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Fire Emblem Ultimate Tutorial.doc
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Table of Contents:

Prologue: Bare Basics

Chapter 1: Key Terminology & Abbreviations

Chapter 2: Using Nightmare Modules

Chapter 3: File Management

Chapter 4: Pointer Tables

Chapter 5: Battle Animation Editor

Chapter 6: Character Editor

Chapter 7: Class Editor

Chapter 8: Item Editor

Chapter 9: Spell Association Editor

Chapter 10: Stat Bonuses Editor

Chapter 11: Promotion Editing

Chapter 12: Map Sprite Editing in Nightmare

Chapter 13: Movement Cost Editor

Chapter 14: Terrain Stat Editor

Chapter 15: Portrait Editor Module

Chapter 16: Battle Palette Reference Editor

Chapter 17: Arena Class Editor

Chapter 18: Boss Music Editor

Chapter 19: CG Editing – Custom Cutscene Graphics

Chapter 20: Lyn’s Ending Editor

Chapter 21: Tutorial Editing/Getting Rid of the Tutorial

Chapter 22: Legendary Weapon Editing

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

Chapter 25: Music Editing with Zahlman’s Song Editor (OUTDATED)

Chapter 26: Exporting Music with GBA2MIDI

Chapter 27: Battle Background Graphics

Chapter 28: Music Array Module

Chapter 29: Sound Room Editor

Chapter 30: Chapter Unit Editing with Nightmare

Chapter 31: Death Quotes

Chapter 32: Event IDs

Chapter 33: Battle Conversations

Chapter 34: Triangle Attacks

Chapter 35-36: The Animation Modules & Repointing Tutorial

Chapter 37: Support Editing

Chapter 38: Miscellaneous Nightmare Modules

Chapter 39: Loading FEditor Adv

Chapter 40: Text Editing with FEditor Adv

Chapter 41: Portrait Formatting & Preparation

Chapter 42: Portrait Insertion with FEditor Adv

Chapter 43: Locating Palettes

Chapter 44: Editing Palettes

Chapter 45: Working with GBAGE

Chapter 46: Chapter Data Editor

Chapter 47: Map Creation

Chapter 48: Map Insertion

Chapter 49: Event Assembler Basics

Chapter 50: Events – The Layout

Chapter 51: Events – The Event Codes

Chapter 52: Event Construction

Chapter 53: Map Tile Changes

Chapter 54: Chapter Creation Finishing Touches

Chapter 55: Importing Tilesets

Chapter 56: Animation Importation

Chapter 57: Custom Battle Animations – Frames

Chapter 58: Custom Battle Animations – Scripts

Chapter 59: Custom Spell Animations

Chapter 60: Weapon Icons

Chapter 61: Map Sprites

Chapter 62: Proper Betatesting

Chapter 63: VBA’s Tools

Chapter 64: Other VBA Options

Chapter 65: Recording Videos & Sound

Chapter 66: Fixing the Desync with VirtualDubMod & Video Rendering

Chapter 67: IPS Patching

Chapter 68: UPS Patching

Chapter 69: JFP Patching

Chapter 70: XDelta Patching

Chapter 71: Nightmare Module Format

Chapter 72: Miscellaneous Information Archive

Chapter 73: Useful Links & Websites

Chapter 74: Bonus – Assembly Hacking

Final Chapter: Credits, Thanks, and the Epilogue

Prologue: Bare Basics

Before you start hacking, you need to know some basics. I’ll be as brief as I can.

Think of a ROM as a game file. It contains the data for the game in it. When you play the game and save, save files are created. They contain data about where you are in the game, what stats there are, what weapons you have, etc.

An emulator emulates—imitates—playing the game on the actual system. So instead of playing your ROM on a Gameboy Advance, you’d play it on the computer through an emulator, which acts like a Gameboy Advance, but with more features.

The system has some limits to it. There is a limit to the number of colors you can use, a limit to the # of layers, a limit to the # of tracks a song can have. This is the hardware’s limits—if you don’t want to deal with these limits, then you are better off hacking a greater system, like the Nintendo DS, or making your own game through something like RPG Maker.

That’s about it for the basics.

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