- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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 65: Recording Videos & Sound
VisualBoyAdvance has two great features that separate it even more from most emulators. It can record both video and sound (even though video has a desync problem which will be covered in the next chapter). You can find these amazing features near the bottom of the “Tools” menu in VBA.
If you go to the ‘record’ tab and hit ‘start sound recording’, you’ll be prompted to type in the name for a .WAV file, which is an uncompressed file with recorded sound that can be played by a program like Windows Media Player. They tend to be big though, so watch out.
When you’re done recording the sound, you go back to the ‘record’ tab and hit ‘stop sound recording’, and then enjoy your file. Bam.
In a similar manner, one can record an AVI file, which is an uncompressed video file. Like the WAV, it tends to be huge, except that since it’s video and contains graphics, it will be even larger than you might imagine. Depending on how long the video is, it can definitely get over 100MB as an AVI. No worries, though, I’ll cover how to save space and make uploading such a huge file quicker in the next chapter.
The only difference between this and sound is that you have to select a basic video compression.
“Full Frames (Uncompressed)” is completely uncompressed. All the other options will compress the files, but with different features and quality. So I kinda lied about AVI’s not being compressed, it’s just that they aren’t compressed nearly as well as MP4’s… XP.
I typically use “Microsoft Video 1” as it doesn’t really change the quality of the video but gets the job done, and it shouldn’t lag like “Full Frames” does (that records every single frame—it’ll be huge and unless your computer is super uber, it’ll be slow). Other codecs may also be installed into the system due to installation of other programs (or you’re just an extremely competent video renderer), but those aren’t necessary or anything.
Finally, you can record a “movie”, which is not for sharing with others. A movie is a clip of the game that you can play (using the play tab) which shows you part of the game that you played. If you ever use the movie feature, savestate before, then do it.
As you can see, none of that is really any hard or anything, which is why it’s more convenient (and results in better quality!) to use VBA to record stuff from your hack than it is an external program!
Chapter 66: Fixing the Desync with VirtualDubMod & Video Rendering
In the last chapter, I mentioned a desync… an audio desync, to be exact. The video frame rate and audio frame rate don’t match up. As a result, the audio starts to lag behind, and after a couple of minutes, when the audio and video don’t match up, it can get really bad.
This is solved by a program called VirtualDubMod. The program and the method to fix the desync were introduced to me by Shadow of Chaos, who was introduced to it by some youtube video, IIRC.
Download and install virtual dub mod (I won’t tell you how though, it’s just installing a program. >_>). Load it up and hit Ctrl+O (or file->open video file) and load the AVI that VBA produced.
Now, since I’m really nice, I created a file that loads settings that automatically fix the frame rate issue and set the program to quickly but efficiently recompress the AVI. You can download it below.
http://www.feshrine.net/hacking/downloads/GBASettings.vcf
Hit ctrl+L or file-> load processing settings and load the file I just linked to above (make sure you do that AFTER the video is loaded, though). Then hit “save as” under the file menu and save the AVI again. It’ll take a little bit to render, but once it’s done, you may be done for good, as the file may be small enough that you can just upload it as it is and be happy.
If you aren’t happy, you can try recompressing it, while also making it youtube friendly, with a program called Free Zune Converter (yes it’s free). Download that and extract it or whatever and when you open it, you should see this:
Those are the settings I have, which youtube doesn’t complain about. You can change the resolution which will affect the various quality settings youtube and possibly other sites offer. 1280x720 is for 720p [HD], 1920x1080 is for 1080p [HD], and the one I have hightlighted, 640x480, is for HQ (480p). Granted, if you save it as an HD file, the game will not only be stretched and kinda appear as awesome HD (GBA was never meant for HD resolution though XD), but the file will be large, so keep that in mind.
You can mess with some of the other settings if you want, but once I pick the resolution and the output format (which is always the same for me), I’m done, which means I just drag my videos onto the program and hit “convert”, and it’ll create a new MP4 file from the AVI file I got from VirtualDubMod which I got from VBA.
All of this may seem like a long process, but it’s necessary for an awesome video, and once you learn how to do it, the actual work isn’t long—you just have to wait for the videos to render, and everything else pretty much takes 5 minutes.
But yes, that’s the basics of rendering videos. With that, there’s no excuse for crappy youtube videos of hacks (unless the hacks are crappy, but that’s what the REST of this tutorial is for!).
