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Fire Emblem Ultimate Tutorial.doc
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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.

However, to make it look better, you can change the width to 2—and I suggest you do this as it aligns the weapon icons perfectly. Now you have the height issue—at a width of 2, the height controls how many weapon icons show up. First of all, it should definitely be an even number. After that, it’s up to you—you can just have one icon show up by making the height 2, or have a bulk amount show up (noting that GBAGE has a limit to the height so you can’t make them all show up at once at width 2). For bulk amounts, I suggest a height of 64. This gives you many weapon icons in one column and also makes it easy to remember the offsets of the next set. Look: with these settings,

I have this show up:

Where the bottom icon is the steel axe icon. As you may already know, the icon after the steel axe is the silver axe. Well, if I just add 0x1000 to my offset of 0xC5EA4, I get 0xC6EA4, which is the start of the next “set”, starting with Silver Axe. Looky:

Sorry for the really tall images, but I’m trying to make a point here. I personally save each set as a bitmap using the “Save as bitmap” option, naming the image after the offset I can find it at in GBAGE. After that, it’s time to edit the image.

However, we have to worry about the palette, which we cannot, or rather, should not, disrupt. Most importantly you must use the same 16 colors for all the weapon icons, and nothing more than those colors; and if you wish to replace those colors, edit the palette using a hex editor, NOT with GBAGE, as it is much safer to use a hex editor. You may be able to edit the image in MS paint or an equivalent image editing program (hopefully something better) and get away with it, but I personally suggest googling and downloading the paint-look-alike Usenti if your computer supports it. It is very good at keeping palettes in tact in the exact order you save the image as.

You see, when you save the bitmap, the palette comes with it. To prevent not only the colors but the order from getting mixed up, well, I’m not sure, but I know that if you use Usenti to copy or edit the image, the palette will rarely ever mess up. Thus when you import the bitmap, the same 16 colors in the same order will be there and your image’s palette won’t screw up—and trust me, it’ll be VERY obvious when it screws up. I still screw up sometimes.

Another suggestion is that you save the image as PNG. There are reasons for this but mainly it makes life easier as PNG is just the easiest image format to work with in my honest opinion, and it’s easier not to complicate your minds with more knowledge that likely won’t benefit you.

When you DO import the new edited bitmap when you’re done editing the weapon icons, you’ll want to have it insert to the same offset you ripped at, which is why it’s very useful to note offsets, or do it like I do and name the image after the offset so you can’t forget it and don’t have to go looking for your doc on what graphic is where. You’ll want to import the graphics and check the “abort bla bla bla” but don’t import the palette or anything else, just keep the palette offset at whatever it was at.

It should look something like that. Because the graphics are uncompressed they should always take up the same amount of space as they used to, so if you did everything right you should never run into a space error. Despite this, there IS a limit to the number of actual weapon icons you can have unless you repoint the data.

You can see after the red musical note that there is a bunch of pixels that doesn’t look like graphics at all. They are actually other data but the program interprets all hex as a graphical form in uncompressed mode and so that’s what the data looks like if you tried to view it. My point is that it’s NOT stuff you can just replace, it’s important data and your game will likely screw up badly if you mess with it. This is why if you run out of weapon icons to replace, you’ll need to repoint. For FE7, you may need to apply the Item Icon Bug Fix patch by Xeld/Hextator/Obviam which can be found with FEditor Adv in this directory: “FEditor Adv\asm\Fire Emblem 7\Item Icon Bug Fix”. See the IPS patching or JFP patching tutorials on how to do that. I don’t know about there being any problems with this in FE6 or FE8.

There’s one last thing I want you to know, and it’s about the other icons in there. What icons? These ones:

Woah how’d I get them to show the right palette? Well, the palette for these should be the one right after the palette for the weapon/item icons. Thus all you have to do is click up on the palette index once and you should get it.

Like above, where it says “Palette index”.

With that, you’ve the knowledge to make your complete custom weapons, so congratulations!

And in the case that you need to add more weapon icons, you’ll have to repoint the data—but there’s a slight glitch with repointing it (at least in FE7, I’m not sure about the other games) so you may need to apply FEditor Adv’s item-icon bug fix patch, located in the asm folder of FEditor Adv (it is in multiple patch formats which you can find out how to use in the later chapters that cover patching formats).

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