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SephFE


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#21 seph1212

seph1212

    Am I supposed to laugh at that?

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Posted 06 April 2010 - 05:51 PM

Really? Well, I like some of them (though I wont argue that the quality really needs an improvement), so if you want to try your hand at them, send me a PM.
user posted image
Credit to AoDnightshade of FEND for the EPIC banner.
__________________________________________________

Check out my Let's Plays:
http://www.youtube.c...12?feature=mhw4

Also, check out my Let's Play of Tactics Universe:
http://www.youtube.c...5DFE81942978E33

I hope you enjoy!

#22 flyingace24

flyingace24

    #1 Laker Fan

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Posted 06 April 2010 - 06:54 PM

QUOTE (seph1212 @ April 05, 2010 02:47 pm)
Apparently there's something wrong with the language raws for FE8 (go figure), and he hasn't made any new ones yet.

Do you happen to know which language raws aren't working? Hopefully they're not the ones that I did. Regardless of who made them, if you can let me know which ones are giving problems, I can go about fixing them. I'm not sure which ones don't work since the ones I've used so far work correctly. Then again, I don't really use the disassemble feature. Some of the raws are really funky with disassembling and not with assembling (which is what I do).


Nice hack by the way. It's always nice to see an FE8 hack out there. FE4 isn't my favorite game, but I always like hacks that people make. I'll be sure to play it once it's done.

#23 seph1212

seph1212

    Am I supposed to laugh at that?

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Posted 06 April 2010 - 07:12 PM

Here it is. (Click Here To Hide/Show Text)

////////////////////////////////////////////////////
// //
// Disassembled with Nintenlord's Event Assembler //
// Version: 7.6.0.0 //
// Game: FE8 //
// File: MY FE HACK OF FE8.gba //
// Offset: $9E8B20 //
// //
////////////////////////////////////////////////////



ORG $591F40
lable37:
SWMD
CODE 0x20 0x2 0x2 0x0 0x20 0x3 0x8 0x0 0x40 0xC 0x0 0x0 0xC 0x0 0x0 0x0
FADI 16
ENIF 0x0
CODE 0x20 0x10 0x0 0x0
ENDA

lable20:
SWMD
CODE 0x20 0x2 0x2 0x0 0x20 0x3 0x8 0x0 0x41 0xC 0x0 0x0 0xC 0x0 0x0 0x0
FADU 16
ENIF 0x0
CODE 0x20 0x10 0x0 0x0
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $591F88 and the new ending offset is currentOffset

ORG $591FD8
lable43:
GOTO lable20
CODE 0x20 0x22 0x0 0x0 0x20 0x3E 0x0 0x0 0x20 0x22 0x0 0x0
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $591FF0 and the new ending offset is currentOffset

ORG $592104
lable35:
CODE 0x20 0x10 0x4 0x0
ASMC 0x85375
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $592114 and the new ending offset is currentOffset

ORG $8B4874
lable21:
REDA [8,6] 0x0 0x0 0
REDA [8,3] 0x0 0x0 0
REDA [7,3] 0x0 0x0 0

lable22:
REDA [1,12] 0x0 0x0 0
REDA [0,0] 0x0 0x0 0
REDA [2,0] 0x0 0x0 0
REDA [0,2] 0x0 0x0 0
REDA [2,1] 0x0 0x0 0
REDA [13,9] 0x0 0x0 0
REDA [14,8] 0x0 0x0 0
REDA [14,6] 0x0 0x0 0

lable23:
REDA [13,2] 0x0 0x0 0

lable24:
REDA [14,1] 0x0 0x0 0

lable25:
REDA [12,1] 0x0 0x0 0

lable26:
REDA [13,5] 0x0 0x0 0
REDA [10,5] 0x0 0x0 0

lable27:
REDA [11,4] 0x0 0x0 16

lable28:
REDA [11,6] 0x0 0x0 16

Units1:
UNIT 0x1 0x2 0x0 0x8 [5,2] 0b 0x0 0x0 0x0 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x2D 0x0 0x10 [7,3] 0b 0x0 0x0 0x0 [0x45,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x5 0x45 0x0 0x8 [5,1] 0b 0x0 0x0 0x0 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x0 0x0 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x6 0x48 0x0 0x8 [4,2] 0b 0x0 0x0 0x0 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x3 0x9 0x0 0x8 [3,3] 0b 0x0 0x0 0x0 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x8 0x1A 0x0 0x8 [3,1] 0b 0x0 0x0 0x0 [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x7 0x0 0x8 [6,1] 0b 0x0 0x0 0x0 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x7 0x3D 0x0 0x10 [2,2] 0b 0x0 0x0 0x0 [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $8B49CC and the new ending offset is currentOffset

ORG $8B4A80
lable40:
UNIT 0xB7 0x5F 0x0 0xD [11,6] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x2D 0x0 0x1D [8,14] 0b 0x0 0x0 0x0 [0x47,0x6E,0x0,0x0] [0x0,0x0,0xC,0x0]
UNIT 0xAA 0x4E 0x0 0x15 [7,9] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0xF 0x0 0xD [5,8] 0b 0x0 0x0 0x0 [0x1,0x6C,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xB7 0x5F 0x0 0x15 [13,7] 0b 0x0 0x0 0x0 [0xB4,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]
UNIT 0xAC 0x5 0x0 0x15 [2,7] 0b 0x0 0x0 0x0 [0x1,0x1C,0x0,0x0] [0x0,0x0,0xC,0x0]
UNIT 0xAC 0x6 0x0 0x1D [3,10] 0b 0x0 0x0 0x0 [0x1,0x16,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x3F 0x0 0xD [0,4] 0b 0x0 0x0 0x0 [0x1F,0x28,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xB7 0x5F 0x0 0xD [12,8] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]
UNIT 0xAA 0x4E 0x0 0x15 [5,13] 0b 0x0 0x0 0x0 [0x14,0x1C,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x19 0x0 0xD [11,4] 0b 0x0 0x0 0x0 [0x2E,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]
UNIT 0xAC 0x5 0x0 0x1D [1,14] 0b 0x0 0x0 0x0 [0x1,0x16,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x19 0x0 0x15 [10,12] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x4E 0x0 0x1D [11,14] 0b 0x0 0x0 0x0 [0x14,0x1C,0x0,0x0] [0x0,0x0,0xC,0x0]
UNIT 0x49 0xF 0x0 0xC [13,13] 0b 0x0 0x0 0x0 [0x5,0x10,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xB7 0x5F 0x0 0xD [13,11] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT

lable42:
UNIT 0x13 0x2D 0x0 0x10 [9,10] 0b 0x0 0x3 lable21 [0x45,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

lable45:
UNIT 0xC 0x26 0x0 0x8 [1,11] 0b 0x0 0x1 lable22 [0x45,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $8B4C24 and the new ending offset is currentOffset

ORG $8B4CD8
lable44:
UNIT 0x19 0x48 0x1 0xB [13,0] 0b 0x0 0x1 lable23 [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1C 0x44 0x1 0xB [14,0] 0b 0x0 0x1 lable24 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1A 0xB 0x1 0xB [12,0] 0b 0x0 0x1 lable25 [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $8B4D28 and the new ending offset is currentOffset

ORG $8B4D64
lable46:
UNIT 0x19 0x48 0x1 0xB [14,5] 0b 0x0 0x2 lable26 [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1A 0xB 0x1 0xB [14,5] 0b 0x0 0x1 lable27 [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1C 0x44 0x1 0xB [14,6] 0b 0x0 0x1 lable28 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $8B4DB4 and the new ending offset is currentOffset

ORG $9E8A88
TurnBasedEvents:
TURN 0x0 lable29 [2,0] 0x4
TURN 0x0 lable30 [2,0] 0x0
TURN 0x8 lable31 [1,255] 0x0
TURN

CharacterBasedEvents:
AFEV

LocationBasedEvents:
VILL 0x0 lable32 [1,11] 0x10
LOCA 0x0 [1,10] 0x20
VILL 0x0 lable33 [8,2] 0x10
LOCA 0x0 [8,1] 0x20
LOCA

MiscBasedEvents:
AFEV 0x3 EndingScene 0x6
AREA 0x7 lable34 [0,9] [14,14]
AFEV 0x0 lable35 0x65
AFEV

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9E8B10 and the new ending offset is currentOffset

ORG $9E8B20
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN Ballista1 Ballista2
POIN Units1 Units1
POIN Dunno Dunno Dunno Dunno Dunno Dunno
POIN BeginningScene EndingScene

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9E8B70 and the new ending offset is currentOffset

ORG $9ED9AF
Ballista1:
BLST

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9ED9B0 and the new ending offset is currentOffset

ORG $9EDEA0
Ballista2:
BLST

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EDEA1 and the new ending offset is currentOffset

ORG $9EE0C0
lable41:
CODE 0x27 0x19 0x0 0x0 0x40 0xC 0x0 0x0 0xC 0x0 0x0 0x0
GOTO 0x0
ENIF 0x0
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE0DC and the new ending offset is currentOffset

ORG $9EE1B8
lable49:
CODE 0x25 0x33 0xFF 0xFF 0x40 0xC 0x0 0x0 0xC 0x0 0x2 0x0
GOTO lable36
ENIF 0x0
ENDA

lable36:
CODE 0x29 0x19 0x0 0x0 0x20 0x6 0xC2 0x0 0x21 0x2 0xFF 0xFF 0x28 0x2 0x7 0x0
CODE 0x21 0x1 0x0 0x0 0x40 0xC 0x0 0x0 0xC 0x0 0x0 0x0
LOU1 0x0
ENUN
ELSE 0x1
ENIF 0x0
LOU1 0x0
ENUN
ENIF 0x1
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE218 and the new ending offset is currentOffset

ORG $9EE274
lable48:
CODE 0x20 0x10 0x4 0x0
GOTO lable37
CODE 0x28 0x2 0x9 0x0
LOU1 0x0
ENUN
CODE 0x20 0x2 0x9 0x0 0x20 0x10 0x0 0x0
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE29C and the new ending offset is currentOffset

ORG $9EE2C4
lable39:
CODE 0x20 0x3 0x8 0x0 0x41 0xC 0xBD 0x80 0xC 0x0 0x0 0x0
FADU 16
ENIF 0x80BD
CODE 0x20 0x1A 0x0 0x0 0x20 0x22 0x0 0x0
FADI 16
ENDA

lable38:
CODE 0x20 0x3 0x8 0x0 0x41 0xC 0xD2 0x80 0xC 0x0 0x0 0x0
FADU 16
ENIF 0x80D2
CODE 0x21 0x1A 0x0 0x0 0x40 0x21 0xFF 0xFF 0x0 0x0 0x0 0x0
FADI 16
ENDA

lable47:
GOTO lable38
CODE 0x20 0x6 0x32 0x0 0x20 0x1B 0xFF 0xFF 0x20 0x1D 0x0 0x0
GOTO lable39
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE330 and the new ending offset is currentOffset

ORG $9F17A4
BeginningScene:
CODE 0x41 0x2C 0x1 0x0 0xCC 0x49 0x8B 0x8
ENUN
MUS1 0x52
CUMO 0x1
STAL 111100b
CURE
BACG 0x23
GOTO lable38
CODE 0x20 0x1B 0xA3 0x9 0x20 0x1D 0x0 0x0
REMA
FADU 16
CODE 0x20 0x22 0x0 0x0
LOU1 lable40
ENUN
FADI 16
MUS1 0x25
CUMO 0x1
STAL 111100b
CURE
CODE 0x20 0x1A 0x0 0x0 0x20 0x1B 0xA4 0x9 0x20 0x1D 0x0 0x0
REMA
FADU 16
CODE 0x20 0x26 0x0 0xE
FADI 16
MUNO
CUMO [1,11]
STAL 111100b
CURE
BACG 0x2
GOTO lable38
CODE 0x20 0x1B 0xA5 0x9 0x20 0x1D 0x0 0x0
REMA
MUSI
BACG 0x1C60
GOTO lable41
FADU 16
CODE 0x20 0x22 0x0 0x0 0x20 0x26 0x0 0x0
FADI 16
LOU1 lable42
ENUN
CUMO 0x13
STAL 111100b
CURE
CODE 0x20 0x1A 0x0 0x0 0x20 0x1B 0xA6 0x9 0x20 0x1D 0x0 0x0
REMA
CAM1 [11,6]
MOVE 0xFFFE [9,3]
ENUN
CUMO 0x13
STAL 111100b
CURE
CODE 0x20 0x1A 0x0 0x0 0x20 0x1B 0xA7 0x9 0x20 0x1D 0x0 0x0
REMA
CMDS
CMDL 0x0 0x0 0x0 0x0
CMDL 0x0 0x0 0x1 0x0
CMDL 0xFF 0xFF 0xFF 0xFF
CAM1 [9,3]
FIG1 0x13 0xFF
CAM1 [9,3]
CODE 0x2D 0x34 0xFE 0xFF 0x2E 0x34 0xFE 0xFF
BACG 0x1C80
GOTO lable41
CUMO 0x1
STAL 111100b
CURE
CODE 0x20 0x1A 0x0 0x0 0x20 0x1B 0xA8 0x9 0x20 0x1D 0x0 0x0
REMA
BACG 0x1CA4
GOTO lable41
GOTO lable43
CODE 0x20 0x26 0x0 0x0
FADI 16
MUS1 0x9
CUMO 0x13
STAL 111100b
CURE
CODE 0x20 0x1A 0x0 0x0 0x20 0x1B 0xA9 0x9 0x20 0x1D 0x0 0x0
REMA
BACG 0x1CC4
GOTO lable41
CODE 0x29 0x2 0x8 0x0 0x28 0x2 0x7 0x0
ENDA

lable29:
CAM2 [7,0]
STAL 1111b
LOU1 lable44
ENUN
MUS1 0x2A
CUMO 0x19
STAL 111100b
CURE
CODE 0x20 0x1A 0x0 0x0 0x20 0x1B 0xAC 0x9 0x20 0x1D 0x0 0x0
REMA
MOVE 0x19 [15,2]
MOVE 0x1A [15,1]
MOVE 0x1C [15,1]
ENUN
CODE 0x2B 0x34 0x0 0x0 0x28 0x2 0x7 0x0
ENDA

EndingScene:
MUS1 0x31
CODE 0x20 0x33 0xC 0x0 0x41 0xC 0xA 0x0 0xC 0x0 0x0 0x0
BACG 0x2
GOTO lable38
CODE 0x22 0x33 0x13 0x0 0x40 0xC 0x0 0x0 0xC 0x0 0x0 0x0
BACG 0x9AD
ELSE 0x1
ENIF 0x0
BACG 0x9AE
ENIF 0x1
CODE 0x20 0x1B 0xFF 0xFF 0x20 0x1D 0x0 0x0
REMA
FADU 16
LOU1 lable45
ENUN
ENIF 0xA
MUS1 0x32
BACG 0x18
GOTO lable38
CODE 0x22 0x33 0x13 0x0 0x40 0xC 0xB 0x0 0xC 0x0 0x0 0x0 0x22 0x33 0xC 0x0
CODE 0x40 0xC 0xB 0x0 0xC 0x0 0x0 0x0
BACG 0x9AF
ELSE 0xC
ENIF 0xB
BACG 0x9B0
ENIF 0xC
CODE 0x20 0x1B 0xFF 0xFF 0x20 0x1D 0x0 0x0
REMA
FADU 16
CODE 0x24 0x13 0xFF 0x7F 0x20 0x22 0x0 0x0
CAM2 [7,7]
CODE 0x2A 0x34 0x0 0x0 0x2C 0x34 0x0 0x0 0x2B 0x34 0x0 0x0 0x41 0x2C 0x1 0x0
CODE 0x28 0x4D 0x8B 0x8
ENUN
FADI 16
LOU1 lable46
ENUN
MUS1 0x2A
CUMO 0x19
STAL 111100b
CURE
BACG 0x18
GOTO lable38
CODE 0x20 0x1B 0xB1 0x9 0x20 0x1D 0x0 0x0
REMA
CODE 0x29 0x2 0xD2 0x0 0x29 0x2 0xBB 0x0 0x29 0x2 0xBE 0x0 0x29 0x2 0xBF 0x0
CODE 0x29 0x2 0xE6 0x0 0x29 0x2 0xCD 0x0
MNCH 0x6
ENDA

lable32:
MUS2 0x30
STAL 100001b
CODE 0x21 0x2E 0x0 0x0
IFCA 0x13 0x0
IFCA 0x1 0x1
BACG 0x2
TEX1 0x9B4
GOTO lable47
ELSE 0x2
ENIF 0x0
BACG 0x2
TEX1 0x9B2
GOTO lable47
ELSE 0x2
ENIF 0x1
BACG 0x2
TEX1 0x9B3
GOTO lable47
ENIF 0x2
CODE 0x21 0x14 0x4 0x0
LOU1 lable45
ENUN
CODE 0x28 0x2 0x7 0x0
ENDA

lable33:
MUNO
BACG 0x2
TEX1 0x9B5
GOTO lable47
MUSI
GOTO lable37
ITGC 0xFFFF 0x1F
CODE 0x28 0x2 0x7 0x0
ENDA

lable30:
BACG 0x4C88
GOTO lable48
CODE 0x28 0x2 0x7 0x0
ENDA

lable34:
BACG 0x0
GOTO lable49
CODE 0x21 0x2 0x8 0x0 0x28 0x2 0x7 0x0
ENDA

lable31:
BACG 0x4C24
GOTO lable48
CODE 0x28 0x2 0x7 0x0
ENDA


//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9F1C60 and the new ending offset is currentOffset


This is my unedited script for the chapter that I had the problem with (if you want to take a look at it and see if you can figure anything out). I posted my problem in Nintenlord's questions topic on FEU. He didn't say which language raws were messed up, but he did say that they were.

QUOTE
Well, there are huge amount of false matches in the disassembly of that code. Nothing you or I can do about it except make better FE8 language raws or something right now.


That's what he said.




And, glad to see you think this is a good hack. I really just need to work on maps and events now.
user posted image
Credit to AoDnightshade of FEND for the EPIC banner.
__________________________________________________

Check out my Let's Plays:
http://www.youtube.c...12?feature=mhw4

Also, check out my Let's Play of Tactics Universe:
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#24 Fire Blazer

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Posted 06 April 2010 - 07:14 PM

QUOTE
I always like hacks that people make. I'll be sure to play it once it's done.


I'm honestly surprised. No offense or anything. I guess even if I know a guy for 4 years or so I still don't really know him. lol (idk but you seemed like FurryYunSeong and I in terms of "I don't play hacks, I make them")

If it's completed in the next 2 years or so and I have the time I'll play it, how about that. lol


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#25 seph1212

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Posted 06 April 2010 - 07:21 PM

You wound me Blazer D:

I'm pretty sure I can get this done in a year or so.
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#26 flyingace24

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Posted 06 April 2010 - 11:22 PM

QUOTE (seph1212 @ April 06, 2010 11:12 am)
This is my unedited script for the chapter that I had the problem with (if you want to take a look at it and see if you can figure anything out). I posted my problem in Nintenlord's questions topic on FEU. He didn't say which language raws were messed up, but he did say that they were.

QUOTE
Well, there are huge amount of false matches in the disassembly of that code. Nothing you or I can do about it except make better FE8 language raws or something right now.


That's what he said.




And, glad to see you think this is a good hack. I really just need to work on maps and events now.

Ah I see what he meant. Yeah, there are tons of mismatches. The raws work perfectly when assembling custom code, but when disassembling existing code there are many codes that are the same but used for different functions.

For instance, the background loading code is used for background loading as well as for other types of loading, and the stall code is used for something else as well (which I never knew, so yeah). That's why a lot of the parameters look funky.

That's one of the things with FE8 and what makes it a bit tough writing some of the raws. The same code has multiple uses. Unfortunately, Nintenlord is right. There really is nothing we can do at the moment.

#27 seph1212

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Posted 07 April 2010 - 12:29 AM

And, again, I say darn. Well, I guess I can wait; focus more on my maps for now.
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#28 flyingace24

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Posted 07 April 2010 - 06:49 AM

You can still assemble custom code perfectly. The only thing is the disassembling.

#29 seph1212

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Posted 07 April 2010 - 10:42 AM

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You can still assemble custom code perfectly.


I know, I know, but creating events has never really been my forte. I mean, I have the language text, and I have friends who know how to do it, who would be more than happy to give me some advice....

I dunno. I guess I'm actually afraid to try ^__^;

Especially with the intro of the prologue. If I was going to remake that, I'd have to code all those movements that the soldier makes, all the text pointing... It really seems like a lot of work, instead of just waiting for new language raws.

Of course, if I did get it done, than it would be pretty awesome to have my Fado replacement actually fight against my Vigarde replacement before the screen fades to black...

Y'know, I might try it Ace.
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#30 Fire Blazer

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Posted 07 April 2010 - 08:38 PM

No matter what you do, you can always go back and change things, and there's no rush saying "you MUST try the EA out now!". XP

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#31 seph1212

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Posted 07 April 2010 - 08:58 PM

Yeah I know, but the only complaint I honestly get on my hack anymore is the lack of custom maps and events (Grrr, Markyjoe1990 Grrr.)

So, I was really hoping that the EA would work properly. I know I can assemble stuff, but it's pretty hard, yo. At least for moi.
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#32 flyingace24

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Posted 08 April 2010 - 12:14 AM

QUOTE (seph1212 @ April 07, 2010 02:42 am)
Of course, if I did get it done, than it would be pretty awesome to have my Fado replacement actually fight against my Vigarde replacement before the screen fades to black...

Y'know, I might try it Ace.

Wow. Did you read my mind or something? lol. I was going to do something like that as well (though not for the prologue).

Also, you should take complaints with a grain of salt. I've said this multiple times, but as long as you like what you make, that's all that matters. I just do what I want to do. As long as I like it, I'm content.

Also, you don't have to write the prologue from complete scratch. You could disassemble the code and then copy/paste into your custom code. You just need some patience and no fear of making mistakes. The best way to do this kind of thing is trial and error. I do it all the time. Just keep messing with it until you get it right. It's the only way you'll learn.

#33 seph1212

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Posted 08 April 2010 - 01:10 AM

QUOTE
Also, you don't have to write the prologue from complete scratch. You could disassemble the code and then copy/paste into your custom code.


See, now I'm reading your mind.

I was thinking I could just do that, and see what's wrong, assemble it, and then bam.

This reading minds things is getting a little weird though...
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#34 Fire Blazer

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Posted 08 April 2010 - 02:27 AM

^...It's irrelevant if the code can't be properly disassembled though.

QUOTE
I know I can assemble stuff, but it's pretty hard, yo. At least for moi.


The EA isn't very hard though. < That probably doesn't mean much "coming from me" (not only because I don't use it because I'm an overrated hacker) but anyway I'm actually pretty confident you can do it.

Give it a try and have someone help you with any questions you have. Something like a "tutor". I like this idea because it saves time--you can quickly ask questions about stuff instead having to research or experiment with everything until you learn it.

Also, a lot of people are thinking of that "disassemble then edit to include what you want" idea. That's the main point of disassembly. o_o

Too bad I'm not a mind reader though.

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#35 seph1212

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Posted 11 April 2010 - 08:29 PM

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Just wanted to show a small update with the new statsheet that was inserted into my hack. (Made by LordGlenn).

I think it fits with the FE4/5 motif.
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#36 Fire Blazer

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Posted 11 April 2010 - 11:38 PM

Name text is off-centered, otherwise I'm kinda jealous of how great it looks. That's what you get for having someone as skilled as LordGlenn making that for you. happy.gif

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#37 Soviet Comrade

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Posted 11 April 2010 - 11:55 PM

Wow, that looks good. Veery good.

#38 seph1212

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Posted 13 April 2010 - 10:52 AM

Small update on the statsheet template (because of Blazer's complaint on the name holding box, and VincentASM's awesome critique lol)

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Just here for the update.

Also, showing off Josh's character/class as well.

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And it's a magic class. Huzzah!

Enjoy~
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#39 Fire Blazer

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Posted 13 April 2010 - 08:21 PM

Glenn's portrait sure is interesting and well-done.

The background of course looks good, and there aren't any obvious problems to point out. Nice job.

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#40 seph1212

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Posted 13 April 2010 - 08:35 PM

QUOTE
Glenn's portrait sure is interesting and well-done.

The background of course looks good, and there aren't any obvious problems to point out. Nice job.


It looks well done because (not gonna lie) I didn't make it! =D

And neither did he, but whatevs. (Before you ask, yes I have permission to use it)

And, glad that the background fiasco is now fixed. It was a lot more troublesome than you'd think to get that thing inserted and to get the proper color on it.
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