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Nintenlords hacking utilities


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Poll: Nintenlords hacking utilities (61 member(s) have cast votes)

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  1. Voted Yes (60 votes [98.36%])

    Percentage of vote: 98.36%

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#41 Nintenlord

Nintenlord

    Disciple of Harmony

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  • Favorite Fire Emblem Game:Blazing Sword

Posted 15 April 2012 - 07:57 AM

New release of Event Assembler:

V 9.5
-Removed output showing window from taskbar.
-Made column numbering start from 1 instead of 0.
-Improved error when using vector of vectors as parameter.
-More minor performance improvements.



#42 Nintenlord

Nintenlord

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Posted 25 April 2012 - 04:28 AM

Heck yeah!
Posted Image
Got Programmers Notepad syntax highlighting to work, Notepad++ keeps crashing when I try the same...

EDIT: Correction, I got it working on ONE version of Programmers Notepad. &!"%#¤!&"#%

EDIT2: This is the link to the version where the scheme file works: http://sourceforge.n...epad 2.0.8.718/
I've attached the scheme file, copy it to the schemes folder. If someone gets that working on newer version of Programmers Notepad, please tell me how.

Attached Files

  • Attached File  EA.zip   2.04KB   7 downloads

Edited by Vergil, 25 April 2012 - 08:35 AM.


#43 Burning Gravity

Burning Gravity

    Rubber was never so epic before Luffy

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Posted 25 April 2012 - 02:40 PM

woah, this could be really useful. not just for people who know how to use it but for teaching new people; labeling and distinguishing stuff by color is a great way to pinpoint one thing over another...

#44 CT075

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    formerly shota supercomputer

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Posted 25 April 2012 - 06:18 PM

oh hey i was actually trying that earlier

good thing you did it because i gave up

Edited by Camtech, 25 April 2012 - 06:18 PM.


#45 Nintenlord

Nintenlord

    Disciple of Harmony

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Posted 23 May 2012 - 05:17 AM

Due to demand, next version will contain some quick & dirty (aka may not work always) backwards compatibility for CODE. It should just work alright for most cases, but breaking it will be trivial if you want to. Due to that, it'll require activation in the same way as tutorial disabling.

Edited by Nintenlord, 23 May 2012 - 05:17 AM.


#46 Arch

Arch

    Just go with the flow lion.

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Posted 24 May 2012 - 10:09 AM

Posted ImagePosted Image

Nintenlord, why must you torture me so?

Edited by Arch, 24 May 2012 - 10:09 AM.


#47 Nintenlord

Nintenlord

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Posted 25 May 2012 - 01:05 AM

^ITT: Nintenlord sucks at development and programming.

And by that I mean I've fixed it, buut forgot to release the fixed version...

EDIT:
Ok, I'm going away for the weekend so I want to release this before that so you guys can try it out. V 9.6 is out:

V 9.6
-Renamed GOTO to CALL and _GOTO_HELL to _CALL_HELL
-Fixed a bug causing CURRENTOFFSET to not print properly.
-Fixed length disassembly adding end guards in wrong places
with wrong offsets.
-Added Programmers Notepad syntax highlighting scheme.
Only works with version 2.0.8.718 of PN.
-Added shaky backwards compatibility for CODE.
Define USING_CODE to use it.
-Updated EA standard library.

V 2.9
-Added TileMap to FE6 and FE8.
-Removed the warning from TileMap macro.
-Added TileMapEnd macro for all 3 games.
-Added fixed battle helpers for FE8.
-Fixed Franz being missplelled as Frantz.
-Added more FE8 fixed battle helpers.
-Fixed the missing semcolon from EndAttack macro for FE8.
-Added option to not have backwards compatibility
by defining NO_BACKWARDS_COMPATIBILITY.

I'll fix new/remaining old bugs next week, hopefully.

Edited by Nintenlord, 25 May 2012 - 01:57 AM.


#48 Burning Gravity

Burning Gravity

    Rubber was never so epic before Luffy

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Posted 25 May 2012 - 05:13 PM

Sweet, enjoy your weekend. Thanks for all the hard work, man.

#49 Arch

Arch

    Just go with the flow lion.

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Posted 27 May 2012 - 03:17 PM

Posted Image

Backwards compatibility fail.


Quick fix for anyone encountering the same issue: go into the EA Standard Library, find the file "Backward Compatibility.txt" and rename it as "Backward Compatibility.txt.txt"

Edited by Arch, 27 May 2012 - 03:24 PM.


#50 Nintenlord

Nintenlord

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Posted 28 May 2012 - 12:55 AM

Ok, did a quick fix for that. Only updated EAstdlib for this:

-Fixed Backward Compatibility.txt being included wrong.



#51 Burning Gravity

Burning Gravity

    Rubber was never so epic before Luffy

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Posted 28 May 2012 - 09:15 PM

hey NL

can't you make an "Awesome" mode for GBAGE so I can use heights greater than 200, and say, not have to go to extreme measures to rip images of width 2 and height like 1200

or at least include the source on downloads so I can edit it and recompile it -_-

thanks bud

#52 BoxMulder

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Posted 26 June 2012 - 06:34 PM


#define Village(eventID,offset,X,Y)  "VILL eventID offset [X,Y] 0xE; LOCA eventID [X,Y-1] 0x1D"
#define House(eventID,offset,X,Y)   "LOCA eventID offset [X,Y] 0xE"

Any particular reason the Y coordinate subtracts 1 for Village but not for House?

Edited by Sirius, 26 June 2012 - 06:34 PM.


#53 Burning Gravity

Burning Gravity

    Rubber was never so epic before Luffy

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Posted 26 June 2012 - 06:51 PM

IIRC the village tile that is being "attacked" by bandits when it gets destroyed is not the tile you visit, but the tile directly above it. Thus it's the location of the village-visit tile, minus one (minus one = one tile above).

#54 BoxMulder

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Posted 26 June 2012 - 07:57 PM

That makes sense. Thanks for the info!

#55 Nintenlord

Nintenlord

    Disciple of Harmony

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Posted 27 June 2012 - 05:37 AM

And the reason it does that is very likely because the automatic tile changes are executed depending on the location of the event, so if you have two location based events on the same tile, the game can't figure out which uses which tile change.

#56 Nintenlord

Nintenlord

    Disciple of Harmony

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  • Location:Finland
  • Favorite Fire Emblem Game:Blazing Sword

Posted 16 July 2012 - 10:26 AM

New release of EA:

V 9.7
-Fixed errors in FE6 disassembly script, thanks to Omni.
-Fixed a raw file not being included with releases, causing
NCONVOS and NEVENTS codes not to work.
-Added backwards compatibility for experimental codes
moved to full codes.
-Made GUI not freeze when completing a task.
-Renamed some language raws files.
-Fixed crash on having wrong amount of parameters with ORG or ALIGN.
-Updated EA standard library.

V 2.11
-Added STAL 136 to the FE7 StartWorldMap macro.



#57 Kitty of Time

Kitty of Time

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Posted 05 September 2012 - 07:23 PM

am i allowed to post in here?
basically just a text file edit
of the chapter data editor and the event references(FE7)
i have fe8 too somewhere...
alright this one is an actual edit of the module
only chapter data editor, i didn't feel like editing the event references i guess
i'll probably do it later

Edited by Kitty of Time, 05 September 2012 - 07:26 PM.


#58 Nintenlord

Nintenlord

    Disciple of Harmony

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  • Favorite Fire Emblem Game:Blazing Sword

Posted 06 September 2012 - 04:39 AM

From MEdata.txt:
67
0x06 1-1 Events 
0x09 1-2 Events 
0x0F 1-3 Events 
0x15 1-4 Events 
0x1B 1-5 Events 
0x21 A Moment's Rest Events 
0x25 1-6 Events 
0x28 1-7 Events 
0x2C 2-1 Events 
0x2F 2-2 Events 
0x32 2-3 Events 
0x36 A Change of Plans Events
0x39 Interlude Events 
0x3D 2-4 Events 
0x40 2-5 Events 
0x43 2-6 Events 
0x47 2-6x Events 
0x4B 2-7 Events 
0x4E 2-7x Events 
0x51 2-8 Events 
0x55 2-6x Prep Events
0x5A 2-F Events
What is this? The FE8 download link doesn't actually contain anything.

Speaking of Chapter Data Editor, I noticed my download is outdated >_>. Will fix.

Edited by Nintenlord, 06 September 2012 - 04:43 AM.


#59 Kitty of Time

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Posted 13 September 2012 - 08:42 PM

oh wow i thought i uploaded the generic version, apparently i uploaded my personal version

also that's odd

that should be the folder

and the MEData


#60 Nintenlord

Nintenlord

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  • Favorite Fire Emblem Game:Blazing Sword

Posted 14 September 2012 - 02:19 AM

There are other files with that problem in FE7 version, including (but nort limited to) Characters.txt, Maps.txt and Tile Change.txt. The same problem appears with FE8 version, too.

And could you mention what you updated in the FE7 case? FE8 seems to be superior to what I have.




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