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Fire Emblem Ultimate Tutorial.doc
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It should look like this:

We’re going to A) rename the module to remind us that it is repointed, B) change the offset from 0xC999C0 to 0xD70500/your equivalent offset, and C) change the # of entries from 127 to however many entries you want (I suggest 150 because you probably won’t need anymore than that many, and if you do, good luck on actually making over 23 custom weapons and items). Here’s my changes to show you what I did (you should be able to figure out what to change based off of my image and what I said).

Save it and you’re ALMOST done, I’m serious this time. Now you just have to open up your new module and you’re ready to start editing. You’ve learned how to repoint and expand data, as well as customize your own Nightmare Module for it! Congrats!

Unfortunately, this chapter is not yet done. FE7 has one more animation module. A “custom item animation list” one. The module is just an outdated version of the Spell Association editor that was made to be at 0x9000000 instead of 0xC999C0. In other words, like the Item Animation Reference Pointer module, you probably won’t make use of it anymore. (Still, you have to admit Pukachi was nice to make all these nightmare modules to help us out with our hacking. After all, she started most of the thing, some years ago… before that, only a few people did FE hacking… myself not included… )

Chapter 37: Support Editing

This is a tedious job, especially for a sole hacker to do, but sometimes it is worth it. Personally the Fire Emblem games that had legitimate supports (where the characters actually had personality and background) were some of the best.

Anyway, if you have outdated modules, you may have ‘Custom Support Pointer Editor’ and ‘Support Pointer Editor’ modules. The former is used for expansion but it’s limiting, and thus trash.

We’ll start with the Support Bonus Editor. It lists the affinity and the bonuses that said affinity gives. Attack and defense bonuses are stats while the others are percentage boosts.

The support compatibility editor is a list of what supports a character has. A character can have a max of 7 supports, and to my knowledge, can have no more than 4 “active” supports at a time (supports that actually have reached at least level C and can be seen on the menu).

The initial support count is the count towards getting the next level of supports. Some general values for supports are:

  • 100 for C level

  • 180 for B level

  • 241 for A level

These aren’t exact/for sure. They are just general ranged if you want a set support. Otherwise, you can have it set at 0, or something higher. Two characters that already have some relationship with each other (like Eliwood and Hector) are more likely to support realistically, and thus have a higher initial support count.

The support gain per turn is how much the support level grows for every turn they are next to each other. A higher the number the quicker it grows (although you don’t see the effect of a support relationship growing until you have the next level’s support conversation).

To make use of these entries, there is a pointer in the character editor called the “Supports Data Pointer”. It points to a specific slot as opposed to a reference byte like 0x00 for Eliwood or 0x0A for Oswin. This actually makes it somewhat easier to make use of. :\

By the way, each entry is 0x18 bytes IIRC, meaning pointers will be 0x18 bytes apart. This information may or may not be useful to you.

The Support Convo Availability Editor just specifies which conversation values (text pointers) there are for the C, B, and A level support conversations between two characters. By now you should know enough about hacking that I don’t have to explain anything here.

Everything in the Endings Editor should be obvious so I’m not going to even cover that. Thus, we’re done with learning about supports and endings!

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