- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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
Is unused ("null") for editboxes.
That information should be referenced frequently as I don’t want to have to constantly reiterate myself about understood things, such as “#” denoting a comment.
For me, the easiest way to make a Nightmare module is to just copy someone else’s. After all, it’s so much easier to just steal the format than to make it from scratch. Thus it’s relatively harmless to use it as a basis for your own nightmare module (granted if you use the same offsets and stuff or you’re just making an update then you should give/leave credit to the original maker). I am going to use the FE7 Item Editor for my explanation of the format.
1 – Always 1
FE7 Item Editor by SpyroDi, updated by Nintenlord – the name. a super long name might not fit.
0xBE222c – the starting offset of the data. I can’t help you with finding this. When you find an array of data and you want to make a nightmare module for it, you’ll know the offset then.
159 – the number of entries, in decimal.
36 – the number of bytes in each entry, in decimal. Note that the starting point of the last entry + its length should be this number.
FE7 Item Editor.txt – the filename of a list of names to use for each entry. It must be a text file in the same folder, and each name should have its own line.
NULL – don’t worry about it
After the header, we start breaking apart the data into different entries, like so:
Item Name Pointer – the name of the entry. Should identify what it is
0 – the starting point of that data entry, always starts at 0.
2 – the length of that entry, in bytes, in decimal.
NEHU – the type of data it is.
NULL – a dropdown list for dropdown data types, including the number of values, followed by the values themselves, with the label for the value accompanying every value. You’ll see for yourself in a minute.
Item Description Pointer – name redux
2 – starting point. Note that the last entry started at 0 and was 2 bytes, and 0+2=2.
2 - length
NEHU - type
NULL - text – NULL means that no dropdown list is used.
The file continues like this all the way to the bottom. And that’s all there is in broad sight. However, I’ve yet to cover the different data types. The nightmare format tells what each is but you may not understand that, so I will just use a few more words to make it more clear:
TEXT - Text editbox – allows for there to be a text parameter, meaning an ASCII text string. Let’s say a certain 8 bytes is not like a statistic but an actual string of text, you’d use this to make it so that Nightmare will let you edit the text as text and not numbers.
HEXA - Hex array (useful for indicating and changing unknowns) – this lists the values out as individual bytes. Like its description says, its mainly useful if you have a bunch of unknown values that you want to compare between entries.
NEHU - Numeric editbox, hex unsigned – a standard old edit box where you can type in the numeric value you want. Hex means hexadecimal, you know the counting system we’ve been using since forever in hacking, and unsigned means that the values aren’t signed, meaning… oh, I guess I should teach that. If a value is signed, it means that it can change sign—any value after 127, which is equal to 0x7F, becomes negative. That’s right, you can have negative values. That’s how things like negative growths come about. You can never have signed hex values though, hex values just aren’t negative, ever—the whole point of the signed/unsigned system is to make it so that hex values come out as signed in the decimal system.
NEDS - Numeric editbox, decimal signed – see above, a standard edit box where the value is in decimal and is signed (can be negative)
NEDU - Numeric editbox, decimal unsigned - a standard edit box where the value is in decimal and is unsigned (cannot be negative)
NDHU - Numeric dropbox, hex unsigned – a dropbox entry, see NEHU for info about “hex unsigned”
NDDU - Numeric dropbox, decimal unsigned – a dropbox entry, the values are in decimal and aren’t signed
Here are a few examples:
Weapon Ability 1 - name
8 – offset from start of entry (8)
1 – length of 1 byte
NDHU – type, Numeric Dropbox Hex Unsigned, meaning it’s a dropbox where the values are in hexadecimal and unsigned
Weapon Ability 1.txt – the list of values possible to use, if it were NEHU instead of NDHU this would have to be NULL since “NEHU” doesn’t use lists, the “E” being for “editbox” and all, whereas the “D” in “NDHU” is for dropbox and all. And all. :D
Here’s an excerpt from a list:
256
0x00 None
0x01 Weapon
0x02 Magic
0x03
0x04 Staff
As you can see, the top number is the number of entries, followed by a new line with the hex and the name. If there is no label it still works fine though.
Just remember the following:
You can’t have an entry be outside the length of the nightmare module that is specified in the header
The difference between decimal, hexadecimal, signed, and unsigned
Test small nightmare modules first and then build on them, or you may find yourself with so many errors that you don’t know where they come from
Nightmare modules are meant for simplifying tables. Not every little thing needs a nightmare module! (Despite the fact that I made many small and near-pointless nightmare modules, haha, I only did that to make it easy on people who don’t like hex editors…)
There’s this tutorial to help you at all times, so you can do it!
You’re on your way to helping the community, starting small, but that’s how every normal person starts. This is the final chapter dedicated to a specific teaching purpose; the rest are very general or aren’t meant to teach anything about hacking. This means that you have now completed learning most everything there is to being an awesome Fire Emblem hacker, and now you can start contributing to the hacking scene yourself in every way possible!
