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Found 28 results

  1. Nvm I'm dumb heres how you do it anyone else is confused.
  2. >>>>>Solution little far below post<<<<< Hi everyone, I recently returned to ROM Hacking after a 2 month Hiatus. Currently about 3-months of total dedicated time into my current ROM-Hack project. (Febuilder) I've only use FeEditor Adv for importing some animations to view or use. So moving on to the issue, I've been stubbed on how to increase the PLAYER'S UNIT HP and Stat caps, I've tried Solum's solution which I think it allows a unit to have above 60 HP but still encounters serious issues if you Level up when you're above the 60 HP Cap. Also tried our lord and saviour Circle's Event-Assembler patch (FE8EssentialFixes), as well as Nyan's Febuilder patch (Picture below) none seemed to help solve the issue. DH_Ninja seemed to have a solution but he has been inactive since 2015, using Solum's Method (Picture Below with Ashe in FE6 or FE7) If anyone has a solution to this I'd appreciate your help immensely. I planned to have most of the later game enemies to have around 53-80HP and 7-38 Stats respectively, ever since the beginning of my project I was aiming for growths and stats similar to Awakening and Fates. Thanks in advance, Yazuki _FE8EssentialFixes.txt
  3. Character Color is Weird

    I have been working on an unannounced project, and I have put in a battle animation I found online, but the colors are really screwed up and I do not know what to do. Please help. Nevermind; It turns out I was looking in the wrong plcae to fix it!
  4. [FE7] Music - Instrument Shenanigans

    Why hello there, hackers with significantly more talent than I! I seem to have gotten myself into a..... rather mystifying situation. .......holy shit where do I start. So, I'm new to music hacking. When I first got into the hacking business little over a year ago, I dabbled in it (using Sappy cause I'm a hipster), got frustrated and left it to rot while I figured out other aspects of hacking magic. But back then I also made a Rom specifically for music testing, which I applied a patch or two to without documenting anything. This being the problem here. (The only one I know I inserted was the FE7 Native Instrument Map.) Recently I finally figured out the basics of inserting songs that don't come out as ear torture, and I've been using said old testing Rom for....well... testing them. They work absolutely fine there, but when I insert them into the Rom for my actual hack, they have....some slight oddities. As an example: here's a song in my (now completely bugged) testing Rom: (Yes, it IS one of the boss themes from Mega Man X4) Correct Song.mp4 Sounds pretty good. Just how I want it to sound. Now here's the same song (exact same .s file) in my actual Rom: Bugged Song.mp4 (btw this is how it sounds in any Rom other than the testing one, not just this particular one). I guess the game can't handle the amount of instruments being played, since it periodically mutes some of them. Both of these are played with the aformentioned Native Instrument Patch, and the song has the same priority in both Roms. I didn't insert any custom sound samples into the test Rom (or the other one). I usually just dick around with stuff like this until it works, but this time I'm well and truly stumped.
  5. So, earlier this week I decided to open up Fire Emblem: New Mystery of the Emblem in a Hex editor and see what I could learn from it, and actually learned a good amount of stuff for items. So I decided to try and make a Nightmare Module, with the help of some of the SD Modules, for an Item Editor to make it easier for me to work with. But I ran into this error whenever I tried to use it and, after several hours of trying to figure it out myself, turned to here for help. After I got this module to work I was planning on learning about unit data in the hex editor and then making a module for that to also help, so any help in this regard will be welcomed gladly. Here's a dropbox link that contains a .rar file with the module that I tried to make and text files that go along with it. https://www.dropbox.com/s/c08tv657lp9es58/FE12 Item Editor.rar?dl=0 Thank you for any help ~Rute
  6. FEbuilder weapons crash?

    For some reason, if I click on a unit that has a weapon there range never appears and the unit freezes! Can someone please help!
  7. Gbage palette

    Hey does anyone know the palette ID for FE8's Personal Data screen? ------------>
  8. Changing the Starting Map

    Is it possible to change which map the player starts with when they boot up the game? I want to skip directly to Eliwood's tale because I'm using his chapters as a base. EDIT: I solved it by activating the Seize flag in the start event of the prologue, which then makes it skip over to chapter 10, where I placed Lyn at the gate of the castle, so she can seize immediately. When I tried skipping directly to Chapter 11, the game was stuck in Lyn mode, making Eliwood unable to seize.
  9. Chapter 2 Softlock

    So for a small project between friends I'm working on, I've replaced Moulder with Ephraim for reasons and now the Chapter 2 cutscene softlocks the game just before the last line of dialogue where Vanessa speaks then flies off to the right. The game has no issues proceeding as normal if the cutscene is skipped, but I would really prefer to fix it so it doesn't softlock. Is there anyway to solve this problem?
  10. Hi Milanor here, I'm new to the rom hacking community and I'm trying to figure out how to create a completely new ups patch file from a clean rom and an hex editor. My first mini project would be to create an easy mode of fe6, from the original vanilla version of the game. I have the original fresh copy of FE6, and I plan to use the nightmare editor to modify all the character's bases and growths (essentially buff them), and then creating a patch on that. The program that I'm using is NUPS which should create ups files, however, when I go to create a patch, it asks for the original file, edited file, and then the New UPS file. I'm confused about what it means since I've already have a fresh copy. Does this mean that I would first have two fresh copies of FE6 (respectively A and B where B is the edited file), then edit the B file with nightmare, then after making the changes to B, create a patch from both files A and B? Then the next issue I have is that since the game is only released in Japan and no English version of the game exists (except for fan translation patches), I have to find a way to get the translate the text and menu items. I'm thinking of either two choices: A) Use an old translation patch that already exists from 2006 or whenever (I will make sure to have permission from them as well as credit them), then apply it to my newly created patch? In other words, I don't know if I can tack on a existing patch to another existing patch together? Or what about applying two different patches to the same rom? (One is a translation patch and the other one is the modified base/growth rates patch.) B) Rewrite the entire game script (which includes the menu items, item descriptions, character texts, and all of that) which is A LOT of work for just a mini project. Let me know how I should go about doing these things and I hope this isn't too much for someone who is still a newbie in the world of rom hacking. I also hope I did not sound too confusing as my wording can be awkward at times. -Milanor
  11. FE7: Increasing the Unlock Staff's range?

    I'm using FEBuilder, and I'm thinking of changing the Unlock Staff's range from 1-2 to 1-4. However, simply changing the range in the item editor doesn't appear to change the actual, functional range of the staff. I ran a search, and no one else appears to have tried this. How would I go about changing Unlock's range?
  12. 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!
  13. Last Promise-related permission.

    I recently started working with FEBuilder. After losing a bunch of progress on a simpler hack I was making for FE7 when expanding the item graphics table made staves crash the game, I'm thinking of using an existing hack, The Last Promise by Blazer, as a base for my next project. Its item graphics table is already expanded, and I don't want to lose entire chapters of progress because I want to give the axe guy the Hatchet from FE8. I'm not sure what I'm supposed to do as far as permissions. If this hack were to be completed, I would most assuredly credit Blazer, as well as basically everyone else on Last Promise's Credits page (and might I add, Blind Archer's Halberdier is so cool that I plan to have two of them as town guards on the prologue map), but I don't know what else would need to be done or if I'd even be allowed to do this. For all intents and purposes, it'd be a completely separate game from Last Promise, with completely different characters, story, and maps. I'd like to get permission related things worked out before I get too far into development, and I figured this was the best place to ask questions. I'm well aware now that this is a terrible idea, and will not be doing this. Please do not bite my head off.
  14. Patching Help

    I've patched plenty of roms before using nups. However I haven't patched roms for a while, and when I attempted to patch an fe7 rom with a road to ruin patch, it stated the patch doesn't match the file. I tried setting nups to ignore whether or not it matches, but ran into errors in the first scene. it may be the rom I'm using, but I don't know where to find safe roms ever since a certain website I've always used has taken down the links to roms. Any ideas as to where I could find a safe rom ( don't post the link) or what I can do?
  15. NOTE: I am not entirely sure where this question goes...apologies for being a dumb-dumb. (I did search Resources and Questions, didn't find anything). So I am remaking fe8, and recently got my hands on circleseverywhere skill patch. I applied it to a clean rom and added my changes that were already implemented on my other rom (it still does not have skills, it is technically now a backup). Prologue: I added reinforcements and more enemies and allies and a map change, no problems. chapter 1: I removed the reinforcements, and a map change, then updated the rom using FEBuilderGBA. No problems. I then added more enemies...and I got the following stat reductions on all five of the playable units (here are two as an example). Apologies if this is a simple fix, I know next to nothing about stuff like this...And apologies in advance for wasting your time.
  16. Magic Axe Animations

    So I'm sure most of us are aware that attempting to give magic animations to melee axes causes the game to freeze, since there are no ranged animations for the melee axes. I haven't tried yet, but would it be possible to simply edit the script of all sprites with axe animations to include a ranged attack? For my hack I don't need anything extravagant, it'd be fine even if they stood absolutely still.
  17. Hex Editing and Game Freezes

    I'm very new to hex editing, but I thought it was simple enough that I could do it on my own. So, I'm trying to put Circleseverywhere's FE8 Native Instruments BIN into my FE8 hack, and it worked perfectly with a clean file (the custom music works and everything). Now, I tried the same with my edited ROM, which has nightmare edits and text/portrait/sprite edits from Feditor Adv, and the game crashes whenever actual gameplay comes up. I can navigate the title screen and even access the sound room to hear my custom music, but the World Map and Link Arena cause the game to freeze. I tried inserting the BIN into the free space at 00B2A610 and free space I made myself at the end of the ROM, both with the same results. Another quirk is when I start a new game: immediately after the cutscenes end, the game resets itself. Is there an issue with the free space that's conflicting with Feditor Adv or Nightmare? And if it is, is there an easy fix or would I simply have to start all over with a clean ROM?
  18. I recently switched to using buildfiles to create my hack, and I want to be able to edit battle palettes. The buildfile Ultimate Tutorial doesn't currently have a method to assemble palettes, does anyone know of a way to do so?
  19. Change "Victory Road" music

    The title says it all. Is there an easy way to change which song in the soundtrack plays when the requirements for "Victory Road" to play are met?
  20. I changed Eirika's animation in FE8 causing the rom to crash when the class reel starts. How do I get rid of it?
  21. Unironic downer incoming I have no friends who share my interests, and in the last ten days I haven't been able to Streetpass even one person. What I'm asking is, what does Streetpass do?
  22. Natalie Windowless NPC or whatever

    k so in fe7 in the dorcas chapter with natalie, she's an npc. Thing is, she doesn't have a unit window like every (most?) other units do. It seems directly tied to her character, not her class, and I just wanted to know how or why or whut for possible duplication. My guess is it's hardcoded unless I'm missing something obvious. Thanks
  23. Vanessa and Moulder

    I'm trying to find the event where Vanessa and Moulder join your party, I'm trying to modify their starting class, could someone point me in the right direction? Ch1.txt
  24. SRAM, savestates on modified ROMs

    This is such a basic question, but I can't really find any solid answers. If you load up a ROM that saves to SRAM, and then hack the ROM to change things around in it, is it safe to use the same SRAM files for that modified ROM? Same question also for savestates.
  25. Hello. I'm fairly new to using Nightmare 2 (and hacking in general). With the help of Crimson Red's Ultimate tutorial I was able to figure out the basics of using the program. I set myself some easy goals at first, and I successfully changed around some basic weapon values, shops, and character stats in the FE7 rom, and everything was in working order. I wanted to do the same and a bit more in the Sacred stones, starting with swapping around spell animations, but, there isn't any "spell association" module for FE8 like there is with FE7 (I downloaded all my resources from FEshrine) and in fact, there seem to be a few differences in the modules included. I did do a bit of searching, but most of the info I find is only related to FE7. To clarify, all I'm trying to do at this juncture is edit existing animations that are already present within the ROM, like say, I want to give a non-ranged lance a throwing animation, or give an existing sword a spell animation. Is there any way around this? Is there any way to acquire more nightmare modules for FE8? Thanks for your time. So far I've only used Nightmare 2, nothing else.