Dr.Sholes Posted April 20, 2012 Share Posted April 20, 2012 This tutorial shows how to insert a tileset from one FE game to another, specifically for this I'll be putting the FE6 Western Isles tileset over the Sacaen Plains tileset in FE7. Now, this probably would have been better before but I pressed something and all of it got wiped so I'm just going to start over. *Cries* You'll need; GBAGE Nightmare HxD You'll want to open both Roms in GBAGE and go to the proper offsets and palettes. For this I'll be using 20F0F0 for the offset and 23C340 for the palette in Fe6 and 34C74C and 362E78 in Fe7. It should look something like this; Why yes that text is part of what got deleted... Now open HxD and go to the end of the FE7 Rom, you'll want to open both Roms BTW. Since mine is clean it's 1000000, make a note of the offset. Then you'll want to save the Western Isles tileset as a bitmap and load it into FE7. Put the free space in for where it should go and be sure to tell it to repoint it, as for the palette that'll need to go into the free space after it, you should un-check all of that stuff first to see where the tileset's data ends and the re-insert it all pointing the palette at the free space. For this I know that mine ends at 10054CC so I'll put that in. It should look something like this; Once it's all inserted if you check your ROM it'll look like this; "But Doctor, why it no worky thingy?" Hahaha! That's because you didn't insert the config, you fool!! The config can be found by looking in the Event Reference Table module and then looking at the next few to see where it ends, sometimes it can be tedious to find the end but if you copy a little too much it shouldn't make any difference, you just don't want to not get all of it, then it would get all messed up. So this particular one starts at 2341EC and ends at 2352BC, you want to go into HxD and copy that. Like this; Then go into the Event Reference Table in Nightmare for FE7, you'll notice that the Sacaen PLains and it's palette begin with nines and the rest have eights, that's because you repoointed them so if it doesn't look like that you did something wrong. The free space I put the config at was 10056D0 so you add 0x8 to the beginning of that, it then becomes 0x90056D0 and you put that into Nightmare over the Sacaen Plains' config offset. Then you're done it'll still look messed up but once you put in a custom map it'll work. Like this; "Doctor! Doctor! It don't work!" You might have; -Put in an offset wrong -Had GBAGE and Nightmare open at the same time -Left the water animations on XP This took me forever to realize that's why it got messed up. Haha! -Done something wrong? So, I think that's it, if there's anything wrong or missing just point it out and I'll update. Enjoy. Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 this is in the UT :/ Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 20, 2012 Author Share Posted April 20, 2012 Only the part about inserting the configs... Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 cause everything else is already covered in the GBAGE section Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 20, 2012 Author Share Posted April 20, 2012 Alright, then this is more concise, because I know that just form reading the UT I still had no idea how to do this... Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 20, 2012 Share Posted April 20, 2012 What about inserting a tileset on it's own, not overriding an older one? Same steps but at a new offset? Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 (edited) just make a new entry in event references with the pointer to the shit then hack chapter data editor and pick those entries' values for your object sets and shit Edit: And TU is easy to understand, everything's fucking OVERexplained. Blazer and his text walls Edit2: there's actually a western isles tileset that is a lava tileset edit, so if you wanted you could just copy the palette to FE7, etc, so not necessarily the entire object set, graphics, etc need to be imported. I'm pretty sure FE8's sets use the same tile arrangments as FE7, too, if you wanted palettes from either game imported, you wouldn't need to C/P everything, just palette. Edited April 20, 2012 by Jubby Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 20, 2012 Author Share Posted April 20, 2012 (edited) What about inserting a tileset on it's own, not overriding an older one? Same steps but at a new offset? I'm not sure how GBAGE would handle that but probably, I'll try it once I get a chance. just make a new entry in event references with the pointer to the shit then hack chapter data editor and pick those entries' values for your object sets and shit Edit: And TU is easy to understand, everything's fucking OVERexplained. Blazer and his text walls Well, if it didn't make sense to me then it obviously isn't going to make sense to someone else, so this would be a help to that person. I'm not saying the UT is bad, I'm just saying this was an area it was lacking in. You do realize there are three Western Isles tilesets, right? Edited April 20, 2012 by Dr.Sholes Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 @sholes I'm saying there IS ONE YOU CAN IMPORT by that method It's an example Dude you're not gonna beat me in an argument about hacking Also trust me, you can import it. Just don't click repoint graphics pointer and import it to somewhere else. Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 20, 2012 Author Share Posted April 20, 2012 Ok, the it's just another method. Why do you care so much, man? Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 (edited) cause you're giving misleading information and it'll start to confuse people +the method is way more efficient than yours, since you'd be wasting like, 3 extra entries in event references. Edited April 20, 2012 by Jubby Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 20, 2012 Author Share Posted April 20, 2012 It worked perfectly for me, so I don't think it's misleading. Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 it's a waste of space, and for those like Onmi who want like 40-50 chapters, he can't afford to waste all dat space in his event reference table Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 20, 2012 Share Posted April 20, 2012 (edited) Ah, well, if you have any specific criticism about the UT, it'd be nice to hear it so I can improve it one day, but in general I haven't heard any complaints about it. XP at the very least there's no problem in another tutorial, even if the method's a little shaky. *shrug* Jubby I'd just give it a break, nothing good is going to come out of arguing, I don't think. Your choice though. :P EDIT: by "it" I meant the tileset chapter Edited April 20, 2012 by Strawhat Luffy Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 I figured for Onmi (and other people who want to not waste a bunch of ROM space)'s benefit i oughtta stick it out and show why mine was better :P I'm done now though Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 20, 2012 Share Posted April 20, 2012 you know whats way easier? if you just need a palette - copy the hex string if you just need graphics - use GBAGE and check "repoint graphics pointers" if you need a whole new tileset - THEN you follow this clusterfuck Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 20, 2012 Author Share Posted April 20, 2012 if you need a whole new tileset - THEN you follow this clusterfuck That's what the tutorial was made for. Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 20, 2012 Share Posted April 20, 2012 (edited) except that you're still limited to using the few tile configurations that exist in fe6/7/8 i can think of maybe three scenarios when i'd actually need a full import Edited April 20, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 20, 2012 Author Share Posted April 20, 2012 except that you're still limited to using the few tile configurations that exist in fe6/7/8 i can think of maybe three scenarios when i'd actually need a full import The only way I can think of with that happening is if the text for the tile doesn't exist, which could easily happen. There's probably a way to fix that however I don't know of it. I needed this for FE6.5 once I figured it out I figured I'd share how. Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 what cam meant is, there's only 3 tilesets that he'd actually need to import the config for. The text should pretty much always be there Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 20, 2012 Author Share Posted April 20, 2012 Umm... Ok, I never implied that, that wasn't what he meant... This tutorial would be for the importing of said three tilesets, I'm not sure why I would even have to explain that... Quote Link to comment Share on other sites More sharing options...
Jubby Posted April 20, 2012 Share Posted April 20, 2012 meh fuck it, i don't feel like explaining to you anymore Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 21, 2012 Share Posted April 21, 2012 a) i'm saying i can think of (in terms of a story scenario) maybe three times when you'd need to use a tileset from fe6 that doesn't have an equivalent or better in fe7 b) the western isles tileset is honestly like the only tileset i find worth importing c) in about three days i'm going to figure out how the game loads tilesets and we'll be able to code them from scratch Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted April 21, 2012 Author Share Posted April 21, 2012 a) i'm saying i can think of (in terms of a story scenario) maybe three times when you'd need to use a tileset from fe6 that doesn't have an equivalent or better in fe7 b) the western isles tileset is honestly like the only tileset i find worth importing c) in about three days i'm going to figure out how the game loads tilesets and we'll be able to code them from scratch A) This is true, it works with FE8 tilesets too >___< B) The Illia one isn't bad IMO also the FE8 equivalent of FE7's Bern tileset has more tiles than it so I think that's worth importing just for the sake of having more to work with. C) That's pretty cool, good luck. Quote Link to comment Share on other sites More sharing options...
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