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thane98

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Posts posted by thane98

  1. 1 hour ago, Awakened said:

    I randomized with beta 4 a while back and I was stuck at chapter 11. Is there a way to fix that but not lose the units I already have with beta 5?

    Sadly, the fix I implemented in update 5 only solved crashes on chapter 11 for a few people. There's no way to preserve results from beta 4's randomizer, but it probably wouldn't fix the issue anyways. The best recommendation I can give you for getting past the chapter is to either run through the chapter with the patch turned off or begin removing/replacing files from your patch as mentioned in the troubleshooting section of the main post.

  2. 15 hours ago, clugger said:

     I was interested in using the HANS version because it seems the easiest way. Do you know if there is any chance that my actual game/3DS would get damaged or fucked up??? 

    With regular homebrew there's no way for you to screw up your 3DS - regular homebrew programs don't even have the permissions needed to modify things that could mess it up.

    That said, HANS isn't the easiest way at all - Luna's romfs patching is definitely the most convenient way to run ROM hacks. If you have a 3DS on a hackable firmware, I'd recommend the custom firmware route. With the new installation method, there's no way to damage anything during the process as far as I know. You don't even have to go through a downgrade or anything like that.

  3. 2 minutes ago, SnakeMomMelissa said:

    I... Might? I have a capture 3DS capable of CFW and the like, but I don't know how long that'll last, since my 3DS' CFW is very old. I could try to update it, but the 3DS is also old, so that might be more trouble than it's worth. If it's at all possible for you to make a video, I can definitely show that, but I can still try around the end to see if I can manage it!

    Thanks for the quick reply! I'll see what I can do about preparing a video if I do submit my hack in the future.

  4. I'm not familiar with what 3DS hacking tools are available on OSX. If you have access to a Windows machine, I'd suggest using that to randomize your game since there are better tools available for unpacking and rebuilding your game ROM.

    Do you have the romfs for your copy of Fates? If not, you'll need to obtain that first. Once you have the romfs, just extract the files from it using a tool. I think that ctrtool is available for Mac, but its command line only.

  5. Update 3 is out! The primary feature of this update is a new rendition of Fates Script with support for Awakening and Echoes. The script format's changed a little bit, so old scripts aren't compatible with the new version. Consequently, I'm including both the original version of Fates Script and the new version. Anyways, here's a list of changes:
    • Added a new rendition of Fates Script with a tweaked script format and support for scripts from both Awakening and Echoes.
    • Added placeholder menus for Awakening and Echoes editors.
    • Added a "Duplicate Block" option to the dispos editor.
    • Added hotkeys for various menu options in the dispos editor.
    • Fixed a bug which would cause blocks to always use their X1/Y1 coordinate on the dispos grid when editing X2/Y2.
    You can find a download link in the main post.
  6. I've developed a handful of different tools since joining the Fates hacking community. A little while ago, I decided to start working on a unified editor to act as my main tool for building Fates hacks. Now, the tool is ready for release!
     
    FEFEditor comes with tools which make the process of designing new characters and chapters significantly easier. Using tools like the GameData Injector and ROM3 Injector, one can add entirely new characters with custom models to the game without the need to open a hex editor. Meanwhile, chapter editing tools like the dispo editor allow you to spend more time designing your map and less time worrying about how to add in new spawns.
     
    In addition to a set of brand new tools, FEFEditor also offers substantial improvements to existing tools. For instance, I've included a new version of FEFNightmare with updated dialogs, automatic lz11 compression, and a new interface for accessing modules. I've also rebuilt my original support editor in Java. This updated version should ensure that you no longer need to worry about moving support tables around manually - the program will take care of expanding your GameData file for you.
     
    In short, FEFEditor should provide a convenient set of tools for any Fates ROM hacker to use for development.
     
    Download: link
     
    Troubleshooting:
    I'm going to be honest: I'm expecting there to be a LOT of bugs with this program right now. Given how many different aspect of Fates hacking it covers, there's no way that I can test every situation with every tool on my own. While the tool has worked fine for me during my own tests, I cannot guarantee that it will work perfectly for you. Therefore, I advise you to backup your files before making any modifications to them just in case something goes wrong.
     
    Please report any bugs that you encounter - I have no way to fix a bug if I don't know that it exists. Additionally, if you find anything inconvenient about the tool or have suggestions as to how to improve it, feel free to post about them here.
     
    Credits:
    • SecretiveCactus, SciresM, and Einstein95 - Both FEFEditor and FEFNightmare make use of code for handling lz11 compressed files. The code used for this is derived from Einstein95's DSDecmp and SciresM's FEAT. That code was ported over to Java by SecretiveCactus.
    • Hextator - The developer of Nightmare 2.0, which FEFNightmare uses as a base.
    • RainThunder - Developed the original scripts for injecting data into Fates' bin files and created Fates' Nightmare modules. A huge portion of this program was created using his resources as a reference.
    • DeathChaos25, TildeHat - For their general contributions to the 3DS Fire Emblem hacking scene.
    Updates
    Spoiler
    • Added a new rendition of Fates Script with a tweaked script format and support for scripts from both Awakening and Echoes.
    • Added placeholder menus for Awakening and Echoes editors.
    • Added a "Duplicate Block" option to the dispos editor.
    • Added hotkeys for various menu options in the dispos editor.
    • Fixed a bug which would cause blocks to always use their X1/Y1 coordinate on the dispos grid when editing X2/Y2.
    Spoiler
    • Reworked FEFNightmare and added in a way to create module-based injectors. Character, Chapter, Item, and AID injection is now handled through this new version of FEFNightmare instead of the old tools.
    • Added a support editor for DLC files.
    • Redid every remaining editor's UI to match the new look.
    • Added injectors for custom classes and skills.
    • Lots of additional changes related to FEFNightmare specifically. There are too many to spend time listing them all out.
    Spoiler
    • Added a dialogue editor for DLC files.
    • Updated the GUI for the config editor and dialogue editor to use material design libraries. The other editors will receive similar overhauls in the next update.
    • Made some small tweaks to the default window sizes for the main window and dialogue editor.

     

  7. 2 hours ago, Kirb1337 said:

    Wow that looks great!(I'm guessing you are making it with java since you are using nm2 as a base, can you confirm this?) 

    You know what would be cool(well at least i think that would be pretty cool) to have as a feature? the entries Being arranged in different categories, just like emblem magic.

    Yes, it's still running on Java just like Nightmare 2.

    Categories would be nice - I'll look into adding something like that when I get the base functionality in place.

  8. I don't know if WIP resources go in this thread, but I'll go ahead and post what I have here anyways.

    I'm currently building my own rendition of Nightmare, FEFNightmare, using Nightmare 2 as a base. This new version will come with a more modern UI, lots of quality of life improvements, and some additional features for editing 3DS FE files. In general, FEFNightmare should make editing files using nightmare modules a smoother process. Here's what the main window looks like at the moment:

     

    YWduvfI.pngqr5c4qL.png

    As you can see, the editor allows you specify a module directory for quick access to modules. For 3DS editing, FEFNightmare provides automatic compression/decompression for lz files so that you don't need to open up a compression program just to make some quick edits. I've reduced the amount of dialogs you need to go through when saving files and opening modules. Hopefully, that will make the editing process go a little faster.

    Additionally, here's a sample module window:

     

    pkUDnoG.png

    I still have a lot to get done before its ready for release, but I think that the tool's coming along well so far.

  9. 7 hours ago, Noob135792468 said:

    I'm confused. I'm at the part where I need to set up a storage folder. It says I need to copy files from my rom's GameData folder, but the folder is nowhere to be found. Here's what I see in my rom folder:

    • message
    • message_hud
    • shaders
    • sound
    • debug_text_LZ.bin.lz
    • dlplay_LZ.bin.lz

    Is this the wrong folder?

    That output occurs when you dump without Braindump's XML file. You can get the XML from the download link for Braindump in the main post. Place it in the same directory as the .3dsx on your SD card and run Braindump again. A correct dump of your romfs should be around 1.7 GB, so if it's not, something's wrong.

  10. 11 hours ago, Giga Man said:

    So, that concludes my experience so far. I know I'm extremely late to the party, but have you considered dealing with all or most of this already? Things such as the enemy units reverting back to their original characters. Are you working to make it so that even the enemies will stay randomized? For example, Crown Prince Shura vs. Crown Prince Hayato can actually be possible in chapter 6? Could the support conversations actually match the characters being replaced and not the replacement characters? For example, I support with Selena, but I'm actually talking to Felicia, which would solve the unavailable support issue, assuming that even works. Alternatively, is it possible to just force the game to make a support with Selena selectable in a Birthright? Again, I'm sure you've considered all of this, but I thought it'd be worthwhile to share my thoughts. Thank you so much for making this, and I hope this becomes something truly remarkable one day. :D

    I'm currently in the process of rebuilding the majority of the randomizer from scratch in an effort to fix a lot of the issues you mentioned. At the very least, I'd like to get rid of some of the crashes in the intro and get rid of the incorrect weapon bug. I'm also looking into the issue with characters reverting back to their original state, so there should be some progress on that front with the next version.

    Making supports available across routes is actually pretty easy. I could implement an option to enable supports across all routes in the randomizer very easily. Alternatively, the Same-Sex patch does this while also expanding supports for everyone, including the amiibo characters. I'd like to get the patch to play well with this hack in the next version since that combination's probably the best to ensure that everyone gets supports.

    I have a theory about swapping supports between characters, but its completely untested. Once I have the remake in a better state, I'll go back and test it out to see if swapping supports between characters will work. If it does, I'll go ahead and include it as an option.

    8 hours ago, Robin the rightful god said:

    Do I need to get a newer version of HANS? Because i access HANS and it freeze when i hit ok at the bottom screen it would say region FF language FF ballin prepared to run loader that is where it freeze.

    Honestly, I can't help much when it comes to troubleshooting HANS. It's extremely finicky when it comes to Fates. I'd recommend asking in the Q&A thread on /r/3dshacks, as your more likely to find a fix there.  

  11. 21 hours ago, roguemischief said:

    I've come up with another issue - I randomized everything just fine, started a new game, and everything appeared to be working. However, I chose the Revelations line, and then things started to go awry - up until Chapter 7, all the characters were randomized, and appeared as such. But during Chapter 7, I recruited Gunter, who, according to the output file, was switched with Ryoma, and shouldn't be recruitable until Chapter 16. He was still completely randomized, though, so I let it slide. After the chapter, I recruited Azura, who replaced Anna and shouldn't be available at all, but again she was still randomized. Then, after Chapter 8, I recruited Sakura, Kaze, Hana, and Subaki, who weren't randomized at all, and were recruited as usual as per vanilla Revelations.

    The only problem I can think of is that I dumped the game files from the Special Edition version, but I'm playing using my digital copy of Birthright with the other two routes as DLC. I set the randomizer to randomize for all routes, and I'm using the Birthright files from the Gay Patch, I merely put in the randomized special edition files instead of Birthright files. Everything else should be in order to the best of my knowledge. Is this the problem, or is there something else causing it? Thanks for the help.

    You need to run the special edition version for the changes to show up - since Revelation is DLC in the Birthright version, the game won't load the modified map files from the ROM. However, the game still uses the GameData.bin file from the base game. That's why the characters' classes were randomized while the join order was not.

    3 hours ago, Robin the rightful god said:

    snip

    If romfs builder gave you a valid romfs file, you should be good to go. It looks like you have it in the right place on the SD card, so you can run the hack by going to homebrew on your 3DS and running Fire Emblem Fates through HANS. Select your romfs inside HANS' menu, and you're done.

    1 hour ago, DoobyScoo_ said:

    What do you do if the RomFSBuilder keeps crashing

    You could try an alternative program for rebuilding your romfs, like ctrtool. Keep in mind that most of the other programs available for rebuilding romfs files are command line based.

    5 minutes ago, Giga Man said:

    First of all, thank you so much for making this thing! I'm already having a blast laughing at all the crazy outcomes and out-of-place and also slightly fitting voice-overs.

    Second of all, I have a bug report!

    The game crashed at chapter 4 in transition to the scene where you find Sakura and Hinoka in trouble.

    Here are my randomizer output results: http://pastebin.com/W1PuJG28. I checked "All Paths", checked all items under "Options" ("Passes" is set to 1), checked all items under "Optional Characters", and checked "Change All Appearances."

    I fixed the issue by replacing the file (GameData/dispos/A004.bin.lz) with the original as advised by the troubleshooting instructions.

     

    Off-topic: how do I space without double spacing on this forum?

    The crash on chapter 4 is known. I'm still looking into the exact cause of the crash, so there's not much to do about it for now. I'm glad that you're enjoying the randomizer!

  12. 33 minutes ago, Yvectal said:

    I'm confused at where I am for opening the randomizer, is this loading or can't find the gamedata.bin?

    f.png

    The randomizer cannot find the file. The given path is where it expected to find it.

    25 minutes ago, FuzzyFighter669 said:

    Is there any reason as to why Fates (digital) isn't showing up in braindump for me?

    58b37bc43e922_Braindumpbullshit.PNG.1d45c104bba877f5dab1cd472730a622.PNG

     

    Homebrew programs can be pretty finicky when it comes to Fire Emblem Fates, so it might just be something along those lines. I haven't run into an issue like that, so I don't really have anything to help you there. You could try asking in the Q&A thread on /r/3dshacks, someone there might know more about getting Braindump to work.

  13. 18 minutes ago, Robin the rightful god said:

    I don't know what i am doing wrong i have the correct folders and such and the randomizer app wouldn't react i tried moving the gamedata.bin file out the game data folder and tried it when it was in.This is basically what i have 

    Capture.JPG

    The dispos and person folders go inside of the GameData folder. Everything else looks fine.

  14. 2 minutes ago, Leonarth said:

    So I've been playing with the randomizer the past couple of days, and I have to say great work. My only problem is that the divine weapons still can only be used by their original owner. For example, Leo replaced Xander, but not only can he not use Siegfried, but Siegfried got replaced with a Sunrise Katana in Ch. 6 and a Dual Katana in Ch. 16 of Conquest, I had to hack in Siegfried to test it. Leo can still use Brynhildr (once again, I hacked it in to test it), but not Marth, who replaced him. Is this supposed to be able to happen, or is there some option I clicked that did this?

    The randomizer doesn't handle the divine weapons at all currently. I'll probably have them implemented in the next version.

  15. 19 minutes ago, Pearl said:

    So I have to restart ?

    If you didn't use the GameData.bin file from the Same-Sex patch from the beginning, you will need to restart in order to use both hacks at the same time. Make sure to decompress the Same-Sex patch's GameData.bin file and add it to the randomizer files before randomizing.

  16. 11 minutes ago, Pearl said:

    I have an another problem.

    When I add the GameData from the Gay Hacks, the personal skills of every of the characters I have turn into their original one. Same for their classes. What should I do ? I can't play with the Gay Hacks... and actually, Ike can have a child.

    How did you go about adding the GameData file to your patch? Did you decompress it and add it to your files before randomizing, or add it in afterwards? If you try to apply the Same-Sex patch after randomizing, the reclasses and skills will be overwritten.

  17. Just now, Teknoblade said:

    Actually, I did start from the branch of fate, do I need to start from the beginning? That would be a pain.

    Probably, but I don't know for sure. That's the only thing I can think of that would cause characters to have different skills like in your screenshots on a vanilla game.

  18. 12 minutes ago, Teknoblade said:

    Ok, but the only problem is I deleted the save and made sure that NTR was disabled. Should I delete the files even though I dont think they are being touched?

    Edit: I should also mention that Sakura got the skills she learned in the randomizer save, not just the skills she started with.

    You could do that, but it might be something else. Did you start the vanilla save from the branch of fate? If you played up to chapter 6 on the randomizer save and then started the Revelation save from the branch of fate, that might explain the oddities.

    The randomizer only touches ROM files, so if NTR is off, the only thing that could cause issues like that is save data.

  19. 18 hours ago, himeki said:

    I'm trying to run this with a Conquest cart using Homebrew and Unassuming Venausaur's Gay Expansion, but it never completely randomises for me. It only randomises the Nohrian units, and it never changes their classes, only the unit. So say if Laslow became Leo, Laslow would replace Leo completely. Also when I view the character info it doesn't change, and in the chapters the "units" are still the same, so the only thing that changes is their name and portrait in the dialogue boxes, and the models in certain cutscenes. Some characters aren't even randomised at all. Is there any way to fix this?

    The randomizer only randomizes playable units in a path. So for Conquest, only characters recruitable in Conquest are randomized.

    If there aren't any reclasses or swapped units on maps, then something's off with the GameData files. Normally, I'd attribute the lack of reclasses to something like the randomizer and the Same-Sex patch not playing well together. However, if swapped units aren't showing up on the maps, then the issue probably isn't related to using both hacks. Just to verify, you decompressed every file in the Same-Sex patch, added them to the files you wanted to randomize, randomized and then recompressed them, and then added every file to your HANS ROM or NTR patch, right? It honestly sounds like the GameData files were never included in your ROM/patch from a quick glance.

    10 hours ago, Teknoblade said:

    snip

    The randomizer has to modify a file used across all 3 paths for things like skills and classes. If you don't want to use the randomizer, either run your game without HANS/NTR or replace/remove the files that the randomizer modified depending on if you're using HANS or NTR.

  20. 18 hours ago, Robin the rightful god said:

    Hi again i have a question what do you mean by main directory i had fixed my problem and i followed the steps like the files and such i dont know if im missing something for the randomizer to load up is the main directory? dont really know what that means lol  thanks again if you reply and help 

    The main directory would be where you put the files you want to randomize. So put your m, GameData, Scripts, and Castle folders in a directory and select it in the randomizer.

    15 hours ago, Benishigure said:

    snip

    Yeah, I need to fix the issues with Leo's model at some point. That one's always been a little buggy since the ending for chapter 1 uses a special model for that specific cutscene.

    5 hours ago, Ξ Azazeal Ξ said:

    snip

    I'd recommend using a newer version first - the newer updates include support for European versions so that you don't have to rename. Also, have you verified that "Nuova Cartella" has a GameData\Dispos\ folder? That'd be the first step to troubleshooting the issue.

    1 hour ago, roguemischief said:

    So question.

    When I decompress the ROM files, GameData.bin.lz is converted to a .txt file rather than a .bin file. Then, when I open up the randomizer, it says I'm missing GameData.bin - which is a text file instead. Is there something I'm doing wrong? What can I do to correct this? I'm really interested in trying this out and I'd love to make it work.

    The GameData.bin file inside of the m folder will decompress to a text file. There should be another file called GameData.bin inside of the GameData folder of your ROM. That's the one you're missing by the sound of it.

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