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Found 8 results

  1. Hey all, been a lurker for a very, very long time but I can't find what I need so I thought I'd finally make a post. Long story short, I would like help obtaining any documentation/mapping of the Project Naga patch. Short story long, I've played this series for years, and been hacking almost as long as I've been playing. However my hacking exploits have almost entirely been consolidated to the GBA games, and while you can do a lot more with them, FE4 has always been my favorite game and the newest translation patch makes it super easy to read menus/dialogue/other text. Since I cannot read Japanese, translation patches have been massive for getting me into older games, but at the same time they make me cautious to attempt hacking the games. Recently, I was researching FE4 hacks and found the tools left by Lamia and the Binary folks super helpful. In an attempt to make a FE4 hack that I can actually read, I was wondering if anyone had documentation on how PN handles text. For example, I can change hex values in the place where text would typically be according to the FE4 documentation I have, but it wouldn't change any in-game text (duh, it's been changed because of the patch). I don't claim to be good at hacking or even understand half of what's going on in code, but my patched ROM is about double the size of my original, and I think the PN data starts at 00600200 in my hex editor. Messing with these values (changing the next few lines to "00") left the game in a runnable state, only crashing after I press the start button on the main menu, which is where PN text would first show up (I assume the title screen is an image file and not text). This is essentially the extent of my knowledge in hex, so any help pointing me to where I need to go would be a huge help. My end goal would be the ability to edit the names of characters, items, skills and so on within a copy of FE4 that has the PN patch applied. Also, sorry if this is a common file that comes with every copy of Windows10 or something, but I couldn't find any documentation on the patch's forum post or dev blog, and since I don't want to bother people I figured it would be best to throw out this post first before I go around DMing folks who might know. Again, my knowledge with programming in general is fairly poor, so I apologize if this is something I should know how to do on my own. Any help is appreciated!
  2. Hi, I've seen a big topic about hex editing for Radiant Dawn that I've barely started reading, and I was wondering if the same could be done for Path of Radiance. I have downloaded HxD (I don't know if it's the easiest to use), I'm totally lost in how to make it work, the Data file seems to not be compressed, but all I see is a list of Aid per class and some skill names with capacity, I don't understand the rest and the hex code lines look like Chinese to me, I know they're multiples of 16 (from 0 to 15) but I can't find the value that is linked to the capacity taken by the skills for examples, all I see is 40s and 50s on one line, there aren't any numbers corresponding to 10-30 capacity. I'd also like to be able to edit the class stats and such. I've been looking for Nightmare editors for years since they're much easier to use than learning to use a hex editor when you're no programmer, but never found any (I've Dld a randomizer/editor but it never launched for some reason). The items would also be a good thing to be able to edit, so that early game weapons weigh less (giving them the same Wt as in TSS would mostly fix the problem with early game snails, and giving tomes the same Wt as in FE6 which has the most usable magic of all the GBA titles unless FE7 is the same, all I know for sure is that TSS has wonky tome Wt, if their tomes weigh more than axes how are these book wanderers supposed to carry them? Gleipnir is 5 or 7 Wt more than the axe Garm that also gives +5 spd!). I think mages would appreciate not having to reach high levels of str to carry their final tomes. I'd also buff Laguz weapons of course, I love Laguz.
  3. There are at least two different parties I know of, J2E and Artemis, that did the translations for Gaiden. Plus, a user called "Gaiden Guy" once attempted a Name Update patch, and even succeeding in fitting longer names such as "Luthier". Unfortunately, he stopped visiting this site before he actually got done with the patch, so, I'm not sure how to contact him. Anyway, does anyone know where I can find the resources needed to hex edit the script? Table files, offsets, and other such things? Thank you very much, and God bless you! EDIT: Alright, I got my question answered a while ago; since then, I've been hard at work trying to do what Gaiden Guy once attempted. So for those who wish to edit the game as well, here you go! https://pastebin.com/c0kvsYjN
  4. I was wondering what would happen if I hex edited my Corrin to Camilla?
  5. I've decoded the text from Quirino's FE1 translation. If no one has done it before, that is. Anyway, most of the text has been decoded. Enjoy! FE1 Text Table.zip
  6. Hello guys, i was just testing the branched class patch from icecube, and it was awesome, it made a promotions three based on items, sadly, there was no pallete changing at that time and many animations looked bad with same palletes, so he did a new pallete table to give different palletes to each char according to their class, like it was possible in FE8. Bad thing, it was oonly the thumb assembly code, so how do we noobs get that in our Rom? It is quite easy, we just reverse the bytes of the assembly code, and we have our RAW code. Then, when i saw it worked, i needed a Nightmare Module....So, there was also no Nightmare module either, so i made two XD, each one usses a different offset, you choose where your table is gonna be. Also, you need to change the pointer if you wan to use other offset. I think i am a bit clearer in the readme. So, here is the Deal. Ill give you a link to the raw code and to the nigthmare modules i Made, I hope it helps you :D if you have any cuestions leave a comment. NOTE: For this code and this Nightmare Module to work, you need the patch for branched promotions that where made by Icecube too. All credit goes to Icecube, i just translated it to raw code and made the Module :D https://www.dropbox.com/s/a7geou88khiwm18/Copia%20de%20Branched%20Palletes.rar?dl=0
  7. So I made a new palette for archers via FE Recolor and got this on my clipboard: 5553FF7FDF6F3F472C25361A900D0C11BF53DA3EEC1CF3367232CB254821A514 Where exactly do I place that? I looked at some guides and I don't know which other programs to download (if any) since I only used colours from other sprites and found the hex codes vie FEditor so I didn't need any other problems to just do the recolouring. Thanks!
  8. I was just trying to add more chars to my character list, the list is already expanded at an offset that has enough space to fill another 255 chars at least. But When i try to add a new char in Nigthmare, with the nmm and text lists ready to do so, it goes back to the list start, 0x00 None. I think if i just fill the char data, the game is gonna brick or it wont load anything. Is there any other way to add more characters?. And another cuestion, How do i add more classes, the list is already expanded, and same than above, with enough space to doble the default class list, but when i load a new class in chapter, it just brick the rom, i think is has something to do with the map sprites list...
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