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  1. Hello! I had been making good progress on a demo for my fe7 hack, but I've hit a roadblock and was wondering if there was any advice on how I can proceed with debugging this issue. I'm trying to import the overworld snow tileset from fe6 to fe7. I copied the data from the offsets for object, palette, and config over (I'm providing the offset hex values if that will help) and tried setting the chapter data dropdowns for chapter 1. I tried both editing the dropdowns with new pointers to the data (directly editing the .txt nightmare file) and repointing old ones (dragon's gate) and neither worked. I'm thinking maybe I'm copying the wrong data or missing something. I'm also wondering whether the fact that that tileset has two animation sets (frozen river #1 and frozen #2, which I don't plan to use right now) is a problem. I tried importing without the animations and turning them off, but I don't know if it even can work without them. When I load up the game after repointing the data for the map I made, the game goes black. I know it's not my event file, since I tested it without the new map and it worked fine. I've checked if I overwrote any data multiple times with several different backups and reinserting everything didn't change anything. The offsets of data from FE6 I copied were: Object Set- 1FEDB4 to 204418 Palette- 23BD00 to 23BE40 Config- 22F8D8 to 230F0C I pasted into free space at offsets: Object Set- DD0000 Palette- DD57C0 Config- DD5910 I increased the index of the dropdowns too, but I did try just repointing an old tileset to test, so that can't be the problem I don't think. Thank you for any advice in advance! If providing pictures would be of use, I will post those as well.
  2. Hi I'm really new to hacking and I've been trying out Nightmare to get a feel of it. I think I've got the hang of it but I really want to make a 1-2 range healing staff and as you can see in the images the range comes up but unfortunately it doesn't let me heal 2 squares away :// It might be something easy to fix but I've tried playing around with it and nothing works. Can anyone help me pls??
  3. I messed around with the _ter.cmb files in Fire Emblem 12 when I found out that each item sold in the shop is labeled by name in HxD when checking the right column in the editor (text column), each entry was separated by a 00 byte and each item is labeled by name. For example, Iron Bow is "IID_IRONBOW", Javelin is "IID_HANDSPEAR" and Blizzard is "IID_BRIZZAR". Any other leads? I haven't messed around with this data yet.
  4. Hey everyone, I'm trying to update the FE12 translation patch with the names supplied in Awakening. I've made good progress, but I've hit a roadblock involving this part of the Guide screen: The name "Roro" is baked into an image file, so I can't change it without modifying the graphics, which I've never done before. I have two questions related to this: Where do these name graphics reside in the ROM? I see a lot of promising things in the dic/ directory, but this leads to my second question... What resources do I need to read/modify FEDS image files? I looked in the Resources subforum for help here, but I couldn't find anything that would let me view graphics in a friendly format, let alone edit them. Sorry if this question is somewhat noob-ish, but it's hard to find many resources about FEDS hacking at all online.
  5. Hiya! Since FEITS hasn't been updated in quite a while, and the creator wasn't interested in adding localized names, I did it myself. It's called FEFTS (Fire Emblem Fates Text Simulator) and is a fork of FEITS. Download link: https://github.com/robotortoise/FEFTS/releases Here's the changelog from FEITS: Optimized PNGs to save a bit of memory and hopefully boot a bit faster. Changed default conversation to something absurd (Selkie/Chrom) to better show the benefits of the program. Changed name to "Fire Emblem Fates Text Simulator". Localized Reference Guide, and stored locally. Created a changelog. Further improvements to overall system stability, system security, and other minor adjustments have been made to enhance the user experience
  6. I was wondering how I might go about checking if the unused character, Saber, has any defined unit information; class, stats, growth rates, starting inventory, etc. I'll admit I don't know a whole lot about FE1's data structure, and it's possible that unit data is handled such that none exists for him, but I'm still curious if it would be possible to do this. Does anybody know anything that might be of use?
  7. Edit: I just realized a typo in the tittle. Great job Greenie. Great job. Topic. Besides that I do have some other questions Would that Anna be able to replace Normal Anna in everything ( Supports, Recruitment, Inheritance if she marries a Male Avatar etc.) And is it doable in only one method mentioned in the topic or is it possible both ways. Im asking because I plan on getting powersaves in a week or so and want to know if this would be possible. Otherwise Im stuck hacking my 3ds. Which isn't bad, just time consuming. Yes I'm lazy, feel free to judge.
  8. Hello! So, I've been on again off again messing around with learning how to hack fe7 for a while now. Recently though, I decided that for my first actual project, I'd really like to try and move on to fe8 because it's what all the cool kids are doing, and it's my favorite in the series. Only issue is now I have to figure out what I can and can't keep doing from what I've been learning. I know that the Ultimate Guide goes over both, but given how many people are starting to hack fe8 all of a sudden, I figured it was worth asking again. 1. Can mugs and character battle animations formatted for fe7 be used in fe8 without having to edit them? 2. Are there any changes that I have to make to fe7 events to make them work in fe8? Specifically, I use Eventiel ( http://tebrigade.b1.jcink.com/index.php?act=Pages&pid=2 ) for the base of my events, and add in the smaller details afterwards. I included the event data for an (unfinished) early chapter I was making in the spoiler at the bottom of the post. If there's anything major that needs changing for fe8, could you point it out to me? 3. Random extra question, is it possible to give a "use" effect to a weapon (similar to the Fruit Knife in fates)? Sorry for all the newbie questions, I'm pretty out of the loop when it comes to this sort of thing.
  9. So, I've finally understood how to edit the portraits and load them into the game, but I've noticed every character has a different possition for the blinking and the talking animations. How do I program this?
  10. So, I have this problem where I'm loading my portrait to FEditor and it won't show up. I've tried with a png image and a 24 bitmap one, also I've used the template with the correct placement. What am I doing wrong?
  11. Hey, so I'm doing a ROM hack and I'm working on the first map, or trying to anyways. I open mappy and it works, the program is fine. I click New map, and then import aaand this appears http://prntscr.com/bqc1kk .So I used PNG files, because every download of maps that I did, where all PNG files. So I tried with other maps, one or two from each folder that I downloaded from different sites and stuff, and none of them worked. The video tutorial that I first saw used BMP files, so I decided that maybe that was better, although all of the files I had were PNG. So I converted one map and used it, and then the same error box appeared. I guess that it's compressed, and I have no idea how to un-compress it. I searched on google, obviously, but nothing helps. If anyone could help me I would be extremely thankful =) Thank you and have a nice day.
  12. Hi, I´m interested in hacking/modding (correct me please) fire emblem 7, but... I have a huge problem, I don't know how to hack/mod, I downloaded "GBA Nightmare Modules", "FEditor ADV" and "Advance Pallete Editor", I don't know how to use any of these, so I ask. Could anybody give me an explanation on how to change animations, portraits and text (descriptions for my characters) please? Thank you.
  13. Hello, I'm brand new to Serenes Forest! I've been coming across a problem with scripting (could be something else too, lol). My custom animation is magic-based and uses the classic looping cape. The animation does not loop properly using the L command and instead goes through the frames and stays on one frame after the spell loads, looking like the character is frozen in place. This is strange, because I have had the looping work fine before when I was using the regular hit codes instead of the spell related one (C05) to test with physical weapons. Note that this animation does not use the same amount of frames as mage animations or anything like that. I've tried inserting it over the female mage to test and also tried inserting it over one of the custom battle sprite slots (such as Lucius), thinking it might have to do with the hard-coded looping in FE7. Both do not loop correctly. If you need more information, I can post the entire script. Thank you in advance for any help! This is how the script currently looks for the basic attack: /// - Mode 1 C03 - C07 - 3 p- noelleatt1.png /// - Attack Frames /// - C3A C49 5 p- noelleatt2.png 5 p- noelleatt3.png C34 5 p- noelleatt4.png 6 p- noelleatt5.png C1B 5 p- noelleatt6.png 5 p- noelleatt7.png C1B 5 p- noelleatt8.png 5 p- noelleatt9.png C1B 6 p- noelleatt10.png 5 p- noelleatt11.png 5 p- noelleatt12.png 5 p- noelleatt13.png 5 p- noelleatt14.png 5 p- noelleatt15.png /// - ABOVE TIMINGS CAN BE UPPED? 4 p- noelleatt16.png 5 p- noelleatt17.png 12 p- noelleatt18.png C23 3 p- noelleatt19.png 10 p- noelleatt20.png C22 4 p- noelleatt21.png C3C 3 p- noelleatt22.png 3 p- noelleatt23.png C05 2 p- noelleatt24.png 2 p- noelleatt25.png /// - Frames after hitting but before stopping to wait for HP depletion L //RIGHT HERE IS NOT LOOPING FOR SOME REASON 2 p- noelleatt26.png 2 p- noelleatt27.png 2 p- noelleatt28.png 2 p- noelleatt29.png C01 /// - RETURN TO BASE 6 p- noelleatt30.png 5 p- noelleatt31.png 5 p- noelleatt32.png 5 p- noelleatt33.png 5 p- noelleatt34.png 6 p- noelleatt35.png 7 p- noelleatt36.png C34 7 p- noelleatt37.png C1B 6 p- noelleatt1.png C06 C0D (EDIT: Never mind, it just randomly worked after I retested it with the regular hit combo of C04+C1A+C1F, which looped, then C05+C1A, which worked again to make sure I wasn't crazy. I finally cut it back to just C05 and all of a sudden it worked for only the spell O_o. I have no idea how, I guess animation insertion is a strange beast sometimes.)
  14. Has anyone successfully messed with the 3d character models yet? I'm trying to do some character model swaps from "Fates->Awakening" and "Awakening->Awakening", where you take a 3d model (ex: Iron Sword) from Fates/Awakening, and I'm trying to put that model in for a different weapon (ex: Bronze Sword) in Awakening. I've noticed an extreme lack of matching file types between the games (Fates: bin.lz, bch.lz, ect./Awakening: m.lz, r.lz, ect.), and I'm wondering if there are any programs that we can use to convert said files into the other type. I've tried just "renaming" the fates one, it crashes as soon as you try to load the model. Is this what I'd use the Nightmare program to do, or is this beyond our reach at this moment?
  15. (Hope this is in the right forum, by the way. Wasn't exactly sure where this should go) It's been awhile since I've even touched my Action Replay for my DS, and I've kinda wanted to go back into hacking. See, grinding in Fates for days on end for Weapons or Stats has me pondering why I'm really doing all this, when with a Powersave, to my understanding, I can easily manage like *snap* that. Plus, it would just be... awesome if I could save myself trouble in Awakening, Fates, Bravely Default, and other games. So. I was wondering if someone, anyone, would be so kind to explain Powersaves, how they work, and the difficulty of it all before I rush out and fork over $30 for one. I barely remember using my Action Replay, by the way, so if whoever could dumb it down for me, that would be appreciated.
  16. 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?
  17. So, while making the icons for my FE7 hack, I got really frustrated by the lack of reds and generally, the awkward palette. So I'm asking, can I change it to something easier to use? Something like this: Also, leave comments on how I can make the palette better!
  18. Hey guys, I am gonna go right to the point: Does anyone know, if there is a patch to include the Iron Rune in FE8, or does anyone have an idea on how to "transfer" the Iron Rune from FE7 to FE8? Maybe someone seeing himself able to do that with ease? Thanks for your answers, Luke Herzen
  19. I'm not sure where to post this, but I'd like to put up a request in order to seek for some help in eventing (and some other things). I just started learning how to hack. The tutorials have been helping me so far, but to do such a thing alone is quite hard. So, I'd like to seek for some help for eventing (or hacking in general). The hack in question is this. But there are some things that are currently undergoing changes (like changing the sprites and names of some characters), but I hope this will tell you that I really want to do this.
  20. I need some help. I started making a rom hack and now I need to know how to put it out to public. Now I only started working on it a few days ago so I'm not gonna throw it out there right now but I want to know how to just so I have a reminder when I do.
  21. I know this might be weird to want but i would really like to change the character's names back to what they should have been. I also want to change the Dialog in the game to maybe a fan-translation because the english dialog is sooo SO cringy. I hated reading it so much. That is all really. I just want to know if it is possible and maybe be pointed in the right direction Thank you!
  22. So I'm finally starting work on a long-planned hack, and in my current concept the main lord gets the super legendary weapon, albeit in a de-powered/sealed state around 2/3s of the way in the game, and gets the ultimate version of said weapon near the end. Think something like the Noble/Grim/Alpha Yato then turning into the Blazing/Shadow/Omega Yato. I was wondering if there was some kind of event routine you could run to essentially replace the weapon (e.g. remove the weapon from inventory then add the new one). Any ideas?
  23. I dont know if this the section i need to be but... Is it possible to get the accesorys of the game with something? I mean ... the Butterfly Mask of Lucina The Ike Shoulder Pad Marth Tiara and things like that.
  24. Does anybody now of a easy way to edit the CGs that appear in the Lyn Mode Ending? (I want to replace them with plain black images) I also want to replace the "Three Years Later" screen. Editing the Eliwood Mode CGs seems easy enough, but I couldn't figure out how to edit the Lyn mode ones using GBAGE. The Ultimate Tutorial didn't help either... I just go to the offset in the CG editor module and there seems to be nothing there. Can anyone explain to me how to do it?
  25. I already asked this question before on a different forum, but not much interest was shown. But from the given suggestions, and what we can realistically achieve so far with ROM hacking, I've come up with a small list of tentative changes and would like some input. http://pastebin.com/933nAbXM And because I know this is going to be suggested, no, we don't know yet (or at least I don't know) how the game handles what shop sells what, so I can't edit shops at this moment.
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