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Found 79 results

  1. Does anyone have any recolors using FE Recolor with the numbers they used so I can get some ideas on how to color my sprites, i just have the basic in game sprites and i cant make a decent looking recolor to save my life.
  2. I don't know if anyone else has ever seen these pictures, but I assume it is Fire Emblem Path of Radiance, but with GBA sprites. Does anyone have any knowledge on this or anything really about what this even is. I believe this goes here but can anyone help with any info?
  3. I was thinking about this, and If Sharena haves her GBA-styled sprite? And also Alfonse, Anna, Fjorm and another Heroes charactera haves their GBA-styled sprites too? I don't know.... Is this a great idea, or not. Because, Heroea is a Mobile game, and isn't canon at all, and more difficult to make the rom hack project.....
  4. Hello there my friends, I'm new to the forums and I want some suggestions for playing the GBA fire emblems romhacks (Fire emblem 6 and 7). Last week i've played this Sacred Stones Reskin and Rebalance: Oh man, let me say this is a wonderful romhack, top of the line in my opinion, very nice sprites and animations, a lot of diverse skins for a lot of characters, and new custom classes too. So, I don't know many reskin romhacks for FE 6 & 7, can you guys indicate me a top quality reskin (and rebalance if comes together, but i truly want is a reskin), like this one I've linked, romhack for both FE 6 and 7? Observation: I don't want romhacks with custom story, like The Last Promise, I want romhacks with primarily top quality reskins for the original story of Binding Blade and Blazing Blade.
  5. Trying something new, to increase participation we will vote on which game. Well theoretically participation should be up due to sequestered people anyway. To avoid the spoiler effect we will use ranked voting: If any choice has >50% of 1st choice votes, it wins. If no winner, eliminate the choice with fewest 1st choice votes, moving up 2nd choices to 1st as needed afterward, and check step 1 again. Ties are broken using the sum of voting ranks (Last choice is 0 points, 2nd last 1 point etc). This way you don't really need to worry about "wasting" your vote on a potentially unpopular choice (i.e. spoiler effect) because your vote will just transfer to your next preference anyway. Rules set will be more or less usual, don't want to clutter up the OP with several of these before the game is even selected. Naturally they will be open to change in the spirit of the thread. Our candidates are: FE6 Normal Mode, 6 people FE7 Hector Normal Mode, 5 people FE8 Hard Mode, 4 people And to spice things up with an experiment, FE8 Hard Mode with FULL Lagdou Ruins, 4 people If the winner needs more people, we just wait for 1 or 2 more. Conversely if the winner is for fewer people, the largest, earliest subset of people with a valid winner will be used. For example, if the winner of the first 4 votes is FE7, but the fifth vote makes the winner a 4 player option, then the earliest group of 4 voters with a valid winning option will be used. Heck, I'll leave the draft method up to the people as well. Normal Draft Screw Over Your Opponent Draft Auction See my previous threads for how an auction would operate, for example https://forums.serenesforest.net/index.php?/topic/89726-fe8-auction-6-partial-lagdou/. From that you can probably guess my first choices: FE8 + Lagdou FE8 Hard FE7 Hector Normal FE6 Normal Auction Normal Draft SOYO Draft Now cast your votes, The Senate commands you to dewit. Edit: Teams: MacLovin: Vanessa, Moulder, Garcia, Colm, Duessel, 2nd Lord, Marisa Wargrave: Seth>=5, Lute, Cormag, Forde, Neimi, L'Arachel, Syrene, Ewan Emerson: Franz, Natasha, Gerik, Ross, Saleh, Dozla, Knoll, Amelia Peppy: Artur, Tana, Gilliam, Kyle, Joshua, Innes, Myrrh, Rennac
  6. If you're here looking for a Randomizer, please use Yune! I'll put up a full post later with the details, but here's the link for now: https://github.com/lushen124/Universal-FE-Randomizer Latest Version: v1.1.0 Link: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows/releases/tag/v1.1.0 Changelog: v1.1.0 Added the ability to generate a changelog when randomizing. It always generates a file called Changelog.html in a directory you specify. The changelog includes your settings and the updated characters/classes/items tables. Mostly for convenience so that you don't have to open up Nightmare if you're curious as to what everything changed to. Note that all strings are pulled directly from the game data, so in theory this will display ROM hacks properly. (But the current logic doesn't look in the right place for chapter units, so don't try that yet. That will happen later.) The downside is that IS decided to not use the Female flag for classes, so figuring out which class is the female variant is slightly odd. Know that if two classes with the same name show up, the first one is usually the male variant and the second is usually the female variant. They look something like this: Updated weapon rank logic to attempt to transfer a character's highest rank when changing classes as opposed to randomly upping weapon ranks based on appearance. This fixes the issue where everybody starts with A rank because I didn't realize that characters would appear multiple times throughout chapters, so they got bumped several times, which almost guarantees them to be A rank by the end of it. v1.0.1 Added logic to make sure legendary weapons don't show up prematurely. Updated logic for movement costs to only update them for classes of units that need them (FE6: Miledy and Gale, FE7: Fiora and Farina, FE8: Glen and Valter). Removed Enemy Buff: At least Amount. Added Cross Gender option when randomizing classes. Fixed an issue where FE8 monster weapons were getting 1-2 range causing crashes. Fixed an issue where FE8 wasn't determining an appropriate promoted class for trainees (should only affect random recruitment). v1.0.0 Initial Release. So a few weeks back, after talking about randomizers and other things we could potentially randomize, I decided to start a project to roll all of the possible randomizers into one easy-to-use package. The most well known randomizer is probably the class randomizer, for which there exists apps/scripts to randomize FE7 and FE8, I believe (not sure about FE6). I think there's a weapon stat randomizer somewhere as well for FE7, though I'm not sure about the other ones. Finally, one of my buddies on /r/fireemblem came up with an idea to randomize growths for a character as well, which I thought was a neat idea, though at the time, one person had to randomly generate it by hand. The purpose of this project was to give the user as much control as they wanted to randomize their game in the most accessible way possible. In any case, the fruits of that project were recently borne with the v1.0 release that I put up on /r/fireemblem and would like to share here as well. The project is open source on github and is written in Visual Basic for the Windows platforms. I have plans to do a mac one at some point in Cocoa right after I get my new macbook, so in the meantime, this is Windows only. (Somebody suggested an Android version as well, which might be a reality if I can remember how to do android programming (did it a couple of years back, but my forte is in iOS development.) Github link: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows Link to Randomizer: https://github.com/lushen124/Universal-GBA-FE-Randomizer-Windows/blob/master/GBA%20FE%20Stat%20Randomizer/GBA%20FE%20Stat%20Randomizer/bin/Release/GBA%20FE%20Randomizer.zip The zip file includes the executable as well as Arch's Tutorial Slayer patch, which is necessary for FE7. Run the executable and you'll be greeted with a scroll that looks like this. Everything is grayed out initially until you select a valid file using the Browse... button. Assuming you fed it a valid file (determined by the header, assuming it's a GBA header and has either game code AFEJ (FE6 JP), AE7E (FE7 NA), or BE8E (FE8 NA), all of the options will re-enable themselves and the game you fed it should show up properly underneath. Feeding it something invalid will let you know the game code it detected. Most options are self explanatory, but if you need help on any of them, a tooltip will show up if you hover your mouse over the checkboxes or numeric controls. As a reference, here's a quick rundown: Randomize Growths: For every important character (i.e. has a character entry), it takes the total amount of growths that unit has and redistributes it across all growth areas. For example, FE7 Eliwood has 80% + 45% + 50% + 40% + 45% + 30% + 35% = 325%. This option will take that 325% and randomly assign growths so that it still totals up to 325%. Maybe you'll get an Eliwood that's 100% HP, 50% STR, 25% SKL, 25% SPD, 100% LCK, 15% DEF, and 10% RES. Or you may get an Eliwood that's 10% HP, 10% STR, 10% SKL, 150% SPD, 45% DEF, and 100% RES. Growth variance adds or subtracts a random amount up to the specified number to their totals. So if you set a variance of 20, then Eliwood could start with anywhere between 305% and 345% to distribute. Force minimum growths will ensure that every growth has at least 5%. Without it, 0% growths are a (very real) possibility. Use weighted HP growths tries to lean more heavily on HP (since that's true most of the time). Randomize Bases: Same as growths, except with your personal bases. You may know this, but a character's base stats are determined by the sum of their personal base and their class base. This option only redistributes their personal bases. Base Variance is the same as above. It adds or subtracts a random amount up to the specified base from the total bases a character has before redistributing. Randomize CON: Exactly as it sounds like, but this works differently than above. There is no redistribution here, just a random number up to the variance specified that is added or subtracted from a character's personal CON. For example, FE7 Eliwood starts with 7 CON. With a variance of 1, he could start with 6 - 8 CON. With a variance of 2, he could start with 5 - 9 CON. With a variance of 3, he could start with 4 - 10 CON. And so on. A minimum CON value is also an option in case you really don't want to deal with anything lower than 3 CON, for example. Any CON that ends up less than this value is brought up to this value. Randomize MOV: Unlike the above, this operates on a class level, and is strictly determined by the range given. Note that male and female variants of a class are considered different classes. The range is determined by the minimum and maximum specified. Randomize Affinity: So straightforward it doesn't even have any options. It just assigns a random affinity to every major character (bosses included, though I don't think that matters much unless you're one of the desert bandits). Randomize Items: So many options... This gives you the ability to make random tweaks to weapons. They mostly operate with the same pattern. The variance is the amount of change you want to allow for a weapon's stat. For example, let's say you have an FE7 Iron Sword. It has 5 MT by default. If you set the Might variance to 5, then it could end up anywhere between 0 and 10 MT. If you don't want any low might weapons, you can set the Minimum Might to a desirable value and it will make sure weapons never go below that value. Every other stat works the same. Weight also allows you to set a maximum in case you don't want anything weighing more than 20 WT, for example. The final, and in my opinion, most interesting option is the ability to randomize traits. What this does is give every weapon in the game an additional random trait on top of it's normal version. The potential traits include Brave Effect, Unbreakable, Devil, Poison, Reverse weapon triangle, Eclipse effect, Magical Damage, Negates Defense (in supported games only), effectiveness to a group of classes (limited to the existing ones), or a random stat bonus (limited to the existing ones). So, for example, maybe all Iron Swords become brave in your game, or all iron axes are actually good against swords, or all iron bows halve your HP (this one is particularly annoying). Randomize Classes: The meat of it all. Takes all characters and gives them a random class. The options here are straightforward, but without any additional options, Lords, Thieves, and Bosses are not randomized. This is mostly so that the game is more stable (i.e. less issues with lords getting force promoted, or lacking a thief when you need one, etc.). The options re-enable them as desired. Allow Unique Classes will add more exotic classes to the pool. This includes Dancers, Soldiers, and Manaketes (in supported games). In FE8, this also adds monster classes to the pool. Buff Enemy Growths: You may know that most basic enemies get their stats from an autoleveling routine in the game based on class growths. This allows you to increase those values for a harder game. The options do exactly as they sound like: Up To Amount is 0 up to X, Exactly amount is exactly X, and At Least Amount is X up to 255. I recommend not doing that last one. I may just remove it because it's not really practical, IMO. Also Buff Bosses will give every boss character a somewhat matching buff so that they don't end up significantly weaker than the regular enemies on the map. Recruitment: This is probably the buggiest piece of the entire thing. You know those Reverse Recruitment patches that are floating around out there? This attempts to do it programmatically, with varying degrees of success. If you want to play reverse recruitment, you should probably just use one of the patches. Randomized recruitment might still have some use though if you want to experiment around with it. It does exactly as it sounds: re-arrange when each character joins the party. Does not affect scenes though, so there's some disconnect, story-wise. Some Screenshots: Additional Notes: Soldiers can actually promote if you randomize classes. I added logic to allow Soldiers to promote with the use of a Knight's Crest. In FE6 and FE7, they promote to General, while in FE8, they get the choice of General or Paladin. Lords can also promote with less exotic items, in case you're stuck with 5 Eliwood Lords. Most use a Knight's Crest, but Lyn Lord uses a Hero Crest instead. Monsters in FE8 are also given promotions if you randomize classes. They use the item you'd expect them to, that is: Mogalls use Guiding Rings, Revenant, Mauthe doogs, and Bonewalkers use Hero Crest, Baels and Tarvos use Knight's Crest, Bow Bonewalkers use Orion's Bolt, and Gargoyles use Elysian Whips. Note that random item effects are additive. Brave Bow will always be Brave, but may also get, say, magical damage. Magical weapons (except axes) will automatically get 1-2 range if they weren't already (this is the only reason why Magic Weapons are a thing in FE6). In addition, Magic Swords and Lances will be assigned a random spell animation if they do not already have one. Some item effects are mutually exclusive. Namely, Devil, Eclipse Effect, and Poison, because they cannot be combined with each other from a technical standpoint. Some characters are always exempt from class randomization. Mostly final bosses and some big name NPCs. The randomizer *potentially* works with other hacks/patches, depending on how involved they are. Repointed tables are ok, but obviously, the number of items or characters the randomizer thinks there are will be off, not to mention, it no longer knows who's a boss and who's a playable character. Patches that don't modify the game too much should be ok, but full on hacks probably won't work. For FE6, please use the translation patch here: http://serenesforest.net/forums/index.php?showtopic=41095 before feeding it to the randomizer. I may do this automatically in the future for you (like Arch's tutorial slayer patch), but it doesn't do it right now. There are some other things, but you'll find them as you play around with it. I make no guarantees about this being bugfree. It went through v0.33, v0.66, and v0.99 before finally being good enough for a v1.0 release, so most major issues should be ironed out. However, there can still be other issues nobody has found yet. Please report them so that I can get them fixed.
  7. I am pretty curious to know what's the difference between ROM's that are on version 1.0 and the ones with version 1.1
  8. As the title implies I'm curious as to how such a thing could be accomplished with as much stability as possible. At present it's just for a little project me and a friend are working on for our own amusement and as anyone new to this sort of enterprise we started tossing ideas at the wall. One of the most common things we ended up coming up with were classes/characters that wielded physical and magical means of combat at the same time. At the moment my computer doesn't want to cooperate and search directly search on this site how much it's been asked about, but the only thing i could find was a several year old conversation with empty links in it. Sorry if this question is answered and I couldn't find it or if this message is a little choppy. I have a ton of information i'm absorbing right now. Thanks in advance! 😄
  9. Good night! Tonight I want to suggest a challenge on FE 8: TSS. The concept is this: make the route split real. In hard mode no grind of course. Rules: 1. Ephraim route will never use any unit from Eirika's route past chapter 8. Not even Colm. I suggest you keep your keys for Ephraim's chapter 9 otherwise you will miss the ocean seal worth 5k gold which will be your only item worth gold for quite some time if I recall correctly. 2. Not only units : Eirika's inventory is Eirika only and every item in the supply gotten before chapter 8 will be discarded and every unit prior to chapter 8 outside Eirika and Kyle/Forde will be killed before the route split (you can kill Colm after it for convenience). 3. The only exception to rule 2. is ch7 knight crest, which is given to either of Ephraim's guards before ch9 (ideally after the route split and before entering the first route exclusive chapter) so that you have a Seth-like Jagen and a normal cavalier. 4. You can and should raise both cavs in ch5x (because it's more convenient for ch9 and 10 and also because the next point is quite restrictive). 5. Your chosen prepromote: Kyle: he must have a speed inferior to 13 before promotion and be level 1 promoted for ch9. The goal is to have a mini-Duessel with 8 movement. Forde: he must not be able to ORKO ch9/10 units (at least the mercenaries) after promotion. He must also be level 1 promoted for ch9. None can get any exp as a paladin before ch9. Forde will be a mini-Seth but he will certainly struggle doubling or ORKOing for the whole game, thus I suggest that Kyle is the one early promoting since being mini-Duessel for what's left of the game is better than being inferior to both Seth and Titania. At least with lv 20 stats he can remain useful for the whole game. 6. If you want to make the route split even more real, you must also kill Innes and Saleh when they come back, bye bye to their inventories too. Eirika will have to find her path alone to Ephraim unless you can send someone from Ephraim's group to help her. 7. To continue on the same settings, I suggest you kill Gerik and Tethys without taking their inventories. They're more Eirika's underlings by being Innes' mercenaries than they are Ephraim's. 8. Dozla, L'Arachel, Ewan, Marisa, Cormag, Duessel, Tana, Amelia, Rennac, Myrrh, Knoll and Syrene are all usable, either because they're route neutral (Marisa is an ennemy anyway, Amelia too, Ewan recruits Marisa, he's also your only mage besides promoted L'Arachel, Rennac is an ennemy recruited by L'Arachel, Myrrh is glued to Ephraim and Knoll is purely coming from Ephraim's route since he comes from Grado's prison, Cormag comes in Gerik's place in Ephraim's route with the same settings and Syrene comes post reunion so she's allowed on both routes, and L'Arachel is recruited in the same conditions in both routes). 9. Eirika can use the ch5 skill tome and dragonshield, otherwise she's useless in the last chapter. She has to be used only in the Endgame (promote her before the final chapter). The other chapters she has to be benched (except ch8 where she must clear her entry room by herself and can help for the last parts of the chapter, if you're short on ch5x potions and elixirs, since Ephraim and his guys are forbidden to use the supply and Eirika's inventory). She also must be the only unit to take kills in her team before the route split. It is a good way to make her at least playable in the Endgame, and with so few decent units you'll need all the fighting force you can get. For Eirika's route: 1. Choose between pre-route split group and post-route split. If you choose pre-route split, Seth is forbidden. If you choose post-route split, he's the only unit who can be used alongside Eirika, Tana and Amelia in ch9. You can even choose to kill him after Innes' group has joined, since you don't need a Jagen anymore, Gerik is OP and Eirika's route doesn't need to rush before Rennac's recruitment. If you use Seth, he must have base speed before chapter 9. Good luck getting both villages for the angelic robe! 2. No unit from Ephraim's route is allowed (Cormag, Duessel, Knoll, Myrrh are forbidden) and if you consider Tana to be Ephraim's wife before Eirika's friend, then she can only be used for ch9 village rescue. If you play with pre-route split units of course none of ch9 onward units are playable, including Tana (you'll need to ferry Eirika to Innes in that case, which is harder than talking to Innes with Tana). 3. Any pre-route split unit used must be at the same level Ephraim's group would be if you chose Ephraim's route, and Gilliam or Franz must be Jagenized with the same rule as Kyle (well, Gilliam must be at 13 def max before promotion since it implies 15 def after promo which is already overkill for Eirika's route, but honestly pre-promoting Gilliam is 100% better than Franz, at least Gilliam will be useful without doubling everyone while Franz would be trash). 4. Same rule for inventory and supply, same restrictions as Ephraim's route, Eirika only once your units are on equal level with Ephraim's group in the Ephraim's route scenario. It's like Eirika is your Jagen XD. Pre-route split units are forbidden to use pre-route split stat boosters or to carry anything other than their initial inventory into ch9 onwards. 5. Forde and Kyle must be killed once you've completed ch5x, manage Ephraim's inventory wisely! He will carry it to the Endgame with the Solar Seal and Siegmund! If anything seems vague, you can ask me or suggest your complements to these rules. Have...fun? LoL.
  11. Title pretty much sums it up. I want to try giving my FE project a more subdued art style akin to fe4/fe5 (but not exactly like it).
  13. Hello guys Im creating my new Pokemon Gba Rom HACK, please comment if you wanna add some thing to it:3 Base Rom[Pokemon Emerald] There was a young man named Deilan who got 17Yr old today, blahblahblahblahblah New Region: West and East Arc New Starter All OG 150 and some Gen 2-3-4-5 Pokemon Gen 1-3-5 Starter are Catchable B/W Repel System Exp If Caught Exp Share System Harder 16 Gym Leader Elite Four, and Tournament Elite Champion and Hidden Bosses New Two Evil Teams Pokemon Ranger[Work as Cop]
  14. Hello everyone! I recently uploaded a Demo-Patch from my first self-made Rom-hack. But thankfully eclipse told me, that there was something wrong with it (oversized and bad link), so I changed it a bit. The file size should be now smaller and better for a download. It would be a great help for me, if you would check it out, if the patch and the link are ok! You don't have to download the hack, only if you're intrested!!! (And why are the screenshots so big...?) Dropbox link: https://www.dropbox.com/s/n2y64b7lf5ez21i/NarcianFe (Demo).zip?dl=0
  15. Tierlists can be a really controversial thing, but I just felt like sharing my opinion on this game's ranking and discussing it. I'll be assuming that Seth is not being (ab)used and grinding is not allowed. Tier Explanations: The names inside the () indicates the Road Taken by the player. The Units are ranked within the seperate tiers... kind of. Lord Tier: Eirika (Eirika) Ephraim (Ephraim) Seth Tier: Seth S-Tier: Franz Vanessa Tethys Saleh (Eirika) A-Tier: Arthur Moulder Gerik Cormag (Ephraim) Tana Kyle Saleh (Ephraim) Forde B-Tier: Garcia Innes (Eirika) Ephraim (Eirika) Duessel (Ephraim) Lute Cormag (Eirika) C-Tier: Eirika (Ephraim) Innes (Ephraim) Joshua Natasha Gillaim Colm Duessel (Eirika) DozlaMyrrh Ross D-Tier: Knoll L'Arachell Rennac Neimi E-Tier: Ewan Marisa Amelia Reasoning:
  18. I made dis. I don't know if people still play this but if you have ideas to improve it, or find any bugs or it's hard to use tell me. Requires Cheat Engine, VBAM (or similar), any FE GBA ROM (all regions seem to work). 1. Open Rom 2. Load chapter 3. Open CE and attach to vbam (the glowing icon) 4. Load table 5. Start enabling things with mouse or space and open submenus with arrow keys, space or mouse. With the help of: https://gamefaqs.gamespot.com/gba/563015-fire-emblem-fuuin-no-tsurugi/faqs/35138 https://gamefaqs.gamespot.com/gba/468480-fire-emblem/faqs/31542 https://gamefaqs.gamespot.com/gba/921183-fire-emblem-the-sacred-stones/faqs/36978 https://serenesforest.net/binding-blade/ https://serenesforest.net/blazing-sword/ https://serenesforest.net/the-sacred-stones/ FE6.7z FE7.7z FE8.7z
  20. Hey there! My name is Justin, and welcome to the bare bones start of what may be a little series(with any luck) The Desert's Rebellion is a story that I've had planned since like May of last year, and it's the start of a small series that I've also created. In this story, or what I would like to call Book 1: You follow the journey of the young princess Tsura, and the mage of raw talent, Miclas, as they cross paths, and work together to free their homeland from the Barbaric country of Zunbae. A Short Summary of the Story As of this moment, mainly because I kind of gave up on this project halfway through the summer, and just recently got the inspiration to try and pick it back up, I've only got about 5 chapters planned out. I also have reworked the story a tad bit. I have 0 promises as to when this will actually even begin to come out, as I have little to no experience with hacking. The most I can do at this time includes: Making the Portraits(Just the portraits, not even the animations for those portraits) and I can edit characters, classes, and maps with GBABuilder. I am currently clueless as to how I even begin to code in the events, and that's going to take the longest amount of time for me. In a perfect world, I'll hopefully be able to make patches in chapters of 5. Those patches may also include changes to old maps and characters, so I'll try to keep it informed. For now, this is about all I have. Later on, I'll make posts regarding the first 5 chapters, which will include the characters, their sprites, and a small summary of the chapter itself. For our first four characters, I will also include special info in chapter 1 just because these 4 are the only characters who have remained unchanged, and I've kind of grown to love these 4. If anyone would like to help(for instance, anyone who knows how to work GBABuilder would be a most wonderful help) then please feel free to message me. If people want to I'll also make a discord for easier organization.
  21. By the title, I mean the first two "generations", so to speak, of the GBA and DS Pokémon Mystery Dungeon games. Given that these games are twelve and nine years old, respectively, I feel like the only person left who still goes back to them non-infrequently. Of course, I don't go back to these games too often, because they're the games I spent the most time with in my teenage years by a long shot, but I still think the first two Mystery Dungeon series are great games that deserve all the praise they get. I was playing MD Blue on and off for a total of about 5-6 years to recruit all 386 Pokémon species, and currently, I'm trying to do the same in MD Sky whenever I feel like taking a break from Fire Emblem. I'd say I'm well on my way, but there's still a lot left to do, like train up a Pokémon capable of learning Fast Friend to completely max stats so it's possible for me to recruit Kecleon. For some reason I started as a Skitty in my current file... even though Normalize is literally the worst ability ever. I'd probably start over again if I hadn't already maxed out my Explorer Rank, cleared Zero Isle (and Destiny Tower, after like 50 attempts) and recruited about two-thirds total of the game's roster of 493. And for anyone who might be wondering, I don't have much to say about Gates to Infinity or Super Mystery Dungeon. GTI was pretty awful and I didn't find SMD to be much better, but if you've enjoyed those games, that's perfectly fine, they just weren't for me. I picked them up once and put them down after finishing the main stories.
  22. Boy Roy is kind of the worst lord isn't he? from a character perspective, he's very generic, he's just sort of a noble, unconflicted good guy prince, with no strong motivations save for honor and duty and yeah it's probably because the game was never localized, that would be a fine counter-argument until you consider that stats wise he's bottom tier until his own game until receiving the sword of seals, anybody have similar complaints about the other protagonists? certainly not Ike or Lyn, Lucina, or Seliph, from a character perspective the original version of Marth is comparably flat but at least he's useful in battle, and usually the writers will use the support system as a way to provide exposition and flush out the characters, a great idea, but, i'm not sure to what extent it helps roy, shannas is good from a characterization standpoint, but of the handfull i've read i know Roy pressures himself to be a good leader, to act honorably, and to be a great warrior maybe i just don't like him, i don't know, he's great in smash though...
  23. so i've been trying to figure out the "Find cheats" feature on VBA, and I'm using sealed sword but i can't widdle it down because I'm an idiot
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