- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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 40: Text Editing with fEditor Adv
The reason why this chapter is called ‘Text Editing with FEditor Adv’ and not just ‘Text Editing’ is because there ARE other ways to edit text, but they are kind of inferior and obsolete. So much so that I am not even going to cover it in this tutorial, because there is no point in teaching old methods if the old methods are inferior in almost all ways.
Anyway, open up FEditor Adv. The first thing I see is a Memory and Free Space Manager that I have no idea how to use. Sounds pretty bad, right? Well, I’ve gotten along without it just fine… That’s probably the only major thing you won’t find in this tutorial, unless someone else submits a chapter on how to work it.
Go to Tools-> Text Editor. Bam, text editor loaded. It should look like this:
It starts at text entry 1. It goes as far as text entry 133D. The input index is what text entry is being loaded at the moment. The max index is as far as it goes-you can change it if you want to, but you shouldn’t have to change it unless your game is like 40 chapters long and text-heavy.
The find and replace boxes should be simple. You can find some text in the script or you can find AND replace some text in the scrip. Just type in the text and hit “find”, and hit “find next” to find every other occurrence after that (find previous obviously just goes back an instance). It works like a hex editor, except it’s a tex-t editor. “Replace all” replaces all occurrences of something.
I don’t know what the “Use Reg ex?” does. It’s probably not too important.
Now, actually editing text is easy. There are some control codes you should know and stuff but mainly it’s just loading portraits, typing text, and pauses. I’ll get into the details later, but when you make changes to text, you have to hit ‘apply’-you have to do this after EVERY ENTRY, not after you’re all done with text. Wait to press it, you’ll regret it. :P
The ‘revert’ button just undoes applying something. I think. The ‘dump…’ button dumps the script to a text file (and it asks you where to save it/what to call it). The insert is the opposite, it lets you insert a dump script. The idea is that you dump a script, edit it, and then re-insert it. And when you’re done with the text editor, you press ‘Quit’.
Now, about actually making text. You have to load portraits, and to do that, you use the following code:
[LoadFace][0xPP][0xVV]
0xPP is the portrait value. You can find a portrait list in the folder with the character and class editor modules, and probably some other folders too. 0xVV is almost always 0x01, except for when you’re in a village, house, or other type of scene. To have a portrait be the portrait of the current character in use, use [0xFF][0xFF]. So in a village you’d just use that and whatever character is used to visit the village will show up with their portrait.
However, there’s one more aspect to loading Portraits. Positioning. There are various positions. You just put the positions right before the [LoadFace].
[OpenFarLeft]
[OpenMidLeft]
[OpenLeft]
[OpenRight]
[OpenMidRight]
[OpenFarRight]
[OpenFarFarLeft]
[OpenFarFarRight]
To move a portrait from one position to another, just change the ‘Open’ to ‘Move. So to move to the Far Right, you’d do [MoveFarRight]. However, note that when a portrait moves, the way they are facing does not change, so you have to clear a portrait and then reload it to change position. To clear a portrait, use the code [ClearFace]. [ClearFace] is also commonly used in special battle conversations; after every line one character says, their portrait is cleared, because during a battle there is only room for one person to be talking (lol).
When typing your text, you can’t just type straight through. After about a max of 30-35 text characters (it depends on how big the characters are), you should make a new line.
01234567890123456789012345
About that long. That’s actually only 26 numbers, but trust me here. However, sometimes if you do this you’ll have one line that has reached its max length and another line that only has one word. It looks odd, and so I suggest evening out the length when ‘formatting’ text.
Text text text text text text text
text.
Should become
Text text text text
text text text text.
It’s better for reading and professionality. Another thing that helps a lot with reading is pauses where you have to press the “A” button to continue the text. To make one of these “blue-arrow pauses” (a blue arrow appears in the corner when it happens), use [A]. This is best used every two lines, but once in a while you may make it 3 lines. The original game sometimes has pauses in the middle of sentences, which is kind of odd and unprofessional, but it means that if you don’t care so much, use [A] every two lines and whoever plays your game shouldn’t miss any text.
[.] is a very quick pause. Sometimes you’ll see it randomly but it’s not random—just don’t worry about it. […..] is a slightly longer pause. [ToggleSmile] makes a character smile, [ToggleMouthMove] makes their mouth stop moving (used for ellipses), [Yes] asks a Yes/No question with “Yes” selected to start (No does the same but with “No” to start), [CloseEyes], [OpenEyes], and [HalfEyes] are obvious, and for all the other interesting codes, just look in FEditor Adv’s ‘doc’ folder-there is a folder called “Text Control Codes” with codes to use. (Note that the ‘NL’ code is redundant as FEditor Adv automatically converts the invisible linebreaks into codes for the game to interpret).
Remember all those “text pointers” and “convo values” we’ve seen in Nightmare Modules and the such? Just type in the values there into the “Input Index” to go right to that text. By the way, Lyn’s mode text starts at index 813.
With all that knowledge you’re on your way to making an awesome script. Just make sure to apply after every change to an entry, and save often just in case. Also, experimenting is the best way to learn!
