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  1. I'm going to make it clear that the only reason that I delved into FETwiddler was because of a save data corruption, so I went "fuck it" and delved into stuff. Omega Yato in Birthright, alongside adding Gunter. But apparently I allowed units to learn enemy-only skills, and well... Omega Yato on Birthright. After some testing stuff out, I was able to get unshadowbanned by straight up removing my save data and not equipping beast/corrin/azura/enemy only skills since my castle is able to be visited by others. I'm still a little curious and confused on how the Shadowban works entirely, since all I know is that it can be reverted by removing the offenders and updating data, the aforementioned illegal/enemy only skills, and that's about it. Apparently, the check starts when you save or update data. However, I'm still at a loss on how it works full-scope. I now know that adding units like Gunter or items like Omega Yato are a huge no-no, it's just when it comes to items to be sure. Forging some items that can't be forged results in a shadowban, yeah? Some people say that the shadowban is permanent, others say that it can be reverted if offending stuff is removed, and I don't know what to believe at this point. I am so sorry if I look dumb for this, but honestly? I'd rather be dumb than get shadowbanned over and over again. So here are two questions I have. How exactly does shadowbanning work, alongside what causes it, and why do I no longer receive feedback even after it's revoked? The former is something that I do want to know to understand it better. As for the latter, I can only assume that it was because of the shadowban. I've even tried the 5-Minute Trick, except it didn't work. People can still visit my castle though. I thought that this wasn't a thing lately, even in 2022. But since this happened, it's most certainly still there. If adding an enemy-only skill like Dragonskin gets you thrown into Va- ...you get the idea. As in getting thrown into banland, then how come stuff like this has happened before? I still remember a time that a castle had two Kanas, and one Corrin had a Falchion despite it being impossible, and yet nothing happened. Even if this may have already been answered, I'd still like to get a better understanding on how shadowbanning works so I can at least try to avoid it as much as I can in the future.
  2. So I don’t have any experience hacking roms but I’ve always wondered especially after playing Path of Radiance, is there a way to add the feature where you can show the entire enemy threat range stay by selecting Enemy Units like the newer Fire Emblem Titles have? I know this is technically and issue for Binding blade and Sacred Stones but it might be a little bit much for me to ask about three patches so I decided to go with one and see if it’s possible at least. I feel like this minor change would greatly improve the quality of life of the game.
  3. An unimportant hack that let’s you play every different kinds of lyn. You got nomad trooper lyn, a magic user lyn, a tanned lyn, the cool lyn, the gotoh lyn, a better unit lyn, and alot of lyns. Features: beat the game with sacae classes slight gameplay changes harder gameplay (kinda) black fang members now a complete threat IMPORTANT!!! only lyn and eliwood modes are playable, hector modes and kishuna side quests are unedited. also skip cutscenes they might contain crashes and bugs. Story is unchanged this hack is more focused only on gameplay. report bugs or somthing whatever https://www.mediafire.com/file/nf5o5pty4d1gc72/Lyn_Insanity.rar/file See previous updates on FEUniverse https://feuniverse.us/t/fe7-lyn-emblem-complete-v-1-1-0/14108
  4. Hi, I've done a quick patch for TSS. This includes: - Bow range changes and longbow is a semi-siege weapon - Bows are not anti-air except short bow, renamed Anti-air Bow - Staff range changes - Weapon stats and price changes for better balance - Swords are called Blades and blades are replaced with knives/daggers with stats equivalent to javelin/short spear/spear for the sword line - Better class distinction without altering the way they work - Nerf to mounted units (caps and fliers get 6-7 movement instead of 7-8), most of them can't double the final boss except Eirika/Ephraim (late promo), max def/res nerfed too (+5 from unpromoted class with tweaks due to branched promotions - Great Knight 8 movement, paladin is more like silver knight (lance) while GK is gold knight (axe) - Seth's bases untouched but he falls off towards the end of midgame even at level 20 - Promo gains drastically improved (more like Fates promo bonuses, some are Awakening level like trainees into t1 and knight into general, although the base used is closer to Radiant Dawn t3 promo gains) - Trainees have 5 base move and usable bases (Ewan's bases untouched but he gains better stats on promo to make up for that) - Mage Knight is now a frontline class - Most units got base stats changes due to their class bases improving and some got personally buffed (pegasi mostly) - Lgd weapons give +3 instead of +5, bow gains str instead of luck, Vidofnir is now correctly between Audumla and Garm, Wt is similar to iron/E rank, no monster effectiveness - Naglfar weighs 6, so Lyon doesn't lose spd anymore - Spd capped general with Garm can still double endgame boss (from 19 spd with Garm's +3) - Enemy growths are more balanced, following their class theme (expect promoted enemies to be closer to Fates proportionally to the stat caps of TSS) - Monsters have better bases and follow the same growth pattern as humans (beware of fog maps) - Rogues have 7 movement since thieves have 6 - Everyone is usable, some units fall off (Seth, Forde is what the womanizer cav from FE6 should have been, Garcia but he has a longer lifespan) - Changed the dragonstone a little, now Myrrh is better for the time it lasts - Soldier is now more like Radiant Dawn soldiers, bases and growths (don't put weaklings in their range) - Formortiis has -5 def/res since you don't have effective weapons anymore (except...TA-DAAA! Myrrh's dragonstone! And now she can even double him) - Try different promotions, mounted promotions give less stats than unmounted to classes that don't have a mount in t1, making up for the advantage in mobility and they fall off anyway Link for download (patch US clean ROM with an UPS patcher): https://www.dropbox.com/s/20snosffcvdbek6/FE8%20simple%20patch_full%20balance%20patch.ups?dl=0
  5. This game’s content rating is E for everyone. Please tell me your thoughts of the hack and what you think needs changing or what changes you appreciated or didn’t. This is basically complete I don't really know what else to do with it other then improve the graphics and fix bugs. This is a gameplay hack of FE8 that includes some of my ideas from my thread: The reason I give bosses more than one weapon sometimes is because the weapon durability is low. High defense or resistance units have more HP to compensate for 30 being the def and res cap. All three difficulties work so you can choose whichever you want, but I recommend starting with the Normal difficulty. The changes are found in the ReRevision 12 download. Download link: https://www.mediafire.com/file/ylzxh6et85o6xrv/FETTD_V1ReRev12.rar/file Screenshots: https://www.mediafire.com/folder/o430z0hhr43os/Screenshots You should patch a clean FE8 US rom with a UPS patcher like NUPS. Things to know: Knights can now enter mountains, they can also enter peaks if they have more than 4 movement. Generals can now enter peaks and mountains. The Sound Room is already 100% unlocked. Poison does 5-15 DMG. AS to double is 3. Growth rates can be displayed in game by pressing Select on the unit stats screen. Support bonuses that gave +5 give +2. Weapon Triangle now give 10+ or - hit instead of 15+ or - You can hold L to disable animations. In CH 5x all allies start with the Easy Mode weapons I strongly recommend you keep them until CH9 if you play on difficult mode to prevent a softlock just in case but if you are sure you can make it drop them. There are OP weapons I call Easy Mode weapons available in the preparation screen armory for free, be sure to drop them when you don't want to play easy mode anymore. You can go into the Guide menu command for information on how to use the Sus/Bck command if you don't know how to use it. Credits: Jesus, DerTheVaporeon, SacredStones (For the original weapon icons), Tequila, Crazycolorz, Nuramon, 7743, Hextator, Tequila, jjl2357, Blademaster, Flasuban, SALVAGED, Kermy, Jeorge_Reds, Sephie, knabepicer, Dabmaster110, TheBlindArcher, Seal, Arkth, Kenpuhu, Aruka, blood, Jey the Count, Leo_link, Pikmin1211, Team SALVAGED, The_Big_Dededester, Swain, Temp, Alusq, Spud, Sax-Marine, authenticmaniac, lovemachine, Struedelmuffin If someone else deserves credit please tell me and I'll put them in the credits Enjoy! ☺️
  6. feu thread: https://feuniverse.us/t/fe8-complete-iron-emblem-v1-0-full-length/12539 Iron emblem is a hack designed with the only playstyle bieng ironman (never resetting to restart a chapter, and the run being completely over when you have a game over). Every single unit is a generic, complete with covered eyes and identical mugs, and even no real names! They are all just as strong as the enemies, and nothing more, so using them may be a bit more difficult than the usual FE unit fare. The gameplay and setup of the hack were very inspired by my experiences with fe1/11. The challenge, then, is making your way through all 21 chapters successfully while getting invested in this group of nobodies trying to make their way through a cruel and harsh world of bloodshed and war. I hope you enjoy! Story: The story is a simple tale of a small group of soldiers from the southern country of Boreal winning minor victories in their war with Austral, and the events that transpire on their quest to help the war effort. Along the way, they grow in numbers, strength, and acclaim, eventually performing one last act of heroism. Features: Units send their items to the convoy upon death 50 total units obtainable throughout the game 20 chapters and 1 gaiden to play All the usual Quality of Life improvements (Health Bars, DangerRadius, Growths Display, etc.) A couple new classes Please note before downloading that this game has a special function where if you reset a map after losing/in the middle of playing, the game will automatically gameover next time you try to restart it. This is to encourage the player to play in an ironman way. There are also 2 versions, one with custom menus by WarPath, and one with vanilla FE8 menus. Please pick whichever version you think may suit you better. TO CLARIFY: YOU CAN SUSPEND AND RESUME, OR RESTART CHAPTER IF YOUR LAST SAVE WAS IN PREPARATIONS. YOU DO NOT NEED TO BEAT THE GAME IN ONE SITTING OR USE SAVESTATES. Download: https://www.dropbox.com/sh/lf45d1xrqvu4ith/AABoRiYpH3lFzGmkvoet-Gk1a?dl=0 Screenshots Please check the guide!
  7. i have no idea if i have posted this in the right forum anyway, i'm trying the gay fates and want to rebuild a cia file with all paralogues unlock. i have no idea how to patch it to gamedata.bin I'm asking if anyone of you have the gamedata.bin.lz with gay fates + all paralogues unlock thank you!
  8. A year or two ago, I played [Fire Memeblem 0, by SD9k. It's a meme edit of FE7 where every player unit has 0 in all of their bases, barring HP, which was set to 1. It's obviously and intentionally unfair, as FE7 was never designed to be played with such incompetent player units. But recently I thought to myself, what if it was? This hack is designed around the restrictions of extremely weak player units. Each of the 8 playable units in this hack has 1 base HP and 0 base everything else. To compensate for this, additional restrictions are in place. Everything is locked at 100% hit, and growths are fixed. Weapons have had to be slightly altered to fit in with this style. New stuff! - Ring System FE4's ring system is present in this hack, but the rings present all have explicit downsides, giving them more strategic use. All or Nothing could be exactly what you need to secure a kill, but it also renders the few existing methods of taking hits unviable. Ring bonuses also stack. - Refined Dancer Rings (note: no longer rings to avoid confusion) Thanks to the hack's short nature, you can use weaker versions of Filia's Might and Nini's Grace wherever they may help you, without fear of needing them later. These two mechanics work together to create statstacking in a form very similar to Fates. - Maps This hack consists of 5 relatively short maps, each with a unique look and song. Enjoy the game's gradual shift from puzzle to traditional FE as your options expand. Download here (apply the patch to a clean FE8U rom): https://www.dropbox.com/sh/lz6jef1cr6pfqjp/AAAYTdfD6u0P3f-6hi1qonqCa?dl=0
  9. I have created a small hack for FE8 that gives every weapon the range of a siege tome, Seth also has a warp staff. Download!
  10. Hi, I've seen a big topic about hex editing for Radiant Dawn that I've barely started reading, and I was wondering if the same could be done for Path of Radiance. I have downloaded HxD (I don't know if it's the easiest to use), I'm totally lost in how to make it work, the Data file seems to not be compressed, but all I see is a list of Aid per class and some skill names with capacity, I don't understand the rest and the hex code lines look like Chinese to me, I know they're multiples of 16 (from 0 to 15) but I can't find the value that is linked to the capacity taken by the skills for examples, all I see is 40s and 50s on one line, there aren't any numbers corresponding to 10-30 capacity. I'd also like to be able to edit the class stats and such. I've been looking for Nightmare editors for years since they're much easier to use than learning to use a hex editor when you're no programmer, but never found any (I've Dld a randomizer/editor but it never launched for some reason). The items would also be a good thing to be able to edit, so that early game weapons weigh less (giving them the same Wt as in TSS would mostly fix the problem with early game snails, and giving tomes the same Wt as in FE6 which has the most usable magic of all the GBA titles unless FE7 is the same, all I know for sure is that TSS has wonky tome Wt, if their tomes weigh more than axes how are these book wanderers supposed to carry them? Gleipnir is 5 or 7 Wt more than the axe Garm that also gives +5 spd!). I think mages would appreciate not having to reach high levels of str to carry their final tomes. I'd also buff Laguz weapons of course, I love Laguz.
  11. Hi, Like I wrote in the last Laguz topic I've opened, I've worked on a Laguz rebalance patch with nightmare modules (can only mod class and unit stats/growths). Every non royal Laguz in this mod has the same stats in human form he/she would have in halfshift, since halfshift is so rare and I can't edit unit skills or their items/level. This means they have nearly their full form stats in halfshift and they have more in full form. Basically, they're close to capping several stats in full form while some of these stats are overcapped in human form (mostly speed). Human form has higher caps, especially in speed and defenses to follow the stats expected in halfshift. Link to the Dropbox file: https://www.dropbox.com/s/4nyth7hd8ba0m4h/FE10Data.cms.decompressed.compressed?dl=0 DL wiiscrubber, lauch the program, select a Radiant Dawn game file (keep a backup), part 1 (there are part 0 and part 1), Data, Data.cms, right click, replace, wait until wiiscrubber confirms the patch has been applied, close, play on Dolphin. By class: Tigers have 32 max speed in full form, don't remember the value in human form but it's higher than 16 (probably between 17 and 20). Cats have higher def/res, 4 def lead for males, 4 res lead for females. Probably gave them higher max speed in human form, unchanged in full form. higher def/res caps in human form. Wolves are the middle ground between cats and tigers, 36 or 38 max speed, 38 max str, better max stats in human form. got Volug in p1 he's bonkers with nearly his full form bases in halfshift. I'll keep wildheart on him for p3 I think so he doesn't become too hax. Still outdoing any DB unit before long. Ravens are like cats, the nine tails of the skies (with canto on top), bumped thair human form move from 6 to 7 because they were the only non dragons to have 6 movemet in human form and 8 in Laguz form. Better caps both in full form and human form (34 strength in full form, Vika will be usable). Hawks are like wolves, the middle ground between tigers and ravens. Basically you'll never need to use them in full form before the tower. Why give that to Laguz? Since their only tool to fight all the time is halfshift and it's locked to DB and late GMs, I gave them their wildheart stats in human form. You'll be able to experience what a laguz would be if it had wildheart from the get go and then they won't need any level up to be tower-worthy, 24 base def Mordecai in human form with 13 speed, 48 def (overcapped) and 26 speed in full form, 21 base str = 42 in full form. Royal Laguz without formshift. Wildheart is their formshift. Actually except a few things (like tiger speed vs lions), they have better stats than the royals at some point. I buffed Nailah because of her availability (+1 base speed and +1 or 2 base strength, +1 base def), and Naesala because he's inferior to all other royals on top of having S strike instead of SS. I nerfed Tibarn (-1 movement because why did he have the highest in the game? lower speed I think, lower strength maybe). I also modified a few things on Beorcs. Meg and Fiona have t3 stats very different from other classes of the same tree (since Fiona has 50 max HP, I bumped her def/res over 30, while Meg has more speed, more res and less def than generals). Generals all have the same caps, better than what they used to (40 def instead of 36-38, 32 or 33 speed instead of 30-31 for Brom, etc), Paladins also have better stat caps in t2 and 3 (basically paladin caps from gba in t2 with 24/20 def/res instead of 25/25, 1 less in offensive stats in t3 than in t2, 25/26/24 in t2, 34/35/33 in t3). Jill's t2 and 3 caps are modified (she far closer to Haar instead of being a completely different class, she's a female wyvern lord instead of female wyvern knight basically), better bases so you don't have to dump 3 stat boosters on her just to make her slightly better than "barely usable" and then you can give stat boosters to whoever you want. Astrid basically gained +2-+3 in every base stat, +5% speed growth. Rolf got +2 in almost every base stat. Gatrie got better stats but not incredibly more. Shinon has less def I think, more attack (since he's an archer, not a knight, and he faces many ennemies he can't kill without a crit in the first maps). Titania has different caps so she will not be the same. Falcons all have been buffed, their caps adapted, and Seraph knights are better than female sentinel (not higher caps but high enough where it matters unlike OG and more balanced, better offense). Sigrun is usable, Marcia too, Tanith is good. Nephenee was buffed in a non gamebreaking manner: +2 base speed (doesn't change her damage, only she can double more what she should already double if her weapon wasn't 3 Wt too heavy for her) and better hp/def (she has -6 or -8 hp compared with class base in OG, why even put class base stats for 1 unit and put negative numbers in unit base stats? Just like Mist and Volke). Brom has better bases, especially skl (since he needs some in order to disarm). Heather can actually steal heavy stuff (19 strength instead of 15, don't worry she's still using knives so she won't become better than Nephenee long term but she could be better short term). Swordies and thieves have better strength caps, Zihark has less shitty bulk, Mia has bases more fitting to her base level, Lucia is more usable in p4 and more Jaegen in p2, Aran has slightly better bases, Meg has instantly usable bases and has better stats than Nolan with 5 less levels than him (promoted her at 15 and she was better than Nolan 20/1). CKs are overall more worthy of investment, Makalov is about on par with Kieran and Geoffrey, Danved has slightly better bases and 5% more growths to stay relevant. No one should die in 1 hit in their recruitment chapter I hope, at least not one hit from mooks, including Rhys and Mist, and Laura. Micaiah is actually funny to use, don't get tricked by her bases, her growths are worth it (twisted Myrrh's growth rates a little), magic classes stat caps are more GBA-level good (not as much insane def as in GBA games but the rest is approximately on par). Ilyana is biffy mage (not ultra biffy but more able to take a hit than any non-Micaiah mage), Soren is faster at base (he can hope to double some day), Beautiful lady fire sage is good, Tromod got like +4 everywhere to make up for shitty availability. Bastian is more usable, basically 0 investment for a t3 Soren. Tauroneo is bulkier at base. Nolan has good base speed and 10 base def. etc. I don't spoil everything, basically everyone's usable. Have fun!
  12. A while back, I created a small hack for FE6 that replaces every promotional item in the game with a Master Seal, which can promote any unpromoted unit regardless of class (except Roy). That's right, now you can use any combination of units you want, without having to worry about late promotions! Download! RHDN Page Apply on a clean Japanese ROM. The English translation made by Gringe is also applied with the patch.
  13. hello does anyone know how to convert NTSC-U code to pal code?
  14. Hello FE Fans! I've been having a lot of fun lately hacking FE games and mostly adjusting Fates growths for some pretty fun results (Kana having 125% in all stats may have been overkill...) but I want to make a more balanced one for Echoes and release it to the public so I'll need a small bit of help. Firstly I will require two rules to start renovating this game. 1. The amount I should tamper with. Echoes can be broken just like all FE games but if I give everyone 127% (The max) in all stats, it wouldn't be that fun, would it? So I'd like to hear your thoughts on where my limits should be. I should have a set percent I can buff (50%, 100%, 150%, etc...) so I'd like your thoughts on that. 2. Should I make characters more balanced or give the same level of buff to everyone? This is the main issue I have right now. I know there's a tier list for FE: SOV so I've come up with a personal problem. Should Alm be as strong as Forsyth? And if I did only give small buffs to high tiers, what is a small buff? And what tier list would I even use? This issue has been driving me nuts and I'd like to know if the imbalance should stay or if I should give higher buffs to low tiers. Yeah that's all I got for now. Depending on feedback time, the patch should come out in two to five days. I hope I can make this game something fun and maybe have this be a series where I'll update and balance my old personal hacks on FE6, FE7, FE8, Awakening, and Fates. But yeah I hope to hear from you all with what you may want from a buff patch to FE15. Thanks and good day to you all!
  15. Hello everyone, I'm currently working on hacking Radiant Dawn to make it more in line with PoR's mechanics. Here are some of the things that I have been able to accomplish: Characters have higher base stats similar to what they would if they were that level in PoR. For example, a Level 5 promoted Marcia in PoR would (on average) have 2 more points of Str, Skl, and Spd. Similarly, any character growths that were lowered in RD have been restored to their PoR growths. For example, Nephenee's Str growth is now 40%, just like it was in FE9. Gave the same stat caps to tier 1 and 2 classes as they have in PoR. (For tier 1 units, it's mostly the Res stat) For example, Soren now has the same stat caps that he had in FE9 (as a Sage) Renamed classes for consistency. (Lance Armor ---> Knight) (Wind/Thunder/Fire Sage ---> Sage) (Lance General ---> General) (Dragonmaster ---> Wyvern Lord) Made Jill and Ilyana pre-promotes, making every playable PoR character promoted. Brom is now a Lance General. All Thunder tomes are more powerful and accurate. Their stats are a mix of FE9 and 10's. Bolting has the same weight as in PoR. Light has 1 more might. (Like in the GBA games) Certain characters have different stats in their initial chapters. For example, Nephenee now has a Steel Lance in 2-1, which doesn't weigh her down. Meg is now a Lance Knight and comes with an iron and steel lance in her joining inventory. I have attached some screencaps to exemplify. What I need help on is: Modifying Ilyana and Jill's levels in their joining chapters (1-3 and 1-6, respectively, as they now join as pre-promotes) Giving Lance Generals Swords instead of Axes (like in PoR) Modifying the starting gauge of several laguz. For example, I want Lethe and Jannaff to start every chapter with full gague like PoR. Modify gauge decrements so it decreases slower for cats, hawks and ravens. Fitting some names properly. (Dracoknight ---> Wyvern Rider) I changed Dracoknight to WyvernRider (without the space) because otherwise that would add bytes to the file and crash the game. Give Paladins access to a second weapon. (Geoffrey Bows, Titania Lances) (Possibly) Making Tormod an Archsage in 4-4 (Possibly) Make every enemy Armor and General a Lance Armor/General. Basically tier 1 uses Lances and tier 2 uses Lances + Swords. If anyone is interested in collaborating with me on this project, please let me know. I appreciate any help.
  16. In my current probject and one I'm going to be theoretically doing in the future, I want to add a base like in FE9/10 with conversations, forges, etc. It doesn't need to have any of the fancy stuff, but I do want it to be different from the preparations screen and have Base conversations. I also want to add AoE spells, but don't know how. Any advice is appreciated! I'm making it in FEBuilder.
  17. Hello, I have recently discovered the joys of FE Builder and have been working on my own creation. But I have hit a road block with a problem involving the prologue chapter. For some reason whenever I try and move Eirika next to one of the chapter's enemies, the game will just crash and bring me back to the title screen where I can resume or restart the chapter. The crash occurs any time I press the A button and issue the move command that would have her destination be a tile adjacent to an enemy, once she finishes moving and arrives on that tile it will crash (before any attack, wait, etc menu has a chance to pop up). If I move her to any other tile the game will not crash. Even having her wait and letting the enemy move adjacent to and attack Eirika will not crash, its only if Eirika moves. Seth in this chapter can move and attack just like normal, only Eirika will cause a crash. If I allow the chapter to be completed without this problem (by simply not moving Eirika next to an enemy and letting the enemies die on enemy phase) and advance to chapter 1 and beyond, this issue does not come up again and Eirika can move and attack just fine. I have played as far as chapter 5 without this issue happening past the prologue. Does anyone know what might be causing this on the prologue specifically?
  18. Hi sorry, i am trying to do my personal hack on Fire Emblem 8, with Fe Builder, i make all good but i want to ask you how to put a new character (for example Hector) not in a single chapter but in all the rest of the game... because when i put him in a chapter, in the latter chapter he doesn't exists... can you help me?
  19. Hello everyone! I recently uploaded a Demo-Patch from my first self-made Rom-hack. But thankfully eclipse told me, that there was something wrong with it (oversized and bad link), so I changed it a bit. The file size should be now smaller and better for a download. It would be a great help for me, if you would check it out, if the patch and the link are ok! You don't have to download the hack, only if you're intrested!!! (And why are the screenshots so big...?) Dropbox link: https://www.dropbox.com/s/n2y64b7lf5ez21i/NarcianFe (Demo).zip?dl=0
  20. Hello, you lovely anime-chess players ! My name’s Zeldacrafter64, as you’ve probably already figured out, and I’m here to share my project with you ! Now I know what you might think : "Hey, haven't I seen that title before ?", "Oh, I remember that one, it sucked". Well, after one year spent rotting in the "concept" category, I am proud to announce my little baby is finally ready to be played by the whole world ! I also apologize for how amateurish the concept topic was. I was really a beginner at the time and barely had any idea what to do and where to go. Oh, and while I'm apologizing, let me apologize for my frequent errors. I'm not a native English speaker, so please correct me as often as possible, or else I won't improve (Same goes with my hack, obviously !). Download it here ! I -The Hack's Story II - About the Hack III - Features - 22 playable chapters out of 23. I’m not that good at designing things gameplay-wise, but I hope you’ll enjoy some of them ! - 61 playable characters! Each one coming with a different personality ! It’s unlikely you’ll like every one of them, but I’m sure you’ll find a favorite in no time ! - Only infantry ! On both sides ! Horses, Pegasi and Wyverns don’t even exist ! Because some people just want to see the world burn ! - More weapons for some classes, including Assassins and Generals with Bows and Heroes with Lances ! - The most basic bunch of patches you could ever imagine ! IV - Screenshots V - Credits : Do you want to be a part of this train wreck I call a project ? Do you have Discord ? Then that’s great, 'cause here’s the project’s discord server : https://discord.gg/vCYEp5E Thanks for your attention, and I hope you'll have fun playing my hack !
  21. [FE5] EnDavio's Thracia Palette Mod - Version 1.0 This hack for Fire Emblem: Thracia 776 modifies some units' portraits and palettes to make them consistent with the game's official artwork. The modified units right now are: -Callion -Dean -Glade -Saias -Homer This patch is compatible with the Project Exile english translation patch. If you wish to apply both of them, remember to APPLY THE TRANSLATION PATCH FIRST, otherwise it won't work. Download Here Changelog: - Ver. 1.0: Initial release Installation guide: 1) Obtain an unmodified ROM of Fire Emblem: Thracia 776. I can't help you with this. This patch only works with the cartridge/ROM version of the game. 2) Extract your ROM, flips.exe (included in the patch folder) and EnDavio's Thracia Palette Mod.bps. 3) Open flips.exe and click the "Apply Patch" button. 4) Select EnDavio's Thracia Palette Mod.bps. 5) Select your unmodified ROM. 6) Choose a filename for the patched ROM and open it in an emulator to play it. Credits: EnDavio - Hacking Special thanks to everyone that supported this project in the Project Exile Discord Server, especially to Ando, HidoranBlaze and Robert of Normandy, for helping me to understand the ways of ROM hacking. Also, thanks to Raymerald for helping with some colour choices. Finally, thanks to Shouzou Kaga, Intelligent Systems and Nintendo for making this great game. -EnDavio
  22. As the title states, I'm looking for an Action Replay code for PoR that allows the use of the Debug menu for the US version. I've tried the one here (https://tcrf.net/Fire_Emblem:_Path_of_Radiance/Debug_Menu) bur for some reason everytime I put it into my AR, it says the code is used for another game. Or does anyone have a way around this limitation of AR?
  23. Hello everyone! and sorry for my bad english xD. later I want to do a english patch. Now I want to post a proyect in witch I am working alone (but not for that is sooo bad). The history is from 1000years after the sacred stones. The olds nations dont exist anymore and new countries have formed, Arcadia, Lydia and Precia. Precia is knowed for his great military power, Arcadia by his connections to the sea, and Lydia by his great commerce. History: Our protagonist invade a castle with his army because his earl is guilty of a exclave trade, after killing him, they go back to Arcadia castle to report what happened but in his way they found a band of Precia soldiers seeking the prince´s Diego. After their painful path, they realize that Precia captured Arcadia and his only way is go to Lydia for help. In other side, his sister Melissa is fighting with his own army triying to stop Precia. Other screenshots: Credits for the animations and sprites: Nuramon: Soldier Sprite Orihana_Saki: Rein Sprite Orihana_Saki: Sussan Sprite Orihana_Saki: Serval Sprite StefanDesic: Nephenee Sprite Orihana_Saki: Hardin Sprite LetsGoForlt: Gregor Sprite Capibarain: Melissa Sprite LordGlenn: StatusBackground Demo Patch (Spanish) Ver. 3.5 (Chapter 1 to final) http://www.mediafire.com/file/0m5nwbfgdak9o89/Lost_Legacy_3.5.gba/file Here the demo. If you find a problem plis tell me c:
  24. Hi all so I've worked on a Fire emblem sealed sword hack a while ago and i'm currently just playing through it to test it out and fix any errors. I would love to upload a patch for others to play, however, I do need some people's permission before I do so. I have used a few different sprites from other hacks, I had used a bunch of different class animations and so on. I've been using FEBuilder. Now, I believe a few things were snagged from Elibean Nights, some from The Last promise I think. I downloaded a bunch of the class animations from different sites that said they were fair game to use, but want to double check first, some of them being dracoknights with axes, hoodless shamans and mages, bard using light magic, etc. Errr….also, downloaded a huge page of weapons sprites that I used and inserted into the game, It's still the same game, with a bunch of different supports, boss dialogs, boss palettes coloured and a few added classes and more weapons. Anyways, hope I can get all the proper permissions and give credit where it's due! Thanks for reading! Jaygore
  25. What is the best hacks or cheats for Fire Emblem Echoes: Shadows of Valentia? I’m mainly looking for hacks or cheats to get the rare weapons, Astra, Sol, Luna and also easy level promotions, maxed stats, learned all weapon skills, and after all that, if it’s possible, save the file and not continuing the hacks or cheats. My OCD is killing me. Those items are way too hard to find and I don’t have the time to grind for them. :( Any help would be great!
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