- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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
Chapter 29: Sound Room Editing
There is a nightmare module that can edit the songs in the sound room. Open that up in Nightmare and we’ll get started.
This is going to be a very quick chapter. The song is which song plays in that entry. The song length is for when you use random mode and there is a sort of music player. It has a time limit of sorts to play the song, and it needs to know how long the song is. As mentioned, 0x3B is about 1 second. 0x3B = 59 in decimal. What we have to do is take how many seconds our song is (let’s say it’s 74 seconds) and multiply it by 59. 74x59 = 4,366. In hex that is 110E (hint: I’m not a genius, I just use a calc by Microsoft). If I’m right about how this works, then that’s what you put for the time.
The ASM pointer is something used for the songs toward the end—possibly something to do with unlocking the songs without actually listening to them (IIRC they require some Mario bonus disk thing). It’s nothing to worry about.
The text pointer is just the index for the text. You can edit the song name in FEditor Adv by just typing in said text ID/pointer/index/whatever you want to call it.
Chapter done!
Chapter 30: Chapter Unit Editing with Nightmare
There are two main ways to edit units. The first way is to use Nightmare. The second is using the Event Assembler. The latter is mainly for people who want to use custom events or want to add more units. I’m going to cover the first way here in this chapter.
To start, in unit data, you will find some empty slots. Don’t edit these—they are separators. The point of them is to separate different groups of units. Allies and enemies of normal/hard mode are separated, as are “event units”—units that only appear in events (NPCs and the like)—and reinforcement units (units that show up mid-chapter as opposed to the beginning).
The character and class are obvious. The character’s leader just specifies who is the boss/leader of that allegiance of units. Not really important.
The starting level is kinda obvious too. Note that there are two options for each level/allegiance though—the 2nd one is the autolevel feature which adds stats based off of ‘automatic level-ups’. It’s mainly used for enemies so that a level 1 enemy doesn’t have the same stats as a level 10 enemy, even if they use the same character data.
The loading coordinates is where they start on the map. They will then move to the starting X-coordinates. Sometimes this can just be the same, other times (during cutscenes) you may want to actually have them move to wherever they are gonna be stationed. Note that coordinates start from the top left (0,0) and X is to the right while Y is to the left. If you are using a custom map, it is sometimes useful to use Mappy to figure out which tile is what co-ordinate.
There are only 4 spots for items, unfortunately. It’s kinda obvious what to do here as well.
AI is sort of tricky, if only a little. AI stands for ‘Artificial Intelligence’ IIRC. There are 3 main AIs I use. 00000000 – default attack anything. 00030900 – attack anything within range. 03030920 – attack only if a unit can be attacked without moving. The first is for main enemies, the second is for guarding enemies, and the third is for bosses who guard a gate or throne or something. There are also dropdown lists that have some other options though, so you’re free to play around with those things.
Notes on How the Game Loads Units:
Once a unit is marked as an ally and you play as them for a chapter, their data is in the save data, so all you need to do to is load their character with their character #. Everything else is insignificant (allies don’t use AI). However, if that unit is killed, that’s a different thing—you have to reload their data again, from ‘scratch’.
Battle preps work similarly, however, if a unit is killed OR their allegiance is changed, they will no longer be considered an ally and will not show up in battle preps. How many units are allowed in battle preps is dependent on how many characters you add. It doesn’t matter which characters you add or where you add them because the player gets to choose which characters he/she wants to use in the battle as well as reposition them. However, if you put in 10 character slots, that means the player can only choose 10 characters, and the characters can only be at the spots that you designated with the starting co-ordinates.
Also, units will NOT show up in battle preps unless they joined the chapter BEFORE. That means you can’t just add a new unit to the unit data and expect them to show up in the battle preps. They have to A) be secretly loaded the chapter before at the end cutscene, so the game recognizes they are a part of the ally team, or B) loaded separately from the battle preps through events. This is important-just adding a new unit to the unit data when battle preps is on doesn’t do anything. As said, if battle preps are off, that’s different.
Chapter unit editing in Nightmare can get tedious and may sometimes be limiting or confusing, but that’s Nightmare and hacking in general for you. If you don’t like it, learn how to use the Event Assembler! :P
