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It’s a bit of work, but making cGs is quite rewarding, and it’s easier than some stuff, that’s for sure! Good luck with your cg making!

Chapter 20: Lyn’s Ending Editor

This module changes what text is used in the Lyn’s ending module as well as what character’s data is used. You see, the ending shows a record of battles fought, won, and lost, and it gets that from the character #. Depending on whether the character “died” (got injured) or not, there are two different text.

Actually, there’s an error in the current Lyn’s Ending Editor (if you do not see this error in your version, don’t worry about it). It says that there is an Injured Text for the Tactician, but from my foggy memory, I think the latter text is actually for the female tactician, while the former text is for the Male tactician. The game knows the male/female thing based off of what you chose when you started the game and stuff.

The “Lyn Hilltop” text is just some text near the end that has a CG of Lyn on a hilltop. For simplicity’s sake I made the whole module one entry.

There’s one more thing I want to say about this. When editing the text, there is a trick to it—after each line on the text, you have to add a bunch of spaces. For whatever reason, this is how the game knows to make a new line, and if you don’t add a bunch of spaces, the text glitches.

So your ending should look something like this, except you don’t need the words ‘space’ and you won’t SEE the spaces, but the game will know they are there.

Gravyman, Saucy Boy (spaces)

(invisible linebreaks)

He served gravy to people (space space space space space space)

in all the kitchens of the (spaces)

world, disgusting people with (spaces)

his inferior cuisine. (spaces)

I don’t know exactly how many spaces you need after each line so I would just add as many as necessary, really. Experiment, play around, and work it out.

One more chapter, down!

Chapter 21: Tutorial Editing/Getting Rid of the Tutorial

This is a frequently touched upon subject. I want to make this quick.

To get rid of the very basic tutorial events, you can A) use the Tutorial Editor nightmare module B) use the Event Assembler or C) use some patch somewhere.

Method A:

Load the tutorial editor module for FE7. Repoint each pointer to an empty space of 4 00s. If you don’t know of a space, you can type in 0x80000B4 because at that very offset are 4 kinda-random-but-probably-important-for-something 00s.

Just do that for every pointer and bam.

Method B:

At the very top of events, before even the #include stuff, put DISABLE_TUTORIALS and the Event Assembler should disable the tutorials when you insert your events.

Method C:

I don’t know where this patch is but it does the same thing as the stuff above. It’s just a patch way. There is a ‘Tutorial Killer Patch’ I made but it gets rid of complex tutorial events as well. However, it is reported as glitchy, but I have given up on trying to fix it after such a long time.

Chapter 22: Legendary Weapon Editing

FE7:

There is a nightmare module thanks to Xeld that can edit which weapons have the special stuff that goes with the legendary weapons Armads, Durandal, Forblaze, and Aureola. It’s very simplistic.

However, if you want to add more weapons to this list, you have to do some different stuff (you can’t just expand it like normal). See this topic for more information-- http://forums.feshrine.net/index.php?showtopic=3285

Chapter 23-24: Music Insertion Tutorial (ELF Method) & Documentation

This is a copy/paste from my music hacking tutorial I released. It tells how to insert music using the “Elf Method” (tr.exe, a hex editor, Nightmare, and a few other things). It also tells how to make a song loop and includes documentation.

This tutorial does NOT cover how to rip music from other games and import them, however.

This tutorial, created by me, Blazer, will guide you step-by-step on how to take a MIDI and insert it into either Fire Emblem 6 or Fire Emblem 7. I have not made an instrument patch for Fire Emblem 8 so you’ll have to either find some other way to hack music or bribe me into making one for FE8. :P

Tools Needed:

Required:

Music List.txt

Your MIDI, i.e. a song file ending in .mid

Midi2AGB/Midi2GBA*

Anvil Studio (or another good MIDI editing program, although Anvil is preferable)

HxD (or another good Hex Editing program)

A Fire Emblem ROM (or another GBA ROM—this tutorial is direct towards Fire Emblem hacking, however)

Blazer’s Instrument Patch (found in tutorial)

NUPS

Optionals:

Sappy 1.6

Sappy 2005

*(Same programs, I’ve seen them under both names, I will reference it as Midi2GBA)

YOU CAN FIND MOST PROGRAMS AT HTTP://WWW.FESHRINE.NET/

Part 1: Background Information

Before trying to insert custom music into Fire Emblem or any other GBA game, you should:

  • Know how to manipulate a hex editor and its basic commands (go to, find, opening, saving, copying, pasting, and editing)

  • Know how to make patches as well as apply patches

  • Use Visual Boy Advance to play ROMs, savestate test, etc.

  • Know how to back-up ROMs. Backing up is very important. I will not constantly warn you to back up your ROM, but I will on occasion—it’s up to you to do it.

Terms: (note: some definitions may have been simplified or otherwise defined as something else for the sake of making it easier to understand, please don’t talk to me about technicality terms, I’m a casual hacker and I don’t care for 100% accurate definitions.)

MIDI- a song file that contains all the tracks of a song.

Track- one part to a song, a track contains all the info about what a certain instrument should play. Each track has one instrument and the track has all the notes for it.

Instrument- Digital instruments, an instrument is a sound or set of sounds to play. Acoustic Grand is a type of instrument. The track would tell what sounds of the instrument to play, when, for how long, etc.

General Hex Editing Terms- This includes—offset, hex, byte, word, pointer, little-endian, header, etc.

Pitch- How high or low a sound is.

Octave- What set of pitches to use. A lower octave has lower, deeper sounds, while a higher octave will produce higher pitched sounds.

Volume- The loudness, in this case, the loudness of a track or song.

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