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Inserting Map Sprites


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#1 Arch

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Posted 20 February 2011 - 06:25 PM

I was absolutely shocked today when someone (AstraLunaSol) told me they couldn't figure out importing map sprites. It never struck me as something particularly hard, I'd even describe it as a simple procedure. I figured I'd write this tutorial using his hack, in case anyone else. The same procedures work for inserting custom ones, so long as you've formatted them properly (shadowofchaos added onto the tutorial in a post below with extra details). Here's what you'll need:

  • Nightmare Modules.
  • A game to import from and a game to import to (I'm not linking to those :P).
  • A hex editor, HxD is my personal favorite.
  • Nintenlord's GBAGE (found in here).

For this tutorial, I am going to import the Eirika Lord map sprite into Fire Emblem: Dream of Five.

Posted Image
Our starting position in the tutorial.


Alright, so the first thing we need to do is open up the ROM we're importing from in Nightmare. In my case it's FE8. We're going to get the standing sprites and the moving sprites.

Spoiler (Step 1: Importing the Standing Sprites)


Posted Image
After Step 1, we have Eirika Lord standing there. But when you move her or hover over her with the cursor we still get Lyn Lord.


Spoiler (Step 2: Importing the Moving Sprites)


Posted Image
The same ROM after importing the map sprites.


Hope you enjoyed the tutorial, hope you learned something. Happy hacking!

Edited by Optimus OVERTROLL, 20 February 2011 - 10:14 PM.


#2 Burning Gravity

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Posted 20 February 2011 - 06:34 PM

Hah you just fixed the extra [i] tag, slick of you, I was about to post about it too...

Anyway it's a nice tutorial, if it didn't have pictures of the Dream of Five hack I'd ask to put it in the Ultimate Tutorial which would save me the time of doing it myself. Good job and all~

#3 shadowofchaos

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Posted 20 February 2011 - 08:46 PM

Btw if people want to save said map sprites for editing, for it to be more "editing friendly":

Spoiler (Standing Sprites)


Spoiler (Moving Sprites)






Palette offsets (just so you can see if it works with others):
FE7 Map Sprite Palette Offsets:
Player Team (Blue): 194594
Enemy Team (Red): 1945B4
NPC Team (Green): 1945D4
Stoned?: 1945F4
Link Arena Team 4 (Grey): 194614
Flashback Palette: 194654
Evil looking Palette?: 1946F4

FE6 Map Sprite Palette:
Player Team (Blue): 100968
Enemy Team (Red): 100988
(Follows the same pattern, Green and Gray Arena palettes probably are the two after them)

FE8 Map Sprite Palette:
Player Team (Blue): 59EE20
Enemy Team (Red): 59EE40

Alternatively, when you enter the "Player Team (Blue)", you can increase the "Palette Index" from 0 to see the other ones, instead of entering them manually.

Example, I bet you've never seen these before.

Posted Image

Posted Image

#4 Burning Gravity

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Posted 20 February 2011 - 09:53 PM

^You'd be wrong

owned

I had too much freetime one day

but anyway that stuff IMO doesn't belong in an importing tutorial since we usually distinguish between importing and inserting with importing being transferring from one game to another and inserting being inserting an edited/custom creation. Could be easily remedied by changing the topic title though.

#5 shadowofchaos

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Posted 20 February 2011 - 10:33 PM

"Too much free time one day" - BLAZ.RAR

You practically wrote a book on hacking the game...

#6 ChachaDruid

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Posted 21 April 2011 - 10:12 PM

I'm sorry for sounding so noobish, but I tried following the guidelines and apparently I still fail. I'm trying to get the Female Druid map sprite for Lute in FE8. I did use a codebreaker to change her class, and in the battle animations, she is a female druid. The overworld map sprite, however, remains male. I would like to change it, so if anyone would help me with it I would appreciate it, or unless some has the time, could they edit that part of the game so Lute starts as a female Shaman and promotes to Female Druid, with all the sprites? Then just send it to me if possible. If no one wants to or can, then a step-by-step guide showing me would be okay.

Thank you very much~

#7 shadowofchaos

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Posted 22 April 2011 - 10:23 AM

I did use a codebreaker to change her class, and in the battle animations, she is a female druid. The overworld map sprite, however, remains male.


This tutorial refers to ROM hacking, not RAM hacking.

There should be a value that makes her sprite a female druid. Heck, if you change her class in memory, it should have the map sprite correspondingly change after it refreshes (aka R button info menu). That or, you're confusing the Male and Female druid battle animations.

#8 ChachaDruid

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Posted 22 April 2011 - 03:34 PM

This tutorial refers to ROM hacking, not RAM hacking.

There should be a value that makes her sprite a female druid. Heck, if you change her class in memory, it should have the map sprite correspondingly change after it refreshes (aka R button info menu). That or, you're confusing the Male and Female druid battle animations.


Oh no, I can tell the difference. Male is blocky, female you can see more of a face. The battle animation is female, but not the map sprite. I don't know why, but even as a female shaman, it still was male and not female but her battle animation was definitely female.

And I did exactly that, moved her sprite around, checked info such and such .. didn't change. I know she's not supposed to be a shaman at all, since Lute joins as a mage. When I changed her, she lost her purple color and became a generic blue color like it looks in the multiplayer battle arena thing. The overworld sprite may not have gone through with the female battle animation, which makes no sense.

Edited by ChachaDruid, 22 April 2011 - 03:35 PM.


#9 L95

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Posted 11 May 2011 - 01:36 PM

I'm pretty sure in SS female druids/shamans have Male OW sprites, weird, I know.

...That is what your talking about, right?

#10 go9999

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Posted 16 August 2011 - 08:21 AM

Hi all,

This is my first time inserting a custom map sprite into FE7, and I am kinda lost as to what to do right now. I tried to import the bitmap but didn't quite work out. (The format and layout is the same as the bitmaps for the current characters. Expert guidance would be well appreciated. Thanks!

#11 Blademaster!

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Posted 16 August 2011 - 09:08 AM

Hi all,

This is my first time inserting a custom map sprite into FE7, and I am kinda lost as to what to do right now. I tried to import the bitmap but didn't quite work out. (The format and layout is the same as the bitmaps for the current characters. Expert guidance would be well appreciated. Thanks!

No one will be able to help you with that little of an amount of information.

#12 go9999

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Posted 16 August 2011 - 09:47 AM

No one will be able to help you with that little of an amount of information.


Problem is, I'm kinda lost as to where I am myself XD.

Ok basically what I have done so far,

I have followed the 2nd post of this tutorial http://forums.grandb...pic,2709.0.html and finished my map sprites.

However, when I try to do the 1st post, I can't seem to import the picture correct (i.e. after I import, I get junk and when I try to put a pointer to it, the game crashes).

The sprite I am trying to put in is 16x32, and uses the palette provided in the link above.

I suspect I am having a problem at step 3 of the first post, (i.e. I am not sure what is going wrong with my compressor.)

Any help would be greatly appreciated. Thanks!

Alternatively, you can provide a completely different pathway to insert a map sprite if you think this method is inappropriate. ^^

#13 Blademaster!

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Posted 16 August 2011 - 09:59 AM

Problem is, I'm kinda lost as to where I am myself XD.

Ok basically what I have done so far,

I have followed the 2nd post of this tutorial http://forums.grandb...pic,2709.0.html and finished my map sprites.

However, when I try to do the 1st post, I can't seem to import the picture correct (i.e. after I import, I get junk and when I try to put a pointer to it, the game crashes).

The sprite I am trying to put in is 16x32, and uses the palette provided in the link above.

I suspect I am having a problem at step 3 of the first post, (i.e. I am not sure what is going wrong with my compressor.)

Any help would be greatly appreciated. Thanks!

Alternatively, you can provide a completely different pathway to insert a map sprite if you think this method is inappropriate. ^^

There is probably something wrong with the palette. Make sure it is only using the 16 colors that it is supposed to use, and then paste that image over a pre existing map sprite you already dumped out of the rom. Then, check the palette again and insert it into the rom.

#14 go9999

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Posted 17 August 2011 - 05:24 AM

There is probably something wrong with the palette. Make sure it is only using the 16 colors that it is supposed to use, and then paste that image over a pre existing map sprite you already dumped out of the rom. Then, check the palette again and insert it into the rom.



The palette is the one given on the website right? If yes, then yes, I did go according to the palette.

Just checking, am I supposed to recolour it black and white before compressing it into the ROM?Oh am I supposed to import the palette, no right?

Thanks BTW, and sorry for the slow response. It was 12:00 AM where I was around my last post, and I had school the next day.I attached some samples below JIC I got it wrong and have no idea what you are saying. XD Once again, thanks!

EDIT: Sorry outdated file. Updated

Update: Tried the replacing, worked like a charm. Just can't get the addition to work though. TT

Update 2: The movement one doesn't work though, for some weird reason. It gives me weird lines across it when I import.

Attached Files


Edited by go9999, 17 August 2011 - 08:24 AM.


#15 FalconVegeta1986

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Posted 29 October 2011 - 07:18 PM

Everything works fine for me, except one thing. The game doesn't seem to like ephraims standing sprite. When he's on-screen, the sprite blinks in and out with his movements. I tried moving his sprites closer together on his sprite sheet, but all that does is cause the game to reset itself when he loads. Is there any way to fix his standing sprite so it works? All moving sprites are fine.

#16 shadowofchaos

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Posted 29 October 2011 - 07:23 PM

Everything works fine for me, except one thing. The game doesn't seem to like ephraims standing sprite. When he's on-screen, the sprite blinks in and out with his movements. I tried moving his sprites closer together on his sprite sheet, but all that does is cause the game to reset itself when he loads. Is there any way to fix his standing sprite so it works? All moving sprites are fine.


The 16 x 16 and the 32 x 16 options. That's usually the main cause.

#17 FalconVegeta1986

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Posted 29 October 2011 - 07:33 PM

Is that changed in Nightmare or GBAGE?

#18 ThatGuyDownTheStreet

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Posted 29 October 2011 - 07:38 PM

Is that changed in Nightmare or GBAGE?


That would be in one of the map sprite nightmare module editor.

#19 FalconVegeta1986

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Posted 29 October 2011 - 07:41 PM

The 16 x 16 and the 32 x 16 options. That's usually the main cause.


Yep. Looks like that might have been the problem. But whatever I did to make it keep resetting isn't going away, but I think I know why.

EDIT: Fixed. Thanks guys.

Edited by The Smithy Gang!, 29 October 2011 - 07:54 PM.


#20 Onmi

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Posted 09 February 2012 - 05:37 AM

My problems with the animation sprite. Or more specifically 'Another Pointer'

We've inserted our animation at 00FF0150 which is Free Space according to HxD. leaving 'Another Pointer' as is results in the animation not being the inserted one, but rather a Paladin animation.

Changing 'Another Pointer' to 00FF0150 only causes the game to lock up and crash whenever the animation should play.

Nevermind got that working as well. Hooray for experimentation

EDIT

Actually I do have a question. Arch you say you're importing the movement sprite at DD0160. However from my own experimentation, movement sprites write to a much larger area. So are you sure that insertion didn't overwrite something else in the rom?

Edited by Onmi, 11 February 2012 - 02:02 AM.





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