Mokha's Hacks Sundries

This is absolutely incredible, we can have our own anime openings in new FE hacks lol.

Only things for now seems to be with Alice’s report about the class roll. Is the reason of the CTD maybe being that the lines of code from the patch overlap with the class roll’s or something?

1 Like

Maybe it’s something to do with installing it through FEBuilder VS Installing it through a Buildfile. I haven’t tested it on a Buildfile yet. But I would prefer if it was FEBuilder-compatible

1 Like

have you modified the buildfile or rom?

1 Like

No. I tried installing it on a fresh FE8 ROM with no changes.

I didn’t use a buildfile. I tried installing using “Insert EA” in Advanced Editors in FEBuilder.

1 Like

This is because there is no enough space in 0xB2A604 for opanim data. You should find a large enough space, in vanilla, it should 0x01000000

I’m not sure I follow… You’re saying I should change this number here? And if so to what value?
image

FEBuilder by default writes most data starting at the end of the file / 0x1000000+.

But for insert EA, it doesn’t always write to the end of the rom based depending on these settings:

image

Use the dropdown and change it from Program (Default) to the option below it, so it will go to the end of the ROM.

Hey dude… I have been trying to make a custom intro for a while. And I haven’t been able to get it to work AT ALL. Your included example works fine. And I finally managed to install with no errors, but when I test it, it doesn’t work…

Here are the detailed steps I took:

  1. I recorded the FE6 intro directly using Mgba
  2. I converted the GIF into individual frame PNGs using Aseprite
  3. I used a program called ImageMagick and a custom batch file to automatically convert all the frames to 16 colors.
  4. I asked ChatGPT to generate an animation script with the same format asked for Skill Anim creator. Telling it to make every frame last 4 frames, and only use every 4th frame. This is to save space, since the whole animation was 3700+ frames long. This reduced it to only 939 frames.
    Example:
4 frame_0000
4 frame_0004
4 frame_0008
4 frame_0012
4 frame_0016
...
  1. I run the script text file through Skill Anim Creator.
  2. I modify “data.event” in your code, to include the newly generated script, rather than the one you made.
  3. I try installing through FEBuilder. I get an error saying I’m missing the file “skillanimtemplate.dmp”. So I copy it from the Skill Anim Creator folder.
  4. I try installing again.

At this last step, the installation is successful with no errors. But when I run the rom to test, it ALMOST works… But

The frames are messed up. They’re shifted like this.
image

I have NO idea WHY this happens.

I think it would be beneficial to everyone if you made a detailed guide on HOW to make these custom intro anims. I’m almost certain that I am not missing anything. And if I am, it’s gotta be something you forgot to mention.

There is a script in my repo to extract 240x160 gif to 256x160 pngs, you can try it.

Oh, right…

Do I need to install Python to run that? I can also just expand the canvas in Aseprite

no specific limitations

1 Like

Ok. I FINALLY made it work! Thank you so much!!!

I wanna ask. Would you be OK if I made a tutorial for making custom intros? After messing around with this for hours, I feel that I now fully understand it how the process works.

4 Likes

feel free for that

2 Likes

HaHa, Ver.FE6 success!:grinning:

fe6

Praise Mokha, also praise @Alice and her great tutorial

11 Likes

nb的很了

Banim hp-drain fix

Download here

In vanilla, even though you have set bit BATTLE_HIT_ATTR_HPSTEAL in BattleHit, it will also fail to display hp-drain banim effect, except nosferatu magic. Fortunately, only small adjustments are needed to fix the issue in the original version.

111

8 Likes

111
A recent achievement on title screen wwww

16 Likes

another intro? sick

well I think this should be called as the title screen anim after opanim.

2 Likes