Planning/Plot Thread
-
- ? Title Title Title Title ?
- Posts: 30
- Joined: 14 years ago
- Location: USA
Re: Planning/Plot Thread
Ahahaha!
I continue to love the script for this game.
- markyjoe1990
- Posts: 11
- Joined: 13 years ago
Re: Planning/Plot Thread
Yikes. Over twenty chapters? I thought you guys were settling for just ten. This is gonna be trickier than I thought.
Re: Planning/Plot Thread
OMG This is amazing! If you guys need artist I am available.
Concept art, 2D Art, I'm not sure how much i can offer sprite wise, it depends on the engine.
I'm gonna have to switch computers, as this one is not letting me open the script :\
Concept art, 2D Art, I'm not sure how much i can offer sprite wise, it depends on the engine.
I'm gonna have to switch computers, as this one is not letting me open the script :\
Good lord I said some stupid stuff here when I was younger
- Clamestarebla
- Clamkind Arch-Highlord
- Posts: 230
- Joined: 10 years ago
- Location: The Void
- Contact:
Re: Planning/Plot Thread
I just added more combat so we don't have 20 minutes of cutscenes and dialogue in between battles, which is one of the two things I hated about FE7.markyjoe1990 wrote:Yikes. Over twenty chapters? I thought you guys were settling for just ten. This is gonna be trickier than I thought.
Train harder, run faster, be stronger, better, evolution never over.
- markyjoe1990
- Posts: 11
- Joined: 13 years ago
Re: Planning/Plot Thread
I understand the concern, but 20+ chapters is a lot. Only one hack in the community so far has actually managed a campaign of that length, and it's made by a group of people who are huge fans of the Fire Emblem series. You're setting the same demands on a community whose common ground is raocow and mario hacks. It's simply not realistic.Clemasterable wrote:I just added more combat so we don't have 20 minutes of cutscenes and dialogue in between battles, which is one of the two things I hated about FE7.
- Clamestarebla
- Clamkind Arch-Highlord
- Posts: 230
- Joined: 10 years ago
- Location: The Void
- Contact:
Re: Planning/Plot Thread
Is that due to event scripting or just map making? Or both?! Nah, can't be both couldn't it? It's both isn't it?markyjoe1990 wrote:I understand the concern, but 20+ chapters is a lot. Only one hack in the community so far has actually managed a campaign of that length, and it's made by a group of people who are huge fans of the Fire Emblem series. You're setting the same demands on a community whose common ground is raocow and mario hacks. It's simply not realistic.Clemasterable wrote:I just added more combat so we don't have 20 minutes of cutscenes and dialogue in between battles, which is one of the two things I hated about FE7.
Train harder, run faster, be stronger, better, evolution never over.
- markyjoe1990
- Posts: 11
- Joined: 13 years ago
Re: Planning/Plot Thread
Making maps are easy, even when you're very concerned about level design. It's the events that are the main concern. I've said before that eventing is the most difficult thing to do for this project.Clemasterable wrote:Is that due to event scripting or just map making? Or both?! Nah, can't be both couldn't it? It's both isn't it?
The most difficult part about eventing AFTER you get past the learning curve is enemy placement and the cutscenes.
Fire Emblem's level design weighs VERY heavily on both map design and enemy placement, and it requires a lot of thought and skill to make enemies a meaningful challenge to overcome. Obviously you want to aim for good level design, and unlike the mario community, no one has really set down guidelines on how to properly design an FE level. The most that's existed as far as I'm concerned is what I've said in my unfinished text document, my youtube videos, and that topic I made a while back that doesn't seem to exist anymore.
Cutscenes are the most difficult part about eventing however, because you need to script every action that happens. To give you an idea... here's how much cutscene code I made for the first chapter of my own fire emblem hack, Fire Mumblem. Take note, a lot of this references and calls for other pieces of event code, such as loading up units, fight scenes, etc.:
Code: Select all
PRL_Opening_event:
//Starting cutscene
ASMC 0xD802A1
ASMC 0xD80041
ASMC 0xD80141
HIDEMAP
LOMA 0x30 [0,0]
ASMC 0x7A939 0x7A9D5
FADUCG 2
SHOWMAP
//DEBUG
TEXTCG 0x87B 0x01
IFYN 0x03
JUMP PRL_GotoDaLevels
ENIF 0x03
//END OF DEBUG
TEXTCG 0x83F 0x1
FADICG 0
HIDEMAP
SHCG 0x0B
MUS1 0x37
FADUCG 2
SHOWMAP
STAL 60
TEXTCG 0x840 0x1
CGSTAL 16
FADI 4
HIDEMAP
ASMC 0x7A95D
STAL 32
BACG 0x16
FADU 4
SHOWMAP
TEX1 0x841
CMOF
LOU1 PRL_MarkyTact
ENUN
CMON
REMA
ScrollText(0x842)
IFYN 0x01
FADI 10
BACG 0x16
FADU 10
TEX1 0x843
ELSE 0x02
ENIF 0x01
FADI 10
BACG 0x16
FADU 10
TEX1 0x844
ENIF 0x02
MORETEXT 0x845
REMA
MOVE MarkyJoe [8,3]
ENUN
MOVE Tactician [7,2]
ENUN
MOVE MarkyJoe [8,2]
ENUN
MUEN 0x04
SOUN 0x02EC
FAWI 0x03
DISA Markyjoe
DISA Tactician
DISA SgtSmilies
DISA Overlord
DISA Ephraim225
LOMA 0x00 [0,6]
LOU1 PRL_Cutscene1; ENUN
STAL 10
BACG 0x5B
FAWU 0x03
STAL 40
REMA
CURF Jonsin
TEX1 0x854; REMA //Jonsin "Here I come!"
MOVE Feltyn [7,5]
MOVE Jonsin [8,5]
ENUN
FIGH Jonsin Feltyn PRL_Fight1 ScriptedBattle
ASMC 0xD80241
MUS1 0x004F
TEX1 0x855; REMA //"Dodging pal. It exists"
MOVE Jonsin [9,5]; ENUN
TEX1 0x856; REMA //"C'mere, Jonsin"
CMOF
MOVE Jonsin PRL_JonsinStupid ;ENUN
MOVE Jonsin PRL_JonsinStupid
TEX1 0x857; REMA //"Not what I had in mind"
ENUN
ASMC 0xD80241
CURF Poalski
TEX1 0x858; REMA //Poalski complains
MOVE Shigeid [6,6] ;ENUN
CURF Shigeid
TEX1 0x859; REMA //Shigeid asks about Lussaria
MOVE Shigeid [6,7]
MOVE Feltyn [5,7] ;ENUN
MOVE Poalski [5,5] ;ENUN
TEX1 0x85A; REMA //Poalski takes over
MOVE Poalski [6,5] ;ENUN
MOVE Jonsin [7,5] ;ENUN
TEX1 0x85B //"Lemme tell you about Lucy"
REMA
MUEN 0x01
TEX1 0x85C //"That voice... She's here!"
REMA
CAM1 [0,15]
CURF Lussaria
TEX1 0x85D //"Dark magic"
REMA
MUS1 0x33
MOVE Lussaria [4,14]; MOVE Feltyn PRL_Clumsy; ENUN
SOUN 0x00D2
MOVE Kinsan PRL_Clumsy2 ; MOVE Feltyn PRL_Clumsy2; ENUN
TEX1 0x85E //"That would be Kinsan"
REMA
MOVE Kinsan PRL_Clumsy2; ENUN
TEX1 0x85F //"Lemme introduce you to the others"
REMA
REPOS Poalski [5,3]
REPOS Jonsin [8,3]
REPOS Shigeid [6,3]
REPOS Marina [7,3]
CAM1 [0,6]
MOVE Feltyn [8,6]
MOVE Lussaria [7,6]
MOVE Sorlene [5,6]
MOVE Kinsan [6,6] ; ENUN
CURF Lussaria
TEX1 0x860
REMA
MUEN 0x04
SOUN 0x02EC
FAWI 0x03
LOMA 0x30 [0,0]
DISA Lussaria
DISA Feltyn
DISA Poalski
DISA Jonsin
DISA Shigeid
DISA Sorlene
DISA Kinsan
DISA Marina
LOU1 PRL_MarkyTact2
FAWU 0x03
CURF MarkyJoe
MUS1 0x57
FADI 0x10
BACG 0x16
FADU 0x10
TEX1 0x861
REMA
WARP [7,4] 1
STAL 30
LOU1 PRL_TheSpiritCannon; ENUN
TEX1 0x862
STAL 60
MORETEXT 0x8D1
STAL 60
MORETEXT 0x8D2
REMA
MOVE Tactician PRL_TactCannon; ENUN
DISA Tactician
WARP [5,3] 0
STAL 30
DISA Ephraim225
STAL 30
MUEN 0x04
STAL 30
SOUN 0x02EC
FAWI 0x03
DISA Markyjoe
DISA Tactician
DISA SgtSmilies
DISA Overlord
DISA Crook
LOMA 0x00 [0,15]
LOU1 PRL_MoreCutscene; ENUN
FAWU 0x03
WarpIn(PRL_Cutscene4,11,18)
//Back to Lussaria
CURF Ephraim225
TEX1 0x863; REMA //Time to screw shit up
MUS1 0x64
CAM1 [0,6]
MOVE Ephraim225 [8,9]; ENUN
TEX1 0x864 //"What's your business here?"
MUEN 0x01
MORETEXT 0x865; REMA //"Orders from my master: you must die"
MOVE Ephraim225 [8,10]; ENUN
CAM1 [0,12]
STAL 80
FAWI 0x10
SOUN 0xB4; STAL 3
MUS1 0x0032
LOU1 PRL_Bad; ENUN //Teleport in Crooks
FAWU 0x10
CAM1 [0,6]
MOVE Lussaria PRL_Noticer
MOVE Sorlene PRL_Noticer
MOVE Jonsin PRL_Noticer
MOVE Marina PRL_Noticer
MOVE Shigeid PRL_Noticer
MOVE Poalski PRL_Noticer
MOVE Kinsan PRL_Noticer
MOVE Feltyn PRL_Noticer; STAL 60
TEX1 0x866; REMA //"Long convo. Assume formation"
MOVE Feltyn [8,7]
MOVE Lussaria PRL_LucyFelt; ENUN
MOVE Ephraim225 [11,18]
TEX1 0x08D7
REMA
//POSITIONING
CAM1 [0,5]
MOVE Sorlene [5,2]
MOVE Feltyn [6,2]
MOVE Jonsin [9,2]
MOVE Kinsan [10,2]
MOVE Marina PRL_MarinaMove
MOVE Poalski PRL_PoalskiMove
MOVE Lussaria [8,3]
MOVE Shigeid [9,4]
MOVE [7,9] [7,6]
ENUN
MUEN 0x04
SOUN 0x02EC
FAWI 0x03
UnitClear
LOMA 0x30 [0,0]
LOU1 PRL_MarkyTactFinal
ENUN
FAWU 0x03
CURF MarkyJoe
FADI 0x3
SHCG 0x0E
FADU 0x3
TEXTCG 0x08D8
STAL 60
REMA
STAL 60
SOUN 0x00D2
LOU1 PRL_TactShot
MOVE Tactician PRL_Shotted; ENUN
DISA Tactician
SOUN 0x02EC
FAWI 0x03
UnitClear
LOMA 0x00 [0,5]
LOU1 PRL_Cutscene6
LOU1 PRL_Bad2
LOU1 PRL_Cutscene4
ENUN
FAWU 0x03
LOU1 PRL_TactinLucy; ENUN
MOVE Tactician PRL_Shotted; ENUN
DISA Tactician
CMON
MUS1 0x0033
ScrollText(0x868)
ScrollText(0x869)
ENUT 0x01
ENUT 0x06
ENDA
- pholtos
- Loves adorable things.
- Posts: 1663
- Joined: 15 years ago
- Location: One of the States in the Center of the U.S.
Re: Planning/Plot Thread
I'm reminded of back when I was in a class that had us learn assembly language... and I cringed.
Host and Organizer of the Rando Pokemon Tournaments. Completed: I, II, III, IV, V
Dealer of the Pokermon Discord Tourneys.
I do LPs, check them out if you'd like.
Currently playing:
The 500 char limit is evil. :P
Dealer of the Pokermon Discord Tourneys.
I do LPs, check them out if you'd like.
Currently playing:
The 500 char limit is evil. :P
- Clamestarebla
- Clamkind Arch-Highlord
- Posts: 230
- Joined: 10 years ago
- Location: The Void
- Contact:
Re: Planning/Plot Thread
Ok, I get it. So what do you suggest we do?
Train harder, run faster, be stronger, better, evolution never over.
- markyjoe1990
- Posts: 11
- Joined: 13 years ago
Re: Planning/Plot Thread
I believe one of the reasons why a lot of hacks fail is because the person behind them becomes way too ambitious for their own good. In this case, let's keep our ambitions small and reasonable. Finishing the hack is extremely important. We can add stuff and expand upon it AFTER we finish it, since at least we'll have a strong foundation to work with, and even if we don't succeed in realizing the hack into it's 20+ chapter evolution, we can at least say we finished a 10+ chapter fire emblem hack.Clemasterable wrote:Ok, I get it. So what do you suggest we do?
- Clamestarebla
- Clamkind Arch-Highlord
- Posts: 230
- Joined: 10 years ago
- Location: The Void
- Contact:
Re: Planning/Plot Thread
Deal.markyjoe1990 wrote:I believe one of the reasons why a lot of hacks fail is because the person behind them becomes way too ambitious for their own good. In this case, let's keep our ambitions small and reasonable. Finishing the hack is extremely important. We can add stuff and expand upon it AFTER we finish it, since at least we'll have a strong foundation to work with, and even if we don't succeed in realizing the hack into it's 20+ chapter evolution, we can at least say we finished a 10+ chapter fire emblem hack.Clemasterable wrote:Ok, I get it. So what do you suggest we do?
Train harder, run faster, be stronger, better, evolution never over.
- Sorel
- In the shadows
- Posts: 702
- Joined: 10 years ago
- First name: Alexander
- Pronouns: he/him/his
- Location: some place
Re: Planning/Plot Thread
Maybe if the hack's finished, we could add some bonus chapters in a 2nd version.
Or maybe we could add some chapters after the main storyline.
What do you think?
Or maybe we could add some chapters after the main storyline.
What do you think?
Former active member, yearly lurker now.
- TheFinalSentinel
- Low rates,%Percent%signs%, I dunno
- Posts: 1134
- Joined: 10 years ago
- First name: £ٌœ'ƒھ‡ح¼円Qف-‹";ôىù♪ïظ§»ھ
- Location: Behind your refridgerator
- Contact:
- https://thefinalsentinel.talkhaus.com/
Re: Planning/Plot Thread
Perhaps cut it down to what's needed; strip the story to the bare-bones essentials and after that's done, then add the meat. This way we'll at least more likely to have a cohesive product even if it's not quote-unquote finished.
Re: Planning/Plot Thread
Finished reading the story draft. Here I was thinking that "Tyrants" meant the Talking Tyrants. (hint hint) This looks like it might be a cool game when you're done with it, although I question NC showing up so much. (Who's NC again?)
I don't know a damn thing about Fire Emblem except for how to play it. So if you guys need someone to beta test, I suppose that makes me a good candidate, as I'm like an experienced player, but not enough to actually know what I'm doing?
I don't know a damn thing about Fire Emblem except for how to play it. So if you guys need someone to beta test, I suppose that makes me a good candidate, as I'm like an experienced player, but not enough to actually know what I'm doing?
- pholtos
- Loves adorable things.
- Posts: 1663
- Joined: 15 years ago
- Location: One of the States in the Center of the U.S.
Re: Planning/Plot Thread
I have a semi-idea. If the problem is too many chapters, why not split it in half and do two parts?
Host and Organizer of the Rando Pokemon Tournaments. Completed: I, II, III, IV, V
Dealer of the Pokermon Discord Tourneys.
I do LPs, check them out if you'd like.
Currently playing:
The 500 char limit is evil. :P
Dealer of the Pokermon Discord Tourneys.
I do LPs, check them out if you'd like.
Currently playing:
The 500 char limit is evil. :P
Re: Planning/Plot Thread
Okay, I've actually read the full story summary in the OP as well as this whole thread. I'm excited to see something like a Fire Emblem game become a possibility. I love super-esoteric things like when community members get involved.
I basically agree with a lot of points that don't need mentioning again. But I will say that in the interest of getting the game actually for-real made. I think a lot of the planning that is done should be on the story and plot before the levels themselves. Because you can change a plot, or storyline, but levels and code take time and effort. I know enough about programming to realize what a hassle it is when you have to redo god-knows how many code lines.
So one caveat I would recommend is worrying about sprites and spritework LAST. I don't know if its a must-have early on in development. But I don't see why you couldn't just use dummy sprites or portraits for the purposes of testing and then implant the graphics later once everything's' done. There's no point worrying about sprites or custom classes when the basic plan isn't in the final stages.
I also read the plot. And....not to be rude but it just all sort of happens with little fanfare. I mean there wasn't really a lot of...intrigue. If you do want to make a romhack like this, even an unambitous one, I think its only natural to try and put some more effort into it due to how much work it will be to make the game itself. It should be something everyone's on the same page with and enjoys because that ought to be a prime motivator for seeing the game done: Because of whatever cool thing it will be about.
My creative juices are flowing so if you guys don't mind, I want to write up a storyline draft. I don't know much about Talkhaus in-jokes but I think I've got a neat idea that I just have to work out on paper, if only for my own amusement. I might even be able to come up with some chapter outlines, and possibly ideas for individual stages. Might take me a day or two though, But I've got the time!
EDIT: I'm serious. I'm writing this thing. Clemasterable, could you maybe link me those threads in the OP so I know what they're about? Or have they been deleted?
I basically agree with a lot of points that don't need mentioning again. But I will say that in the interest of getting the game actually for-real made. I think a lot of the planning that is done should be on the story and plot before the levels themselves. Because you can change a plot, or storyline, but levels and code take time and effort. I know enough about programming to realize what a hassle it is when you have to redo god-knows how many code lines.
So one caveat I would recommend is worrying about sprites and spritework LAST. I don't know if its a must-have early on in development. But I don't see why you couldn't just use dummy sprites or portraits for the purposes of testing and then implant the graphics later once everything's' done. There's no point worrying about sprites or custom classes when the basic plan isn't in the final stages.
I also read the plot. And....not to be rude but it just all sort of happens with little fanfare. I mean there wasn't really a lot of...intrigue. If you do want to make a romhack like this, even an unambitous one, I think its only natural to try and put some more effort into it due to how much work it will be to make the game itself. It should be something everyone's on the same page with and enjoys because that ought to be a prime motivator for seeing the game done: Because of whatever cool thing it will be about.
My creative juices are flowing so if you guys don't mind, I want to write up a storyline draft. I don't know much about Talkhaus in-jokes but I think I've got a neat idea that I just have to work out on paper, if only for my own amusement. I might even be able to come up with some chapter outlines, and possibly ideas for individual stages. Might take me a day or two though, But I've got the time!
EDIT: I'm serious. I'm writing this thing. Clemasterable, could you maybe link me those threads in the OP so I know what they're about? Or have they been deleted?
- Clamestarebla
- Clamkind Arch-Highlord
- Posts: 230
- Joined: 10 years ago
- Location: The Void
- Contact:
Re: Planning/Plot Thread
Train harder, run faster, be stronger, better, evolution never over.
- swirlybomb
- a bomb that is swirly
- Posts: 65
- Joined: 12 years ago
- First name: Swirlus Bomberton
- Location: The Canadas
Re: Planning/Plot Thread
'Natural Causes', Limepie's(?) hit team. Don't feel bad for not getting it right away though, I had a touch of trouble figuring it out until I realized that you kind of need to be reading both plot documents at the same time. Or something.Isrieri wrote:(Who's NC again?)
For what it's worth, I had already started attempting to streamline the plot myself (because honestly I think it's a bit too confusing as-is, and the chapters list in the second document includes a lot of unnecessary padding); although I'm definitely not a writer, and it was mostly just rearranging what's already there kinda. Some parts of it were a bit more of a 'stream of consciousness thing'. But maybe it'll help give you a starting point, Isieri?
TALKHAUS REVOLUTION STORY/CHAPTERS
That's as far as I got! Quick outline for the next bit:
Possible antagonist classes, based on the classes not being changed from the default ones, and based on what little I know about the characters/people:
EDIT: Also I think raocow should have two forms, not three, because I think three is really pushing it/unnecessary.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Re: Planning/Plot Thread
Let it be known that the reason its taking me forever to get this written is because I'm playing through The Sacred Stones for the first time to get ideas. Almost got it beat!
What I've learned is that Fire Emblem plots are boring as hell.
Its also hard to write storylines for people whom you don't know and have their own ideas and personalities. I want to represent them well but its tricky just going by forums. Not sure who's going ot be in the game and who won't. None of this is probably kosher and will need to be entirely re-written/thrown out, but its fun to write anyway.
I'll try to post the ridiculous mess I have by Monday or Tuesday.
What I've learned is that Fire Emblem plots are boring as hell.
Its also hard to write storylines for people whom you don't know and have their own ideas and personalities. I want to represent them well but its tricky just going by forums. Not sure who's going ot be in the game and who won't. None of this is probably kosher and will need to be entirely re-written/thrown out, but its fun to write anyway.
I'll try to post the ridiculous mess I have by Monday or Tuesday.
- markyjoe1990
- Posts: 11
- Joined: 13 years ago
Re: Planning/Plot Thread
Oh come on. I like FE8's plot. It's not exactly unpredictable, but it's pretty coherent, and a fair number of villains are sympathetic or at the very least competent/a threat. Though, a lot of the emotional heart I feel comes when you go down Eirika's Route. >.>'Isrieri wrote:What I've learned is that Fire Emblem plots are boring as hell.
A character's personality isn't as important as their motivations and role in the plot. Some personality traits may influence their actions (IE: Arrogant dude takes on a battle he can't win), but you could probably get away with just motivation and role, then decorate their main dialogue with bits of character. You could use non-important conversations to flesh their characters out more.Isrieri wrote:Its also hard to write storylines for people whom you don't know and have their own ideas and personalities. I want to represent them well but its tricky just going by forums. Not sure who's going ot be in the game and who won't. None of this is probably kosher and will need to be entirely re-written/thrown out, but its fun to write anyway.
Re: Planning/Plot Thread
Yeah, you're right. The plot isn't bad, not quite. If it was a movie I'd probably enjoy it. But I still had to fight the urges to keep skipping through all the dialogue and getting to the next mission! I guess its just that the text scrolls so slowly.markyjoe1990 wrote: Oh come on. I like FE8's plot. It's not exactly unpredictable, but it's pretty coherent, and a fair number of villains are sympathetic or at the very least competent/a threat. Though, a lot of the emotional heart I feel comes when you go down Eirika's Route. >.>'
- Jesuiscontent
- Tsundere
- Posts: 852
- Joined: 12 years ago
- First name: cool old field
- Location: France
Re: Planning/Plot Thread
You didn't play FE4 did youIsrieri wrote: What I've learned is that Fire Emblem plots are boring as hell.
- Mabel
- Just west of wierd
- Posts: 302
- Joined: 10 years ago
- https://marbels.talkhaus.com/
Re: Planning/Plot Thread
to be fair theres no translationJesuiscontent wrote:You didn't play FE4 did youIsrieri wrote: What I've learned is that Fire Emblem plots are boring as hell.
- swirlybomb
- a bomb that is swirly
- Posts: 65
- Joined: 12 years ago
- First name: Swirlus Bomberton
- Location: The Canadas
Re: Planning/Plot Thread
I feel like I should applaud you for doing so so quickly (especially if you're new-ish to Fire Emblem?), because I tried twice (three times?) to beat Sacred Stones and couldn't do itIsrieri wrote:Let it be known that the reason its taking me forever to get this written is because I'm playing through The Sacred Stones for the first time to get ideas. Almost got it beat!
You did set it to the fastest speed in the options, right?Isrieri wrote:I guess its just that the text scrolls so slowly.
Don't worry about getting all the different characters' personalities down right away; figuring out the actual overall plot would be the most important thing right now. And getting the actual major characters (that have been mentioned in the actual plot outlines so far) that actually affect the overall story is ideal, but you don't need to worry about all the other playable characters because no one's really confirmed to be in yet.
...And stuff.
I don't think I explained that very well, but I think you get the idea. Look forward to seeing your draft!!
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
- Jesuiscontent
- Tsundere
- Posts: 852
- Joined: 12 years ago
- First name: cool old field
- Location: France
Re: Planning/Plot Thread
http://www.romhacking.net/translations/865/Mabel wrote:to be fair theres no translationJesuiscontent wrote:You didn't play FE4 did youIsrieri wrote: What I've learned is that Fire Emblem plots are boring as hell.
This translation is excellent and 99.9% complete. There might even be a better patch by now but this one is the one I used in 2008 or so