PKL Posted October 1, 2013 Share Posted October 1, 2013 So, let's see how I can explain this. In my hack, I used a lot of enemy IDs that aren't normally used and adjusted their base stats. I would literally copy a unit, say: 0x8E which is a Bazba Bandit ID and make another unit. For example, 0x8F which is another Bazba Bandit, but with adjusted base stats for Ch3. 0x90 is an Archer in those maps, etc. So, what's the problem? The enemy descriptions. Everything about them is functional except for their descriptions. 0x8E uses 0xAE for unit description, which is: "A member of Bazba's bandits, who roam this region." or so I thought just by looking at Nightmare. I did some more researching and found that the description that unit uses is actually 0x2AE That's "A member of Bazba's bandits, who roam this region" And 0xAE, which is what I copy pasted, is "Turn unit Window Off" in the options menu. The problem here, is that Nightmare, for some reason, has a 2 character limit (or so it seems to me) in the unit description value of character editor.nmm. So, if i want to make the new units share Bazba's bandits description, I don't seem to be able to. As I input the 0x2AE into unit description value and it instantly reverts to 0xAE due to the character limit, changing back to Turn Unit Window off. I was wondering if anyone here knows how to fix it. I kinda need help at this point. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted October 1, 2013 Share Posted October 1, 2013 I have the same problem. It's like if the game automatically considers that 0xAE as 0x2AE for the actual bandits that are in the original game, but the other character slots don't get the same treatment. Anyway you can't write 0x2AE simply because the unit description is only made by one byte. It's AE in hex, it can't be 02 AE. Let's see if someone can help us on this matter. Quote Link to comment Share on other sites More sharing options...
PKL Posted October 1, 2013 Author Share Posted October 1, 2013 I have the same problem. It's like if the game automatically considers that 0xAE as 0x2AE for the actual bandits that are in the original game, but the other character slots don't get the same treatment. Anyway you can't write 0x2AE simply because the unit description is only made by one byte. It's AE in hex, it can't be 02 AE. Let's see if someone can help us on this matter. Bolded: oh, I see. I'm hoping someone can help us too. :) Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 2, 2013 Share Posted October 2, 2013 somebody must have typo'd when making these FE8 Character Editor by SpyroDi 0x803D30 256 52 FE8 Character Editor.txt NULL Name value 0 2 NEHU NULL Description value 2 1 NEHU NULL Character Number 4 1 NEHU NULL the one labeled "description value" should have 2 2 instead of 2 1 right after it Quote Link to comment Share on other sites More sharing options...
Aleph Posted October 2, 2013 Share Posted October 2, 2013 Why has no one updated the modules yet? I've been complaining about it for years I swear, people think I bitch just for the sake of it. Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted October 3, 2013 Share Posted October 3, 2013 The worst part is, not all of the modules are in one place. You have to hunt around to get all of them, and there's no comprehensive list of what modules each game has. Quote Link to comment Share on other sites More sharing options...
Aleph Posted October 3, 2013 Share Posted October 3, 2013 I think we were actually going to use The Gray Pages wiki to rectify the issue but FE community in a nutshell. No one finishes what they start. Quote Link to comment Share on other sites More sharing options...
EdeaCreamer Posted October 3, 2013 Share Posted October 3, 2013 Ouch, baby, very ouch. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted October 3, 2013 Share Posted October 3, 2013 Thanks, Cam. Quote Link to comment Share on other sites More sharing options...
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