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Control/Character codes?


LimberSiren
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Wazzup. Instead of just aimlessly searchin by Google, it would be best to actually register somewhere and ask.

I'm using both Nightmare and the FE Editor Adv. I've been looking around (includin the ReadMe files), and have found the control codes to edit text but I don't know where to find portrait codes (to use in the FEA text editor) for FE6. Any guides or a compiled list of them all anywhere?

Edited by Locc
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If so, you can find them in the FE6 Nightmare Modules package

Which editor? The Character and Class one?

I'm prolly doing it the hard way, using two different programs for the job. On the FE Adv Text Editor, it uses these "tags," [0xXX][0xXX]. For example, for loading Roy, use [0x02][0x01]. It comes from the game script itself.

For a couple more:

Lance: [0x19][0x01]

Alan: [0x18][0x01]

Marcus: [0x1C][0x01]

Edited by Locc
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Aha. I was viewing the files the wrong way too. Found the lists. Gonna use them to make a reference file for easy use then. Just gonna learn the rest of Nightmare and see if I can do this edit in less than ten years (so much to do it's overwhelming, but fuck it). Have the first chapter roughly done. Now to work on everything else.

Speaking of which, you recommend using the FE Editor Adv (if you've ever used it) at least for script or is there a more efficient way to do it?

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FEditor Adv is the most efficient way to edit text. End of story.

It's not as hard as you make it out to be.

"...FE6 Nightmare Modules\Char and Class editor\Portrait List.txt"

231

0x00 Nothing

0x01 Weird two-colour portrait

0x02 Roy

0x03 Clarine

0x04 Fa

0x05 Shin

0x06 Sue

0x07 Dayan

0x08 Barth

0x09 Bors

0x0A Douglas

0x0B Wolt

0x0C Dorothy

0x0D Klein

0x0E Saul

0x0F Elen

0x10 Yodel

0x11 Chad

0x12 Karel

0x13 Fir

0x14 Rutger

0x15 Dieck

0x16 Oujay

0x17 Garet

0x18 Alan

0x19 Lance

0x1A Percival

0x1B Igrene

0x1C Marcus

0x1D Astol

0x1E Ward

0x1F Lot

0x20 Bartre

0x21 Lugh

0x22 Lilina

0x23 Hugh

0x24 Niime

0x25 Rei

0x26 Lalam

0x27 Yunno

0x28 Thito

0x29 Thany

0x2A Zeiss

0x2B Elfin

0x2C Cass

0x2D Sophia

0x2E Miledy

0x2F Gonzales

0x30 Noah

0x31 Treck

0x32 Zealot

0x33 Echidna

0x34 Cecilia

0x35 Geese

0x36 Gale

0x37 Damas

0x38 Rude

0x39 Slater

0x3A Erik

0x3B Dory

0x3C Devias

0x3D Roartz

0x3E Scott

0x3F Flaer

0x40 Oro

0x41 Aine

0x42 Narshen

0x43 Raeth

0x44 Legylance

0x45 Sigune

0x46 Arcard

0x47 Murdock

0x48 Brunya

0x49 Zephiel

0x4A Idoun (no hood)

0x4B Idoun (w/ hood)

0x4C Yahn

0x4D Zinc

0x4E Gel

0x4F William/Robarts

0x50 Bucktoothed bandit

0x51 Generic bandit

0x52 Generic soldier

0x53 Generic peggyknight

0x54 Merlinus

0x55 Merlinus (smaller)

0x56 Eliwood

0x57 Guinevere

0x58 Hector

0x59 Really old-looking king

0x5A Villager

0x5B Villager

0x5C Villager

0x5D Villager

0x5E Villager

0x5F Villager

0x60 Villager

0x61 Villager

0x62 Villager

0x63 Villager

0x64 Villager

0x65 Villager

0x66 Villager

0x67 Villager

0x68 Villager

0x69 Villager

0x6A Villager

0x6B Villager

0x6C Villager

0x6D Villager

0x6E Villager

0x6F Villager

0x70 Villager

0x71 Villager

0x72 Villager

0x73 Villager

0x74 Villager

0x75 Villager

0x76 Villager

0x77 Villager

0x78 Villager

0x79 Villager

0x7A Villager

0x7B Villager

0x7C Villager

0x7D Villager

0x7E Villager

0x7F Villager

0x80 Villager

0x81 Villager

0x82 Villager

0x83 Villager

0x84 Villager

0x85 Villager

0x86 Villager

0x87 Villager

0x88 Villager

0x89 Villager

0x8A Villager

0x8B Villager

0x8C Villager

0x8D Villager

0x8E Villager

0x8F Villager

0x90 Villager

0x91 Villager

0x92 Villager

0x93 Villager

0x94 Villager

0x95 Villager

0x96 Villager

0x97 Villager

0x98 Villager

0x99 Swordfighter enemy card

0x9A Swordmaster enemy card

0x9B Axefighter enemy card

0x9C Warrior enemy card

0x9D Armour Knight enemy card

0x9E General enemy card

0x9F Archer enemy card

0xA0 Sniper enemy card

0xA1 Priest enemy card

0xA2 Bishop enemy card

0xA3 Mage enemy card

0xA4 Sage enemy card

0xA5 Shaman enemy card

0xA6 Druid enemy card

0xA7 Socialknight enemy card

0xA8 Paladin enemy card

0xA9 Troubadour enemy card

0xAA Valkyrie enemy card

0xAB Nomad enemy card

0xAC Nomad Trooper enemy card

0xAD Pegasus Knight enemy card

0xAE Falcon Knight enemy card

0xAF Dragon Knight enemy card

0xB0 Dragon Master enemy card

0xB1 Soldier enemy card

0xB2 Mountain Thief enemy card

0xB3 Pirate enemy card

0xB4 Berserker enemy card

0xB5 Thief enemy card

0xB6 Mamkute enemy card

0xB7 (destroys background)

0xB8 (destroys background)

0xB9 Armoury guy

0xBA Arena guy

0xBB Shop girl

0xBC Anna shopkeeper

0xBD Wendy

0xBE Idoun (dragon form)

0xBF Hector (bloody)

0xC0 Anna

0xC1 Bishop from the orphanage

0xC2 Bishop from the orphanage (shadow)

0xC3 Bishop from the orphanage (shadow)

0xC4 Bishop from the orphanage (shadow)

0xC5 Green Old Sage

0xC6 Ohtz

0xC7 Pereth

0xC8 Orange Old Sage

0xC9 Randy

0xCA Grey Hero

0xCB Henning

0xCC Green Hero

0xCD Monke

0xCE Djute Survivors

0xCF Brown Nomad

0xD0 Another Nomad

0xD1 Rose

0xD2 Maggie

0xD3 Grero

0xD4 Martel

0xD5 Windam

0xD6 Bishop

0xD7 Red Soldier

0xD8 Grey Soldier

0xD9 Green Soldier

0xDA Bronze Soldier

0xDB Really Red Soldier

0xDC Lighter Green Soldier

0xDD Morgan

0xDE Grey-Haired General

0xDF Brown-Haired General

0xE0 Teck

0xE1 Green-Haired Paladin

0xE2 Blonde-Haired Paladin

0xE3 Wagner

0xE4 Nord

0xE5 Green Shaman

0xE6 Olive-Green Shaman

Notice anything about the values you posted before and the values I'm showing you? The ones you posted are the same. Loading portraits is as simple as picking a place and writing a short little code.

[OpenXY][LoadFace][0xCHARPORTRAIT][0x01]

XY = Sub-Place and Place, as in close, mid, far, for the 'X' value, and left/right for the 'Y' value, if it's easier for you to think of that way.

and 0xCHARPORTRAIT is obviously the portrait hex/portrait code. So if you wanted Miledy on the far left, it'd be

[OpenFarLeft][LoadFace][0x2E][0x01]

Text text text

text text text[A]

More text more text

more test more text[A]

Granted usually conversations have two people. Everytime you switch speaker you re-open the portrait (read: not the same thing as reloading). So if I switched to some other character and came back to Miledy, I'd use [OpenFarRight] again.

I don't think I left anything remotely related to the topic at hand untouched, but if I did, I wrote this tutorial called the "Ultimate Tutorial" that goes into much more depth than it needs to about editing Fire Emblem, so feel free to check that out.

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[0x01] is a new line character. However it is also the "use specific" designator for portraits. 0x10 ([LoadFace]) expects 2 bytes. The first byte should be the portrait ID or 0xFF. The second should be 0x01 or 0xFF. 0x01 indicates that it is a portrait. 0xFFFF together indicates that the portrait loaded should be one specified by event data, for conversations where the person entering a house, for example, would appear instead of a specific person.

Notice that I am calling it a portrait ID. It is not a "code" really, as it has nothing to do with actual "encoding". That is just the coincidental appearance that results from using array indices to refer to the contents of...the portrait array. ID of course is short for identity, an arbitrary way of saying that the numbers identify a portrait, but index is probably a better word because it also says HOW they identify a portrait.

"The first byte should be the portrait index or 0xFF" feels weird to type but is technically more correct.

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Yeah, I'm really liking the text editor in Adv.

Thanks for the list. New to all this, but I wasn't saying it was hard though (actually, it's easy once you get into it). I was stating that there are so many things you'd like to change within the game, you don't know where to start first. Had already rescripted first chapter before I posted. Before I continue, I might write up a storyboard to make sure I can stay in line with what I would like the story to be.

And yeah, I was looking for a better word to use instead of codes, because they aren't even codes.

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I was referring to the portrait IDs; the control codes are encodings of numbers as humanly readable text just as the ASCII is a map of numbers to humanly readable characters.

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I was referring to the portrait IDs; the control codes are encodings of numbers as humanly readable text just as the ASCII is a map of numbers to humanly readable characters.

Sorry, I should have quoted that last reply. I knew what you were referring to.

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I thought you might, but someone may have learned something!

Sure did.

Now an unrelated question.

Whether it matters, instead of working from a dumped script, I edited in Adv directly so I could quickly save and see the results (gonna simply edit more thoroughly now to make less mistakes) . Between saving from Adv and Nightmare (making some changes to the units in the first chapter), a couple times, I couldn't get to the text editor (as well as the Portrait Editor and Spell Animation Inserter) anymore. The script is still retrievable (just save a new copy), but I can't use the old copy anymore. Not much of a problem there , but since changes made in Nightmare are commited to each rom, I'm sort of stuck since I cannot edit the script anymore. To work from the new copy, I would have to add all the changes in Nightmare again. Anyway to fix this?

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Yeah, you could update FEditor and read the doc.

Actually you don't need to update (but you should anyway); the problem is not that your version is old but that you are using it wrong.

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