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Lamia

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Everything posted by Lamia

  1. make sure you don't change any of the settings on insertion unless you know what you're doing, and also you have to make sure the map you're inserting isn't larger than the original allotted space as for the arena thing, sounds like the arena data for at least the chapter got messed up (you can re-check units inside with the arena editors)
  2. you're supposed to fully overwrite the original module pack (link provided in the first post)
  3. I said that the bytes needed to be reversed, numbers count upward, not backward, but programming generally reads numbers from right to left 74 04 = 0474
  4. 39C59 + 474 = name address for entry 00 (sigurd)
  5. the module's name has a 'base' shown which is the reference point for the pointers
  6. search for what symbols you need to change and then change them in the hex editor, simple as that each symbol in menu text is 2 bytes, and you end a string with 00 00. don't worry, you'll get the hang of it the 'name pointer' modules in my nightmare pack are a reference tool you can use and will probably need in order to rework the various names. windows's calculator in programmer mode allows you to use hexadecimal math, which will be useful in utilizing pointers (you might need to redownload my pack since I double checked to make sure I had certain fixes) for example... sigurd, as you can see in the Character Editor, has 00 for his name number. that's what name he uses open up the Char Name Pointer Editor and take a look at the entry for 00 take the 'base' hex address listed in the nightmare module's name, and add it to the hex for name #00 (and don't forget to reverse the bytes for the name pointer before inputting it into the calculator) once you have the result, go to that address in a hex editor. sigurd's name will be there, at $3A0CD
  7. that's because you're not using a proper version... regular text tiles are made to use japanese symbols use the FE4EasyText patch on the ROM, by hard patching it with lunar IPS or something I added a menutext.txt to the fe4hackdocs download, which contains info on the j2e-based letter codes for some reason it was missing... I must have forgotten to re-add it when I needed to reupload it
  8. it's done in a few easy steps... find the dialogue in the game you want to change (which means PLAYING the game) observe the text and numbers in the conversation use the Find feature in the hex editor to find exactly what you're looking for (hex codes displayed in the text boxes) if actual symbols are in-between hex numbers, use your hex editor's text > hex function if it has one (I use XVI32 which does) type in what you want in the hex editor, while taking note of the proper dialogue codes in the fe4hackdocs dialogue scripting info save and check on it in-game
  9. consult my FE4 stuff for tools relating to text and other things the FE4EasyText patch allows for typing in text directly to a hex editor, although I don't know if a proper text parser is public yet the old fe4hackdocs has information on dialogue text codes so you can type them in manually in said hex editor menutext.txt contains hex codes for finding and editing menu text, however you must learn how to use pointers in order to change the lengths for each string
  10. alright I think I fixed it and updated my binary tools zip accordingly just for the record, wrath's effect on the display will make it display 100 critical ONLY if the first attack in battle by the unit is a wrath critical. if they miss their first attack but wrath is still in effect it won't display 100 I think they were trying to make it so that it DOESN'T affect the CRT display but broke something in the process (or maybe I didn't read the readme properly, whatever!)
  11. nightmare is a pretty old program. it may be a problem with whatever windows you're using, so see what changing its compatibility does? it sounds like a generic windows problem, maybe google can get you some answers
  12. yeah sorry about that, I MIGHT be able to figure it out again if you really want it
  13. well if you read the error, msvcr71.dll is missing and obviously the zip doesn't have it, a zip file is not an installation program, it is just a compressed set of files msvcr71 is a common dll file for windows programs, most people don't need to go download it but since you apparently do I would suggest trying to find if it's somewhere already on your computer (bit likely if you have a number of games downloaded) if not then try online but be wary of viruses once properly found, place it in your system32/syswow64 folder and try running the map editor again
  14. it's too bad the english community skipped that generation, you can do a lot of cool things in FE4 as it is to not go off topic, I would suggest to you naglfar94 that you at least take a little more time with more reasonable-looking and less saturated palettes if you mess with them
  15. FE4 and FE5 use a shift-jis format for menu text, two bytes to define a 8x16 symbol I have no experience with any FE5 patches so I can't guide you on how to change letters there my FE4 stuff includes a list of menu text codes compatible with the j2e patch, which I cannot guarantee that any FE5 patch would use the same font layout as theirs in order to repoint names, you have to find the list of pointers, which should be in order of character/class/item number (there is no nightmare reference module for these for FE5 afaik) and then write a two-byte pointer that adds that amount to the base address that the rest of the pointers use, in order to 'point' to where said data is in the ROM e.g. a pointer of 14 A1 with a base of 3DE12 would be 3DE12 + A114 = the data point of 47F26, this is where the name should be the GBA series has an extra step involved (numbered headers) there's simpler stuff you could be starting out with if you're still new with the whole romhacking thing though
  16. FE5 works with anything because you can get manuals to teach the skills to anyone the FE5 master knight just needs its name repointed as for FE4 sword skills, there is a set of patches that fix that (check my FE4 stuff topic) there is also a set of patches that re-inserts the dummied-out magic animations in FE5; the animation coding is still there, but the graphics are missing. the patch adds them back FE5magicanimationfix.zip if the patches don't work together, repointing would be necessary
  17. stuff gets jumbled up probably because of how the game differs males and females and children... I'm sure there are lists somewhere you can play around with maybe? but I never bothered to mess with that stuff make sure to download the original nightmare module package and then take my package and overwrite the original's folders it's just a matter of modifying graphics and having the addresses, but I'm unsure how to modify the tile array to make it look better (like in the newest translation)
  18. staff experience in FE4 is tied to some kind of ratio of uses:gold value as you've sorta guessed, and since it costs 0 in my project (thus making it unrepairable) it will only give the minimum amount of exp
  19. I added a small thing to my module package, included is a patch (and accompanying new nightmare module) to extend the amount of weapons that can get the holy weapon flash in battle the patch can be applied to a headered ROM and I'm quite sure it doesn't matter if you're using a translation or not, as it only overwrites the codes used for the data itself, and in turn is made more efficient, allowing up to 35 entries on a side note, managed to accomplish this with some notes
  20. you could probably just repoint to the new data yourself to some free space it can reach, since apparently character data uses pointers (news to me but I never had a reason to look)
  21. was the space unoccupied? and not just the one, but for each character that the editor covers if you have enter+saved in nightmare with each utility patches may be interfering as well if you're using any
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