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Fire Emblem Ultimate Tutorial.doc
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Chapter 13: Movement Cost Editor

Note: The nightmare module is actually called ‘Movement Type Editor’ as of writing this tutorial, but it’s better called what the name of this chapter is called, really.

This controls how many ‘movement points’ it costs to travel certain types of terrain. Think of the movement of a class as a # of points they are allowed to use to travel. So if the value next to a type of terrain is ‘1’ it just takes 1 movement. If it’s ‘2’ then it requires 2 movement spaces, meaning a unit with 5 movement can only travel through 2 forest tiles because forest tiles require 2 movement and 5/2 = 2.5, rounded down to 2.

If the value next to a type of terrain is ‘255’ then it is uncrossable because a unit won’t have 255 movement points.

There are offsets at the beginning of the name of each entry—use that offset to repoint movement data. The pointer to movement data is located in the class editor.

Chapter 14: Terrain Stat Editor

Another very short chapter. It is split up into ground and air units. How/what to edit is very obvious. Just know that Pegasus Knights, Wyvern Riders, etc. use the air movement—as they are flying they are unaffected by most terrain and do not really receive bonuses. All other units receive the standard ground bonuses.

The pointers to this data are in the class editor. That’s all you really need to know.

Chapter 15: Portrait Editor Module

There is a portrait module made by Ace that was used to repoint graphics and edit miscellaneous stuff like frame positions and eye control. However, because of Xeld and Zahlman, you can do everything this module can do in FEditor Adv.

Just some quick notes for those who are curious:

  • FE6 does not have blinking frames

  • Portraits and chibis are LZ77 compressed

  • Mouth and eye frames are uncompressed data

  • Sometimes the game has separate portraits—one with the eyes already open, and one with the eyes already closed. Just a heads-up.

That’s all I have to say about this module.

Chapter 16: Battle Palette Reference Editor

This is a very useful module that tells the offset of the palette of a certain character/class. In the character editor is a byte that affects the palette-that byte references this table, finds the offset of the palette, and then loads the palette.

The good thing about this table is that it already has some empty slots near the end to use if you need the extra palette space.

The actual offsets given are offsets to the LZ77 compressed palette data. If you want to edit it real quickly, you don’t have to decompress the data to edit it. However, if you are editing the data and you want to edit all 4 palettes—1 for each allegiance (including the P4 allegiance located in the arena) then you can do so by decompressing the data using NLZ77 Compressor, editing it like any other palette, and then recompressing it and re-inserting it.

One more quick thing. If you want to make it so that your edited palette works for all allegiances, you should edit a palette of the same class as your new character. For example, let’s say you are making a guy named David and he is a knight. His character data replaces Lute from Fire Emblem 8: Sacred Stones. Well, here’s what you’d do. You’d “steal” the palette of Gilliam, who is a knight, by going to the offset, copying the palette data there (palette data starts with a 10, so with that clue you should be able to know when the palette data ends) and pasting it somewhere else. Then repoint Lute’s/David’s palette to the Gilliam-replica palette. Then edit Gilliam’s copied palette to whatever you want through a battle palette editing technique. Save the edited battle palette and you now have a knight palette for David that will work right on all 4 allegiances and not look glitch when David is an enemy or an NPC.

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