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Silent Hell

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Everything posted by Silent Hell

  1. Sorry for the inactivity. 1. University was kicking my ass and 2. I totally forgot this thread existed. Anyway, I've made steady progress since my return and have completed Hisame and Selkie. I highly recommend following the thread on GBAtemp as that is my main base of operations. EDIT: I should have also mentioned that I've written a guide on how to install the translation here: https://github.com/SilentHeII/Fire-Emblem-Fates-Festival-of-Bonds-Translation-Project/wiki Have some screens.
  2. I had already posted this in the if Fan-Translation thread, but someone from gbatemp recommended I just make a dedicated thread on here. The title says it all. This Fan-Translation is dedicated to translating the Nohrian and Hoshidan Festival of Bonds DLC. This project is dedicated to the U.S. releases of the game but a port to the European versions is also very possible. The DLCs have their own slots, titles, and icons and do not replace any pre-existing DLC. The translation are based off of young-il-long-kiyoshi's and mariethe crocheter's translations which can be found here and localized where necessary. So far this is mainly a solo project in terms of getting the text into Fates script format and getting it into the game. I don't have much else to say at the moment but I'll leave the necessary info and links if you want more information. I'm also looking for help if anyone else is interested in helping turn the translation into script format. I'm not even asking for you to rebuild the DLC or test it as I can do that all myself. Just someone else who's willing to help put it into script would greatly speed things along. So if you're interested, shoot me a message. As of 9/8/2017 I've been focused on finishing the "Spring Scramble" before working on "Fall Scramble" as the Spring Scramble contains more content. The intro, pre-battle dialogue,, all kimono conversations, Shiro_parent, Kiragi_parent, and Asugi_parent conversations are complete. Links: GBAtemp thread (Has more info/Screenshots) Github page (Contains project files. I update it after every translation session so it's always up to date) Screenshots:
  3. I don't know how far you guys are going with the translation patch, but I started translating the Festival of Bonds DLCs mainly for the NA version on GBAtemp, but if you guys want, I'd be happy to share the txt files with you guys for transitioning into the Japanese version. Also, shameless plug, but if anyone is willing to help me too, I'd greatly appreciate it.
  4. Is there a nightmare editor for items? I just want the ability to sell EVERY item.
  5. Anybody know the offset to the character pointer block? I'm having a hard time editing my characters and wanted to make a gateshark code. Or at the very least does anyone know if it's possible to SUBTRACT from a value in cheatcode? For example, D4000000 XXXXXXX This code type ADDS to the register. Is there anyway I can SUBTRACT from it?
  6. Speaking of hair color. I took the liberty of dumping the children's hair colors from Lost in the Waves. Here is what they are: Shigure - BAE1E1 Kana - EBE2D6 Shiro - 58332D Siegbert - D0C29F Kiragi - C1B2AC Forrest - F2E3B5 Selkie - D39146 Velouria - F5F3F0 (Yes this is correct. I have no idea why her hair shows up as white like Nina's in RAM) Ignatius - D2C3AA Midori - 7D9682 Sophie - AAB5B5 Caeldori - CC7373 Percy - FEEAB7 Rhajat - 484848 Hisame - 6F554B Asugi - E47859 Soleil - EBCDD6 Ophelia - DAD3BD Nina - F5F3F0 Mitama - FFDDE9 Dwyer - D2D2C3 Another note: If you wanted to make the children be able to use their father's sacred weapons here are the flags you'd need to add to the character: Takumi - 31 Corrin - 3 Ryoma - 32 Leo - 33 Xander - 34 A neat glitch occurs however when you try to recruit Kana with the third flag (Yato) active. Kana is unable to be recruited and he defaults to Corrin. My bandage solution (since I play using NTR) was to create two separate GameData.bin's. One with and without the flag checked. I play without the Kana flag until I recruit Kana, reboot, use FBI to rename the GameData.bin's and viola, you have Kana able to wield Yato. If anyone has any other ideas as to why this happens I'm all ears.
  7. I'm trying to make a cheat plugin for NTR and so far have found enough data to make most of the codes work. However, I can't find for the life of me how to make a code STORE values from a pointer or add to the stored value. Anyone have any ideas? More specifically I'm talking about codes like this, Class modifier D9000000 03CF0AF8 D4000000 0000XXXX B3CF1100 00000000 D6000000 00000068 D2000000 00000000 How would the D9 and D4 translate into the coding?
  8. I'm 21 now and can say it's a mixed bag. Being able to drink and have the freedom to do mostly whatever you want is great. Taxes, paying for university, and other financial responsibilities are not. Not saying it's not fun, but you'll get like at least a month's worth of stress out of a year. Plus, turning 21 is the last real milestone of life in terms of coming of age. It's all downhill from here haha.
  9. I have all the files in the right places, I mean, how do I go about connecting the debugger to my computer and reading memory in real time/applying codes.
  10. Anyone ever figure out how to get NTR debugger to work? Was wondering if I could use that since I recently modded my N3DS and was hoping to use that as my main source to run the game however Spider doesn't work on N3DS since it runs Skater. T_T
  11. Planning on making similar codes to the ones made for Fire Emblem awakening with all this info. Thanks guys!
  12. Genuinely curious. Since this patch is obviously using the unlocalized names for characters, why are the Awakening characters Localized? Do you agree with the name changes or is it just not as dumb as Xander? Not complaining it was just something that caught my eye.
  13. I'm just pissing in the wind. You guys did mention a unlocalization patch of the English release no? I guess I'll just look forward to that. Which leads to my next question. Awakening unlocalized when?
  14. Well, I'm sure it would still end up on certain websites anyway... I mean, you guys don't have to post it here. I wonder what the odds of a leak to a certain website would be. But that's still piracy so I hope you all would know better.
  15. Forgive my ignorance, but are all DLC cia's unique to a person's 3DS? As in, the CIA files are not identical? Have you guys considered Xdelta? Even if you have to generate a new CIA from scratch to make the patched DLC xdelta should be able to make a patch small enough to distribute. Well, hopefully. I'm just throwing ideas out in the air. I'm not that deep into 3DS modding atm.
  16. I'd imagine. Is the process more involved than getting the patch running? I have experience in PS2 hacking/translation and Xbox DLC modding so I remain hopeful that the process isn't too daunting.
  17. So if worst comes to worst, we'd just have to build our own .cia's huh? Not a problem I guess.
  18. Would it be safe to say the patch will be completed (DLC and all) before February then? I'm holding off on this for now and really don't wanna play w/e localized trash NoA releases.
  19. The generic support code was meant to support two characters that have no support data for each other. To edit preexisting supports, you need to go through the process I detailed in http://serenesforest.net/forums/index.php?showtopic=52377&page=28#entry3902981
  20. Here's an experimental code I've been working on. Since Parent Pointers are just a pointer leading to a pointer, I figured I'd repoint the parent pointer to a blank spot in memory and create a pointer there leading to the desired parent. Unfortunately it only saves that single parent. It also won't allow me to activate supports passes C rank since support points seem to reset back to zero. It also doesn't properly display the parents names for the child so the child appears orphaned but supports to the parent and sibling are available. If someone else wants to work on this be my guest. I've given up on completing my support log this way, unless someone figures out how that crap works in the Global save file. Parent Pointer Modifier (US) (Doesn't work as intended) D9000000 03BF2738 D4000000 00000008 D4000000 0000XXXX B3CF1100 00000000 D6000000 0000010C D3000000 00000000 D9000000 03CF1100 D4000000 0000010C B3CF1100 00000000 D6000000 00000078 D2000000 00000000 XXXX: 0000 Male My Unit/Male Avatar 0238 Female My Unit/Female Avatar 0470 Guest My Unit/Guest Avatar 06A8 Chrom 08E0 Liz/Lissa 0B18 Frederick 0D50 Viole/Virion 0F88 Soiree/Sully 11C0 Vaike 13F8 Sol/Stahl 1630 Miriel 1868 Callum/Kellam 1AA0 Sumia 1CD8 Ronku/Lon'qu 1F10 Richt/Ricken 2148 Mariabelle/Maribelle 2380 Velvet/Panne 25B8 Gaia/Gaius 27F0 Tiamo/Cordelia 2A28 Grego/Gregor 2C60 Nono/Nowi 2E98 Libera/Libra 30D0 Sariya/Tharja 3308 Olivia 3540 Serge/Cherche 3778 Henry 39B0 Lucina 3BE8 Sairi/Say'ri 3E20 Basilio 4058 Flavia 4290 Donny/Donnel 44C8 Anna 4700 Wood/Owain 4938 Azure/Inigo 4B70 Brady 4DA8 Djelle/Kjelle 4FE0 Cynthia 5218 Serena/Severa 5450 Jerome/Gerome 5688 Male Mark/Morgan 58C0 Female Marc/Morgan 5AF8 Chambray/Yarne 5D30 Loran/Laurent 5F68 Noire 61A0 Nn/Nah 63D8 Tiki 6610 Gangrel 6848 Valhart/Walhart 6A80 Emelina/Emmeryn 6CB8 Lenha/Yen'fay 6EF0 Inverse/Aversa 7128 Paris/Priam 7360 Marth_FE1 7598 Dummy 77D0 Unpromoted_Monster 7A08 Promoted_Monster 7C40 Merchant
  21. For what you're trying to achieve is not possible. Unless of course you made Robin everyone's parent.
  22. If you could upload a ram dump for me, I'd be much obliged to find it for you. Anyway, here's a little tutorial for what I did and a breakdown of how the code works. So let's start with the first part of the code for the NTSC-U version: B3BF2738 00000000 This line of code tells the game to go to the offset 0x03BF2738 and load the pointer found there. This pointer defines the beginning of the support tables. Although the location of the support table may change, the location of the pointer itself will always be at the offset 0x03BF2738. So now we see that the pointer is A0E13315, reverse it, and subtract 14000000 which gives us 0133E1A0. So I go there. Now, this is where the fun part starts. I used the Excel Calculator to find the location of FeRobin's support table. which is 0x0133E3D9 for me. Finally, we need to find Tharja's character slot. So use the Excel Calculator again to find Tharja's game label, which is 7E9A3415 for me. So using this, we can find Tharja's support slot! Now, the part that we want to edit are the 4 bytes after this pointer. We want to change 040A1263 to a romantic support type, which I changed to 120D0803 in my code. Now how do we use this info and turn it into code form? Well the 040A1263 in Tharja's support slot started at offset 0133E4AC. Simply subtract! 0133E4AC-0133E1A0 in Windows calculator set in programmer mode and check the "hex" mode. 0133E4AC-0133E1A0=030C So the code so far looks like: B3BF2738 00000000 0000030C 120D0803 Repeat this process again for Tharja's table and you get 03164 for the distance from the pointer to Robin's character slot in Tharja's table. So the final code ends up looking like B3BF2738 00000000 0000030C 120D0803 00003164 120D0803 D2000000 00000000 Where the last line terminates all previous code types. Although it's not necessary, I like to use it when I put in multiple codes. Now you guys know why I can't just give you a list of values to plug in like the last time since 030C and 3164 are essentially just the distance from the beginning of the support tables and every character slot is in a different location for existing supports. I hope this helps. I tried making this as newb friendly as I could. So I guess a generic code to edit existing support types would look like this: B3BF2738 00000000 XXXXXXXX YYYYYYYY ZZZZZZZZ YYYYYYYY D2000000 00000000 Where XXXXXXXX is the distance from the first characters support type slot, ZZZZZZZZ is the distance from the second character's support type slot, and YYYYYYYY is the support type. It's most likely hard coded, so the game is constantly checking which character you're playing as so even if you could give them those costumes it would most likely change back the second you reload or load a new level.
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