Robert Stewart Posted July 4, 2014 Share Posted July 4, 2014 (edited) 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 May 24, 2021 by Robert Stewart Quote Link to comment Share on other sites More sharing options...
Lamia Posted July 5, 2014 Share Posted July 5, 2014 really should instead link to a zip and detail what you have in your post (saving on clicking and looking around) Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted July 5, 2014 Author Share Posted July 5, 2014 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?" Quote Link to comment Share on other sites More sharing options...
Celice Posted July 10, 2014 Share Posted July 10, 2014 (edited) 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 :oHere's whatever notes I took back in...2006. <GRAPHICS>Small text (2BPP GB)$2EA00Large (Main) text (2BPP GB)$A01F0~A25F0Large text (secondary) (2BPP BG)$260200Battle(?)$287200Main large text$2C0200More text $2E0200Icons$98200~9C1E0 (starts at $928E0)Menu(s); Hand; Fire Emblem; ect...$A2A00Overworld Animations (Standing; single frame)$A3A00Overworld Animations$2D0200Animated tiles (overworld)$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 July 10, 2014 by Celice Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted July 27, 2014 Author Share Posted July 27, 2014 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 :oHere's whatever notes I took back in...2006. <GRAPHICS>Small text (2BPP GB)$2EA00Large (Main) text (2BPP GB)$A01F0~A25F0Large text (secondary) (2BPP BG)$260200Battle(?)$287200Main large text$2C0200More text $2E0200Icons$98200~9C1E0 (starts at $928E0)Menu(s); Hand; Fire Emblem; ect...$A2A00Overworld Animations (Standing; single frame)$A3A00Overworld Animations$2D0200Animated tiles (overworld)$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! Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted July 31, 2014 Author Share Posted July 31, 2014 Something visual to show off some stuff I've learned. This may become a patch at some point. Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted February 24, 2015 Author Share Posted February 24, 2015 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. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted February 25, 2015 Share Posted February 25, 2015 Wow, cool stuff! I missed that video the first time around, but I'm liking what I see :D Quote Link to comment Share on other sites More sharing options...
lonelyVoxel Posted February 26, 2015 Share Posted February 26, 2015 And patches for making each of the SNES games use a 2 RN system for hit rates. Enjoy. I'm having serious internal debate on whether or not to use these... Quote Link to comment Share on other sites More sharing options...
Emperor Hardin Posted August 11, 2015 Share Posted August 11, 2015 This looks really interesting. I've been thinking of a simple hack for FE3 that changes the weight of all weapons including things like Breath to 1. It'd be interesting to see how Javelins, Axes, and Breath being able to double would change the game. Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted September 5, 2015 Author Share Posted September 5, 2015 So, I've been working on a thing for about a year now. https://www.youtube.com/watch?v=x-oGK9FMKpE If people are interested, I'll release my source for this over the weekend. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted September 5, 2015 Share Posted September 5, 2015 You bet your sweet ass I'm interested in anything relevant to thracia hacking! Quote Link to comment Share on other sites More sharing options...
Jedi Posted September 5, 2015 Share Posted September 5, 2015 Shinpichu! Thats so cool. I'd love to see more. Quote Link to comment Share on other sites More sharing options...
Alm Posted September 5, 2015 Share Posted September 5, 2015 Source plz, that is so fucking beautiful. Quote Link to comment Share on other sites More sharing options...
SgtSmilies Posted September 5, 2015 Share Posted September 5, 2015 You are my new favorite person, please tell us how you did this. Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted September 5, 2015 Author Share Posted September 5, 2015 (edited) 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 September 11, 2015 by shinpichu Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted September 5, 2015 Author Share Posted September 5, 2015 (edited) 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 September 5, 2015 by shinpichu Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted September 5, 2015 Author Share Posted September 5, 2015 Also, have some nightmare modules. Quote Link to comment Share on other sites More sharing options...
Ice Sage Posted September 5, 2015 Share Posted September 5, 2015 This is so awesome. Thanks Shinpichu! Quote Link to comment Share on other sites More sharing options...
Lamia Posted September 11, 2015 Share Posted September 11, 2015 hey, that's pretty nice~ the beginnings of advanced english FE5 projects Quote Link to comment Share on other sites More sharing options...
Celice Posted September 11, 2015 Share Posted September 11, 2015 Hope some cool stuff comes out of your work, shinpichu :) Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted September 12, 2015 Author Share Posted September 12, 2015 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. Quote Link to comment Share on other sites More sharing options...
Lamia Posted September 12, 2015 Share Posted September 12, 2015 (edited) 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~ Edited September 12, 2015 by Lamia Quote Link to comment Share on other sites More sharing options...
Psych Posted September 14, 2015 Share Posted September 14, 2015 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. Quote Link to comment Share on other sites More sharing options...
Lamia Posted September 14, 2015 Share Posted September 14, 2015 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... Quote Link to comment Share on other sites More sharing options...
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