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Fire Emblem |影 の 夜明| 


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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 by Klokinator
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(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.

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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.

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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.

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Enter Sky General Biggs and two generics.

2qb7rbm.png2usv2bt.png

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

14npzbn.png

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.

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Enter Sky General Biggs and two generics.

2qb7rbm.png

Move the other soldier a bit to the left. Because it doesn't look.... right.

Tactics Universe had the same issue.

Have a chart:

FEditorMugModel_Conversational_Positions.png

The usual places for mugs:

Stillnomugreplacements.png

Edited by shadowofchaos
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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.

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Stillnomugreplacements.png

... :blink: All right, who put Eliwood in a cloning machine?

Edited by Boron
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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.

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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. :mellow:

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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 by ∑-sigma-
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Shoot me a PM if you ever need help or want anything explained or whatever~

Enter Sky General Biggs and two generics.

2qb7rbm.png2usv2bt.png

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.

14npzbn.png

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

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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 by Camtech
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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.

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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.

wce04p.png

But other than that and a few texts, Chapter 0 is ready to go.

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