Nightmare number limits
#1
Posted 15 July 2012 - 07:23 PM
#2
Posted 15 July 2012 - 07:36 PM
#3
Posted 15 July 2012 - 07:41 PM
Edited by Brendor the Brave, 15 July 2012 - 07:45 PM.
#4
Posted 15 July 2012 - 07:42 PM
but that is beyond the point
a growth of 255 is, in actuality, -1
#5
Posted 15 July 2012 - 07:44 PM
#6
Posted 15 July 2012 - 07:58 PM
#7
Posted 15 July 2012 - 08:00 PM
feel free to edit the routine yourselfSo 125 is the limit no matter what?
fe6 and fe8 allow 255% growths iircWhat about FE6!Karel, though? Is FE6 just special in that it allows 210% HP growth?
it's just fe7 that uses signed byte
#8
Posted 15 July 2012 - 08:18 PM
#9
Posted 15 July 2012 - 08:22 PM
So how do I change them with a hex editor exactly?
Open up your nightmare module in a text editor.
Whatever your current character is, put that number in the calculator, and multiply it by the number of bytes it says for each entry.
Add that to the base offset. And there's your character slot. You'll have to count or look at the numbers and figure out for yourself which slot is which.
FE7 Character Editor by SpyroDi, modified by Arch the GK and Nintenlord
0xBDCE18
254
52
Right there in the beginning.
So basically there's 254 entries of characters that is 52 bytes long.
So for example, you wanted to edit Erk's data (0x13 is his number).
0x13 = 19
19 * 52 = 988 = 0x3DC
0x3DC + 0xBDCE18 = 0xBDD1F4
That would be where Erk's data starts.
it's just fe7 that uses signed byte
So, they had negative growths in mind for someone in FE7?
That's mean. XD
I mean I get it for using signed bytes for base stats... but growths? XD
Edited by shadowofchaos, 15 July 2012 - 08:28 PM.
#10
Posted 15 July 2012 - 08:26 PM
Open up your Character Editor in notepad.
it should look like this
1 FE7 Character Editor by SpyroDi, modified by Arch the GK and Nintenlord 0xBDCE18 254 52 FE7 Character List.txt NULL
0xBDCE18
that is the offset of the character table
52
that is the size of one entry
go into your favorite calculator and compute
0xBDCE18 + 52 * 0x__
replacing the 0x__ with whatever slot you have
note that 52 is in regular decimal (52 dec = 0x34 hex)
go to that offset
next you'll see something like this in your module
HP Growth 28 1 NEDS NULL(scroll down a bit)
28
the HP growth is the 28'th byte in the entry
so add 28 (decimal, 0x1C hex) to the offset of the current character entry
edit that value to edit the hp value of whatever character you're editing
---
and literally any value greater than 0x7F (127) will register as negative and either glitch or just flat out not work for a growth
edit - goddammit rey
Edited by Camtech, 15 July 2012 - 08:29 PM.
#11
Posted 15 July 2012 - 08:29 PM
Arrrrgh.
#12
Posted 15 July 2012 - 08:34 PM
#13
Posted 15 July 2012 - 08:36 PM
you can have 126 and 127
(also you can pretty easily change the asm but i'm too lazy to do it)
#14
Posted 15 July 2012 - 08:41 PM
#15
Posted 15 July 2012 - 08:43 PM
i'm pretty sure it uses ldsb (load signed byte from memory) instead of ldrb (load byte from memory) or some dumb shit like that
if i wasn't lazy i'd go find the instruction and tell you how to fix it myself but alas
#16
Posted 15 July 2012 - 08:46 PM
#17
Posted 15 July 2012 - 08:51 PM
#18
Posted 15 July 2012 - 08:53 PM
what
ok i'm dumb
i have no idea why it'd not work in nightmare then ;/
use nightmare 2
(that or hextator fixed it with feditor)
edit:
wait no it doesn't work
Edited by Camtech, 15 July 2012 - 08:58 PM.
#19
Posted 15 July 2012 - 09:06 PM
#20
Posted 15 July 2012 - 09:09 PM
also stats can't be higher than 0x7F or 127. period. if you want to be making more... radical changes (someone's going to beat me up for using the term "radical", but they can go talk to a mirror), go for something that isn't a hack.
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