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  1. Hi guys, how can I force melee animation for throwing axes? Like the javelin that got different animation when used melee or ranged Because I use the FEBuilder I know that lances use one animation file when axes use two (one for melee, one for ranged). And because of that I know it would probably difficult to patch it, but if someone got clues or ideas on how to do it that would be great
  2. Based on the description here (Translated from original YouTube comment) Hello I have attempted to recreate the layout of the Defeat Bandits map from FE6, which is one of the four lost trial maps. The reconstruction is far from perfect, since I have little experience with FEBuilder (Which I used to make the recreation), but I did my best to recreate it based on the alleged known details provided for the map. You are free to use this as much as you wish, as long as you do not claim it as your own. P.S. This is a fan-made reconstruction based on unconfirmed information, and therefore may not be accurate. Please do not treat this as official in any way.
  3. Accidentally deleted one of the armories in Chapter 5. Is there a way where I can add it back?
  4. I'm using custom classes, every time I restart chapter 1, Seth goes back to Paladin class and Eirika becomes a child, any interaction with her breaks the game
  5. Hey, all! I'm sure this has been asked before, but I couldn't find an answer by searching the forums, so I thought I'd ask here. In FE7's class table, there are three classes directly after eliwood, hector, and Lyn's lord classes, but before their promoted classes. These classes use the map animations from the unpromoted, but use the names of the promoted. Is this extra data (and thus safe to overwrite with other classes), or does this serve some extra function in the game? Thanks!
  6. Greetings, fellow Fire Emblem enthusiasts! First time posting as someone who has been enjoying messing around with FEBuilder to create some interesting changes for myself and a friend to enjoy casually. I am mainly using it as a way to learn, but have run into a few issues which I have not been able to find a solution for. I don't wish for anyone to work themselves to the bone to fix them, but if anyone happens to know what the cause and solution is I'd very much appreciate the help. Right. Onto the issues I've been unable to resolve. At the end of this post I will list some of the bigger changes I do recall making. I do not know if these issues are related. Issue number 1: I've found myself getting some strange text-bugs where the game vomits the letter s on a screen repeatedly, and ends it with the word "broke!", which does not seem to be taken from text adress 3, as changing the text "broke!" in that adress does not change the text in the bug. This bug occurs when I examine an item without a 'use' description, or level up my weapon skill. From what little reference I've seen to these types of issues online, it seems like there may have been a change to some ID that shouldn't have been changed waaaaay back - so I'm afraid I can't remember what I've changed. I have not been able to find any instructions on what to do about it. I wasn't very careful with what I was doing at the start, since I didn't think I'd be putting in the many hours I have into this. Here's what the issue looks like. Item Use description Weapon Rank-up text Issue number 2: My second, more gamebreaking issue is one that does not just affect graphics. It stems from the SkillSystem patch, as I've been trying to assign characters with interesting and useful skills. Specifically, the issue lies in all skills that affect combat range. Point Blank for letting archers attack adjacent enemies, as well as +1 range on both bows and spells are a problem. Whenever I use the added range to attack an enemy capable of attacking back, my character with the skill has their attack skipped and the game proceeds directly to the enemy attack. I deal no damage, and my character doesn't move. It just acts as if the enemy attacked me and I was unable to counter. What's even worse is when I attack an enemy that can't attack back. At that point, the combat-screen opens and both models just stand there until I close the game. What's weird to me is that changing the range of the weapons themselves lets me attack at at 3x range or with bows at 1x range, so it's not an animation issue. The only issue is when the skills are what should allow me to attack, rather than the weapons default range. What I can recall doing: One obvious big change is the skill system patch. Another is the fact that I used the YUNE randomizer before I started modifying the game, swapping around characters and classes, as well as weapon stats. At the very start, I recall copying and pasting things like palettes, before finding that doing so causes the palettes to use the same ID and changing one therefore changes both. I've been much more careful with what I copy where since, but it is possible something like that is behind the issues I'm having. Finally, I'll provide a list of my installed patches. Thanks in advance. - Noel Woodsoul
  7. Hiya ~ Using FE8, FEBuilderGBA So I have encountered an odd 'bug'? I'm not too sure what's provoking it, but I have been noticing Tile Change slots have just begun appearing on the chapter I am working on (it has reached 36 entries now). All I can remember was adding 4 entries to the chapter to do my chests and doors, then I thought to go back and wipe out some entries on old chapters that I forgot to remove. A little later I saw my current chapter was up to maybe 8 give or take, then like 12, and now it's getting ridiculous.. Any help with this would be excellent as I currently fear adding any more changes to my project!
  8. I'm trying to create an item that grants a temporary +6 to Str/Mag/Spd at the cost of 13 damage and 13 max HP. How much assembly knowledge is required, if any? Has anyone done something like this before? Below are a breakdowns my goals for the item. Main goals: Secondary Goals: Alternatives Goals: Many Thanks!
  9. Hello everyone! I'm working on a small project at the moment. Right now it consists of turning the soldier class in FE8 into a trainee class and also having Franz be this trainee soldier class. I'm having trouble with the palettes though. there are no characters with their own soldier palette so I can't simply edit an existing palette and point to it. Also, I haven't messed with any ROM hacking tools in about a decade so FEbuilder is very new and strange to me. How do I go about adding new animations/palettes to FEbuilder as I need to make 6 new class palettes to accommodate Franz the trainee? Any help is greatly appreciated, and although this project isn't super crazy, I can certainly use this knowledge in the future(I plan on making a hack with the Dynasty Warriors cast). Thanks to all who decide to help show me the ropes!
  10. I'm trying to insert magic animations like Apocalypse, Gleipnir, Naglfar, demon surge, shadowshot, etc. into the rom hack for new tomes and i'm not sure how to make it work.
  11. Heya ~ Using FE8, FEBuilderGBA So I've returned to my hack after a while because I couldn't fix an issue with Chapter 9 (Distant Blade). I have edited the unit spawns but they seem to still appear in their original positions for the map (with one unit spawning on top of another). When in preparation you can move almost all the units back to my chosen spawn points (with exception to lord units), but that's not really a fix. My immediate assumption was there are some route split shenanigans to deal with.. Like I said it's been months since I was working on my hack so I'm rusty on most things atm.. be kind ^^ Thanks in advance for any help!
  12. Hiya all! I'm pretty new to the hacking community, however I am currently using FE Builder to edit FE8, and have a couple questions I am hoping some more experienced people can answer 😁 1. How would I change a palette for a boss only? I know how to change enemy palettes, etc. but i can't figure out how to do it for individual enemies. 2. I am getting an issue where random enemies suddenly do 250+ damage, and I can't figure out why. It's totally possible I screwed something up, but any guidance would be helpful. 3. I am having an issue with getting the map loaded before characters appear, conversation text, etc. I want the map to appear, then units come on screen but I am having trouble. Any advice would be much, much appreciated! 😊
  13. 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.
  14. Greetings! I haven't seen a thread like this through the first three pages of this subforum. I downloaded FeBuilder GBA recently and want to make my own stuff! Armed with no knowledge or experince and a whole lot of hope, I want to dabble in making a tiny game! What do I need to do? What resources to I require? Tips? Tricks? Do s and Don't s? Also, I can't seem to actually start the program; my (old and bad) computer tells me via adobe reader that "Adobe reader could not open 'FEBuilderGBA_20181216.11.7z' because it is either not a supported file type or because the file has been damaged (for example, it was sent as an email attachemnt and wasn't correctly decoded." I suppose that's me doing something very, very wrong. The "Game" is gonna be really simple unless the whole process is really easy. Which I believe it's not since people spend a LOT of time on these things.
  15. In my current hack, I created a new class called "Hexblade," which uses swords and anima. For the battle animation, I used Gabrielknight's Alt (F) Mage battle sprite and a swordmaster sprite for the map. However, since it's a mage animation and all, the enemies' hp doesn't go down in the animation after the hexblade attacks. Would it be possible to change that or even give a sword attack animation? Oh, and the game freezes if my hexblade attacks someone who has a handaxe.
  16. I've begun working on a Reverse Recruitment patch for FE6. I know we already have perfectly good ones from Paperblade and Iltranc, but I wanted to make one and figured I could try to do a few things a little differenty, so I've started working with FE builder on it. I wanted to incorporate a few other changes- namely I want to fix one of FE6's few glaring issues and make weapon ranks build up a bit faster. I don't know if it's possible to increase weapon experience granted, since weapon experience wasn't a thing in FE6, but how could I adjust the weapon experience needed to reach different weapon ranks?
  17. Heya! Using FE8/FEBuilderGBA So I'm pretty sure I fixed this before, but it may have become un-fixed? Regardless, in chapter 6 I have just "Eirika" deployed at the start, and another unit rejoins at turn 7. When you open up the unit info menu and scroll through your units the new unit isn't shown up (unless you select him first, then he disappears when you scroll), and if you move "Eirika" first it skips to end phase without letting you use the other unit. It's kind of a pre-existing problem that I've been able to avoid until now. I've only been able to have player unit reinforcements if they were joining in that chapter, not units already on the roster, or I would find similar issues. Would love to be able to understand why these issues occur and how to fix them in the future, thank you for your time!
  18. Apologies, I did my best to search the forum for a solution before asking a previously resolved question, but I am trying to figure out how to implement a feature I've been digging through both FEbuilder and the rom for patched Midori, and have yet to figure out A. how to split magic and strength or B. how to implement growths for stats like movement and Con (a la Midori/FE4) in an FE8 hacked rom Any answers are appreciated, even if it just "lol, can't be done in FE8, get nightmare and FE7, scrub" Thank you!
  19. spi8c

    Unit Movement

    Hey guys. Trying to work on a reskin project for fun with FEBuilder and I am adding in custom classes for some units. I replaced one of the unused wyvern rider classes with an archer class, but came to this when trying to playtest. It seems that the unit has almost all winged unit movement, which does not sit well with me. Any experienced FEBuilder users that can try to assist me? I would greatly appreciate it.
  20. I've always felt that the 3x multiplier on the critical hits is a bit too much. Is there any way to tone it down to 2x using FEBuilder?
  21. Hey all, newbie hacker here with a question about FEBuilder by 7743. I recently started using it with no prior knowledge about FE hacking whatsoever and I already found out that I cannot include any new classes above the original value of 128 without crashing everything. Since that is the case, I would like to ask the veterans around here if there is a list of the classes that are unused by the vanilla game that I can safely modify without messing up the vanilla campaign. I am asking specifically for FE8, but if someone knows one for FE7 or FE6 it would also be appreciated.
  22. This is my first attempt to begin an FE hacking project. This is an FE8 romhack, not FE7, since FE8 gives me more freedom in FE Builder. I've done it all on my own so far, there are 5 chapters, and I want to make sure I get as much feedback as I can before I keep rolling. Problems you have with the demo, things you want to change, things that you want to see more of as I continue working on it, or even if you want to help out, as I've done this by myself for a little more than a year now. Below are some fun things like known bugs (only one that I'm aware of currently, but I'll edit if I'm notified of more), credits, and growth rates, check those out if you like, then play my demo and hopefully have fun :D Then tell me what you liked, didn't like, what you'd change, etc. Your feedback is VITAL Creator's Notes and Things You Should Know: Known Bugs: Growth Rates for Current Playables: Credits: Crystal of Bonds Demo 1-1-19 UPS.ups If the link doesn't work, comment below and I'll fix it asap This demo is no longer up to date. I appreciate all the feedback I’ve gotten, whether here, on the Discord server, or on other platforms, but I no longer need critique for this demo. Hopefully a new, rebalanced demo will be released publicly in the future, with added chapters and less bugs. I’ll leave this demo up if anyone wants to try it in its… er… rawest form, but just keep in mind that this version is completely obsolete and commenting your critique likely won’t give me anything new to consider. Also join the Discord if you want to test the latest released version, just make sure that afterwards you tell me any bugs, balancing issues, gameplay issues, etc., that you encountered while playing it https://discord.gg/Kx9Wx9A <- Updated Discord Link
  23. I was wondering if it is feasible to alter how poison works or add a new effect to Fe8. What I was thinking about is making poison reduce MOV as well as damage the unit, is that feasible?
  24. http://feuniverse.us/t/wav2ea-convert-wavs-to-a-ea-insertable-format/2686 thats the solution if you want high quality music and such, beware it takes a lot of space!
  25. Nvm I'm dumb heres how you do it anyone else is confused.
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