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Lamia

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Posts posted by Lamia

  1. hmm wonder if my project would do any good or if it even has enough progress

    guess I'll go and embarrass myself

    Project Name: FE4Online (not literally; tentative title)
    Base Engine: FE4
    Creator: Lamia
    Submitting: WIP Patch

  2. as far as I can tell from google translate, it allows you to have skills such as dance and the like to be able to be used with items

    I think dance doesn't work if it's just on a weapon or ring, so this must let you do so, along with some others (I never tested this patch and I don't really need it)

  3. bumping the topic with content, strangely forgot to add it

    FE4EasyText is a patch that Pukachi made way back when, which converts the dialogue text table to be converted directly from ASCII

    in short, it lets you type in letters in a hex editor to write dialogue instead of using codes or a parser

    it uses up more space than a well-constructed parser, but it's incredibly easy to use, just keep in mind you still need to manually input control codes (textfile contained in fe4hackdocs)

    you can use this on either a blank ROM or to overwrite a patch that used j2e's as a base; doubtful you could use others, but never tested

    https://drive.google.com/file/d/1MTIh0iG_hU_W5qYNwW8Dn91DhwRMnXbW/view?usp=sharing

  4. as far as I know those item settings use binary flags

    add the numbers together to use multiple at once

    if the nightmare module has not set itself to allow 00-FF then you need to edit the textfile

    also, just remember that combining multiple personalizations will allow them to use everything under it, so watch the weapon types as the guy above says

  5. can I recommend not sticking everything into layers of spoilers, since it might be useful to be able to Ctrl+F

    and grouping per game as the highest tier would be less cluttered and faster for those looking for a specific game

  6. how far along are you in your project? I'd almost recommend that you'd start from j2e since it readies up most of what is needed in the menus and the like, plus any possible guttings from the other translations wouldn't get in the way; the most that their patch has done is repointing text, and no special ASM or pseudo-compressed text or anything like that has been added, I just see it as a good starting point (but maybe I'm just promoting what I'm more familiar with)

    in any case, if the aforementioned gutting isn't severe in whatever patch you're using (I'd need to know which) and you don't wanna restart with a more fresh ROM (again, promoting) I may be able to help you out with dealing with the patch

    but then it could become a problem later on if you decide to use more interesting patches like that, have to consider long-term too, but I'm just looking at worst-case scenario here

  7. there are a lot of battle animations that are simply unnecessary, repetitive, or for unused or unnecessary classes; I had to rework it myself for my project (although, I did eliminate basic throwing axes and lances which frees up billions of space) and I have a fair amount to work with, although your idea does pose a bit of a problem if you overdo it

    I'd recommend only making what animations are necessary and obtainable by the characters in question, instead of everyone

    there's a way to simply fake the ranks by changing what letter is displayed too, so you can have D be a hyphen symbol (yet is still allowed to increased in rank), making it look less gaudy

    as for moving the data itself... which I had to do, it requires repointing, and I'm unsure if you're able to do that

    I'm terrible with tutorials and teaching but with the information given in the readme, it should be enough to figure out what goes on, but if you really need assistance (it's been a while since I worked this patch myself) I might be able to help

    for starters, this data here

    ■ Setting
    And display of the level
    Display in the $ 0A01D0 ~ $ 0A01E7 weapon shop
    $ 0A01E8 ~ $ 0A01FF status screen and unit list ( Ken Ono stick , thunder - light )
    $ 0BC040 ~ $ 0BC057 unit list ( spear , bow flame , wind, darkness )

    I believe is what you're looking for in what to repoint

  8. So you enter the pointer to the offset you want to repoint it to and add $01 after it?

    exactly

    Could you tell me what the control code is? Thanks for telling me about it, it should make things easier.

    check my FE4 stuff topic for the FE4hackdocs download, twilkitri's stuff with a few extras

    in scripting\controlcodes.txt it has most everything you need (although there are a few things I'm not sure I added)

    FE5 uses the same engine, so it's more than likely that things will be the same

  9. if it's anything like FE4 (which it probably is) dialogue pointers are not stored in a table like in the GBA series, they are only referenced in events and the event code points directly to the dialogue

  10. Use a ROM extender tool like Lunar Extend to create the empty space you need and put your dialogue in the empty space. All you need to do then is swap out the dialogue pointers for pointers to your now free space.

    Also note, I'm working on a utility to dump and reinject text into FE4. If FE5s script format is similar it shouldn't be difficult to modify. It's not going to be like FEditor though, its just going to dump the dialogue in text files.

    doesn't quite work that way for some menu text (character/class/item/maybe some others) as they only use two-byte pointers, using a reference point instead which is a real hassle, they can only be pointed to and located within a $0000-FFFF range

    as for dialogue, there's also a handy control code that allows you to repoint to additional text in the middle of conversation (even in the middle of a word, it's seamless) to any other place in the ROM, but it requires an additional 'end' ($01) code

  11. as far as I can remember pukachi just made the combat stat text look like letters by just editing the kanji directly, not changing it by regular means

    every other text is uncompressed though

    as for editing text in FE5, it's the same as FE4, dialogue text follows a font format and menus use shift-jis

    celice is right that all you need is a hex editor and reference material really (it's how I do it)

  12. Not to double post, but there seem to be some graphical errors when the thief uses the bow. I know that the sprite is supposed to be changed to an archer, but when Patty shoots her bow, the screen doesn't move over to the enemy and doesn't take damage, but it is shown they take damage. The same thing happened when Burian threw his Javelin, it never reached his attacker but it showed him taking damage right afterwards.

    Aaaand Chapter 6 finally kicks me in the groin and beats me while I'm down with impossible to dodge druids. That pretty much ruins the game for me, sad to say.

    battle animation errors, the javelin one is due to not making a proper 'throwing lance' animation

    the thief's bow one is because only certain class numbers are coded somewhere to be able to fire arrows (only the classes that normally shoot arrows)

    to shin, I suggest switching the thief data with another that have them 'enabled' whom also shoot arrows at person-level height normally, and doesn't need to use bows or isn't as important (hunters, bow armors, barons, emperors perhaps)

    as a side note, bow soldiers do not have bows enabled

  13. Strange, in the source code it lists that j2e had 3 different dumpers for the script formats. One was marked for dialogue and used an EUC file, one was standard Shift-JIS as verified by my text editor, and the third text was something called "Fixed Shift-JIS" that I can't figure out for the life of me what it is. I've thrown many encoding formats at it and it looks like garbage.

    Any idea why I can't read it? And also, why on earth would j2e use an EUC file on one of the formats but not the others if it were all the same Shift-JIS format?

    I'm 99% sure there are 3 different encodings in FE4.

    EDIT: Some admittedly incomplete documentation I wrote based on the source

    Definitely interested in hearing your input on this, because I feel like I'm missing something here. I'd like to figure out the "fixed Shift-JIS" format. The C code only takes me so far when I can't actually read japanese

    EDIT2: Ah you have the roman to shift-jis table. thanks! Now we just need the GBA disasm.

    no idea what the 'fixed shift-JIS' is supposed to mean, but I CAN say that those parts of the game that use it (skill, objective, config, battleopts, battleopts2, menu, menu2, menu3) are coded to use direct-to-address pointers instead of a two-byte pointer table as with the character/class/item/etc data... but either way, it still uses the same shift-JIS symbol codes, it's just pointed differently

    the majority of that stuff in that doc is about dialogue text, which is different, it follows a control code + symbol format to encompass the huge amounts of kanji as well as kana, while saving on ROM space (unlike shift-JIS) and furthermore, the text comes with a width table and isn't constrained by the 8x8 tile grid like shift-JIS

    [spoiler=explanation]

    just as example, 09 - 0F are control codes that essentially change the 'font' that is used for the following text...

    09 AB 93 3B 8D 0A 32 2A 9E will show four symbols under 09 font, then three under 0A

    doing this allows for 239 * 7 (1673) different characters for dialogue text maximum

    just might be strange if you're coming from the GBA series since they coalesced it all (afaik) into one, compressed format, while the jugdral saga doesn't use any text compression

    and as for that file you linked... you wrote it? or was it from somewhere else? dialogue coding in FE4 is pretty much completely cracked by now

  14. You can set an event to occur every turn within a range instead of on one particular turn if you put a comma and another turn number after the first one so in something like this:

    TurnEventPlayer(0x00, Blah, 1, 999999)

    Blah will occur every turn until the 999,999th one

    I assume that can be modified to say enemy or NPC (also may be needed because plans)

  15. I can tell you that FE4's menu text uses 2-byte shift-JIS only, nowhere in the ROM is any text ever compressed (pretty sure), and it's definitely never weirdly organized in a fashion like the FE6 statscreen's data here

    as for using the letters themselves, start with this listing that FE4's j2e patch uses, from my notes

    [spoiler=menutext.txt]

    this is the converted shift-jis that j2e did
    
    these letters appear in gameplay menus
    
    82A0 A
    82A2 B
    82A4 C
    82A6 D
    82A8 E
    82A9 F
    82AB G
    82AD H
    82AF I
    82B1 J
    82B3 K
    82B5 L
    82B7 M
    82B9 N
    82BB O
    82BD P
    82BF Q
    82C2 R
    82C4 S
    82C6 T
    82C8 U
    82C9 V
    82CA W
    82CB X
    82CC Y
    82CD Z
    82D3 (SPACE)
    8341 a
    8343 b
    8345 c
    8347 d
    8349 e
    834A f
    834C g
    834E h
    8350 i
    8352 j
    8354 k
    8356 l
    8358 m
    835A n
    835C o
    835E p
    8360 q
    8363 r
    8365 s
    8367 t
    8369 u
    836A v
    836B w
    836C x
    836D y
    836E z
    
    82D0 %
    82D3 (SPACE)
    815B -
    817B +
    817C -
    8169 (
    816A )
    8148 ?
    8149 !
    
    824F 0
    8250 1
    8251 2
    8252 3
    8253 4
    8254 5
    8255 6
    8256 7
    8257 8
    8258 9
    
    Default
    8260 A
    8261 B
    8262 C
    8263 D
    8264 E
    8265 F
    8266 G
    8267 H
    8268 I
    8269 J
    826A K
    826B L
    826C M
    826D N
    826E O
    826F P
    8270 Q
    8271 R
    8272 S
    8273 T
    8274 U
    8275 V
    8276 W
    8277 X
    8278 Y
    8279 Z
  16. If there's a way to fire events after a unit has ended their turn, perhaps by being on a specific location, then in the latter case the requirement could be modified to not care which tile they are on and fire regardless, thus providing a safe context to call the end chapter function from (and using the event system no less, which is undoubtedly simpler).

    isn't there a chapter in lyn's mode that has those 'buttons' call up events when waiting on those tiles, along with that castle-capturing in hector's mode (or maybe this one was lords only I dunno)

    plus reinforcement traps I think? (I haven't played through FE7 in ages)

  17. lolwut I had a whole post here :/ Y u delete my shit SF. Well if you are interested in implementing the 6th one (the surrounding one), I should think it can be done with AREA events in a pretty hacky/buggy way, or a small amount of ASM, much more ideally. If you are interested in implementing it, shoot me a PM and I can explain my ASM idea, lol. (Can't be bothered typing it out again if nobody cares)

    I'll take you up on that if I get that far

  18. You don't even need events to have any character death be a game over. In the death quote editor you set the event ID to 0x65 and their deaths will result in a game over provided you specify that much in the events (default would be yes).

    not the death part, I figured that would be easy; I meant the surrounding one unit on four sides = victory, or possibly having the unit move around

    i.e. is there a trigger condition for Player brings unit to 'Location'.

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