- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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
Hold it! (Unless you aren’t hacking fe7!)
After Final Chapter: Light (pt2) are some cutscene/miscellaneous maps. They are chapters that are loaded through events during cutscenes. For example, when Rath joins at the end of chapter 7, I believe, you see some village/town. This map is a cutscene map—it only appears in a cutscene. However, you can use these spots for either your own cutscene maps OR your own chapters. Chapter 0x41 (it’s actually 0x42, but NMM has the prologue as 0x00 when it’s actually 0x01) is actually the link arena ‘chapter’, however, so I would refrain from editing that. Anything before that and after the final chapter part 2 is safe game. *Unfortunately the chapter data editor for FE7 is not compatible with the ‘extra chapters’, and I myself don’t have time to make the proper updates…*
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.
First of all, download Mappy and the appropriate tilesets. Go. Do it. Google “Fire Emblem Mappy Map Editor”, or look on my site. No excuses.
Extract the files as usual, blab la. Depending on what game you are hacking, there are different tilesets. As usual this hack is FE7 oriented and I will be using FE7 tilesets to make an FE7 map for insertion to FE7.
Open up Mappy and make a new map. File-> New.
Your settings should be as follows. All GBA maps use 16x16 tiles. The smallest size is 15x10; the biggest size differs for each game or something. FE7’s biggest size is 43x36. I am going to make a very small and simple map for this tutorial. When you’re done with the settings (should take 10 seconds) hit “OK”.
A message will pop-up. Read it, but don’t do anything. Mappy should look like this:
But not for long. Do File-> Import… or hit Ctrl+I. Select a tileset, and only ONE tileset.
I am going to use the fields tileset, 1C1D1E1F. Note the name of the tileset you use. It is very important that you have this for later.
Thus I click “open” and load my tileset.
I now see a bunch of tiles to the right. You should too.
I can use these tiles to make a map. I will make a very, very simple map, because I am just testing—making a simple map is good in case you mess up and need to restart from scratch. Learn how first, then you can spend time with fancy map making later.
Despite this, I’m going to teach you the fundamentals to map-making:
Drawing a rough draft/doodle can be very useful.
Reference other maps to make maps properly.
Don’t spam/abuse tiles.
Think about realism.
To actually use a tile, click on it on the right and then click on it on the map area.
You can hold your mouse and drag to apply a map tile in multiple places.
Ctrl+Z undoes the last change you made. You can only undo one change.
Don’t use glitchy or black tiles.
Make sure to shade castle maps. Remember, walls make shadows, so tiles next to walls need the appropriate shading on the left and top.
Look at elevation and make sure it is correct.
“Grass patches”—different colored grass—helps make grass look less bland.
Don’t abuse fortress or pillar tiles like some people do.
Once you’re done with your map, save it. Here’s what my real quick test map looks like.
Before we move on, I am going to cover some of the functions in Mappy (mainly the ones you will use).
File-New Map – makes a new map.
File-Open – opens an FMP/map.
File-Save – saves a map.
File-Save as – saves a map as a different file/as a copy.
File-Import – imports a tileset
File-Export – I will cover this in a minute.
Edit-Undo – undoes a map change.
MapTools-MapProperties – tells you the properties of a map (the size, tilesize, and other stuff)
MapTools-Resize Map – lets you change the size of a map and add rows/columns based on where the ‘center’ of the map is. To add columns to the right and left, center at ‘1’. To add columns all around, center at ‘5’. To add columns to the left and right, center at ‘9’.
MapTools-Grid – turns grid on/off. Alternatively use Ctrl+G.
MapTools-Zoom (X) – zooms a certain amount. Useful for analyzing tiles.
We are now going to export the map as two things. We can do each export separately, or both at once. The latter is more convenient. Start by doing File-> Export.
Check the things marked. The .MAR is for hacking purposes. The “current layer as big picture” exports the picture of a map as a BMP. If you want to share it with others, I suggest you resave the image as a PNG first. The image will have the extension ‘scrn’ at the end and be located wherever the FMP is. Same thing with the .MAR.
After you do this, save your map, and we’re done with map creation!
