- •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- •If you don’t have this module, you’ll have to use this outdated way of doing it.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
I digressed a lot, but back to the point:
strb r0, [r1]
So strb stores a byte. How does this code work? Well, this one’s a bit tricky. We’re actually storing the byte of r0 into r1. It’s been a while, but in this example, r0 = 0x03, and r1 = 0x0202BC13. Now that we know how to use thumbref, let’s see what it says about this.
STRB Store Register (unsigned byte)
STRB Rd, [Rn, #] [Rn + (#<<2)] = Rd
STRB Rd, [Rn, Rm] [Rn + Rm] = Rd
No pic this time because there’s this stupid grey line plaguing my thumbref and it looks ugly. So raw text instead.
Anyhow, what we’re doing doesn’t really match either of these formats. However, you can kind of think of it as either one, except we’re ignoring a parameter. There is no extra # or register we’re dealing with. Our code is just strb r0, [r1, #0x00] if you want to think of it that way, though I wouldn’t write it that way.
So what it’s saying is that it’s storing a byte from Rd into Rn. Which is odd, because we said “into Rn”, and yet “Rd” is the destination register. Yeah, I don’t really understand it myself, but that’s how it works. Back to the example, that means we are storing r0, 0x03, into the OFFSET 0x0202BC13. Why offset? Because as I mentioned earlier, brackets denote an offset, giving an actual meaning to the word “0x0202BC13”.
Okay, so now we know 0x0202BC13 is an offset. What’s at this offset? We made it so that we changed the value at 0x0202BC13 to 0x03. That’s what “strb” does. Well, what we did is kind of like memory hacking—0x0202BC13 contains the value for the mode, which I actually mentioned a while back. If it’s 0x03, the game reads it as “Hector’s mode”. So what we did was changed the value so it’s 0x03. We essentially memory hacked using assembly, except we did it FOR the player. Cool beans, huh?
Now, I’ve taught a lot, so let’s do some practice. Well, just one little practice. I’m going to give you something just like before and you’re going to tell me, to the best of your capability, what it does.
ldr r1, =0x0202BC0C
mov r0, #0x40
strb r0, [r1]
…It’s actually the next part of the ASM hack we’re looking at here. Look through it and try to figure out what it does. Think about what value is stored in each register. Try to figure out what the values “0x0202BC0C” and 0x40 do—I specify it a while back. Then, read on.
…
What it does is load 0x0202BC0C into r1, replacing the old value that was there. We don’t need whatever was in r1 before, so we’re just overwriting it.
Then, it moves the number 0x40 into r0, meaning r0 is now equal to 0x40.
Lastly, it stores the value 0x40 at the offset (denoted by brackets) 0x0202BC0C.
From a practical stand point, we “memory hacked” the offset 0x0202BC0C to be 0x40, which sets the mode to “hard mode”.
If you understood all of that, great job—if not, I suggest you review it before you move on. Remember that there are other resources to make use of besides this tutorial. ^_^
Now, we only have one line left. W00t! ALMOST THERE! It’s taken forever, but there was a lot to teach besides just the opcodes. You’ve learned a lot. Let’s wrap this up.
bx r14
Our shortest code yet, but there will be another long explanation.
…You see, there are 16 registers. r0-r15. I think. (I know, I’m never sure of anything.)
But some registers have special purposes. Generally speaking, r0-r7 are free for you to use. r8-r13, I dunno, don’t ask. r14 and r15 are a bit special though. r14 contains the address that the “game” or “processor” or whatever you want to call the “thing” that runs through ASM was at before it last branched. I think. Don’t quote me. On the other hand, r15 contains the address of where you are right now.
Thus it’s a little bit risky to mess with these, but they’re also very important to have a working knowledge of. FYI, r13 is also called sp (stack pointer), r14 is also called lr (link register), and r15 is also called pc (program counter). They’re all super important in more complex hacks. For now, what this does is “branches and exchanges” to r14. Since r14 contains the address of where the game was at its last branch, what it does in this case is takes you back to where you just were before you started running this code.
Think about this from the game perspective: everything runs through ASM, correct? So before the game ran this ASM routine, what was it doing?
…Wasn’t it running ASM related to the event codes right before it?
I think it was.
So what will it do?
It will return to that point and start running from right after the ASM call you did with ASMC. In other words, it’ll run the next event code.
IN OTHER WORDS, it ends the ASM routine. It says “we’re done here—go back to whatever you were doing before you were running me”.
IN OTHER WORDS, we’re done here.
