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Found 9 results

  1. So I've been on a quest to play other FE games lately (The only fe games I've played are Sacred Stones, Blazing Blade, Binding Blade, Shadows of Valentia, and Fates. Am currently playing Genealogy of The Holy War.) I figured I'd download Thracia 776 in advance so I could play it immediately after finishing Genealogy, but getting it to work has just been.. tedious... The game ends up having characters speaking in wingdings (not really but they speak in swords, weird letters, and icons), the map becomes glitchy, or sometimes the game just refuses to work (one case the game was just a black screen, the other was just the game freezing after making a new game). Can someone tell me how to do this correctly, or maybe just link me to a pre-translated rom? I am using John SNES emulator lite for the android, just in case the info helps.
  2. Alright, thank you to Deltre for walking me through these steps. Here is how you expand your Class Array in Fire Emblem 8. And any other array you wish to expand. You'll need the Fire Emblem 8 Rom, Nightmare (I use Nightmare 2), and HxD (or your preferred Hex Editor.) and FEditor Adv. -First you'll open your Class Editor.nmm using notepad as this will have the offset where the Class Array is in the Rom. Also Back Up Your Rom! Get in the habit of backing up your rom. I usually make a copy every day or before I expand a table. This will help if you somehow mess up a few days of work. "#FE8 Class Editor by SpyroDi # 1 FE8 Class Editor by SpyroDi 0x807110 <------ Offset 128 84 FE8 Class Editor.txt NULL" -Save this number. Next you'll want to copy down 128 and 84. Then multiple them together in the old trust calculator. Then click hex mode, this should change your answer to 2A00, the size of the array. Remember this. -Open your Rom up in HxD. Use the Go To Command to search for offset 00807110. It should bring you right to it. Now you need to highlight and drag down until you get the size 2A00. In HxD this is shown in the bottom right corner. With HxD if you right click you can use select block and input the size you want and it'll highlight the array for you. Ctrl C to copy. -Now with the Class Array copied, scroll down your rom until you find some empty space, represented by FF FF FF FF. Select another 2A00 and then use Ctrl B. As this will not only copy the code but write it as well. For mine, my new offset was 00E47900. Remember this number. -After Copy and Writing, you need to go to Search and Replace. In the search box write the reverse of the first offest. Which was 00807110. Now it will be 10 71 80 and add a 08 onto it so it looks like this 10718008. Now for replace, for mine my offset was 00E47900, the reverse and what I write in the replace box will be 0079E408. Change it to hex string and search direction to All. This last note is one that I wasn't paying attention to. Kept giving me offset wasn't found, but after clicking all, it found and replaced the original offset. It should say 4 instances were changed. -Save and exit. Now open your rom and play to see if your classes operate like regular. Which they should if you followed my steps. -To open in FEditor Adv, you'll have to open your hex editor scroll down to the bottom of your Rom and delete the last four bytes then save. This should allow it to be open in FEditor Adv. Now you'll notice you can't open up the class animation manager, just save the rom, close and open up again, this should fix everything. -Before you can start adding new classes, you'll need to open up your Class Editor.nmm and change the offset to your new offset. Mine was 00E47900. And tell Nightmare there is a new entry by changing the top number by how many classes you are adding. I've added two so 128 will be 130. FE8 Class Editor by SpyroDi 0xE47900<------ Offset 130 84 FE8 Class Editor.txt NULL" -Also expand the .txt list to include your new class. There are other modules you need to expand the .txt list and maybe the .nmm. Check Map Sprites, Promotions, Chapter Units, and such. -And that is all. You should be ready to create a new class for Fire Emblem 8 and maybe even other Fire Emblems with this information. Thanks again to Deltre for walking me through the process. http://serenesforest.net/forums/index.php?showtopic=48196 Sentry Down for asking the FEditor Adv question, and Arch http://feuniverse.us/t/expanding-relocating-data-arrays/29 for his tutorial on item expansion in Fire Emblem 7. I've been trying to do this for years and now after such tutelage, I am now able to enjoy my own character classes in Fire Emblem 8.
  3. Hi Milanor here, I'm new to the rom hacking community and I'm trying to figure out how to create a completely new ups patch file from a clean rom and an hex editor. My first mini project would be to create an easy mode of fe6, from the original vanilla version of the game. I have the original fresh copy of FE6, and I plan to use the nightmare editor to modify all the character's bases and growths (essentially buff them), and then creating a patch on that. The program that I'm using is NUPS which should create ups files, however, when I go to create a patch, it asks for the original file, edited file, and then the New UPS file. I'm confused about what it means since I've already have a fresh copy. Does this mean that I would first have two fresh copies of FE6 (respectively A and B where B is the edited file), then edit the B file with nightmare, then after making the changes to B, create a patch from both files A and B? Then the next issue I have is that since the game is only released in Japan and no English version of the game exists (except for fan translation patches), I have to find a way to get the translate the text and menu items. I'm thinking of either two choices: A) Use an old translation patch that already exists from 2006 or whenever (I will make sure to have permission from them as well as credit them), then apply it to my newly created patch? In other words, I don't know if I can tack on a existing patch to another existing patch together? Or what about applying two different patches to the same rom? (One is a translation patch and the other one is the modified base/growth rates patch.) B) Rewrite the entire game script (which includes the menu items, item descriptions, character texts, and all of that) which is A LOT of work for just a mini project. Let me know how I should go about doing these things and I hope this isn't too much for someone who is still a newbie in the world of rom hacking. I also hope I did not sound too confusing as my wording can be awkward at times. -Milanor
  4. Sonus

    Patching TRS

    Hi, all! I'm a bit new here, so I hope I'm not committing any unspeakable acts by re-posting this here. I tried asking about this in the Tear Ring Saga section but wasn't getting any help, so I figured I'd ask in a section like this that seemed more appropriate/active. 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. Would anyone mind diagnosing why the file ends up being too small and/or offering a solution so I can play the game? Thanks in advance.
  5. 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.
  6. Sort of a follow-up to my last post here. Currently learning how to use the MAKEHACK command to apply changes to ROMS. I downloaded the buildfile demo and am currently trying to apply the changes made to it to a clean ROM. Originally, I was having trouble because thee .ups file needed to patch the game wasn't appearing, but after some experimentation, I discovered that it was simply a case of "wait around for the program to actually make the file before closing it." But now I've encountered a different problem. When I use NUPS to apply the patch to the hacked copy of the ROM, it says that the patch has been applied. Yet when I open the ROM up to test it out, none of the changes have been applied at all. I have tried this a few times and I cannot get any of the changes to work. Does anyone have any clue as to what's going on?
  7. So I'm currently trying to learn how to use event assembler and MAKEHACK.cmd to make FE8 hacks, and I'm running into an issue. When I use MAKEHACK, it makes the ROM copy, but it doesn't make the ups patch file to make the changes playable. Help? I might need to actually download Event Assembler for this to work. That's the only hiccup I can think of off the top of my head.
  8. Recently, I've tried to use the FE 4 Translation patch, "Project Naga" by bookofholsety. But I ran into many hiccups. This one is causing me the most grief. Here's the problem I ran into: I have tried to patch the Japanese Rom of FE 4 with IPS. (the description of the rom and file name says it is Japanese, but the dialogue is in English) It works, but only for the title screen and the opening narration before it. When I press "start" the screen slowly pans down a few frames, then freezes. I cannot do anything to correct this. I do not know if I am doing anything wrong, and I am using the emulator "Snes9x". The image of the Rom file appears like the logo of Snes9x (it is also saved as a Snes9x File), and the Rom file size is 2.84 MB of storage space. The reason I include this much information is because there are apparently "Headed" and "Unheaded" Rom file types. All I know about the difference between the two is that one has more "unnecessary" space. How can I tell the difference of file space? Is there a specific number in file size that I need to look for to tell whether or not it is headed? I may just be applying the patch to the wrong file type, and I want to be sure that I am doing things properly. I am not the only person with this issue either. I've spoken to another member here on SF with this problem who has not found a solution. Thanks to anyone who can help.
  9. I was wondering how I can use the character banner and character forcer patches on a ROM that I've been working on for quite some time? Apart from already testing it out and finding out that it doesn't work on non fresh ROMs. How do I get those two "effects" onto my hack? Do I really need to start over in order to the effects from the two patches?
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