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  1. Modular Minimug Box Mod This mod aims to allow for (nearly) full customization of the minimug box. If you've seen anything else I've made, you probably know that most of it involves this box. Here's an example of a configuration made for Eliwan: As you can see, quite a lot can be added to the box. If you're interested in learning about customizing the box yourself, or are interested in making routines for it, please see the FEU thread below: FEU thread MMMB Beta Download If you have any suggestions, find any bugs, or have any questions, please leave a reply here or on FEU. Thanks!
  2. I recently tried to add a few extra enemies to the Prologue chapter in FE8. I copied all the enemy data starting from the offset 8B3C14 (the original prologue units' offset) until the end of the list (6 units total x 20 bytes each) and moved them to a new spot, then I added two extra enemies to the end of the list (2 x 20 bytes). I did a search in the hex editor to replace all instances of the original offset (14 3c 8b 08) with my new offset. I'd expect these would complete the move from the old table to the new one. However, when I start up the emulator with the new ROM: 1. no new enemies were added (I think this might have something to do with the REDA values, which I'm not too familiar with), but more importantly... 2. it seems the game is still loading the data from the old enemy list; if I tried to change the boss's weapons in the new extended list, the change is not picked up, but if I make the change at the old offset, then the change is reflected I couldn't figure out why this was the case, especially after I've replaced all the old pointers to point to the new list. Is there some other values I need to change to get this to work? Thanks in advance!
  3. Okay, so, I've been hacking for a pretty long time, but I've only done minor stuff (to fire emblem atleast) and I've found a lot of amazing custom animations I'd like to try adding to my game, and while I've read the tutorials and understand how, my current problem is that I want to start with a pre-hacked base rom, specifically: http://serenesforest.net/forums/index.php?showtopic=58795 why, because this hack fixes every problem I had with fire emblem 8. What I'd like to do is add some custom animations to add some new weapons to specific classes to make the game a bit more challenging.(I'd be giving the enemy these new weapons also) My problem is however that I tried opening the rom in Feditor and it wouldnt let me access the animations at all, but I opened a clean rom of FE8, and it did allow me. So my main question is: is there a way for me to add the animations to this hack, or is there no way for me to do so. If you need more information I'm happy to provide it.
  4. Hello! So, I've been on again off again messing around with learning how to hack fe7 for a while now. Recently though, I decided that for my first actual project, I'd really like to try and move on to fe8 because it's what all the cool kids are doing, and it's my favorite in the series. Only issue is now I have to figure out what I can and can't keep doing from what I've been learning. I know that the Ultimate Guide goes over both, but given how many people are starting to hack fe8 all of a sudden, I figured it was worth asking again. 1. Can mugs and character battle animations formatted for fe7 be used in fe8 without having to edit them? 2. Are there any changes that I have to make to fe7 events to make them work in fe8? Specifically, I use Eventiel ( http://tebrigade.b1.jcink.com/index.php?act=Pages&pid=2 ) for the base of my events, and add in the smaller details afterwards. I included the event data for an (unfinished) early chapter I was making in the spoiler at the bottom of the post. If there's anything major that needs changing for fe8, could you point it out to me? 3. Random extra question, is it possible to give a "use" effect to a weapon (similar to the Fruit Knife in fates)? Sorry for all the newbie questions, I'm pretty out of the loop when it comes to this sort of thing.
  5. Hi, I'm new to forums so I hope this is in the right spot and stuff. Anyway, I'm just getting into FE8 modding and specifically the Battle Palette modding. I want to change the way a necromancer looks in battle and his sprite and all that. I've checked around google and I couldn't find anything so I figured that I could post a topic somewhere. Can anyone direct me to a Battle Palette Reference Nightmare Module that contains a battle palette for a necromancer? or does that not exist. Thanks :D
  6. Hi, I'm new to the forum and I've just started playing around with ROM hacking earlier this week. Since starting, I've inserted a bunch of new weapons to the items list such that the list has been expanded to about 250 items. However, there is an issue with the animation pointers. According to this post, the pointers only work for up to about entry 0xA0, but I have items that go up to 0xF8. Has anyone else had this issue before or knows how to set the right animation pointers for weapons past the 0xA0 point? Thanks!
  7. So I've been messing around a bit with FE8 lately (started messing around with Nightmare a few months back and it's since turned into a full on rebalance/difficulty mod) and I've run into a bit of a roadblock here. I can't seem to get my reinforcement events working properly and I'm honestly not sure what it is that I'm missing. These are my events currently [spoiler=C2 Events] //////////////////////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE8 // // File: 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan).gba // // Offset: $9E8934 // // // //////////////////////////////////////////////////////////////////// ORG $591F40 label25: EVBIT_MODIFY 0x1 EVBIT_F 0x2 CHECK_EVBIT 0x8 BEQ 0x0 0xC 0x0 FADU 16 LABEL 0x0 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591F64 and the new ending offset is CURRENTOFFSET ORG $592104 label24: EVBIT_MODIFY 0x4 ASMC 0x85375 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET ORG $B2F1C0 Units1: UNIT 0x1 0x2 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4244 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [0,0] 0b 0x0 0x1 0x8B424C [0x1,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4254 [0x1,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [0,0] 0b 0x0 0x1 0x8B425C [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [1,0] 0b 0x0 0x1 0x8B4264 [0x4B,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label29: UNIT 0x8E 0x41 0x0 0x1D [9,14] 0b 0x0 0x1 0x8B426C [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT 0x8E 0x19 0x0 0xD [14,7] 0b 0x0 0x1 0x8B4274 [0x2D,0x0,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x47 0x41 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B427C [0x1F,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [6,10] 10b 0x0 0x1 0x8B4284 [0x1F,0x6C,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [7,14] 0b 0x0 0x1 0x8B428C [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8E 0x41 0x0 0x15 [14,7] 0b 0x0 0x1 0x8B4294 [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT label34://NEW UNIT 0x8E 0xF 0x0 0x1D [6,10] 0b 0x0 0x1 merc [0x3,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x8E 0x46 0x0 0x1D [14,7] 0b 0x0 0x1 bard [0x2,0x0,0x0,0x0] [0x0,0x5,0x9,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B43D0 and the new ending offset is CURRENTOFFSET ORG $EFBB20//NEW c2rein1: UNIT 0x7F 0x5 0x0 0x2D [0,14] 0b 0x0 0x1 cavboss [0x16,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x80 0x5 0x0 0x1D [0,14] 0b 0x0 0x1 cavgrunt [0x14,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x80 0x4B 0x0 0x1D [0,14] 0b 0x0 0x1 trouba [0x4E,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT ORG $EFBB90//NEW merc: REDA [7,10] 0x0 0x0 0x0 0x0 bard: REDA [14,8] 0x0 0x0 0x0 0x0 cavboss: REDA [3,14] 0x0 0x0 0x0 0x0 cavgrunt: REDA [2,14] 0x0 0x0 0x0 0x0 trouba: REDA [1,14] 0x0 0x0 0x0 0x0 ORG $8B440C label28: UNIT 0x6 0x48 0x0 0x8 [0,1] 0b 0x0 0x1 0x8B429C [0x15,0x1C,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT label32: UNIT 0x7 0x3D 0x0 0xA [11,2] 0b 0x0 0x1 0x8B42A4 [0x2C,0x6C,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0xA 0x3F 0x0 0x22 [11,2] 0b 0x0 0x1 0x8B42AC [0x1F,0x28,0x6C,0x0] [0x0,0x3,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B4470 and the new ending offset is CURRENTOFFSET ORG $8B44AC label30: UNIT 0x48 0x41 0x0 0x35 [14,8] 0b 0x0 0x1 0x8B42C4 [0x20,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B44D4 and the new ending offset is CURRENTOFFSET ORG $B2FB20 TurnBasedEvents: TURN 0x0 label15 [1,0] 0x0 TURN 0x0 label16 [2,0] 0x0 TURN 0x0 label17 [3,0] 0x0 TURN 0x0 reinf01 [3,0] 0x0 END_MAIN CharacterBasedEvents: CHAR 0x7 label18 [0x1,0x7] 0x0 CHAR 0x8 label19 [0x7,0xA] 0x0 END_MAIN LocationBasedEvents: VILL 0x9 label20 [4,2] 0x10 LOCA 0x9 [4,1] 0x20 VILL 0xA label21 [7,2] 0x10 LOCA 0xA [7,1] 0x20 VILL 0xB label22 [1,12] 0x10 LOCA 0xB [1,11] 0x20 SHOP 0x0 label23 [5,7] 0x16 END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x6 AFEV 0x0 label24 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: WORD 0x89F0808 0x89F0880 0x89F08E0 0x89F0910 WORD 0x89F096C 0x89F09C8 0x89F09D8 0x89F0A28 WORD 0x89F0AA0 0x89F0B00 0x89F0CCC 0x89F0D48 WORD 0x89F0DA8 0x89F0DB8 0x89F0E14 0x89F0E70 WORD 0x89F0E80 0x89F0ED4 0x89F0F54 0x89F0F74 WORD 0x89F0FA4 0x89F0B10 0x89F0B68 0x89F0BE0 WORD 0x89F0C40 0x89F0C70 0x89F1028 0x89F10A4 WORD 0x89F1104 0x89F1134 END_MAIN PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E8984 and the new ending offset is CURRENTOFFSET ORG $9ED7CC label23: SHLI 0x2 0x1 0x15 0x14 0x1F //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9ED7D8 and the new ending offset is CURRENTOFFSET ORG $9ED9AC Traps1: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9ED9AD and the new ending offset is CURRENTOFFSET ORG $9EDE9D Traps2: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EDE9E and the new ending offset is CURRENTOFFSET ORG $9EE0C0 label33: CHECK_TUTORIAL BEQ 0x0 0xC 0x0 TUTORIAL_CALL LABEL 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET ORG $9EE274 label36: EVBIT_MODIFY 0x4 CALL label25 EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET ORG $9EE2C4 label27: CHECK_EVBIT 0x8 BNE 0x80BD 0xC 0x0 FADI 16 LABEL 0x80BD TEXTSTART CLEAN FADU 16 ENDA label26: CHECK_EVBIT 0x8 BNE 0x80D2 0xC 0x0 FADI 16 LABEL 0x80D2 REMOVEPORTRAITS BACG 0xFFFF FADU 16 ENDA label31: CALL label26 SADD 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label27 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET ORG $9EE4A0 label34: CHECK_EXISTS 0xFFFD BEQ 0x0 0xC 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x1 0xC 0x1 CUSA 0xFFFD GOTO 0x1 LABEL 0x0 _0x3240 0xFFFD 0x0 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE4F8 and the new ending offset is CURRENTOFFSET ORG $9EE5BC label35: CHECK_EXISTS 0xFFFD BNE 0x0 0xC 0x0 _0x3240 0xFFFD 0x0 REMU 0xFFFD GOTO 0x1 LABEL 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x2 0xC 0x1 CUSA 0xFFFD LABEL 0x1 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x2 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE61C and the new ending offset is CURRENTOFFSET ORG $B2F330 BeginningScene: MUSC 0x24 SVAL 0x2 0x18 CALL label26 TEXTSHOW 0x954 TEXTEND REMA FADI 16 CLEAN FADU 16 LOAD1 0x1 label28 ENUN MUSCMID 0x7FFF LOAD1 0x1 label29 ENUN LOAD1 0x1 label30 ENUN STAL2 0x3C MUSC 0x1A CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x955 TEXTEND REMA MOVE 0x18 0x48 [14,9] ENUN DISA 0x48 CUMO [12,3] STAL 60 CURE MUSC 0x25 SVAL 0x2 0x2 SVAL 0x3 0x956 CALL label31 CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x957 TEXTEND REMA MOVE 0x18 0x47 [9,14] ENUN SVAL 0xB 0x5000C MOVE 0x0 0xFFFE [12,3] ENUN SOUN 0xAB SVAL 0xB 0x2000C TILECHANGE 0xFFFF SOUN 0x5C NOTIFY 0x12 0x0 0x0 LOAD1 0x1 label32 ENUN SVAL 0x1 0x5 SET_HP 0x7 CUMO 0x7 STAL 60 CURE SVAL 0x2 0x1D SVAL 0x3 0x958 CALL label31 SVAL 0x2 0x89F0790 CALL label33 LOAD1 0x0 Units1 ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x959 TEXTEND REMA MOVE 0x18 0x6 [2,3] ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x95A TEXTEND REMA SVAL 0x2 0x89F07B0 CALL label33 CUMO 0x5 STAL 60 CURE TEXTSTART TEXTSHOW 0x95B TEXTEND REMA MOVE 0x18 0x6 [6,3] ENUN EVBIT_T 0x7 LOAD1 0x1 label34//NEW ENUN ENDA label15: SVAL 0x2 0x89F07D0 CALL label33 EVBIT_T 0x7 ENDA label16: SVAL 0x2 0x89F0C98 CALL label33 EVBIT_T 0x7 ENDA EndingScene: MUSC 0x31 CHECK_ALIVE 0xA BEQ 0x0 0xC 0x0 CHECK_ALIVE 0x7 BEQ 0x0 0xC 0x0 SVAL 0x2 0x1D CALL label26 TEXTSHOW 0x962 TEXTEND REMA FADI 16 SVAL 0x2 0xA CALL label34 SVAL 0x2 0x7 CALL label34 LABEL 0x0 SVAL 0x2 0x4 CALL label26 TEXTSHOW 0x963 TEXTEND FADI 4 MUSCSLOW 0x7FFF REMA REMOVEPORTRAITS BACG 0x20 FADU 2 TEXTSHOW 0x964 TEXTEND FAWI 2 REMA BACG 0x16 FAWU 2 MUSC 0x52 BROWNBOXTEXT 0x211 [8,8] TEXTSHOW 0x965 TEXTEND FAWI 2 _0x1328 0x7FFF REMA BACG 0x20 FAWU 2 _0x1328 0x4A TEXTSHOW 0x966 TEXTEND REMA FADI 16 ENUT 0xD0 ENUT 0xE8 ENUT 0xBC ENUT 0xB8 ENUT 0xC5 ENUT 0xB8 ENUT 0xC0 ENUT 0xC4 ENUT 0xCA ENUT 0xDE ENUT 0xDA ENUT 0xCB MNCH 0x3 SVAL 0x2 0x7 CALL label35 SVAL 0x2 0xA CALL label35 ENDA label18: MUSS 0x30 STAL 33 STORETOSOMETHING 0x0 TEXTSTART TEXTSHOW 0x967 TEXTEND REMA MURE 0x2 CUSA 0x7 EVBIT_T 0x7 ENDA label19: MUSS 0x30 STAL 33 TEXTSTART TEXTSHOW 0x968 TEXTEND REMA MURE 0x2 CUSA 0xA EVBIT_T 0x7 ENDA label20: STORETOSOMETHING 0x0 CHECK_ACTIVE SVAL 0x1 0x1 BNE 0x0 0xC 0x1 MUNO SVAL 0x2 0x2 SVAL 0x3 0x969 CALL label31 MUSI GOTO 0x1 LABEL 0x0 MUNO SVAL 0x2 0x2 SVAL 0x3 0x96A CALL label31 MUSI LABEL 0x1 CALL label25 SVAL 0x3 0x76 GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label21: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96B CALL label31 MUSI CALL label25 SVAL 0x3 0x6D GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label22: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96C CALL label31 MUSI CALL label25 SVAL 0x3 0x6E GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label17: SVAL 0x2 0x88B4470 CALL label36 SVAL 0x2 0x89F1154 CALL label33 EVBIT_T 0x7 ENDA reinf01://NEW SVAL 0x2 c2rein1 CALL labelB EVBIT_T 0x7 ENDA labelB://NEW EVBIT_MODIFY 0x4 CALL labelC EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA labelC://NEW EVBIT_MODIFY 0x1 EVBIT_F 0x2 CHECK_EVBIT 0x8 BEQ 0x0 0xC 0x0 FADU 16 LABEL 0x0 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9F0770 and the new ending offset is CURRENTOFFSET I'm sure I'm just missing something simple, but I'm all out of ideas. When I insert the file with EA it finishes with no errors, but when I load chapter 2 in-game, only the default enemies load. It's as if the game doesn't see the new events I've inserted at all. Interestingly enough, the code works fine when I remove any added reinforcement events, so I know it must be somehow related. I'm still relatively new to the whole hacking process, so I was hoping someone more experienced might be able to see the problem. Any help is appreciated EDIT After spending a few hours starting from scratch (that first code is a mess haha) I figured out that the most likely offender in the original was POIN TurnBasedEvents. After repointing my TurnBasedEvents, and using a simple LOAD1 instead of using traditional FE8 reinforcement codes, I have the chapter playing smoothly. HOWEVER, at the end of the chapter, the game just hangs after the convo with Garcia and Ross. [spoiler=C2 v2] //////////////////////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE8 // // File: 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan).gba // // Offset: $9E8934 // // // //////////////////////////////////////////////////////////////////// ORG $B2F1C0 PointerList: POIN c2rein POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene label25: EVBIT_MODIFY 0x1 EVBIT_F 0x2 CHECK_EVBIT 0x8 BEQ 0x0 0xC 0x0 FADU 16 LABEL 0x0 EVBIT_MODIFY 0x0 ENDA label24: EVBIT_MODIFY 0x4 ASMC 0x85375 ENDA Units1: UNIT 0x1 0x2 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4244 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [0,0] 0b 0x0 0x1 0x8B424C [0x1,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4254 [0x1,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [0,0] 0b 0x0 0x1 0x8B425C [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [1,0] 0b 0x0 0x1 0x8B4264 [0x4B,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label29: UNIT 0x8E 0x41 0x0 0x1D [9,14] 0b 0x0 0x1 0x8B426C [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT 0x8E 0x19 0x0 0xD [14,7] 0b 0x0 0x1 0x8B4274 [0x2D,0x0,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x47 0x41 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B427C [0x1F,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [6,10] 10b 0x0 0x1 0x8B4284 [0x1F,0x6C,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [7,14] 0b 0x0 0x1 0x8B428C [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8E 0x41 0x0 0x15 [14,7] 0b 0x0 0x1 0x8B4294 [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT label34: UNIT 0x8E 0xF 0x0 0x1D [6,10] 0b 0x0 0x1 merc [0x3,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x8E 0x46 0x0 0x1D [14,7] 0b 0x0 0x1 bard [0x2,0x0,0x0,0x0] [0x0,0x5,0x9,0x0] UNIT reinforce: UNIT 0x7F 0x5 0x0 0x2D [0,14] 0b 0x0 0x1 cavboss [0x16,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT 0x80 0x5 0x0 0x1D [0,14] 0b 0x0 0x1 cavgrunt [0x14,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT 0x80 0x4B 0x0 0x1D [0,14] 0b 0x0 0x1 trouba [0x4E,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT merc: REDA [7,10] 0x0 0x0 0x0 0x0 bard: REDA [14,8] 0x0 0x0 0x0 0x0 cavboss: REDA [3,14] 0x0 0x0 0x0 0x0 cavgrunt: REDA [2,14] 0x0 0x0 0x0 0x0 trouba: REDA [1,14] 0x0 0x0 0x0 0x0 label28: UNIT 0x6 0x48 0x0 0x8 [0,1] 0b 0x0 0x1 0x8B429C [0x15,0x1C,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT label32: UNIT 0x7 0x3D 0x0 0xA [11,2] 0b 0x0 0x1 0x8B42A4 [0x2C,0x6C,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0xA 0x3F 0x0 0x22 [11,2] 0b 0x0 0x1 0x8B42AC [0x1F,0x28,0x6C,0x0] [0x0,0x3,0x0,0x0] UNIT label30: UNIT 0x48 0x41 0x0 0x35 [14,8] 0b 0x0 0x1 0x8B42C4 [0x20,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT c2rein: TURN 0x0 label15 [1,0] 0x0 TURN 0x0 label16 [2,0] 0x0 TURN 0x0 label17 [3,0] 0x0 TURN 0x0 reinforceevent [3,0] 0x0 END_MAIN CharacterBasedEvents: CHAR 0x7 label18 [0x1,0x7] 0x0 CHAR 0x8 label19 [0x7,0xA] 0x0 END_MAIN LocationBasedEvents: VILL 0x9 label20 [4,2] 0x10 LOCA 0x9 [4,1] 0x20 VILL 0xA label21 [7,2] 0x10 LOCA 0xA [7,1] 0x20 VILL 0xB label22 [1,12] 0x10 LOCA 0xB [1,11] 0x20 SHOP 0x0 label23 [5,7] 0x16 END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x6 AFEV 0x0 label24 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: WORD 0x89F0808 0x89F0880 0x89F08E0 0x89F0910 WORD 0x89F096C 0x89F09C8 0x89F09D8 0x89F0A28 WORD 0x89F0AA0 0x89F0B00 0x89F0CCC 0x89F0D48 WORD 0x89F0DA8 0x89F0DB8 0x89F0E14 0x89F0E70 WORD 0x89F0E80 0x89F0ED4 0x89F0F54 0x89F0F74 WORD 0x89F0FA4 0x89F0B10 0x89F0B68 0x89F0BE0 WORD 0x89F0C40 0x89F0C70 0x89F1028 0x89F10A4 WORD 0x89F1104 0x89F1134 END_MAIN label23: SHLI 0x2 0x1 0x15 0x14 0x1F label33: CHECK_TUTORIAL BEQ 0x0 0xC 0x0 TUTORIAL_CALL LABEL 0x0 ENDA label36: EVBIT_MODIFY 0x4 CALL label25 EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA label27: CHECK_EVBIT 0x8 BNE 0x80BD 0xC 0x0 FADI 16 LABEL 0x80BD TEXTSTART CLEAN FADU 16 ENDA label26: CHECK_EVBIT 0x8 BNE 0x80D2 0xC 0x0 FADI 16 LABEL 0x80D2 REMOVEPORTRAITS BACG 0xFFFF FADU 16 ENDA label31: CALL label26 SADD 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label27 ENDA label34: CHECK_EXISTS 0xFFFD BEQ 0x0 0xC 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x1 0xC 0x1 CUSA 0xFFFD GOTO 0x1 LABEL 0x0 _0x3240 0xFFFD 0x0 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x1 ENDA label35: CHECK_EXISTS 0xFFFD BNE 0x0 0xC 0x0 _0x3240 0xFFFD 0x0 REMU 0xFFFD GOTO 0x1 LABEL 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x2 0xC 0x1 CUSA 0xFFFD LABEL 0x1 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x2 ENDA BeginningScene: MUSC 0x24 SVAL 0x2 0x18 CALL label26 TEXTSHOW 0x954 TEXTEND REMA FADI 16 CLEAN FADU 16 LOAD1 0x1 label28 ENUN MUSCMID 0x7FFF LOAD1 0x1 label29 ENUN LOAD1 0x1 label30 ENUN STAL2 0x3C MUSC 0x1A CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x955 TEXTEND REMA MOVE 0x18 0x48 [14,9] ENUN DISA 0x48 CUMO [12,3] STAL 60 CURE MUSC 0x25 SVAL 0x2 0x2 SVAL 0x3 0x956 CALL label31 CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x957 TEXTEND REMA MOVE 0x18 0x47 [9,14] ENUN SVAL 0xB 0x5000C MOVE 0x0 0xFFFE [12,3] ENUN SOUN 0xAB SVAL 0xB 0x2000C TILECHANGE 0xFFFF SOUN 0x5C NOTIFY 0x12 0x0 0x0 LOAD1 0x1 label32 ENUN SVAL 0x1 0x5 SET_HP 0x7 CUMO 0x7 STAL 60 CURE SVAL 0x2 0x1D SVAL 0x3 0x958 CALL label31 SVAL 0x2 0x89F0790 CALL label33 LOAD1 0x0 Units1 ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x959 TEXTEND REMA MOVE 0x18 0x6 [2,3] ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x95A TEXTEND REMA SVAL 0x2 0x89F07B0 CALL label33 CUMO 0x5 STAL 60 CURE TEXTSTART TEXTSHOW 0x95B TEXTEND REMA MOVE 0x18 0x6 [6,3] ENUN EVBIT_T 0x7 LOAD1 0x1 label34 ENUN ENDA label15: SVAL 0x2 0x89F07D0 CALL label33 EVBIT_T 0x7 ENDA label16: SVAL 0x2 0x89F0C98 CALL label33 EVBIT_T 0x7 ENDA EndingScene: MUSC 0x31 CHECK_ALIVE 0xA BEQ 0x0 0xC 0x0 CHECK_ALIVE 0x7 BEQ 0x0 0xC 0x0 SVAL 0x2 0x1D CALL label26 TEXTSHOW 0x962 TEXTEND REMA FADI 16 SVAL 0x2 0xA CALL label34 SVAL 0x2 0x7 CALL label34 LABEL 0x0 SVAL 0x2 0x4 CALL label26 TEXTSHOW 0x963 TEXTEND FADI 4 MUSCSLOW 0x7FFF REMA REMOVEPORTRAITS BACG 0x20 FADU 2 TEXTSHOW 0x964 TEXTEND FAWI 2 REMA BACG 0x16 FAWU 2 MUSC 0x52 BROWNBOXTEXT 0x211 [8,8] TEXTSHOW 0x965 TEXTEND FAWI 2 _0x1328 0x7FFF REMA BACG 0x20 FAWU 2 _0x1328 0x4A TEXTSHOW 0x966 TEXTEND REMA FADI 16 ENUT 0xD0 ENUT 0xE8 ENUT 0xBC ENUT 0xB8 ENUT 0xC5 ENUT 0xB8 ENUT 0xC0 ENUT 0xC4 ENUT 0xCA ENUT 0xDE ENUT 0xDA ENUT 0xCB MNCH 0x3 SVAL 0x2 0x7 CALL label35 SVAL 0x2 0xA CALL label35 ENDA label18: MUSS 0x30 STAL 33 STORETOSOMETHING 0x0 TEXTSTART TEXTSHOW 0x967 TEXTEND REMA MURE 0x2 CUSA 0x7 EVBIT_T 0x7 ENDA label19: MUSS 0x30 STAL 33 TEXTSTART TEXTSHOW 0x968 TEXTEND REMA MURE 0x2 CUSA 0xA EVBIT_T 0x7 ENDA label20: STORETOSOMETHING 0x0 CHECK_ACTIVE SVAL 0x1 0x1 BNE 0x0 0xC 0x1 MUNO SVAL 0x2 0x2 SVAL 0x3 0x969 CALL label31 MUSI GOTO 0x1 LABEL 0x0 MUNO SVAL 0x2 0x2 SVAL 0x3 0x96A CALL label31 MUSI LABEL 0x1 CALL label25 SVAL 0x3 0x76 GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label21: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96B CALL label31 MUSI CALL label25 SVAL 0x3 0x6D GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label22: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96C CALL label31 MUSI CALL label25 SVAL 0x3 0x6E GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label17: SVAL 0x2 0x88B4470 CALL label36 SVAL 0x2 0x89F1154 CALL label33 EVBIT_T 0x7 ENDA reinforceevent: CAM1 [3,10] LOAD1 0x0 reinforce EVBIT_T 0x7 ENUN ENDA Traps1: ENDTRAP Traps2: ENDTRAP EDIT2: Got it :D Here's the winner, in case anyone else is having this problem [spoiler=C2 Final] //////////////////////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE8 // // File: 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan).gba // // Offset: $9E8934 // // // //////////////////////////////////////////////////////////////////// ORG $B2F1C0 PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene label25: EVBIT_MODIFY 0x1 EVBIT_F 0x2 CHECK_EVBIT 0x8 BEQ 0x0 0xC 0x0 FADU 16 LABEL 0x0 EVBIT_MODIFY 0x0 ENDA label24: EVBIT_MODIFY 0x4 ASMC 0x85375 ENDA Units1: UNIT 0x1 0x2 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4244 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [0,0] 0b 0x0 0x1 0x8B424C [0x1,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4254 [0x1,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [0,0] 0b 0x0 0x1 0x8B425C [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [1,0] 0b 0x0 0x1 0x8B4264 [0x4B,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label29: UNIT 0x8E 0x41 0x0 0x1D [9,14] 0b 0x0 0x1 0x8B426C [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT 0x8E 0x19 0x0 0xD [14,7] 0b 0x0 0x1 0x8B4274 [0x2D,0x0,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x47 0x41 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B427C [0x1F,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [6,10] 10b 0x0 0x1 0x8B4284 [0x1F,0x6C,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [7,14] 0b 0x0 0x1 0x8B428C [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8E 0x41 0x0 0x15 [14,7] 0b 0x0 0x1 0x8B4294 [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT newunits: UNIT 0x8E 0xF 0x0 0x1D [6,10] 0b 0x0 0x1 merc [0x3,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x8E 0x46 0x0 0x1D [14,7] 0b 0x0 0x1 bard [0x2,0x0,0x0,0x0] [0x0,0x5,0x9,0x0] UNIT reinforce: UNIT 0x7F 0x5 0x0 0x2D [0,14] 0b 0x0 0x1 cavboss [0x16,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT 0x80 0x5 0x0 0x1D [0,14] 0b 0x0 0x1 cavgrunt [0x14,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT 0x80 0x4B 0x0 0x1D [0,14] 0b 0x0 0x1 trouba [0x4E,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT merc: REDA [7,10] 0x0 0x0 0x0 0x0 bard: REDA [14,8] 0x0 0x0 0x0 0x0 cavboss: REDA [3,14] 0x0 0x0 0x0 0x0 cavgrunt: REDA [2,14] 0x0 0x0 0x0 0x0 trouba: REDA [1,14] 0x0 0x0 0x0 0x0 label28: UNIT 0x6 0x48 0x0 0x8 [0,1] 0b 0x0 0x1 0x8B429C [0x15,0x1C,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT label32: UNIT 0x7 0x3D 0x0 0xA [11,2] 0b 0x0 0x1 0x8B42A4 [0x2C,0x6C,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0xA 0x3F 0x0 0x22 [11,2] 0b 0x0 0x1 0x8B42AC [0x1F,0x28,0x6C,0x0] [0x0,0x3,0x0,0x0] UNIT label30: UNIT 0x48 0x41 0x0 0x35 [14,8] 0b 0x0 0x1 0x8B42C4 [0x20,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT TurnBasedEvents: TURN 0x0 c2start [1,0] 0x0 TURN 0x0 label15 [1,0] 0x0 TURN 0x0 label16 [2,0] 0x0 TURN 0x0 label17 [3,0] 0x0 TURN 0x0 reinforceevent [3,0] 0x0 END_MAIN CharacterBasedEvents: CHAR 0x7 label18 [0x1,0x7] 0x0 CHAR 0x8 label19 [0x7,0xA] 0x0 END_MAIN LocationBasedEvents: VILL 0x9 label20 [4,2] 0x10 LOCA 0x9 [4,1] 0x20 VILL 0xA label21 [7,2] 0x10 LOCA 0xA [7,1] 0x20 VILL 0xB label22 [1,12] 0x10 LOCA 0xB [1,11] 0x20 SHOP 0x0 label23 [5,7] 0x16 END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x6 AFEV 0x0 label24 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: WORD 0x89F0808 0x89F0880 0x89F08E0 0x89F0910 WORD 0x89F096C 0x89F09C8 0x89F09D8 0x89F0A28 WORD 0x89F0AA0 0x89F0B00 0x89F0CCC 0x89F0D48 WORD 0x89F0DA8 0x89F0DB8 0x89F0E14 0x89F0E70 WORD 0x89F0E80 0x89F0ED4 0x89F0F54 0x89F0F74 WORD 0x89F0FA4 0x89F0B10 0x89F0B68 0x89F0BE0 WORD 0x89F0C40 0x89F0C70 0x89F1028 0x89F10A4 WORD 0x89F1104 0x89F1134 END_MAIN reinforceevent: CAM1 [3,10] LOAD1 0x0 reinforce EVBIT_T 0x7 ENUN ENDA c2start: LOAD1 0x0 newunits EVBIT_T 0x7 ENUN ENDA label23: SHLI 0x2 0x1 0x15 0x14 0x1F label33: CHECK_TUTORIAL BEQ 0x0 0xC 0x0 TUTORIAL_CALL LABEL 0x0 ENDA label36: EVBIT_MODIFY 0x4 CALL label25 EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA label27: CHECK_EVBIT 0x8 BNE 0x80BD 0xC 0x0 FADI 16 LABEL 0x80BD TEXTSTART CLEAN FADU 16 ENDA label26: CHECK_EVBIT 0x8 BNE 0x80D2 0xC 0x0 FADI 16 LABEL 0x80D2 REMOVEPORTRAITS BACG 0xFFFF FADU 16 ENDA label31: CALL label26 SADD 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label27 ENDA label34: CHECK_EXISTS 0xFFFD BEQ 0x0 0xC 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x1 0xC 0x1 CUSA 0xFFFD GOTO 0x1 LABEL 0x0 _0x3240 0xFFFD 0x0 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x1 ENDA label35: CHECK_EXISTS 0xFFFD BNE 0x0 0xC 0x0 _0x3240 0xFFFD 0x0 REMU 0xFFFD GOTO 0x1 LABEL 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x2 0xC 0x1 CUSA 0xFFFD LABEL 0x1 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x2 ENDA BeginningScene: MUSC 0x24 SVAL 0x2 0x18 CALL label26 TEXTSHOW 0x954 TEXTEND REMA FADI 16 CLEAN FADU 16 LOAD1 0x1 label28 ENUN MUSCMID 0x7FFF LOAD1 0x1 label29 ENUN LOAD1 0x1 label30 ENUN STAL2 0x3C MUSC 0x1A CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x955 TEXTEND REMA MOVE 0x18 0x48 [14,9] ENUN DISA 0x48 CUMO [12,3] STAL 60 CURE MUSC 0x25 SVAL 0x2 0x2 SVAL 0x3 0x956 CALL label31 CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x957 TEXTEND REMA MOVE 0x18 0x47 [9,14] ENUN SVAL 0xB 0x5000C MOVE 0x0 0xFFFE [12,3] ENUN SOUN 0xAB SVAL 0xB 0x2000C TILECHANGE 0xFFFF SOUN 0x5C NOTIFY 0x12 0x0 0x0 LOAD1 0x1 label32 ENUN SVAL 0x1 0x5 SET_HP 0x7 CUMO 0x7 STAL 60 CURE SVAL 0x2 0x1D SVAL 0x3 0x958 CALL label31 SVAL 0x2 0x89F0790 CALL label33 LOAD1 0x0 Units1 ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x959 TEXTEND REMA MOVE 0x18 0x6 [2,3] ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x95A TEXTEND REMA SVAL 0x2 0x89F07B0 CALL label33 CUMO 0x5 STAL 60 CURE TEXTSTART TEXTSHOW 0x95B TEXTEND REMA MOVE 0x18 0x6 [6,3] ENUN EVBIT_T 0x7 LOAD1 0x1 label34 ENUN ENDA label15: SVAL 0x2 0x89F07D0 CALL label33 EVBIT_T 0x7 ENDA label16: SVAL 0x2 0x89F0C98 CALL label33 EVBIT_T 0x7 ENDA EndingScene: MUSC 0x31 CHECK_ALIVE 0xA BEQ 0x0 0xC 0x0 CHECK_ALIVE 0x7 BEQ 0x0 0xC 0x0 SVAL 0x2 0x1D CALL label26 TEXTSHOW 0x962 TEXTEND REMA FADI 16 SVAL 0x2 0xA CALL label34 SVAL 0x2 0x7 CALL label34 LABEL 0x0 SVAL 0x2 0x4 CALL label26 TEXTSHOW 0x963 TEXTEND FADI 4 MUSCSLOW 0x7FFF REMA REMOVEPORTRAITS BACG 0x20 FADU 2 TEXTSHOW 0x964 TEXTEND FAWI 2 REMA BACG 0x16 FAWU 2 MUSC 0x52 BROWNBOXTEXT 0x211 [8,8] TEXTSHOW 0x965 TEXTEND FAWI 2 _0x1328 0x7FFF REMA BACG 0x20 FAWU 2 _0x1328 0x4A TEXTSHOW 0x966 TEXTEND REMA FADI 16 ENUT 0xD0 ENUT 0xE8 ENUT 0xBC ENUT 0xB8 ENUT 0xC5 ENUT 0xB8 ENUT 0xC0 ENUT 0xC4 ENUT 0xCA ENUT 0xDE ENUT 0xDA ENUT 0xCB MNCH 0x3 SVAL 0x2 0x7 CALL label35 SVAL 0x2 0xA CALL label35 ENDA label18: MUSS 0x30 STAL 33 STORETOSOMETHING 0x0 TEXTSTART TEXTSHOW 0x967 TEXTEND REMA MURE 0x2 CUSA 0x7 EVBIT_T 0x7 ENDA label19: MUSS 0x30 STAL 33 TEXTSTART TEXTSHOW 0x968 TEXTEND REMA MURE 0x2 CUSA 0xA EVBIT_T 0x7 ENDA label20: STORETOSOMETHING 0x0 CHECK_ACTIVE SVAL 0x1 0x1 BNE 0x0 0xC 0x1 MUNO SVAL 0x2 0x2 SVAL 0x3 0x969 CALL label31 MUSI GOTO 0x1 LABEL 0x0 MUNO SVAL 0x2 0x2 SVAL 0x3 0x96A CALL label31 MUSI LABEL 0x1 CALL label25 SVAL 0x3 0x76 GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label21: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96B CALL label31 MUSI CALL label25 SVAL 0x3 0x6D GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label22: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96C CALL label31 MUSI CALL label25 SVAL 0x3 0x6E GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label17: SVAL 0x2 0x88B4470 CALL label36 SVAL 0x2 0x89F1154 CALL label33 EVBIT_T 0x7 ENDA Traps1: ENDTRAP Traps2: ENDTRAP
  8. My first question is about the custom animations. I've followed the tutorial "Alfred Kamon" (I think I spelled it right...) put on here I think... 2 years ago. I haven't found a new one since. But anyways, he was explaining that I needed an old version to do it. However... I've only had access to this kind of "Battle Animation Pointer", which is a dropdown. Is there a way I can do it with the dropdown? Do I need to use an older version of the "Class Editor" module? Or is there is a newer way of doing this? My second and final question is about eventing. Is there a tutorial on how FE8 event style works? I haven't really found any... If there's not, how do you customize what happens in the game? (Note that this is all before I use Event Assembler, whatever that is.) Sorry for bothering you guys.
  9. Here's an FE8 hack I've been working on for a couple of weeks. Some key points: * Durability is removed for most weaponry (siege tomes can still break). Weapon lines get various abilities to differentiate each other. * Some classes have had their weapon choices changed. Notably Cavaliers no longer have access to swords, Knights get axes in addition to lances. * Enemies are buffed up relative to vanilla FE8. No more facing unpromoted enemies in the last few chapters. * Character stats tweaked to clarify their roles. Example, Seth is still good, but will have a harder time remaining relevant to endgame unless given more attention. Here's the link for v 0.9: https://www.mediafire.com/?9zgqtyajxu6v71v As always give feedback after playing! Thank you!
  10. Fire Emblem: Spirited Away (Pun not intended, movie unrelated) In the land of Ariete (Air-re-et), there were 6 nations. Each nation was ruled by a monarch and they coexisted with each other in peace and tranquility. However, one nation, once ruled by a peaceful leader who unfortunately passed away, a new ruler of that nation rose, Xalden, who quickly became known as the Saviour of Ariete, as his first decree was to invade all other nations to have the land for himself in the name of a god he worshipped. Sin. Sin, a spirit of the moon in the form of a angel, was known for the destruction of the land over a 1000 years ago and almost the extinction of the human race, when the ancient people of long ago abandoned their god of worship when they lost their faith in him and revoked their prayers. Although the end of days were near, Sin was halted, because of his own bloodline. Before the time of Sin's rage, he had once descended from the heavens above as a mortal. He had fell in love with a woman of one of the 6 nations at the center of the land, a queen that has always been in legends ever since. Before he left to take his place as the god of legend, he had a son and a daughter. Both with untapped powers, but of Sin himself. During the devastation of the land the queen he loved, died as she tried to reach through to him, however his son and daughter, fought back Sin. Combined, they could have won, but during the final battle, the son was gravely wounded. Sin would've killed him. But the daughter stepped in. For the sake of the land, her father Sin, and her brother. She was able to unleash the full extent of her abilities, at the cost of her own sacrifice. She alone defeated Sin, and when he retreated back to the moon. She placed a seal to keep him there for as long as her powers could let her. With the son of Sin alive, in memory of his family and all that was lost, he began a new bloodline, of which he passed down Sin's blood to make sure if the seal ever broke, his bloodline would be waiting to stop him once again. Lots of time has passed since then, in the time of the current era. Xalden has managed to gain 1 nation as ally, and 1 other under his control. His next target, is the center of the land where the bloodline began. In a effort to gain power, in which he has discovered a dark secret. During the game, you'll play as both the hero, a Lord named Rikku of a ally nation, and the soon to be the last of Sin's bloodline, Lunyla (Lu-nye-la) the Princess of Sequoya. During the road to end the war and the destruction of Sin, who will rise once again. You'll decide the fate of either character based on the path you choose. As the story progresses can the unbreakable bond be enough? Or will you let Lunyla be Spirited Away? New FE8 Hack if started would include: -2 Routes (Lunyla: Easy, Rikku: Hard) -Both routes will have harder enemies and a lot of things fixed, such as RNG -New Items and Weapons (Rikku and Lunyla will both have a unbreakable weapon) -New Sprites and Animations -New Maps -New Story (obviously) -New and better growths for playable units without making it too easy for you. -In the tower, instead of the normal unit rewards, such as Lyon, Selena, and such. They'll be replaced with characters of actual known FE games of past and present, such as Roy, Ephraim, Ike, Lucina, and other characters I have planned. What I need help with: I can do a lot of things with the old Nightmare program, like the growths of the characters, editing items and such and as long as I can read Blaze's Ultimate Tutorial, I can probably learn to give who which sprite, mug, animations, and such. My only problems is scripting, using the hex editor (dyslexic, numbers aren't my strong suit), and making sprites of any kind. I can probably learn how to do the map creating though, it looks easy enough I think. But I could use extra volunteer help just in case I need advice or help with something I don't understand. Miscellaneous: Feel free to comment here on this post whether offering help or asking questions about my concept of this hack. I'm open to advice, and criticism of any kind. However though as far as sprites, I will say that as much as I wish I could, I'm unable to buy sprites/art with any form of currency, please keep that in mind, because not only is this a free project I'm thinking about doing if it ever gets started, I'm dead broke. :( Anyhow, thank you for reading and I hope you have a nice day!! :)
  11. After having seen all those randomized runs and thinking it was cool I decided to make a FE8 randomized run. The setup is the following : (I minimized the weapons and con stats not to allow cheesing by simply having a boss whose weapons break in one hit) You, yes you! You will have a part in this formidable experience by choosing me 14 units. I'm obviously allowed to abuse of !Seth, !Orson and !Eirika. You won't choose though a !slot, but an unit. That means that I can actually totally get screwed because that unit will be in the tower slot. You can't give me though the boss units (Valter, Lyon, Orson, Caellach, Selena, Riev) because they're not randomized. I have no idea of the outcome of this run. Your units can either totally screw me up or be awesome simply due to the random. (I can have 255 skill growth Myrrh with 10% everywhere for instance) I'm allowed to tower grind and to arena abuse because why the hell not. Units : - !Seth (who is actually Innes) - !Eirika (who is actually Forde) - Cormag - Marisa - Amelia - NATASHA - Lute - Seth - Ewan - Ephraim - L'Arachel - Ross - Joshua - Tana - Vanessa - Ismaire Here you go! EDIT : I feel I'm already gonna regret setting the base movement to 1. What have I done. EDIT 2 : Got back to randomize movement from 7 to 9 because Forde and Innes have 1/2 move and I don't see myself playing hyper slowly.
  12. Those of you who frequent this forum have no doubt noticed that there's been a sudden influx of these runs. My 4 compatriots have already started theirs, so no doubt you have an idea of what's going on. Despite that, I'm going to post this thing anyway: I won't bother going over the text; it's not changed. With that in mind, let's begin. As of now I'm at the route split, so I'll probably double/triple post. [spoiler=Prologue] Klok said play normal mode. Unlike Mr Night, I *am* capable of following directions. An idea of what classes our new guys are. Although I can never remember who's who. Oh well, we'll find out soon enough. The lord! Eirika's been replaced by the wayward prince of Jehanna. Seems to be pretty good. I'm a big fan of a good strength growth. The Jaigen! Myrrh comes in a class with extra crit AND a killing edge. Although items have been randomized, so maybe it won't be as good as I think... Note: I won't cover ALL weapons. I'm sure the other LPs do. The fighters come with an iron axe, which gives a nice res bonus, and our boss is a knight...that Joshua will almost certainly not be able to handle. Fighters aren't terribly threatening, unless they get an unlucky (for me) crit. Even with WTD, Joshua has no trouble dispatching them. Love the +5 speed bonus from the slim lance. As I suspected. Myrrh's gonna have to handle this one. And handle it, she does. [spoiler=Chapter 1] Our boss is a cavalier with a pretty high base def. Myrrh's got this one again, I think. Joshua takes advantage of his massive movement range to plunk himself on a fort, something I normally couldn't do. Chipping the two soldiers that attack him right off the bat gives a nice first level. Meanwhile, an impatient fighter goes after Myrrh and gets face-wrecked. I forgot to unequip the KE. Oops. Our two new guys! Except, according to the rules, I can't use Duessel. Rats. I bet he sucks anyway. Gilliam's still might be an issue, later. For now, I need a sword user. I'll hold onto that nice Tome of Duessel's; not sure who I'll give it to. Looking at the iron sword and lance Gilliam came with, it appears the iron lance is a reaver. A little rescue-chaining to get Duessel and Myrrh out of the way. Unfortunately, gargoyles don't get canto or mounted rescue. None of the monsters do, in fact. So dangerous! Despite Gilliam being wide open, this silly fighter goes after Myrrh and pays the price. Now they should be out of range. Next turn, they go for a...swim? Gilliam's first level isn't too bad. Not a good picture, but the iron sword has the devil effect, apparently. Skill is good. Excellent. As I suspected, Myrrh is the only one who can damage Breguet. So she does. Very much. Whoo-hoo, money! [spoiler=Chapter 2] [imgur](http://i.imgur.com/ZDcvChY.png) The first unit I am required to use. Nothing sticks out too much. Knights, beware. Myrrh's getting this infinite-use Armorslayer. Unless it's got a devil effect or something. Even with 9 movement, Bone's got a bit of a hike. Duessel is juuuuuust too far away to get the village on the first turn, whereas that bandit totally can get to it. We'll have to distract it. Myrrh disarms Tana and sends her to get the village (I hope this is allowed). Let's turn Gerik...beastly. Also, note the infinite-use effective-against-monsters weapon he brought. Kinda ironic, no? He starts off with a nice whack for village-raider over there. Oh, right. We have greenies, don't we? Yes, we do. We'll look at them later. Doot doot, more loot. Um...not great. Not great at all. Gerik chokes the point so that Duessel can loot the village without being whacked. While Joshua parks himself to hopefully recruit whoever Ross is. This is a beast. Unfortunately, he's also taken. This guy's free, but I'm not sure how good he is. He'll come along for flier utility, at least. Duessel's mission complete, he goes and hides in the mountains. Ross recruited. If I didn't use the swordslayer, Rennac would probably steal the kill. Gerik gets his first level, which isn't that great. Rennac can reach Bone's ally, but that's less of an xp steal. The Great Rennac has been recruited, and that pretty much ends the chapter. On the world map, I check out the armory. It seems to have picked up some magic tomes; could this mean I'm getting magic users before chapter 5?
  13. Hello everyone, and welcome to the first LP I've ever posted here. I had the opportunity to join this fun, random, likely very difficult, semi-draft thing and I just couldn't say no. Does that make me a masochist? Probably. By virtue of being online at the right time, I had the second pick in the draft and went with the Strength Without Power team because it contains 3 of my favourite characters from FE8, especially the lovely lady L'Arachel. After choosing, Klok gave me the following cryptic message: "And your pick is fairly interesting. It actually has TWO really good units, so we'll see how you fare. Endgame might be a bit of a bitch though." Intriguing! There's no good way to know what to expect until we see it, so let's dive on in. We'll be playing on Normal Mode, Eirika Route as this is what the hack was balanced for and I don't want to make things any more difficult on myself than they already are. Let's jump on in! WARNING: I do show off stats and information about units, so if you're one of the other LPers playing this game, read through at your own risk if you don't want to get spoiled! [spoiler=Prologue - Kicking off the journey of our Pretty, Pretty Princess] We get a nice introduction to the Sacred Stones story. tl;dr: Grado is a dick and invades Renais so King Fado sends his loving daughter, Princess Joshua, to escape the castle with her vassal, Swordmaster Myrrh, and make for Frelia where they can hopefully survive and live in peace. Aren't random recruitment, randomized class runs fun? I must admit that Joshua makes for a very pretty princess. In the opening scenes, we also get to see that Valter is one of those axe-wielding centaur guys, and Franz seems to have stayed a Cav if his map sprite is any indication (which it should be), though I didn't happen to catch anyone else yet. And now the map finally opens. Let's take a look at our star players, shall we? Here's a guide for growth colours: Grey = Fucking terrible White/Light Red = Pretty bad Orange = Average Blue = Pretty great Glowing green = 100%+ Yay for Princess Joshua Knight Lord! Str is green, so we'll be getting at least 1 point there every level up, which is handy. Blue Def makes sense for a Knight, and yellowy average Skl. Poor Spd kinda sucks, but we get a +5 Spd bonus from the equipped weapon (Slim Lance), so we'll have to keep that in mind. Shit Res, ohwell.jpg. Starting weapons are the aforementioned Slim Lance as well as the Rapier we got from Myrrh which we can't wield; I guess I'll save that for whichever character rolls the F!Lord class, assuming I can use them anyway. Since everyone has 9 Mov, the Knight class shouldn't be as shit as it is usually for anyone not named Oswin, so we'll see how it goes, but I'm optimistic. Swordmaster Myrrh is our !Seth Jagen. She's actually very impressive with capped Str and green Res. Average Spd and poor Skl growths, but great bases in both (and for HP/Res, too), and Lck/Def... well, what else would you expect from a SM? She comes with a Steel Sword and a Killing Edge, though I haven't noticed what the "extra" boosts are to those yet. With those amazing bases, she's certainly a fitting replacement for one the most powerful Jagen archetypes in FE history, though I'm concerned about her fragility in the long term. Relying on dodgetanking will only get you so far, though she'll be safe against mages. Now let's get onto the battle! Opening scene, ought to look familiar. I check out the stats of the mooks and the boss, and although I apparently forgot to screencap the boss (has a Killer Lance, no obvious boosts), both of the fighters looked more or less like this: The Iron Axe gives them a +5 Res bonus which is... completely fucking useless this chapter, but we'll keep it in mind. In the meantime, WTA isn't enough to stop Princess Joshua from being able to kick both their asses so I send her in to choke the point. She does miss 1 70-something% hit during EP, but otherwise does some nice damage and tanks admirably. She sweeps up the fighters during the next EP and moves in towards the boss.... ... yeah, I think we're going to need Myrrh for this one. Much better! We hope for the crit, and... *sigh* Thankfully we make the dodge and score a regular hit on the rebound, but there's still EP to worry about... Woohoo! \o/ And then she scores a pointless crit for the kill. Story of my life. [spoiler=Chapter 1 - Fun with Weapon Spading] This title has never made much sense to me. We're killing dudes, not running away. Whatever. Ohshi- Grado's attacking Frelia too. I definitely didn't see this coming. Starting formation. Let's take a look at our enemies. The fighters are basically the same as before. The soldiers are very defensive and wield iron lances, no visible benefit. Cap'n Baguette also has an iron lance; he actually seems quite a bit less impressive than the previous boss with the killer lance, but he does get gate benefits. Even Cap'n Baguette recognizes Joshua's sexy princess flair from afar. Joshua moves forward to tank on the fort. While jabbing at oddly-defensive soldiers (she does 2-3 damage to each one with her slim lance), she eventually gets her first level up, a rather impressive one! Meanwhile on a forest tile a bit more to the northeast, Myrrh wields her steel sword... ... and spades that it has a devil effect. Useful! Myrrh's Lck is shit, both growth and base, so that is... definitely unhandy. Meanwhile, !Franz and !Gilliam move in from the north, while reinforcements from the sack of Renais move in from the south. So, back to PP, let's take a look at our new units! !Franz is actually Cavalier Gilliam... who looks like a lot like Franz, go figure. Got some very nice bases for a Lv. 1 Cav and godly Str growth... but those poor Skl/Spd/Def growths are worrisome. He's neither forced nor banned, so we'll use him for a while and see how he holds up. He comes with both an iron lance and an iron sword, no visible effects. !Gilliam is Duessel, who's one of my non-draft units so I can't use him. Not that it seems like I'm missing out on too much anyway. He does, however, come with a Metis Tome, which has been buffed in this hack to give 25% to all growths. I'll have to find a good use for that. We move Myrrh up to the fort and use a vuln to recover from that devil steel sword hit, then bring Gilliam down next to her. Testing out weapons, it appears as if the iron sword has a reaver effect. Handy! We score a few hits here. During the next EP, everyone seems to want to go after Princess Joshua. She doesn't do much damage to the soldiers, but she holds her own admirably against them. Testing the iron sword and it seems like the reaver effect is only against lances, giving it double WTA against both lances and swords. That's... really useful. Suspiciously useful. I wonder what the downside is... Downside found! The iron sword also has a devil effect like it's older, steel brother. Potentially dangerous, especially since poor Gilliam has 0 Lck. I think he ought to stick to Lances. And speaking of devil effects, I forgot to unequip Myrrh's KE when I moved her up to the fort, and she injures herself again badly in EP. Which apparently gives the AI the wonderful idea to rush at her in hopes of provoking her to suicide. They succeed. RIP Myrrh, Death #1. Let's try this again! Opening strat is more or less the same, but Myrrh equips the KE instead of the steel sword. As much as I'd not like to waste the KE, I'd like her to kill herself much less. Princess Joshua gets his first level all over again, and misses the Skl/Res points she got in her previous life, but beggers can't be choosers; still a pretty nice level. Gilliam tanks a 4% crit from a soldier but manages to survive, even with devil sword. Princess Joshua gets another level. Not too bad! Gilliam's level reflects his mediocre growths, but he's not doing poorly. Eventually we finish sweeping up guys and move in towards the boss. Neither Gilliam nor Princess Joshua can do even a single point in damage to him, so Myrrh swoops in for the kill. Afterwards, we finally make it safely to Frelia where we meet up with !Tana and King Hayden. Princess Joshua hears stories about her wonderful brother, !Ephraim, performing guerrilla warfare inside Grado and she vows to follow after to help him. Hayden makes a token gesture of keeping her safe in Frelia, but is secretly happy to get her out of his hair. He lets both Gilliam and Duessel accompany us and also sends some additional retainers to help us out, Gerik and Tana! Gerik's another non-drafted unit, so we won't be using him; he's mostly shown here for posterity. He does come with an unlimited use "Fiendcleaver", which is an E rank axe effective against monsters, as well as a Swordslayer. I guess we'll save those for someone else. Myrmidon Tana is our first drafted pick that shows up. I guess she got demoted from bring the Princess of Frelia to one of its expendable retainers. As is befitting the team name "Strength Without Power", her Str growth is shit, but high Lck and "average" Skl/Spd/Def/Res. I don't really know exactly what number growths the colours refer to, but it makes me fear she'll be something of a coin flip unit. I'm definitely strongly considering using the Metis Tome on her to boost those average growths into something more reliable, especially since she's one of my 3 forced units. She comes with an unlimited use Armorslayer, which is potentially handy. High Lck growth means she'll be one of my better units for dealing with these pesky devil-effect weapons, anyway. And thus, our first official chapter comes to an end. Current Team: Princess Joshua - Lv. 3 Knight Squishy Jagen Myrrh - Lv. 10 Swordmaster Tanky Cav Gilliam - Lv. 2 Cavalier Demoted Tana - Lv. 3 Myrmidon Known/Suspected Weapon Effects: Iron Sword - devil effect, reaver against lances (?) Steel Sword - devil effect Armorslayer - unlimited use Slim Lance - Spd +5 Iron Axe - Res +5 Fiendcleaver - unlimited use Player Notes & Thoughts: Well, the good news is that the opening wasn't as crushingly difficult as I feared. I guess that's one nice thing about high expectations. I would have beaten C1 on the first try, too, if I hadn't gotten rather unlucky with those devil effect rolls. Devil effect is going to be a bane to me this game, I can tell already. I almost never use the devil weapons in regular games because I'm afraid of them backfiring on me. Myrrh having such high Str and low Lck with those too is hilarious; I can't even give her the iron sword since it's the same thing. Princess Joshua is doing rather well. It's really amazing how much more effective Knights can be when suddenly they can actually move around. I'm trying to save Myrrh for bosses until we can get her some weapons that won't kill her, or that I'd prefer to save for more important circumstances. Gilliam's been okay so far; we'll see how he lasts. And even with even move, Canto is still useful. Tana's intriguing but untested. Half of my usable units so far are Myrms; not sure what to make of that. Big decision before next chapter is really if I want to use that Metis Tome on Tana on not. I'm leaning towards it though; she'd get some good use out of it, and she's forced, so the better stats she has, the more useful she'll be to me over all. I'm honestly not sure how recruits are handled in this game, so I guess we'll see if !Ross may be one of those classes or he may just be something normal. I fully expect one of him or Garcia to be a non-draft unit from one of the other teams and the other to be a free unit, so we'll see if that ends up being true or not. Lack of flyer may be annoying for C2, but that's a problem for future Kirie. All in all, I'm pleasantly pleased and surprised by this hack so far. I haven't really gotten very far in it, but the early part has had enough of a difficulty boost where it's not a cakewalk but neither is it frustratingly difficult. The random recruitment/classes adds a new layer of fun to a game I otherwise know rather well. Looking forward to continuing!
  14. [♥Klokinator♥ Senpai quote] Welcome to Fire Emblem 8: Hella Awesome Lightning Boots! ([H.A.L.B.] For short) This is a randomized and edited version of FE8. It was edited by Klokinator and features a number of gimmicks, though the editing is not at the level of FE7CM, and this hack is unrelated to FE8CM. Don't get it twisted. Here are the settings used for this hack: -Every character in every class, player and enemy, has 9 movement. The exception is the Demon King. -Weapon effects wasn't checked in this image, but I did check it in reality. Every weapon has a very high chance to add any 1 extra effect, such as poison, unlimited uses, a stat boost, or even the Devil effect. Watch out! -Character classes, their recruitment order, their growths are all totally randomized, and boss classes are also randomized. Character bases are also randomized, though to a smaller degree. -Every enemy and every boss has had their growths increased up to 100%. Some enemies will be very difficult, though this is subjective as I've allowed the tower and ruins grinding as needed. -Items are also randomized, though to a lesser degree. Initially I wanted to edit descriptions for the LPers but since FEditor is borked after randomizing, that won't happen. The goal of this LP is to try out a new gimmick (All units with 9 movement) but also to show off the all new (not really) WIP FE8 Randomizer Fix Patch! If you guys want to randomize with Otaku's randomizer, apply my patch and randomize! (In that order, please) Important fixes include monster weapons displaying stats properly and Eirika always being able to wield the Rapier (Provided her class can wield swords). Also if you randomize her position around (As I did) then the new not-lord won't but that's beside the point. The LPers can play Ephraim or Eirika route, though Eirika route is recommended since I have not playtested Ephraim's. Each LPer has a list of three units. They MUST use all three. They cannot use any units assigned to other LPers. These units appear at random intervals throughout the game. The LPers are only required to use the units on non-Ruins/Tower chapters. (Ie: Main story) and can grind them up if needed. Any units not listed can be used by everyone without limits. Here are the unit lists: [1] The Trifecta of Terror: Neimi, Amelia, Gerik [TAKEN BY TEQUILA] [2] Lords of Chaos: Moulder, Rennac, Duessel [TAKEN BY ECLIPSE] [3] Where's Gerik?: Innes, Tethys, Marisa [AUTO ASSIGNED TO MR. NIGHT] [4] Hardcore Heroes: Forde, Natasha, Saleh [TAKEN BY MONIKER] [5] Strength Without Power: L'Arachel, Ephraim, Tana [TAKEN BY KIRIE] Watch out for the demon king, and may the best LPer... win? I guess?[/quote] That wall of text is the rules we will be following in this massive LP. My role is to be the jaded dark hero constantly cursing his teammates for choosing better teams while I was snoozing. (best sleep I have had in awhile) Plus is not like I hate marisa or anything. First things first, I am changing that lame ass team name to Creeping Shadows, because we already know where Gerik is, he is on Tequlia's team. My girls ain't gon be riding that fuck boi Geriks nuts this time with that weak ass lizard hair. So new team name. Second, here are what the colors mean when we check stats. This is to help y'all out, it's not like I didn't know what they were and kept f-f-forgetting. Stop staring at me like that. b-b-baka! Grey = Fucking terrible White/Light Red = Pretty bad Orange = Average Blue = Pretty great Glowing green = 100%+ Third, won't be anything any extra rules because I fucked myself already. Will explain more in the LP. So without further ado, let's get this shit started.
  15. Hey guys, I am gonna go right to the point: Does anyone know, if there is a patch to include the Iron Rune in FE8, or does anyone have an idea on how to "transfer" the Iron Rune from FE7 to FE8? Maybe someone seeing himself able to do that with ease? Thanks for your answers, Luke Herzen
  16. Does anyone have the text files for the currently existing events for FE8? I tried following Arch's video tutorials for the prologue but it didn't work and I think I might have an easier time just by editing a currently existing text file (like the prologue events) at least to start. Does anyone have them? Thanks!
  17. So after the second prologue cutscene in FE8, it goes to the map (I replaced the old map with a new one via MarkyJoe's Youtube tutorial) and then freezes a bit after the character replacing Seth (the archer) comes out and moves. Anyone know what's going on? Thanks! [spoiler=Screenie] Edit: When I went into the Hex Editor thing, I couldn't just add a new line since the last line wasn't complete, so I added zeros to the end of it. Not sure if that's relevant.
  18. I changed Seth's class to Archer (F) and made him female in both his recruitment AND his character, but he's still a paladin? His stats changed (I changed them) and he did get the bow I gave him, but he has his other weapons and his weapon ranks (in addition to a bow rank I gave him). Do I need to do more? Thanks!
  19. So, I've had this idea going in circles around my head for several weeks now, and I've finally decided to start working on it. Most location names are still works in progress. Here goes nothing. The continent of Agravaal is a land of constant dispute. Borders are pushed and changed by the year, with most villagers spending their lives under at least three different banners. The landlocked kingdom of Barathal (replacing Renais) is arguably the most feared nation in the present day, with infiltration units scattered across the continent, and a respectable front-line army. Rothval (replacing Frelia) specializes in prolonged pitched battles, with a much higher number of armored units and healers than the other lands. Revagas (replacing Grado) is the foremost power in direct confrontation, with more soldiers than any of the other nation, though they may be lacking in training and skill. To the East lies Arrakis (yes, I know some Dune lore, replaces Jehanna), a desert land known for its Pegasus and Wyvern units, and a larger-than-average population of magic users. Furthest to the north lies Jorroheim (Rausten, use a Nordic pronunciation), a mountainous land home to arcane groups who worship arcane beings and offer counsel to any who seek it, as long as the coin purse is big enough. Then, there are The Lost Lands (Carcino), a land of un-claimable hell, home to the most vile of criminals and mercenaries, and the only region to have set borders for more than 50 years. The player will follow the tale of Elric (Ephraim), the commander of a small Barathalian special operations force, and his role in the latest round of open warfare, in which something is different... [spoiler= Planned Changes] Playable cast changed from 33 to 26 Weapon uses increased, and all shops will be removed Will have classes inspired by classes from other games, like the Mage Fighter (promotion for Mercenary and Mage, replaces Ranger for Merc and Sage for Mage) Dark Rider (replaces Summoner, mounted unit that uses swords and Dark) Baron (replaces Druid, uses Swords, Dark, and Staves, basically General with magic) General will now have Bows along with everything else Wyvern Lord gets Axes instead of swords to make it more a more competitive choice compared to Wyvern Knight Pegasus Knights will have their second option changed from Wyvern Knight to Pegasus Warrior, which uses Bows and Lances instead of Bows and Swords Mage promotes to Mage Knight (Anima and Lances, mounted) or Mage Fighter (Anima and Swords, foot soldier) Sage replaced with Holy Flier (Sage on a Pegasus) Valkyrie gets Swords in addition to Light and Staves Female Myrmidon will promote to Hero or Swordmaster, instead of Assassin Priest promo options: Bishop (unchanged) and War Priest (Axes and Staves) Fighter promo options: Warrior (unchanged) and War Priest Knight gets Swords in addition to Lances There will be three types of Cavaliers and three types of Paladins (all will still be able to promote to Great Knight) Blade Cavalier (Swords and Axes), Blade Paladin (same) Lance Cavalier (Lances), Lance Paladin (Vanilla FE8 Paladin) Axe Cavalier (Axes), Axe Paladin (Axes and Bows) Rouges will get a class-exclusive Light spell. Ephraim Lord renamed to Commando. Ephraim Great Lord renamed to Duke. Duke unlocks swords. [spoiler=Chapter Names] Prolouge: Ambush! 1: Escorting the King 2: Initial Forays 3: In Enemy Territory 4: Woodland Nights 5: Urban Warfare 5x: Price of War 6: Open Confrontation 7: Storming the Fort 8: Surrounded Interlude (Route Split does not change main character, only the path. All units will still be uinlockable). 9A: Holding the Line 10A: Through the Lost Lands 11A: Mountainside Battle 12A: In the Valley 13A: Paving the Way 14A: The Strike 9B: The First Blow 10B: Securing Passage 11B: Battle at Sea 12B: Evading an Army 13B: First the Heart... 14B: ...Then the Head 15: Duel in the Sands 16: Retaking the Throne 17: Headed North (Unlock all Holy weapons upon completion) 18: Traitors' due 19: Divine Rights 20: To Kill A King Final: EscapeI Let me know what you guys think. I look forward to hearing from you guys!
  20. So yeah, I'm back because FEditor is confusing me. Again. My problem this time is that I have successfully inserted two portraits into an FE8 ROM, but only one of then are selectable for use in the Character Editor module for Nightmare. Even when I go back into FEditor both of the inserted portraits are there. Once again, any and all help is appreciated.
  21. I recently got into ROM hacking after watching some things from Markyjoe, and just started to use FEditor in conjunction with Nightmare. I problem I've been having with FEditor specifically is that when I use it to insert custom battle animations into my FE8 ROM (after inserting on, saving then quitting, then inserting the rest), I am completely unable to select the Animation Manager from the drop down menu. Any and all help is appreciated.
  22. So, I want to have the FE8 General class use every strength-based weapon (swd, axe, lnc, and bow). But the custom battle animation editor in Nightmare 2 only lets you have 4 weapon animations. Is there a workaround for this?
  23. Hello guys, I've been having a problem with linking Charas Palettes to the characters. In FE7 there were some bytes in the character module, that you set what was his palette for his normal class, abd his promoted class. However, there's no such bytes in Fe8's character module. What I want to do is this? I've replaced Gillian with Batta, replaced his Knight Palette index with Batta's Brigand palette, I loaded Batta as a Brigand, however: He uses the Default Generic Color :( (Same happens with all other characters, whose corresponding characters in Vanilla, weren't the same as the new) I've assumed that the game uses the palette if the character is the class, that's why(I think) there's no palette byte in the character modules. So, my question is: How do I link palettes to characters? I know it must be possible, since Alfred's hack and Blademaster's hack have characters with custom palettes. I hope I've been as much informative as possible.
  24. Okay... this time be more specific.... XD I was working on FE8 because I thought it was similar to FE7, everything OK, I programmed all the clases along with the map sprites on a FE8 rom, I used some patches and I was preparing all the custom animations, everything ok, but I wanted to test the events and then I couldn't... When I replace the prologue events the game crashes at the beggining of chapter 1, I solved this using MNC2 instead of MNCH in order to choose the following chapter and it worked correctly, but when I try to go to chapter 1 from chapter 2, the game crashes again at the beggining of the chapter (once the game shows the name of the chapter), I tried to solve the problem by turning off the World Map Cutscenes, replacing the events of chapter 2, etc but nothing worked. I saw that some users had the same problem, but I couldn't find any solution, somebody knows what do I have to do?
  25. Basically what it says on the tin, I wanna see if I can change what music is played during the Dancer's "dancing" scene in FE8. Anyone know how to do that?
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