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Posts posted by Lamia
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I'm having trouble opening the tri attack editor. It says a drop box element list of values could not be opened
then the folder doesn't have a FE4 Character Numbers.txt in it
also I managed to get the sword skills patch going, finally
now the proper tier 3 classes won't be lagging behind
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This is quite a little FE4 goldmine. Thanks for sharing your stuff! I dabbled in some basic FE4 hacking back in the day, but I didn't have much to show for it.
Also, I keep Serenes' nightmare module downloads updated. Would it be cool if I added your modules to the main archive? That way, anybody who goes looking for SNES modules gets the complete package.
that would be groovy acourse
one thing though if you could double check, for character/class/item skills in the proper editors make sure the dropdown list is in decimal, set as NDDU, I think I've had to change it in the past, but it coulda been another set of editors
it's a lot easier to add in base-10 than base-16, dunno why the original module makers didn't think of it
an important thing to note is that the j2e patch shuffles data around all over the place (even if mostly text), so most of the japanese research and patches screws up a translated ROM, requiring manual repointing, had to do it a few times, but worth it in the end for most stuff
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excuse the pretentious topic title, I'd like to go ahead and share some stuff for FE4 that everyone might not have access to or find all that easily
fe4hackdocs
first thing is twilkitri's old data, useful for learning some of the basics and has some things like dialogue coding that may be important to have, most of it is handled by nightmare these days but some isn't
I also added the codes for using menu text
https://drive.google.com/open?id=1WFmJnnSmjOWV_1wu3FqlDEHB1YLex_vX
FE4MAP
the japanese map editor, I 'translated' the necessary stuff (not much to translate but still looks better)
google translate can help you if you want to check out the readme, but if you need some help with the program lemme know
the important thing is that once you save a map, drag the map file you saved onto 'encofe4.exe' in order to compress it, then insert it to the ROM
https://drive.google.com/open?id=1-UlWV_A8rZT-bd2ismNN3d177jqT0mLO
Note: FE4MAP makes the army editor nearly obsolete, use the appropriate editor in the program instead
Note 2: Modifying castle and village data (just this data) can screw up the game due to structure misalignment errors in the program. I believe there's info about modifying the data directly somewhere, but either way you can look at the bytes in the map editor itself and figure it out where it is in a hex editor
New Nightmare Modules
more things to make your life easier
Hair Color Editor
edits the hair colors for battle animations, they're stored specially since IS was too lazy to make custom palettes for every character
Triangle Attack Editor
self-explanatory, there are three possible combinations
Children Definition
is this where children are born? I dunno, haven't played with it or anything, but hopefully it will act how I want it to later on
Battle Sprite Editor
just modified the defining bytes so it's better to customize
Custom Battle Palette Editor
provides a custom palette to any character with the matching class
Class/Item Name Editor
well there was a character one why not these too for huge convenience
Magic Animation Editor
just copy-pasted it from the FE5 one pretty much
Chapter Music Editor
the second one is for when chapters start from a save
I didn't finish collecting all the phase data but it should be easy enough to figure out for anyone else (if you needed to)
Skill Table Editors
this new set of editors will allow you to assign any skill you want to the skill lists available for characters, classes, or items, the class one especially important due to the lack of skills you can give them
it's pretty much for replacing all those unused and/or unneeded skills in the lists
to use it, you designate a skill to a certain flag, which you then are able to use said flags in the other editors
Shield Sprite Editor and Shield Definition Editor
these will change the shields used by the various knightly classes, allowing for more customization
you can give a certain shield of a certain color to a certain character using a certain class, which is pretty great
- another note, relating to map sprites and shield sprites: if you use and customize the map sprite editor, the pointers for them are at $3825E I believe
- this applies to both the map sprite and shield definition/sprite editor too: when pointing to a certain class, it will read from each class in the list until it reaches a character(shields) or gender(map sprites) that reads FF, then it moves to the next pointer
- this is why when making someone not sigurd or celice into a lord knight, they look like a duke knight because duke knights come right after; since only the lords are lord knights, and their sprites are specified by character, there's no need to give them gender or an 'end list' code
Item Sprite Editor
this'll allow you to change the battle animation sprite and palette designations for items, giving you more customization
on a side note, if you'd like to insert your own graphics like I have, the tile pointer table starts at $198A1F
Battle Music Editor
lets you change the music used during battle, though you can only use other music allowed for battle, mostly just useful after using the FE5 music patch
Chapter Intro Music Editor
changes the music that plays when a chapter loads and shows the name, right after the world map screen
Skill Icon Display
this set of modules is simply for changing which skill graphics are displayed for each skill
with this you can give icons to 'hidden' skills such as canto, recover, etc
I did this myself for those two and also some new skills in my hack so that none of the graphics get wasted
Holy Weapon Flash Editor + Modified
modifies the items that have the special weapon flash; there is a patch available that modifies the data to allow more entries, which you should then use the (Modified) version of the editor
Magic Animation Pointer Editor
advanced reference module for magic editing, don't be too concerned about it
Broken Weapon Editor
allows you to modify the broken weapon for every combination of weapon and rank; HOWEVER dark uses the same entry as light does, unless you change the pointers just before the data at 7E4DC - 7E4EF
Battle Positions Editor
changes how the characters appear in battle; like you know how ranged swords have them start at a distance, and long range tomes/ballistae start with one character invisible and they're both in the center of the screen? use this to change that stuff
modules download:
(overwrite the folders of the original nightmare package)
last updated: Apr 9, 2017
https://drive.google.com/open?id=1p24fkGOEXapEOqFJ6sXyv4ZgRxiUoXQ9
other stuff
link to some more tools in this topic: https://serenesforest.net/forums/index.php?/topic/39603-lamias-fe4-stuff/&do=findComment&comment=2775837
anyway that'll do for now, I'd like to think I'm pretty versed in FE4 if anyone wants to ask whatever, or not, I know noone cares about FE4
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adding space requires the modification of pointers, essentially bytes in a list that 'point' to other data, in this case names that have variable length
I don't know anything about FE1-3 though so I wouldn't know how to help there
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last time I downloaded the editors it had them, but here you go
https://dl.dropboxusercontent.com/s/366ydxt0xb5jom8/FE8animedits.rar
for some reason the battle animation editor isn't configured to the original location ($8AEFD8) and I don't think it has enough entries so it will need some manual work in order to use conveniently
the regular one might have been lost
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So, each one of these numbers determines what they'll do? I might fart around with it a little more and see if I can't make something happen. Thanks.
remember I only gave values for that particular byte
and it's not too difficult to test out really, you'll need to restart the chapter every time to test though (AI is loaded only when spawned)
also in case you didn't know I recommend using the map editor to edit enemy unit placement and misc things like AI and such, very thorough and better than nightmare
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as far as I know enemy AI is determined through event stuff (especially in areone's case there) and isn't easily changed, I believe one of the bytes in the army data determines their actions but it seems like it's variable per chapter?
one of the bytes does seem like it makes units either attack until dead (01), stay put (02), attack villages (03) stay put until in range (04)
but I'm only looking at chapter 1 on this, some other chapters (like 5) seem to do things differently, but 01 and 02 seem to be the same throughout
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feh, I'm never gonna get any progress on this thing, but here you guys can play what I have, the first two chapters
keep in mind it's super WIP and there are still things to address (especially balance and whatnot)
also, if you guys find unused text, make a savestate and give it to me so I can correct it
this needs to be applied to a clean, headered Fire Emblem - Seisen no Keifu (J).smc ROM(patch unavailable)
Warning: Do not set battle animations to Map
this is a repercussion of shifting classes around heavily
feel free to play past the two chapters if you want to be spoiled about new characters/classes and weapons, but keep in mind nothing past the second chapter is part of the end projectand do let me know of any glaring errors
enjoy (or not) -
I finished chapter 2, here are some screenshots from it for the 4 people at all interested
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here's a video of one of the new magic animations I coded, guess it turned out okay
I only have so much of the system to work with so I couldn't make it as good as FE3
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Are you in any way related to pukachi? (given the furry stuff and the SNESFE hacking)
Anyways, nice work
Perhaps one day you can share all your hacking notes with us so we can make cool hax too
pukachi has been helping me a little bit, knew him from a while back ago
and not sure what I would share that's unique exactly, what I've done is accessible to the public, except maybe some event stuff which I have been changing
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Yo, nice stuff. Have you been using the easy text patch or Twilkitri's tools. Either way, I'm thoroughly impressed. I have the sword skills patch lying around somewhere on my laptop, it should sort out your second problem. If there's anything else you want, feel free to ask.
would be nice to have the patch, but the actual addresses to change would be better
and dunno what else I would want that you have
I've been using a combination of the easytext patch and old notes and such of darktwilkitri's for things, thankfully an old friend of mine had them
Am I the only one that noticed that there's Caeda and Ogma in the arena?that's two of the arena characters for chapter 1 (hint, hint)
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Spoiler
In a technological and magical world of anthropomorphic animals, boredom strikes and a virtual reality RPG is developed to entertain and pass the time. Fire Emblem is a highly successful years-long active world game that takes place in a medieval setting, with knights and magic and castles and monsters. Its current incarnation features the aftermath of the Dragon War, of which the emperor of the dragons had conquered the continent; he was defeated and life in the game continued. Despite the long battles and detriment to the land, it was a well-received event among the players, and most hope for another to work out their urges for conflict.
Even so, conflict reigns supreme within the game. Setting upon certain land, a player can plant the roots of their empire and grow as much as they can, expanding their influence and claims. Power struggles are numerous, with players conquering each other through battle and corruption and reducing their opponents into poverty. The cycles repeat until one can command a continent, the main goal of the current era, as the rumors go. Regardless as to whether or not it's planned by the developers, most are doing their best to try and overtake everything they can. However, one of the main roadblocks to doing so are mercenaries.
Lamia, one of said mercenaries, is a young cat that likes to take it easy, but does like the gameplay and comforts the world can offer. Independent but with several friends, she's rather casual about playing but does her best to level up and get stronger. Mercenaries are lone or groups of players that have no interest in conquest, just wanting to enjoy the game for what it is or explore the world. Each one may buy a castle just as any other player; however, mercenaries have the ability to transport their castle to other lands, appearing randomly on others' soil, inviting trade, contracts for work, or battles for trespassing. Lamia is the type to do so, appearing in random locations throughout the continent she resides on. Her adventure featured here begins when a friendly nearby castle is suddenly raided, but raids lead to a chain of events that uncovers something sinister going on involving both the virtual reality and the real world.
In development since late 2012, this project is one of the rare English hacking community FE4 hacks out there. This is planned to be more in-depth than most, with several system tweaks, customized weapons and new magic types, new classes and items, maps and events, and more. Unlike the base game, this project does not have a generational system; instead, it is split into Part 1 and Part 2. It may hurt replay value, but it is not the intention of the game as a whole, and the story takes place on a much smaller time frame.
Currently, the first five chapters are playable. Many of the system tweaks are more or less finished; most of what's left are creating new maps and dialogue, and total portrait reconstruction of course due to the furry populace.List of Changes
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New weapons and personal weapons
- Additional Killer weapons, a number of personal weapons, extra skill-giving weapons
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New magic tomes
- Complete with their own mostly-custom animations
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New accessories
- More and different skill-giving jewelry and the like
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New classes
- Hero, Wyvern Knight, Trickster, Ranger, and more
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New maps
- Of course, none of which matches the continental view
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New conversations
- New characters means different characters interested in others, a wide variety of personalities
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Event modification
- Progression is generally different, some chapters especially having reduced numbers of castles
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No children
- The game is split into Part 1 and Part 2 instead, in order to preserve balance and to add longer familiarity and development with each character
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Some changed graphics
- Items and skills get new icons, the menus are a different color, more to come
System Changes
- Statscreen changes in the class name, map sprite position, and weapon ranks
- Gold cap decreased to 30000 (all items have been balanced to reflect this)
- Critical rates are displayed on the statscreen and also during battle, replacing the Level
- Force and Spirit magic do physical damage (this effectively makes Lamia a Strength-based mage)
- Magic Swords do magical damage at close range by default
- Weapon weight is reduced by STR/2 or MGC/2 depending on the weapon type
- NPC and Neutral-aligned unit battles use Real animation
- Previously hidden skills such as Canto and Recover now appear on statscreens and have proper names and descriptions
- S weapon rank has been added along with weapons
- Sword skills can now be activated by any weapon type
- Hit% is now calculated with Skill*2 + Luck*1
- Giving gold from one with the Steal skill gives up to half the giver's gold, up to 5000GThings to not pay attention to
- Map animations will result in glitches and potential crashing, don't use it
- Portraits, because the entire populace are furries and it takes time to make new portraits, which I need to do for the player heroes and also every single boss and NPC
- Castle and enemy names, they'll all be reworked in the end
- Untranslated/unscripted dialogue and menu text stuff because I usually do the important things first like gameplay, however you have my assurance that character/class/item names won't be ignored
- Poor writing, I'll make a better-written story once I can complete the game
Chapter Progress:
Part 1-1: 99%
Part 1-2: 80% (map may be fully reworked)
Part 1-3: 95%
Part 1-4: 99%
Part 1-5: 99%
Part 1-6: 20%
Part 2-1: 0%
Part 2-2: 0%
Part 2-3: 0%
Part 2-4: 0%
Part 2-5: 0%
Part 2-6: 10%
Current Public WIP: Download IPS v0.6b
This patch is compatible with the original, (J) ROM, with a header.
here's some screenshotsthings I need to figure out:
- decode battle sprite animations- advanced event coding
- change which icons items use
- find all of the holy blood graphics
- probably more that don't come to mind right nowthanks:
~ pukachi, camus, and whoever else made the original nightmare modules
~ shin for pointing out some stuff I've missed
~ the english FE romhack community for being cool and there
~ much of this project couldn't be done without all of the Binary research and data, thank you very much to all of the japanese FE4 hackers, without which this project most likely would not be where it is today, nor possibly exist without. -
New weapons and personal weapons
Lamia's FE4 stuff
in Resources
Posted · Edited by Lorena
found that elusive skill name/description pointer stuff, thankfully it's in the same order as the skills as in the definition editor, must be the internal order yes?
I managed to change the text for those two sword skills, take a look
[spoiler=proof]![FE4akanesim_00047.png](https://dl.dropboxusercontent.com/s/go6zu34wgowtqjv/FE4akanesim_00047.png)
![FE4akanesim_00048.png](https://dl.dropboxusercontent.com/s/5mfytwczkwt0n7p/FE4akanesim_00048.png)
just gave them some cool-sounding names to make them passable, now I can use these for the aforementioned tier 3 classes without feeling guilty
if you guys want to edit the pointers for names/descriptions I made two nightmare modules, doubt you'll need them but
https://dl.dropboxusercontent.com/s/32936jpycwr2dy6/FE4%20Skill%20Name%20Pointer%20Editor.nmm
https://dl.dropboxusercontent.com/s/rq8clkjped11lkr/FE4%20Skill%20Description%20Pointer%20Editor.nmm
also if you're lazy and just want to use light veil/shadow cut for your own hack then use this patch (uses space that is probably empty for you, 9AC1D - 9AC80)
https://dl.dropboxusercontent.com/s/j84yqe33u4xazgu/lightshadow.ips