She entrusted a portion of her power to mankind through a vassal that would be known as the Apostle. The Apostle held immeasurable power and would be known as the voice of Levinia herself. The Apostle would be reincarnated into a new vassal upon the death of a previous one, and this cycle would repeat until the day Levinia herself came down and delivered salvation upon Ishtaria. The first Apostle, Octavius, founded the Holy Empire of Orvel which would rule over the continent for centuries to come, until the War of Three Kings, which separated the continent into four Kingdoms: Orvel, The Marshlands, Merelden, and the Desert Kingdom of Tanaris. The Marshlands were subject to a bloody civil war that ended with the marriage of Lady Beatrice of House Stormholdt and Lord Gabriel of House McTyiere. Together, they had two children, Lord Markeith and Lady Christana, before Lady Beatrice passed away from illness. The story follows Christana and Kellan, Gabriel's bastard son. While Kellan grew up separately from the lordly siblings, the three were close and often played together until Markeith's assassination some years prior. Kellan is accompanied by his longtime friends Colette, Jory, and Macveil. Preview: I've attached a preview of the portraits I've made below. The numbers denote playable characters in the order they are recruited. All others are NPCs, enemy characters, or characters I haven't decided if they are to be recruited yet. I've wanted to make this hack for a long time now, and I really hope I can show you guys some progress in the coming months. Please, let me know if you have any suggestions or feedback, any would be super appreciated.
  15. I've been doing solo drafts of GBA fire emblem lately, but I find that I all too often get easy teams that are hardly challenging. So here's this! This draft is aimed for a more casual group, who don't usually do LTC, but veterans are welcome to come and kick my butt if they feel so inclined. The Rules: Drafting: 1. This draft is for 5 players. 2. Hector, Marcus, Merlinus, Ninian/Nils, and Athos are free for all to use. 3. Bartre and Karla are drafted as a pair. 4. Geitz and Wallace will remain undrafted. 5. Marcus is banned after Chapter 16. 6. The game will be played on Hector Normal Mode, skipping Lyn Mode. Rules: 1. Undrafted units may recruit characters, rescue undrafted units and NPCs, trade, visit Shops and Armories, and dig up items in the desert. 2. Undrafted units may not do anything not listed above, including but not limited to meatshielding, building Supports, opening Doors or Chests, talking to Fargus in Chapter 17x, or Seizing Castles in Chapter 25. 3. All Gaiden Chapters except 19xx, 23x and 28x are required to be visited. 23x and 28x may be visited at the player's discretion, and don't count towards the total turncount up to 20 turns taken per chapter. 4. Other units may do as they please without penalty. 5. Defend chapters count the last played Player Phase for turns if the timer is waited out. Penalties: 1. Undrafted units have a 4 turn penalty, per unit per chapter. Exceptions: 1. Matthew is free for Chapter 11. 2. Meatshielding is allowed for Chapter 13x. 3. Lyn, Kent, Sain and Wil are free for Chapter 16. 4. Undrafted Thieves may be used to obtain necessary Promotion items. Teams: Kubson: Sain, Serra, Oswin, Farina, Lyn, Karel, Nino FINISHED Finalinsanity: Lowen, Canas, Heath, Rath, BartreKarla, Legault, Vaida FINISHED rohanx17: Fiora, Raven, Pent, Lucius, Dart, Wil, Louise FINISHED General Horace: Florina, Erk, Eliwood, Isadora, Dorcas, Rebecca, Jaffar FINISHED Epoch5: Priscilla, Kent, Matthew, Hawkeye, Guy, Harken, Renault FINISHED Drafting is Complete: Turn count by chapter not necessary, but nice. Post final turn counts here.
  16. I had a crazy headcanon the other day and wanted to see what SF thought about it. Occasionally, I find myself wondering what the other side of the Dragon's Gate looks like. We never actually get to see the other side of it. BUT there is one other location in the series that we know of called the Dragon's Gate: The one in Fateslandia. What if Fates is set in the future on the other side of Elibe's Dragon's Gate. We do know that both Dragons and Humans lived past the Dragon's Gate which matches up with Fates' world. The Dragon's Gate exists in both Elibe and Fateslandia, and Fateslandia - as far as we know - lacks any other ties to other places (save for dimensional travel). Does anyone have any opinions on this? Thoughts they could add to this? This possibility blew my mind when I thought of it, even if it is just strung together by a few coincidences. I really wasn't sure which section to put this in, but figured I'd put it here given that there are two distinct Elibean games to pull from vs Fate's three variations.
  17. I was planning to compile an as-exhaustive-as-possible stat overview of HHM's enemies and to make things a lot easier, I would like to remove Fog of War from the equation via Nightmare - my first and so far only experience with the programm. For the most part, this seems to be fairly straightforward - I got to the start chapter 13x and the modified ROM seems to work just fine. However, since chapter 23 only has FoW on HHM, the "Vision Distance" parameter is already zero, so I have no clue how to remove it from HHM. Is there a (noob-accessible) way to deal with this problem? Thanks in advance
  18. (Ch.21) Why didn't Ninian want Nils to be moved?

    Here's the dialogue in question: I've been watching a recent LP of FE7, and they recently finished Ch. 21: Kinship's Bond. This thought had crossed my mind long ago when I played through the game myself, and it finally dawned on me again: When Nils collapses at the start of the chapter (most likely from giving all his energy to Ninian in the previous chapter), exactly why did Ninian not want Nils to be moved? I don't think there was ever an explanation for this. I mean, yeah, they're manaketes and granted it's several chapters before the Lords find that out the hard way, but I still don't see what harm there would've been in moving him. Was he perhaps so low on quintessense that moving him could've shook the last bit of it out of him and killed him in the process? That's the most sound reason I can think of. But it may as well have just been left up to interpretation. If there actually is a reason and I either overlooked it or it's only in the Japanese script, I would love to know. This question's been eating at me for years. In any case, munch on some brain food and share your thoughts.
  19. [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.
  20. forblaze's FE Music Thread

    I make FE music arrangements and just wanted to share what I've got with you all. New songs will be added as they come, and I hope you enjoy. Feedback and requests are welcome! [FE16] Trailer Theme (No SFX) [FE7] Reminiscence - Ninian and Nils' Theme (Cinematic Orchestral Arrangement) [FE7] Winds Across the Plains - Lyn Map BGM (Relaxing Orchestra Arrangement)
  21. Fire Emblem 7 Gameplay Reversion Hack

    I recently watched a Lets Play of Hector Hard Mode where the player lamented that effective weapons suck in this game. I decided to see if anyone had made a patch to fix this and other gameplay changes made to the U.S. version of the game, and to my surprise, no one had! So I did it myself. This patch is meant to be applied to the U.S. version of the game. I used febuilder and Event Assembler to make this hack. I'd also like to thank Venno, as I used his FE7 Effectiveness Rework assembly hack to change the effective weapon multipliers (found here). (If I need to seek permission to use it, please let me know and I'll take this down until I have obtained permission.) This hack has only received minimal testing, but the alterations were mostly simple ones, so it should work alright. If you find any bugs or differences that haven't been corrected, though, please let me know. UPDATE: I have just completed version 1.1 of this hack. The only change made was slightly altering the inventories of four enemies whose items were slightly different in the Japanese version. This will most likely be my last and only revision. Version 1.1 is available here. Here is a list of things that have been changed in this hack: What Has Been Changed The "Gate" and "Throne" terrain types grant 30 Avoid instead of 20. (The "Castle Gate" terrain type still only grants 20 Avoid--it was like this in the Japanese version.) The "Gate," "Castle Gate," and "Throne" terrain types grant 3 Defense instead of 2. The effective damage multiplier was raised from 2 to 3 for Aureola and all non dragon-slaying weapons. Bosses that had their stats reduced in the U.S. version of the game have had them restored to their Japanese stats. In Chapter 27: Cog of Destiny, Lloyd and Linus each carry a Runesword rather than a Light Brand. In the first part of Final Chapter: Light, two doors open at the start of the map, after which two doors open every two turns. (By contrast, the U.S. version starts with one door open, and one door opens each turn.) The Fire Dragon's max stats have been increased (even though they don't hit those caps). Some enemies have had their inventories tweaked to match the Japanese version. (There were only four of these.) What Hasn't Been Changed: The "Blood Type" option is still absent from the Tactician creation screen. I'm not a good enough hacker to put it in, and since it only alters Affinity as far as I can tell, there is no significant gameplay change. Correct me if I'm wrong on this. Lyn mode cannot be skipped, and the extended epilogue plays by default. None of the text has been changed. This means translation errors and the glitchy text on the Wind Sword and Dragon Axe is still present. Old versions: Version 1.0
  22. Fire Emblem GBA Font Revamp

    In my last casual playthrough of FE7, I couldn't stand the dialogue font. Far too tall for how thin it is. With my experience messing around with roms over the years, I decided I could fix it myself. This is a personal QOL hack I made for myself, but I figured sharing it with others would be a great service. I started off by importing Sacred Stones' font. Unfortunately, I then discovered what a typographical nightmare that font is. Irregular x-heights make reading very uncomfortable, especially as a fast reader. So I made several edits to make it more palatable. Dialogue font x-heights have been normalized. The lowercase "y" is less thin. Menu fonts are also slightly modified and have had x-heights normalized. The lowercase "t" is taller. As I created it for my casual playthrough, I was able to playtest it from start to finish (Lyn Normal -> Eliwood Normal) with no issues. Here are some screenshots: FE7 Font Revamp v1.0.ips (Apply to a US FE7 ROM) Of course, I wasn't done there: there were still two other Fire Emblem games I've yet to play that feature the same crappy fonts. Well, I'm glad to announce that I have font patches available for both Sacred Stones and Binding Blade! I haven't had the chance to test either of these to a great extent, so let me know if you come across any problems. FE8 Font Revamp v1.0.ips (Apply to a US FE8 ROM) FE6 Font Revamp + Text Crawls v1.0.xdelta (Apply to Gringe's FE6 Translation v1.0) The following patch works on both the current fantranslation and the old one. It's missing text crawls, but it is functional. FE6 Font Revamp v1.0.ips (Apply to any English-patched FE6 ROM) Because this hack only modifies font graphics, almost all romhacks should be compatible! If you would like to use these font modifications in your own romhacks, feel free to do so! Credit is highly appreciated, but not necessary. Explicit permission is not needed, but I'd love to hear if you're planning on using these. I hope you are able to get as much out of these as I have!
  23. Custom Stat Screens

    Using Laytruce's Stat Screen Creator (thanks, buddy) I've created this set of screens based on an old concept of mine- an FE7 hack that takes place during the Scouring. The main character will be Roland, though Hartmut will likely play a large role. And anyways, there isn't a sprite for Hartmut. Here are the starting stat screens I've made for Roland, Durban, and Bramimond, plus a thief variant of Anna and Bill the Soldier, a completely-legit OC. Here are the screens. If anyone wants to make a fangame similar to this, you MAY use my stat spreads AND Bill, if you so choose. All non-Bill characters, plus Bill's sprite, are from FE7, as are the assets used to make up their spreads.
  24. I made an orchestral arrangement of Reminiscence from FE7 and wanted to share it with you all. I plan on doing a few more songs from FE7, so if you have any requests let me know!
  25. Changing the Starting Map

    Is it possible to change which map the player starts with when they boot up the game? I want to skip directly to Eliwood's tale because I'm using his chapters as a base. EDIT: I solved it by activating the Seize flag in the start event of the prologue, which then makes it skip over to chapter 10, where I placed Lyn at the gate of the castle, so she can seize immediately. When I tried skipping directly to Chapter 11, the game was stuck in Lyn mode, making Eliwood unable to seize.