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Sword of Kings


jamesster445
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Story: After Nils passed through the Dragon’s Gate, he was put on trial by Dragon society for two things. Opening and passing through the Dragon’s Gate, and for not returning with their Oracle (I ship ElixNin shut it). After explaining himself, Nils is set free and things return to normal for a while. However the seeds of curiosity, hate and fear have been placed into the dragons’ hearts. Enough for them to open the gate again, and venture out into an abandoned island. Set 15 years after Roy defeated Zephiel and Idoun, Bern has since become a peaceful country under Queen Guinevere’s rule. However new challenges await the country, one being Zen, the prince of Bern and Guinevere’s son and next in line for the throne.

The Plot follows an initial tutorial following Zen, the first lord of the game, as a means to show new features, eventually leading to Roy making a trip to Dread Isle with his dying father, and him joining both Zen and Lilina for the Second Scouring.

Features

· Cannons (Moveable mounts that has med range and does shrapnel damage to nearby spaces)

· Older versions of Characters from FE6 and FE7

· Equippable Mounts for Lords

· Bards/Dancers can use rings to temporarily buff units

· Playable Fire, Ice, Light, and Dark Dragons

· Merging Items to fix and conserve space ala shadow dragon

· Third Tiers and Mastery Skills for third tiers(Though skills and classes may be different, aswell as some new classes; Berserker promotes)…maybe?

· Manaketes have infinite uses of Dragonstones, but have stat nerfs and a level 30 cap

· Bonus EXP ala PoR/RD

Classes

· Prince/King

· Lord/Master Lord

· Disciple/Chancellor

· Myrmidon/Swordmaster/True Blade

· Mercenary/Hero/Vangaurd

· Thief/Rogue/Assassin

· Fighter/Warrior/Reaver

· Pirate/Berserker/Captain

· Soldier/Halberdier/Sentinel

· Knight/General/Marshall

· Archer/Sniper/Marksman

· Mage/Sage/ArchSage

· Cleric/Bishop/Saint

· Shaman/Druid/Summoner

· Dancer/Bard

· Cavalier/Paladin/Great Knight

· Troubadour/Valkyrie/ Mage Knight

· Pegasus Knight/Falcon Knight/ Seraph Knight

· Wyvern Rider/Wyvern Lord/Wyvern Knight

· Manakete

Story- 45%

Art- 0%

Programming-0%

Leave your comments, crits, etc below

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are you planning on hacking a fe rom or gonna work with something like fexp

because if you are gonna do it with rom hacking, the following will require asm to make them work

and even then it may not be possible

Features

· Cannons (does shrapnel damage to nearby spaces)

· Equippable Mounts for Lords

· Playable Fire, Ice, Light, and Dark Dragons

· Merging Items to fix and conserve space ala shadow dragon

· Third Tiers and Mastery Skills for third tiers(Though skills and classes may be different, aswell as some new classes; Berserker promotes)…maybe?

· Bonus EXP ala PoR/RD

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Can you define "medium range"? Also, any idea how you're gonna implement the third promotions?

If a long range weapon such as Ballista has a rang of 3-10, I would imagine a med-range weapon have a range of 2-5.

Dragons come through gate and war ensues? Could use a bit more, well, story, sorry.

Still writing it, and I just wanted to leave a cliffnotes version here.

are you planning on hacking a fe rom or gonna work with something like fexp

because if you are gonna do it with rom hacking, the following will require asm to make them work

and even then it may not be possible

I am prepared to make sacrifices, or ill have to figure something else out to replace the missing feature.

You DO have ASM knowledge? Right? RIGHT?

I've done a few minor hacks myself, mainly portrait insertion. Other than that I'm figuring it out as I go.

well

good luck

Thanks.

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I've done a few minor hacks myself, mainly portrait insertion. Other than that I'm figuring it out as I go.

I'm going to be quite honest: you really need to learn to do some more hacking before you even think about ASM hacking.

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If a long range weapon such as Ballista has a rang of 3-10, I would imagine a med-range weapon have a range of 2-5.

If you were more experienced in romhacking, you'd know that in GBA FE, the game bugs out with range displaying on the map anywhere from 4-9 in the range mark. 1-3 range is changable as needed, but 4 to 9 don't display on the map and are slightly buggy, even the best hackers haven't been able/haven't tried to fix this yet.

Edited by Klokinator
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Yeah, no

you should really wait until you've done 10x more planning/preparations than you have done now before you even post your project, IMO :P

this is why SF needs two forums for hacks: one for ideas like these, and others for hacks that actually have patches out and/or are complete or near-completion

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If you were more experienced in romhacking, you'd know that in GBA FE, the game bugs out with range displaying on the map anywhere from 4-9 in the range mark. 1-3 range is changable as needed, but 4 to 9 don't display on the map and are slightly buggy, even the best hackers haven't been able/haven't tried to fix this yet.

Ryru did

KnollRoll.gif

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If you were more experienced in romhacking

it's not even experience, it's just a matter of "reading the topics that pop-up" and talking to people and whatnot, you don't have to have tried yourself to know

yay for being a typical internet asshole... actually, my guilty conscience right now is burning up

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allow me to intercede

aside from how much i completely despise your story, i think we need a quick reality check.

· Cannons (Moveable mounts that has med range and does shrapnel damage to nearby spaces) i can't even begin to think of how to code this

· Older versions of Characters from FE6 and FE7 well maybe you can sprite decently i don't know

· Equippable Mounts for Lords might be a decent coding exercise... i remember my first attempt at this left me with four half-finished code files that i lost due to lack of interest

· Bards/Dancers can use rings to temporarily buff units okay

· Playable Fire, Ice, Light, and Dark Dragons kk

· Merging Items to fix and conserve space ala shadow dragon why would you possibly need to do this

· Third Tiers and Mastery Skills for third tiers(Though skills and classes may be different, aswell as some new classes; Berserker promotes)…maybe? third tiers shouldn't be too difficult to implement aside from like, stats. Skills? go die

· Manaketes have infinite uses of Dragonstones, but have stat nerfs and a level 30 cap whatever

· Bonus EXP ala PoR/RD well at least you can steal existing damage routines for the splash damage shit, this would require implementing a whole new fucking interface

in case you think i'm kidding when i tell you that asm is stupidly difficult:

You can insert a portrait in roughly fifteen seconds with one button click.

A sloppily-done event file looks like this:

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#define DISABLE_TUTORIALS
#include EAstdlib.event
#define GuardAI "0x0,0x3,0x9,0x0"
#define StandStillAI "0x00,0x03,0x00,0x20"

EventPointerTable(0x0F,ThisChapter)


ORG 0xD80700 
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 0x61 General 0x00 Level(15,Enemy,True) [13,6] [13,6] [silverSpear] [GuardAI]
UNIT 0x61 General 0x00 Level(15,Enemy,True) [14,6] [14,6] [silverSpear] [GuardAI]
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [11,8] [11,8] [ironSpear] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [12,9] [12,9] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [13,10] [13,10] [ironSpear] [00000000]
UNIT 0x52 Knight 0x00 Level(3,Enemy,True) [12,18] [12,18] [ironSpear] [00000000]
UNIT 0x52 Soldier 0x00 Level(2,Enemy,True) [8,18] [8,18] [ironSpear] [GuardAI]
UNIT 0x52 Mercenary 0x00 Level(4,Enemy,True) [10,24] [10,24] [ironSword] [GuardAI]
UNIT 0x52 Knight 0x00 Level(3,Enemy,True) [9,25] [9,25] [steelSpear] [GuardAI]
UNIT 0x52 Knight 0x00 Level(3,Enemy,True) [7,26] [7,26] [steelSpear] [0x00,0x03,0x00,0x20]
UNIT 0x52 Mercenary 0x00 Level(3,Enemy,True) [2,30] [2,30] [ironSword] [standStillAI]
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [4,30] [4,30] [ironSpear] [standStillAI]
UNIT 0x52 Mercenary 0x00 Level(6,Enemy,True) [3,29] [3,29] [steelSword] [standStillAI]
UNIT 0x52 Soldier 0x00 Level(3,Enemy,True) [15,22] [15,22] [ironSpear] [GuardAI]
UNIT 0x52 Soldier 0x00 Level(3,Enemy,True) [18,24] [18,24] [ironSpear] [GuardAI]
UNIT Glass Paladin 0x00 Level(1,Enemy,False) [15,3] [15,3] [silverSpear] [standStillAI]
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [14,11] [14,11] [ironSpear] [GuardAI]
UNIT 0x52 Knight 0x00 Level(4,Enemy,True) [4,14] [4,14] [steelSpear] [standStillAI]
UNIT 0x52 Cavalier 0x00 Level(4,Enemy,True) [9,13] [9,13] [steelSpear] [GuardAI]
UNIT Empty

Good:
UNIT 0x01 0x01 0x00 Level(1,Ally,True) [00,16] [02,22] [ironSword] [00000000]
UNIT Kent Cavalier 0x01 Level(1,Ally,True) [00,16] [00,23] [ironSpear] [00000000]
UNIT Empty

Turn_events:
TURN 0x0 Opening_event [1,0] 0x0 0x0
TURN 0x0 Teis_appears [4,0] 0x0 0x0
TURN 0x0 Ending_event [14,0] 0x0 0x0
TURN 0x0 Reinforcement [3,17] 0x0 0x0
TURN 0x0 Refenorcement [14,17] 0x0 0x0
CODE $00

Character_events:
CHAR 0x7 TeisTyrs [0x01,Sain] $00000000
CODE $00

Location_events:
Seize(0x06,BMRecieved,03,29)
Armory(Armorywhee,10,14)
Vendor(WheeVendor,17,23)
Village(0x08,VillageA,9,10)
CODE $00

Misc_events:
CauseGameOverIfLordDies
//AREA 0x0 OhShit [17,19] [17,19]
CODE $00

VillageA:
ITGV SilverSpear
GOTO PegReinforcement
ENDA

Reinforcement:
LOU1 ReinforcementsA
ENUN
ENDA

Refenorcement:
LOU1 PegReinforcement
ENUN
ENDA

ReinforcementsA:
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [8,13] [8,13] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [13,16] [13,16] [ironSpear] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [10,19] [10,19] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,Enemy,True) [11,23] [11,23] [ironSpear] [00000000]
UNIT Empty

PegReinforcement:
UNIT 0x52 PegasusKnight 0x00 Level(2,Enemy,True) [18,31] [18,31] [slimSpear] [00000000]
UNIT Empty

Opening_event:
MUS1 0x0032
HIDEMAP
LOU1 Bad
FADI 0x10
BACG 0x19
FADU 0x10
TEX1 0x0826
REMA
SHOWMAP
LOU1 BeginningUnits
ENUN
ENDA

BeginningUnits:
UNIT Sain Paladin 0x00 Level(1,Ally,False) [17,19] [17,19] [braveSpear,SilverSword] [00000000]
UNIT Florina Myrmidon Sain Level(4,Ally,False) [17,19] [16,21] [0x0D] [00000000]
UNIT Empty

Ending_event:
MUS1 0x0032
TEX1 0x082A
REMA
LOU1 Sonia
ENUN
LOU1 Cavalry
ENUN
MUEN 0x05
MUS1 0x0038
HIDEMAP
FADI 0x10
BACG 0x3A
FADU 0x10
TEX1 0x082B
REMA
MUEN 0x05
MNCH 0x03
STAL 1
_0x1
ENDA

TeisTyrs:
MUS1 0x0003
TEX1 0x0829
REMA
MUEN 0x05
ENDA

Teis_appears:
LOU1 Good
ENUN
MUS1 0x0032
TEX1 0x0828
REMA
TEX6 0x01 [12,04] 0x0827
_ASM0x42 0x83181
RETB
REMA
ENDA

BMRecieved:
TEX6 0x01 [12,04] 0x0823
_ASM0x42 0x83181
IFUF 0x01 0x66
ENUF 0x67
ELSE 0x02
ENIF 0x01
ENUF 0x66
ENIF 0x02
REMA
RETB
ENDA

BallistaData:
BLST
ALIGN 4

Armorywhee:
SHLI IronSword IronSpear Javelin IronAxe HandAxe

WheeVendor:
SHLI Vulnerary DoorKey
ALIGN 4

Sonia:
UNIT Sonia Paladin 0x00 Level(1,NPC,False) [19,23] [16,24] [0x00] [00000000]
UNIT Empty

Cavalry:
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,14] [9,14] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,15] [9,15] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,16] [9,16] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,17] [9,17] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,18] [9,18] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,19] [9,19] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,20] [9,20] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,21] [9,21] [ironSword] [00000000]
UNIT 0x52 Cavalier 0x00 Level(3,NPC,True) [19,22] [9,23] [ironSword] [00000000]
UNIT Empty

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ???????

An ASM file that does nothing but allow you to set personal themes to player units:

FILE_ST:

@ Offset of routine - 0x08068110

.align	2
.long	0x08000000

.set	PCTH_ORG, 0x08068110
.set	PCTH_SIZE, (PCTH_END - PCTH_ST) + 4
@.org	PCTH_ORG
.long	PCTH_ORG
.long	0x00000000
.long	PCTH_SIZE

.thumb

PCTH_ST:
push	{r4, r5}		@ Store necessary values.
ldr     r0, [r0]		@ Load enemy data.
ldrb    r2, [r0,#0x4]	@ R2 = character number
ldr     r0, =0x8BDAF80	@ 0x08BDAF80 = offset of music table
mov     r4, #0x0		@ Set R4 equal to our "null" pointer (0x00)
mov		r5, r0			@ Store data in R5, I suppose.
ldrb	r0, [r2, r5]	@ Load music byte for enemy.
cmp		r0, r4			@ If our result is 0x00, then check for player music (allows for boss music to override)
bne		FIN
mov		r0, r6			@ Replace enemy memory slot with player.
ldr     r0, [r0]		@ Load player data.
ldrb    r2, [r0,#0x4]	@ R2 = player number
ldrb	r0, [r5, r2]	@ Load music byte for player.
cmp		r0, r4			@ Check for null pointer again
bne		FIN
mov		r4, #0x1
neg		r4, r4
mov		r0, r4			@ If it is the null pointer, replace it with negative 1.

FIN:
pop		{r4, r5}		@ Clean up.
bx		lr				@ Return.
lsl		r0, #0x0		@ Padding.
PCTH_END:

---

in conclusion: unless you're a helluva lot better a programmer than your 0% leads me to believe, I think you're kind of setting your sights too high. much, much too high.

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lol, you kinda have to learn to hack before you set goals. Your goals are like me saying I plan to find a cure for cancer despite barely understanding how it works.

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