Fire Emblem Resource Repository (Battle Animations, Portraits, Music, etc)

Experimented with a few colour variations this morning.
F2U and F2E conversation backgrounds.

Fields 01 - Reduced Fields 02 - Reduced Fields 03 - Reduced Fields 04 - Reduced Mountains 01 - Reduced Mountains 02 - Reduced

41 Likes

Made an edit to WAve/Peerless/Zoramine’s extended Frontier tileset to add Snags, some more light/dark water transitions, a couple more road tiles, and my shallow water:


Certain tiles in the animated zone were moved outside of it in the OBJ image to improve compatibility with tile animations in other tilesets of mine, and to eliminate a few redundant 8x8 tiles.

Download here. Also included is a darker palette with more greenish water.

15 Likes

Did a few more experiments this morning. Been trying out different techniques of color reduction and different sources for base images. Photos are not a good idea - period!

All of the images below are F2U and F2E.

Castle 05 - Reduced Castle 06 - Reduced Castle 07 - Reduced Castle 08 - Reduced Fields 06 - Reduced Fields 07 - Reduced Fields 08 - Reduced Fields 09 - Reduced Fields 10 - Reduced Mountains 03 - Reduced Ruins 01 - Reduced Ruins 02 - Reduced Village 03 - Reduced

56 Likes

The honest answer is Google - and that I didn’t really keep track of where they’re all from.
Most are photoshopped and cropped stills from a variety of Anime/Video Games.

I think one’s from Pokemon, three are from some obscure Japanese RPG and the others are cropped images from some random anime stills. Oh and their’s a photo of a tree from some free Windows theme.

If I’ve broken the pirate’s code on this one, let me know. I’m happy to remove anything that could cause trouble.

Three are from FE titles though:
Castle 05 - Reduced
Ruins 01 - Reduced
Ruins 02 - Reduced

18 Likes

Again… I assume these are okay to post…
A few more conversation background experiments…

These all come from BFV. I used spectator mode to capture scenes that looked like interesting backdrops. Then, I cropped and editted the images to fit within the GBA perameters.

Bridge 02 - Reduced Fields 12 - Reduced

Fields 13 - Reduced Fields 14 - Reduced

Fields 15 - Reduced Swamp 02 - Reduced

My personal thoughts are that the results look pretty, but the level of detail and high contrast don’t work as well as backgrounds for an FE game. I may just whack open the hammer editor later and throw together some basic 3D scenes, like in Echoes and Awakening to see how they hold up as conversation backgrounds.

EDIT: Some alternatives

Fields 12 - Reduced Bridge 02 - Reduced

30 Likes

Here it is, the moment you haven’t been waiting for. Presenting the improved castle tileset.

What’s new? I’ll start with the custom stuff. Bookshelves, quite the variety of em, check out my library map for their various uses; and they’re 100% from scratch to boot. Portcullis, these tiles are fairly modular and can serve a variety of uses for gameplay or just aesthetics, and were made from a combination of village grates and the stronghold torch wall facade. Most of these tiles are walls instead of gates for obvious reasons, but can be changed to roof if you want enemies immediately behind them. And lastly, the little gazebo I made from my Oath of the Dagger demake. Why custom? Why not?

What’s old? Big doors, lion statues, wood floors (the basket weave texture is made from bridge tiles), bridges, a bunch of railings, more water tiles, roofs, more carpet variants (including shaded), another cracked wall, and probably some more stuff that I don’t remember.

What’s missing? Mountains. Before I added the portcullis, I wanted to add some of the big houses, but realized I’d really ought to add the armory, vendor, arena, and ruins too, but thought the set would be too remiss without all of those, so no big houses. Yet…

Edit: Might be helpful if I post the download link:

Comparison with vanilla

I try to maintain as much as the vanilla tilesets as I can as to not break existing maps, but some things inevitably move for various reasons. Here’s a comparison gif to help if your map needs fixing.

Sample Maps

Oath of the Dagger, the demake that kicked this all off.

This was the second map I made with the update, and largely existing to show most of the updates. Seems pretty popular enough on it’s own though.
newcastlegif

The first map I made with the update and the test bed for my custom bookshelves. Naturally, I got a little carried away with. This is a library map meant to be played just like one of my favorite chapters in the series, Hunting by Daybreak from Three Houses. Yes, I’m aware something’s wrong with me.
Library by Daybreak 2

Default palettes adjusted for the update

I’ll start with a brief note on the palettes. The last two colors in palette 1 control the book colors, I’d suggest matching them to the carpet colors in palette 2 for the best feel.

Palette 1:


Palette 2:
Up top

Palette 3:

Palette 4:

And of course, my snowy palette:

Animation fix

Since I split the palettes used by the grass and water, I’m including corrected animation files in the folder. Also important to note on animations, you’ll need to open up the animation editor in FEBuilder, and manually change the “Data Size” value from 2048 to 1024 for every animation frame. If you don’t, a handful of tiles that shouldn’t animate will have animations, even though there isn’t data for them in the animation frame data. Default castle animations are set to use the first TWO lines (2048) in the animated zone, despite only having graphics for one line (1024).
Animation Fix

Have at it!
And please let me know if you find any issues and I’ll be happy to make an update. There may already be one in the works…

41 Likes

Hello everyone, I bring you Brave Eliwood, sprited by Redbean and coded by me.
https://www.dropbox.com/s/sfwdjy4syy4n5vy/[T2][LRD][Great%20Lord]Brave%20Eliwood[M]%20{Redbean%2C%20Marlon}.rar?dl=0

Here is the video
The little issue with the horse in the Durandal Critical is fixed.
Still, Thinking about changing the color of the mount and adding a sound effect for the Ice, but not sure witch one to use. Any advice?

8 Likes

Axe lomm_sp1
I made a repalette for Milia Highlander because I’m planning to use that for my lord’s T0. This repalette matches the axe color to the top instead of the jacket trims, that’s it.
Because it’s an edit of a free to use animation I see no reason not to make it free to use.

Unarmed
I also created an unarmed animation because that didn’t exist. This is compatible with the default Milia palette.

Not included in the package are the animations for the axe Yggdrasil and the scythe Dreadnought. There’s no reason for me to repalette them as I have no use for either of them and they’re still compatible anyways.

Be sure to credit FE7if if you’re going to use this animation!
https://cdn.discordapp.com/attachments/736591118535360625/738508326022676570/Milia_Repalette__Unarmed.rar

30 Likes

Hey there! I made animations for the Reaver (T3 Warrior) class. (That I finished about a week ago XD) Based on Boyd this time. Hope you enjoy.

This is the axe animation. The crit is meant to be Colossus.
reav_ax1

Also, the (Cross)bow animation. Although it ended up looking more like an assault rifle… Not that I’m complaining XD.
reabow
Download link:

(I’m also including an early WIP, because why not :D)
WIP

smol update:
(Gifs go here, whenever they want to load)
Download link

I gave the reaver a little bit of foot movement, mostly noticeable in the crossbow animation. Flasuban has already volunteered to improve the animation further. Thanks man!

5 Likes

A little Update.
Now the Tactician gets to use a sword and a better dodge animation
https://www.dropbox.com/s/2zgwbay3yq9pjmf/[T1][SPL][Tactician](Mark%20Tactician)[M]{Marlon0024%2CAsael}.rar?dl=0
Here is a video

7 Likes

A few animations I made using a part of Mikey Seregon’s Arcwind animation. There’s not much to it but it gives an alternative to the Exaccus wave for a ranged physical sword. It’s basically one animation but I’m including a couple of recolors I did as well.
Sword Wave
FE10 Ragnell Wave
FE10 Alondite Wave

I forgot to mention but the SE reference is for the Exaccus ranged SE. You can simply import it to the slot 11E from FE6 and you’re good to go.

Made a more game-accurate FE10 Alondite Wave for my hack. Figured I should just post it here too. I’m sure it looks kinda similar to the one Dededester made but it’s a bit darker.
alondite_wave

7 Likes

Hi again.
I made animations for the winner of “Best Wizard Hat” award for 25 years straight, the Red Mage from Final Fantasy. It’s meant as a promotion for tricksters or battle sages. I used Pikimin’s stills’ F2U Adventurer sprite as a base. The akward pauses are usually from loops and rarely play in-game.
Magic:
redmgc
(The last loop, with the glitch effects was supposed to play in case of miss. But it won’t ;_; )

Sword (Yes, the sword is also a staff):
redmage
And staff (Which is also a sword xd.)
redstaff

Download Link (∩`-´)⊃━☆゚.*・。゚

Also, an alternate palette

This one is based on Blue Mage from the same series. The fire spell looks more like a water spell… Which is actually fitting lol.
Alt Palette

24 Likes

26 posts were merged into an existing topic: FE Asset Repository Discussion Thread

Magic

Got another updated animation! This is an edit of the original Tactician Mark by @marlon0024 and @asael (no account on here unfortunately). As you can tell I used the Bionicle symbols from the previous sorcerer animation posted, so thank you again @Huichelaar! Last but not least some credit goes to @Klokinator for help and ideas for the attack and crit.

https://drive.google.com/folderview?id=1lna7aUV0H-5NcRYOuuAwUYLHx2FwiOnl

Magic

Forgot the comparison

14 Likes

The mounted dragoon animation that @Zakrath requested is here!
Now you can use a wyvern version of FF4 Cover Guy.

dragonh

Flips script
Oh, right. He was called Kain. Anyway. Download link for the full pack here:
https://www.dropbox.com/s/p3g2fhh34v2mugl/[T2][LNC][Wyvern%20Lord](Dragoon){Mycahel%2C%20Nuramon%2C%20Mercenary%20Lord%2C%20NYZGamer%2C%20Pikmin1211%2C%20Maiser6}.rar?dl=1
It’s basically an edit of Nuramon’s Armored Wyvern. Credits to him for that animation, and Mercenary Lord, NYZGamer, Pikmin1211, Maiser6 for the Dragoon animation.
Also, since I have most of the resources I need this is probably going to be the last animation I post for a while e.e

38 Likes

Grand Paladin Magic Animation
I wanted to use this as a master knight so I made a magic animation based off the handaxe anim
Magic
Download
Credit: Kenpuhu, Aruka, Nuramon, & Spud

Hunter
Based off a still by Leolink and the Shadow Dragon Animation.
The animation has a free unused color that was originally intended to be used as a third hair color in alternate versions without a bandanna
Bow HunterExport
Download
Credit: Leolink and Spud
As always these are free to edit or improve, the hunter in particular could easily be converted to utilize that free color.

63 Likes

So I made a repalette for the Swordmaster Lloyd animation by Greentea.
Sword Sword


Credit to Greentea for making the original animation and DerTheVaporeon for scripting it.

There’s an unused color in it so someone making a better repalette would be extremely cool.

22 Likes

I made small improvements and an unarmed animation for Leolink & Spud’s Hunter. For example, the bow string no longer goes through the right arm as if the Hunter was a ghost.

Hunter_M Hunter_M

DOWNLOAD HERE!!1!1

38 Likes

I finally finished my improved FE10 soldier. Took me a long, long while to get around to it. No class cards or map sprites, I will get those finished at some point. Just want to get the animation out there before I forget about it.

Credit goes to Leo_link and Nuramon. Leo animated most of the critical and Nuramon helped me with the initial still.
Lance
Unarmed

64 Likes

After months of work, I finally finished my edits of the frontier tileset. Credit goes to Wave and Zoramine for their original edits that I worked off of.
frontieranims

Package includes tile config, 8x8 tiles, and tile animations.

image
To put this issue to rest, here’s the animated zone of the tileset. Anything outside of this will not animate at all. There are non-water tiles in this area, but they aren’t animated with the rest of the water and they aren’t the bridge tiles. The bridges are outside the animated zone, can confirm. It’s likely just a trick of the eyes, since I see no bridge movement on the gif I posted either.

3 Likes