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  1. Hi I was hoping someone could help me with my face sprite. It's of my tactician in Blazing Sword I made her already but I'm having some issues with her in the game because of the positions. I tried so very hard to do this without requesting, but I got so frustrated with it I can't even think about it to much or I'll break my laptop lol. Most of the work is done for you so it won't be to much trouble. I just need someone to make her look good in the game. I kept getting her face to look longer, or it was very clear that her face was changing pictures to create an animation. I'l include the face sprite in here so you can fix her. Thank you so much :).
  2. I'm trying to make a battle animation of a sprite I made for the tactician. I have the sprite sheet already made and now I'm in the process of putting it in the game to animate it. My issue is the FeAdv wont let me. I've been reading the Ultimate Tutorial by blazer which tells me I need 16 colors or less and a script with commands. In the tutorial Blazer kindly gave all the commands for you to copy and paste between the dash lines which I did. Blazer said to test out the standing frame first so put that in the game before you make any others. This is what I have been trying to do. I went over that Pdf constantly over 5 times trying to figure what I'm doing wrong and I'm at a complete loss here. Now on to my problem when I'm in the animation creator on FeAdv I load the script then press save to file. I get an error and I try again and again. Then I try something else I insert my standing frame and woo I finally get some progress guessing I was suppose to do that anyway right? >.< Then I load the script and click save to file and then I get Error incomplete animation! I tried it over and over going over my work seeing if I did anything wrong. I went through the check list blazer put and everything is correct as far as I can see. So can someone please help me out here? I'm really new at this to so forgive me for being a noob. UPDATE: Down in the replies I have added the script and screenshots so if anybody has the time I would really appreciate the help thank you in advance.
  3. Hello ^-^ I'm new here so bare with me if I make any mistakes. Before I explain the problem I just wanted to add that I read the rules and I looked very hard to put this post in the right place. I saw what looked like new post on this forum so I figured it was safe to post my problem here. Anyhoo to my problem which makes me want to throw my laptop in anger off my balcony. I've been hacking Fire Emblem Blazing Sword to make it the way I want it. Everything is going fine except for the text editing .I read the ultimate tutorial by Blazer, watched countless videos and read tons of threads. So I'm not just going blank into this. I have all of the required tools FEeditor,nightmare,Nups,Evential,EventAssembler,HexEditor etc. I have absolutely no problem with any right now except for one program and that is FEeditor. I can not get it to work with me. Everytime I changed one tiny little word the whole entire game would freeze and not work at all. Then I learned that when using a clean fresh rom that has never been text edited you must open it save it on gba emulator, and then open FEeditor open the rom in the program don't do anything in the program just save the rom close it following with the program then play rom. After that you were free to edit texts all you want. This did not work for me the words would be haywire everywhere in the game then freeze. Every script I tried to alter I made sure it was within the character limit, and then I would apply and save rom constantly. I also tried telling FEeditor to save the stuff to 00D0000-00E0000 and then I actually one time got it to work, but I found typos and grammar mistakes so I went to edit them in FEeditor. The background picture was a tiny bit distorted to but I don't really care about that. It did not work after that one time. Right now I am trying to make a script on text 0815 but FEeditor keeps switching the place of the script to 00001. So where Yes[.][X] is supposed to be it will put my whole entire script on where only the word yes should be and messes up my entire rom. I always put apply after every sentence and I put replace all as well. Only when I press save it switches my script from text 0815 to 0001. Why is this stupid thing switching my script to the very first part of the game? How can I make it stop? Thank you for reading and sorry for the long post I just needed to put everything in detail so you know everything and know exactly what to tell me.
  4. I'm having problems patching TRS, and I think it may have to do with the ripping process. According to the readme linked here, I'm to I bought a Japanese copy of the game, but, no matter what I use to rip the game, I get a file that is about 580 MB or smaller. I've tried ImgBurn—which is what I normally use for PS1 games—and CD Clone, and I've tried ripping the game to various formats (.bin, .iso, etc.). The game itself runs fine on my PSP and on ePSXe, but whenever I patch it, it either remains in Japanese (on PSP) or crashes the emulator (ePSXe). Any idea what may be wrong? The people at the RH.net forums said that I might have a different version of the game. Is this the problem? Tl;dr: When I rip TRS, it's too small a file (~580 MB) to patch according to the readme for the newest patch. Can anyone diagnose why the file ends up being too small and/or offer a solution so I can play the game? Thanks in advance.
  5. TL;DR: Save editing is indeed possible for Shadows of Valentia, but it's a little more complicated than that. So as we all know, SoV just recently was released in Japan, and was leaked even before the official JP release. Not much research has been done into saves, but theoretically, if it's anything like Fates, a save editor should be simple, right? Wrong. For some reason, IS decided to switch up the way saves were written, making them generally a headache to decipher. Here is what has been figured out about the saves so far: Items: Character Editing: To be added later Post any save editing discoveries you've made here as well!
  6. Recently i got interested in ROM hacking thanks to all the utilities that the FE Community has to offer, But sometimes even those guides and tools are a bit unclear to me, i've been trying to add a new class into FE7, A promotion for soldier, i got it all working, Moving sprites, Names, Descriptions, Animations, but the problem is with standing sprites, all the tutorials i see about inserting map sprites they always say to override an existing one, i'm not replacing any unit so.. There's a way to add a standing map animation without replacing or changing the pointers of an existing one?
  7. Cannot figure out why this error is appearing and ill link screenshots of each layer and its properties and if anyone can figure this out you'll be a lifesaver, thanks!
  8. Hey so Fire emblem 6 is one of if not my favorite Fire Emblem game but, having Roy promote at chapter 22 is terrible. Honestly I've had it up to here with babying this kid. So I was wondering how I could change the chapter where he promotes.
  9. Hi there. A few weeks back, I documented the growth rate cipher for Fire Emblem Awakening. Apparently, FE12's growth rate cipher was also undocumented. Let's fix that :) As an example, I will be using Marth's growth rates. Note: Much of this is copy/pasted from my awakening growth document, but this was documented by loading FE12 in No$GBA's debugger. Also note: decrypt_class_growth(classdata_ptr, enciphered_growth_rate, growth_rate_index) is at 0x2049418 when FE12 is in RAM. decrypt_unit_growth(unitdata_ptr, enciphered_growth_rate, growth_rate_index) is at 0x2049280 when FE12 is in RAM. Unit Growth Rates Growth rate data is stored, enciphered, as a sequence of 8 bytes, in the usual stat ordering (HP, Str, Mag, Skl, Spd, Lck, Def, Res). Marth's growth rates for example, are the highly inscrutable `D1 E3 6C E1 F6 2E 15 49 98`. The conversion process is both simple, and fairly complex. To lookup the growth rate for the stat at index N (zero-indexing), we perform the calculation INDEX = (ENCIPHERED[N]- (0x57 * ((CHARACTER_ID ^ 0x3E) - 3 * N) ^ 0xF5)) & 0xFF; GROWTH_RATE = LOOKUP_TABLE[INDEX]; Where LOOKUP_TABLE is the following lookup table, found at 0xF408 in FE12Data.bin: 3C 7F 83 81 80 78 6A 08 BC D8 75 89 2C 41 BD C6 4A C7 AE A0 19 72 28 03 40 99 43 42 07 A5 74 B4 DB D0 50 18 A4 F9 91 88 CB 5F 55 DD 82 3A 93 0A D4 26 1A D1 29 85 AB EF 5A 12 B0 EA 7C 6B 4F 9D 06 27 E2 64 4C E4 BB EE 6F 8B 2F 30 51 61 65 A7 77 FA 5D E1 CE FD 5C F8 8F 8C C3 A1 CA DE CF F5 B2 69 D5 B5 23 C8 0B 31 3F 60 20 C2 3B AF 1C 05 92 6D 8E 71 36 96 22 2B 1B 3D FF 73 59 BE 35 BA B1 45 15 CC 4B 1D 7A 9C 0E 84 49 67 AD F0 0F 2E 5E 16 7B F7 52 BF EB 9B C5 E3 DC 02 8D 04 F6 21 C0 38 3E 4D 11 E9 1F FB A6 AC 94 62 2A D9 A8 C4 F3 00 C1 CD D3 9F A3 9E EC D7 FC E8 0D 47 48 90 E5 58 DA A9 56 FE D6 34 6E AA 0C 8A 95 17 01 68 09 B7 E7 37 25 79 E6 63 98 B9 33 B6 87 86 24 A2 70 76 5B F2 44 13 E0 46 53 B8 32 2D 10 1E C9 7D 14 F1 9A D2 57 4E F4 ED 97 B3 DF 39 54 66 6C 7E Okay, there's basically no chance that was clear. So let's do the calculations, to make it a bit clearer. Suppose we want the HP growth rate. That's stat 0. Enciphered[0] is 0xD1, and Marth's character ID is 0, so we calculate INDEX = (0xD1 - (0x57 * ((0 ^ 0x3E) - 3 * 0) ^ 0xF5)) & 0xFF = 0xEA. The value in the lookup table at index 0xEA is 0x32, or 50 -- Marth's base HP growth rate. Suppose we want the Lck growth rate. That's stat 5. Enciphered[5] is 0x2E, and Marth's character ID is 0, so we calculate INDEX = (0x2E - (0x57 * ((0 ^ 0x3E) - 3 * 5) ^ 0xF5)) & 0xFF = 0x22. The value in the lookup table at index 0x22 is 0x50, or 80 -- Marth's base Lck growth rate. Class Growth Rates As with unit growth rate data, class growth rate data is stored, again enciphered as a sequence of 8 bytes in the usual ordering. Marth's base class is Lord, which has enciphered growth rate `32 C7 C4 B3 D8 46 21 06`. The conversion process for class growth rates proceeds much like the unit growth rate -- the formula is just different. We perform the calculation: INDEX = (ENCIPHERED[N]- (0xB3 * ((CLASS_ID ^ 0x9D) - 7 * N) ^ 0xDB)) & 0xFF; GROWTH_RATE = LOOKUP_TABLE[INDEX]; Where LOOKUP_TABLE is the same as it was for unit growth rates. Again, walking through the calculations for Lord: Suppose we want the HP growth rate. That's stat 0. Enciphered[0] is 0x32, and Lord's class ID is 0, so we calculate INDEX = (0x32 - (0xB3 * ((0 ^ 0x9D) - 7 * 0) ^ 0xDB)) & 0xFF = 0x16. The value in the lookup table at index 0x16 is 0x28, or 40 -- Lord's base HP growth rate. Suppose we want the Lck growth rate. That's stat 5. Enciphered[5] is 0x46, and Lord's class ID is 0, so we calculate INDEX = (0x46 - (0xB3 * ((0 ^ 0x9D) - 7 * 5) ^ 0xDB)) & 0xFF = 0xB1. The value in the lookup table at index 0xB1 is 0x00, or 0 -- Lord's base Lck growth rate. Hope this is clear, feel free to ask any clarifying questions, and have fun playing around with growth rates!
  10. Alright, so I know there aren't alot of AW2 fans out there (Maybe theres more than I imagined), but i want to try a few things. First off, is it possible to text edit in a ROM? For example, changing every mention of yellow comet to black hole and vice versa? Also, is it possible to inject maps into the ROM as well? Like changing every map that has Yellow comet, to be replaced by Black hole along with units as well? Third, how hard would it be to inject a ROM into a physical cartage? because it'd be fun to play that with the changes I made with some friends of mine
  11. I looked around and didnt find any question like this, but if it has been asked and i just missed it, feel free to link me to the thread or just ignore this (ill find it eventually.) Anyway, I was wondering if getting units from another route (I have birthright, so I mean getting Einherjars of Conquest-exclusives from another castle/logbook and then using FEFTwiddler to uncheck the Einherjar and Recruited boxes, making them a legit, supportable unit) will shadowban you if you go online with them/update your castle with them? If so, is it a permanent shadowban or just until you delete the unit from your game? Again, sorry if this is stupid or has already been asked before. Thank you!
  12. Hey there. New to this forum, but not the Fire Emblem community. I have been lurking in the shadows and now I am back to enjoy the lovely land of rom hacking. But, I am taking a break from learning the ropes to indulge myself in a nice PME run. Here are the rules: NOTHING from the PME of more well known FE community members/Youtubers. (IE: Lords always being dancers from Mangs or anything Amelia-is-bad Meme that also is a Mangs thing. Not that I am some whiny Amelia fanboy. I want to use every character at least twice in the run, and I want it to pertain to me. Not riding on the coat tails of someone more well known. That would be a huge disservice to Mangs and how awesome he is.) I would like to have promotions be a singular branch. I feel it would be more challenging and also ... the multi promotion shit was always useless in FE 8 due to how one class was always overshadowed by a better class. As an avid lover of the Halberdier class in FE 9&10 I would love to have at least one soldier. Maaaaaagic is liiiiife. (Jesus that was cringey) Previous characters from other FE games or Characters from future games are allowed. I will allow one original character in the game as long as it isn't to ... Mary-Sue-like. Have at it, boys!
  13. Hi there. As you may, or may not know, growth rates in Fire Emblem: Awakening are stored enciphered, so as to prevent easy datamining of growth rates. As far as I can tell, the deciphering process has never been documented before. Let's fix that, shall we? :) As an example, I will be using Lissa's growth rates. Unit Growth Rates Growth rate data is stored, enciphered, as a sequence of 8 bytes, in the usual stat ordering (HP, Str, Mag, Skl, Spd, Lck, Def, Res). Lissa's growth rates for example, are the highly inscrutable `20 BC AA D5 74 39 E8 BD`. The conversion process is both simple, and fairly complex. To lookup the growth rate for the stat at index N (zero-indexing), we perform the calculation INDEX = (ENCIPHERED[N]- (0x63 * ((CHARACTER_ID ^ 0xA7) - 0x21 * N) ^ 0xD9)) & 0xFF; GROWTH_RATE = LOOKUP_TABLE[INDEX]; Where LOOKUP_TABLE is the following lookup table, found at 0x4001C in GameData.bin: 59 89 D2 D1 DE C6 47 21 BA DB C5 EC 35 BD 9F 9B 2D 7B B2 09 F7 53 99 8F C4 90 FA 34 F8 19 94 02 ED 56 40 6C F4 88 4F 2B B4 BB EB 74 B7 0D C2 A4 EE 93 CF 42 F1 17 BF F0 A5 BC 0F 6E 1B 73 8D A6 3B 50 33 E0 AF 9D DD FF FE AA CE 12 62 E2 FB C1 23 49 D6 CD 04 2F 41 15 1A 32 03 8A 14 58 0A A3 D0 71 7D D3 A0 52 BE D7 8B 48 37 13 A8 44 08 3C E3 63 F6 DF 16 7C 46 F3 07 CC 79 C3 6B 3F 81 00 20 28 AE EF 6D 8E 0E 1D 4B 95 A1 B6 D4 C7 3E E5 D8 5A 43 26 7A E4 4E 9C 30 4C C8 97 FD 54 68 C0 FC 36 1C 75 01 96 E9 1F 45 06 70 2C 29 67 2E F5 9E 92 60 3D E8 E7 66 2A 91 EA 57 A9 1E 5F 27 51 C9 65 18 AB 83 D5 85 61 0C 77 7E F9 7F 5E DC 84 5C 6A 39 4D 87 5B DA 69 E6 5D 11 82 10 55 D9 CB 8C 72 86 6F 64 80 CA A2 05 AC 4A B1 0B 38 E1 AD 31 B3 98 78 B8 22 76 9A 24 A7 25 B5 F2 B9 B0 3A Okay, there's basically no chance that was clear. So let's do the calculations, to make it a bit clearer. Suppose we want the HP growth rate. That's stat 0. Enciphered[0] is 0x20, and lissa's character ID is 4, so we calculate INDEX = (0x20 - (0x63 * ((4 ^ 0xA7) - 0x21 * 0) ^ 0xD9)) & 0xFF = 0x50. The value in the lookup table at index 0x50 is 0x23, or 35 -- Lissa's base HP growth rate. Suppose we want the Lck growth rate. That's stat 5. Enciphered[5] is 0x39, and lissa's character ID is 4, so we calculate INDEX = (0x39 - (0x63 * ((4 ^ 0xA7) - 0x21 * 5) ^ 0xD9)) & 0xFF = 0x56. The value in the lookup table at index 0x56 is 0x41, or 65 -- Lissa's base Lck growth rate. Class Growth Rates As with unit growth rate data, class growth rate data is stored, again enciphered as a sequence of 8 bytes in the usual ordering. Lissa's base class is Cleric, which has enciphered growth rate `11 A6 E5 D2 CF 01 67 A6`. The conversion process for class growth rates proceeds much like the unit growth rate -- the formula is just different. We perform the calculation: INDEX = (ENCIPHERED[N]- (0x23 * ((CLASS_ID ^ 0x46) - 0xF1 * N) ^ 0x78)) & 0xFF; GROWTH_RATE = LOOKUP_TABLE[INDEX]; Where LOOKUP_TABLE is the same as it was for unit growth rates. Again, walking through the calculations for Cleric: Suppose we want the HP growth rate. That's stat 0. Enciphered[0] is 0x11, and cleric's class ID is 0x35, so we calculate INDEX = (0x11 - (0x23 * ((0x35 ^ 0x46) - 0xF1 * 0) ^ 0x78)) & 0xFF = 0x50. The value in the lookup table at index 0x50 is 0x23, or 35 -- Cleric's base HP growth rate. Suppose we want the Lck growth rate. That's stat 5. Enciphered[5] is 0x01, and cleric's class ID is 0x35, so we calculate INDEX = (0x01 - (0x23 * ((0x35 ^ 0x46) - 0xF1 * 5) ^ 0x78)) & 0xFF = 0x7F. The value in the lookup table at index 0x7F is 0x00, or 0 -- Cleric's base Lck growth rate. Hope this is clear, feel free to ask any clarifying questions, and have fun playing around with growth rates!
  14. Ever wanted better supports? Like, I dunno... Non-rushed marriage proposals? Mozu not talking about food all the time? Camilla not talking about Corrin all the time? Effie not being obsessed about her strength? Well I got news for YOU! I'm here to make a hack about better support conversations! With this hack, we can remove all those things and MORE! I'm taking suggestions, bug testers, video showcase providers and writers! ----- What I won't do: -Add New Supports- -Added Compatibility with Gay-Fates or other hacks- ----- What Is Needed: A Home-brewed 3DS FE: Fates Optional: Extra Knowledge About 3DS Hacking ----- Release Coming soon! ----- Have a bug? Tell me and I'll be sure to fix it! This project is closed due to time management.
  15. I'm asking for advice for making Custom character portraits for rom hacking How do you guys do it? and give any other tips you have for rom hacking if you want
  16. Does a "hacking scene" for FE9 exist? Are there any half decent tools for hacking fe9? Are there any hacks out there? Edit: should put this somewhere more appropriate. Plz delete this mods
  17. Firstly, I apologize if this is in the wrong place. I'm new to the forums, but I figured this would be a great place to ask this. I'm curious as to whether or not you can use Nightmare 2 to change what mothers the child units have. Specifically, I'm wondering if Sety could be Adean's son and Lester become Furry's son. I know there are modules to change siblings, but I can't seem to find anything explicitly stating mothers being changed. And yes, I know some people might consider this sacrilege and I fully expect any relevant events to be bugged out or even completely broken, but I'd like to see if it's possible.
  18. First of all, I'm sorry if this isn't the best place to post this. I'm new to the forums, (I've lurked for a long time but never posted anything) so if I should put this somewhere else just let me know and I'll move it. Thanks. So I decided I wanted to try modifying FE4 in nightmare, and there are several things I want to do. However, I'm not sure how to do them, or even if I can at all. I'm going to try and think of as many questions as possible so that I don't have to update every time something new occurs to me. First of all, I want to make all of the Holy Weapons, with the exception of Gungnir and Loptyr, usable by the player. However, I want to do it in a somewhat realistic way. As in, I don't want a character to just randomly have the Helswath or Valflame in their inventory right off the bat for no reason. That's where the tricky part comes in. Messing with Holy Blood and inheritance is easy, but the game doesn't even give you the Holy Weapons that no one in your party should be able to use, for obvious reasons. So, this question has 3 parts. First, can I make it so that the minibosses will drop their holy weapons? For example, Langbalt with the Helswath in chapter 5? I went into his character data and tried to make it his dropable item, but it doesn't seem to be an option. If I'm able to do this, can I make it sellable, just in case the wrong character kills him? And if I'm not able to do these things, is it possible to put it in the proper character's inventory after the boss is dead? If someone could direct me to a way to do any of these things, I'd be very grateful. And that's all I can think of for right now. If I run across any other issues, I'll update. Thanks in advance. EDIT: I should probably mention that if I have to use a program other than Nightmare, I'm willing to do that. Keep that in mind.
  19. Hi, Sorry if this is a noob question, but I just couldn't find an answer anywhere and I tried my best to figure it out on my own, but I'm just too stupid xD. Anyway, in a hack that we're making we change the controlled characters a significant amount in between chapters (Radiant Dawn style), so I'm trying to find a way to change the army commander in the status screen per chapter. The Auto-Cursor also glitches, because it can't find the 'leader character'. (In one chapter it goes out of the actual map into black nothing tiles and sometimes freezes, hence it's a big problem).Compare it to: In the first 10 chapters Lyn is the army commander and then for the rest of the game Eliwood. But then in our hack it would be per chapter. Would that be possible? Thanks for the help in advance! (It's a Fe7 hack btw)
  20. Hello everybody, I am new here! I would imagine getting into hacking in the future, and I was wondering! Could one add too much data into a patch, so that the emulator would not be able to run it, because of not being optimized to do so? Or do I not really have a clue of what I am talking about?
  21. Hi! I figured out how to rip models from Fates. But now I'm trying Awakening, and I have all the files extracted. But every time I try to load a body model, it doesn't load on Ohana3DS. Weapons load fine, but the bodies are what I need, and they won't open... Has anyone figured out how to rip them?
  22. Post anything you do with fe1 hacking here(except finding unused stuff,that belong here) um , i managed to make a custom map , if that's cool maybe making a tutorial about that soon(™)
  23. (Post withdrawn by author)
  24. HI, I'm new to the hacking scene and decided I want twin Kanas. Now, the problem is that I already recruited my single femKana. and so what I did to accomplish this was to just recruit a logbook Kana and just remove his recruited status and einherjar status using FEFTwiddler, but I would like to know if there is a better way of achieving this?
  25. I search answers for these questions: - Ways to unlock the unobtainable holy weapons or holy blood - + How to aqurie/hack and use siege tomes and dark magic Thanks for answering
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