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Is this how to make a custom class?


RennacIsUnderrated
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Just wanted to run through this so I didn't mess up anything and botch my rom. So I found an awesome cloud animation and a cloud map sprite and portrait and I want to insert them into fe7 making an all new cloud character without removing or replacing anything thats already in the game.

So if I'm not mistaken this is how you would do it? You would take the animation and insert it in feditor, after that you go into HxD and find a pointer that isnt being used and has "blank" code and insert the code for the animation into that unused pointer. Then go into nightmare and make a custom class and a custom character. Then assign the pointer that you filled with the new animation into the new class for it's animation and then assign the new class to your new custom character. Anything seem wrong here?

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Honestly, the only way to get good a hacking is to try things and see what happens. Try It. If it dousn't work, then try looking for tutorials. if oyu can'y find any, then ask.

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Honestly, the only way to get good a hacking is to try things and see what happens. Try It. If it dousn't work, then try looking for tutorials. if oyu can'y find any, then ask.

lol I did, in fact, try xD After inserting an animation over another it didnt show up in game and just gave a color glitch to the applied unit and kept the old animation. I tried to tinker around in Feditor and find the problem but it would no longer display anything other than the portrait editor, I've read the majority of the tutorials out there but I still cant seem to find what I'm doing wrong, so I decided to post my method on here and see if someone could pick it apart and find the issue I'm running into. I just got finished giving it a couple more tries though and I was successful 3 or 4 times but not the last.

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So if I'm not mistaken this is how you would do it? You would take the animation and insert it in feditor, after that you go into HxD and find a pointer that isnt being used and has "blank" code and insert the code for the animation into that unused pointer. Then go into nightmare and make a custom class and a custom character. Then assign the pointer that you filled with the new animation into the new class for it's animation and then assign the new class to your new custom character. Anything seem wrong here?

I'm not even sure wtf you're talking about. If you don't want to replace a class, you have to repoint the table to allow for more entries

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I'm not even sure wtf you're talking about. If you don't want to replace a class, you have to repoint the table to allow for more entries

That's what I'm referring to here. You insert the animation and then assign the animation to a new class that uses free space on the fe7 rom and go to nightmare and set up a custom class that repoints to your new animation for said custom class.

Edited by RennacIsUnderrated
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