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DeathChaos25

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Everything posted by DeathChaos25

  1. My friend actually managed to figure out roughly how chapter scripts work, sadly I've tried getting him to explain in detail, but only linked me these notes for the event files. He said that he managed to add Phila as playable and join your party in chapter 1, but for some reason her character ID was 0
  2. Lunatic is extremely easy and trivial once you get past chapter 2, and even before that it's also easy if you already know what to do. There are literally tons of ways to break it open and abuse your way to the end, the most common one seems to be MU Nosferatanking everything to the end.
  3. While your points are indeed valid, Lunatic is more of a stat check than it is about strategy, which is why we want to very slightly adjust stats a bit, these changes are simply tentative changes I've collected by asking around, not what I think Lunatic should be. And no, using all units in a fire emblem game is never a realistic achievement, but seeing more unit variety would be a bit better. Map design will continue to be a problem, and I don't think we'll figure out how pair up works any time soon, and Pair Up very easily trivializes Lunatic. Haha, I wouldn't say "serious attempt", I'm just collecting data on what the community thinks and maybe try and make something based off of that. I don't think bringing Sumia down to the ground is a good idea, maybe just slap her wrists a bit? There will always be better units than other, I think instead of completely making one unit bad, maybe a better approach would be to try and bring other people to slightly compete with them? Freddy bear changes sound like a good idea though, and I feel the same about Stahl as you do with Virion, he literally also gets doubled by almost everything. I mostly don't have an issue with L+, but I really, Really, REALLY hate going into a map and seeing 80-90% of the units having counter, that massively rustles my jimmies.
  4. As of now, of all those things, we only know how to adjust bases stats, I think we should be able to change promote bonuses too, not sure about that one.
  5. I already asked this question before on a different forum, but not much interest was shown. But from the given suggestions, and what we can realistically achieve so far with ROM hacking, I've come up with a small list of tentative changes and would like some input. http://pastebin.com/933nAbXM And because I know this is going to be suggested, no, we don't know yet (or at least I don't know) how the game handles what shop sells what, so I can't edit shops at this moment.
  6. Does he have ANY unit data? He could easily be made playable if that where the case.
  7. Hmm, all avatar logbooks simply point to Avatar_N, we'll need to investigate them further, so unless we figure out how the game reads their data, we're really not going to get anywhere further with this. Anyways, here's the files, go to your support log and view Frederick and FeMU's B support.
  8. I'd share the file, but it's still not working as intended, the placeholder MaMU is only inheriting the Hair Color of your real MaMU, but the Body Type, hair style, face features, etc, are not, so it still needs some further investigation. If anyone here has experience in RAM hacking, I'll need some help. Assuming that RAM Hacking gives you the character table for your active party, I'll need someone to make a dump with a party full of LogBook MUs, and find the following info, the PID (not MPID, MPID is name label, this is irrelevant), and the FID of these units.
  9. Meanwhile, Grima's friggin Dragon head is nowhere to be found. If FEAT would stop crashing every time it tries to extract a ctpk file I'd probably progress much faster, and for some reason this only happens with Awakening ctpk files, the ones from Fates extract perfectly.
  10. So, basically, it's possible, sort of, but at the moment, it has quite some limitations. First, FeMU has to be the main MU of the file, the reason for this is, as you noticed, my MaMU didn't have the correct name, and instead had the name "プレイヤー". As it is, both MaMU's and FeMU's character blocks lack 2 important things that every character has, a pointer to an FID and a pointer to an MPID, normally, this would cause a Game crash if they're missing, but because MaMU and FeMU have their info auto filled by a game function from the Player's MU, this is not an issue. In P001 (the very first prologue, the one I edited), you ACTUALLY aren't using Chrom and an MU, these are a special "Chrom" and "Player" units that are only specifically used in this chapter, labeled P001_クロム and P001_プレイヤー, it just so happens that the chapter script file has a function that replaces the P001_プレイヤー's info with your MU's. However, P001_プレイヤー actually has the missing data that the normal MU character block does not, this one has a placeholder MPID and FID for a MaMU. So, with this in mind, I went to MaMU's character block, and added the placeholder FID and MPID from P001_プレイヤー, and thus you can actually now call MaMU through the プレイヤー character label, and use the standard username label to call FeMU. This means that MaMU's name is read from the プレイヤー label, but you can easily change that one, it's in m/E/GameData.bin.lz, extracting this file with FEAT gives you a .txt with almost all of the game's labels in there, one of the first few reads player, changing that one would change MaMU's name, and dragging this file back into FEAT gives you the .bin.lz needed. Sadly, I can't seem to find any placeholder data for FeMU, nor have I actually been able to find any of FeMU's sprite data inside the face folder...
  11. Haha. Ahahahahaha. AHAHAHAHAHAHAHA. AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. *maniacal laughter intensifies*
  12. My little weeb heart can now rest easy.
  13. Eh, all you have to do is rename 2 files, if I owned the EU version of the game I'd have a look at the file structures since that version has the bug fixed.
  14. Oh by the way, I thought you'd like to know, there's an easy workaround with NTR to the Voice Bug where the game doesn't remember to keep Japanese voices. In the sound folder of the romfs, there are 2 files with US_EN and US_JP at the end of the filename. Rename US_EN to US_SP, rename US_JP to US_EN, and rename the previously renamed US_SP back to US_JP, and drag and drop these files into 00040000000a0500/sound/ in your SD card, what this does is swap around the voice sets, the default set now becomes Japanese voices, and choosing Japanese Voices in the game menu now becomes the English folder, this doesn't apply to confession scenes though, those are individual files that also need to be renamed.
  15. Sure, if you want the files, I can happily share them. edit: tfw NTR CFW fails to boot 7 times in a row, fun. edit 2: Here is the download as promised, if you run NTR CFW just extract and place the files in the root of your SD and everything should work, USA version obv, I don't know how NTR works with CIAs though, since I own and use the Cartridge Version. Also, I'm too lazy to delete the unnecessary stuff, so this also includes parent child convo between cordelia&lucina, severa&chrom, and sibling convo between lucina&severa, also includes Grima's Character ID replacing Dummy, and an Edited support log where anyone and everyone has each other in the support list.
  16. Alright, thanks to all the help from my good friend TildeHat from GBATemp, I've managed to make some very noticeable changes to the prologue. We know both Morgans use the same character label, I managed to make a completely new label for Male Morgan, however, this label seems to only half work, as shown in the second picture below, so that's still a WIP And before anyone asks, no, Expiration has no animation, since it seems to be specifically hardcoded to work for Engame Grima, something funny happened when Grima procced Astra though; Morgan activated her "No Skill" skill and proceeded to take "No Damage" as her HP Bar still actually did decrease, then she "attacked" Grima for "no damage" even though Grima wasn't done with Astra.
  17. I actually got Grima as a unit to work with Romhacking, on any map, without crashing, however, Expiration still refuses to work outside of chapter 26. What I did was, There's a character ID for "Dummy", I simply made it so that this character ID reads Grima's information, so basically, the character ID is Dummy, but the Unit is now Grima. Here are some screenshots; Here is my normals Male MU Here's Grima; Here's Grima's character profile; Here's Grima paired up with my MU, having a staredown with the Assassin Risen because the attack animation for Expiration never happened; Edit: After that sloppy label change, because literally all I did was slap the Grima label unto Dummy, I went and actually got Grima's character, took me a bit more effort though. THIS is actual Grima, not a sloppy label change, you can tell because the previous one's name was "Unknown" and so where the labels, these are his actual stat caps (Outrealm Skill is limit breaker), but his base skills where oddly enough only Vantage+ and Anathema. Expiration is still a no go sadly, so this can only mean it is 100% last map only, and possibly enemy only, will test shortly. Edit2: So, Expiration is 100% Absolutely hardcoded to only specifically work with Final Boss Grima. Also, @VincentASM and to anyone using the character editor module, the "Mystery Pointer" is actually a block of pointers to the character's map sprites, FF means it uses a Generic sprite, otherwise the number indicates the unique sprite for that character, this block is 0xA8 bytes in size.
  18. The support log is handled by an entirely different file, reliancelist.bin.lz found in the data folder, just use this one, which was modified to give every character every possible support within the support log. https://gbatemp.net/threads/fire-emblem-awakening-same-sex-marriage-more.404061/page-18#post-5905757
  19. I don't think anyone's messed around with those yet aside from yourself. Honestly, I'm surprised how little Awakening has been explored in terms of ROM hacking up until now.
  20. https://github.com/DeathChaos25/FE-A-VOICE_EVT/blob/master/CHARACTER_KATAKANAS
  21. You can use the Character Editor Nightmare module, and it'll display all 3 class options for each character (Each character has 3 male, and 3 female class options, this is what children inherit). So yes, you are correct that mothers who can't have any Non-Morgan male children in Vanilla have no reclass options for males: So, recently, we couldn't add in any extra class options or supports to any character's pool because it would immediatly crash the game, unable to add classes, and supports had to be removed to add in new ones, but our great buddy TildeHat from GBATemp spent some time studying static.bin and actually learned its structure. So as it turns out, EVERYTHING within the file is handled by pointers. offset 0x0 has an 8 byte value with the file size of the uncompressed static.bin offset 0x4 has an 8 byte value too, this is a pointer to a table of pointers, this one is important offset 0x8 has an 8 byte value, this value is the number of pointers in the previous pointer table Basically, nearly everything in this file is referenced to in a pointer, all of the supports and classes for every character has a pointer located in this table, meaning if we add a support to someone, we have to add a pointer to the new support's offset on the table, then raise the pointer count by 1. However, this is a problem, the pointer table has no empty spaces, meaning adding one would basically break every other pointer, thankfully, above this table is the mystery pointer data for characters, which again our friend pointed out, was actually a small table indicating the character's map sprites, so we copy/paste this table to the end of the file, repoint the mystery pointers down there, increase the value at offset 0x0 to match the new filesize, and now we can overwrite the original location of the mystery pointers with more pointers for supports/classes for characters, just remember to move the pointer in 0x4 to the new starting offset as you add more supports/classes, while raising the value at 0x8 by one each time. Once you know what you're doing it's actually fairly easy to get things done:
  22. Don't use ctrtool, that's what's causing your error. If you are going to mess around with Awakening's romfs, use RomFS Extractor and RomFS Builder.
  23. Wow, thanks! I updated the files to reflect this.
  24. Thanks! I'll be sure to write these down in the file
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