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Sardek

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  1. I suppose I wasn't clear in my speech. I was saying that now that I understand the basic scripting stuff and the various editors, I can make a hack if I want to with just that. Thing is, it's not going to be particularly interesting except as a vessel to tell a story unless it's got some asm editing to spice things up. In other words, I think I should start working on something and use the fact that I have an actual project in the works to spur me to learn the asm side of things.
  2. Yeah, I'm not sure what the deal with it is. I'm pretty sure I got it off romhacking.net rather than feshrine.net, so maybe that's what happened. It said it was v2.1 though, so I don't know. Either way, I'm now decently familiar with the scripting language the game uses, so I might use it as a springboard to start actually learning the asm side of romhacking. I figure if I start editing things and need asm in addition to the basic tools, it'll be the impetus I need to figure it out, like how this bug was what I needed to figure out the editing tools available. EDIT: For timing information, I downloaded it like 48 hours ago, and I'm sure the file hasn't changed for literally years. *shrug*
  3. Alright, I opened the Event Assembler and FE07 Nightmare data. The chapter7.nmm file had an offset towards the top of it, 0xCA13A0, which I put into the event assembler using whole chapter mode. Looks like I found a chapter, since it succeeded where 3B8C60 and 3B81A0 failed (the offsets I mentioned in my previous post). Alright, reading from Event Assembler Language.txt, I found a block that confirms this is the right chapter. IFTU 0x13 18 means "if turn 18 hasn't passed", which is one of the conditions to go to 7x. Following it are 6 IFET conditionals with eventIDs. So I just have to figure out which eventID is not properly setting and just set it manually at the top of the map. Looks like it's 0x22. For now, I just put ENUT 0x22 (and the other 5 for good measure) at the top of the ending scene bracket and assembled it into the ROM. Seems like it did the trick. Loaded my save state at the end of the map and completed it, and it took me to the gaiden map as appropriate. Thanks for the nudge in the right direction, Agro. EDIT: That said, now that I have a scripting language in my hands, I figure I should fix the bug in the map for future playthroughs and make it work exactly as intended. Glad it all worked out!
  4. I was playing through The Last Promise (FE7 hack) and it didn't take me to map 07x when I properly fulfilled the conditions. I googled about and an LPer said that there was an issue where going into each of the villages was supposed to set a flag that it had been visited, but one of them didn't do so, which made the condition impossible to fulfill. For his LP, he said he edited the value so that it would send him to 07x as it was supposed to. Unfortunately, I can't figure out how to contact the LPer and when I emailed the hack's creator asking if he'd help me figure out how to edit it, he said he'd been out of the scene for too long and probably couldn't help me. I've got the rom open in a hex editor and there's a few places that reference 07x. According to Chapter Data Editor, 0x083B8C60 is the offset where the map itself is located in FE7 and sure enough, it's there in the hack as well. The only other places 07x appear are in the 0x083B81A0-0x083B8210 blocks where they show as MT07x_SOL _ARC _YOU _SAN and _BEARD. Just past that is MT07_SHA _SOL _ARC _YOU _SAN _HINTZ. I'm not sure what those are, although in a completely uneducated guess, maybe that's where the flags are that I need to deal with? They all have 3-4 00 trailing them before the next one. Anyways, tl;dr: I have no experience romhacking whatsoever, but I'm familiar enough with a hex editor to get out of my own way. Any idea how to fix this, or at least hack it up so that it force sends me to 07x after 07 and I can continue my playthrough? Also noteworthy: I have a savestate from visual boy advance just before I clear the map, if that's easier (although having opened it up in the hex editor, I wouldn't be able to hazard a guess how it would be easier. But I am a complete amateur.)
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