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Found 229 results

  1. Fire Emblem Fan Game Collaboration

    Hey everyone, thinking of wanting to start a brand new fan game from the GBA era, but I’m not that good at it, group collaboration anyone?
  2. Fire Emblem 7 - 80 HP Hack

    Hey, guys. I've been working on a ROM hack of Fire Emblem 7, making various adjustments (about which I may update from time to time) similar to the fashion of FE 8 Master Mode, and one of them is the overall HP cap being raised to 80, like in FE 4. Now, I've gone into the hex, and went to the following offsets and changed 3C(60) to 50(80): 017C7C, 029996, 0299AC. As for raising the HP cap, this worked perfectly! However, in testing I've run into a number of issues about which I'll elaborate in the order they occurred. I went to turn three. The battle window said Hector would double the General and that the General had a 28% chance of hitting. Hector attacks, and does damage just fine. The General retaliates, and surprisingly hits. But then the General attacked again, and hit again. I burned RN several times, and every time the General would hit and double. As for enemy phase, it played like it normally would just fine. I restarted, went to turn three (this oddity did not occur on turn two, and Hector could not reach the General on turn one), attacked again, and it still happened. I continued to try this on multiple different turns after two, and wound up with the same result. And then, to top it all off, the General landed a critical hit, despite having a 0% crit rate. Basically, what I'm hoping for is that I just did it slightly incorrect, and somebody could set me back on track. Thanks, everyone!
  3. Having difficulty with NUPS and Nightmare

    Recently, I’ve been trying to get into FE Rom Hacking. So I looked up some tutorials, downloaded NUPS and Nightmare, and was ready to start messing around and learning the ropes, but after I added the No Tutorial Patch to my FE7 ROM, the game refused to run. So I thought, “Well, okay. That’s fine. Tutorial doesn’t matter anyway.” So, then I tried to begin messing around with Nightmare, but then once I tried to use the FE7 Character and Class editor, a message popped up saying that the “ROM is not compatible with the module”, or something along those lines. What am I doing wrong? Am I just being retarded? (By the way, I did delete the the ROM that had the No Tutorial patch, and got a fresh ROM for Nightmare).
  4. Feditor animation help

    I know that there are multiple topics on this issue, but I've read all of them and am still hopelessly confused. I'm really new to FE hacking(this is literally my first attempt at doing anything outside of basic nightmare editor) and was going through Blazer's ultimate tutorial(http://www.feshrine.net/ultimatetutorial/) when I got very stuck on the custom animation part. I made a frame called standing.png and then copied Blazer's default script(below if you want to see it) to try and test it. It came up with the error " Unexpected error reading or loading the script." I can't figure out what's wrong with it, I'm assuming it's something wrong with my sprite since I'm using Blazer's script, but I have no clue what the issue is. The image is 248x160, I used Usenti and made sure it only had 16 colors, which I put into an 8x2 palette in the top right, and there's only one file so it shouldn't be an issue with mixed up palettes. I'm so confused and just really need help.
  5. Destruction of the fire emblem

    What if the fire emblem heroes were to fall and all their adventures were given to random people? The fire emblem has been corrupted by the presence of the fell dragons, now a lone group of adventurers must travel to the different worlds and pick up where the fallen heroes started. (roleplay is welcome to everyone, would prefer it if we roleplayed on discord. Canon and ocs are allowed
  6. FE7 Character Patch for FE8

    Hello, my name is Dualitysl and for a couple of days and nights, I have been working on a Fire Emblem patch that includes FE7's characters. I wanted to do this just so I can see other characters I wanted to promote as different classes but also include a promotion branch as well. I've tested everything up to Chapter 14 on Erikia's story, but I believe for the most part that this game is stable to play fully with some bugs to be listed below. Features: - Lloyd (ER) and Linus (EPH) are your lords. - Hector revised palette battle animation. - Characters from FE7 and some FE6. - New class: Dark Knight (Promotion from Shaman) replaces Necromancer. - Portraits are changed to their respective characters. - Main enemy bosses base stats has rose. (Game is to be played on hard. Normal is too easy.) - Fighter battle animation is now from Fire Emblem 10. + Much more to come! Known Bugs: Do not follow the story and promote EPH or ER using their respective braces to avoid anything happen to your game. Some characters still may be able to use their original weapon from their starting class if they're not a different character/class. i.e, Linus who replaces Ephraim may be able to use lances. I will get to the story soon. It will just take a tedious amount of time but I will get around it soon. PALETTES FOR EVERY CLASS ARE STILL A WORK IN PROGRESS Any bugs anyone is able to find, please comment down below and I'll see if I can work on it. But for the most part, this game should be stable to play. UPS Patch Growth chart coming soon. Charcter/class change chart coming soon. **When I get back on my desktop I will credit everyone who made anything custom for this game. Sorry, I’m not talented enough to create everything myself. :-) S/o to the FE Community.
  7. Dorcas Emblem 2.1

    Have you ever got a feeling like, Well then! Aren't you in luck. Presenting Dorcas Emblem 2.0! Featuring all new Dorcas content! Individual Dorcases now somewhat identifiable! Text and graphics overhauled to scratch that Dorcas itch! Obligatory mutton memes! Shocking surprises, and much, much more! What are you waiting for? Play Dorcas Emblem today! So yes, this is basically a FE7 reskin, but there are some gameplay changes as well - though all in the spirit of fun rather than obnoxious romhack difficulty, and honestly only to the player's benefit. I made the first version of this a little over a year ago after seeing that post at the top. Version 2 has individualized Dorcas portraits for everyone (except the original, who's the original, and the lords, because this IS Dorcas Emblem after all - but don't worry, they all got some love as well, in one way or another) and a few more graphical changes, along with a few... tweaks here and there. It's available as a UPS patch and requires a FE7 rom. Please report any errors, oddities, or instances of unDorcased individuals! Edit: Version 2.1 is up - fixed a crash bug that happened when fighting generic enemy monks and tweaked Lyn's unpromoted handaxe animation.
  8. Emblem Chronicle VII

    Hiya! I'm Zane. You might know me from my FE5 Menu Translation. Although work on the menu translation has essentially ceased, I've been steadily working on a project that uses it as its base. So, I'd like to introduce Emblem Chronicle VII (henceforth called ECVII): ECVII is essentially a demake of FE7 within FE5. It's a proof-of-concept, learning tool, and showcase all in one. I'm currently planning on making all of Hector mode, skipping Lyn mode. This release has two chapters. This isn't 1-to-1, however. I'm not looking to write Elibe fanfiction, but this won't ever be a cut/paste job from 7 to 5. Classes, enemies, maps, and dialogue, along with some other things, will likely be changed. Unit stats, skills, and classes are not final. This is partially due to the WIP nature of the hack, but is mainly just me figuring out how to play with FE5. Have some screenshots: Here's a patch: ECVII [12-1-17] This is for an unheadered, unedited FE5 ROM. I'm not responsible for anything past chapter 2. Please don't ask me why it's vanilla. I'd also like to reiterate that essentially none of this is final--if you have a suggestion, I'd like to hear it. If you've got a complaint about stats/levels, be thankful that they'll be getting smoothed out later. I'd like to thank everyone involved--I certainly couldn't do it without you: There are plenty of bugs in the current build. If you find one not listed here, let me know. I'll probably be releasing more tools, doc, and whatnot sometime soon. More info, plans, and screenshots are likely to be appended to this post shortly.
  9. Fire Emblem: Chronicles

    Fire Emblem: Chronicles A Kamen Rider Ex-Aid (Tokusatsu Superhero TV Series) x Fire Emblem Crossover This will be a FE7 Rom hack - at this point in time containing 5 chapters (Prologue - Ch.5) Features to be added (or hoping to add - still needs to be refined): New Characters (Pitch) Introducing characters from other Kamen Rider Series New Story, Events & Map New Sprites, Icons and UI Changes to classes and class changes Synopsis: Dan Masamune plans to world wide distribute Kamen Rider Chronicle however Dan Kuroto has found a way to enter Chronicle’s game area thus Ex-aid and friends have entered but a sudden turn of events have lead them to stray separating them all. Time is of the essence as they must regroup and find a means to defeat Masamune and stop the distribution of Chronicle. Additional Information: Dan Kuroto has been left in the real world due to his Godlike abilities he has created allied Bugsters to aid the riders on their adventure. Kuroto has found an abnormal glitch within Chronicle’s game area believing in the possibility that it could help them he forcefully asks the Riders to find, locate and examine this glitch. Class List/Changes (WIP) Characters (WIP - What I have so far) Screenshots/GIFS
  10. Potential crossover game?

    So I was thinking of a Fire Emblem crossover game. Not like Warriors or the other one I won't speak of. I was thinking a game where it crosses 2 GBA games. FE7 and FE8. Essentially merging Magvel and Elibe. I do not know if it's been done before or already in development.
  11. I've been bored out of my mind lately and I've decided to start a let's play of FE7 instead. Notes I'd like to throw in: I did not save a backlog of the changes, but you will see some varying weapon types and changes throughout the run. Palettes will be altered so that they don't look like garbage. That's pretty much all. Onto the run itself!
  12. Hey all sorry if I'm not in the right place to ask this, I've been messing around with Nightmare Module 1.0 (2.0 kept being wonky for me) , and I got to a point where I want to be able to use multiple units for the Arena chapters because I like maxing out every units for Link Arena, I'm currently on 16x and it's letting me have a maximum of 6 units, how do I on the Nightmare module up that number from 6 to like 10 or 12? Also on that note, is there a way to increase exp gains from a battle? I don't care much for this particular answer but if there's an easy answer to that one that it be icing on the cake.
  13. Which would be better to use?

    So I've been playing around for awhile with the idea of De-making Shadow Dragon so to speak into the GBA games, I know there was a project floating around a few years back but it seems like it has more or less died off. I've been working on it for a few months actually, worked out how I'd do Growth Rates and Base Stats depending on a couple of scenarios. Right now I'm trying to determine if I'd be better off making the game using Fire Emblem 7, or Sacred Stones there are pros and cons to both for sure. Fire Emblem 7 Has a lot of material as well as the way it's designed is closer to the Vanilla Game in which each class had only one promotion. Sacred Stones however, has less reference materials for me to work with as well as myself being less familiar with editing it. But as a pro it has branching promotions which could allow me to get more creative with gameplay as well as help with unit diversity problems which is something I'd really want to somehow fix with this (I mean seriously, 7 Pre-Promote Cavaliers? If you were to promote them all you'd potentially have 10 Paladins). So I guess what I'm wondering is, should I try to use Sacred Stones as the base or Fire Emblem 7? My goal is to keep it close to the source material but also flesh out some characters with supports, and in trying to keep it close to the original experience should I try to go with Fire Emblem 7 which would make the experience more similar to FE3 in a sense, or should I go with Fire Emblem 8 which would likely prove more difficult but also allow for characters to be more unique in their development as well as make the project a more unique experience? EDIT: I also realize now that the title is likely inappropriate as neither is truly "better" but I can't think of a much better title.
  14. Display enemy AI on the map

    I'm currently creating some custom maps for my Fe7 hack. I'd like to know how to display wether an enemy will move once you get into his range or just stays put no matter what you do since it would make things a little easier and probably less frustrating for the player.
  15. Chapter 15?

    So, I've been hacking FE7, and I got to chapter 15, but I can't locate chapter 15 in the nightmare modules.There is one 15, and it is the Hector mode chapter 15. It isn't marked with an H, and there isn't an E15 either. This chapter in Eliwood's story is where you get Lyn's party back, and I want to put their palettes back to the way I set them when they enter, but I can't find the chapter? Can anyone help me here? P.S. I'm sorry if this is a stupid question, I'm sort of a noob.
  16. So, I'm trying to change a characters starting class in FE7 (Renualt) I had figured out how to people that join on the map. I can't figure out how to do it when they join through a house. I'm using nightmare for this.
  17. GBA ERA Battles VIDEOS

    Hello guys, it is possible that you have seen my videos on youtube, but anyway i wanted to post some videos of character fights i made for some debate or just for fun, you can ask me witch battles of the gameboy era you would like to see: Fargus vs Nergal Lyn vs Roy: Canas vs Knoll: Nergal vs Zephiel: Erk vs Ewan: Lyon vs Nergal: Lloyd vs Linus:
  18. There is probably a simple answer to this question, but I've looked around the forum (and have searched for certain keywords) without finding the relevant solution. I am at least somewhat familiar with all of the typical GBA hacking utilities, and the game in question is Blazing Sword. My intention is to create a defense objective that has enemies targeting a specific location, whether that be a throne or a different square. As with the main games, the objective will be failed (resulting in a gameover) should the enemy reach that spot. The first thing I don't know how to do is pick the location I want. If I set the enemy AI to "SeizeThrone" they will pick a location independent of where my throne tile is currently set and will go somewhere else that seems related to the map I am replacing, but nevertheless I have not been able to locate the relevant value in Nightmare. Additionally, I assume that I must create an event to trigger the gameover once the enemy reaches that spot. Anyone familiar with the syntax I would need to use in order to accomplish this? I appreciate any help you can offer, and I apologize if this is something commonly addressed on this board.
  19. This is my first serious ROM hack that isn't me deciding on one thing and working on it for 5 minutes and getting bored. The aim of this ROM Hack is to swap the characters in Fire Emblem - The Sacred Stones with the characters from Fire Emblem - The Blazing Blade (hence the name) I haven't made much progress but I have made decisions for who most of the characters will be swapped with. I plan on finishing this before I start university on the 18th. Here is a link to the spreadsheet in which you can see who I'm swapping with who, as well as the progress that I'm making. Any feedback would be helpful. Beta 2 can be downloaded here. The patch should be applied to US version of Fire Emblem - The Sacred Stones. The full name of my rom is 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan) All that I have left to do is add the movement sprites for the main characters and myrrh. Everything else is complete. Eliwood promotes into a Paladin or a Hero as I don't know how to add full custom classes. He promotes with a Knights Crest or a Hero Crest.
  20. The rule about Marcus being free up to Chapter 16 results in Marcus dominating those chapters, overshadowing the earlygame units, and making strategies and turncounts far more homogeneous among the players. There have been drafts [1] [2] that restricted Marcus to Chapter 22 for only the player that drafted him, but why not also allow him to be drafted before that point as well? Marcus before Chapter 22 is still pretty overcentralizing, so I arbitrarily set the divide point at 19x / 20. Earlygame Marcus exists for 11 chapters, lategame Marcus for 18 chapters, which seems very roughly equal in value. Since there are "two" more units now, Wallace/Geitz and Harken/Karel are demoted to "free" again. They would just make dead team slots anyway and make balancing teams harder. The rule about defend chapters is somewhat lame as well. This time, four out of the five will be treated as rout enemy chapters (the exception is Vaida's so you don't have to kill her in Ch26). After killing all the enemies, you can visit, build supports etc. as usual. I'm not sure how best to spice up the optional gaiden chapters, if at all, so this time they're unchanged. Rules of Play This will be auction style again. What's the point of having two guinea pig tests if not to iterate on the method? You can check these [1] [2] threads for more info if you aren't familiar with the concept. I've made a few improvements as well. PM me your bids and post so others know how many slots are left if you want to play. Here are some sample bids based of the prices generated for the last auction. Think carefully. Remember early game units will be more valuable without free Marcus. The change of defend chapters to rout chapters means there are more turns possible to save, so good units have more potential. And lastly, these prices are still somewhat flawed even under the rules of play they were generated for. There are almost certainly over 40 units of inaccuracy in these prices. If you change your mind before the last person joins, feel free to change your bids. Here is a pastebin of the lua script I'll be using. You can run it a variety of ways including vba. You can fiddle with the bids at line 786 to see it in action and test things out. SHA256 hash of my bids: c84903f0bb442ab73c260e870f15008100552ed92c17fd371ad99b3f5a2e35e4
  21. Fire emblem 7 randomized logs

    (This is for those who have finished or are doing a randomized run of Fe7) This is the first forum I started, so it might be kind of rough, but stick with me. So anyways, the way you do the logs is you say the chapter your on (please State if your on Hector or Eliwood mode. It might get kinda confusing other wise), the units your using and there classes and growth rates. For the units your not using, State there class and why your not using them wether it be you just dislike them, they have a bad growth rate, or something else. I'll do a log of my progress as an example: Current Chapter: Chapter 3 Units I'm using: Lyn (Mage): Growth rates are 10% Hp, 80% mag, 30% skl, 90% spd, 115% luck, 5% def and res Kent (Hector Lord): Growth rates are 65% Hp, 75% str, 40% skl, 30% spd, 10% luck, 70% def,5% res Sain (Thief): Growths are 5% hp, 60% str, 45% skl, 20% spd, 100% luck, 30% def, 35% res Florina (Dancer): Growths are 75% hp, 5% str/mag, 20% skl, 80% spd, 20% luck, 45% def, 65% res Units I'm not using: Wil: Everyone of his growths except spd, def and res are 15% and under Dorcas: Has a 5% in every growth rate except for str, skl, spd, and luck.
  22. How to insert custom music

    So I've been trying for a while now, but I still can't for the life of me figure out how to insert custom music into the game. Every tutorial I seem to find is either full of broken images, videos and tags making them really hard to follow or they're just very confusing in general. So, can someone point me to the easiest method of inserting music into the game?
  23. Battle Animation Glitch

    So I expanded/relocated the Boss Music array (and changed the editor.nmm accordingly) and this happens when battle animations are viewed in game. It freezes up, before continuing but with distorted/echo-ey sounds and no music. I can say with 99% confidence that I expanded it correctly. There was only one pointer that needed replacing... I wanna say I've encountered this before but I can't remember. Is there a known cause for it? Thanks as always.
  24. okay so in my FE7 randomized playthrough, i ran into a rather bad issue. When i beat chapter 15, and i did with a green solider alive to give me the option to go to chapter 16x, I would- upon getting the option, have either yes or no. Now this is normal but it would become a black screen forever. any thoughts and tips on how to fix this? thank you for reading this if you have. i think the only thing that could have lead to this glitch could possibly be that Lucious became dart and it messed up, but i find that highly unlikely to be the cause of the glitch I have learned that even if i try to suspend the game, then it goes to a blackscreen
  25. I'm trying to use animation event assembler instead of Feditor to insert custom animation. But for some reason I got this message: Dark mage Installer.event, Line 13, Column 27: Didn't reach end, currently at Colon(:) I googled around but couldn't find any solution. Any idea how to fix it? My master animation installer event: Dark mage installer event: