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Nintenlords hacking utilities


Nintenlord
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hey NL

can't you make an "Awesome" mode for GBAGE so I can use heights greater than 200, and say, not have to go to extreme measures to rip images of width 2 and height like 1200

or at least include the source on downloads so I can edit it and recompile it -_-

thanks bud

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  • 4 weeks later...
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#define Village(eventID,offset,X,Y)  "VILL eventID offset [X,Y] 0xE; LOCA eventID [X,Y-1] 0x1D"
#define House(eventID,offset,X,Y)   "LOCA eventID offset [X,Y] 0xE"

Any particular reason the Y coordinate subtracts 1 for Village but not for House?

Edited by Sirius
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IIRC the village tile that is being "attacked" by bandits when it gets destroyed is not the tile you visit, but the tile directly above it. Thus it's the location of the village-visit tile, minus one (minus one = one tile above).

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And the reason it does that is very likely because the automatic tile changes are executed depending on the location of the event, so if you have two location based events on the same tile, the game can't figure out which uses which tile change.

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  • 3 weeks later...

New release of EA:

V 9.7

-Fixed errors in FE6 disassembly script, thanks to Omni.

-Fixed a raw file not being included with releases, causing

NCONVOS and NEVENTS codes not to work.

-Added backwards compatibility for experimental codes

moved to full codes.

-Made GUI not freeze when completing a task.

-Renamed some language raws files.

-Fixed crash on having wrong amount of parameters with ORG or ALIGN.

-Updated EA standard library.

V 2.11

-Added STAL 136 to the FE7 StartWorldMap macro.

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  • 1 month later...

am i allowed to post in here?

basically just a text file edit

of the chapter data editor and the event references(FE7)

i have fe8 too somewhere...

alright this one is an actual edit of the module

only chapter data editor, i didn't feel like editing the event references i guess

i'll probably do it later

Edited by Kitty of Time
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From MEdata.txt:

67
0x06 1-1 Events 
0x09 1-2 Events 
0x0F 1-3 Events 
0x15 1-4 Events 
0x1B 1-5 Events 
0x21 A Moment's Rest Events 
0x25 1-6 Events 
0x28 1-7 Events 
0x2C 2-1 Events 
0x2F 2-2 Events 
0x32 2-3 Events 
0x36 A Change of Plans Events
0x39 Interlude Events 
0x3D 2-4 Events 
0x40 2-5 Events 
0x43 2-6 Events 
0x47 2-6x Events 
0x4B 2-7 Events 
0x4E 2-7x Events 
0x51 2-8 Events 
0x55 2-6x Prep Events
0x5A 2-F Events 

What is this? The FE8 download link doesn't actually contain anything.

Speaking of Chapter Data Editor, I noticed my download is outdated >_>. Will fix.

Edited by Nintenlord
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There are other files with that problem in FE7 version, including (but nort limited to) Characters.txt, Maps.txt and Tile Change.txt. The same problem appears with FE8 version, too.

And could you mention what you updated in the FE7 case? FE8 seems to be superior to what I have.

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  • 1 month later...

New release of EA:

V 9.9

-Fixed SHORT and BYTE giving alignment errors on

2 and 1 aligned codes.

-Updated Templates to match changes.

-Added END_MAIN code.

-Updated EA standard library to 2.13.

V 2.13

-Changed MoveToChapter to not include ENDA.

-Added OpeningTurnEvent macro.

-Fixed Survive macro for FE7 code missing a parameter.

Note that the MoveToChapter change is a breaking change.

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-Changed MoveToChapter to not include ENDA.
Note that the MoveToChapter change is a breaking change.

A breaking change indeed, but one that makes a reasonable amount of sense, too, IMO--and people should be checking in on what changes have been made every time they update anyhow, so... :|

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Nah. I can affirm that I've got the exact same thing going on.

Also, if END_MAIN is anything like ENDA and ENDB, wouldn't it be more true to form to make the code ENDM? I'm not a fan of all these new long underscore codes.

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I'm starting to wonder if it's something on my end. I downloaded EA again but the text file is still blank.

I fixed it, but forgot to have Dropbox update the download...

Also, if END_MAIN is anything like ENDA and ENDB, wouldn't it be more true to form to make the code ENDM? I'm not a fan of all these new long underscore codes.

I can understand your sentiment, but I gave up trying to have every name be exactly 4 characters after I added World map codes. It got a little crazy then.

Edited by Nintenlord
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  • 1 month later...

This round of bugfixes is sponsored by Derplord, the derpiest of all lords:

V 9.10

-Fixed disassembly always crashing.

-Stopped MESSAGE, ERROR and WARNING codes from printing

the name of the code.

-Updated EA standard library to 2.14.

V 2.14

-Removed ENDA from LynModeEnding macro.

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  • 3 weeks later...
  • 5 months later...

Uh... excuse me nintenlord, but I have returned from my long (and when I say long I mean it lol) rest to report again, and again, some crashes and other related stuff. All in FE8:

Valni 6: Crash on dissassemble.

Ruins 3: crash on dissassemble.

Furthermore, I got some error messages after dissassemble while the units were still editable. I personally think those refer to the previously know Valni 5 crash bug you had fixed before (It says "code not found", yet it spits the event data out.). Those appear for all maps with random chests.

Also, I have trouble finding the event data for the reinforcement units in the tower of valni and Lagdou ruins. I can edit them in the nightmare editor, but they are nowhere to be found in the event data. However, If I am missing something painfully obvious and if I am just ridiculously stupid, please point my mistake out.

So yeah, I know you can fix these problems, so thanks in advance.

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Check the offset of the Nightmare module regarding the unit data; I think you can disassemble unit data separately using the EA, though I'm not sure. The only tip I could think of so sorry if it's of no help.

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