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Found 11 results

  1. Hi, I've seen a big topic about hex editing for Radiant Dawn that I've barely started reading, and I was wondering if the same could be done for Path of Radiance. I have downloaded HxD (I don't know if it's the easiest to use), I'm totally lost in how to make it work, the Data file seems to not be compressed, but all I see is a list of Aid per class and some skill names with capacity, I don't understand the rest and the hex code lines look like Chinese to me, I know they're multiples of 16 (from 0 to 15) but I can't find the value that is linked to the capacity taken by the skills for examples, all I see is 40s and 50s on one line, there aren't any numbers corresponding to 10-30 capacity. I'd also like to be able to edit the class stats and such. I've been looking for Nightmare editors for years since they're much easier to use than learning to use a hex editor when you're no programmer, but never found any (I've Dld a randomizer/editor but it never launched for some reason). The items would also be a good thing to be able to edit, so that early game weapons weigh less (giving them the same Wt as in TSS would mostly fix the problem with early game snails, and giving tomes the same Wt as in FE6 which has the most usable magic of all the GBA titles unless FE7 is the same, all I know for sure is that TSS has wonky tome Wt, if their tomes weigh more than axes how are these book wanderers supposed to carry them? Gleipnir is 5 or 7 Wt more than the axe Garm that also gives +5 spd!). I think mages would appreciate not having to reach high levels of str to carry their final tomes. I'd also buff Laguz weapons of course, I love Laguz.
  2. how exactly would you go about editing a radiant dawn save?
  3. There are at least two different parties I know of, J2E and Artemis, that did the translations for Gaiden. Plus, a user called "Gaiden Guy" once attempted a Name Update patch, and even succeeding in fitting longer names such as "Luthier". Unfortunately, he stopped visiting this site before he actually got done with the patch, so, I'm not sure how to contact him. Anyway, does anyone know where I can find the resources needed to hex edit the script? Table files, offsets, and other such things? Thank you very much, and God bless you! EDIT: Alright, I got my question answered a while ago; since then, I've been hard at work trying to do what Gaiden Guy once attempted. So for those who wish to edit the game as well, here you go! https://pastebin.com/c0kvsYjN
  4. (Post withdrawn by author)
  5. 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.
  6. Hey! I was just curious if it is somehow possible to change the placements of the towns and castles and stuff on the world map. I've been trying to find an answer all day and can't seem to find one. Help would be greatly appreciated.
  7. I've heard people talk about this often on r/fireemblem, and I wanna be able to edit the classes of my units in FE 6-8. Can anyone point me in the right direction? I downloaded the modules from a topic here on serene's from 2011, but I don't know where to go from here, really.
  8. 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?
  9. Does anyone have the text files for the currently existing events for FE8? I tried following Arch's video tutorials for the prologue but it didn't work and I think I might have an easier time just by editing a currently existing text file (like the prologue events) at least to start. Does anyone have them? Thanks!
  10. 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.
  11. I did a search but nothing came up. I want to know how to edit the growth rates in PoR, for example a 0% or 100% growths run. I would just use a code, but no working WiiRD codes do that. Edit: Currently plowing through FE8Data.bin with a hex editor. Hopefully nothing goes terribly wrong. Edit 2: Officially stumped, and system.cmp looks like a mess. This may take me some time without help.
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