Vicious Sal Posted May 16, 2020 Share Posted May 16, 2020 (edited) i think this warrants an update, since I've made progress with the Excel editor. This shot is made with HeartlessSeph's Excel program, which is way more convoluted for me since I am working on a Mac with Parallels Desktop simulating windows. But it works! I have to manually extract and rebuild through terminal, but the entire thing works great! I made a Reverse Recruitment hack before which stranded at 1-6, so I have done this before, but it is going to be a lot quicker this time around! And if am am correct, the Excel sheet will work around my 1-6 problem. EDIT: Chapter 1 is done, with playable Lehran, Nasir and Gareth. All units are scaled down and have appropriate growths and bases. Edited May 16, 2020 by Vicious Sal Quote Link to comment Share on other sites More sharing options...
LordMewtwo73 Posted May 17, 2020 Share Posted May 17, 2020 What problem do you have on 1-6? Quote Link to comment Share on other sites More sharing options...
Vicious Sal Posted May 17, 2020 Share Posted May 17, 2020 1 hour ago, LordMewtwo73 said: What problem do you have on 1-6? I used to have the issue that the map loaded at 1-6-2 immediately. But I'll solve that tomorrow. I'm currently at 1-5's end. Just need to have the replacements of Tauroneo, Zihark and Jill join at the end of the chapter. After that I can modify 1-6 so that the starting location lines up again. Quote Link to comment Share on other sites More sharing options...
HeartlessSeph Posted May 21, 2020 Share Posted May 21, 2020 Uploaded the update to the GameData editor. Works on the Wii now and causes no crashes in Dolphin. Might crash the Character tree as per ViciousSal's tests, though I didn't test it out myself. I'll continue working out the kinks there but it should work 100% for everything else. Same link as before, but to save time here it is: https://www.dropbox.com/s/5y5zudoop2ykw9p/FE10GameData Tools.7z?dl=0 Quote Link to comment Share on other sites More sharing options...
HeartlessSeph Posted May 23, 2020 Share Posted May 23, 2020 Is anybody here good at looking for patterns in data? I'm trying to break down FE10Battle.cms but I'm stumped at BCamGroupIndex. It's quite a large section of the file, being 0x4920 in size but I can't find a pattern to it. If anyone has any insight, it begins at 0x7200 and ends at 0xBB1C in the file. I'll continue looking into it for now. Quote Link to comment Share on other sites More sharing options...
Vicious Sal Posted May 23, 2020 Share Posted May 23, 2020 You mean the entire block of ÿ's right? I think it might be something to do with camera angles or the position of weapons compared to the models of units. A wind edge has different xYZ coordinates for a Myrmidon than for a blade knight etc. But I'm not sure. I can't find a pattern besides the there being chunks seperated by 2f and 00, but that's it. Sorry I can't be of more assistance right now. Quote Link to comment Share on other sites More sharing options...
Lightcosmo Posted May 23, 2020 Share Posted May 23, 2020 The only thing I understand about that so far is how to assign battle models by character. Haven't delved much further than that. Quote Link to comment Share on other sites More sharing options...
HeartlessSeph Posted May 24, 2020 Share Posted May 24, 2020 I just winged it and wrote the bytes for that whole section without any pattern or anything. So far, I'm about 25% of the way through the re-writing Excel table to file for FE10Battle.cms. It's going a lot quicker than the initial script since I have a base now and none of the tables have any variance in their sizes. It should be finished by Monday most likely. Quote Link to comment Share on other sites More sharing options...
1234567890num Posted June 13, 2020 Share Posted June 13, 2020 Do you know how to either remove force deployment or increase the deployment slots for entering the tower? Quote Link to comment Share on other sites More sharing options...
Lightcosmo Posted June 13, 2020 Share Posted June 13, 2020 47 minutes ago, Person mystery said: Do you know how to either remove force deployment or increase the deployment slots for entering the tower? This is something I've tried figuring out. I would assume it's in the FE10 script files somewhere. At least it is for chapters throughout the game. Try checking there. Quote Link to comment Share on other sites More sharing options...
1234567890num Posted June 13, 2020 Share Posted June 13, 2020 (edited) Which files are the script files? E: Turns out it's literally in the Scripts folder Edited June 13, 2020 by Person mystery Quote Link to comment Share on other sites More sharing options...
Lightcosmo Posted June 14, 2020 Share Posted June 14, 2020 5 hours ago, Person mystery said: Which files are the script files? E: Turns out it's literally in the Scripts folder Yeah, the chapter corresponds to the number. I.E 401 is part 4 chapter 1. Quote Link to comment Share on other sites More sharing options...
1234567890num Posted June 14, 2020 Share Posted June 14, 2020 Took a look at C0407a and have absolutely no idea what to do or what any of it means 🙃 Quote Link to comment Share on other sites More sharing options...
Vicious Sal Posted June 14, 2020 Share Posted June 14, 2020 Adding slots for the tower is more work than reducing. You could just change the number of slots when you find that in the scripts folder/DISPOS_H file. However, the new slot needs X/Y coordinates for placement and stuff like that. It's quite complicated really, I haven't fiddled with it much yet, so I can't be of more assistance than being the bearer of bad news. =[ Quote Link to comment Share on other sites More sharing options...
Lightcosmo Posted June 15, 2020 Share Posted June 15, 2020 I think they want to say, take Sothe out of being forced in and such. But I could be wrong. Quote Link to comment Share on other sites More sharing options...
Vicious Sal Posted June 15, 2020 Share Posted June 15, 2020 Well, removing forced deployment is a lot less difficult to get rid of. Adding is the problem. To get rid of forced deployment, in the C0407A file, look up PID_SOTHE. Then, from the adress, substract 2C. So for example, let's say Pid sothe is at 432F. By substracting 2C you get 4303. Your pointer for PID_SOTHE should be 1D4303 in that case. This will show up plenty of times in the scripts file. After every pointer for Sothe, there should be a different pointer adress. Just follow those and see where they go to. At a certain point you should find a pointer for PID_Sothe follow by a pointer that directs you to "UNITFORCEDSALLYBYPID". Remove that pointer and the character should be able to be undeployed. This is for battle preps however, and I do not know if the same holds true fo character selection for who goes into the tower. But that's where my money is right now. Haven't been digging lots in the endgame files yet. Currently at 3-P with my Reverse Recruitment so I've got a ways to go. Quote Link to comment Share on other sites More sharing options...
1234567890num Posted June 15, 2020 Share Posted June 15, 2020 Doesn't seem to work. For clarification, "remove" mean changing the 38 XX XX pointers to UNITFORCEDSALLYBYPID into 00 00 00, right? Quote Link to comment Share on other sites More sharing options...
Vicious Sal Posted June 15, 2020 Share Posted June 15, 2020 Yes. The adress can be renamed to 0000. As said, this is only for units being force fielded. Not for adjusting slots for the tower. It might even need more pointers to be deactivated. They all behave the same way, so just look around and see if any commands such als Forcedbypid apply to sothe. I will probably look at this when I get to part 4. But for now I am just pitching what I know from the first few maps, which have way less commands. Quote Link to comment Share on other sites More sharing options...
Lightcosmo Posted June 15, 2020 Share Posted June 15, 2020 Yeah, I never could figure out unlocking slots for the tower either. I've tried going through the scripts too, but as you said, all I could do was unforce units to be in battle. Still trying to figure it out though, with no luck of course. Quote Link to comment Share on other sites More sharing options...
1234567890num Posted June 16, 2020 Share Posted June 16, 2020 Yeah, I tried that. Sothe and co are still force deployed, though. Quote Link to comment Share on other sites More sharing options...
Lightcosmo Posted June 16, 2020 Share Posted June 16, 2020 Well, I'm not sure where se it would be, considering most events are tied to the script. Maybe it's in the map data? Quote Link to comment Share on other sites More sharing options...
1234567890num Posted June 19, 2020 Share Posted June 19, 2020 Zmap407a seems to contain stuff for the Lekain map, not the tower character selection one. Quote Link to comment Share on other sites More sharing options...
1234567890num Posted June 24, 2020 Share Posted June 24, 2020 Apparently changing the "UNITFORCEDSALLYBYPID" into "UNITNEVERSALLYBYPID" in the script file changes absolutely nothing. Wonder why that is. Quote Link to comment Share on other sites More sharing options...
1234567890num Posted July 3, 2020 Share Posted July 3, 2020 (edited) Well, turns out for the actual thing to change, you need to change BOTH the script and the zmap file. Editing the script file is as easy as just finding the pointer address for "FORCEDSALLYBYPID", finding the pointer bytes themselves, and nullifying them (changing them all into 00). There might be a safeguard in the script file for the unit on position 1 (commander), though. Editing the zmap files is...a lot trickier. Basically, the second byte before the PID pointer determines if that unit's deployment is mandatory. On 7/8/2010 at 4:00 AM, Wooster said: Some details Seems like that byte comes in either 1C, 18, 04, or 00. Based on my experimentation, if the second digit of the byte is C or 8, then the deployment is mandatory. If the first digit of the byte is 1, the position is fixed. For some reason the fixedness doesn't work every time. So the question of "Which zmap file is the one that is used before going inside the tower?" remains. zmap407a, as I said earlier, seems to be used exclusively for Lekain/Hetzel's map. emap407a doesn't seem to be it either. Edited July 19, 2020 by Person mystery Quote Link to comment Share on other sites More sharing options...
♠Soul♠ Posted July 10, 2020 Share Posted July 10, 2020 A few years ago, a user by the name of Xeld made a rom hack for the GBA games (FE7 & 8, I think) that allowed characters to level up based on their stat averages. It was pretty interesting, and I was wondering if something like that is possible for FE10. It'd be fun to play with. This GBA rom hack was called "Tony Mode". Quote Link to comment Share on other sites More sharing options...
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