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  1. First question, is it possible to make a 2-part chapter in a FE7 hack (IE FE7 Final chapter) And my second question is have hackers found a way to import final bosses, Idoun and Demon King into FE7? Thanks in advance (:
  2. So I was planning on creting a hack that uses both Lyn Mode and Eliwood Mode, so I was wondering how to do a few thing: 1) How do you prompt the Lyn Mode credits and how do you signal to the game that Lyn Mode has ended and Eliwood Mode started? 2) How do you make it so the Lyn mode (tutorial) characters keep their stats when they join in Eliwood Mode as their non-tutorial counterparts? Thanks in advance.
  3. 1. Does anyone have a working Necromancer animation for FE7 that doesn't have the cape freeze? 2. Would it be possible to put the Summon ability from FE8 into FE7? 3. How can you make a boss drop 2 items? 4. How can I have a custom battle conversation between two characters, for example, how could I input a conversation between, say, Karla, and Lloyd or something? 5. Does anyone know the settings for the palettes that they used for Matthew as a Rogue and Erk as a Mage Knight in Elibian Nights? This one isn't very important, as I'm simply being lazy. 6. How do you remove certain events in chapters? I want to remove the "enter Karel" and "enter Harken" events in both versions of Pale Flower of Darkness. I would really appreciate it if anyone can help me out here.
  4. Hey all I had some quick questions since im with a friend and we are trying to figure out rom hacking together. 1) How do you change a FE7 Class ability? and what are the Hex values on FE7? [ We are wanting to add mounted units the ability to move again after attacking. ] ----------------------------------------------------------- On a side note, is it possible to remove the ability to move around on the main map of FE8? Thus making it more linear and disallowing grinding?
  5. 1. Does anyone have a working Necromancer animation for FE7 that doesn't have the cape freeze? 2. Would it be possible to put the Summon ability from FE8 into FE7? 3. How can you make a boss drop 2 items? 4. How can I have a custom battle conversation between two characters, for example, how could I input a conversation between, say, Karla, and Lloyd or something? 5. Does anyone know the settings for the palettes that they used for Matthew as a Rogue and Erk as a Mage Knight in Elibian Nights? This one isn't very important, as I'm simply being lazy. 6. How do you remove certain events in chapters? I want to remove the "enter Karel" and "enter Harken" events in both versions of Pale Flower of Darkness. I would really appreciate it if anyone can help me out here.
  6. Hey everyone, So as you might remember a couple of months ago I was busy with a couple of playthroughs on this forum before I "burned out" with regard to this game and needed a break to play other things. I'm thinking of coming back to this reasonably soon (perhaps mid-December or so?), but not sure which playthrough/challenge I would like to get back to first... so I'll let you guys decide!
  7. So I am trying to change classes and such for characters in FE7 just for fun and I can't find out how to edit inventory. I was just wandering which module I needed to use or if I can at all. Thanks in advance
  8. Since this is my first draft I'll do it on something I can do normally. Hector Normal Mode it is! I can't LTC things but why not! Drafting: 1. This draft is for 5 players. 2. Hector, Marcus, Merlinus, Ninian/Nils, and Athos are free for all to use. 3. Bartre and Karla are drafted as a pair, as well as Geitz and Wallace 4. Marcus is banned after Chapter 16. 5. The game will be played on Hector Normal Mode, skipping Lyn Mode Rules: 1. Undrafted units may recruit characters, rescue undrafted units and NPCs, trade, visit Villages, Shops and Armories, and dig up items in the desert. 2. Undrafted units may not do anything not listed above, including but not limited to meatshielding, building Supports, opening Doors or Chests, talking to Fargus in Chapter 17x, or Seizing Castles in Chapter 25. 3. All Gaiden Chapters except 19xx, 23x and 28x are required to be visited. 23x and 28x may be visited at the player's discretion, and don't count towards the total turncount up to 20 turns taken per chapter. 4. Other units may do as they please without penalty. 5. Defend chapters count the last played Player Phase for turns if the timer is waited out. Penalties: 1. Undrafted units have a 4 turn penalty, per unit per chapter. Exceptions: 1. Matthew is free for Chapter 11. 2. Meatshielding is allowed for Chapter 13x. 3. Lyn, Kent, Sain and Wil are free for Chapter 16. 4. Undrafted Thieves may be used to obtain necessary Promotion items. Teams: Lopey -Lyn, Canas, Priscilla, Oswin, Legault, Batre, Karla, Rebecca Jedi -Sain, Lucius, Eliwood, Farina, Isadora, Hawkeye, Louise Gradivus. -Lowen, Erk, Rath, Dart, Guy, Renault, Jaffar Turns:152 Topazd -Kent, Fiora, Pent, Raven, Dorcas, Vaida, Wallace Turns:159 PanneKnight -Florina, Heath, Serra, Matthew, Wil, Harken, Nino Units remaining Karel
  9. Hello everyone, today I have a bunch of questions for you. -When I browse the animations with FEditor it skips some of them, thus not allowing me to properly insert my animations. -How do I repoint animations? I want to replace the Paladin Axe animation with a Bow animation and make it play when they're using a bow. That's all for now. UPDATE: How do I edit topic names? UPDATE: Everything is fixed, thanks for the support and answers. P.S. Guess who managed to find a way too add Wind/Thunder/Fire Mages to FE7.
  10. I decided to make a romhack for FE6 that replaces certain units with ones from FE7. I got my inspiration from FE7 crossover, a romhack of FE8 that replaces several units with FE7 ones. It did poorly in execution, but the concept was cool, and I thought it'd be really cool to have some FE7 units in FE6. I've gone and replaced Ellen with Serra, Chad with Matthew, Zeiss with Nino, Astore with Jaffar, Tate with Florina, and Ogier, Barth, and Wendy with Eliwood, Hector, and Lyn, respectively. I've changed their classes, stats, growths, and affinities to match those of their FE7 counterparts. I've done some other editing too, but nothing too major, with the most major change being upping the level cap to 30 so classes that can't promote don't end up as screwed over. Other than that, I've made a few edits to the base stats and max stats of classes(Thieves caps are now the same as Assassins), edited the stats of a few items(the biggest changes here being making the S rank weapons and Fae's dragonstone unbreakable), buffed a few characters base stats, and buffed everyone's growths. I also made Short Bow and Murgleis 1-2 range, the former so its name can be less misleading and the latter because Wynaut. Also note that since Jaffar, Eliwood, Hector, and Lyn's classes aren't in FE6, Jaffar is a thief with crit+30(to make up for lack of lethality), Eliwood is a Paladin, Ly is a swordmaster that can use bows, and Hector is a general that can use swords. Here's the patch I have so far. Be sure to patch it to an FE6 ROM that's been hardpatched with gringe's translation. EDIT: I have now inserted the portraits. I also edited the names. Go ahead and download the beta https://www.dropbox.com/s/s4ge3qq4gqzxksj/FE6%20-%20FE7%20Crossover%20beta.xdelta?dl=0 EDIT2: Here's a new patch I just made that adds even more characters. Canas replaces his mom, Dart replaces Garret, Geitz replaces Wade, Oswin replaces Douglas, Pent replaces Yoder, Rath replaces Shin, Raven replaces Deke, Rebecca replaces Dorothy, and Sain replaces Lance. https://www.dropbox.com/s/i6pk2pdxorqxcq4/FE6%20-%20FE7%20Crossover%20beta%20v2.xdelta?dl=0 Here's another patch I made that adds Sacred Stones characters in addition to FE7 ones. Amelia replaces Bors, Eirikia replaces Noah, Ephraim replaces Treck, Innes replaces Klain, Joshua replaces Rutger, Lute replaces Hugh, L'Arachel replaces Clarine, Marisa replaces Fir, Moulder replaces Saul, Myrrh replaces Fae, Seth replaces Jerrot, Gerik replaces Deke, and Tethys replaces Lalum: https://www.dropbox.com/s/a9ggqauw1wrgkdo/FE6%20-%207%208%20crossover.xdelta?dl=0
  11. So I was just wondering if its possible to have certain units start at certain support levels with other units, like Pent and Louise, for example, who start with a A Support with eachother. And, if it is possible, how do you do it? This is an important part of the hack I'm working on. Thanks in advance.
  12. As you may or may not know, many of the lowest turn count clears for various chapters in FE6 involve killing off one (or more!) of your units, usually for the purpose of dropping Roy close to the throne without using up his movement. For example, there is a 3-turn clear of the first chapter that involves sacrificing Alan in such a fashion. What I find strange, however, is that despite the game having nearly identical mechanics to FE7, there are no instances I can think of in FE7 where such a maneuver would end up saving turns. I'm curious as to what accounts for this difference. So far, I've come up with the following reasons. One is the fact that every chapter in FE6 is a seize map, whereas the objectives are much more varied in FE7. However, this isn't a complete argument, as the majority of maps in FE7 are indeed seize maps. Another possibility might be the fact that the preparation screen is not available for a large portion of the game, and killing units off (and/or not recruiting new units) is the most convenient method of positioning your units in subsequent chapters. This, however, still fails to explain why we don't see strategies such as the 3-turn for Chapter 1 (and there are at least several other examples throughout the game) in FE7. What are your thoughts on this?
  13. So you guys may have seen in my HHM Ranked LTC run, a 4 turn clear of Chapter 13 is very possible in vanilla HHM using a Silver Lance critical with Marcus on the boss, and dropping Hector into the river so that Marcus doesn't get ganged up on by the enemies. I believe the same result may be possible even with Lyn mode, assuming you are willing to kill off Rebecca in Chapter 12. This puts Lowen at the front of your formation, which means he can carry out the rescue dropping of Hector into the river (he has 1 mov to spare; if he starts in the spot he normally does without Rebecca dead, he can't make it), while Marcus can simply head around the other side of the map (the route with the snags) since he easily makes it to Boies in 4 turns (though he might need a ranged weapon to deal with the archer at the bottom of the map who will rush him and get in the way of him/Hector). The only two issues here are Lowen surviving the initial two turns (in particular, he'll be lucky if he survives the first turn after being attacked by 2 PKs and 2 archers while carrying Hector), and Hector probably needing to rig a crit on Guy on the counter (and not get killed by the KIlling Edge). I don't have the time right now to experiment and see if this is possible, but I just wanted to let you guys know; hopefully, one of you will be able to show that it can be done?
  14. Whenever I use a macro there's always an error. Is it because I have an old EA or because the file I need isn't in my EAslb (Event Assembler Standard Library) folder?
  15. So I ran into a little problem I never seen encountered before. I was making and editing custom weapons in nightmare and this happened: https://gyazo.com/7c540bde7709dc1b928ddf7a24e5aea3 The dreadful screech of death. Well I narrowed it down to the nightmare spell association module, at least I think that's what it is but I'm not sure. Is this due to a limited amount of custom weapons? I went back and forth betweens backups and found that this only happens after I pass a certain number of edited/custom weapons in the spell association module. As in, telling the ROM which weapon uses which spell animation, I can only make 6 of these before the game shows me that screen. Things I did do: The item and spell association modules are expanded. The corresponding notepad nightmare lists are as well. I did check if I overwritten anything and I did not. Does anyone know why this would happen?
  16. Topaz Light

    Oops

    I posted this rashly without doing much research and I now have the answer to my question. So sorry for the trouble. Feel free to delete this.
  17. So... My idea is to have a story consisting of four separate Lords' tales that can be played in any order. Once you have completed one of the tales, you are able to continue nonto the next Lord's tale. Once all Lords' tales have been completed it would unlock the final tale which brings all the Lords together. If anyone has played Live-a-Live its a concept inspired by that. I have played Arch's Elibean Nights. He has a similar mechanic he uses the maps sprites for. Is there a way to utilize the mechanics in either FE7 or FE8 Lord selection that could do this method? ...which would be better? Would it be better just to utilize the map events rather than fiddle with the Lord choice coding? :0 Keep in mind, I am more of an artist than a coder. Any thoughts or help with this would be very much appreciated! :D
  18. I was trying to insert the events for a chapter (the event file itself is incomplete, but the beginning event is mostly set up). The file assembles fine, but when I try to open the ROM up in FEditor there's an error saying "There was an error processing one or more file streams". It's being inserted at the end of the ROM, so it shouldn't be overwriting anything important. So I'm not entirely sure why this is happening when the other chapters inserted just fine. Also, I can insert the map for the chapter and FEditor opens the ROM no problem, but as soon as I assemble the events for that chapter, it gives me the same error when I try to open it. The ROM itself works fine when I try to play the chapter as well (if that information matters). It also doesn't seem to matter if the events go immediately after the existing data in the ROM or X amount of space beyond it, and I made sure that only one thing was open at a time when I was editing the ROM, but the error still happens. Contents of the event file in case they're needed:
  19. I noticed something weird while playing FE7 earlier today. On that chapter in Eliwood's story where you get the Durandal, the one with Georg as the boss, whenever you use a mounted unit they seem to have FE9 Canto. As in, when you kill an enemy you can move after doing so. Is there any explanation for this?
  20. In my recent attempt to optimize the 3-turn clear of Chapter 12, I found myself faced with a very peculiar constraint during my playthrough of Chapter 11: Hector must end the Chapter at level 2, with 88 EXP. I have managed to find a 6-turn playthrough that does this while getting Matthew 53 EXP, stealing the Red Gem, and using Wolf Beil thrice and the Hand Axe four times. If anyone can improve any of these parameters in any aspect (even something as trivial as getting 1 extra EXP for Matthew, or conserving a weapon use), I would appreciate it if you let me know how you did it so that I can incorporate it into my various challenge runs. EDIT: I should note, of course, that this is vanilla HHM (no Lyn Mode)
  21. A couple of weeks ago, Espinosa/MoogleBoss suggested that I investigate a possible 3-turn clear strategy for Chapter 12 in HHM. I finally got around to working on this last night, and much to my surprise, I've found that it actually seems very doable! While both of us initially believed that such a clear would involve rigging a ton of crits for Hector in the north, I actually only need two criticals from Hector against the Hand Axe brigand and the boss, just like the 4 turn clear! The only problem that I have run into so far is the fact that after crit-killing Zagan on EP3, Hector needs to one shot the (final) PK who attacks him. In order to do this, he needs 3 procs of Str from his base; while the first two are easy to get and come along the way, it would require burning at least 100 RNs to find a spot in the RNG where Zagan misses, Hector hits and criticals, and gains Str (and it might not even be a good level). However, I think this problem can be easily remedied by getting Hector to level 3 in Chapter 11. In that case he hits level 4 with ease before facing Zagan, and hopefully have the stats to take him and the PK down without any trouble. I'll let you guys know once I've gotten around to finishing this!
  22. Okay before I post the link I need all of you to know straight off the bat; I am a terrible writer. Okay, now that you know that; Here is my novelization of Fire Emblem 7/Rekka no Ken/Fire Emblem in North America. I have the first nine chapters already posted, I am trying to deviate from the rigidity of the game while absolutely keeping to the core plot as well as taking a more medieval-realist approach to the FE world, something that I'm currently failing at. Anyway, have a look... Please? And judge me, seriously. I need it. (I have a beta starting for yet unreleased chapter ten so quality should go up!)
  23. I've seen mentioned on both General Horace's and Espinosa's LTC playthroughs for this game that a 4 turn clear of Chapter 13 is possible if you don't play through LHM since Marcus starts at the front of your formation due to character order mechanics explained in this post. However, they both claim that such a strategy relies on an unreliable Marcus critical with the Silver Lance. This is not entirely true, however. If you are willing to kill Rebecca off in Chapter 12, you end up with the following starting formation: This means while Marcus rescues Hector and charges south, Lowen can do the same with Matthew, dropping him off onto the fort (or somewhere nearby) at then end of turn 2. Guy will charge out to attack Marcus, but both of them can survive one round of combat (assuming Guy doesn't critical), and then on turn 3 Matthew can recruit Guy, who can then give his Killing Edge to Marcus. I'm sure you can figure out how the rest of the strategy plays out from here.
  24. So I was planning to create custom skills for my FE7 hack. But most threads on skills i've read are documentation on FE8 -_- I plan to insert ASM codes then maybe repoint the addresses over the old ones in the Class/Character Ability array (if there's one) used in Nightmare's Class and Character Editor modules. Can anyone tell me if this is feasible? :p (btw if anyone knows the pointers to the Class/Character Ability array in Nightmare's modules please let me know)
  25. Who would you use it on? For me, I would give it to Lowen. Those delicious bases plus 35% growth rates in Str/Spd (not to mention massive 45% Def and 35% Res!) make him an awesome choice, and his high Mov due to the mount means he'll be putting it to good use every chapter where I field him
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