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  1. Heya folks! I'm having a bit of an issue changing character's recruitment around. Like say, for an example, imagine I want Isadora and Marcus to swap places, how would I go about it? I've tried to go to the individual chapters they join in as a test and simply changing the character number that is "loaded" but when I tried to go on Eliwood's route that way Marcus joined instead of Isadora and he "joined" as a green Unit. I've also tried to simply go on the character editor and changing Isadora's Character number to Marcus' and vice versa but the Isadora was the one to join as a Green Unit. Help?
  2. So I have a question. I've been trying to change map sprites around just to learn how to do it and I've done so properly now but... the animated map sprites have a list of the classes there to tell you which class you are altering. [img=http://i.imgur.com/udNLhUI.png] but the standing sprites do not. [img=http://i.imgur.com/AF5ASgp.png] I figured "whatever, I'll just use the list from the animated ones on the standing sprites and it should be about right" but it's not. Example: the female mercenary is the 0A on the animated one but it's actually 07 on the standing sprites (I figured it out after a little experimenting) but is there a way to know which is which without spending an hour or so trying to figure out which are which? Thanks in advance!
  3. So I tried doing this a few months ago but didn't have much success (I kinda stopped cuz of stuff), but can you expand the number of Custom Battle Sprite slots? There's like 15 or 16 or so for FE7, but can you add more? I tried copying some of the individual modules (i.e. Bishop Lucius or whatever) and changed the information, repointed everything, changed the needed modules and text files, and made custom animations. So then in the Character Editor in Nightmare, I could go to Dorcas or someone, and under the Custom Battle Sprite drop down menu I put one of my new custom slots (0x11 or something). But it didn't work, just showed the map animation. Am I doing this right or is it not possible. I'm fairly certain I edited everything pertaining to class animations accordingly...
  4. I have a problem with using the Item Editor module on Fire Emblem: Blazing Sword. I want to give certain weapons the unlimited usage and like make them unsellable. But when I use Nightmare and the Item Editor to click on any weapon under "Weapon Ability 1", there's no "Indestructible Weapon / Magic", no "Hero Indestructible Weapon / Magic, no "Unsellable Hero Indestructible Weapon / Magic", etc. It's all negative values but with just "Indestructible", "Weapon", "Magic", "Unsellable" listed. Giving a weapon or magic the option: "Indestructible" won't give it unlimited uses, but it makes it completely unusable. I don't have this problem with Fire Emblem: Binding Blade or Sacred Stones as the options "Indestructible Weapon / Magic", etc. are listed and work with no problem. But Blazing Sword, I don't know why this problem is occurring and has negative values on the drop list. Can somebody please help me on this issue?
  5. And by "Balanced" I mean fix characters that are borderline unusable, like the Knights or give me a reason to use unit X when unit Y is 10 times better. Also, imma try make more weapons...you know... NOT HORRIBLE. So, I want some suggestions on fixes. It does make the game somewhat easier. Major changes I'm thinking of (Anything not specified has been left the same) [spoiler=Roy] Growths: 40->55% Str (+15) 40->55% Spd (+15) 25->35% Def (+10) Bases: Level 1 22 HP (+4) 7 Str (+2) 7 Skl (+2) 6 Def (+1) 3 Res (+3) Items: Starts with Iron Sword too I buffed him somewhat much because he will be useless for a while and he WILL cap his level without being able to promote. I also felt like it was unreasonable that he had less Def than Res AND buffed both HP and Res bases so that he won't be Bolting and Purge material in castle chapters. The Iron Sword is just so that he won't have to strip a Cavalier to save his Rapier uses. [spoiler=Bors] Knight movement is now 5. General is 6. Growths: 30 -> 45% Str and Skill (+15) 10 -> 15% Res (+5) Bases: 8 Str (+1) 6 Skl (+2) 5 Spd (+2) 6 Lck (+2) I tried making Bors the jack-of-all-trades Knight of the trio whose best feature is his superior availability and being well-rounded. Soon will be Barth the Knightliest Knight to have ever Knighted and Wendy, the FE6 incarnation of Effie. [spoiler=Barth] Growths: 110% HP (+10, so it is 10% chance to gain 2 HP and you are guaranteed to get 1) 70% Str (+10) 40% Skl (+15) 50 Def (+10) Bases: 10 level (+1, Insta-promotion) 12 Str (+2) 8 Skl (+2) 6 Lck (+4, though it's not growing...) 3 Res (+1 because lol 2% growth) Extreme much? His Knightly stats rise like there's no tomorrow. Lck, Spd and Res are for sissies so no serious Knightly Knight cares. [spoiler=Best unit in the game] Wendy's new growths: 50% Str (+10) 45% Skl (+5) 55% Spd (+15) Wendy's actually functional bases: Level 6 Knight: 23 HP (+4) 7 Str (+3) 7 Skl (+4) 7 Spd (+4) 10 Def (+2) C Lances (+1) Now Wendy has above average Str, Skl and Spd with respectable Lck, Def and bad Res. Her Def base is now high but she is less bulky than her comrades. She is the child of a Myrmidon and a Knight. I am thinking of lowering her Def to make her have less of an advantage than the other Knights, but I'm not sure. Anyways, I've got more ideas but I got tired of writing. So, any suggestions?
  6. Im trying to change everyone in Fates to start out as another class (In this specific case they are all gonna be in their default secondary class) Does anyone here know how to do this?
  7. The FE8 Chapter Unit Editor Modules are kinda messy. The coordinate part to be percise. Basically, I changed the frormat of the coordinates from two iffy Bytes to one "Coordinate" that can actually be edited and added a Doc as some sort of "tutorial". Although almost everyone is using the Event Assembler for this, I thought it would be useful to have the Module at least Display the coordinates properly so that quick, small edits can be done faster. And maybe also to edit the Units that dont show up in the Event Assembler...? Well at least it's a bit more transparent now than it was before. Get it here if you need it.
  8. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  9. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  10. I'm confused because I'm checking every single class i've inserted and their promotion and they all seem to work except for the Soldier -> Halberdier. Whenever I promote the soldier and if he's wielding a lance it crashes or glitches out. The weird thing is idk why but if I unequip the soldier and promote him it actually works correctly :v. Here's the promotion nightmare pointer thingy. The animation seems to be working correctly to me Help me
  11. So I want to play my FE7 rom in hard mode, which would only be possible if I played the tutorial, then ENM, and then HNM... Is this doable via Nightmare? Is there any patch you guys know about? Is there any other solution or do I have to play all the easy modes? Thank you :)
  12. Hey, I've been dicking around with nightmare and it's been pretty neat so I've started to try and add custom animations. The problem is that according to both the Ultimate Tutorial and Kamon's tutorial in the FEditor animations V2 thread, I need the older version of the Class Editor Module which lets you alter the Battle Animation Pointer at will rather than a set limit in a dropdown box. Does anyone have this version? And if not, is there a workaround? Thanks in advance!
  13. Ok so I'm trying this whole Nightmare thing just for shits and giggles and I tried to alter the class on some characters. The issue seems to be with Sacred Stones' intro cutscenes because of the way Seth rescues Eirika. See, when I change Fado's or Seth's class using the Nightmare module for the prologue cutscenes it's perfectly fine, but and changing Seth's class during the prologue chapter itself is fine too, but changing Eirika's class results in her appearing on the map BEFORE Seth drops her and then a second Eirika walks around for a second and then walks off screen. From this point on, the rom is perfectly stuck. I'm guessing that it has to do with the event and Eirika's placement (as in, the X and Y Coordinates) but I wouldn't know how to fix this. Any ideas?
  14. My first question is about the custom animations. I've followed the tutorial "Alfred Kamon" (I think I spelled it right...) put on here I think... 2 years ago. I haven't found a new one since. But anyways, he was explaining that I needed an old version to do it. However... I've only had access to this kind of "Battle Animation Pointer", which is a dropdown. Is there a way I can do it with the dropdown? Do I need to use an older version of the "Class Editor" module? Or is there is a newer way of doing this? My second and final question is about eventing. Is there a tutorial on how FE8 event style works? I haven't really found any... If there's not, how do you customize what happens in the game? (Note that this is all before I use Event Assembler, whatever that is.) Sorry for bothering you guys.
  15. I was wanting to edit the growth rates of characters in FE Shadow Dragon because the defaults kind of suck. The readme says to "1) Open up database.tpl in 'Nightmare.exe', included with the editors." but whenever I try it, it says "an unnamed file is not found" Precisely what am I supposed to be doing, here?
  16. https://www.dropbox.com/s/1logse0fdg0eeej/Efects%20and%20conditions.rar?dl=0 Does what it says, for you to have certain effect on an item or a staff you need to check both effect and conditions You can try mixing pointers and see what happens, or just make cloned items with more uses or unlimited uses like im doing it :P Thanks to Brendor for giving me those useful offsets
  17. Hello guys, i was trying to create a Lockpick with more uses, unlimited was my goal, but i just find out that if give a new item the efect of lockpick using nightmare, it does not work, i tried to change the efect of the normal lockpick for other efect, it keeps doing just lockpick...Are the staff and item efects hardcoded? Just to point out, my item table is reppointed, but i dont think that is the issue...
  18. Here are some Nightmare modules for Fire Emblem Fates I've just made: https://github.com/RainThunder/fefates-tools For those who wonder what Nightmare is, it is a software that let you hex edit every file via modules. With Nightmare, even those who don't have any knowledge in data structure and hex editing can still edit the game's files and make some cool stuff. Instruction and documentation and be found in the README file and wiki of the repository.
  19. What's the reason for default class growths? Are they added to a character's personal growths to make the total growths?
  20. Hello guys, i was just testing the branched class patch from icecube, and it was awesome, it made a promotions three based on items, sadly, there was no pallete changing at that time and many animations looked bad with same palletes, so he did a new pallete table to give different palletes to each char according to their class, like it was possible in FE8. Bad thing, it was oonly the thumb assembly code, so how do we noobs get that in our Rom? It is quite easy, we just reverse the bytes of the assembly code, and we have our RAW code. Then, when i saw it worked, i needed a Nightmare Module....So, there was also no Nightmare module either, so i made two XD, each one usses a different offset, you choose where your table is gonna be. Also, you need to change the pointer if you wan to use other offset. I think i am a bit clearer in the readme. So, here is the Deal. Ill give you a link to the raw code and to the nigthmare modules i Made, I hope it helps you :D if you have any cuestions leave a comment. NOTE: For this code and this Nightmare Module to work, you need the patch for branched promotions that where made by Icecube too. All credit goes to Icecube, i just translated it to raw code and made the Module :D https://www.dropbox.com/s/a7geou88khiwm18/Copia%20de%20Branched%20Palletes.rar?dl=0
  21. I was just trying to add more chars to my character list, the list is already expanded at an offset that has enough space to fill another 255 chars at least. But When i try to add a new char in Nigthmare, with the nmm and text lists ready to do so, it goes back to the list start, 0x00 None. I think if i just fill the char data, the game is gonna brick or it wont load anything. Is there any other way to add more characters?. And another cuestion, How do i add more classes, the list is already expanded, and same than above, with enough space to doble the default class list, but when i load a new class in chapter, it just brick the rom, i think is has something to do with the map sprites list...
  22. Hello guys, I've been having a problem with linking Charas Palettes to the characters. In FE7 there were some bytes in the character module, that you set what was his palette for his normal class, abd his promoted class. However, there's no such bytes in Fe8's character module. What I want to do is this? I've replaced Gillian with Batta, replaced his Knight Palette index with Batta's Brigand palette, I loaded Batta as a Brigand, however: He uses the Default Generic Color :( (Same happens with all other characters, whose corresponding characters in Vanilla, weren't the same as the new) I've assumed that the game uses the palette if the character is the class, that's why(I think) there's no palette byte in the character modules. So, my question is: How do I link palettes to characters? I know it must be possible, since Alfred's hack and Blademaster's hack have characters with custom palettes. I hope I've been as much informative as possible.
  23. Hey, I don't know if this has been asked before, but whenever I try to use Nightmare to make changes to a UPS patched file, the changes don't apply in game. Am I doing something wrong, or is that just how it works?
  24. Alright, so i'm having difficulties trying to do something in nightmare..... I changed a few classes that appear in the arena by changing them to the lord classes, and now, them along with a few other classes, can still double me, even at a capped 30 speed, is there any way i can turn the light rune into a buff item?
  25. I've been having this issue for a while in my hack, but I've had no luck seeing where it's coming from, unfortunately. So, basically, upon a certain few characters joining the party, their stats will sometimes be raised to a number well above what it should be. [spoiler=Example] These two images are from different playthroughs. As of now, this issue only occurs on four of my characters, the ones in the slots for the non-tutorial versions of Lyn, Wil, Sain and Kent. On the point that they rejoin in the Eliwood mode, their stats may look like this. Apart from the broken ones, their stats, levels and experience have been perfectly translated over from their stats at the end of the Lyn mode. If I'm remembering correctly, when Lyn mode characters who've survived return in the Eliwood mode, they shouldn't actually get any extra stats anyway. It seems to be fairly random what stats of characters are affected by this. For example, (See picture above) I've seen Kane's strength be raised, or Andrei's skill and speed be raised. The most common stat that has been affected by this to my knowledge is resistance, but it's not always the case. I have also had playthroughs in which this issue will not occur on any of the characters, but it seems to be most common in affecting at least one of the four characters. At one point I thought that it might be something in Nightmare that was affecting this. [spoiler=Nightmare Screens] The stats in the image above are for the characters in Lyn and Wil's slots. There's nothing particularly strange about the values here that should be doing this, I think. It should also be noted that none of the four characters are autolevelled, so they have no reason to be gaining extra stats. One thing I've noticed as well is that if I were to load straight in Eliwood mode, these nightmare base stat bonuses will worked out for the four units just fine and they will never encounter any issues. I also thought that this might be some kind of Hex issue. [spoiler=Hex Screen] So the above screen shows the hex from a part of the Nightmare Character Editor. The highlighted values are those corresponding to Andrei/Wil's (from Level to Constitution bonus) listed numbers in the said editor. The hex image is taken directly from the ROM file after seeing this glitch, so nothing has been altered yet. His base resistance is the 02 byte. But there's nothing here that seems out of place to me. Some other things to note: These characters do all rejoin together on the same chapter as each other, like they do in the original FE7, although i'm not using the same chapter to do this. As a result I have tried seeing if changing the chapter in which they rejoin would solve the issue, but it didn't. This issue can be fixed mid-game, either through editing the nightmare stats of the characters again, or by using codes to change your characters stats, but obviously this isn't ideal and the first solution may actually cause another stat bug later into the game. The bug is raising their stats by 31, which is the limit on stats or something, right? I don't really know what I can do about that though. So, can anyone think of something that might point me in the right direction to seeing where the issue really lies here, or did I just screw my ROM up a long, long time ago and should have realised it back then? Thanks in advance for any answers. And please tell me if if I need to provide anymore information or make something more clear.
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