Zenairo Posted December 9, 2012 Share Posted December 9, 2012 Why is it saying that I have an error? I followed Marky Joe's tutorial... but It just didn't come out right.. Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 9, 2012 Author Share Posted December 9, 2012 Here are the things i plugged into the program.... Quote Link to comment Share on other sites More sharing options...
Robertboybobo Posted December 9, 2012 Share Posted December 9, 2012 When adding the tileset, make sure the size is 16X16 per tile. It first defaults to 32x and 32x. Change it to 16x and 16x, it will stop defaulting. Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 9, 2012 Author Share Posted December 9, 2012 Okay, a few questions, so my map is done, I used the tile map inserter, done. I put it into Nightmare, all good, now I tried loading the game and it crashed. I've been searching for awhile... and I can't find anyway to fix it. Any help? I also don't know how to add units to the map.... Quote Link to comment Share on other sites More sharing options...
Robertboybobo Posted December 9, 2012 Share Posted December 9, 2012 Okay, a few questions, so my map is done, I used the tile map inserter, done. I put it into Nightmare, all good, now I tried loading the game and it crashed. I've been searching for awhile... and I can't find anyway to fix it. Any help? I also don't know how to add units to the map.... Goodness....well, it's hard to help you there. Did you fix everything? Is the height more than or equal to 10? Is the Width more than or equal to 15? Are you using more than one tileset? Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 9, 2012 Author Share Posted December 9, 2012 Right now for Height and Width, i have 16 on both, I'm only using one title set. Here: Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 9, 2012 Author Share Posted December 9, 2012 here: Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 9, 2012 Author Share Posted December 9, 2012 Sidenote: The first thing I did was try to change the prologue map, i had a clean rom, first thing I did was try to change the map for the prologue level. Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 9, 2012 Share Posted December 9, 2012 why are you writing offset 1 Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 10, 2012 Author Share Posted December 10, 2012 It was on 0 before, I accidently bumped it up to offset 1 before taking picture- it was at 0 though Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 10, 2012 Share Posted December 10, 2012 why are you writing to offset 0 Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 10, 2012 Author Share Posted December 10, 2012 I don't know what offset does so I don't mess with it, haha. Here's a detailed explanation of my process. >Open up Tiled >New Project >16 for both width and height, Orthogonal, 16x pixel >Use 1C1D331F, go ahead and created my map, which consists of a castle, surrounded by a moat (Demonstrated by attachment) >Rename main layer >Save as a Project.tmx (or whatever the approp. ending was.) >Open up Tile inserter >Put map into tiled file >Put FE7 into ROM >Put no offset (just checked) >WRote map pointer to c9c9cc >Hit run, finished. >Open up Nightmare >Load FE7 >Load module for FE7, Chapter Data editor >Put in 1c in obj 1 >put 1d in obj 2 >in palette have 33. >tile config have 1f >Map is under prologue map >change to no animations. >No other changes. >Start VBA >Load my rom >Failed, bios error or I get white screened. Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 10, 2012 Share Posted December 10, 2012 (edited) the fact that i'm asking should tip you off that you're doing something wrong you are literally just pasting your data over potentially important shit in the ROM i wouldn't be surprised if you overwrote literally the most important routines/data in the ROM that way Edited December 10, 2012 by CT075 Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 10, 2012 Author Share Posted December 10, 2012 Since it's the first tutorial map, would it not be offset 0? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 10, 2012 Share Posted December 10, 2012 (edited) offset doesn't mean what you think it does it is the location to which the map data is written into the ROM Edited December 10, 2012 by CT075 Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 10, 2012 Author Share Posted December 10, 2012 Sorry no tutorial, prologue. Quote Link to comment Share on other sites More sharing options...
Heartwhisperer Posted December 10, 2012 Share Posted December 10, 2012 (edited) You should know what a offset is, it's something simply basilar when you have to hack. Obviously if you write data to offset 0 things get screwed up. You should find some free space in your ROM and write the map to the offset (see: the place you're writing your information to) there. Otherwise, you'll overwrite important data and screw up the game. Please refer to this for Tiled: http://serenesforest...showtopic=26486 And to this for a basic knowledge on how map insertion works (only parts 3 and 4 if you are using Tiled): http://serenesforest...dpost&p=1503742 Also I would suggest you to read patiently the whole Ultimate Tutorial if you're seriously planning to hack something. Edited December 10, 2012 by Heartwhisperer Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 10, 2012 Author Share Posted December 10, 2012 (edited) On the Ultimate guide; should I read it through first? or should I hack while I read? And is there a reference table on where the freespace would be for the offset? Edited December 10, 2012 by Zenairo Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 10, 2012 Author Share Posted December 10, 2012 Oh wait! is this where the Hex editor comes in? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 10, 2012 Share Posted December 10, 2012 not really i'll give you a hint and tell you to write to 0xD80000 Quote Link to comment Share on other sites More sharing options...
Zenairo Posted December 10, 2012 Author Share Posted December 10, 2012 0xD80000, so would I use 0xD80001 for my next map and so on? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 10, 2012 Share Posted December 10, 2012 no i'd look in a hex editor to see where roughly the map data ends and write your next map somewhere after that Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 10, 2012 Share Posted December 10, 2012 You should try understanding how a hex editor works. It's written in nearly every guide that you should have a basic knowledge of hex editing to do most of the stuff, like map insertion. Anyway, from the doc folder in FEeditor Adv: Known free space:~~ FE 7 ~~ 0x000CB51A to 0x000CBA34 - used by auto patching system 0x00D00000 to 0x00E00000 - WARNING: mostly confirmed, however some data in the 0x00D8XXXX range has been shown to be in use by the game (specifically for some class ability related data). YOU SHOULD manually mark this data as used with the memory manager. Open a hex editor (I personally use HxD) -> search -> GoTo -> input "0D00000" Here is your free space. Write the stuff at that offset. Then you should see bytes filling up from that offset to another offset. It's a LOT of bytes, not only 1. Just open the hex editor and look at the bottom-left corner to understand what I mean. Then open nightmare, in event data pointer table.nmm, and tell the game where it should start reading your map data; basically the offset you wrote the map into + 0x08000000 (this is important). So I think it would be 0x8D00000 Save and you should be done. When you have to insert other stuff, just look in the hex editor where the bytes of your previous map/other thing ended and pick down the new offset. Quote Link to comment Share on other sites More sharing options...
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