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Found 95 results

  1. Hey guys, Here's what's been done so far: - dumped the installed CIA as a .CXI using GodMode9 - extracted gamedata.bin.lz from .CXI file by mounting it as an Image - tried to paste edited gamedata.bin.lz within the currently installed title (mounted as image) - met with error saying I cannot paste files in a virtual game path I'm trying to edit the classes and characters using Nightmare and FEFeditor but to no avail. Any help would be greatly appreciated. Thank you!
  2. Chapter Unit Limit Question

    How do you/is it possible to increase the character/unit limit on a chapter? For instance, say a chapter only allows you to bring 11 heroes into battle; is it possible to change that limit from 11 to 16 (exclusively using Nightmare)? I know adding enemy units isn't, but I wasn't sure if this was different. Thank you, and sorry if this is a dumb question!
  3. I was planning to compile an as-exhaustive-as-possible stat overview of HHM's enemies and to make things a lot easier, I would like to remove Fog of War from the equation via Nightmare - my first and so far only experience with the programm. For the most part, this seems to be fairly straightforward - I got to the start chapter 13x and the modified ROM seems to work just fine. However, since chapter 23 only has FoW on HHM, the "Vision Distance" parameter is already zero, so I have no clue how to remove it from HHM. Is there a (noob-accessible) way to deal with this problem? Thanks in advance
  4. I've done a bit of digging into trying to change Seliph's Holy Blood and the best I can find is that I can, " can change Celice's Holy Blood at address 0x4856D." The only problem? I don't know how to find a specific address to edit it. I have both Nightmare 1 and 2.0, but I can't make heads or tails of how to find and edit 0X4856D without using the modules. I know Nightmare 2 has a tool where you can, "Enter value of the byte to search for strings of," but that can't be the method intended. Is there another tool I should be using or a series of modules I don't have? Would messing with the .txt files for Holy Blood have the desired effect?
  5. Hi, I'm pretty inexperienced with hex editing, but I'm trying to change Sigurd's portrait into Arvis' and vice-versa (original, I know /s) I've figured out how to change portraits, but I can't find any database listing which portraits belong to which characters. Does anyone happen to know which number is Arvis' so that I don't have to keep trying each number individually? Thanks in advance.
  6. So, earlier this week I decided to open up Fire Emblem: New Mystery of the Emblem in a Hex editor and see what I could learn from it, and actually learned a good amount of stuff for items. So I decided to try and make a Nightmare Module, with the help of some of the SD Modules, for an Item Editor to make it easier for me to work with. But I ran into this error whenever I tried to use it and, after several hours of trying to figure it out myself, turned to here for help. After I got this module to work I was planning on learning about unit data in the hex editor and then making a module for that to also help, so any help in this regard will be welcomed gladly. Here's a dropbox link that contains a .rar file with the module that I tried to make and text files that go along with it. https://www.dropbox.com/s/c08tv657lp9es58/FE12 Item Editor.rar?dl=0 Thank you for any help ~Rute
  7. Does anyone know how to alter the multiplier for effective damage in this game? I'm interested in hacking the game so that most effective weapons get a 3x bonus like in the Japanese version, rather than the 2x they got in the US. Most hacking tools don't seem to have tools for this, and I'm not well-versed enough in hacking to navigate the disassembler. Thank you in advance to anyone who can help with this. For those wondering, I've been messing around with FEBuilder, Event Assembler, and Nightmare. I'm trying to create a hack that undoes the localization changes, and this is the only one that's really giving me difficulty. EDIT: Never mind, looks like the question's been answered here. EDIT: Even though the question's been answered, I still can't figure it out. Has anyone used this patch before? EDIT: I figured it out myself. Thanks for nothing. Solved! EDIT: I'm not seeing a "mark solved" button on here, so I'm just adding the tag manually.
  8. Hello, I recently began using Nightmare and learned how to insert custom battle animations and whatnot. I gave Eirika's Great Lord class and the General class both custom animations, and an issue's popped up in which the game crashes whenever I promote Eirika (from Lord) and Gilliam (from Knight) to the aforementioned classes. The classes' new custom animations work fine on their own though (i.e., when hacking Gilliam to already be in the General class, he is able to use the animations just fine). At least I think so. I was wondering if anybody knows what the issue is for this situation. I appreciate any help.
  9. Having difficulty with NUPS and Nightmare

    Recently, I’ve been trying to get into FE Rom Hacking. So I looked up some tutorials, downloaded NUPS and Nightmare, and was ready to start messing around and learning the ropes, but after I added the No Tutorial Patch to my FE7 ROM, the game refused to run. So I thought, “Well, okay. That’s fine. Tutorial doesn’t matter anyway.” So, then I tried to begin messing around with Nightmare, but then once I tried to use the FE7 Character and Class editor, a message popped up saying that the “ROM is not compatible with the module”, or something along those lines. What am I doing wrong? Am I just being retarded? (By the way, I did delete the the ROM that had the No Tutorial patch, and got a fresh ROM for Nightmare).
  10. Is it possible to change what weapons a unit/class can access using Nightmare modules? For example, allowing Tethys to use swords.
  11. I've recently started a project on FE8, and have gotten to the point of changing palettes, but whenever I try to change Eirika's palette, everyone else's resets. I don't understand what I'm doing wrong. Since Eirika has a generic palette I am switching hers with Hayden's, so maybe thats the problem?
  12. Hey all sorry if I'm not in the right place to ask this, I've been messing around with Nightmare Module 1.0 (2.0 kept being wonky for me) , and I got to a point where I want to be able to use multiple units for the Arena chapters because I like maxing out every units for Link Arena, I'm currently on 16x and it's letting me have a maximum of 6 units, how do I on the Nightmare module up that number from 6 to like 10 or 12? Also on that note, is there a way to increase exp gains from a battle? I don't care much for this particular answer but if there's an easy answer to that one that it be icing on the cake.
  13. I would Like to Preface that I'm hacking FE7 and that I have already repointed to Class table So, I've been having some trouble doing exactly what the title says, associating moving map sprites with a custom class, along with a couple of other problem related to custom classes, easily broken down, they are as follows: 1. In nightmare, when I try to add my custom class number to a class list(say, adding 0x65 to the Class List.txt) I find that it shows up in Class editor, and only Class editor, not even Character Editor, which is in the same folder. Am I doing something wrong? and how do I do it properly? 2. Using GBAGE, I have written over the Peer standing and moving animations with my own custom map and moving sprites. The moving sprite went fine, but I had to repoint the standing sprite, does this have any impact on how nightmare associates the peer with it's repointed standing sprite, or no?(as in, does night, mare still point to where the old sprite is, or where I repointed it to using GBAGE when I imported a Bitmap) 3. when I open nightmare(specifically the Class editor) and scroll down to my custom Class (0x65) I notice that there is a option for choosing the standing map sprite of the custom class, but none for choosing the moving map sprites, how should I go about associating the moving sprites with a new class? That should be it for now, I will add more questions relating to this topic whenever I get the chance. Note, Currently, problem number one is the one Im trying to solve the most, as I know ignoring it now will lead to me beating my head against the keyboard at a later date(though that is not to say that my head has not already made contact with the desk multiple times) Thanks in advance!
  14. Minor problem in nightmare

    The jist of it is that I cant scroll through the dropdowns when trying to change a characters class. More specifics below (also first post from what i can remember so dont kill me) So im doing a “randomized” run using the GBA randomizer and when i try to use Nightmare to change whoever replaced Roy into a Lord (and also into Milady but thats not the problem) I find that i cant scroll through the dropdown for changing a characters class. Since the Lord is at the very top either the character is randomized into a lord by default or i go for great lord (which i dont want to do as Milady deserves all the levels).
  15. I've been playing around with Nightmare, and I noticed that the Battle Pallet Editor Modules were missing from the FE Shrine download. After looking around I've been unable to find them anywhere. Does anyone know where I'd be able to find them?
  16. FE11 Stat & Growth Editing

    So, I opened up the Nightmare modules for FE11 and poked around in them again, and was swiftly reminded of why I stopped to begin with. The stat values given in the editor don't make any sense and don't seem to correlate with the values listed online in any meaningful way. I was wondering if anybody here had the "key" to converting stat and growth values between regular, comprehensible numbers and whatever bizarre cipher the numbers are hidden behind in the editor. Thanks so much for your time!
  17. I’m making a Fire Emblem 8 hack where every playable character is a recruit, but I’ve run into a problem. I have Seth at level 10 as a recruit, but when I go to the next chapter I’m not getting the screen to promote him. Is there a way to fix this?
  18. HELP with Nightmare GBA

    In Nightmare, you can give certain units the ability to dance using the class and character editor. However, whenever I dance with said character, the game freezes and never loads out of the battle screen. Suggestions?
  19. First of all, sorry for my poor english. I am doing a rom hack for sacred stones where I am changing each character's class through nightmare, I know that every class is set in the first chapter a character appears, but I don't know exactly where are the creature campaign characters "first chapter" seeing as how they join after you "achieve" certain things. I have read somewhere that the creature campaign characters are given through events, but I don't know exactly how to change events in nightmare, so I would like to ask if someone can please explain me how to do it.
  20. FE7 Adding Characters to Epilogue

    I am adding new characters to Fire Emblem 7 (Eliwood and Hector modes only), and had a question about the Epilogue. The Ending Editor in Nightmare only allows me to change the text for solo endings and paired endings of any given character. I do not see a place to change the character name and ending title (see example below) or know how the game knows to insert these. Eliwood - Knight of Lycia Marcus - Knight of Pherae Lowen - Swift Knight Rebecca - A Wildflower Does anyone know how to get these to display during the epilogue for characters that should never show in the epilogue to begin with?
  21. Help w/ Nightmare

    Recently, I've noticed that I can't access the Character Editor from Nightmare. Any ideas why? I've already tried to re-download the module and Nightmare, but the same error screen keeps popping...
  22. FE5 Support Editing

    I've recently started a small patch for FE5. I have had success in getting the FE5 Character Editor Nightmare module to work, after reading this particular thread: I simply added, then later subtracted 200h from the address provided with the FE5 Character Editor module, until I eventually was able to pull up familiar character growths and edit them without corrupting my SRAM. The problem I'm having now, is that I wanted to edit some of the FE5 character supports using the FE5 Supports Editor module provided in the FE5 Nightmare modules 'Character Editors' directory. Even after editing the FE5 Support Editor's address numerous times, I still can't get it to load any sensible information. I don't believe I can interpret, or understand what information it is giving me. I've attached some sample output for the 0x402CD address within the spoiler tag below: Have I loaded this module correctly? If not, how can I fix it?
  23. Nightmare 1 or 2?

    Which version of nightmare should I use? keep in mind I'm completely new to ROM hacking.
  24. Extra Damage on Classes

    I am playing around with extra damage from weapons depending on the unit's class in Nightmare. I have two questions: How do I make it so a class counts as an armored unit, mounted unit, flying unit, or foot unit in Nightmare editor? I see in the abilities that you can define a class as flying or mounted, but I am not certain how to define a class as armored. Furthermore, I changed a mounted unit class into a foot soldier, but it is still receiving extra damage from the Wolf Beil. I do not have this class listed as a mounted unit, so I do not know where the super effective hit is coming from. I would like to make Fire magic and Elfire magic do extra damage for units stationed in forest terrain. Does anyone know if this is possible or how this can be done?
  25. map sprite insertion help

    Trying to import map sprites from FESS into FE7 and after following Arch's tutorial I managed to get the standing and walking sprites working, but when i move the cursor over the unit it shows some other class's animation (the last unit I moved the cursor over) and I cant figure out why. Screenshots for more details and any help you can give would be amazing, thanks.