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Robert of Normandy's SNES Hacking Things


Robert Stewart
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FE3:

Sable

Text converter/inserter primarily targeting FE3, though the text mapping is user defined and could be extended to support other games.

Currently only supports LoROMs and uses Asar to perform assembly.

Nightmare Modules:

I've made a few Nightmare Modules to go along with some of the things in my notes:

Spoiler

Item Lock Editors:

These all do pretty much the same thing: Edit the tables that contain various item locks.

Promotion Item Check Editors:

Edits the checks for the Knight Crest and Dragon Whip. You need to edit this in addition to their respective lock table in order for the changes you made there to take effect.

Promotion Editor:

Edit what classes can promote and what they promote to.

Shop Contents Editor:

Edits the contents of the shops. What shops correspond to what chapters are listed in a spreadsheet in the archive.

Chapter Sprite Editor:

Edit the three enemy map sprites that are loaded in each chapter. This is a quirk of how FE3 loads standing map sprites.

Donwload Modules

Patches:

FE3 Reverse Recruitment - Reverse recruitment hack for FE3.

Updated Translation Patch

Enable PC units to use Siege weapons:

Spoiler

lorom

if read1($80FFDB) == $01
    !rangeWeaponEnable = $83A500 ; $83A515 instead to skip range check
    !proceed = $83AA8E
elseif read1($80FFDB) == $00
    !rangeWeaponEnable = $83A4EB ; $83A500 instead to skip range check
    !proceed = $83AA79
endif

; TODO: Investigate if the AI already checks distance so I can hook into that.
ORG !rangeWeaponEnable
    asl A
    asl A
    asl A
    xba 
    sep #$20
    and #$01
    cmp $07D3
    jsl checkDistance
    beq dontSelect
    lda $7F2800,x
    sta $08F2
; Erase all the ASM before this to skip range check
    lda #$01
    sta $08F3
    rep #$20
    brl proceedLabel
; if you skip the range check, add three nops here.
    nop
    nop
dontSelect:
    rep #$20
    rts 
    
ORG !proceed
proceedLabel:

; If you don't want to check range, don't include this part
ORG $CCA6B0
checkDistance:
    php
    phx
    phy
    sep #$10
    ldy #$00
    phy
distanceLoop:
    lda $08EE,y
    sec
    sbc $085E,y
    bpl notNegative
    eor #$FF
    inc A
notNegative:
    clc
    adc 1,s
    sta 1,s
    iny
    cpy #$02
    bne distanceLoop
    pla
    cmp #$0B
    bpl outOfRange
    cmp #$03
    bmi outOfRange
    print pc
    bra inRange
outOfRange:
    rep #$10
    ply
    plx
    plp
    sep #$02
    bra exitLabel
inRange:
    rep #$10
    ply
    plx
    plp
exitLabel:
    rtl

 

Nightmare Modules:

Spoiler

Weapon Triangle Editors:

Edit what weapon type have WTA over what other weapon types. Also includes a module to change the WTA bonus.

Quotes Editors:

Edit information for battle, death, and escape quotes.

Animations:

Edit what battle animations are associated with what classes/characters.

Download Modules

Utilities:

Map Converter - Convert Tiled maps to a binary format that can be compressed and inserted into FE5.

Old Text Inserter - Tool to insert text compatible with the old Shaya translation. I used this for my old FE5 hack demo.
It's probably horribly outdated and I doubt it works at all with PE, but I already released it, so here it stays.

Patches:

Thraica Ordering Patch

Misc. Things

2 RN Patches (source only)

These change the SNES FE games to use a 2 RN system for calculating hit rather than a 1 RN system. These should work regardless of whether you're using a translation, or what version of the ROM you're using, but if they don't work let me know.

Edited by Robert Stewart
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really should instead link to a zip and detail what you have in your post (saving on clicking and looking around)

Better now? Also, what do you mean by "saving on clicking and looking around?"

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There is a map editor available for the game. Also a graphics decompress/recompress program, as well as some animation creator... They work similar to the FE4 tools, and I think the process for inserting your own mugshots is the same? Google translate was pretty bad for understanding them :< Years ago someone figured out how supports work in the game. Marth has a bunch with everyone from the first chapter :o

Here's whatever notes I took back in...2006.

<GRAPHICS>

Small text (2BPP GB)
$2EA00

Large (Main) text (2BPP GB)
$A01F0~A25F0

Large text (secondary) (2BPP BG)
$260200

Battle(?)
$287200

Main large text
$2C0200

More text :[
$2E0200

Icons
$98200~9C1E0 (starts at $928E0)

Menu(s); Hand; Fire Emblem; ect...
$A2A00

Overworld Animations (Standing; single frame)
$A3A00

Overworld Animations
$2D0200

Animated tiles (overworld)
$B8200

<DATA>

Character Width Table--Main Text
$3B6B8



And here's the map editor and nighmare modules of whenever I last looked at the game.

https://www.mediafire.com/?iyjmh8cc4hs1ijg

Edited by Celice
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  • 3 weeks later...

Just updated my notes with a quirk of how the game loads standing map sprites.

There is a map editor available for the game. Also a graphics decompress/recompress program, as well as some animation creator... They work similar to the FE4 tools, and I think the process for inserting your own mugshots is the same? Google translate was pretty bad for understanding them :< Years ago someone figured out how supports work in the game. Marth has a bunch with everyone from the first chapter :o

Here's whatever notes I took back in...2006.

<GRAPHICS>

Small text (2BPP GB)
$2EA00

Large (Main) text (2BPP GB)
$A01F0~A25F0

Large text (secondary) (2BPP BG)
$260200

Battle(?)
$287200

Main large text
$2C0200

More text :[
$2E0200

Icons
$98200~9C1E0 (starts at $928E0)

Menu(s); Hand; Fire Emblem; ect...
$A2A00

Overworld Animations (Standing; single frame)
$A3A00

Overworld Animations
$2D0200

Animated tiles (overworld)
$B8200

<DATA>

Character Width Table--Main Text
$3B6B8



And here's the map editor and nighmare modules of whenever I last looked at the game.

https://www.mediafire.com/?iyjmh8cc4hs1ijg

Wow, thanks! I already had those Nightmare Modules, but I didn't know about that Map Editor. Much appreciated!

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  • 6 months later...

Hey, it's been a while.

Anyway, rechristening this because I'm branching out more into general SNES FE hacking rather than FE3 specifically.

I've updated the OP to reflect this change. I've also added some new Nightmare modules for editing FE5's weapon triangle, and patches for making each of the SNES games use a 2 RN system for hit rates. Enjoy.

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  • 5 months later...
  • 4 weeks later...

https://www.dropbox.com/s/tlnwmgujd80t8mb/FE1-5.zip?dl=0

Here's an IPS patch that remakes Chapter 1 and 2 from FE1.

Edit: I should mention this is meant for an unheadered Japanese ROM.

https://www.dropbox.com/s/r5x0mfw7dutzrm5/FE1-5%20Source.zip?dl=0

And here's the assembler source for that patch, plus a small example of an escape map.

I wrote the assembly code using Asar but I think Xkas 0.06 should work as well.

Edited by shinpichu
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https://www.dropbox.com/s/219rir321bdtfa1/Converter.zip?dl=0

And here's a program to convert Tiled maps to use in Thracia.

How to use:

1. Create your map. Make sure your Main layer is marked, and the map changes have the appropriate properties and all that. Examples and tilesets are included. Make sure your map is at least 16x14.

2. Open the converter and select your map file, then hit convert.

3. The converter should spit out two files, a file for the map and a file for the changes. Compress them with this.

4. Either paste the compressed files in your ROM at an appropriate location or incbin them with Asar. Then change the relevant pointers to point to your map.

Edited by shinpichu
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I feel like I should clarify this, but this Thracia thing is more or less a tech demo. I have no intention, at this time, to continue working on an FE1 remake in Thracia.

Apologies for not making this clear sooner.

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I didn't think it would be a full remake (making mamkutes work on that engine would be balls hard, for one)

but only thing that's missing is portraits~

Making transforming style mamkutes probably, but dragon stones with stat bonuses like modern games probably wouldn't be as hard.

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Making transforming style mamkutes probably, but dragon stones with stat bonuses like modern games probably wouldn't be as hard.

of course, but even then it's a hassle of busywork to try and make a decent-looking battle animation out of it (something I've considered is having some dragons in my project)

unfortunately cracking the code of animations probably won't happen, especially in my case, leaving just messy sprite replacements...

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