- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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
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).
