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Chapter 33: Battle Conversations

There are two types of battle conversations: specified and unspecified. Specified means it is between two specific characters, while an unspecified battle conversation can happen when one character fights with any character.

We’ll start with the unspecified battle conversation module by Icy Toast. The character and chapter are obvious. Now depending on your version of this NMM, you may have ‘Convo Text’ and ‘Convo Bank’, or just ‘Convo Text Pointer’. Regardless of where it’s broken up into two slots or not, it’s just the text pointer that is used.

For information on trigger IDs, see the other topic. If you wanted a battle conversation to occur everytime you fight a unit, you could use 00. The default value for boss battle convos (assuming there aren’t any special properties) is 01. If you wanted an event to happen after a battle conversation, you could set it to something else and make an AFEV event happen when said event ID is triggered. You’ll learn about after events (AFEV events) in the event chapters of this tutorial.

The specified battle conversation editor works similarly, except there are 2 characters, and the event ID is not 01. It’s some other value that the game uses. Remember that event IDs for a chapter are shared between battle conversations and scenic events/the main events, so don’t have two events with the same ID. 

The ‘event data pointer’ can be used in place of a text pointer. It’s really only used when there’s special properties for a battle conversation-for example, if there is a different battle conversation for Hector’s mode and Eliwood’s mode of a chapter. It’s just a pointer to an event-you have to either edit the event in hex or make an event with the EA, specify an exact location for that event, and then put the pointer to that event in the battle conversation ‘Event Data Pointer’ slot. It’s something you most likely won’t use in your hack, so I wouldn’t worry about it too much.

That’s all there is to it. Another chapter down, w00t!

Chapter 34: Triangle Attacks

Before I go on writing a tutorial, I’m going to post some notes I have on triangle attacks.

Notes on Triangle Attack: Character Editor Nightmare Module: Ability 3, 0x20 is Triangle Attack. This is for Pegasus Knights. There is another triangle attack option, 0x40. I am almost certain this is leftover from FE6 as the armor knight triangle 'skill' is 0x40 in FE6. However, this triangle attack could probably be used for something else too. 0xC9F130 - Triangle Attack Convos Character, chapter (0x43=any), Text ID, Trigger ID (Info thanks to NL) Should be able to expand to allow more triangle attack convos, for say, alternate combinations of triangle attacks (like if there are 4 pegasus knights) or usage of the currently unused triangle attack skill (just add more convos, set the skills, and if the game already has the code there [just unused], then it should work). Triangle Attack Graphics- Start around image 495 (+ or - a few) in GBAGE 0x2E5CB8 - First Graphic Order: PegasusKnight (Lance) FalcoKnight (Lance) FalcoKnight (Sword) PegasusKnight (Lance) (2nd sheet) FalcoKnight (Lance) (2nd sheet) FalcoKnight (Sword) (2nd sheet) ArmorKnight (Standing) General (Spear) (Standing) General (Axe) (Standing) General (Handaxe) (Standing) ArmorKnight (Attack Motion) General (Spear) (Attack Motion) General (Axe) (Attack Motion) General (Handaxe) (Attack Motion) Pointer to ArmorKnight graphics at 0x6AAC8 in ASM This means that they are probably already coded into the game and leftover from FE6, but simply unused (most likely since there aren't 3 armor knights to do it with). This also means that it's likely that one can use the Armor Knight triangle if they just set it up. Data continues right after the final graphics (i.e. there is more graphics right after the General handaxe graphics) meaning miscellaneous data (animation and whatever else) is probably both before and in the first megabyte's span of data. 0x2E58BC - compressed data right before graphics. Slight resemblance to TSA at first but then diverts from this and shows signs of graphical data (0xF0 0x01, which is in essence blank graphics). Idk if it has to do with anything. In any case the only way to tell how this works and what is relevant or not is through ASM. One could edit the existing graphics, triangle convos, who has the skills, and test the usage of the unused [once used as FE6's armor knight] triangle attack. For palettes, I believe that the palette of the surrounding characters is used... that is, use the battle reference module to get the palette of the Pegasus Knight sisters. I tested this and it loads fine and looks great. Farina's Palette- 0xFDA00C Fiora's Palette- 0xFDA07C Florina's Palette- 0xFDA0EC

Alright. Now that that is off my back, I can tell you how to make use of this information.

To start, there’s a module called the Triangle Attack Convo Editor or something like it. At least, there is such a module for Fire Emblem 7. I’d like you to open that up in Nightmare.

The character, chapter, and convo value/text pointer work as they always have. If you don’t know how these work, I suggest learning about death quotes and battle conversations first.

The ‘trigger ID’ also works as it usually does. There’s a whole chapter on these, so I won’t explain this either. Which means we’re almost done here.

By default there’s only room for 3 conversations. But what if you want more than 3 conversations? There could be many reasons for wanting more conversations—if there’s another Pegasus Knight, if there’s a special conversation for a chapter, or something else. Well, to do this, you have to expand the table. To expand it, you have to first move the data to empty space and then repoint it. The details? I’ll cover them in a later chapter.

Now, how does the game know which characters have the triangle attack ‘ability’? The keyword is ‘ability’. It’s in the character abilities. Load up Fiora in the character module and scroll down all the way to ‘character ability 3’. You should see 0x20 – Triangle Attack. Bam. There’s also another set of triangle attacks with the value 0x40. I think this was originally the armor knight triangle attack, but when I tested it out myself with 3 FalcoKnights, it showed FalcoKnights, not Armor Knights, so maybe the game checks to see if there are 3 armor knights first. I really don’t know, but the alternate triangle attack is there and ready to use.

As for palettes, the palettes of the FalcoKnights that cut-in are from the other characters palettes… err, that means that as long as the palettes of whoever is in the Triangle Attack are working palettes, they should work/look fine during a triangle attack.

If you’re really into graphic editing, you could try fiddling with the jumbled graphics that I noted in my notes (I gave offsets and some other information). However, it’s not very easy, nor is there a lot of freedom with it, so I wouldn’t exactly suggest it.

With this, have fun editing triangle attack conversations, making your own triangle attacks, etc.!

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