Klokinator Posted March 4, 2012 Share Posted March 4, 2012 (edited) My friend Darkblade was working intensively on the storyline for his FE8x game. This game, I don't know and can't tell if it has a more solid storyline but it seems pretty okay. Klok seal of approval. Edited March 4, 2012 by Klokinator Link to comment Share on other sites More sharing options...
Nayr Farros Posted March 6, 2012 Share Posted March 6, 2012 (Also, for those who don't like the video, I don't like my voice much either. ;~;) Actually, I think your voice sounds pretty good. Mine's too deep to voice any of my player character. Interesting to see what you've done to the story in my absence. Link to comment Share on other sites More sharing options...
Jacoban Posted March 6, 2012 Share Posted March 6, 2012 A question about the timeline: In 803, Duessel weds Melina, and then in 811, he weds Tia, who is said to be Amelia's mother. Though, doesn't it say in supports between Duessel and Amelia that Melina was her mother? I don't remember either of them mentioning a Tia. Link to comment Share on other sites More sharing options...
NICKT™ Posted March 6, 2012 Author Share Posted March 6, 2012 My bad, I forgot to remove the Tia one. I forgot the name of the mother at first, and questioned whether it was ever mentioned, I didn't have the internet at the time so I couldn't check, I didn't even have the ROM either, so Tia was more or less a placeholder if the name existed. I checked Amelia's page and then realized she had a named mother when I got the internet, so I added in Melina without removing Tia, thanks for reminding me. Link to comment Share on other sites More sharing options...
NICKT™ Posted March 8, 2012 Author Share Posted March 8, 2012 Enter Sky General Biggs and two generics. Not sure if anyone could help me on this one, but I've hit a stump on the prologue. It never seems to load the ending scene. //Made by markyjoe1990 of Youtube//Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x87 0x39 0x00 Level(1,Enemy,False) [13,10] [10,8] [0x1F] [0x00,0x80,0x09,0x00] UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [13,8] [11,7] [0x1F] [0x00,0x00,0x09,0x00] UNIT Good: UNIT 0x03 0x0E 0x00 Level(1,Ally,False) [11,1] [9,3] [0x05,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x17 0x29 0x00 Level(1,NPC,False) [10,7] [10,7] [0x14,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x18 0x0F 0x00 Level(1,NPC,False) [9,7] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00] UNIT Biggs: UNIT 0x2A 0x36 0x00 Level(1,NPC,False) [9,3] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00] UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) AFEV Opening_event: OOBB MUS1 0x0057 FADI 0x10 BACG 0x0B FADU 0x10 TEX1 0x807 TEX1 0x808 REMA LOU1 Good ENUN CURF 0x03 MUS1 0x0051 FADI 0x10 BACG 0x0C FADU 0x10 TEX1 0x7FF REMA CURF 0x18 FADI 0x10 BACG 0x21 FADU 0x10 TEX1 0x800 TEX1 0x801 TEX1 0x802 REMA LOU1 Bad ENUN FADI 0x10 BACG 0x21 FADU 0x10 MUS1 0x0032 TEX1 0x803 TEX1 0x804 REMA MOVE 0x17 [8,14] MOVE 0x18 [9,14] ENUN DISA 0x17 DISA 0x18 ENUN CAM1 0x03 FADI 0x10 BACG 0x0C FADU 0x10 TEX1 0x805 FADI 0x10 BACG 0x21 FADU 0x10 TEX1 0x806 REMA ENDA Ending_event: FADI 0x10 BACG 0x21 FADU 0x10 TEX1 0x80D REPA 0x17 REPA 0x18 ENUN MOVE 0x17 [11,7] MOVE 0x18 [10,8] MOVE 0x03 [10,7] ENUN LOU1 Biggs CURF 0x03 FADI 0x10 BACG 0x21 FADU 0x10 MUS1 0x0039 TEX1 0x809 TEX1 0x80A TEX1 0x80B TEX1 0x80C MNCH 0x01 STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 00DA0000 Basically, all that happens at the moment is that as soon as Weiss defeats the bandit it goes straight into the background scene with nothing else happening. In the background you still hear the theme of the players who had just taken their turn. Where as, I want the music to stop, and for the mug to appear and the text to actually load, lol. Link to comment Share on other sites More sharing options...
shadowofchaos Posted March 8, 2012 Share Posted March 8, 2012 (edited) Enter Sky General Biggs and two generics. Move the other soldier a bit to the left. Because it doesn't look.... right. Tactics Universe had the same issue. Have a chart: The usual places for mugs: Edited March 8, 2012 by shadowofchaos Link to comment Share on other sites More sharing options...
NICKT™ Posted March 8, 2012 Author Share Posted March 8, 2012 I was thinking that looked a bit weird, and was thinking of just dropping the other generic when all his lines ended, but cbf, I wanted the other issues fixed before I go all aesthetic. Link to comment Share on other sites More sharing options...
Sunwoo Posted March 8, 2012 Share Posted March 8, 2012 (edited) ... All right, who put Eliwood in a cloning machine? Edited March 8, 2012 by Boron Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted March 9, 2012 Share Posted March 9, 2012 Well, at least an Evilwood didn't come out. Link to comment Share on other sites More sharing options...
NICKT™ Posted March 9, 2012 Author Share Posted March 9, 2012 Could all joke comments referring to the screenshot of four Eliwoods please be done somewhere else? -.- If they're not jokes, then you are stupid. Link to comment Share on other sites More sharing options...
That One Guy Posted March 9, 2012 Share Posted March 9, 2012 Wow...Just wow. This looks absolutely AMAZING. I seriously can't wait for this. I wish everyone who's working on this well. Link to comment Share on other sites More sharing options...
NICKT™ Posted March 9, 2012 Author Share Posted March 9, 2012 Wow...Just wow. This looks absolutely AMAZING. I seriously can't wait for this. I wish everyone who's working on this well. As of this exact moment, that'd be just me. Link to comment Share on other sites More sharing options...
Jubby Posted March 9, 2012 Share Posted March 9, 2012 I agree. This looks promising :3 Link to comment Share on other sites More sharing options...
NICKT™ Posted March 9, 2012 Author Share Posted March 9, 2012 (edited) It's also incredibly frustrating, cause I'm not a hacker, and I'm impatient. Which is not a good combination due to the fact that the ROM pretty much locks up with almost every second edit I make. ;~; Edited March 9, 2012 by ∑-sigma- Link to comment Share on other sites More sharing options...
Jubby Posted March 9, 2012 Share Posted March 9, 2012 (edited) Shoot me a PM if you ever need help or want anything explained or whatever~ Edited March 9, 2012 by Jubby Link to comment Share on other sites More sharing options...
NICKT™ Posted March 10, 2012 Author Share Posted March 10, 2012 Shoot me a PM if you ever need help or want anything explained or whatever~ Enter Sky General Biggs and two generics. Not sure if anyone could help me on this one, but I've hit a stump on the prologue. It never seems to load the ending scene. Basically, all that happens at the moment is that as soon as Weiss defeats the bandit it goes straight into the background scene with nothing else happening. In the background you still hear the theme of the players who had just taken their turn. Where as, I want the music to stop, and for the mug to appear and the text to actually load, lol. [spoiler=Event Assembler Script] //Made by markyjoe1990 of Youtube//Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x87 0x39 0x00 Level(1,Enemy,False) [13,10] [10,8] [0x1F] [0x00,0x80,0x09,0x00] UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [13,8] [11,7] [0x1F] [0x00,0x00,0x09,0x00] UNIT Good: UNIT 0x03 0x0E 0x00 Level(1,Ally,False) [11,1] [9,3] [0x05,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x17 0x29 0x00 Level(1,NPC,False) [10,7] [10,7] [0x14,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x18 0x0F 0x00 Level(1,NPC,False) [9,7] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00] UNIT Biggs: UNIT 0x2A 0x36 0x00 Level(1,NPC,False) [9,3] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00] UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) AFEV Opening_event: OOBB MUS1 0x0057 FADI 0x10 BACG 0x0B FADU 0x10 TEX1 0x807 TEX1 0x808 REMA LOU1 Good ENUN CURF 0x03 MUS1 0x0051 FADI 0x10 BACG 0x0C FADU 0x10 TEX1 0x7FF REMA CURF 0x18 FADI 0x10 BACG 0x21 FADU 0x10 TEX1 0x800 TEX1 0x801 TEX1 0x802 REMA LOU1 Bad ENUN FADI 0x10 BACG 0x21 FADU 0x10 MUS1 0x0032 TEX1 0x803 TEX1 0x804 REMA MOVE 0x17 [8,14] MOVE 0x18 [9,14] ENUN DISA 0x17 DISA 0x18 ENUN CAM1 0x03 FADI 0x10 BACG 0x0C FADU 0x10 TEX1 0x805 FADI 0x10 BACG 0x21 FADU 0x10 TEX1 0x806 REMA ENDA Ending_event: FADI 0x10 BACG 0x21 FADU 0x10 TEX1 0x80D REPA 0x17 REPA 0x18 ENUN MOVE 0x17 [11,7] MOVE 0x18 [10,8] MOVE 0x03 [10,7] ENUN LOU1 Biggs CURF 0x03 FADI 0x10 BACG 0x21 FADU 0x10 MUS1 0x0039 TEX1 0x809 TEX1 0x80A TEX1 0x80B TEX1 0x80C MNCH 0x01 STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 00DA0000 Link to comment Share on other sites More sharing options...
CT075 Posted March 10, 2012 Share Posted March 10, 2012 (edited) well i don't know maybe there's thread for event problems or something maybe you're more likely to get help there i don't know it's just a thought Edited March 10, 2012 by Camtech Link to comment Share on other sites More sharing options...
Jubby Posted March 10, 2012 Share Posted March 10, 2012 Yeah, I'm not that good with events either but if you're gonna ask, that'd be the place. Link to comment Share on other sites More sharing options...
NICKT™ Posted March 11, 2012 Author Share Posted March 11, 2012 Slowly getting there, very very slowly.. Link to comment Share on other sites More sharing options...
Andreyas Posted March 11, 2012 Share Posted March 11, 2012 That's Weiss, right? He's sexy. He looks like a Merc. Link to comment Share on other sites More sharing options...
NICKT™ Posted March 11, 2012 Author Share Posted March 11, 2012 He was a Merc, but I so can not work the palette to save myself, I change the palette, first half of the attack shows correct colours, rest of it looks retarded. I'm sticking with Myrm only cause it's easier to work with. Link to comment Share on other sites More sharing options...
Jubby Posted March 11, 2012 Share Posted March 11, 2012 Dude wut. Did you screw up the merc's sheet's palette or something? That error doesn't make sense... The merc's palette works exactly the same as myrmidon Link to comment Share on other sites More sharing options...
NICKT™ Posted March 14, 2012 Author Share Posted March 14, 2012 I edited the palette through Nintenlord's NLZ image editor thingy. I tried another method mentioned on this site, didn't go so well, may try again though, cause as a Myrmidon, Weiss get's damaged really easy. But other than that and a few texts, Chapter 0 is ready to go. Link to comment Share on other sites More sharing options...
Andreyas Posted March 14, 2012 Share Posted March 14, 2012 Are you going to post a video of the Chapter? Link to comment Share on other sites More sharing options...
Jubby Posted March 14, 2012 Share Posted March 14, 2012 This works really well: http://serenesforest.net/forums/index.php?showtopic=27340 And as long as you can figure out which color goes in which slot of the palette (If you reference Raven's palette you'll be able to tell which slots are for his hair, sword, etc) it's pretty much foolproof :3 Link to comment Share on other sites More sharing options...
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