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MrKisuke

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Everything posted by MrKisuke

  1. Sweet it's working, thanks.
  2. The original size is 85kb, the decompressed size is 205kb so no problem there. But it still just shows 00s, I tried out Batch-LZ77 (v1.3) and it said "not all files were processed successfully," and that the GameData.bin.lz file was "not a compressed file." For context I used HackingToolkit3DS to extract the content.
  3. I've figured out how to extract the files from a .cia of FE Fates (I own a legal copy, 2 actually). But I'm kind of stumped on what to do next. I have the mods from RainThunder and it says to used the GameData.bin. I've found the GameData.bin.lz, and I try simply looking for certain hex strings without doing anything to it, but find nothing. When I decompress it and open it again in a hex editor, I only get 00s. What do I do to start the modding process?
  4. I've complied together a file to use for easy-ish class growth modifying. FE12 CLASS GROWTHS.rtf
  5. Does anyone know where in the data I can find the multipliers for weapon effectiveness? I want to give weapons such as the armorslayer a low might but a high multiplier as to only be effective against armored units and ineffective otherwise, I'd also like to change the bow effectiveness against fliers in FE7 back to x3.
  6. MrKisuke

    Weapon Exp

    Does anyone know where I can find the data to edit how much exp is required for each rank in FE7? For instance, going from E to D requires 30 exp.
  7. I'm trying to give weapons various stat bonuses, including negative ones, the only problem is that instead of displaying say a -1, the game displays a +9, but the bonus is a -1. This clearly seems to be a problem with the graphics display in the game. So does anyone know how I can change this so the game displays negative stat bonuses?
  8. Does anyone know how I can change the coding equation of FE7 to have magic weapons use a character's RES stat instead it be STR directly and STR/2 indirectly? I have no coding experience, so if there is a patch (I don't see one though), or if someone knows which bytes need changing inside a hex editor it would be much appreciated.
  9. I'm attempting to apply this mod to FE7 manually (since the link to camtech's assembly patch is broken) and I followed the instructions to do it. I used the insert binary data option to dump the data in the rank.dmp file using windhex as my hex editor at 0xfd8790. I changed the bytes at 0x28e8c be 0xfd8790+800001, then inverted to get 91 87 fd 08. I changed the offset of the nightmare module to 0xfd8790+0x64 as it instructed, opened up nightmare and my the desired changes. But in the end it didn't apply. I even tried making the bytes at 0x28e8c a187fd08 which would point to the offset 0xfd87a0 and it does apply. Am I doing anything wrong?
  10. So where within the data would I find this? I looked in the army data both in nightmare and windhex and didn't find anything that looked like it should be growths related. There's a bunch of 'unknown' values after the inventory pointers, but they don't look to be what I'm looking for unless I'm missing something.
  11. I understand that there are 9 sets of growths that the game uses in FE5 to determine random enemy stats and I have found them, but I wonder if there is a way to alter the pointers so that certain classes only pull from certain growths. I've checked the data via nightmare and windhex to try and see patterns, but no luck. I'd like to take those 9 growths, like with physical 1&2 and fighter 1&2 and change them to be more speed or defense oriented and assign swordmasters or generals to the appropriate growths. Does anyone know where this data can be found?
  12. For everyone who comes across this page with the same questions regarding rom type or headers heres the 2 points you'll need to know. 1) Make sure you have the right version (either NP or V-rom). You can get either version by googling the specific version. The rom file will end in .sfc for NP and .smc for V-Rom. Sometimes a patch will require an unedited rom (meaning it will still be in japanese), this can also be easily found by google. 2) Add a header to the rom as most patches for FE5 require a header. Do this with a SNES tool (like Nach's SNES ROM Tools or NSRT for short). Just open up the rom in NSRT and go to: edits > options > headers > add empty header > apply. If you want to check to see if your rom has a header you can open it up in a hex editor (like WindHex), you'll know it has a header if you see a bunch of 00's at the beginning (20 rows 00's specifically). IN THE CASE OF SUPER THRACIA...use the V-Rom version with a header. It may or may not work with an english patch, though I doubt it, so just use a Japanese rom. This should hopefully clear up any questions about rom type or headers as well as how to get Super Thracia to work.
  13. MrKisuke

    NES graphics

    Does anyone know how to edit around the graphics (specifically the mugshots) of the NES FE games? I want to make better looking mugshots for the characters and maybe even the class related sprites. I've already updated the mugshots for Cellica, Alm and Clea. The lip flaps aren't shown, but they are complete. Alm arum_8 bit.bmp Cellica cellica_8 bit.bmp Clair clea_8 bit.bmp
  14. If colors are the issue, I made sure to use only colors from other Gaiden character mugshots to ensure that these cleaned up ones adhered to the NES color limitations. Of course the 16 bits were done just out of fun and will likely never be able to be applied to the rom for the reasons you mentioned.
  15. OH, and if anyone wants to use them, feel free to do so. Just remember to give credit where credit is due.
  16. I was playing through Gaiden when I suddenly got the urge to make a 16 bit updated version of Cellica's mugshot, and later Alm. It wasn't anything fancy, just took the original mugshot and applied the changes using FE5 colors. I then converted it down to the 8 bit graphics, and it looks, in my opinion, a lot cleaner than the original. I just really only have one question...how do I put it into the game? Here's the 8 bit mugshots, competed with 2 different lip flaps (I don't quite remember if the game had lip flaps or not...oh well). FE2mugs_new collection.bmp Here are the 16 bit mugshots I made of Alm and Cellica. arum_16 bit.bmp cellica_16 bit.bmp
  17. Fire Emblem Shrine. Inside are the modules labeled 'class' and 'growth.' 'Class' allows you to easily edit the the base stats, growth rates, and cap stats for classes, and "growths' allows you to edit the base stats and growth rates for each character. It should be noted though that the pointer for RES Growth for Nephenee and Nolan is wrong, it instead is the point for RES Stat Addition. To fix this, just opening up the .nmm file up in notepad and scroll down to RES Growths; it should look something like this: RES Growth 7 NEDU NULL Simply change the 7 to and 17.
  18. I'm looking into modding FE9, but I'm having an issue. I'm using GC Tool v1.2 to extract and replace files and Windhex to edit the data. Inside the ISO for FE9 is the file FE8Data.bin, which I'm pretty sure is the file containing data for characters, classes, etc. I'm not sure what is happening, but, any alterations I make are not showing up when I boot the game up in dolphin, but the game runs just fine making me think that something is going wrong in the process of altering the game data. Does anyone have any idea what I might be doing wrong?
  19. Is there a specific type of rom that the patch works with? I've tried both translated and untranslated and it always freezes before the first chapter even starts. I've tried V.ROM and NP versions, but they both have the same problem. I tried looking around for an answer but the only thing I could find is that it might have something to do with the header of the rom, which I have no idea what that means.
  20. Thanks, I'll see if I can't find anything about caps within this, if not this is at least a great fix.
  21. Does anyone know where I can find the caps inside the data for FE5? I've searched 141414141414 inside windhex and it shows a bunch of results, and I'm not sure what to make of it all.
  22. Does anyone know the pointers for FE5 cap stats. I tried just searching 141414141414 (for the caps of 20 across the board) and ended up with a bunch of results that I'm not too sure what to make of.
  23. I'm not the best one to ask for editing 3D models in game, but the way it generally works is through a sprite and texture system. If you want the color to be different, you'll need to tinker with the texture and I imagine that requires a necessary program that can open it up and lets you edit it. It's a process I'm not familiar enough with to find it worth while to do, but if you want to know where to find that data, I found some data that have names that leads me to think they are the map sprites and battle sprites. The section listed as 'ymu' has data named 'sanaki_sigrun' and 'tib_sothe,' leading me to think these are the unique map sprites used during certain cuts scenes. Along side these are many others that are normal map sprites that contain files named avoid, dead, etc. This is probably where you find the files for models, textures, and animations related to map sprites. The section listed as 'zu' has what I suspect is the data for battle sprites since it has the files that are named after weapon type found within each data. For example the data listed as 'ikeS' has 2 of these, ax and sw, leading me to think this is the folder containing the vanguard battle sprite data. It might not be much, but this is what I found and know on the subject, hopefully you can figure things out from there.
  24. It's possible, I just don't know how to change the class skins, never really thought it necessary personally. I'd imagine this data exists for both classes and each individual character. You alter cap stats of SP classes the same way you you do for every other class; either with the nightmare module that was made (you can alter also class base stats, and enemy growths for each class through this also), or you can use a hex editor which allows for more edits but can be a bit intimidating to navigate the first time. If you want to change around what skills the SP classes (as well as any other class) has you have to do it through hex editing. Use Vincent's guide at the beginning of this thread, look at the chapter that covers classes. In it it shows that each class has skills that are assigned them, you can change the pointers to give different skills like replacing shove with something like flare, but I'm not sure how you would add space to allow for an additional skill to be added. If anyone out there knows how to add bytes anywhere in the game's data to allow for additional skills I'd be curious to know how if it's possible.
  25. Thanks a ton, and sorry if anything I've asked seemed stupidly obvious, I only started hacking Radiant Dawn about a 2 weeks ago. If the effects of skills aren't alterable within FE10Data, that must mean that information is located in some other file within the disc. I'm gonna try and tinker around to see if I can't find that info, though I have no idea what to look for amongst all that hex.
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