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Missing-qry

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    Chaos Queen

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    Radiant Dawn

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  1. I'm... not actually sure where map objectives are stored. Given that there doesn't seem to be anything in the dispos files themselves, my best guess is somewhere within the map.cmp file for that given map, but I don't think anyone's ever mapped that out? It's either there or in some static file with all of the different objectives hardcoded in, in which case I have no idea if it's possible to tweak that without some assembly nonsense.
  2. Yeah, you can just append classes and whatnot to the end of chapters without reorganizing, just as long as you make sure to edit the header bytes to the correct filesize after inserting them. And yeah, no prob!
  3. Yeah, I'm using Dolphin, maybe playing on a regular Wii behaves differently? I have no idea what your problem is with giving him a 3rd weapon, but I suspect the issue with adding new skills probably has to do with the fact that FE10Data character blocks are dynamically sized based on their amount of skills, so you'd have to go and repoint everything after that point if you're trying to insert anything new (or otherwise it would crash instantly). I can confirm that swapping out skills without altering FE10Data's size works perfectly fine, at least for me; I've played around with it as a randomizer option and it works as far as I've tested it.
  4. Depends on what you mean by "add weapons to an inventory". If you're talking about adding items/classes/skills/literally anything that don't normally exist in the chapter, you need to 1) insert the label ID of whatever you're trying to add into the dispos, preferably at the end of the file to avoid repointing anything, like so- 2) Grab the pointer of whatever you're trying to insert, and overwrite one of the couple inventory spaces of the unit you're trying to add the item to. 3) This is the most important part. Scroll to the very top of your dispos file and look at the first 4 bytes. These bytes correspond to the filesize of the dispos file. If you're repointing anything beyond the normal size of the file (or just as a good practice in general), you're going to need to update these bytes to the new filesize, I assume you're hitting an EOF error and that's where your problem is. For example, our original size of bmap0102/dispos_n.bin is 08 DE, or 2270 (dec) bytes. Looking at the properties for our expanded file, it looks like it's 2343 (dec) bytes. A quick conversion to hex (09 27), then simply overwrite the filesize at the top of the dispos and you should be good. After that, just reinsert the dispos in your ISO/rebuild the iso/whatever.
  5. Okay, so I've been having an issue while working on my FE10 randomizer, and I was hoping someone else could possibly help out here. For some reason, the inventories of certain enemy fighters on maps keep getting their inventories scrambled. If I randomize the stats of each weapon, it ends up being a weird scrambled unusable mystery weapon (usually with a name made of symbols or Japanese characters), which sometimes (but not usually) crashes the game when viewed. If I leave weapons alone, however, they turn into perfectly valid weapons, albeit extremely powerful lategame ones that the enemies shouldn't even be capable of using, but somehow are. The weirdest thing about all of this, though, is that the randomizer doesn't even touch enemies or enemy inventories, which makes this all the more baffling. I've attached both a randomized FE10Data and dispos file (bmap0102/dispos_n.bin) demonstrating this issue, if someone could help me figure out what's going on, I would greatly appreciate it. FE10Data.cms.decompressed dispos_n.bin
  6. Does it give you an error message when you try to run the program?
  7. Update! Randomizer now randomizes up to the end of Part 2, though I haven't personally tested anything there yet. I've added the functionality for the "randomize weapon triangles" and "randomize skills" (which currently only does character skills, class skills are a little more iffy to mess around with but it hopefully shouldn't be a problem). I haven't personally tested either of those functions yet, so please let me know how it goes! Furthermore, the "randomize lords" option should always be selected now that the randomizer randomizes maps up to part 2- Micaiah is still randomized regardless of the option currently, but the option blanks out her event promotion skill in order to prevent any crashes. Bugs: I've found that in some rare cases, the mystery weapons end up crashing the game when viewed. These usually appear on earlygame Fighters, in place of their typical Bronze Axes. Still looking into this one, but I suspect it's an issue either with randomizing the Fighter class itself or stats of the Bronze Axes. Please let me know if you have any more findings in that area!
  8. Alright, done! Hopefully it'll be a little easier to notice now.
  9. I've already posted this to Feuniverse, so I figured I might as well, right? Radiant Dawn Randomizer v.05 What does it do? The RD randomizer currently randomizes NTSC ROMs of Radiant Dawn v1.01, up to the end of Part 1 (it shouldn’t be difficult at all to implement for future parts, I’m just doing this one thing at a time.) It currently randomizes: Character bases/growths Class bases/growths Character classes Item stats With more options to be implemented in the future. As it stands, characters are currently assigned the “base” weapon of whatever they can use (Irons, base tomes, etc.), though I'm looking into adding more randomization options in the future. Characters that randomize into laguz classes are also assigned the proper transformation gauge increments/decrements per turn. If you actually do end up randomizing your ROM, have fun and good luck! Bugs? Unfortunately, there are several at this point that I’m aware of, and am currently working through: Random enemies on maps seem to keep being assigned weird, unusable weapons with insane stats. I'm still looking into this one; it shouldn't make the game unplayable by any means but it's something to look out for. Currently, the "randomize lords", "lock characters to class tier", "add nonplayables to class pool" options are always enabled, and the "randomize skills", "randomize weapon effects", "randomize weapon triangle" parameters do nothing. I'm still working on implementing those as is. Source & Screenshots The current project build can be found here. I plan on making a proper executable at some point, but right now, Python files are what you get. I also have a larger reference spreadsheet containing all of the research I've done on class/item locations, etc. Credits Thanks to VincentASM and everyone who contributed to the FE10 hacking megathread, which I definitely couldn't have made this without.
  10. For what it's worth, I actually went through and compiled the locations of each class, item, skill, and pretty much every important/playable character, as found in the decompressed FE10Data file. I've been using it for my randomizer, but hopefully it should be of use to everyone else who wants to edit stuff.
  11. I think it would probably be doable, as long as you make sure to update the filesize to its new size in the file's header/ repoint everything that comes after that to accommodate that addition. I know there are several Fates editing tools that can automatically repoint everything for you so you don't have to worry about it; I wonder how easy it would be to write something like that for RD?
  12. I figured out what the deal was with the dispos files, actually! Being .bin files, they pretty much follow the file architecture outlined in this page, plus some additional stuff specific to RD dispos files:
  13. We'll have to see how the possible "build your own class"/Villager-esque thing turns out, but in the meantime, I would love to see Griffons returning in some way or another. Also wouldn't mind seeing beast/transformative classes making a return in some form, though I'd prefer them to have their own unique mechanics instead of being basically just Gauntlet weapons- something similar to Tellius transformation gauges. There hasn't really been any indication of the latter in the trailers we've seen so far, of course, but I can dream.
  14. I'd be fine with a highly time-travel dependent, branching timelines type story ( I'm a giant fan of 999 and VLR, so I'd love to see something similar implemented), but I think there'd need to be some gameplay features implemented in order to make it workable. Namely, if you have multiple "decision points" or places where the story branches off, you'd be able to select any of those given points and load your army data from that point in the game. Basically, multiple Branches of Fate, possibly being able to select across save files if we're getting ambitious. Otherwise, having to replay the game from the beginning 3/4 times to see the true ending would probably get tedious if there's not enough new content/endings unlocked on subsequent playthroughs, though IS has done that before with Radiant Dawn, so it's not out of the question. ^^
  15. Hey, thread necromancy! Some brief observations about the structure of dispos files: Some questions, at least as far as bmap0101 (dispos_n.bin) goes: Has anyone figured out what's going on with how army data is stored? This is giving me a headache.
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