- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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 46: Chapter Data Editor
Finally, this chapter. The chapter on the chapter data editor, the only Nightmare Module that Blazer hasn’t covered.
Open Nightmare, your FE ROM, and the chapter data editor. We’re going to do this.
Chapter Reference Pointer… eww. I wouldn’t worry about it. So far no one has (publicly) shown that this is useful to anyone.
Object Set 1, Object Set 2, Tile Configuration, and Palette are all important and all related. They are properties of the map’s tileset (see definitions for what a tileset is). For a map to work properly, these settings have to be right. If you make a field map, you have you use the field object sets and tile configuration. The palette can be changed, but it can only be changed to a palette that is labeled as ‘Fields’. For example, palette 0x1E is fields, and palette 0x17 is Fortress&Fields. They are TOTALLY DIFFERENT. You can only use something marked as ‘Fields’ and solely fields.
To know which tileset settings you use, you have to look at the name of the tileset you used to make your map. If you used tileset 0A000B0C, then you set object set 1 to 0x0A, object set 2 to 0x00, palette to 0x0B, and tile config to 0x0C. If you take a look, all of those bytes are marked with “Plains&Castle”, so they should work together. Keep this information in mind as it is important for when you make your map (although I’ll probably repeat myself and tell you what it is again anyway).
The map is a byte that reference the Event Table that says what map to use. You can change this to any other map if you want, but remember to change the other settings as well to match whatever map you change it to.
The tile animations are for changing tiles like water tiles. If water tiles were still they’d be slightly less cool, so we have tile animations to make them move. It’s kinda obvious what to put for what map.
Triggerable Map Changes are for tiles that can change into other tiles. For example, when you open a chest, it changes from a closed chest tile to an open chest tile. Same thing with doors and breakable walls. The data for these changes is at an offset in the Event Table, and this byte references the Event Table.
Vision Distance is for Fog of War (fow). If it’s ‘0’, it’s assumed there is no fog of war.
Preparations Screen can be disabled or enabled, but ultimately if you do not set up the events to match the settings, the Preparation Screen will not load regardless of what the byte is (your game might crash though).
Weather is kind of obvious, except some values don’t exactly work right. Thus I only suggest using the Snow, Rain, or if you’re in a firey area, Fiery Glow weather effects.
The battle tileset is for which battle backgrounds/tiles to use. For a foggy map or a night map you’d use different tiles, of course. This changes that. If you’re not sure what to use, set it to something that sounds right, and then test it out until you get what you want.
The Phase music choices are the map themes for the different phases. I wouldn’t touch the Secondary Player/Enemy phase things, mainly because I don’t see a need for them, I don’t know what they do, and I don’t recall them even being used (they probably are used SOMWEHRE, idk where though).
The Worldmap Chapter Prologue music is for when you start a chapter and you’re on the world map and it goes over recent events and stuff.
The opening music is kinda obvious, it’s just the music that starts when you begin the chapter and the first scene starts.
Destructible Walls HP is just how much HP the walls have before they get broken down.
The tactics stuff is tactics stuff. I really don’t give a crap about tactics and all, but if you want to change it, it’s there for you.
The EM/HM Chapter Number Text is the chapter with the # in front of it, which you see on the main menu. The ‘Chapter Name’ text pointers are the ones with just the name that you see in like the Status Menu and stuff.
The Event Data Reference is a byte that references the event table and tells the game which events to use. Same thing applies to Worldmap events (labeled “Worldmap Chapter Prologue Scene”).
The Pre-Augury text is what the fortune teller says before you pay. After that is the actual augury text (and it can change for each mode, of course) and then there’s the Post-Augury Text, which is what is said after the augury is all said and done.
The Augury Portrait is just what portrait to load for the Augury… either that old lady or Nils, typically.
Augury price… obvious.
The chapter no. thing is for the battle preparations. It says at the top what chapter you’re playing. Unless you reorder the chapters (like say, make chapter 7x into chapter 8, and so on) then you probably won’t need to deal with this.
The Merlinus Co-ordinate is where Merlinus’ tent starts off. It’s in the chapter data editor because you don’t get to reposition Merlinus during battle preparations.
Enemy count for Winning Road is so obvious…
When the chapter begins, the game either fades to black, or fades to the map. This is important when you are making your events, but we aren’t to that point yet, so I’ll leave it be.
The status objective text is for the status menu. The text is a little bit longer and a little bit more descriptive than the Goal text pointer, which is usually just two words, like “Seize throne” or “Defeat enemy”. By the way, this just changes the text, not the actual goal. The actual goal is a part of events.
You can also choose what information the game should display in the corner. If you don’t want anything, 0x00 is fine.
If there’s a turn limit during your chapter, you can display it. If you need to defend for 13 turns, type 14.
If you have good memory you may recall that Natalie in FE7 has a blue symbol because she is a character that is supposed to be protected. You can give this symbol to any unit in the chapter. It’s kind of cool, I guess. This is the “Protect Character Marker” dropdown that I’m talking about.
Lastly, in chapter 28 (Eliwood) or so I believe, when you’re getting Durandal, there is an arrow that points to a certain tile you are supposed to wait on. You can set this arrow to be anywhere by giving it some co-ordinates on the map.
Well, that wasn’t so scary, except for the fact that I had to type almost 3 pages of explanations and stuff. The chapter data editor is most important when you’re doing events—you have to change the goal text, sometimes do special attributes (character marker, tile marker), the augury text, chapter numbers/text, set the events, and most commonly set the map settings to the right ones.
