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Celice
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Doublepost since there aren't postcounts anymore, etc.

Hopefully it'll be of use.

< Miscellaneous editing mode >

Sets some event masks and alters villages and terrain, as well as part of the enemy data.
Basically, you use it by checking the mid-left and top boxes, in order to display each part.
You can't display the mask mode and other information at the same time.
An editing mode window can be reached through the menu.

If you're changing coordinates, select with the left-click and then click again in the new place to change it.
If you want to cancel the focus, either left-click outside of the map or right-click.
When the focus is cancelled, the values are resetted to 0.
If you want to set an item other than the coordinates, choose another window's renewal.

* When changing an item other than coordinates, the changes won't be effected unless you press the "change" button.
* If you want to save the editted contents into the ROM, press the "save" button.
* If you change to another map without saving into the ROM, the editted data will be lost.


< Village editing mode >

Sets the villages' positions, doors, etc.
The selections can be made in the left-upper colored square.
In case of flags other than TYPE 0 (castle), the SHOP value is disregarded.

Number	Village's number
Name	Specifies a castle's name
TYPE	00 castle, 02 village
[X][Y]	Coordinates
Flag	For castle contents. Set by bit control.
SHOP	Set in the same bank as the castle's contents


< Terrain editing mode >

Sets event-derived terrain changes.
Displayed in the red rectangle.

MAP		Used map
MISC		(Used map?)
EVENT FLAG	Event flag number
[X][Y]		Coordinates
JUMP		Jumps to the terrain change information section
[W][H]		Width and height of the change

* When having a place moved, disable the CHIP drawing and click the chose place.
* In order to alter the terrain change, enable the CHIP drawing and change it by overwriting the drawing in the green rectangle.
* There's no undo/redo in terrain editing.
* The ([W]*[H]) are in [W][H] is fixed. You can decrease the values, but not increase them.
* There's a high probability of bugs if you change the JUMP value, so beware.


< Unit editing mode >

Allows editing enemy data and some units.
If the path is outside of 0x23 (fixed start point/end point), [SX][SY]'s values are ignored.

ID	Unit ID
[X][/Y]	Endpoint coordinate
BOSS	Boss designation
MISC	AI
UNIT	Affiliation
ORDER	Order

Address		ROM address concerning movement (paths 0x23, 0x28 only)
[SX][SY]	Starting movement place (path 0x23 only)

List
ID	Unit ID
X/Y	Endpoint coordinate
Path	Path setting
(0: None; 0x23: starting point/endpoint fixed; 0x28: immediate unit display without any set path)

Click the units you want to edit in the map, the select from the list.
Change the endpoint coordinate with SHIFT + left click 
Change the starting point coordinate with CTRL + left click 
Right-clicking cancels the selection.

* You can only change the starting point of units with a 0x23 path.
* Depending on the way the movement path is, there are cases that require time for displaying.
* You can't edit units that move through events.


< Mask editing mode >

Edits event-derived movement.
Set the MASK value you wish.
Consult the original to see what event it concerns.
In the case of restoring the MASK, you can un-set it with right-clicking.

* Since the MASK value is bit-controlled, custom values might be only valid at 0x20.


< Custom palettes >

Changes the palettes used on the map.
If you're using other map palettes, insert the target map number in the Palette Index item.
After changing the palettes, press the save into ROM button.

* Since there's no function of restoring to default, if you want to restore the original palettes after saving changes the palette data is in PC:$CE100 ~ $CEC00.

Edited by Tiena
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Maybe he's talking about Ayra?

Ah. Yes, maybe.

I have been looking for Odo for months and still can't find it... ;__;

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Hmm, Genealogy of Ayra 1.80.

Genealogy of Ayra - Ver. 1.80 (2009/7/29)

- Adjusted world map graphic?

- Corrected Ch. 5's Barhara soldiers becoming Dozel soldiers

- Changed Cuan using the Mistortin in a OP demo

- Changed/corrected some convos

- Adjusted Falaflame's parameter bonuses

- Changed Thorhammer's repair costs from 1000 to 2000 (Between lowering its power and raising its repair cost, I chose the latter)

- Adjusted some characters' growths

Edited by Tiena
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  • 2 weeks later...

TheEnd, can you get the Narga readme translated? If you do, I'll give you a puppy.

There is no point to play Narga now, imo, since the patch itself is only up to CH10. They haven't touch the epilogue yet.

Just wait for the complete patch and readme first.

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  • 2 months later...

I'm confused on how pairings work in Genealogy of Arya. Some males have gone female, yet some males still retain their gender? How do we pair people in this hack?

Edited by Eltoshen
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I'm confused on how pairings work in Genealogy of Arya. Some males have gone female, yet some males still retain their gender? How do we pair people in this hack?

I believe males and females were swapped.

Therefore, the children derive from their fathers instead of their mothers.

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  • 2 weeks later...

I'm wondering, does anyone know how to insert those 'Additional Animations for Seisen'?

The End, would you be able to translate the readme?

Edited by BigBoss7556
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I don't think so. Its been really quiet for these last few months.

Around the start of October, Genealogy of Chaos, a new unfinished hack was added, but its since been removed from the uploader site. I have a copy of it, but I'm betting the author doesn't allow redistribution (let me check the readme, yeah seems like so).

Edited by VincentASM
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I'm wondering, does anyone know how to insert those 'Additional Animations for Seisen'?

The End, would you be able to translate the readme?

_______________________________________________________________________________________

Fire Emblem Seisen no Keifu

		Additional real battle animations

_______________________________________________________________________________________

-Setup-

1. First, decide which battle animations you want to remove/change.

2. Open the Seisen rom and confirm the location of the battle animation header.

- The headers are located in the $1782A6~$17848A range, composed of 5 bytes
 (FF FF included)

3. Copy-paste the respective "****圧縮.chr" file contents in free arenas or in place
  of discarded classes' compressed image data, through use of a hex editor.

- It isn't very recommended to overwrite existing image data.
 There may be some bugs.
- Since horses and people are managed separately in mounted classes, it isn't
 recommended to fiddle with these either.

4. Adjust the header.

- The existing compressed images' head addresses can be transplanted the same
 way as the face graphics.

Header number - BFFE00(C00000) = head address

*The value in the parenthesis is for roms without a 200-byte header.

Example: Axe Fighter

E61F3A - BFFE00 = 26213A


Based on this, the header address in case of move to an empty area is:

Image's previous address + BFFE00(C00000)

5. Setting battle animations (setting $178AC9~'s real battle)

- Mercenary (M) - Sword
 xx 00 00 00 20 yy 1A zz
- Mercenary (M) - Axe
 xx 02 00 00 20 yy 1A zz

- Mercenary (M) - Hand Axe
 xx 06 00 00 37 yy 23 zz

- Mercenary (F) - Hand Axe
 xx 06 00 01 37 yy 28 zz

- Thracia 776 Axe Fighter - Sword
 xx 00 00 00 20 yy 1A zz
- Thracia 776 Axe Fighter - Axe
 xx 02 00 00 20 yy 1A zz

- Thracia 776 Axe Fighter - Hand Axe
 xx 06 00 00 37 yy 24 zz

- Forrest - Hand Axe
 xx 06 00 00 37 yy 24 zz

- Prince - Hand Axe
 xx 06 00 00 27 yy 21 zz
- Prince - Lance
 xx 01 00 00 25 yy 21 zz
- Prince - Javelin
 xx 05 00 00 26 yy 21 zz

- Prince - Bow
 xx 03 00 00 22 yy 1C zz

- Princess - Lance
 xx 01 00 01 25 yy 21 zz
- Princess - Javelin
 xx 05 00 01 26 yy 21 zz
- Princess - Magic
 xx 07 00 01 42 40 2E zz

- Priest (M) - Magic
 xx 07 00 00 47 45 31 zz
- Priest (F) - Magic
 xx 07 00 01 47 46 31 zz

- Soldier - Lance animation
 xx 01 00 00 25 yy 21 zz
- Soldier - Javelin animation
 xx 05 00 00 26 yy 21 zz

xx = class #  yy = battle anim. #(horses for mounted)  zz = color (palette #) 

* Since the Priest and Princess magic graphics are to be inserted in addition to the
 existing staff graphics, please replace only the the battle animations 40, 45 & 46.


6. Besides that, adjust the Hand Axe/Javelin damage setting, movement speed, position,
  etc. as needed.

7. In order to adjust the Mercenary class hand axe-type evasion, change:
  $19D60F: 8A -> 7E


Header reference data (corresponds to yy)

Address	Header	Class/weapon	Battle anime. (yy)

(Too lazy to transliterate the class list, sorry)

Are there any new updates on hacks or any new hacks?

Genealogy of Narga is pretty much finished, as far as the basic game goes.

Tordo is being further tweaked as Tordo~Revolution~.

But otherwise, not many news indeed.

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