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Found 53 results

  1. Tierlists can be a really controversial thing, but I just felt like sharing my opinion on this game's ranking and discussing it. I'll be assuming that Seth is not being (ab)used and grinding is not allowed. Tier Explanations: The names inside the () indicates the Road Taken by the player. The Units are ranked within the seperate tiers... kind of. Lord Tier: Eirika (Eirika) Ephraim (Ephraim) Seth Tier: Seth S-Tier: Franz Vanessa Tethys Saleh (Eirika) A-Tier: Arthur Moulder Gerik Cormag (Ephraim) Tana Kyle Saleh (Ephraim) Forde B-Tier: Garcia Innes (Eirika) Ephraim (Eirika) Duessel (Ephraim) Lute Cormag (Eirika) C-Tier: Eirika (Ephraim) Innes (Ephraim) Joshua Natasha Gillaim Colm Duessel (Eirika) DozlaMyrrh Ross D-Tier: Knoll L'Arachell Rennac Neimi E-Tier: Ewan Marisa Amelia Reasoning:
  2. Universal GBA FE Randomizer v1.0

    Latest Version: v1.1.0 Link: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows/releases/tag/v1.1.0 Changelog: v1.1.0 Added the ability to generate a changelog when randomizing. It always generates a file called Changelog.html in a directory you specify. The changelog includes your settings and the updated characters/classes/items tables. Mostly for convenience so that you don't have to open up Nightmare if you're curious as to what everything changed to. Note that all strings are pulled directly from the game data, so in theory this will display ROM hacks properly. (But the current logic doesn't look in the right place for chapter units, so don't try that yet. That will happen later.) The downside is that IS decided to not use the Female flag for classes, so figuring out which class is the female variant is slightly odd. Know that if two classes with the same name show up, the first one is usually the male variant and the second is usually the female variant. They look something like this: Updated weapon rank logic to attempt to transfer a character's highest rank when changing classes as opposed to randomly upping weapon ranks based on appearance. This fixes the issue where everybody starts with A rank because I didn't realize that characters would appear multiple times throughout chapters, so they got bumped several times, which almost guarantees them to be A rank by the end of it.v1.0.1 Added logic to make sure legendary weapons don't show up prematurely. Updated logic for movement costs to only update them for classes of units that need them (FE6: Miledy and Gale, FE7: Fiora and Farina, FE8: Glen and Valter). Removed Enemy Buff: At least Amount. Added Cross Gender option when randomizing classes. Fixed an issue where FE8 monster weapons were getting 1-2 range causing crashes. Fixed an issue where FE8 wasn't determining an appropriate promoted class for trainees (should only affect random recruitment). v1.0.0 Initial Release. So a few weeks back, after talking about randomizers and other things we could potentially randomize, I decided to start a project to roll all of the possible randomizers into one easy-to-use package. The most well known randomizer is probably the class randomizer, for which there exists apps/scripts to randomize FE7 and FE8, I believe (not sure about FE6). I think there's a weapon stat randomizer somewhere as well for FE7, though I'm not sure about the other ones. Finally, one of my buddies on /r/fireemblem came up with an idea to randomize growths for a character as well, which I thought was a neat idea, though at the time, one person had to randomly generate it by hand. The purpose of this project was to give the user as much control as they wanted to randomize their game in the most accessible way possible. In any case, the fruits of that project were recently borne with the v1.0 release that I put up on /r/fireemblem and would like to share here as well. The project is open source on github and is written in Visual Basic for the Windows platforms. I have plans to do a mac one at some point in Cocoa right after I get my new macbook, so in the meantime, this is Windows only. (Somebody suggested an Android version as well, which might be a reality if I can remember how to do android programming (did it a couple of years back, but my forte is in iOS development.) Github link: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows Link to Randomizer: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows/blob/master/GBA%20FE%20Stat%20Randomizer/GBA%20FE%20Stat%20Randomizer/bin/Release/GBA%20FE%20Randomizer.zip The zip file includes the executable as well as Arch's Tutorial Slayer patch, which is necessary for FE7. Run the executable and you'll be greeted with a scroll that looks like this. Everything is grayed out initially until you select a valid file using the Browse... button. Assuming you fed it a valid file (determined by the header, assuming it's a GBA header and has either game code AFEJ (FE6 JP), AE7E (FE7 NA), or BE8E (FE8 NA), all of the options will re-enable themselves and the game you fed it should show up properly underneath. Feeding it something invalid will let you know the game code it detected. Most options are self explanatory, but if you need help on any of them, a tooltip will show up if you hover your mouse over the checkboxes or numeric controls. As a reference, here's a quick rundown: Randomize Growths: For every important character (i.e. has a character entry), it takes the total amount of growths that unit has and redistributes it across all growth areas. For example, FE7 Eliwood has 80% + 45% + 50% + 40% + 45% + 30% + 35% = 325%. This option will take that 325% and randomly assign growths so that it still totals up to 325%. Maybe you'll get an Eliwood that's 100% HP, 50% STR, 25% SKL, 25% SPD, 100% LCK, 15% DEF, and 10% RES. Or you may get an Eliwood that's 10% HP, 10% STR, 10% SKL, 150% SPD, 45% DEF, and 100% RES. Growth variance adds or subtracts a random amount up to the specified number to their totals. So if you set a variance of 20, then Eliwood could start with anywhere between 305% and 345% to distribute. Force minimum growths will ensure that every growth has at least 5%. Without it, 0% growths are a (very real) possibility. Use weighted HP growths tries to lean more heavily on HP (since that's true most of the time). Randomize Bases: Same as growths, except with your personal bases. You may know this, but a character's base stats are determined by the sum of their personal base and their class base. This option only redistributes their personal bases. Base Variance is the same as above. It adds or subtracts a random amount up to the specified base from the total bases a character has before redistributing. Randomize CON: Exactly as it sounds like, but this works differently than above. There is no redistribution here, just a random number up to the variance specified that is added or subtracted from a character's personal CON. For example, FE7 Eliwood starts with 7 CON. With a variance of 1, he could start with 6 - 8 CON. With a variance of 2, he could start with 5 - 9 CON. With a variance of 3, he could start with 4 - 10 CON. And so on. A minimum CON value is also an option in case you really don't want to deal with anything lower than 3 CON, for example. Any CON that ends up less than this value is brought up to this value. Randomize MOV: Unlike the above, this operates on a class level, and is strictly determined by the range given. Note that male and female variants of a class are considered different classes. The range is determined by the minimum and maximum specified. Randomize Affinity: So straightforward it doesn't even have any options. It just assigns a random affinity to every major character (bosses included, though I don't think that matters much unless you're one of the desert bandits). Randomize Items: So many options... This gives you the ability to make random tweaks to weapons. They mostly operate with the same pattern. The variance is the amount of change you want to allow for a weapon's stat. For example, let's say you have an FE7 Iron Sword. It has 5 MT by default. If you set the Might variance to 5, then it could end up anywhere between 0 and 10 MT. If you don't want any low might weapons, you can set the Minimum Might to a desirable value and it will make sure weapons never go below that value. Every other stat works the same. Weight also allows you to set a maximum in case you don't want anything weighing more than 20 WT, for example. The final, and in my opinion, most interesting option is the ability to randomize traits. What this does is give every weapon in the game an additional random trait on top of it's normal version. The potential traits include Brave Effect, Unbreakable, Devil, Poison, Reverse weapon triangle, Eclipse effect, Magical Damage, Negates Defense (in supported games only), effectiveness to a group of classes (limited to the existing ones), or a random stat bonus (limited to the existing ones). So, for example, maybe all Iron Swords become brave in your game, or all iron axes are actually good against swords, or all iron bows halve your HP (this one is particularly annoying). Randomize Classes: The meat of it all. Takes all characters and gives them a random class. The options here are straightforward, but without any additional options, Lords, Thieves, and Bosses are not randomized. This is mostly so that the game is more stable (i.e. less issues with lords getting force promoted, or lacking a thief when you need one, etc.). The options re-enable them as desired. Allow Unique Classes will add more exotic classes to the pool. This includes Dancers, Soldiers, and Manaketes (in supported games). In FE8, this also adds monster classes to the pool. Buff Enemy Growths: You may know that most basic enemies get their stats from an autoleveling routine in the game based on class growths. This allows you to increase those values for a harder game. The options do exactly as they sound like: Up To Amount is 0 up to X, Exactly amount is exactly X, and At Least Amount is X up to 255. I recommend not doing that last one. I may just remove it because it's not really practical, IMO. Also Buff Bosses will give every boss character a somewhat matching buff so that they don't end up significantly weaker than the regular enemies on the map. Recruitment: This is probably the buggiest piece of the entire thing. You know those Reverse Recruitment patches that are floating around out there? This attempts to do it programmatically, with varying degrees of success. If you want to play reverse recruitment, you should probably just use one of the patches. Randomized recruitment might still have some use though if you want to experiment around with it. It does exactly as it sounds: re-arrange when each character joins the party. Does not affect scenes though, so there's some disconnect, story-wise. Some Screenshots: Additional Notes: Soldiers can actually promote if you randomize classes. I added logic to allow Soldiers to promote with the use of a Knight's Crest. In FE6 and FE7, they promote to General, while in FE8, they get the choice of General or Paladin. Lords can also promote with less exotic items, in case you're stuck with 5 Eliwood Lords. Most use a Knight's Crest, but Lyn Lord uses a Hero Crest instead. Monsters in FE8 are also given promotions if you randomize classes. They use the item you'd expect them to, that is: Mogalls use Guiding Rings, Revenant, Mauthe doogs, and Bonewalkers use Hero Crest, Baels and Tarvos use Knight's Crest, Bow Bonewalkers use Orion's Bolt, and Gargoyles use Elysian Whips. Note that random item effects are additive. Brave Bow will always be Brave, but may also get, say, magical damage. Magical weapons (except axes) will automatically get 1-2 range if they weren't already (this is the only reason why Magic Weapons are a thing in FE6). In addition, Magic Swords and Lances will be assigned a random spell animation if they do not already have one. Some item effects are mutually exclusive. Namely, Devil, Eclipse Effect, and Poison, because they cannot be combined with each other from a technical standpoint. Some characters are always exempt from class randomization. Mostly final bosses and some big name NPCs. The randomizer *potentially* works with other hacks/patches, depending on how involved they are. Repointed tables are ok, but obviously, the number of items or characters the randomizer thinks there are will be off, not to mention, it no longer knows who's a boss and who's a playable character. Patches that don't modify the game too much should be ok, but full on hacks probably won't work. For FE6, please use the translation patch here: http://serenesforest.net/forums/index.php?showtopic=41095 before feeding it to the randomizer. I may do this automatically in the future for you (like Arch's tutorial slayer patch), but it doesn't do it right now. There are some other things, but you'll find them as you play around with it. I make no guarantees about this being bugfree. It went through v0.33, v0.66, and v0.99 before finally being good enough for a v1.0 release, so most major issues should be ironed out. However, there can still be other issues nobody has found yet. Please report them so that I can get them fixed.
  3. Hi guys, I'm having a Gameboy Advance emulator on my tablet, and I want to try some good romhacks. So far 2 of them have captured my Eyes. Requiem looks interesting, but I find the early chapters very challenging. Looks like something I should play when I find Hard Modes boring. Void's Blitzarre Adventure looks like a new FE experience with the mechanics, lack of supports and poor characters and storytelling (which even the game admits). So far I'm having fun with this one. Any fun hacks out there without lunatic difficulty that I should give a try?
  4. Any advice on finding safe GBA ROMs?

    Noob question here. Does anyone have advice/tips on how to make sure Whatever Rom I'm downloading is safe? (Virus/malware free) Thanks!
  5. I'm going into chapter 14 Erika's route My Franz: LVL: 20 STR:15 SKL:9 SPD:13 LCK:8 DEF:10 RES:6 I was thinking of going great knight but i'm not sure My Amelia: Cavailer LVL:11 STR:10 SKL:16 SPD:14 LCK:16 DEF:8 RES:8 I'm not promoting her just yet, as i'm waiting for her to get to level 20, but just wanted to know what to promote her into beforehand, and I was leaning more towards the paladin class
  6. So, If you don't know what FE Recolor is,1) Why are you here, and 2) It is a program made by BwdYeti. (Link Right here) It's a very cool program that lets you recolor sprites from the GBA era of Fire Emblem. However, it is missing a lot of sprites, and while the Pirate one is easy to find, the rest, like the FE6 exclusive Sprites and ESPECIALLY the monsters from FE8, are really hard to find, to the point where through all my digging, I could only scrape up a tutorial on how to make sprites compatible. So I made pretty much all the sprites I could, and they're all here: Missing Sprites Here, Ta Daaaaaa These include all the Monster sprites, Most, if not all FE6 Exclusive Sprites, and some missing sprites from FE7. I also did some work on some already existing Sprites, so that it shows more versions that use it's palette. For Example, the Female Druid sprite uses the same Palette as the Male Druid, however the original FE Recolor Sprite image only showed the male, so I put in the female. I marked the ones I worked on under revised so that you don't have to change anything, its just so that you can see it for an example. Directions Step 1: Extract all to a safe Location where it wont cause any hassle for you Step 2: Go into Missing Sprites>Sprites and Copy all the Pictures there into FE Recolor>sprites>battle_sprites Step 3: Go into Missing Sprites>Data and Copy all the .dat files into FE Recolor>data>sprites, This makes it so that you don't have to manually re position all the Palette indexes. For the Revised Sprites: Same steps as 2 and 3 except be sure to delete/move the previous .png and .dat files before adding them. UPDATE I've added The FE7 Female Theif Sprite, It could be the FE6 Sprite, but It was just easier to make an all new one. Notes So I have tested all the sprites I could with BS Palette assembler, however, I could not test the Monster sprites, Zephiel's sprite, or the Manakete-transformed sprites. Please tell me if they don't work too well in-game and please provide screenshots. Also make sure its correct on your end. Also, If I missed any sprites, please tell me, as I'll make it and add it on. Thank you in advance! And I hope I was of help. FE Recolor Missing Sprites.zip
  7. 1-2 range sword idea

    Yellow. Was working on homework while listening to nightcore, and The Legend of Link comes up, so I start jamming out of course, why not, right. Then it came to me. Axes and Lances have 1-2 range weapons that make sense physically, somewhat. Swords don't, though they tried in Radiant Dawn and Fates. I don't know the general consensus on what people thought of the 1-2 range swords in those games, but eh. SO why not have boomerangs as the 1-2 range weapons for swords? Thoughts?
  8. Fates Custom battle animations

    I've always loved the GBA battle animations, and I recently got into making my own. This is my attempt at making Fates' Royal families, Someones probably done this better before but I thought I'd take a crack at it. I've completed the 4 Nohrian siblings and almost all of the Hoshidians except for Ryoma due to his weird faceplate. First I did Everyone's favorite cinnamon roll; Elise! Heal Animation: I had some trouble with the hair at first simply because of how bizarre her pigtails are, I ended up using a modified version of Rebecca. Next on the list was; Leo Basic Anima Attack: Anima Crit: I'm thinking about trying to make a sword animation for him, I definitely want to give him a special Brynhildr animation. The Most difficult thing about making Leo was that I couldn't find Male battle animations only sheets, so I just took Selena's battle animations and copy/pasted Ewan's hair onto her Skipping a sibling I actually did Xander next, due to Camilla's... unique character design. Basic Sword Attack: Sword Crit: It was fun to make a paladin without a helmet, it always seemed weird to me that Seth has a helmet when fighting but not in his portrait. I'd also like to come back to Xander to give him a fancy ranged attack when using Siegfried. Next we have Camilla: Basic Lance attack: Lance Crit: Sorry if anyones disappointed by a serious lack of something (she's not using an axe.) But i'm still learning and I don't think a more accurate design is something I can do, I took the face and hair of a pegasus night and changed it up a bit to fit a Wyvern lord. Moving on to the Hoshidians My first is; Hinoka: Basic lance attack: Lance Crit: Hinoka was a fairly easy color swap. Sakura: She was probably the quickest and easiest. And last one (for now) Takumi: With Takumi I decided to have separate animations for when he has his Yumi equipped vs other bows Regular Bow Attack: Bow Crit: The hardest part with Takumi was his pineapple hair I ended up using his actual map sprite from fates to give me a better idea. Fujin Yumi Attack: Fujin Yumi Crit: When he's using the Fujin Yumi I changed it so his bow is gold, the bowstring only appears when he's firing and has a cool "disintegrate" affect to it. In his crit the symbol is meant to be the Japanese word for storm, which is part of the names of the Japanese gods takumi and ryoma are based off of (Fujin of wind, and Raijin of thunder/lightning) I'm unsure if it really fits though, I'm considering making similar ones for the other princes, any ideas for those would be great! Any constructive critisism would be super awesome as i'm pretty new to animating as well as this forum so if you have any tips send them my way. I'm gonna go do more animating Thanks for reading all this stuffXD These animations were modified using a free internet software I found called piskelapp you don't have to download anything except whatever animations your changing. If you want to use these for something feel free! Please Credit me if possible (and send me a link please!)
  9. Hi there, I am new to this community so I hope this is not a stupid question and that this is the right place to ask it. Fire Emblem GBA is my all time FE favourite and I recently picked it up again. I downloaded the ROM and play it on an emulating software called OpenEmu on my Macbook. My issue is, that I crave the challenge of Hector Hard Mode and I don't want to go through the numbing boredom of having to play Lyn, Eliwood AND Hector Normal Mode just to play HHM. I have done a little bit of research to try and download a save file but I have not been successful. Mainly because all files available have a file extension of ".sps" or something else but not the file extension ".sav", which is what the save file in my emulator folder ends with. I sincerely hope someone can help me with this, from what I've read this community is quite eager to help. Again, I hope this is not a stupid question. Sincerely, OXCallidus
  10. FE GBA Randomizer Improvements

    I've recently started tweaking the GBA Fire emblem randomizer (https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows/releases/tag/v1.1.0) to try and fix some of the common issues that occur for me such as: Heavily lopsided growths Weird weapons (poison weapons etc) etc Wanted to know if there was any interest in these changes and if so, I can make them public. Also if anyone has any ideas, I can try and fix those too!
  11. My Second Batch Of Sprites

    So I took the feedback from my last post and took the time to make a second group of sprites Sprite 1 Sprite 2 Sprite 3 Sprite 4 All feedback is good feedback, thanks in advance.
  12. Mecha's Sprite Hub

    Hey guys :) it has been a long (emphasis on the long) time since I've done any spriting in the FE Style, so here I am posting all the content I'm making and I would love to see the feedback. Izuku Midoriya (Alias: Deku | Class: Fighter) Naruto Uzumaki (Class: Jonin (Similar to a Mercenary) > Class: Hokage (Similar to a Hero/Promoted Lord) Next: Sasuke Uchiha (Class: Rogue (Similar to a Myrmidon) > Class: Wanderer (Similar to a Swordmaster/Promoted Lord)
  13. So I recently made these sprites and I just wanted some feedback on them to see how good or not so good they are. Image 1 Image 2 Image 3 Thanks all feedback is appreciated.
  14. So, I've made my second custom gba mugshot, but I don't really like the way the armor looks. Anyone got any tips? Feel free to express your opinion, I'll only hate you slightly.
  15. Fire Emblem: Multiplayer

    Hey everyone! My name is Chu, and I'm a recently converted Fire Emblem fan. My friend and I have been hard at work over the past few months on this project. It's what it says in the title: the Fire Emblem tactical experience ported to online multiplayer. This isn't a super trimmed-down version like the Link Arena; instead, think online simulators like Pokemon Showdown, but for Fire Emblem. The core unit and turn-based gameplay remains the same. Grab a friend and fight to the death! Please keep in mind that we're still actively working on this, that it's a very early (hopefully working) beta, and that there may be bugs. Link to website (more info!): http://chudooder.github.io/FEMultiplayer/ Link to github repository (fork us!): https://github.com/chudooder/FEMultiplayer Link to releases page (download links!): https://github.com/chudooder/FEMultiplayer/releases How to play: Mouse, Arrow keys, Z = accept, X = cancel If you want to set up a team before you battle, you can load up the client and go into the Team Builder. You can also save and load existing teams using the corresponding buttons. One player needs to start the FEServer.jar server, which is in the .zip you download. The host will have to port forward on port 21255 (TCP/UDP). Both players can then start the main client and connect to the server. (The displayed IP is your local IP, so unless you're doing LAN play, use your public IP: http://www.whatismyip.com/). TIP: The server host can connect to a server on the same computer by using "localhost" as the ip. The remote client has to use the server's public IP. Once both players ready up, then finalize their parties, the game will start. Game modes and server configuration: Map is the level you will play on. We only have two right now. One might look very familiar to those who play certain ARTS games. dota Objective is the objective of the game. Rout = kill everyone. Seize = kill the opposing Lord, or get your Lord to their throne/castle. Some maps only support certain objectives. Max units: I would leave this at 8 for now. Otherwise, it limits how many units each player can have on their team. Modifiers: Craaaaazy stuff. Throw common sense out the window and put in special conditions to fight under. Hover over the modifiers to find out what they do. Pick Mode: Change between free-for-all unit selection and tactical drafting modes. I also want to give a big thanks to everyone at SerenesForest, FEPlanet, and all the other Fire Emblem resource websites. Getting the sprites for the game was important, but it was also a lot of work. Thanks to the efforts of the many people collecting GBA sprites, we were able to spend more time coding rather than painstakingly extracting emulator images. We hope you enjoy! - Chu - Jedyobidan Screenshots:
  16. Golgotha of the hills sprite(s)

    I always loved the battle sprites in the old GBA FE so I thought I'd try making my own, I haven't made any "new" ones yet but for my first; Edit: I think I screwed up with the links is it making you guys download them? cause thats not supposed to happen (sorry new to this forum) I started with modifying the female sage basic battle animation to remove the cape: FE Female Sage animation without a cape.-20170807-142956.piskel And then I did my best to make it look like princess zelda from legend of zelda, FE Female Sage Princess Zelda-20170807-142640.piskel I'm sure someone has done this before but I thought i'd try it. Any constructive criticism would be awesome! Thanks!
  17. HELLLLLLLLLLLLLLLLLLLLLLLLLLLLLOOOOOOOOOOOOOOOOOOOOOO AAAAAALLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL!!!!!!!!!!! sorry I would love so much if anyone could provide me with a randomized ROM of FE 6, 7 or 8... but is HAS to be a .gba file as the only GBA emulator I will use is gba4ios on my iPad. If any one could do this i'd be ever in your debt. I won't be licking any toes though ;)
  18. Hello everyone! I have a question about save files and emulation and any help or insight would be very appreciated! Thanks in advance :) I'm doing an Ironman playthrough of Sacred Stones hard mode (playlist here if you're interested: With a suspended mission saved, I can't practice on this file or cartridge now because my understanding of the save system is that once you start another instance of a chapter or save file, you lose any suspended data. And I definitely want to practice the coming chapters for the next session, so there won't be a bloodbath haha. The obvious solution is for us to just meet up again, finish this chapter, and open up the cartridge again so I can practice for next month, but this got be thinking... Is there a way to create save files for an emulator of the GBA fire emblem with specified character stats? I've heard of something like this for Pokemon games, and wondered if it is possible or already exists for FE. Thanks for being my favorite community! -Vaughn
  19. I'm looking into buying fire emblem gba(2003) I've dealt with having to do research to make sure gba games I buy are not fake (pokemon) but the 2003 fire emblem is a lot more expensive, making to more annoying to think you found a good deal, I found this one without a label for $25, but I am unable to tell without the label since I check for the indented numbers, I know there is a way to tell with the screw on the back but I'm not 100 percent sure. I know I can just get a fake one for a lot cheaper but i'd rather have a real one that will also work way better.
  20. Randomizing question

    Hey folks! I've been quite busy with my new job and haven't been able to work much on rom-hacking or my little merc-dude. I have been, however, been able to make nifty little fun hacks with a few wacky changes to the games balance and found that randomizing these is actually really fun! (turning the slim sword and lance into devil weapons for an example. Have fun pegasus knight Lyn that only spawned with a slim lance!) The only thing that's been bothering me is fe7's lack of female classes and a male healer. Te lack of male healer doesn't bother me much, since I still get plenty of variety in my male units, but the women have very little variety, especially in the early game! They can only be Archers, Lyn lords, Peg knights and mages for offensive classes and clerics, troubadours and dancers for support classes. That's pretty shitty for me since they almost always fill the same role as a dude when in offense. It gets a little better for pre-promotes, since they also get swordmaster, wyvern lord and paladin but I find it silly that I can't randomize it so they can also have myrmidon, cavalier and wyvern rider. At least that'd allow me to edit those classes into something else that I might want more. As of right now, there's little variety in female classes in fe7 and fe8 isn't THAT much better either, especially because of the silly generic palettes (plus, I just like playing fe7 more.) and it's not like I can edit many of the classes into something different because there's not many of them to start with. What bothers me most is how many unused classes are in the game's code as well. (fem merc, myrm, knight, cav, shaman, and their promotions) So I got to thinking. "If I could randomize this into including unused classes that aren't in the (I'm guessing) original "randomization table", would I need to alter something in the rom using nightmare, make my own randomizer that includes these classes, or both?" Also, I'm using this randomizer: https://serenesforest.net/forums/index.php?/topic/55809-universal-gba-fe-randomizer-v10/ Cheers in advance for any help folks! Update on the animation coming this next weekend!
  21. FE7 Fallen Text editing

    This is my first post here on Serenes, and I might have just missed something obvious, so I apologize if this post is a needless one. I've been learning how to do a hack for a little while now, and I wanted to figure out how edit what happens with the Fallen Text loaders. From what I understand it checks the event IDs for specific dead characters and runs an event that shows a conversation and frees up that event ID. It doesn't look particularly difficult to edit, but it seems really time consuming. Has anyone made a more efficient way to do it?
  22. Howdy! I few years back I animated stick figures. It was pretty fun and i was in a nice little community (fluidanims before it merged with stick page and indeed a little after that) but I never got too good at it. I was always mediocre at best. Now I'm trying to not only unrust but also become better. I figured that spriting would be the next logical step (since I DO wanna develop games and all) so I'm trying to make a few battle animations for the GBA FEs. All of these "rigs" are done in flash. I'll start the actual spriting soon. Update on the Mercs that I feel should be out of a spoiler! I fixed up their stance because it looked rigid and dead so now they rest their hand on the hip and OMG THEY MOVE!!!11! I know there's a pixel or two missing from the tasset (hip/thigh armor) but I'll have it fixed on the next update, with, hopefully, the full attack animation. The reason for A and B is the way they shrug. In A, I just followed what Hector does in his crit animation, and stretched their chest up. I eventually decided that this might look a little awkward and did B, in which I stretched the abdomen instead, which makes it look much more natural in my opinion. What do you guys think? [img=http://i.imgur.com/Dd2HeGz.gif] (if the gif doesn't embed here, i don't know what to tell you. It doesn't appear for me either but it's there just fine when I preview my edits for some reason.) I'm still not sure whether that's part of the crit or normal animation but I'll work on it. The attack animation is already being worked on and I honestly don't know whether this should still be a merc or not. Mercenaries are fast and have good overall stats but I was thinking this class could be a little slower and maybe have a little less skill in exchange for a boost in strength, con and defense. I was also thinking that they might get axes but if I do decide to make them a different class I might not want them to be too "heroic". I was also thinking of having their promotion be capable of using light magic as a sort of "more fantasy-esque paladin" (you know, like in wow and DnD and all that.) with all of the monster slaying and light magic and bulkyness and all that. Still don't know. The only thing I know is that the promotion will be as tall as the berserker or warrior and have a massive sword. Maybe not Yeti's Zweihander big, but big. I'll move on to more/new classes soon enough. I want to complete the sprites for this one. PS: This thread will be updated as I make more animations but for now this is all!
  23. FE Hacks on an Ipad?

    I'm probably not going to get a computer for a while, and since I got GBA4IOS to work, I want to know how I can play GBA hacks in it. Preferably FE8 hacks. Most downloads have to be patched onto a normal file and I'm not sure how to do that.
  24. Need help recreating an Ike sprite

    Hello! I'm new to the forums here, so if I mess up anything or do something wrong, please let me know. Anyways, I need help recreating this sprite: (This was the best quality I could get btw) It was made by Oracle_of_Fire on another forum, but the original has been deleted unfortunately. The video I found it in can be found here. I would be EXTREMELY grateful if you could recreate the talking and blinking sprites also. Thanks in advance.
  25. How to make a unique weapon

    I was wondering how do you make unique weapons in FE6, 7, and 8. I wanted to know because I was thinking about giving these weapons to enemies to make FE6 and FE8 more harder (especially FE8).