[FE12] Old Mystery of the Emblem 2.0

That is correct. Gameplay only changes with the FE3 mechanics variant of the patch.

Hello I have a question, is it possible to stack the patches for FE12?

The ones I want to stack patch onto FE12 are: No Prologue and More Standard Terminology!

:blush:

It is impossible to apply multiple .xdelta files to the same rom. Trying to stack the patches will cause the checksum to fail.

Ahh, that’s a shame there, I’ll just stick to No Prologue patch then! :sweat_smile:

Hi, I’m trying to use my XDelta patcher to get my english patched ROM of New Mystery patched with the ā€œMore Standard terminologyā€ patch but it didn’t work for some reason, keeps giving me checksum errors. Can anyone help me?

More Standard Terminology is to be applied to the base Old Mystery of the Emblem hack. There is no need to apply the patch to the ā€œvanillaā€ English FE12: the Heroes of Shadow translation already uses all the relevant standardised terminology.

Oh so I need to patch my New Mystery Eng Patched ROM first with Old Mystery, then add ā€œMore Standard terminologyā€ onto that? Got it, I’ll try that, thanks!

Finished playing OMotE and alongside the BSFE Archanea Saga Bonus Chapters a while back and I do enjoy alot without Kris the Self Insert Avatar alot more and while I don’t agree with the outdated Translation names, FE12 is alot enjoyable! I do hope someone makes a Box Art of FE12 OMotE someday~

If this is still a thing, do you plan to add back the following:

  1. The greater diversity in enemy names like the Soothshires showing up in the Battle of the Pass/Chapter 18 and Gra soldiers appearing among Archanean troops in Return of the Prince/Chapter 15?
  2. The ladyblade’s effectiveness against barbarians and the Fire/Ice Dragons weakness to eachother?
  3. The original stats of the bosses and their high defense stats?

Controversial take: i liked these

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1: That would be desirable.
2: DSFE doesn’t have much in the way to play with for effective damage slots: there’s still an unused effective against ballista which I could repurpose for the Lady Sword, but elemental breath probably won’t be around.
3: That would likely come in a version that would nerf everyone’s growths back to FE3’s level and with the accompanying adjustments that would entail.

Do note that it might be a long, long time before I update this again: someone was making new FE12 tools years ago before dropping off the face of the earth, and Old Mystery as it stands is at about the limit of what I could do in 2020.

What can you not do with the current tools for FE3 and FE12?

Now that we have this modern translation, would there be any chance you could make a patch using this? I love the game, it’s just jarring seeing the old names, especially when they still use the English 1st letters in the glossary.

How difficult was it to remove reclassing?

It was quite simple: in Nightmare’s FE12 class editor, I set every class’s reclass set to none. The menu still exists, but nobody will be able to reclass.

The names will not be changed. I won’t say no to otherwise making a version with the Heroes of Light script in addition to the 2008 VincentASM script, but that would take a long time and I have other priorities.

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It seems that someone over on Serene’s Forest made an addendum to Heroes of Shadow’s 3.01 translation patch that modernized some terminology, and DeadSkullzJr made an addendum to that which fixed up some of the original English patch’s ROM-related issues and problems running in DSi mode.

https://forums.serenesforest.net/topic/69176-updated-fe12-translation-patch-beta-2-released/?do=findComment&comment=5985802

If you ever have the time/energy, it’d be wonderful if you could adjust your project to work with DeadSkullzJr’s patch! Imagine: DSi-Enhanced Old Mystery of the Emblem. Magnificent.

I’m really grateful this patch exists at all! Thank you for your hard work!

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Quite honestly, I’m not exactly sure what the DSi enhancements even are: I know of region lock (not what I’d call an enhancement) and a brief bit of research on the wiki implied it could use the DSi’s improved internet capabilities (sadly redundant today). Still, improved console compatibility and enabling any other enhancements I don’t know about would be a good thing.
The creator of the addendum was last seen on Serenes last July. I’m not going to say no to getting the compatibility fixes in a future update. I am going to say no to the terminology changes, though.

Ideally I’d get the code from the hacker, but if reverse engineering is necessary, that may or may not be within my capabilities. I’m not going to make any promises on doing this any time soon: I released this nearly five years ago (where does the time go?) and a tool in development to make FE12 hacking much easier just vanished. There are a few extra things I can theoretically do, but would be very tedious and time-consuming to actually pull off.

I’m glad you enjoyed what is there.

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The better compatibility would be greatly appreciated. The dump that Heroes of Shadow’s original translation requires is awful, and I couldn’t get it to run on TwilightMenu++ no matter how much I tweaked the settings. My flashcart running R4i Wood boots the Heroes of Shadow translation and Old Mystery of the Emblem perfectly fine, at least.

I won’t hold my breath for any addendums to your patch on your part, but perhaps someday the stars will align. The mod is playable, and that’s enough!

I guess I’m a bit confused about this. If the hack is made to restore the vision of FE3, why play it over just playing FE3? What makes it stand out compared to that game?

DSFE graphics, and some small quality of life features. Also some stuff is optional (you can still play the prologue and reclass in the base patch, which basically means an FE3 equivalent of these mechanics which is unique to this hack)