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Found 248 results

  1. I'll get straight to the point. When I have the wall tile on the main layer (As seen here: http://i.imgur.com/w32M3XS.png)and the tile change above it on a different layer, the breakable wall doesn't appear initially. It works properly and disappears when destroyed (finally), but I have to suspend and resume for it to appear. However, when I do it the other way around, This happens The wall spawns with 0 HP and to get it to disappear, I have to suspend and resume. Simply put, I don't understand exactly why this happens, especially since the doors work fine. Also, how do I make units attack a wall during an event? (The opening_event specifically) Using the FIGH command just freezes the game. (Most likely because there's no unit to fight) Placing the Wall unit (0xFC) creates a glitchy brigand that also freezes the game when attacked. That's all for now.
  2. When to promote in FE7?

    Is it better to do it at level 10? Or should I wait for level 20? The difficulty has been picking up and I haven't been getting very good level ups. I also don't want to abandon my file so early into Eliwoods story. I am currently on chapter 19 of Eliwood normal mode.
  3. Yep, here we go again, harder, better, equally fast, strength NA. If you saw the last thread you know basically how this works, but I'll put everything you need to know here. There have been some improvements. If you want to know why its an auction and not draft style, the OP here will explain that. And yes, there is another FE7 draft open now, but that's randomized, EHM, and, uh, a draft, so distinctly different in three ways. Four if you count Eliwood mode and Hard mode as two differences. How the auction works Rules of play So if you want in, just PM me your bids. (And post that you did so that others know when its full) Here's a list of the units in recruitment order. Oh, and remember you can bid fractional components, like 0.5 if you don't think a unit will save a turn, but you think it might be useful backup if you don't get enough units by the time they appear. Or 6.5 if you think a unit will save 6 or 7 turns, but you aren't sure which. Unit List Like last time, here's the sha256 for my bids, so you know I didn't change them after receiving yours. b5b62888f8b2c1f593b05e7074f56cdfe594035392b291fdb8124a0a605aa962 I'm pretty excited, I think this time we'll get much better handicaps and it should be a really close contest!
  4. Hello! I had been making good progress on a demo for my fe7 hack, but I've hit a roadblock and was wondering if there was any advice on how I can proceed with debugging this issue. I'm trying to import the overworld snow tileset from fe6 to fe7. I copied the data from the offsets for object, palette, and config over (I'm providing the offset hex values if that will help) and tried setting the chapter data dropdowns for chapter 1. I tried both editing the dropdowns with new pointers to the data (directly editing the .txt nightmare file) and repointing old ones (dragon's gate) and neither worked. I'm thinking maybe I'm copying the wrong data or missing something. I'm also wondering whether the fact that that tileset has two animation sets (frozen river #1 and frozen #2, which I don't plan to use right now) is a problem. I tried importing without the animations and turning them off, but I don't know if it even can work without them. When I load up the game after repointing the data for the map I made, the game goes black. I know it's not my event file, since I tested it without the new map and it worked fine. I've checked if I overwrote any data multiple times with several different backups and reinserting everything didn't change anything. The offsets of data from FE6 I copied were: Object Set- 1FEDB4 to 204418 Palette- 23BD00 to 23BE40 Config- 22F8D8 to 230F0C I pasted into free space at offsets: Object Set- DD0000 Palette- DD57C0 Config- DD5910 I increased the index of the dropdowns too, but I did try just repointing an old tileset to test, so that can't be the problem I don't think. Thank you for any advice in advance! If providing pictures would be of use, I will post those as well.
  5. FE7 at AGDQ 2017

    I was looking over the recently posted lineup for agdq 2017, and i noticed that Blazing Sword (FE7) is in the lineup this year. Specificaly, it is the first game scheduled on the last day (Saturday, January 14th at 5:12 AM eastern time. I won't be able to view live, but i can't wait to see the archived footage. Anyone else have any thoughts? Link: https://gamesdonequick.com/schedule
  6. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  7. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  8. So yeah I've got two questions: 1) How do I edit generic palettes like in Elibian Nights and TRTR? I'd like to have different palettes for different groups of enemies/allies (NPC ones). 2) After a scripted fight without an animation a unit dies, and then I have to use KILL command to kill him properly, in the events it looks a bit stupid. How do I make it so a unit dies in a scripted fight without animations?
  9. Fire Emblem 7 Mechanics?

    Hello people, I'm a gamedeveloper student and i started a project last summer to reverse engineer Fire Emblem Blazing Sword. Alas i had it very busy during the summer and school started after the summer again. So i haven't got anything showable yet. As i am working on it i get kinda overwhelmed by the sheer amount of things the game entails. That is why i would kindly ask all of you if you could respond to this topic with all the game mechanics/features that are in the game. if i can get a comprehensive list of all the mechanics/features then that would make coding/managing the project a lot easier. Please don't just say a mechanic like Battle, because that's way too vague. because in the battle happens things like, animations being played, battle calculations and possibly more i will keep a list of all mechanics/features below List of mechanics/features already known: Grid Generator (gets data from dataclass or txtfile to know what kind of level to make) Grid Cursor (the well known cursor on the grid to select units or open the menu) Grid (for usage in the chapter, consisting of tiles) Tile (for example: evenTiles, plainTile, arenaTile, shopTile, armoryTile, villageTile etc.) -position -moveCost -avoidValue -defValue -resValue -event(arena, shop, armory, visit, seize, talk, support, customEvent) Animation Player (something that knows what animation to play and when) Character -stats (hp, str/mag, skill, speed, luck,def,res,con,move) -weapon level -items -support Hopefully this list will make my request more clear. **Working on this in the Unity Engine with C#, so anyone pointers with that, or even collaborations let me know in a PM ^^
  10. Imgur did its damndest to make pushing this out to you a tedious chore, but I've got another LP for all to see... Fire Emblem: Sword of Heaven and Earth is a Japanese romhack of Blazing Sword/Rekka no Ken. Now, Japanese hacks have developed a bit of a mixed reputation thanks to abominable things like FE7if, as well as technically-neat-but-frankly-bullshit hacks like FE8 Girls and Super Thracia. Sword of Heaven and Earth manages to be a fairly sane hack amidst a crowd of rather ludicrous ones, focusing less on technical innovation or fancy gimmicks and more on generally sound game design. It's not a cakewalk, but (from what I've played anyway) it's not punishingly difficult either. Overall, if you want a hack that emulates the typical GBA style of gameplay more closely than, say, Elibean Nights or Midnight Sun, this isn't a bad way to go. Since the whole thing is in Japanese, I won't be touching upon the plot too much, aside from the appearance of new characters or stuff that affects the gameplay in some way. It's taking place in Elibe, at some time around the events of FE6, though I have no idea if it's before, during or after. We'll see some familiar faces, but most of the cast is new characters, albeit ones who greatly resemble characters from FE6 and FE7. I don't know anyone's growths, sadly, but for most of the earlier characters I can kind of give you an idea of their potential. I've played up to Chapter 13, so this isn't exactly a blind run, but we will hit a point where I don't really know what's coming next. Given my history I won't promise anything, but I'll try to keep this to a one-chapter-a-week schedule if I can manage that. I suppose I may as well get started. The first chapter's a bit sparse, but it gets better from here, honest! Prologue: Bait and crutch
  11. As some of you may already have seen, I asked for some tips for an FE7 Ironman playthrough on here that I was planning to do on YouTube, and here it is! Part 1: Lyn Mode - Prologue: Rules: ► Standard Ironman rules: no resets, no restarts, no do-overs. If someone dies, they're dead forever. ► LORDS CLAUSE: If a Lord dies, I'll restart the chapter and the game will continue, but a character will be chosen to be sacrificed in their place - choices will be included in a poll on here, YouTube and Twitter so that you viewers can decide who that should be. ► You're free to discuss anything but please no spoilers for Fire Emblem Conquest or Revelations - I've pretty much finished Birthright, but I've still not started the other two! As I'm starting from a fresh game on the Wii U Virtual Console, I'll be playing on Lyn Easy Mode (the forced tutorial) and Eliwood Normal Mode, and I'll be following the story but have battle animations turned off until Eliwood's Mode (unless requested otherwise by popular demand). I'm planning to record videos on a chapter by chapter basis, but for longer chapters I'll split them up into Part 1, Part 2 etc. if they're going to be longer than 30 minutes. I should hopefully have videos uploaded on a daily to every-two-days basis (it depends on what our channel's schedule is like, we're currently playing through the Dark Souls 3 Ashes of Ariandel DLC as well). Hope you're looking forward to it as much as I am! Archive of episodes:
  12. So, we all know Zephiel is the bad guy in Binding Blade/Sealed Sword. He is also the same person that you need to save in Blazing Sword/Rekka no Ken. If Jaffar and Nino killed Zephiel, FE6 WILL NOT EXIST and Roy wouldn't have to venture out Pherae. So, whose fault was it? The fault that made the FE6 storyline happen? Here is my observation: Jaffar and Nino was ordered to kill Zephiel right? And they didn't kill him. So, it's their fault. But, they are members of The Black Fang and the King of Bern, Desmond, had contact with the group, so, he sent out an order to kill his own son, so it's his fault right? No, it isn't. Desmond didn't treat Zephiel as his own "son" because they were "not alike". So, whose fault was it? Enough of that for now, let's move on to Eliwood and his army. The Queen of Bern, Helene, ordered Eliwood and his army to save Zephiel from the "assassination" attempt, so they saved him and blah blah blah, it's their fault because they intervened with Jaffar and Nino. No, it isn't Eliwood's fault either. Right now, there are a few suspects: Desmond Helene Black Fang as a whole Jaffar and his change of heart Nino for changing Jaffar's heart Eliwood's army And the tactician for ordering Serra/Priscilla to use that rescue staff on Zephiel. And IntSys for making FE7 ( ͡° ͜ʖ ͡°) Short Note, Feel free to ignore: I've been really delighted of the people replying to my thread but there's a point when we have to stop, it's not right now since more points need more discussion. Short Note #2: Please respect each others opinions in this thread, I created this for discussion, not for disCUSSion (Bad pun, I know, I know.)
  13. Robo-Cone Animation

    If anyone here plays Plants vs. Zombies 2, do you remember the cone mechs in Far Future? Well, I made a sprite animation for it for use in FEditor Adv. It's for magic attacks. Here: Robo-Cone.zip
  14. 404'd! I play MageKnight404's FE7 hack Like the title says. I'm no stranger to FE, I've played FE7 and FE8 until I completely filled out all the support logs and I've also played a few hacks like The Last Promise and Requiem. However, I've never played this particular hack until now. I've heard of it and read someone else's LP of it; but that was long ago, and thus I'm not actually fully familiar with it. So I figured I should finally experience this... work, for myself. From what I understand, this was one of the earliest hacks made for FE7. As such, there isn't much in the way of major drastic changes like in today's hacks; but this hack probably still paved the way for them. We all have to start somewhere, right? I won't be transcribing the dialogue, just giving a summary of them. And I'll also only play through this once, so we're stuck with Lyn Normal and Eliwood Normal. I might change my mind after I finish, but that's some ways off. So, let's do this. No change so far, intro's the same. You know the story: Humans and dragons lived together, then they fought each other in the Scouring, and humans won with the losers disappearing. Still no change so far. Ah, here we go. I can tell we're in for a good time. Still have to give tactician info. I input the usual. Chapter -1: The Duchess Of Tahra
  15. As the title states, I'm planning on doing an Ironman Let's Play of Fire Emblem 7 on YouTube (I'll post a thread in the Let's Play/Stream section on here too), and before I start I figured I might as well ask the veterans for some tips! I'm not planning for it to be a low turn count run or be locked into certain characters like a draft or PMU (although I'll probably use characters that are suggested), just looking to get advice on what I should consider for an Ironman playthrough in particular, especially since it'll be the first one I've ever done.
  16. Hello, dear community! I've got a quick set of questions. I'm currently creating my own romhack and seem to be doing fine enough right now. I'm at this point in which I'm finished with the first chapter and want to move on to the second one. I'm using Eventiel to help myself a bit but I'm not sure how i would load a character that has leveled in the previous chapter with the same Level and EXP and stuff. Or if I should worry about that at all. Can some help a guy out? :D
  17. Flier evasion bonus?

    I remember reading somewhere that, in exchange for not receiving any terrain bonuses, flying units got some kind of passive bonus to Avoid at all times. Like, +10%~+20% or something. Is this true? I can't seem to find a source for it, but I distinctly remember having heard about it at one point.
  18. Maximum map size parameter questions

    According to the research I've done, the maximum map size permitted in FE7 is 43x36. However... I have also read that the maximum map size varies by game. Is this correct? And, if so, what is the maximum map size for FE8? I recall reading at one point that those dimensions were flexible, but only if the two numbers added up to the same amount (or something along those lines); i.e. you could make a map that was 29x50 tiles if you wanted, since 29+50 and 43+36 both add up to 79. Is this correct? It kinda sounds fake, so I'll defer to people who know what they're talking about; what is the truth in regards to maximum map dimensions? Thanks for your time!
  19. FE7 EHM Strawpoll/Draft

    I have a strawpoll/draft going on right now for which characters I should use in my Eliwood Hard Mode playthrough. Here are the links to the strawpolls/drafts. I hoping for a lot of votes on the strawpolls! :) Here is the link to the Marcus-Louise strawpoll: http://www.strawpoll.me/11399567 Here is the link to the Karel-Renault strawpoll: http://www.strawpoll.me/11399580
  20. I'm going to be starting Fire Emblem 7 Eliwood Hard Mode playthrough but for this playthrough, it will be regular and randomized once I'm done with my randomized playthrough's of FE7 and FE8. So once there done with, I'll begin this let's play. And I'm hoping a lot of people vote on these strawpolls because I want a challenge. Also, I had to split the strawpolls into 2 because there are so many people in FE7, that I couldn't fit them into 1 poll. Anyway, thats all I wanted to say Here is the link for Marcus-Louise: http://www.strawpoll.me/11399567 Here is the link for Karel-Renault: http://www.strawpoll.me/11399580
  21. I'm going to be starting Fire Emblem 7 Eliwood Hard Mode playthrough but for this playthrough, it will be regular and randomized once I'm done with my randomized playthrough's of FE7 and FE8. So once there done with, I'll begin this let's play. And I'm hoping a lot of people vote on these strawpolls because I want a challenge. Also, I had to split the strawpolls into 2 because there are so many people in FE7, that I couldn't fit them into 1 poll. Anyway, thats all I wanted to say Here is the link for Marcus-Louise: http://www.strawpoll.me/11399567 Here is the link for Karel-Renault: http://www.strawpoll.me/11399580
  22. Does anyone know where in the data I can find the multipliers for weapon effectiveness? I want to give weapons such as the armorslayer a low might but a high multiplier as to only be effective against armored units and ineffective otherwise, I'd also like to change the bow effectiveness against fliers in FE7 back to x3.
  23. Hello! I had a few questions in regards to the Tactician's data in Fire Emblem 7. I know that you can assign units to use the name entered for the Tactician; in this way, you can make a single character renameable. I was primarily wondering if it was possible to set a unit to use the same Affinity as the Tactician, as well. Also, how feasible would it be to re-enable the field used for Blood Type selection in a Western Fire Emblem 7 ROM? It would be nice to have that extra field to use for something. By the way, I'd heard that somebody was working on retooling the Tactician data entry screen into Avatar customization; I'm curious to know what the progress on that is. Thank you very much for your time!
  24. Karel or Harken?

    I'm currently doing a playthrough of Blazing Sword, and I'm about to reach Pale Flower Of Darkness. Which of the two characters is a better choice? Harken or Karel? I'm playing on ENM (because it's my first playthrough in a while) , and I think I'm on Kenneth's version.
  25. Since there are (unfortunately) many inconsistencies in this game (such as the name and gender of Florina's Pegasus), and since there are two maps fought in Caelin (Chapter 10 and 15E/16H), I wondered if the game designers had the foresight to make the two maps consistent with respect to the geography around Castle Caelin... and it turns out they did (just barely)! For reference, here are the two maps: Notice that the overlap of the two maps, highlighted by the red square agree, including the mountain formations in the upper-left corner! I am, however, somewhat concerned about where the river in the Chapter 10 map end up, but perhaps they just flow around the region, or something? At least we the mountain range from above Caelin castle being completed to the west in the Chapter 16 map.