- •Downloads:
- •Update Log:
- •Table of Contents:
- •Prologue: Bare Basics
- •Chapter 1: Key Terminology & Abbreviations
- •7Zip Archive – Supposedly the best file archiver there is, but not used as much, and thus less convenient. Requires 7zip or winRar to use.
- •VisualBoyAdvance – most people’s emulator of choice, almost always referred to as “vba” for short.
- •Chapter 2: Using Nightmare Modules
- •I upload anything that I think might be useful to someone on that site. Just use the menus and search until you find it.
- •Chapter 3: File Management
- •In order to be a successful hacker you need to have a lot of good management.
- •Chapter 4: Pointer Tables
- •Chapter 5: Battle Animation Editor
- •Chapter 6: Character Editor
- •Chapter 7: Class Editor
- •Chapter 8: Item Editor
- •Item icon – obvious
- •Chapter 9: Spell Association Editor
- •Chapter 13: Movement Cost Editor
- •If the value next to a type of terrain is ‘255’ then it is uncrossable because a unit won’t have 255 movement points.
- •Chapter 16: Battle Palette Reference Editor
- •If you want to know how to actually edit battle palettes’ colors, you can find that in a later chapter that I will make.
- •Chapter 17: Arena Class Editor
- •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
- •Chapter 21: Tutorial Editing/Getting Rid of the Tutorial
- •Part 2: Downloading the Programs
- •Part 3: Preparing Your midi
- •If you still have more than 10 tracks, you should find another midi. Sorry but, there are limits in life.
- •Part 4: Applying Blazer’s Beta Music Insertion/Instrument Patch
- •Part 5: Converting Your midi
- •Part 6: Making Your midi Repeat and Transferring it to Your rom
- •If the b1 and bc are next to each other then I can almost guarantee you want to replace it, so hit “replace” and do that with every instance and once you’re finished you’re good to go.
- •Part 7: Track Pointers & Repointing
- •Part 8: Finale- Assembling Your Song & Profit
- •If you don’t have this module, you’ll have to use this outdated way of doing it. Do check to see if you have the latest Nightmare Modules in general, but otherwise… well, sorry I guess. Xp
- •Part 9: Possible Errors & Wrap-up
- •Part 10: Documentation and Stuff
- •Atrius’ Notes:
- •Charon’s Notes:
- •Part 11: The Music Hacking Run-Down (Shorter Version of Tutorial & Walls of Text)
- •Part 12: Credits & Thanks
- •Chapter 25: Music Editing with Zahlman’s Song Editor
- •If you actually do type in help and press ‘enter’ on your keyboard, it’ll give you a list of commands, and tell you some stuff. Here’s the important stuff:
- •It worked! Great! I know how to import a song!
- •Chapter 26: Exporting Music with gba2midi
- •Chapter 27: Battle Background Graphics
- •If it doesn’t, I suggest double-checking all your settings (everything should be compressed) and make sure your width is set to 30 and your height is set to 32.
- •Chapter 28: Music Array Module
- •Chapter 29: Sound Room Editing
- •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
- •It should look like this:
- •Chapter 37: Support Editing
- •Chapter 38: Miscellaneous Nightmare Modules
- •In this chapter I’m going to quickly run through what some other nightmare modules do.
- •Vendor/Armory Editors – edits the contents of vendors and armories.
- •Vulnerary Editor – edits the amount of hp restored by a vulnerary. (Default: 10)
- •Vulnerary Editor – edits the amount of hp restored by a vulnerary.
- •Chapter 40: Text Editing with fEditor Adv
- •Chapter 41: Portrait Formatting & Preparation
- •Chapter 42: Portrait Insertion with fEditor Adv
- •I wouldn’t mess with the palette editor (the colorful boxes).
- •Chapter 43: Locating Palettes
- •Chapter 44: Editing Palettes
- •I don’t exactly have a color I want to use for this title screen background, so I’m just going to show you how to get the rgb of some random color on a portrait.
- •If something didn’t work right, make sure you:
- •Chapter 45: Working with gbage
- •Chapter 46: Chapter Data Editor
- •Vision Distance is for Fog of War (fow). If it’s ‘0’, it’s assumed there is no fog of war.
- •Hold it! (Unless you aren’t hacking fe7!)
- •Chapter 47: Map Creation
- •I’m tired of writing this tutorial. Honestly. So from now on, I’m going to stop making so many wasteful comments like the one I am typing right now.
- •Chapter 48: Map Insertion
- •If you’re looking to make a totally new chapter (instead of being limited to the old game’s exact same scenes with exact same events) then read on, because I’m going to hack events next!
- •Chapter 49: Event Assembler Basics
- •I would just always add end guards since it’s not something you need to worry about too much.
- •Chapter 50: Events – The Layout
- •Including the stlb
- •Chapter 51: Events – The Event Codes
- •Items is just a list of items with a max of 4 starting items. I prefer to use the 3rd method of writing them, with the brackets and all. Each item is separated by a comma.
- •Chapter 52: Event Construction
- •VillageGate: // name of tile data group
- •Chapter 54: Chapter Creation Finishing Touches
- •Chapter 55: Importing Tilesets
- •Part 2: The First Frame
- •Part 1b: Palette Preparing
- •Part 2: Testing the Foundation to Your Animation
- •If all goes well, your guy should be standing, kinda like this.
- •Part 3: Making the Rest of Your Frames
- •Chapter 58: Custom Battle Animations – Scripts
- •I just pulled a Xeld. Had to do that at least once in this tutorial.
- •If you don’t know what a sound sounds like, just test it out with your animation and find out. Experiment with the codes if you need to.
- •Chapter 59: Custom Spell Animations
- •0X85 command count for this spell: 10
- •It’s true! It did work! It’s still very much a work in progress, as you can see, but the point is we got he test frame working. The rest just takes time, patience, and the attitude that you can do it!
- •Chapter 60: Weapon Icons
- •If you did, you are successful. Despite the odd format of the icons, you have spotted them, and that is what is most important, in my honest opinion.
- •I have this show up:
- •Chapter 61: Map Sprites
- •Chapter 62: Proper Betatesting
- •Chapter 63: vba’s Tools
- •Chapter 64: Other vba Options
- •In this chapter I’m going to detail some of vba’s semi-obscure but not totally obscure options. Knowing how to use vba will help you test your game in various ways.
- •Chapter 65: Recording Videos & Sound
- •Chapter 66: Fixing the Desync with VirtualDubMod & Video Rendering
- •Chapter 67: ips Patching & General Patching Information
- •Chapter 68: ups Patching
- •I suggest you read the ips patching tutorial (at least the beginning) if you haven’t done so as I will not be as thorough with this chapter as I was the previous.
- •In an extremely similar manner you can apply patches. Take a look.
- •Chapter 69: jfp Patching
- •Chapter 70: xDelta Patching
- •Chapter 71: Nightmare Module Format
- •It is recommended (for reasons of readability by humans) that a newline
- •Is unused ("null") for editboxes.
- •Chapter 72: Miscellaneous Information Archive
- •Chapter 73: Useful Links & Websites
- •Chapter 74: Bonus – Assembly Hacking
- •Preparations:
- •Part 1: Background Info
- •Part 2: Inserting an Assembly Hack
- •Part 2: Breaking Down Your First asm Hack
- •I digressed a lot, but back to the point:
- •Part 3: Second Example – More Codes, More Fun
- •Read other people’s doc.
- •Part 4: More Examples – “Speed-Analyzing”
- •It’s thumb. Write to offset 0. Start with label “Initial”. Push 5 registers and the last register, then start a loop counter in r2 with starting value 0x00.
- •Ifat *Conditional id* *asm routine pointer*
- •I may have mentioned this before, but finding where to hack routines is difficult. And I’m sure I mentioned that finding space for them is difficult.
- •It’s not super long, but it’s got some new things we need to learn. Let’s get started.
- •Part 5: Finding asm Routines & Basics of Using a Debugger
- •Warning: terms may not be accurate. In fact, they almost definitely aren’t accurate, as you’ve probably figured out by now.
- •I don’t know what the flags do either, but they’re there, right next to the window. That’s g.
- •I hope to hear of your achievements in the near future!
- •Final Chapter: Credits, Thanks, and the Epilogue
It worked! Great! I know how to import a song!
But, wait, this song is cool and all, but I want some new music in my hack! I want to insert a MIDI!
Well, here we go. Let’s start all over again—let’s close and re-open Zahlman’s Song Editor just to refresh ourselves.
Before we continue, we need to apply a patch. This patch supplies us with basic MIDI instruments. You can find it here- http://www.feshrine.net/hacking/patches.html
But wait, thing is, this inserts data at a place, and it may very well overwrite some of your data. This is why I suggest you don’t apply this patch unless you have an unexpanded ROM, and if your ROM is expanded, that will be a problem, so this method will not work for you (D: D: D:).
Assuming you can apply the patch (use NUPS and make sure to hit ‘Notify’ on the left so that it bypasses the fact that the patch will most likely not match your file) we now have instruments to use so we can continue.
Let’s open our hack. ‘open romname’. Bam. Now, we need to convert a MIDI. ‘help convert’ tells us we need an offset for the instrument map (my patch takes care of that) and the name of the MIDI. I am a very simple person (lol), and have called my MIDI ‘cm’ for ‘custom music’.
I will give you the offset for the instrument map (since it comes with my patch): 0x11AE42C. So we must now type ‘convert 0x11AE42C cm’. We can now save our data to a binary file and load it later, or we can just burn straight to the ROM. I’m going to do the latter.
Like before, we need to know which song to repoint. I am going to use the same song as before in FE7—song 0x5A, the main theme. I’m using this because I can test the main theme right after I load the game. I got the offset I needed already by doing 0x5A x 8 + 69D6E0 = 69D9B0. I have empty space at 0xD50000 so I will insert my song there. So I type ‘burn 0x69D9B0 0xD50000’.
Now I save my ROM (‘close sc’) and test.
I hope it works for you, because it sure did work for me. It wasn’t perfect, but I didn’t expect it to be perfect, since the program is still a work in progress, and the MIDI I used wasn’t great either.
The tutorial on how to do it is a bit long, but get the hang of it and it’s a 1-to-3 minute job. Enjoy your new song! ^_^
Chapter 26: Exporting Music with gba2midi
There’s another way to import music from other games besides Shadowofchaos’ very hard method and the ZSE (Zahlman Song Editor) method.
You can use a program called GBA2MIDI to convert a song to a MIDI and then use my Elf Method tutorial to insert that MIDI. All I will do in this chapter is quickly teach you how to export a MIDI.
First, you need your game. It has to use the Sappy engine or this won’t work. You know that if you try and load your game and it doesn’t load/the program crashes, it is most likely because your game does not use this music format. It’s unfortunate, but it happens.
Anyway, first download GBA2MIDI from my site. Extract the files and open it up. You should see the following-
First, let’s load the ROM. Hit the “…” at the top right to browse for the file and select it. Then, using the browse button right underneath it, choose a generic file that the MIDI will be exported to. No matter which song you choose, the MIDI will ALWAYS be called this. Keep this in mind. Your screen should look something like this (but perhaps with a different game).
Next, use the arrow keys next to ‘OFS:’ to choose which song to play. If you’re not sure which one to use, you can try ‘convert’ (make sure you have ‘Play at once’ checked) and listen to the song. To stop it, press the “Play/Stop” button. The same thing to play it again.
The ‘list’ and ‘help’ buttons probably won’t be too useful to you. The ‘list’ button can be used to supply your own offset for a song table to the program, but the program has its own way of locating the song table, so that shouldn’t be necessary. We already know what every other button does except for the ‘close’ button which simply closes the program.
Now for the checkboxes:
Play at once – plays the song right after conversion.
Output Instruments – outputs the instruments used in the song as WAVs in a subfolder. Useful if you wanted to import the instruments, but it’s not very easy to do something like that manually, so if you want to import instruments from another game, you’re going to need ZSE (no way to get everything in one package, huh?).
Optimize for XG – sort of alters the instruments used and stuff. Hard to explain what it changes, but you can hear the difference. It often times affects drums.
Extract sequence data – I’m not too sure what this is, actually, nor am I too curious about it.
Minimal conversion – same as above. I don’t know everything, lol.
When you convert a song it’ll output as whatever you told it to output. I suggest renaming the exported MIDI and then you can use it for whatever you want—if you’re a hacker, then that most likely means you will insert the MIDI into another game.
You’d only really use this method if ZSE was not able to export the tracks because the tracks were unsupported. Otherwise, ZSE > GBA2MIDI. That’s it for this chapter. =D
