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04-27-24 02:40 PM
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Acmlm's Board - I3 Archive - ROM Hacking - GBA Fire Emblem Spells and FE8 skills New poll | |
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labmaster

Red Paragoomba


 





Since: 11-18-05
From: Away for exams, back mid-December.

Last post: 6353 days
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Posted on 10-11-06 12:31 AM Link | Quote
I'm back at school now so am a bit pressed for time, but if I get a chance this weekend I'll take a look at it.
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6299 days
Last view: 6283 days
Posted on 10-14-06 12:51 PM Link | Quote
That would be great for me and Zephyr, because were trying to come up with patches that really stand out compared to the others...
ZephyrShakuraus
Newcomer


 





Since: 10-01-06

Last post: 6399 days
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Posted on 10-19-06 09:48 PM Link | Quote
*is late*

Yeah, something like that would be great.

I can understand you being busy with school though. I'm in the same boat. Any time you could look at it would help us. We really only need a push in the right direction.

If you need any more info about what we want/what you need to know, we'll do our best to help you out.
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6299 days
Last view: 6283 days
Posted on 10-30-06 07:05 PM Link | Quote
labmaster, I think I may of found the animation data, and the brave weapon data. But how would I make this into a new item/skill? Thank you
Zeld

Red Paragoomba








Since: 11-05-06

Last post: 6281 days
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Posted on 11-05-06 05:48 PM Link | Quote
I'm currently working on a fire emblem patch myself, which I have decided will include custom battle animations. I'm going to give my character a...sniper...rifle.

Don't laugh!

Anyhow, I've found some semblance of animation data in the rom using unLZ but it's only part of it. See, at the address e8aca0 there is some data concering the Hero's animation. This data includes how long the frames are displayed and some flags for things such as the white flash generated by striking an enemy and I think there may even be some flags for sprite rotation. Frie Emblem 6 made wicked use of sprite rotation for the battle animations...anyhow, also in this data are these 16 bit values...if I switch these 16 bit values around with each other, I can manage to reorder the frames of animation of the Hero's attack. But I don't want to reorder the frames, I want to edit which tiles are used in the frames and where they appear on the screen in relation to each other.

I found this particular animation data by searching through the rom with unLZ and finding the graphical sheet for the Hero. I noted that the address was at e83e58, and searched for that value in a hex editor, thinking that it would be pointed to. Well, it is, but the data that points to it is compressed. Luckily, I found the pointer anyway, because the first time that value appears in the compressed data would have to be uncompressed so that the rest of the compressed data can associate with that value...I read a little bit about sliding window compression, but I'm no expert, so if I sound dumb...it's because I am.

Anyhow, I found the pointer and used unLZ to decompress the data at the address closest to that point. Later on, I went into battle and viewed the WRAM and saw that all of the data I had found was right there. Now that I was able to screw with data while it was in the WRAM, I didn't have to worry about screwing my rom or losing data from compressing uncommon bytes. I know that sounds retarded, because last I checked LZ77 was supposed to be lossless. Maybe it was just my inability to recognize 8 bit and 16 bit values for stuff that made the game freeze so much. Yes, when I was fooling around with the data I would change single bytes at a time to witness the results, without thinking that the byte I was changing was part of a 2 byte value, and that I needed to change two bytes to a value used elsewhere in the data in order for it to not freeze the game.

So, I've come awful close to making custom animations, but not quite. I can't think of how to find tile and X, Y position data for those tiles and I'd like some help, and since Zephyr and IOS are also looking for help in working with animation, I thought it would be a good idea for us to help each other.

That said, I think I've seen some spell sheets in the rom data, but they're all off by themselves away from everything else.

The issue you two are having reminds me of my issue; in my patch for FE 7 I debated with my friend who should get to use the Ereshkigal animation. I decided to let him have it and gave myself gespenst since I already ahd flametongue. I plan on rewriting the sheet for flametongue and turning the fireballs into sniper shells, then rewriting the data that compiles that sheet into the animation the dragon pwns you with into something more rifle-like. I took the liberty of converting those two spells into sword type weapons.

I didn't like having to surrender the most awesome dark spell animation to my friend, and I wanted to find a way to share it with him. This can't be done unless we hack the spell animations that the weapons use or if I decided to unPrf the weapon from my friend. Unfortunately, I'm too tied to the idea of my friend and I having our amazing weapons Prf'd to us alone - they're our unique weapons and no other class can use them. I want to keep it that way, so hacking the animation is probably for the best.
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