LimberSiren Posted December 24, 2010 Share Posted December 24, 2010 (edited) 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 December 24, 2010 by Locc Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 25, 2010 Share Posted December 25, 2010 By portrait codes do you mean the hexes for portraits in FE6? Like say, 0x01 = Roy? (I don't know if that's true, I just made that up as an example to show what I mean) If so, you can find them in the FE6 Nightmare Modules package Quote Link to comment Share on other sites More sharing options...
LimberSiren Posted December 26, 2010 Author Share Posted December 26, 2010 (edited) 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 December 26, 2010 by Locc Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted December 26, 2010 Share Posted December 26, 2010 The [0x01] is something that the program needs to load portraits. It's not actually part of their code. Quote Link to comment Share on other sites More sharing options...
LimberSiren Posted December 26, 2010 Author Share Posted December 26, 2010 And I didn't even see that? Ha. If I had paid attention to somethin so obvious... I see though. Good lookin, man. Any lists with them all then from which I can copy/paste with ease? If not, I'm fine with it. Thanks again to both you guys in advance. Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted December 26, 2010 Share Posted December 26, 2010 There should be a list of the 0xFFs in the character editor text in nightmare. Meaning, there should be a text file that has all of them. Quote Link to comment Share on other sites More sharing options...
LimberSiren Posted December 26, 2010 Author Share Posted December 26, 2010 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? Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 26, 2010 Share Posted December 26, 2010 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" 2310x00 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. Quote Link to comment Share on other sites More sharing options...
Aleph Posted December 26, 2010 Share Posted December 26, 2010 [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. Quote Link to comment Share on other sites More sharing options...
LimberSiren Posted December 26, 2010 Author Share Posted December 26, 2010 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. Quote Link to comment Share on other sites More sharing options...
Aleph Posted December 26, 2010 Share Posted December 26, 2010 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. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 26, 2010 Share Posted December 26, 2010 Warning: If what Xeld says doesn't make sense, ignore it. You might get a headache, and my Xeldish-to-English translation services are currently down due to an overload on the servers. Quote Link to comment Share on other sites More sharing options...
LimberSiren Posted December 26, 2010 Author Share Posted December 26, 2010 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. Quote Link to comment Share on other sites More sharing options...
Aleph Posted December 26, 2010 Share Posted December 26, 2010 I thought you might, but someone may have learned something! Quote Link to comment Share on other sites More sharing options...
LimberSiren Posted December 27, 2010 Author Share Posted December 27, 2010 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? Quote Link to comment Share on other sites More sharing options...
Aleph Posted December 27, 2010 Share Posted December 27, 2010 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. Quote Link to comment Share on other sites More sharing options...
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