God of Humility Posted June 3, 2012 Share Posted June 3, 2012 So, I'm trying to do some edits for FE6 (hard patched with the 2.1 translation like FEditor Adv asks) and I'm having some troubles. 1. Text Editing. I'm using FEditor Adv to edit text but for some reason, and as simple as its made out to be, it doesn't work. If I try to edit an item name, the screen bugs and freezes as soon as the text would be shown on screen. If I try to edit dialogue,(even just a single word), the portraits dissapear, and the words are all compressed in a single unreadable line at the top of the screen. Is there something I'm missing or am I just doing it wrong? 2. How would I go about editing which item promotes what class? I tried finding the date in Nightmare, but I couldn't find anything worthwhile except making one promotion item have the same effect as another. 3. Would it be possible to add classes? Would it be as simple as taking an unused class (say Disarmed Sniper or Fire Dragon), changing everything about it and asigning it to a character? Thoug that still leaves me with the problem of editing its name. Any other FE6 specific things I should know before actually trying something more than simple item or stats hack? Thanks a lot Quote Link to comment Share on other sites More sharing options...
Jubby Posted June 3, 2012 Share Posted June 3, 2012 So, I'm trying to do some edits for FE6 (hard patched with the 2.1 translation like FEditor Adv asks) and I'm having some troubles. 1. Text Editing. I'm using FEditor Adv to edit text but for some reason, and as simple as its made out to be, it doesn't work. If I try to edit an item name, the screen bugs and freezes as soon as the text would be shown on screen. If I try to edit dialogue,(even just a single word), the portraits dissapear, and the words are all compressed in a single unreadable line at the top of the screen. Is there something I'm missing or am I just doing it wrong? 2. How would I go about editing which item promotes what class? I tried finding the date in Nightmare, but I couldn't find anything worthwhile except making one promotion item have the same effect as another. 3. Would it be possible to add classes? Would it be as simple as taking an unused class (say Disarmed Sniper or Fire Dragon), changing everything about it and asigning it to a character? Thoug that still leaves me with the problem of editing its name. Any other FE6 specific things I should know before actually trying something more than simple item or stats hack? Thanks a lot 1) No idea, 2)In FE7 there's a promotion item editor thing, idk if there is in FE6. If not you can try doing a hex search for the bytes from FE7, they might be the same. Also the fact that you said date is just asking for cam to come to this thread and say "idk how you find a date in a rom unless you're talking about FEditor designating free space" 3) You could indeed do that thing you said, or you can expand the table and add as many entries as you want (up to FF) the first is probbly easier for you though. Basically, don't hack FE6 You're welcome a lot. :P Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 3, 2012 Share Posted June 3, 2012 Basically, don't hack FE6 ouch ._. for the text problem, all I can suggest is opening the ROM with FEditor Adv, saving it, exiting FEditor Adv, reloading it with the ROM, and THEN trying to text edit. Otherwise, since you say you patched it with the right ROM, I got nothing. ._. Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 3, 2012 Author Share Posted June 3, 2012 Basically, don't hack FE6 But FE6 needs more love. Thanks to both of you. Text editing works now (who thought something so simple would work?). Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 4, 2012 Author Share Posted June 4, 2012 A few more questions since I don't want to start a new topic. How exactly are you supposed to import battle animations to FE6 from another GBA FE? I tried dumping the Assassin's animation from FE7 and then inserting it into FE6, but all that happens in-game is my animations become map only even if it specifies battle animation ON in the options. (Also, I tried with Bonestorm's Halberdier just to test it, and it worked perfectly. Is it something specific to FE7 animations or of transitioning between games?) How would I add new classes instead of just replacing unused ones? There are too few unused classes to replace. I noticed you can load additional characters in the Army Editors. Will it cause any problem if I load a character that is not in the regular game, bringing the total of characters over the original limit? I assume not, but I just want to make sure. (Ex: Will loading Murdock as a player unit in Chapter 1 cause any kind of problem over the course of the game? Will anyone be kicked out of his spot for him?) Thanks again. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 4, 2012 Share Posted June 4, 2012 (edited) lol nice I sure as heck didn't think my suggestion would work, haha once you use FEditor Adv to import animations, be sure to set it up correctly. Units have to have the right weapon levels, a weapon of that type they can use, and then it has to be set up in the battle animation editor or custom battle animation editor for them to be able to have an animation attached to that weapon type. You set this up with the "battle animation pointer" at the bottom of the class module of Nightmare. ...for more info try the Ultimate Tutorial EDIT: oh and adding more units using the army editors will likely at some point result in some glitch or something else. I, at the very least, wouldn't exactly suggest it. Usually adding more units means either A) repointing the unit data or B) making custom events. also, you can only have 50 characters of one allegiance on the field at a time, I believe, but I don't know of any other limits. There may be a limit to characters whose data are saved in the save file, but I don't know of it, nor have I heard of anyone entering any problem with that. Edited June 4, 2012 by Strawhat Luffy Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 7, 2012 Author Share Posted June 7, 2012 Thanks. I was finally able to import animations. However, I stumbled into another problem that I couldn't find mentioned anywhere. Is there a way to give the ability to S rank weapons to a class. As far as I know, this is restricted to promoted classes. Is there a way to let classes grow an S rank in weapons other than simply giving them a base of S rank? And when I asked about adding units in the Army Editor, I meant simply replacing those that don't load anything (labelled as "None"). Would this change anything since it uses a pointer that is already in the game, but simply unused, instead of having to repoint data? Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 7, 2012 Share Posted June 7, 2012 Even the "None" spots shouldn't be used: they are usually separators, i.e. lines of data used to separate different unit partitions I also don't really understand your S-rank dilemma so I can't help you there, sorry. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 7, 2012 Share Posted June 7, 2012 That will cause problems unless you are really lucky. That's why you either repoint or make your own custom events. Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 7, 2012 Author Share Posted June 7, 2012 I also don't really understand your S-rank dilemma so I can't help you there, sorry. Unpromoted classes (like Mymidons and Archers) can only get up to an A rank in any weapons. Its only on promotion that they can finally reach S rank. I'm asking if its possible to let unpromoted classes reach an S rank. And thanks for the answers on adding units guys. Seems I was going to make a big mistake. Quote Link to comment Share on other sites More sharing options...
Jubby Posted June 7, 2012 Share Posted June 7, 2012 You could make it a promoted class and set the stat caps, growths, and relative power to those of unpromoted classes? Then it'd technically be a promoted class but act like an unpromoted one... The problem, though, is that it would screw up the palette. If you could palette sync the animations though it'd work brilliantly :D Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 7, 2012 Author Share Posted June 7, 2012 You could make it a promoted class and set the stat caps, growths, and relative power to those of unpromoted classes? Actually, I'm trying to do the opposite. I want to replace an unpromoted class by a promoted one. I can easily give this unpromoted class apropriate stats to mimic a promoted one. The only problem is ensuring this class is able to get S ranks. Quote Link to comment Share on other sites More sharing options...
Jubby Posted June 7, 2012 Share Posted June 7, 2012 Wut. Then just make it promoted? I don't understand the logic here. Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 21, 2012 Author Share Posted June 21, 2012 (edited) I just noticed there's a class ability that makes a class promoted in Nightmare. I feel stupid for not seeing it any sooner even though I looked for it. Sorry for wasting any of your time. EDIT: I've run into a new problem. Whenever I try to load any chapter after completing ch. 5, it freezes on a black screen and a very annoying buzz is heard. The only things I edited other than Nightmare stuff was importing map sprites (both moving and standing), importing battle animation and some text editing. I also changed the events in Ch. 15 to load a new character at the same time as Igrene (I simply added a new UNIT line under the Igrene one). When I tried loading Ch. 15 to test it, it worked perfectly, but if I try it in a normal playthrough, anything loaded after Ch. 5 freezes and doesn't load anything. I'm pretty sure it might have to do with how I added a unit through very rudimentary event hacking but I don't know for sure and I'd like your input on this. Edited June 21, 2012 by Sirius Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 21, 2012 Share Posted June 21, 2012 I also changed the events in Ch. 15 to load a new character at the same time as Igrene (I simply added a new UNIT line under the Igrene one). When I tried loading Ch. 15 to test it, it worked perfectly, but if I try it in a normal playthrough, anything loaded after Ch. 5 freezes and doesn't load anything. I'm pretty sure it might have to do with how I added a unit through very rudimentary event hacking but I don't know for sure and I'd like your input on this. Welcome to event hacking. First rule: when in trouble, post your events. Use spoiler and code tags, they will help with formatting and readability. Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 21, 2012 Author Share Posted June 21, 2012 This is my events for Ch. 15 (where I think the problem might be). ORG $668A18 TurnBasedEvents: TURN 0x0 label9 [1,0] 0x0 TURN 0x0 label10 [3,0] 0x8 TURN 0x0 label11 [10,0] 0x8 TURN 0x0 label12 [12,15] 0x8 AFEV CharacterBasedEvents: CHAR 0x5 label13 [0x34,0x1D] CHAR 0x5 label14 [0x2B,0x1D] CHAR 0x7 label15 [0x26,0x1A] ASME 0x8 label16 0x6BC21 AFEV LocationBasedEvents: VILL 0x0 label17 [8,22] 0xE LOCA 0x0 [8,21] 0x1D VILL 0x0 label18 [25,15] 0xE LOCA 0x0 [25,14] 0x1D SHOP 0x0 label19 [26,17] 0x14 LOCA 0x0 label20 [19,23] 0xE LOCA 0x0 label21 [23,19] 0xE LOCA 0x3 [16,9] 0xF AFEV MiscBasedEvents: AFEV 0x0 label22 0x65 AFEV PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN EnemyUnits AllyUnits POIN EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $668B10 and the new ending offset is CURRENTOFFSET ORG $66A918 label19: SHLI 0x34 0x3B 0x3F 0x44 0x68 0x65 0x64 0x6B //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $66A92A and the new ending offset is CURRENTOFFSET ORG $66AC6C label22: _0x41 STAL 30 ASMC 0x6C609 STAL 10 ASMC 0x146BD STAL 80 ASMC 0x608D5 IFAF 0x1 0x6C62D ASMC 0x1EA1D ENIF 0x1 ASMC 0x987B9 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $66ACCC and the new ending offset is CURRENTOFFSET ORG $670108 label9: CAM1 0x5D CURF 0x5D CMOF FADI 16 HIDEMAP BACG 0x5 FADU 16 SHOWMAP TEX1 0x144 REMA ENUT 0x5 IFEF 0x1 0x71 IFEF 0x1 0x6F ENUF 0x5 LOU1 label23 ENUN CAM1 0x1D STAL 16 MOVE 0xB [1,0] ENUN TEX1 0x146 REMA MOVE 0xB [0,0] ENUN DISA 0xB MOVE 0x1D [2,3] ENUN ENIF 0x1 MUS1 0x25 LOU2 AllyUnits ENUN CAM1 0x1 CURF 0x1 FADI 16 HIDEMAP BACG 0x7 FADU 16 SHOWMAP TEX1 0x145 REMA LOU1 label24 ENUN ENDA label10: LOU1 label25 ENUN CAM1 0x1A MUS1 0x2 TEX1 0x147 REMA ENDA label11: IFEF 0x9 0x2 CAM1 0x5D CURF 0x5D MUS1 0x2 STAL 16 FADI 16 HIDEMAP BACG 0x5 FADU 16 SHOWMAP TEX1 0x148 REMA ENIF 0x9 ENDA label12: IFEF 0x9 0x2 LOU1 label26 ENUN ENIF 0x9 ENDA label13: MUS2 0x33 TEX1 0x149 REMA CUSI 0x1D 0x0 ENUT 0x71 CUSI 0xD3 0x40 CHAI 0xD3 [0x6,0xC,0x0,0x0] MURE ENDA label14: MUS2 0x33 TEX1 0x14A REMA CUSI 0x1D 0x0 ENUT 0x71 CUSI 0xD3 0x40 CHAI 0xD3 [0x6,0xC,0x0,0x0] MURE ENDA label15: MUS2 0x33 TEX1 0x14B REMA CUSI 0x1A 0x0 MURE ENDA label16: MUSI TEX1 0x14C REMA MUNO ENDA label17: MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x14D REMA MUNO _0x40 ITGV 0x3C ENDA label18: MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x14E REMA MUNO _0x40 ITGV 0x4E ENDA label20: MUSI FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP TEX1 0x14F REMA MUNO ENDA label21: MUSI FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP TEX1 0x150 REMA MUNO ENDA EndingScene: MUS1 0x27 FADI 16 HIDEMAP BACG 0x5 FADU 16 SHOWMAP TEX1 0x153 _IF0x21 0x16 MUS1 0x26 ENIF 0x16 _0xA REMA IFAT 0x5 0x6C159 IFEF 0x5 0xB IFEF 0x5 0x77 MUS1 0x27 FADI 16 HIDEMAP BACG 0x5 FADU 16 SHOWMAP TEX1 0x134 REMA _0x40 ITGC 0x1D 0x60 ENIF 0x5 CMOF LOU1 label27 ENUN STAL 64 MNCH 0x10 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $6705D8 and the new ending offset is CURRENTOFFSET ORG $67E710 AllyUnits: UNIT 0x1 0x1 0x0 0x81 [2,19] [2,19] [0xB,0x1,0x65,0x4] [0x0,0x0,0x0,0x0] UNIT 0x8 0xC 0x1 0x91 [2,17] [2,17] [0x19,0x10,0x16,0x68] [0x0,0x0,0x0,0x0] UNIT 0x9 0xC 0x1 0x79 [6,18] [6,18] [0x12,0x10,0x16,0x18] [0x0,0x0,0x0,0x0] UNIT 0xF 0x12 0x1 0x51 [1,18] [1,18] [0x27,0x29,0x28,0x2B] [0x0,0x0,0x0,0x0] UNIT 0x16 0x9 0x1 0x29 [3,18] [3,18] [0xE,0x1,0xA,0x3] [0x0,0x0,0x0,0x0] UNIT 0xA 0xD 0x1 0x81 [4,18] [4,18] [0x15,0x10,0x16,0x68] [0x0,0x0,0x0,0x0] UNIT 0x2 0x24 0x1 0x99 [5,19] [5,19] [0x43,0x51,0x4A,0x52] [0x0,0x0,0x0,0x0] UNIT 0x31 0x2B 0x1 0x79 [1,20] [1,20] [0x11,0x16,0x10,0x12] [0x0,0x0,0x0,0x0] UNIT 0x25 0x1A 0x1 0x71 [3,20] [3,20] [0x33,0x34,0x36,0x37] [0x0,0x0,0x0,0x0] UNIT 0x5 0x29 0x1 0x61 [4,20] [4,20] [0x27,0x2E,0x28,0x2C] [0x0,0x0,0x0,0x0] UNIT 0x34 0x36 0x1 0x71 [2,21] [2,21] [0x68,0x64,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x42 0x42 0x1 0x8 [5,21] [5,21] [0x1,0x10,0x16,0x4A] [0x0,0x0,0x0,0x0] UNIT label24: UNIT 0x1E 0x13 0x1 0x8 [3,19] [4,19] [0x2B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x44 0x23 0x1 0x8 [3,19] [2,19] [0x37,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnits: UNIT 0x5D 0x22 0x0 0x44 [16,9] [16,9] [0x7E,0x0,0x0,0x0] [0x3,0x3,0x0,0x20] UNIT 0x8B 0x2C 0x5D 0x95 [9,8] [9,8] [0x12,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x8B 0x2C 0x5D 0x8D [24,0] [24,0] [0x11,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x8B 0x2C 0x5D 0x7D [26,0] [26,0] [0x11,0x16,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x8A 0x25 0x5D 0xD [18,1] [18,1] [0x36,0x46,0x0,0x0] [0x0,0x6,0x11,0x0] UNIT 0x8A 0x20 0x5D 0x95 [17,2] [17,2] [0x18,0x0,0x0,0x0] [0x0,0x6,0x39,0x0] UNIT 0x8A 0x20 0x5D 0x95 [17,3] [17,3] [0x11,0x16,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x8A 0x20 0x5D 0x8D [19,2] [19,2] [0x11,0x0,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x8A 0x20 0x5D 0x7D [19,3] [19,3] [0x11,0x0,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x8A 0x25 0x5D 0xD [26,19] [26,19] [0x37,0x44,0x0,0x0] [0x0,0x6,0x29,0x0] UNIT 0x8A 0x20 0x5D 0x95 [25,18] [25,18] [0x18,0x0,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x8A 0x20 0x5D 0x95 [25,20] [25,20] [0x11,0x16,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x8A 0x20 0x5D 0x8D [24,17] [24,17] [0x11,0x0,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x8A 0x20 0x5D 0x7D [24,21] [24,21] [0x11,0x0,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x8A 0x12 0x5D 0x2D [25,6] [25,6] [0x29,0x0,0x0,0x0] [0x0,0x0,0x29,0x0] UNIT 0x8A 0x2 0x5D 0x95 [24,5] [24,5] [0xC,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8A 0x2 0x5D 0x8D [24,7] [24,7] [0x3,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8A 0x2 0x5D 0x95 [26,5] [26,5] [0x3,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8A 0x2 0x5D 0x95 [26,7] [26,7] [0xA,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8A 0x10 0x5D 0x8D [25,4] [25,4] [0x2E,0x0,0x0,0x0] [0x0,0x0,0x29,0x0] UNIT 0x8A 0x10 0x5D 0x95 [25,8] [25,8] [0x2E,0x0,0x0,0x0] [0x0,0x0,0x29,0x0] UNIT 0x8A 0x2 0x5D 0x95 [12,20] [12,20] [0x3,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8A 0x2 0x5D 0x8D [16,21] [16,21] [0x3,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8A 0x10 0x5D 0x7D [17,24] [17,24] [0x28,0x0,0x0,0x0] [0x0,0x0,0x29,0x0] UNIT 0x8A 0x2 0x5D 0x8D [14,8] [14,8] [0x3,0x0,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x8A 0x2 0x5D 0x95 [11,8] [11,8] [0xA,0x0,0x0,0x0] [0x0,0x6,0x31,0x0] UNIT 0x8A 0x20 0x1D 0x75 [14,10] [14,10] [0x11,0x16,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x8A 0x20 0x1D 0x75 [11,10] [11,10] [0x11,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x8A 0x12 0x5D 0x2D [13,9] [13,9] [0x29,0x0,0x0,0x0] [0x0,0x6,0x29,0x0] UNIT 0x8A 0x10 0x5D 0x8D [12,9] [12,9] [0x2E,0x0,0x0,0x0] [0x0,0x6,0x29,0x0] UNIT label23: UNIT 0x1D 0x22 0x0 0x2C [2,0] [2,0] [0x12,0x4,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT 0xB 0xE 0x0 0x2D [0,0] [0,0] [0x12,0x4,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT 0xD3 0x20 0x1D 0x75 [1,4] [1,4] [0x11,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0xD3 0x20 0x1D 0x7D [3,4] [3,4] [0x11,0x16,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0xD3 0x20 0x1D 0x75 [1,2] [1,2] [0x11,0x16,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0xD3 0x20 0x1D 0x75 [3,2] [3,2] [0x11,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT label26: UNIT 0x8A 0x20 0x0 0x8D [16,1] [16,1] [0x11,0x0,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT 0x8A 0x20 0x0 0x85 [16,3] [16,3] [0x11,0x16,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT 0x8A 0x20 0x0 0x85 [16,8] [15,10] [0x11,0x16,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT 0x8A 0x20 0x0 0x85 [15,9] [14,9] [0x11,0x0,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT label25: UNIT 0x1A 0x33 0x0 0xC [20,0] [22,2] [0x1C,0x20,0x0,0x0] [0x1,0x4,0xA,0x0] UNIT 0x8D 0x31 0x0 0x95 [20,0] [21,3] [0x1E,0x20,0x0,0x0] [0x1,0x4,0xA,0x0] UNIT 0x8D 0x31 0x0 0x95 [20,0] [21,2] [0x1E,0x20,0x0,0x0] [0x1,0x4,0xA,0x0] UNIT label27: UNIT 0x3 0x39 0x1 0x8 [0,0] [0,0] [0x54,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $67EB20 and the new ending offset is CURRENTOFFSET As you can see, the only thing I changed was the code at label24. I simply added another unit to be loaded at the same time as Igrene. When I tried jumping from ch. 1 to 15 using codes, it worked like a charm, but when I play the game normally and try to load anything after ch.5, it bugs. I didn't do any event hacking of any kind in ch.5 or anywhere else than 15 (except modifying certain items in chests, but that's only changing one value and it worked fine in testing). I'm not even sure this is what is causing the problem, its just the only thing I did without being quite sure of what I was doing. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 21, 2012 Share Posted June 21, 2012 you're probably overwriting something by adding new code where there wasn't any before Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 21, 2012 Author Share Posted June 21, 2012 I guessed that would be a possibility. So is there any way to add new units without this problem occuring? What about completely replacing another unit? That should work since no code will be added, just modified. Would it then be possible to replace an already existing unit and make them join at a different time than the original? I'd think its impossible since you'd need to remove code from a chapter and adding it to another, which might cause problems. How about replacing a random enemy unit and make the new player unit spawn instead of this enemy unit? No added code, simply a modification. That should work, right? Or is there a limit on how many player unit there can be in the game? Also, if adding a completely new unit is possible, would it then be possible to add some Epilogue text (detailing what happened to them and stuff like that) and Supports? I'd think it'd be way too complicated for my beggining skills, but I'd like to know if its possible. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 21, 2012 Share Posted June 21, 2012 the simplest way is to repoint: // blah blah blah LOU1 label24 ENUN // blah blah blah // ... // remove the original label24 and all of it's contents // and place them at the bottom of your file along with this line: ORG 0x______ // replace with actual free space label24: // ... Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 21, 2012 Author Share Posted June 21, 2012 Thanks a lot. It worked. Since it is possible to add units, how do you tell the game what text to display in the Epilogue for said character? I imagine its maybe hard-coded because I couldn't find anything in the character data that seemed to refer to a certain text pointer for the Epilogue. Anyone has any idea? Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 22, 2012 Share Posted June 22, 2012 it's very likely based on character Quote Link to comment Share on other sites More sharing options...
God of Humility Posted June 22, 2012 Author Share Posted June 22, 2012 I figured as much. Thanks On another note, FE6 is making me rage by all the bugs and glitchiness that arise when you try to hack it. Maybe I screwed up somewhere, but I just tried to run one of my earlier backups (just Nightmare editing and very simple text editing) and it bugs out when loading ch.5. I load a save state just before that, make Roy conquer on the next turn, and everything is fine until the next chapter is loaded, then the Pick Units menu glitches and names are covered by a black line, the game lags and random symbols appear everywhere. So I load another save state, make Roy conquer on the next turn and everything seems fine until I try to use the convoy that is now empty despite containing items in the chapter right before. So I try to save the game using the in-game save function, reset, and everything is fine until the next chapter. You see where this is going. The game is always buggy and the only way to remedy it, is to try again under a slightly different circumstance and hope for the best. Is this sort of thing common in FE6 or is it the same for all three games? I'm beggining to lose patience here, nothing seems to work right even though I do fairly simple edits and follow tutorials to the letter. Or maybe its not normal and I'm still doing something wrong. Either way, it is pretty much impossible to do some meaningful hacking under these conditions. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 22, 2012 Share Posted June 22, 2012 fe6 is just broken Quote Link to comment Share on other sites More sharing options...
Celice Posted June 22, 2012 Share Posted June 22, 2012 (edited) Is this sort of thing common in FE6 or is it the same for all three games? I'm beggining to lose patience here, nothing seems to work right even though I do fairly simple edits and follow tutorials to the letter. Or maybe its not normal and I'm still doing something wrong. Either way, it is pretty much impossible to do some meaningful hacking under these conditions. What programs have you been using to modify FE6. http://www.mediafire.com/?1wa6w2b61nykbcx All of these nightmare modules are functional and make no problem with the game. It's more likely the tools you're using particularly are broken. Edited June 22, 2012 by Celice Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 22, 2012 Share Posted June 22, 2012 feditor doesn't work with fe6 so well (one of the autopatches is borked), there's very little ea support nightmare works perfectly fine but that's because nightmare is essentially a hex editor Quote Link to comment Share on other sites More sharing options...
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