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Nintenlords hacking utilities


Nintenlord
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Legal: All of my work can be freely distributed and modified as long as the following conditions are met:

-Origin of my work is not misinterpreted (in other words, credits are given etc.).

-Re-modification is made as easy as possible (include source code etc.).

-Modifying my work makes it better than it was before.

-No money is made by anyone except me.

-You can use them in your hacks as much as you want, just remember to give credit.

Nightmare Modules:

Download my FE6 modules.

Download my FE7 modules.

Download my FE8 modules.

New modules

Battle screen editors (FE6, FE7, FE8)

Map sprite editors (FE7, FE8)

Recruitment editor (FE8)

Event data pointer table (FE8)

Quote editors (FE6, FE7, FE8)

Crit Bonus editors (FE6, FE7, FE8)

Level cap editor (FE6, FE8)

Promotion level editor (FE6, FE7, FE8)

S rank bonus editor (FE7)

Support bonus editor (FE6, FE7, FE8)

Arena class editor (FE7)

Summon editors (FE8)

Afa drob bonus editor (FE7)

Boss music editor (FE8)

Updates:

Class editor (FE6, FE7, FE8)

Character editor (FE6, FE7, FE8)

Chapter Data Editor (FE7, FE8)

Item Editor (FE7)

Terrain stat editor (FE7)

Spell association editor (FE7)

Animation pointer table editor (FE7)

Editing utilities.

NOTE: Unless otherwise specified, my utilities all require latest .NET (Windows) or Mono (other OS's) to be installed to your computer.

GBA Graphics Editor

Newest version: V 2.2

-Can edit palette's, graphics and TSA in GBA ROMs.

Download

Nintenlord's Compressor

Newest version: V 4.2

-Supports multiple compression schemes.

-Extendible compression support. Project template for custom compressions included.

Download

Source

MAR array inserter

-Inserts MAR arrays made with Mappy to the ROM.

Download

Tiled map inserter

Newest version: V 1.4

-Inserts tmx files used by Tiled map editor.

-Can insert tile changes as well.

-Comes with Tiled FE6, FE7 and FE8 tilesets.

Download

Event assembler

Newest version: V 9.10

-Supports FE7, FE8 and FE6 in varying amounts. FE6 and FE7 support is nearly complete, but FE8 support is getting better.

-Can both assemble and disassemble event codes.

Download

Multi File Inserter

-Inserts multible files of binary data in another file and prints the inserted offsets.

Download

Multi image converter

-Can convert from/to 9 different formats, including BMP, PNG, GIF and others.

Download

Nintenlord's UPS patcher

-More options than tsukuyomi.

Download

Source

Sappy XML file editor

-Requires .NET 3.5 or whatever equivalent Mono version.

Download

Source

Source codes

-Contains the latest source of pretty much every program here. Large download, 7MB size.

Download

Patches

Contains only UPS files.

FE6 Patches

FE7 Patches

FE8 Patches

Steal hack

-Available: FE6, FE7, FE8

-Makes weapons stealable.

-Enemy AI doesn't know how to steal weapons, though.

AS hack

-Available: FE6, FE7, FE8

-Makes AS to be counted from strength/magic instead of constitution.

Move after battles

-Available: FE6, FE7, FE8

-Mounted units can move after attacking and healing like in Fe 4, 5, 9, 10.

Level reset

-Available: FE6, FE7, FE8

-Level and experience don't reset after promotion.

-It still shows level resetting in promotion screen, but that doesn't affect anything.

Character banner hack

-Available: FE7

-Control who can be selected in the preparations screen.

-Doesn't effect chapters without prep screen.

Character forcer hack

-Available: FE7

-Control who is forced to the chapter in the preparations screen.

-Main character is always forced, though this can be changed but requires a re-assembly of the source.

-Doesn't effect chapters without prep screen.

Anti Huffman patches

-Available: FE6, FE7 and FE8

-Credits to Zled for creating original AH patches and to Twikiltri from creating parser that inspired Zled to make AH patches.

Repairing merchant patch

-Available: FE7

-When you store an item to storage, it gets repaired automatically for a cost.

No easy mode

-Available: FE8

-As the name says, you can't select easy mode for difficulty with this patch.

Walking sound patch

-Available: FE6, FE7, FE8

-Allows changing classes walking sound much easier.

-FE8 version doesn't currently effect monster classes save for Draco-Zombies.

Restore the Rekka no Ken title screen

-Available: FE7

-Adds the subtitle and small Fire Emblem title to the title screen.

-Has the side-effect of killing the class roll.

Misc.

FE8 Mappy tilesets

-Compressed with 7z, so use 7-zip to uncompress it.

Download

My FE hacking notes

-Contains Str/Mag split and Skill patch documentation and source. Both unfinished.

Download

Please report any bugs or glitches you find to me and ask if you have any questions (after reading the possible readme, of course).

Edited by Nintenlord
Fixed Dropbox links
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Aaaaannd some WIP teaser shots:

betterthanfeditorandxeldifyoureadthisyouaretooparanoid.png

<?xml version="1.0"?>
<ROM xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns="Nintenlord">
 <ROM_space>
<spaces>
 	<Usage>Free</Usage>
 	<Spaces>
   	<Offset>1</Offset>
   	<Size>1</Size>
 	</Spaces>
 	<Spaces>
   	<Offset>15</Offset>
   	<Size>10</Size>
 	</Spaces>
</spaces>
 </ROM_space>
 <CRC32>65535</CRC32>
 <GameTitle>dfh</GameTitle>
 <GameCode>test</GameCode>
 <MakerCode>gadjf</MakerCode>
</ROM>

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The first update on this forum!

New release of Tiled Map inserter to make the inserter properly expand the ROM when needed. I also updated the FE7 part of my hacking docs.

EDIT: It seems today is update day. New version of EA. This is purely Raws/EAstdlib update since the parsing rewrite update is taking so long.

V 8.5

-Made FE7 IFET and IFEF codes match ENUT and ENUF

-Added THE_END and LYN_END codes for FE7.

-Added NCONVOS and NEVENTS for the control freaks out there.

-Updated EA standard library.

V 2.5

-Fixed ReinforcementEvent for FE8.

-Added IfPlayerPhase for FE7.

-Fixed TurnNPC for FE7.

-Added SummonMonsters AI for FE8 thanks to Blademaster.

-Changed LynModeEnding a bit.

-Added some Event IDs for FE7.

-Added Survive macro thanks to Arch.

-Added LevelMerlinus for FE7.

Edited by Nintenlord
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-Added SummonMonsters AI for FE8 thanks to Blademaster.

As happy as I am to know that the things I found in FE8 have actually been read by someone, I believe Klok/Klokinator actually discovered this before me (IIRC), and the summon monsters AI is really easy to find since it is just the AI the Demon King uses in FE8.

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LevelMerlinus, new event IDs, and a bunch of other cool stuff? Heck yeah, awesome update. *downloads*

Notes: README links are outdated

1st post version # outdated

Edited by Luffy
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As happy as I am to know that the things I found in FE8 have actually been read by someone, I believe Klok/Klokinator actually discovered this before me (IIRC), and the summon monsters AI is really easy to find since it is just the AI the Demon King uses in FE8.

I'll just credit both of you, because I don't remember Klok posting about it anywhere where I could have read it and having me read something is equally important to getting it to EA as is actually discovering it.

LevelMerlinus, new event IDs, and a bunch of other cool stuff? Heck yeah, awesome update. *downloads*

Notes: README links are outdated

1st post version # outdated

Fiiiixed.

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http://dl.dropbox.com/u/8875056/hacking/Ch9%20Events.txt

That is the exported chapter 9 events for Tactics Universe. One location event uses 'label18' which is not exactly an event. As you know Nintenlord I originally did my events in hex (like you) and I used the hex code 05000300 01000000 XXYYFF00 or something like that (XY being coordinates, FF being type of location event, 03 being event ID). Anyhow when I re-inserted this script I was perplexed by the error it gave about not having label18, so I searched for it in my events, and couldn't find it. Then I went to the events in a hex editor and found the 01000000--I'm guessing you've figured it out by now, it's not so much a pointer as it is that misc_event where the game takes you to an event based off of the event ID (0x03), and the game automatically sends the player to the ending event when the Event ID is 0x03 (at least, this is what I remember).

Solution should be to just recognize when this is the case and have some different kind of LOCA event format for it or something. *shrug* I'm sure if you plan on fixing it you can come up with something.

That is all.

EDIT3: Nevermind, the error seems to have come on my part or something. Must have been something I did weird with my events in hex. Just forget it, my bad. (But the following are actual typos... I think... I don't trust myself anymore...)

EDIT1: That is not all. In EA language file:

" Shows text debending on weather tacticians

gender is male or female."

*depending

*whether

EDIT2: Happens multiple times, I'd use ctrl+F to check.

" Weather the blackness is htere in the first place

is controlled by Chapter Data Editor."

*whether (again), *there

EDIT3: It could be just me but I think there might be a problem when the EA disassembles shops. I'll hit you up on AIM so we can see if it's just me or if it's an actual bug...

Edited by Luffy
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Since we're on the subject of typos I thought I'd point out something in the World Map Helpers.txt. For the StartWorldMap macro (FE7), the "ASMWORLDMAP 0xB5631" needs to be changed to "_ASMWORLDMAP 0xB5631"

Quick and simple fix but I thought I'd point it out. Actually, looking at the FE6 macro, that probably needs an underscore as well.

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EDIT1: That is not all. In EA language file:

" Shows text debending on weather tacticians

gender is male or female."

*depending

*whether

EDIT2: Happens multiple times, I'd use ctrl+F to check.

" Weather the blackness is htere in the first place

is controlled by Chapter Data Editor."

*whether (again), *there

Fixed all the instances I could find, thanks.
EDIT3: It could be just me but I think there might be a problem when the EA disassembles shops. I'll hit you up on AIM so we can see if it's just me or if it's an actual bug...

I'll try to be on AIM at some point. Everyone is on Skype, so if you have that, that could be a bit more reliable.

Since we're on the subject of typos I thought I'd point out something in the World Map Helpers.txt. For the StartWorldMap macro (FE7), the "ASMWORLDMAP 0xB5631" needs to be changed to "_ASMWORLDMAP 0xB5631"

Quick and simple fix but I thought I'd point it out. Actually, looking at the FE6 macro, that probably needs an underscore as well.

FE6 has it correct, I forgot to remove the FE7 versions underscore. You can fix this yourself through Language raws.

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  • 3 weeks later...

New version of GBAGE:

V 2.2

-Added mas tile flipping and image rotation/flipping options.

-Made compressed palette offsets save properly to NLZ file.

-Disabled editing compressed palette's and TSA's in app.

-Fixed crash on trying to select color not in palette.

-Made app properly report errors on improperly sized bitmaps in tiled mode.

-Fixed bug with Screen+/- buttons

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  • 2 weeks later...

"I sense a great disturbance in the hacking. It's as if dozens of FE8 event hackers screamed in rage at once and then were suddenly silenced."

So anyway, new release of Event Assembler. This release will get a special name:

NewYearsEmoticon.gifThe Great FE8 Release!NewYearsEmoticon.gif

AAAAAAWWWWWWWWWWWWYYYYYYYEEEEEEEEEAAAAAAAHHHHHHH!!!!!!!!!!!!!!!!!!!!

Now this release breaks things to the EXTREME! If you don't want to rewrite large amounts of your events, either stick to old version or assemble the events with old version and then disassemble with the new version. If you wish to rewrite, then do the following replacements:

IFCD -> IfCharacterDead
IFCA -> IfCharacterActive
MONE -> GiveMoney
ITGC -> GiveItemToCharacter
ITGV -> GiveItemToCurrent
ITGM -> GiveItemToMain
CMDS -> BattleStart
CMDL -> BattleCommand

Other problems may arise, but they are easier to fix. On the right is code, on the left is the replacement macro.

Also, the usual version change data:

V 9.0

-The great FE8 update.

-Improved disassembly performance, especially for FE8.

-Disabled REDA disassembling for causing problems.

-Removed bunch of faulty codes for FE8.

-Added large bunch of codes for FE8.

-Added CGSTAL code for FE7.

-Renamed TEX5 to TEXTCG for FE7.

-Added MORETEXTCG for FE7.

-Added FROMCGTOBG, FROMBGTOCG, FROMCGTOMAP for FE7.

-Added new built-in macro, String.

-Fixed error reporting error when file isn't found

with #include and #incbin

-Updated EA standard library.

V 2.6

-Added PromoteMainChar for FE6 thanks to Onmi.

-Added Unit condition helpers for FE7.

-Added battle data helpers for FE7.

-Added IfUnitLucky and others thanks to Arch.

-Added FancyAssasinEntry and FancyThiefEntry macros.

-Added FE7 background definitions thanks to Astra.

-Added TEX5 backwards compability code.

-Added ClearBrownBox for FE7 thanks to Arch.

-Stole Ballista helpers and FE8 battle helpers from Camtech.

Edited by Nintenlord
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  • 3 weeks later...

New EA release, no FE8 hackers were harmed in the making of this version:

V 9.1

-Rewrote parsing.

-Added << and >> operators.

-Removed CODE and FILL codes.

-Added WORD, SHORT, BYTE.

-Improved error reporting.

-Updated EA standard library.

V 2.7

-Changed FE7 and FE6 VillageEventItem and VillageEventMoney to match

what the game uses.

-Changed TileChange macro to fit new codes and added a warning.

This event may not seem much, but the parsing rewrite can enable real revolutions for event hacking. The lack of CODE code may bother some, but here's a short guide how to make CODE disappear:

You start with this:

CODE param1 param2 param3 ...

For every param, if the param starts with 0x, add BYTE param, else add WORD param. Example:

CODE 0x5 0x7 $DEADBEEF 5 17 (16*7) 0xFF

becomes:

BYTE 0x5

BYTE 0x7

WORD $DEADBEEF

WORD 5

WORD 17

WORD (16*7)

BYTE 0xFF

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I liked CODE much better. Was simpler IMO. could you add in reverse compatibility or something akin to that? It's going to hurt scripts that use CODE as well as make things a bit more... tedious in general. Though it could also help if people put the time in, but unfortunately I don't have that time. D:

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  • 2 weeks later...

I just wanted to report a glitch on the Pool up there. There has to be a glitch on it, I can't possibly see someone pressing no for that question here on purpose. XD

Seriously though, Nintenlord, with this post I just wanted to once again thank you for all contributions you gave for this community. You're the kind of person that I would say, this community would be very different today if you had never popped up. And I think even the people here would be different. And in that I don't mean just regarding hacking. So for that I salute you and your work, and your landmark contributions. Specially with your very awesome notes released now this topic deserved more than a simple pin. Maybe a subforum of it's own would have been more fitting. ;)

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  • 4 weeks later...
  • 2 weeks later...

Good news, macro's weren't broken. Bad news, something used by most macro's were. Good news, it's fixed now.:

V 9.2

-Fixed ; handling repeating the first code.

-Added proper errors to some symbol related parameters

being undefined.

-Added proper errors to built-in codes getting a parameter

of wrong type.

-Fixed Terminating string templates misreporting length

during disassembly.

-Updated FE7 Template.

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