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Fire Emblem Ultimate Tutorial.doc
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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.

Once that’s done, it’s time to insert your formatted graphic. Hit “Import a bitmap” in the Image Control window. Time to put up some write options.

Hit “browse” to locate the formatted graphic you want to insert. Make sure that it A) has a transparent pixel at the very top-left, B) is 240x168, C) is 16 colors (use Usenti’s palette->requantize option to do that very quickly if you haven’t already—if the image has too many colors to start with, after you make it 16 colors it won’t look good, see the CG tutorial for more info on this). Next to “Graphics offset” put in an offset to insert the graphics at (duh). Make sure there is plenty of freespace and always write down your offsets.

Do the same thing for the palette-although you CAN just insert over the old palette, it doesn’t hurt to repoint stuff anyway, and there’s less room for error if you repoint data to freespace. Check all the boxes like I have.

Note how my palette is exactly 0x100 bytes BEFORE my graphics. So I left some space in between, even though my palette should only take up about 0x20 (32) bytes. (Each color is 2 bytes, and since the image is 16 colors, 16x2=32 bytes, which is 0x20 in hex. However there’s compression and stuff so it doesn’t actually take that many bytes…) If you want to be REAL safe, you can leave 0x200 bytes between the graphics and palette, because palette data should never taken up more than 0x200 bytes.

Anyway, hit “OK” and then hit “OK” to anything else. It should insert and look real weird because we haven’t loaded our TSA yet. Load your TSA (mine is at 0x1376100-I remember because I wrote down my offset :P) so I will do that.

I’m going to save my changes so far (File->Save) and then see how my image looks so far:

Looks exactly like I thought it would look. No complaints from me!

Now the final step-repointing. Reload Nightmare and the Battle BG editor (remember that we close programs after we move to another program to avoid overlapping changes and causing confuzltion) and go to whatever background you just inserted over. In my very case, the desert background (even though I inserted mountains…). The graphics and palette should already be repointed thanks to GBAGE, so we just have to type in the TSA. Again, mine is at 0x1376100, so I type 0x9376100.

Enter/ctrl+s to save nightmare, exit out, test in VBA… and it should work. Wooh! Now that we know how to do this, it should get a lot quicker (like most things). Let’s keep it up =D.

Chapter 28: Music Array Module

The Music/Song Table/Array module helps 1) repoint music and 2) control the purpose of the music.

If you open up said module with Nightmare, you’ll see a list of songs. Said list of songs gets cut-off after a while because the Music List you commonly see skips some of the entries. Thus my solution was to simply leave them unlabeled (unless somebody else wants to go back and label them).

Anyway, aside from being able to repoint the song data with this module, you can change the priority. For most songs used in cutscenes, during battle, etc. it’s the highest one (0x00). For map music, you want to set it to 0x01000100 (the 2nd option) because otherwise the song will stop playing after a battle. What’ll happen is it’ll play to start, but after you go into an animated battle, it’ll stop playing, and it won’t start playing again unless you reset the music in the game’s options, suspend/resume, or wait until the next turn.

That’s all there is to it, really.

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