Lamia Posted May 22, 2014 Author Share Posted May 22, 2014 (edited) bumping the topic with content, strangely forgot to add it FE4EasyText is a patch that Pukachi made way back when, which converts the dialogue text table to be converted directly from ASCII in short, it lets you type in letters in a hex editor to write dialogue instead of using codes or a parser it uses up more space than a well-constructed parser, but it's incredibly easy to use, just keep in mind you still need to manually input control codes (textfile contained in fe4hackdocs) you can use this on either a blank ROM or to overwrite a patch that used j2e's as a base; doubtful you could use others, but never tested https://drive.google.com/file/d/1MTIh0iG_hU_W5qYNwW8Dn91DhwRMnXbW/view?usp=sharing Edited October 27, 2020 by Lamia Quote Link to comment Share on other sites More sharing options...
Psych Posted August 9, 2014 Share Posted August 9, 2014 I don't know if this is wanted or relevant, but I was fooling around with just minor tweaks to my game for no real reason when it reminded me of this one PM I sent Shin way back when he started the Shin patch. So I dug it up. Hey, I was messing around with Nightmare some, and I was wondering if you wanted to implement multiple lords or something cool like that.I've been able to get them to seize castles, but the game won't end if they die, at least I don't think it will, as I've only been trying it with Cuan and Ethlin so far so I don't know. Also, I've only checked it with Lord Knights too, so I'm not sure you can do it with Junior Lord, but I don't see why it wouldn't work.Now, so far I think you'd only be able to get three lords, maybe more, but Celice has to use Sigurd's map sprite. You might be able to clear out extra sprites by changing where it says Male or Female to None in the other ones. Males use None automatically if there is no Male specified, but I'd keep the Females just in case.That green box was originally the Celice Lord Knight Sprite box. The first number in hex in Red allows you to make unique lords. Since it has 01 for Sigurd, Sigurd shows up as that sprite. Cuan, who I also put as a Lord Knight, showed up as a Duke Knight, but when I put it as 00, Sigurd showed up as a Duke Knight too, so I think that might be the default Lord Knight sprite. The first number in hex is the character address you want to use that sprite.The thing in blue is the sprite's gender, so if the character isn't that gender then I don't think it'll show up as that sprite.I'm still fooling around a little with it, but if you want more info for it or I find more things I might want to share, I'll send you a PM on it. Wow this is old Quote Link to comment Share on other sites More sharing options...
Psych Posted September 1, 2014 Share Posted September 1, 2014 I hate to double post, but I've been trying to look around for it myself and can't seem to figure it out. Is there a way you can make Seige tomes not halt movement in case I want to give one to the player? and you have a portrait tutorial can you make a mapping tutorial lamia Quote Link to comment Share on other sites More sharing options...
Lamia Posted December 16, 2014 Author Share Posted December 16, 2014 well crap I seem to have missed the last post here to disable movement locking of ranged tomes at 10 or higher, go to $7B763 and change it to 90 Quote Link to comment Share on other sites More sharing options...
Lamia Posted January 14, 2015 Author Share Posted January 14, 2015 (edited) updated the first post with a few more nightmare modules (listed after the skill table editors), nothing significant but perhaps neat was looking through the binary research again, found some neato things like modifying skill and stat calculations which I may play around with used some info there to make this patch here if anyone may be interested, it changes the Hit% calculation to add Luck to the hit rate https://www.dropbox.com/s/a9rsdj5oot7ugoa/FE4HitRate.ips?dl=1 this is a utility patch, can be applied to any ROM with a header, translation or not (most likely) and it uses free space of which you probably aren't using, at $41C0 some notes: [spoiler=snoresville] 4AAAE set to 00 to automatically unequip broken weapons 4E3BE music used when attacking with dance skill4EB97 healing music (for live, relive, recover, and libro) 16FCD1 big shield sound effect17821A holy weapon shine sound effect 17F5C2 title screen Fire Emblem tile pointer17F5CD title screen sword/flag tile pointer17F617 title screen shadow tile pointer Edited January 14, 2015 by Lamia Quote Link to comment Share on other sites More sharing options...
Psych Posted March 31, 2015 Share Posted March 31, 2015 (edited) I hope it doesn't matter that I'm posting this here in regards to necro or off topic, but I'm trying to get back into messing around with FE4 hacking and I wanted to put some notes of things I found out there. I thought it would be a good idea to just keep things in one spot since this thread is already so full of other notes. I was messing around in FE4MAP which honestly doesn't have as much documentation as it should. This is what I found the Edit functions did. also Lamia's FE4MAP guide 1. Save Map2. Go to the folder you saved it to 3. Drag map you saved onto encofe4.exe 4. Back to the program, choose map to overwrite (0-B) and click MAP to make sure it's selected 5. Insert 6. Browse the MAP NAME for map000.bin (the exported file from encofe4) 7. Profit LOCATIONS and TILECHANGESOrange boxes seem to be castles, blue boxes are villages, red boxes are tile changes such as ramparts, bridges, and the Yied cliffs falling. I can move things and save them but itdoesn't appear to actually affect anything. I tried to move a village and put the village location and tiles in a new spot but you had to visit the old location to close the gates.REINFORCEMENTDropbox chooses which group of units to edit. Different values choose the group that appears after castle seizeing. IE for the prologue the first value is units on the map from turn 1, the second value is units that only appear after jungby is seized.ID changes things the unit's identity which can affect level, stats, and inventory. I assume it will affect Nightmare things, but don't mess with this unless you have to because I somehow added Blume to the Prologue and caused a crash on Enemy Phase.EX, EY is the unit's position. SX, SY is where the unit spawns. I can't seem to add more of the movement arrows so I'm if you can change a unit's path from what it already is.BOSS chooses whether the unit is a boss or not. 00 means not a boss, 01 means boss. I assume this affects things like BGM and potentially Leadership?MISC I'm assuming is AI. 08 means the unit will destroy villages. 05 seems to mean the unit will remain passive until something enters it's range. This will not make bosses leave castles. The rest I'm not really sure about.UNIT affects which castle the unit is affliated with. Do not mess with this too much. Trying to add PC's seems to crash the game when you select them. Changing Ardan's affliation in Prologue crashes the game. You can seem to add NPCs without too many errors? I could add more units to Midir's army and they disappeared after Jungby was seized. Going one number higher put the unit in a blank army probably due to the fact there were only 3 castles yet I tried to do 4 armies.ORDER seems to be the order a battalion loads in. I didn't touch this too much but I did notice this for things like the chapter 5 dragon knights.I assume ADDRESS is the address for that unit's data but I don't want to mess around with it.MOVEBLOCKThe different colors seem to correspond to which areas unblock upon seizing a castle. Blue seems to clear after seizing one castle, and green the castle after that.I tried putting a blue area in the Prologue as a test and it didn't clear upon seizing Jungby so not really sure actually. I can confirm moveblocks block more than justfliers though.PALETTEChanges the map's palette if you want to customize it. The palettes correspond to the chapter maps, but you can use this to do things like make the Prologue snowy or make the Final chapter bright. Edited March 31, 2015 by Psych Quote Link to comment Share on other sites More sharing options...
Lamia Posted April 21, 2015 Author Share Posted April 21, 2015 as an addendum to the above, event codes play a big part in how the map functions; try not to mess with character numbers (ID), AI, alignment, or adding more castles/villages in FE4MAP than the chapter's default without knowing what you're doing the MoveBlock thing is part of the map data, however event codes are needed to unlock blocked portions (hence the 'custom' option too) there's a glitch that occurs with some chapters when saving village/castle data(like chapter 3): the placement of the villages/castles in the ROM are too close together, and the editor overlaps the data, causing serious problems, notably of which is corrupting the shop data for all chapters... you'll have to step into the ROM itself to correct that, but it should be easy (relatively) to search for the stuff and correct it yourself Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted May 22, 2015 Share Posted May 22, 2015 I have a question about the easytext patch. What if my text is longer then the Text I'm trying to overwrite? Can I repoint it else where (If yes how?) or do I have to shorten my new text so it fits the original length? Quote Link to comment Share on other sites More sharing options...
Lamia Posted May 23, 2015 Author Share Posted May 23, 2015 (edited) there's a control code list for dialogue text in the fe4hackdocs 'scripting' folder 2A: Points to text elsewhere Takes arguments XX YY ZZ, points to ZZ YY XX MINUS $800000. Remember to add/subtract $200 for the header too. for example, if you put in the following code: 00 2A BA CF 89 it will, smoothly, move the active dialogue reading to the address of $9D1BA however, when using the repoint code and using the 'end' code (01) at the end of the repointed text, it will start reading text after the original pointer; make sure to put an 01 at the end of the pointer if you're not going back to it there's a fair bit of free space you can use for text if you don't overdo it I'll inform you in advance to make some sort of marking or note for free space in the ROM that you come across/make so that you can search it out easy and use it for text or whatever else Edited May 23, 2015 by Lamia Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted May 25, 2015 Share Posted May 25, 2015 Thanks a lot! That helps me with the biggest issue I had. By the way, do you know how to lenghten the skillnames in the skillmenu? I changed the name length via nightmare. It works fine in the unitmenu but the skillnames in the skillmenu have still their old length. Quote Link to comment Share on other sites More sharing options...
Lamia Posted May 25, 2015 Author Share Posted May 25, 2015 (edited) the skill list screen uses a different set of names in the ROM IIRC also, what do you mean you used nightmare to change the name length? you can't do that in nightmare, unless you just meant adjusting the name pointers since you have to edit letters manually Edited May 26, 2015 by Lamia Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted May 27, 2015 Share Posted May 27, 2015 Uhm yeah I adjusted the pointers using the modules you posted earlier. there's a control code list for dialogue text in the fe4hackdocs 'scripting' folder 2A: Points to text elsewhere Takes arguments XX YY ZZ, points to ZZ YY XX MINUS $800000. Remember to add/subtract $200 for the header too. for example, if you put in the following code: 00 2A BA CF 89 it will, smoothly, move the active dialogue reading to the address of $9D1BA however, when using the repoint code and using the 'end' code (01) at the end of the repointed text, it will start reading text after the original pointer; make sure to put an 01 at the end of the pointer if you're not going back to it there's a fair bit of free space you can use for text if you don't overdo it I'll inform you in advance to make some sort of marking or note for free space in the ROM that you come across/make so that you can search it out easy and use it for text or whatever else How much do I have to substract from my pointer I want to point to? I wrote some text at $400080 and want my orignal text to point at it. Do I have to substract $800000 from it? Cause doing so gives me a negative value. Its kinda confuses me. Quote Link to comment Share on other sites More sharing options...
Lamia Posted May 28, 2015 Author Share Posted May 28, 2015 (edited) as the detail says, it points to the bytes given minus $800000, so you need to add $800000 to your address that you're pointing to additionally, since your ROM probably has a header, you need to subtract $200 to the pointer since the ROM doesn't read that part so the total code for your pointer should be 00 2A 80 FE BF if I'm not mistaken also, as a side note... I don't know that the game can read past $400200 if it's not expanded Edited May 28, 2015 by Lamia Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted May 29, 2015 Share Posted May 29, 2015 also, as a side note... I don't know that the game can read past $400200 if it's not expanded I have a dialogue that is beginning before $400200 but ending after it, making the game at the end of the dialogue, even though it is expanded. Then I tried the free space at 3E20 resulting printing small 80 intinitly. Quote Link to comment Share on other sites More sharing options...
Lamia Posted May 30, 2015 Author Share Posted May 30, 2015 I have a dialogue that is beginning before $400200 but ending after it, making the game at the end of the dialogue, even though it is expanded. Then I tried the free space at 3E20 resulting printing small 80 intinitly. are you having an issue? I can't tell Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted May 30, 2015 Share Posted May 30, 2015 I should stop hacking or posting at late hours >.< I simply meant, that the crashes after the dialogue. Quote Link to comment Share on other sites More sharing options...
Lamia Posted May 30, 2015 Author Share Posted May 30, 2015 (edited) then yeah you shouldn't make the dialogue go past the game's 4MB limit unless you expand it properly, SNES handles things differently, although I haven't had much luck with that (though may just be my emulator) as for repointing to the early space in the ROM you might have done it incorrectly or it's a place where you can't Edited May 30, 2015 by Lamia Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted June 25, 2015 Share Posted June 25, 2015 (edited) Just thought I should share my research with everyone who needs it. As Lamia told me to repoint text simply use the text command 00 2A 2A: Points to text elsewhere Takes arguments XX YY ZZ, points to ZZ YY XX MINUS $800000. Remember to add/subtract $200 for the header too. And you can actually have text pointed behind $400200. Just reverse the offset of you text WITHOUT adding $800000 to it. As for Names, Classes and Items its a bit more complex. I only tested it with the free space at $3FA70 cause you need to stay within the range of $3FFFF. Also you need to know the table's offset for it. After writing your new name, class, item in the new offset, take it and subract it with the tables pointer and replace the old value with the new one. Edited June 25, 2015 by Sephie-chan Quote Link to comment Share on other sites More sharing options...
Camus The Dark Knight Posted July 13, 2015 Share Posted July 13, 2015 (edited) Holy fuck Camus is back for his once a month post! A question, I remember playing a lot of Japanese hacks where legendary weapons could be bought/sold like normal weapons, would you know how to do that? Also of note, it was interesting in the hack characters with minor holy blood could use legendary weapons, but the bonus stats were reduced by 50% Also, I figured I should contribute to this as well. I have a custom holy character editor allowing you to make more holy bosses (Or hell, standard enemies), so for example you could give a boss like Shagarl minor Hezul blood to fit with the continuity and give him higher stats then the class stats and even custom skills, you get the idea. It uses blank space in the ROM somewhere around the middle (Can't be at the end, the character pointers don't like the end for whatever reason), all you need to do is fill out the sheet and then change the character's pointer to look at the new custom holy data. Going with Shagarl again, you would just change his pointer to the new holy version instead of the old generic version. I made the module myself, but credit goes to hanhnn for telling where the pointers were. EDIT: Seems the site doesn't like 7z files. EDIT2: Here is a list I made for myself, super incomplete, but you will see the pattern isntantly and should be able to follow it fine. Pointer Character 7204 Sigurd 9804 Noish BE04 Alec E404 Arden 0A05 Finn (Young) 3005 Cuan 5605 Midel 7C05 Levin A205 Holyn C805 Azel EE05 Jamuka 1406 Claude 3A06 Beowolf 6006 Lex 8606 Dew AC06 Diadora D206 Ethlin F806 Lachesis 1E07 Aila 4407 Fury 6A07 Tiltyu 9007 Sylvia B607 Edin DC07 Bridget 0208 Celice 0E08 Shannon 3408 Rodalban 5A08 Asaello 8008 Leaf 8C08 Johan B208 Sharlow D808 Hawk FE08 Tristan 2409 Finn (Adult) 4A09 Dimna 7009 Hannibal 9609 Aless BC09 Amid E209 Oifaye 080A Daisy 2E0A Radney 540A Mana 7A0A Julia A00A Althenna AC0A Femina D20A Linda F80A Laylea 1E0B Jane 440B Johalva 6A0B Skasaher 760B Faval 820B Corple 8E0B Sety 9A0B Delmud A60B Lester B20B Arthur BE0B Patty CA0B Lakche D60B Lana E20B Fee EE0B Tinny FA0B Lyn 060C Nanna 120C Gerrald 1F0C DiMaggio 2C0C Verdane Army 390C Verdane Army 460C Verdane Army 530C Verdane Army 600C Verdane Army 6D0C Verdane Army 7A0C Kinbois 870C Verdane Army 940C Verdane Army A10C Verdane Army AE0C Verdane Army BB0C Gandolf C80C Captain D50C Verdane Army E20C Verdane Army FC0C Sandima 2A0F Shagarl (Chapter 2) 3111 Shagarl (Chapter 3) 5C12 Maios 1213 Daccar D049 0x03F9C5 Custom Holy 0 F649 0x03F9EB Custom Holy 1 1C4A 0x03FA11 Custom Holy 2 424A 0x03FA37 Custom Holy 3 684A 0x03FA5D Custom Holy 4 8E4A 0x03FA83 Custom Holy 5 B44A 0x03FAA9 Custom Holy 6 DA4A 0x03FACF Custom Holy 7 004B 0x03FAF5 Custom Holy 8 264B 0x03FB1B Custom Holy 9 4C4B 0x03FB41 Custom Holy A 724B 0x03FB64 Custom Holy B 984B 0x03FB8D Custom Holy C BE4B 0x03FBB3 Custom Holy D E44B 0x03FBD9 Custom Holy E 0A4C 0x03FBFF Custom Holy F 304C 0x03FC25 Custom Holy 10 564C 0x03FC4B Custom Holy 11 7C4C Custom Holy 12 A24C Custom Holy 13 Holy Character Editor.zip Edited July 13, 2015 by Drew Pickles Quote Link to comment Share on other sites More sharing options...
Lamia Posted July 13, 2015 Author Share Posted July 13, 2015 (edited) Holy fuck Camus is back for his once a month post! A question, I remember playing a lot of Japanese hacks where legendary weapons could be bought/sold like normal weapons, would you know how to do that? Also of note, it was interesting in the hack characters with minor holy blood could use legendary weapons, but the bonus stats were reduced by 50% Also, I figured I should contribute to this as well. I have a custom holy character editor allowing you to make more holy bosses (Or hell, standard enemies), so for example you could give a boss like Shagarl minor Hezul blood to fit with the continuity and give him higher stats then the class stats and even custom skills, you get the idea. It uses blank space in the ROM somewhere around the middle (Can't be at the end, the character pointers don't like the end for whatever reason), all you need to do is fill out the sheet and then change the character's pointer to look at the new custom holy data. Going with Shagarl again, you would just change his pointer to the new holy version instead of the old generic version. about sellable holy weapons, I kind of do that already for my own project (I use S ranks) and they might have gone with something like that, and even if they didn't the result is similar? although I have personal weapons in my project too... I'm not exactly sure really, but I'm sure there's a patch for it buried somewhere as for the minor blood half stat gain, that's a whole other can of reprogramming (which I am generally clueless about) the custom holy characters seem like a swell idea though, a good resource (even if I won't personally have a use for it probably) Edited July 13, 2015 by Lamia Quote Link to comment Share on other sites More sharing options...
Shin Posted July 13, 2015 Share Posted July 13, 2015 If you want to be able to sell Holy Weapons, all you need to do is change the byte at 4B4E7 to 00 from 16. It won't display sell value in shops, but it'll let you buy and sell them as with any other weapon. Quote Link to comment Share on other sites More sharing options...
Camus The Dark Knight Posted July 13, 2015 Share Posted July 13, 2015 (edited) about sellable holy weapons, I kind of do that already for my own project (I use S ranks) and they might have gone with something like that, and even if they didn't the result is similar? although I have personal weapons in my project too... I'm not exactly sure really, but I'm sure there's a patch for it buried somewhere as for the minor blood half stat gain, that's a whole other can of reprogramming (which I am generally clueless about) the custom holy characters seem like a swell idea though, a good resource (even if I won't personally have a use for it probably) I kind of figured, but figured I would ask anyway. If you want to be able to sell Holy Weapons, all you need to do is change the byte at 4B4E7 to 00 from 16. It won't display sell value in shops, but it'll let you buy and sell them as with any other weapon. Why thank you! EDIT: Since I have been gone forever, has anyone found where Seliph's holy blood is yet? I looked through and individually changed every "06000000" string years back with nothing so it's not coded normally. Edited July 15, 2015 by Drew Pickles Quote Link to comment Share on other sites More sharing options...
Tetragrammaton Posted July 18, 2015 Share Posted July 18, 2015 about the Celice's holy blood, the code stores in the same place for the Gen 1 -> Gen 2 calculating data code there will be code that delete Gen 1 characters, code that transfer status of young Fin to old Fin, etc... Quote Link to comment Share on other sites More sharing options...
Camus The Dark Knight Posted July 18, 2015 Share Posted July 18, 2015 I was thinking about one of the patches mentioned earlier, more specifically the sword skills being used for any weapon type. They still have problems getting passed down, anyone know anything about that? Quote Link to comment Share on other sites More sharing options...
Lamia Posted July 27, 2015 Author Share Posted July 27, 2015 (edited) I was thinking about one of the patches mentioned earlier, more specifically the sword skills being used for any weapon type. They still have problems getting passed down, anyone know anything about that? it's undoubtedly a holdover from the vanilla game, to prevent dew and holyn passing down their skills to just anyone; I doubt there's an easy fix for that, although a single byte change would be nice has it been tested that they still pass down the skills to the matching children regardless of class? Edited July 27, 2015 by Lamia Quote Link to comment Share on other sites More sharing options...
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