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BGM kill during Critical


Swain
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Hello, I am trying to get an old imported custom animation working in FE7. The animation works fine, except during the critical animations the BGM is killed. I used CT075's FEditor Animation Script Converter and took a look at the script. The C48 command is used during the critical mode and looking at the 0x85 Command Usage text file it seems that the commands 0x40 and 0x48 kills the BGM. Is there a way I can fix this without creating it again in FEditor's Class animation creator?

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you could edit the frame data of the animation

just change the command to a different command

Right, I fixed the script, but is there a way to reimport this script into my game?

Edited by Swain
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I said frame data, not script.

You edit the frame data of the current animation and re-insert it.

Sorry, but how do I do that? I don't have the original frames in .pngs so I believe I can't recreate it in FEditor.

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you would need to open the animation file in a hex editor and search for the correct 0x48 byte and change it to 0x40

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Frame Data

[5:46:57 PM] ReyRey: XX 00 00 85 is a command

[5:47:07 PM] ReyRey: XX 00 00 86 YY YY YY YY ZZ ZZ ZZ ZZ is a frame

[5:47:13 PM] ReyRey: XX being frame count

[5:47:19 PM | Edited 5:47:25 PM] ReyRey: YY and ZZ beng OAM data numbers that YOU DO NOT mess with

[5:47:34 PM] ReyRey: 00 00 00 80 is a terminator

so you should be looking for 40 00 00 85 and 48 00 00 85

Edited by Kitty of Time
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so you should be looking for 40 00 00 85 and 48 00 00 85

Thank you, I'm going to start fixing this tomorrow.

Nevermind, fixed it. Found the byte and changed it to a working sound. Thanks for the help.

Edited by Swain
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