- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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 32: Event iDs
Well, my order is a bit messed up. Maybe I should be teaching things like how to edit text and portraits before going onto teaching event IDs. Maybe I should. Oh well.
Before you read this part of the tutorial, please read the previous chapter on death quotes because it contains information on Trigger IDs, AKA Event IDs.
^With that out of the way… event IDs come from various places. One place is scenic events-there are event IDs there that have many purposes. When we get to events, you’ll start seeing spots to put event IDs ALL over. There’s even codes that can trigger them on and off ‘manually’.
One thing is that the event IDs are shared-meaning you shouldn’t use the same one in a chapter, unless it’s 0x00. If an event has an event ID of 0x00, it can happen infinitely (unless something ELSE is stopping it from happening-like if you visit a village and the village gate is closed, you can’t visit the village, regardless of whether the event ID is 0x00 or not). Thus events with 0x00 are like ‘generic events’ and don’t have any special properties to them.
Event 0x01 is for something—I think boss battle quotes. Event 0x02 is for death quotes, I believe. Event 0x03 is for the seize event. Event 0x65 is the ‘game over event’-if this is triggered, the game will go the game over screen. I would say almost anything after event 0x65 is a ‘perma-event’, meaning that the event ID remains in use after every chapter. Earlier event IDs, like 0x01-0x64, are not permanent. After the chapter is done, they get reset to not being triggered.
Actually, I have a confession. I’m not sure which events are permaevents and which are not-I only have a VERY vague idea. It shouldn’t be a problem though, hopefully. Oh well. :\
So, back to where event IDs come from:
Scenic events
Location events (villages, seize)
Death quotes
Battle quotes
Triangle attack battle quotes (yes, even this)
Events in general
These are all shared. Meaning if say, event 0x14 is triggered because of a battle quote, and an event with ID 0x14 is supposed to happen in a scenic event, it won’t happen, because event 0x14 was already triggered (and the game is trying to avoid having the same event happen twice). Thus you have to manage which events you use and how you manipulate them.
With this background, you’re ready to step into events! Unfortunately, events are chapters ahead of us. D=
Also, here is a list of known event ID’s (event ID’s known to be reserved for something), straight from the Event Assembler.
--------------
//Event ID's with special meanings
#ifdef _FE6_
#define NoID 0
#define BossQuoteID 1
#define BossDeathQuoteID 2
#define SiezeID 3
#define GameOverID 0x65
#define CathConvo1 0x67
#define CathConvo2 0x68
#define CathConvo3 0x69
#define IliaSacaeRouteID 0x6B
#define CathRecruited 0x70
#endif
#ifdef _FE7_
#define NoID 0
#define BossQuoteID 1
#define BossDeathQuoteID 2
#define SiezeID 3
#define UseSecondaryMusicID 4
#define GameOverID 0x65
/*
66
67
68
69
*/
#define Ch13xBeatID 0x6A
#define Ch17xBeatID 0x6B
#define Ch19xBeatID 0x6C
#define Ch23xBeatID 0x6D
#define Ch28xBeatID 0x6E
/*
6F 31x/32x beat?
*/
#define LloydOrLinusID 0x70
#define DorcasDeadID 0x71
#define WilDeadID 0x72
#define LuciusDeadID 0x73
#define SerraDeadID 0x74
#define ErkDeadID 0x75
#define KentVisited 0x76
#define SainDeadID 0x77
#define RathDeadID 0x78
#define FlorinaDeadID 0x79
#define MatthewDeadID 0x7A
#define NilsDeadID 0x7B
#define WallaceDeadID 0x7C
#define PentDeadID 0x7D
/*
7E
7F
*/
#define AthosDeadID 0x80
#define HawkeyeDeadID 0x81
#define JaffarDeadID 0x82
#define LynModePassedID 0x83
/*
84
85
*/
#define Ch19xxBeatID 0x86
#define PentHeavenSealReceivedID 0x87
#define DartDeadID 0x88
#define VaidaDeadID 0x89
#define PentXLouiseC 0x8A
#define PentXLouiseB 0x8B
#define FioraTriAttackConvoID 0x8C
#define FarinaTriAttackConvoID 0x8D
#define FlorinaTriAttackConvoID 0x8E
/*
8F
90 Other triangle attack IDs?
91
*/
#define OswinDeadID 0x92
#define KarelDeadID 0x93
#define NinoDeadID 0x94
#define BartreDeadID 0x95
#define KarlaDeadID 0x96
#define AnnaVisited 0x97
/*
98
99
*/
#define HeavenSealPentID 0x9A
#define MerlinusJoined 0x9B
/*
9C
*/
#define SomeoneSemiImportantDiedID 0x9D //Only in internal use
#endif
#ifdef _FE8_
#define NoID 0
#define BossQuoteID 1
#define BossDeathQuoteID 2
#define SiezeID 3
#define DefeatAllID 6
#define GameOverID 0x65
#endif
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