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thane98

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Posts posted by thane98

  1. On 9/29/2021 at 6:17 PM, Kyrumah said:

    So anybody knows what my problem might be? 
    I have no idea what I did wrong since I followed every step so far.

    It's an issue reading the file, usually it's one of two issues:

    1.  The paths you chose are wrong. Check if the file it's looking for actually exists at one of the two paths.
    2. There's a permissions error with reading the file. This is a rare issue, but best suggestion I have is moving the extracted RomFS to a different lcoation.
  2. 7 hours ago, Ly_7 said:

    Hi!

    I have been trying to set up the ignis randomizer and got to the point where the package should be built using "maturin develop" and ready to be used if the "main.py" were to be run. However, despite my best efforts I cannot run the "main.py" file in "/ignis-main/ignis/controllers", which I'm assuming should start the application so to speak. Basically, whenever it try to run the command to start "main.py", either it says that the "ignis" module couldn't be found(which could also have to do with the command beeing run while not having the virtualenvironement activated I believe), or there is an error message along the lines of "DLL load failed while importing Shiboken"(when running the command with the virtualenv activated.

     

    Any help is appreciated and many thanks.

    Are you on Windows or Mac? Looks like Windows based on the error message.

    For Windows you can get the pre-built version here: https://github.com/thane98/ignis/releases/download/beta-2/Ignis-Beta-2-Windows.7z

  3. On 9/7/2021 at 2:09 PM, Tools1308 said:

    So I am currently looking through the changes and from what I can see, the growthrates are not modified. I dont think I have missed anything, so I was wondering if that is even able to be randomized atm and if not, is there any intend on inclusing such a dunction in the near future?

    Growth randomization is already available and known to work based on other users. Do you have an output file / options showing that this isn't working for you?

    On 9/8/2021 at 2:22 AM, JugglerPanda said:

    Hi again! Just wanted to chime in with a quick suggestion, not sure if it's possible or not. But it'd be cool if there were an option for the randomized characters to have their dialogue replaced in places like my castle, supports, etc. So if Camilla randomized into Ike, Ike would use Camilla's greeting in the shop, instead of just having an empty dialogue box. I believe I've seen something to this effect in randomized runs by youtubers some years ago, not sure how possible it would be in the randomizer tool though.

    If it showed up in other runs, it may have been handled manually. I can add this to the backlog though.

  4. 4 hours ago, HeartlessSeph said:

    Awesome stuff. Using this I did realize that the MNPID is located in epilogue.m so a reference to that could be added, though it'll probably add blank entries to epilogue.m if you do so since characters like Izuka and Dheginsea have MNPID's that don't exist anywhere.

    Also, would it be possible to add item and weapon references to Dispos? I tried to do it but it throws key errors because Radiant Dawn uses /D after an item's IID to indicate if it is droppable or not. I'm not all that knowledgeable in writing modules so I don't know if there's a clever workaround for this or not. Same thing with affinities using invalid to indicate no affinity.

    Both of these would require some code changes. The affinities one should be simple - there's already a way to set a default value for index-based references, but not strings. Just need to add a way to do that.

    Items will be a little more complicated since there's more information in the value than the reference.

  5. 21 hours ago, dioxide_carbonite said:

    I got everything working on the first try somehow. Thanks for the help!
    Now let's hope it can do what I wanted.
    I'm guessing it's not supposed to give an error trying to open items, or has that not been added yet?

    I'm able to open the items editor without any issues on the latest commit - what error are you getting?

  6. 42 minutes ago, FB_Serket said:

    Ive heard of this/seen it referenced
    will I need to copy just randomized the main game files to a title folder in luma or will I need to copy the entire romfs?
    as well as, when I randomize the DLC paths, will those go in a title folder that matches the smaller entry in the title manager?
    like, the main game is 1.5 gigs-ish and there's an almost identical entry with a slightly different ID and a much smaller size (440 ish MB) I assume thats the DLC content, is that a correct assumption?
    many thanks for the quick response, I didnt expect the creator of the tool to come to my rescue so quickly😅

     

    edit: I cant seem to get the additional DLC files needed for the randomizer. I extracted a romfs from the CIA that was 440ish mb and copied that romfs folder to merge with the main one and still got an error 😕

    To the first question: just the modified files.

    For the DLC question: I can’t help with this one - maybe someone else knows. You probably have to rebuild and install the CIA for DLC routes, but I don’t remember the process for that or dumping the files. I haven’t done it since 2017.

  7. 1 hour ago, FB_Serket said:

    hello, I've been working on setting up this randomizer for a friend & I've been having a bit of trouble. has anyone made a walkthrough video for how to set this up? I feel like I'm probably missing something obvious or small but idk. does it matter than the 3DS is using Luma?

    my biggest issue is making it back into something the 3DS can work with like a .CIA file or something. I'm unfamiliar with how modfs style dumps are supposed to be handled. all I've known so far is .CIA files

    If you’re using Luma then I’d recommend using its layeredfs feature rather than rebuilding the rom.

    With that you should just need to put the randomizer’s outputs in a folder on your SD card.

    I found this guide for the process: https://gist.github.com/PixelSergey/5dbb4a9b90d290736353fa58e4fcbb42

  8. I tested the build on my Linux setup just to make sure I wasn't going crazy. It's working for me:

    Spoiler

    su5K8Ag.png

    If it was working but not showing the FE10 option, you probably built the "main" branch. FE10 support is currently on the "fe10" branch.

    And yeah, for dependency issues most I can suggest is deleting the virtual environment and trying again. I'm guessing the issue is something like installing on python 3 and then running on python 2, but difficult to tell here.

  9. 2 minutes ago, dioxide_carbonite said:

    $ python main.py
    Traceback (most recent call last):
      File "main.py", line 5, in <module>
        from paragon.model.configuration import Configuration
    ModuleNotFoundError: No module named 'paragon'

    I tried the super simple "import paragon", but that just moved the error up to that line.

     

    Execute it from the root of the repo. The full command should be something like “python3 paragon/ui/main.py” (depending on what “python” points to for you since it looks like you’re on a Unix system).

  10. 11 minutes ago, HeartlessSeph said:

    I caught this error too, I just downloaded the versions of Mila and exalt and put them in My Documents/Github folder to resolve the error.

    By the way, there's a key error for the FE10 Class Module. I edited the modules to fix it but didn't do a pull request since I figured those errors would be fixed by the time an official release build is public. 

    What’s the error? If it’s too small for a pull request I can just make the update.

    Edit: Oh, I see. I merged a PR with some changes to the type but the UI is still referencing the old fields. I’ll fix this in the morning.

  11. 1 hour ago, dioxide_carbonite said:

    Sorry if this is obvious (I've never successfully built an application though tried a few times), but I'm stuck on this error:
    I believe I did the previous steps correctly to get this part to even fire (required a restart).

    paragon error.png

    You've done nothing wrong here, this error is my fault. I use a local version of mila for development, but the Cargo.toml in the repo is always supposed to point at the version on GitHub. I mistakenly committed my local one.

    I've pushed in a fix, so it should work if you pull and build again: https://github.com/thane98/paragon/commit/afc94a1b33b7bf44ee6d9420799907eec34853a9#diff-2e9d962a08321605940b5a657135052fbcef87b5e360662bb527c96d9a615542R20

  12. On 8/9/2021 at 6:29 PM, HeartlessSeph said:

    There's a thread on FEUniverse that details the scripting format for FE10. It includes a quick python script that parses the cmb too. For now it only spits out the script elements in cmd but exporting to a json or other type of text file shouldn't be hard. The repacking would still need to be worked on though. Don't know how different the op codes are from 3DSFE but it could be useful for when you implement the scripting.

    I have a script that extracts the chapter data but iirc I didn't have much labeled for it either. I'll check the repo and see what is labeled. I'll do a PR if I know any missing labels there.

    Thanks for this - those notes were a big help. The format is very similar with a few minor differences:

    • 3DS order is header, functions, text data. GCN and DS format is header, text data, functions.
    • GCN/DS use different function headers.
    • 3DS has floating point numbers. Opcodes 0x1 to 0x1E are identical in both versions, but the numbering gets off since the floating point op comes right after the integer op.

    Overall, not too bad. Added support in the Rust library here so there's now a CLI option to convert scripts to/from YAML for editing if you're willing to build it. I'll look into adding an editor in Paragon as well.

  13. 4 hours ago, Flynn526 said:

    When I open my fates game in citra after following all steps, after creating my avatar, it says, "Unable to access save data. Please turn the power off and try again", and upon restarting, the save file has all question marks and a 999:59 minute save file which I cannot open.

    GShYKza.png

    Any idea what the source of this problem may be and what step I may have messed up?

    Going to be honest, I have never seen an error like this before. No idea what could immediately corrupt a save like that.

    One thing you could do is try removing the file GameData/GameData.bin.lz from your Citra mods/romfs folder. If you can get in game afterwards, then there's likely an issue with the edits Ignis made to that file. If that's the case, DM it to me and I'll take a look.

  14. 13 hours ago, sylvee said:

    I have been trying to download this on Mac but whenever I do download it there isn't an app to open

    The Mac version is currently distributed as a binary, not a .app. You can start it through a terminal:

    1. Navigate to the directory containing the paragon binary in a terminal.
    2. Run ./paragon
    3. If you get a permissions error, do chmod +x paragon and then try running the command again.
  15. 4 hours ago, 1234567890num said:

    This looks amazing and might finally let us not deal with hex and pointers ^_^.

    I made a PR that clarifies some of the unknowns with what I discovered but hidden within the thread including FE10Data.cms' ChapterData. I hope mess files and script files can have modules written soon.

    Thanks for doing that!

    I'd like to support mess/dialogue on the same level as 3DSFE, but there are a couple things to work through there. While the syntax is the same, the commands are all different. I've seen some documentation on them in this thread, but for a release I'd like to have all of them mapped out. After that's done, I'll need to set up rendering in the simulator for FE10 dialogue. Main issue there is that my tpl parsing code is a little buggy - it works fine for portraits and icons, but fails to load several UI elements including talk windows.

    For scripting, I have plans to support that in Paragon but it's not even there for 3DSFE yet. There's a standalone editor, Exalt, that can compile + decompile scripts, but that's on a different tech stack from Paragon. I've got a project to reimplement it in rust. Maybe FE9/FE10 support can go there.

  16. On 7/24/2021 at 4:36 PM, HeartlessSeph said:

    Yoooooooooooo

    You are based for this. Was going to ask to use your program as a base for my update but now I don't have to. 

    On 7/24/2021 at 5:14 PM, Vicious Sal said:

    That is pretty damn amazing! 
    Looking forward to testing this out. ^^
    If you've any questions about RD and the code, there's a few people around here that have been working with RD for a while, and I'm sure we're all very happy to help!

    Thanks!

    I've been a little busy lately, but I finally got some time to work on this again. So far I've written modules for FE10Data, facedata, shopdata, and dispos. Paragon's also producing files that are almost identical to the originals now - only difference is sort order for text data with Japanese characters.

    Finished a few more UIs as well.

    Spoiler

    oprzPOa.png

    Spoiler

    ttZMA9K.png

    Spoiler

    Mu79hXu.png

    This is almost ready to go - I want to add a few more modules first. This thread's been very useful for writing them so far!

    Also, if anyone wants to help with writing modules everything is in the GitHub repo under the fe10 branch: https://github.com/thane98/paragon/tree/fe10

    I could use a little help with chapter blocks if anyone has those mapped out. Paragon can parse them, but most of the fields have generic names since I haven't figured out what they do yet.

  17. On 8/2/2021 at 3:36 AM, Darkasinksu said:

    Reporting on more Paragon usage 'n all that: was playing through chapter ten CQ, and Selena and Beruka spawned in without any stat changes (Except weapon ranks for some odd reason). I did some perusing to troubleshoot, and I figured out that they were spawned in the chapter data under the name PID_B_(name). Additionally, the UI element that paragon shows when referencing a character didn't show up. I changed that to PID_(name) which is the standard template; the UI element showed up and they still spawn in the chapter normally but with all the changes applied!

    In CQ route, only Selena, Beruka, Kaze, and Shura spawn with the PID_B_ prefix. Unsure of why or any ramifications of changing it, but it seems to mess with Paragon's interactions.

    Anyway, will update if anything goes awry!

    Those characters are defined in handover files. They're used for route-specific stats.

    Handover characters show up as broken in Paragon right now since it doesn't load them, but the characters will still function in game. You can edit the handover files through Multis -> Person -> {A_HANDOVER or B_HANDOVER or C_HANDOVER}

  18. 12 hours ago, LJ_Tenma said:

    Thanks for the advice ! I actually ended up finding sprite folder in the meantime and have been working on it. I realized the sprite data tab on each character couldn't be edited to add a new one, but how would I go about to get the repo? I'm super-new to modding, so a lot of what I've been doing has just been noob work LOL.

    Since Robin uses the generic map sprite when they're reclassed to anything other Tactitian/Grandmaster anyway, I decided to just go through with what I had and start a playthrough using my mod with only M!Robin utilizing the class. I'm actually just using the Pegasus Knight sprite instead of Wyvern, since the gender of the Pegasus Knight sprite looks relatively ambiguous. I'm hoping to do another playthrough with more units using the male Pegasus Knight class if I could improve on this mod haha.

    However, I do have another question (and I'm really sorry if this is a lot LOL). I was talking with someone else on my other thread, and in the process of trying to figure this mod out, I realized it wouldn't overlap with the Gay Awakening mod. He told me that in order to use the 2 together, I would have to manually edit all of the supports for each character. I actually went through the trouble of doing so and tested it out last night. Fortunately, it worked and I was able to S-Support Chrom with M!Robin as a Pegasus Knight (sumia who ????? idk her) and the cutscene triggered just fine.

    I'm just kind of concerned because in the Gay Awakening mod, Lucina and Severa have 2 supports -- a C-S romantic support and a C-A non-romantic sibling support. Since I manually input the supports on Paragon, would the game be able to detect and differentiate the two ?

    Parent/child and sibling supports are not stored anywhere in the character data iirc - the game automatically creates them. The only thing you need to add for them is the text archive (files in the m folder).

  19. Just now, Mars of Aritia said:

    I tried changing the avatar's default class but it seems to keep spawning him in the default noble class. is there a way to make it so that his talent is the default class? or if not that, have him spawn as cavalier for example.

    This would be a code edit. The majority of stats for Corrin (especially during the branch of fate) are hardcoded. This includes Corrin's starting class and weapon.

    One way around this would be setting the class through the A000 chapter script - you can do this in Exalt. That's how Ignis (FE14 randomizer) handles Corrin. However, I don't think there's a way to access Corrin's talent in scripts.

    On 7/30/2021 at 6:03 AM, LJ_Tenma said:

    So, I've been messing around with Paragon for the past 2 days (I had my own thread that I ended up turning into an update about my "journey" with this LOL), because I've been trying to create a male Pegasus Knight class for Awakening.

    I've made some pretty decent progress so far, as I was able to actually create the class and use proper battle models for it by borrowing them from other classes. But rn, I'm kinda stuck with the spriting.

    Like, initially, the sprites weren't showing up at all and used the dummy map sprite. For Pegasus Knight, idk what I did but I was able to use the Wyvern Rider map sprite for it, but it uses the generic sprite with an altered hair color even for units with a Wyvern sprite (ie. they actually have their proper hairstyle on the sprite). For Falcon Knight and Dark Flier however, they still pop up blank even if I try to borrow other sprites.

    The class overall works perfectly fine, but the spriting got me stuck. Is there anything I can do to fix the sprites? I know this is a really specific kind of dilemma tho LOL

      Reveal hidden contents

    227188440_884816419100830_7639456876028974092_n.jpg.6d679656594cb302ea26d7b392fd2759.jpg

    Pegasus Knight Robin and Frederick

    227606054_159081752995903_3417260485368001214_n.jpg.c0758306351efc2827d5a3434eca40d0.jpg

    Frederick's "true" Wyvern sprite for reference (he's a Wyvern Rider here, not a Pegasus Knight)

    228694342_216955997015215_4565108717487462544_n.jpg.847160a723ee83043a73059d4f202ac8.jpg

    Pegasus Knight Frederick and Falcon Knight Robin with a blank sprite

    48120535_227661544_1149351892228495_6767369383154993593_n(1).jpg.c0edb986f6cc78003223312d5e97926b.jpg

    gah damn that's beautiful tho

    Overview of Awakening sprites + changes needed:

    • The sprite file for a character should be in map/unit/ and takes the form {CharacterName}{JobName}{Team/Color}.ctpk.lz. For example, LissaClericBlue.ctpk.lz (using the Japanese names). So you need to make new sprites for everyone who can use this class.
    • Sprite animation data is defined in the BMapIcon table. For what you're doing you can probably reuse the existing pegasus knight data.
    • The "sprite data" tab in the characters editor controls which animation data the character uses for each class. Each value is either FF FF (-1 / no data) or an index in the BMapIcon table.

    The class listing for sprite data is currently hard coded in Paragon. This is fixed in the repo, but not available in a release yet. You can get it now if you're willing to build from source. Otherwise, you can make the edit manually using this version of FEAT with the bin decompiling feature.

    On 7/30/2021 at 2:11 AM, Darkasinksu said:

    So I've used Paragon for some basic editing to unit balance, but I've run into a bit of a problem. It seems like using the character module to edit weapon ranks has no effect on weapon ranks outside of the unit's starting class, whether through reclassing or promotion.

    Given that Fates does remember weapon experience when reclassing, I'm wondering if that might be an issue within the module itself. Got my fingers crossed the game isn't hard coded to zero it out when a unit spawns, haha. Actually, that makes me think it could be a property assigned to the unit on its spawn chapter.

    I was really hoping to balance out some units/classes by giving them better weapon ranks in their reclasses/promotions. Stuff like Laslow with C rank daggers when reclassing to ninja, or Selena with C rank bows on promotion to Bow Knight. Given how powerful the mono-weapon classes are and how sparse WEXP is it almost seems like something that was intended to be in the game.

    Anyway, I'd love to hear back from someone who knows a thing or two about hacking to turn all this fuss into fruition.

    Big thanks to thane for making 3DS FE modding 100 times more accessible!

    Thanks!

    I'm actually not sure how Fates handles this. If your weapon rank changes persist after saving and reloading Paragon, then I doubt it's an issue with the module itself - I will check this when I have time though. You could also try checking Laslow's weapon ranks in FEFTwiddler after recruiting him.

  20. Hey all - I started working on Radiant Dawn support in Paragon. The formats are very similar to 3DSFE, so the only big changes were big endian support + decoding for TPL textures. With all of that implemented, you have full access to the module system just like FE13-FE15. Example:

    kRQ6INa.png

    I still need to write modules for a few files before I'll consider this ready to go, but that's the easy part. Hoping to have an initial release with editors like this for core data + a proper chapter editor. I may try a dialogue simulator as well, but I have a feeling that changed quite a bit going to 3DSFE.

     

  21. 9 hours ago, JugglerPanda said:

    I randomized Fates with your randomizer a few years ago and had a lot of fun with it. I'm glad you've released a new way for me to enjoy my favorite randomized chaos of a game 🙂

    I seem to have gotten the randomized dump just fine, I was wondering if you could help me out with rebuilding the rom to get it to work for citra? It's been a long time since I've done this kind of thing, so sorry if it sounds a bit too basic 😞 

    I've got the randomized files taken straight from Ignis, and I just tried rebuilding the ROM with RomFS Builder. I selected the Ignis output directory, hit Go in RomFS Builder, then named the file 'random.3ds'. Citra Nightly can't open the random.3ds file, it seems. Would you happen to have any ideas?

    Thanks and I love your work! 

    Thanks!

    Your "random.3ds" file isn't booting because Ignis only outputs the files it changes, not a copy of the ROM. These days, modifying the whole RomFS isn't common since there are better options for Citra and Luma.

    If you go to your original Fates ROM in Citra and right click on it, there will be an "Open Mods Location" option. From there create a romfs folder and put the randomizer outputs in it.

  22. 2 hours ago, Augmented Antics said:

    A suggestion I have is, if randomizing Corrin, to give them perf weapons that match their randomized class (like if randomizing into a Fighter, they have an axe that has the advantages and disadvantages of axes, but the properties of the Yato).

    I will add this to the backlog. It's a kind of heavy change since it requires injecting new items + adjusting several chapter scripts, but it can be done.

  23. 7 minutes ago, Gutrune said:

    So I used the randomizer to randomize the game and had the files go to my output folder. At this point, do I put the contents of the output folder into the romfs folder under the title id for luma patching on the 3ds? 

    Yes, that's correct - copying the contents of the folder, not the actual folder.

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