- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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 42: Portrait Insertion with fEditor Adv
This will be quick and painless, assuming you’ve done everything right so far.
Open up FEditor Adv. Go to Tools-> Portrait Editor.
At the top we see the formatted portrait with its frames. In this case, it’s the ‘dummy’ portrait. Below that we see what it actually looks like. The input index is which portrait you are viewing. You can type in a value from a portrait list to go right to a portrait—for example, the portrait says Lyn’s default portrait is 0x16, so we type in 16 and go to hers.
The ‘max index’ is just how many portrait slots there are.
‘Eyes always closed’ makes it so that the portrait’s eyes start off as closed. You can have this same effect by just using the closed eye frames for the open eye frames, too, if you wanted.
I wouldn’t mess with the palette editor (the colorful boxes).
‘Load from File…’ loads a portrait (I think only BMPs and PNGs work). ‘Revert’ will undo a portrait load. ‘Save’ saves it. ‘Save to file…’ saves a portrait to a file. However, when you save it, you have to add the extension yourself (so to save Lyn’s portrait as a png, type “Lyn.png” or something). ‘Quit’ is kinda obvious…
What we’re going to do is hit “Load from File” to load your formatted 128x112 16-color portrait with proper formatting and saved as a PNG. (Tip: make sure it’s everything I just said, and if your insertion doesn’t work, go back and make sure it’s everything I said again.) If it’s done right, it should show up in place of the current portrait.
Hit “save” to save. Then hit “quit” to exit out of the portrait editor.
Now go File-> Save to save your ROM per usual. Portraits almost never cause a game-breaking crash so I wouldn’t worry about backing up before portrait insertion (as opposed to bigger less foolproof stuff like animation insertion, graphic insertion, or event insertion).
Test it out in VBA and hopefully it looks nice! Enjoy your new portrait! ^_^
Chapter 43: Locating Palettes
Wow, we’re already on chapter 43. I’ve only been working on this for a couple of days...
Well, it’s about time we learn how to find palettes. First of all, re-read the definition in like, the first chapter. Once that’s done, open up your hex editor of choice, mine being HxD, and open up VBA.
Play the game until the palette who you want to find in your hex editor shows up. I’m going to be really simplistic and edit the title screen palette of FE7.
Alright. We’re going to look for the bluish/purplish background’s palette. Go to Tools-> Palette Viewer in VBA.
The palette we want to edit is the one at the bottom left. Palettes are in rows, so it is the bottom row in the “Background” area of palettes. By clicking on a color, we can see it’s Address (where it is in the RAM—RAM is memory, a temporary place for storing data), it’s RGB (Red, Green, and Blue values used to make a color), and value in hex.
The RGB values are on a 0-31 scale. Normally people use a 0-255 scale, but the GBA is sort of limited. That being said, just multiple each value by 8 to get the RGB in “standard terms”. So for the color I have selected in the image above (a transparent green color), I multiply the RGB (16, 20, 16) by 8 to get (128,160,128). Keep this in mind for later.
The value is the hex value of the color. The game uses little endian, so if we want to know its value, we have to reverse the order of the bytes first. So 0x4290 becomes 9042. That’s only one color though, and we can’t find a palette by just one color. So get 3 more colors, so we have the first 4 colors used.
9042 987F 567F 147F
Sometimes doing more than the first 4 colors can be dangerous because of compressed palettes. Compression makes it so that you can’t just search all the colors in a row, because there are other bytes (usually 00s) in between.
Now use a find command (typically ctrl+F) in your hex editor and search for those bytes. (Tip: starting a search from offset ‘0’ is the best because it searches the whole ROM. If you start a search at some random offset, you can often times only search either forward and backward, and will have to do multiple searches, and waste time.)
With that ready, do a search. My hex editor automatically takes me to where it finds those bytes.
This palette is uncompressed. How do I know? Here are some easy tricks to recognize LZ77 compression. Of course, when you don’t recognize it, that means that it’s not there.
Recognizing LZ77 Compression
1) Standard LZ77 compression starts with a ‘10’.
2) After that it has two bytes saying the size of the data. You’ll see common sizes and recognize them quickly through experience.
3) A ‘00’ byte every 4 bytes. (This does not hold true all the time, but usually at the beginning of LZ77 compressed data, you’ll see this pattern.)
That’s all I have, actually, but if #1 and 2 don’t tell you almost instantly, then #3 won’t be too useful either (but it’s a good check to make sure).
Anyway, this makes it easy on us. We’ve now located the palette, and even if it were compressed, we still could have located it because we used a safe method.
One last thing. Sometimes there are multiple instances of a palette. Use a “find next” feature (or just do ctrl+f again from where you are) and you may find another instance of the same palette. There’s only two ways to know which palette is which if the whole palette is the exact same. You can A) just edit both and see what does what or B) debug. The latter is probably not within your skills, especially if you’re reading this tutorial to learn how to edit palettes. (No offense.)
