I was gonna use this for my hack for a promotion item, but I figured I would share it here for others to use. It’s a Phoenix Down from FFTA repaletted for vanilla GBA FE.
I would like to add a few details I made, some corrections, and some lost assets I found
A reskin for FE8 Sage, adding long sleeves
A bearded Bishop I found out of the repository (I wasnt able to identify the owner)
Jeorge_Reds’ Falcoknight I touched up (it was missing a few frames)
A reskin for a few sprites from the repository (Mage, Bishop and Sage versions for Linde from FE1/3/11)(All their respective credits included)(and a minimap sprite for bishops)
Manaketes, Nagi and her transformation animation, Mage Dragon with its own transformation animation and a repalette for tiki
A reskin/repalette for Nuramon’s Villager so it matches with Xane from FE1/3/11
A combination of Vikalizer’s Bald Priest and a repalette for Eldritch’s Priest
A minimap sprite for warriors made by Tellius, that is closer to the battle sprite
A few portraits I use on my project, most of them are GFE1R’s with a fixed format
Fire Emblem New Mystery of the Emblem’s " Late Initiative", “Those who Approach”
Fire Emblem Shadow Dragon’s “Roar of the Wicked” and “More Demonic Hand’s”
These are F2E and F2U,
Enjoy NativeInstrumentMap2 is recommended for the Instrumentset
@Sme
One person requested a ranged version of this animation, so I made one.
In addition, there were some command-related glitches and errors, which were also corrected and improved by me.
And the fixes include:
naturalizing the flash, correcting a command placement error, fixing a motion glitch on attack misses, and fixing a background color designation error.
copy-paste out of lazyness~
time for more revamps, this time around it’s Fate/stay night stuff.
same treatment as always: added frames, improved palette, added proper minis, fixed details, etc.
I made a repalette of Greentea’s Swordmaster Karla. The hair colors are used on those sashes on her waist, the clothes are separated from the sword colors, and a fourth skin tone was added replacing the darkest hair shade used on the skin, but there’s an unused color because I’m bad.
Credit: Greentea, RobertFPY
I also made edits to the Monk class cards, Male by Blademaster and Female by RobertFPY, combining elements from both. The male class card has the cape and sash from the female class card. The female class card had the ball of light moved closer to the body, with revisions done to the head and hair.
Credit: Blademaster, RobertFPY
Also an incredibly small edit, changing the red hair of the male Assassin map sprite to light blue-ish gray, to match the vanilla female Assassin (The ones labelled as being for Legault in the Repo for some reason).
A original OC called Lief ( no more than 16 colors)
Puzon version kid, i think that its about 16 colors, it uses dorothy male shirt from Niharu
Emperor Hector ( A version of old Hector inspired by Carlomagno painting), i still need to learn how to properly draw clothing, however i improved shading It needs frame animation for face and chibi
A Cu-Chulainn from SMT, 16 colors no background, i still not conformed with the eyes but i dont know how to fix it it. It needs a chibi model and mouth frame animations
Hello everyone! I return with some NPCs/Allies from Tellius. A couple of unique things about this one, so I’ll explain:
You’ve probably noticed the top row of sprites are really wide, moreso than the hackbox would allow. They’re actually 2 separate sprites that will combine to make the image shown. The formatted files are in the dropbox link below, they each have their own folder with files named Part 1 and Part 2. When inserting, put them on the far ends (Left-End and Left-Right or Right-End and Right-Left).
A couple of sprites have tattoos/scars on one side of their face. If you just put them on the other side of the screen, it’d be wrong! Thus, for these cases I’ve included another version called Right-Facing so the tattoos/scars are always on the correct side.
As with the last one, these all use FE6/7 colors. I recommend changing the colors yourself if you plan to use them with FE8 style sprites.
And that’s about it. If you didn’t see my last post, once again these were originally made by NickT, I just cleaned them up, reduced to 16 colors, and made frames. Hope these serve you well, until next time!
This is a repalette/edit of Obs’s Seliph to make it easier (read: at all possible) to recolor, by separating the hair colors from the armor/horse armor/hooves. I don’t intend to do the lance anim because this already took long enough, so it’d be great if someone else did that.
A Loki from Marvel, it doesnt have frame animations as always ( im too lazy to do that) , im not so pleased with the expression though, i think that it can improve but not sure how to improve it yet:/ Pd: Improve shading, still needs the expression to fix
A normal security guard, no more to say ( Thanks to Matthieu for fixing the eyes and the mouth position, it still needs frame animations like always ) i think that it needs more shading but i run out of colors i think
A small clothing edit on Glass so he can have a cool leather jacket, like always i didnt test the mouth animations ( they are from the original sprite )
This one requires a little bit of wizardry to get all the bits and bobs working properly, which is detailed below.
Alternatively, you can apply the included patch to an unmodified FE7 ROM, then import song #90 into your game using something like FEBuilder with all the instruments included (this will make it less work for you but will take up more space)
Create a new, pristine instrument map based on NIMAP and store it somewhere
Use your song editor of choice to write the .s file to the game, making sure to use your new NIMAP
Now you need to edit the NIMAP.
Set up the string parts by editing instrument 43 to be the same as instrument 41, but change the ADSR values to 255/239/0/204. Next, edit instrument 51 to be the same as 49, and use the envelope values of 255/252/0/204
Edit instrument 112 to be “white noise” with ADSR values of 0/1/0/11
Edit instrument 114 to be a timpani roll. In FE7, this is at 0x0784A94 with ADSR 255/0/255/204. This instrument might not be in FE8, so you may have to import it from FE7.
Edit instrument 118 to be a low tom. In FE7, I used 0x0A50AB0, but you could easily use a low tom from the 124 drum set, or even a kick drum. Make sure the “Fixed frequency” is not set, so that it behaves like a normal instrument and will change with the pitch.
Edit 119 to be a Reverse Cymbal. In FE7 this is 0x0747220 with 255/0/255/204. In FE8, this should be drum #52 from the 124 drum set. Again, make sure that “fixed frequency” is not set.
This part is a little trickier - you need to insert a custom instrument, which is included in the original post. This is a looped version of the Closed Hi Hat. Insert it at your preferred address, making sure that it loops at 0. Then, edit #35 of the 124 drum to this address, and enable fixed frequency.
Credit to Agro is appreciated; as always, chuck me a like and video sub to show your appreciation (or just troll your friends with the video)