ROM Hack Fire Emblem Fates: ROM Hacking General Thread

Dylos

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Ok, so I'm trying to make a transforming class, a Manakete actually, but for whatever reason they only seem to swing the stone, I tried having the asset load the Eiyu (I believe these are Corrin's animations) and the Garu animations, but both times it did the same thing. I don't know if my pointer to the animations are wrong (so far as I can tell there isn't one) or if I'm supposed to include any additional information to get the character to transform. It also didn't load the armor on the character as well.

I've included the asset file for my class as a rar below, it's not encrypted right now (I'm encrypting it properly, the right model is loading, it's just not transforming or wearing armor on the model.)

If anyone could help me figure out what I'm missing that'd be great.
 

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Omegablu

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Ok, so I'm trying to make a transforming class, a Manakete actually, but for whatever reason they only seem to swing the stone, I tried having the asset load the Eiyu (I believe these are Corrin's animations) and the Garu animations, but both times it did the same thing. I don't know if my pointer to the animations are wrong (so far as I can tell there isn't one) or if I'm supposed to include any additional information to get the character to transform. It also didn't load the armor on the character as well.

I've included the asset file for my class as a rar below, it's not encrypted right now (I'm encrypting it properly, the right model is loading, it's just not transforming or wearing armor on the model.)

If anyone could help me figure out what I'm missing that'd be great.
I think you have to specify a transformed model in the class AID. I'd take a look at the transforming class AIDs to get a better idea of their structure.
 

Dylos

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I think you have to specify a transformed model in the class AID. I'd take a look at the transforming class AIDs to get a better idea of their structure.
Possibly, I looked over the asset files in the game already, I'll have to try again (and I really need to get a hex editor that supports japanese).
 

TildeHat

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The transforming classes have an HID in their asset block. HIDs can be found in the ROM5 file in the asset folder.

Lead the block with 19 06 00 C8 and use these labels in this order.
JID/AID
Body model
Body texture
Armour model
Armour texture
Animation
HID
Footstep noise
 

Dylos

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The transforming classes have an HID in their asset block. HIDs can be found in the ROM5 file in the asset folder.

Lead the block with 19 06 00 C8 and use these labels in this order.
JID/AID
Body model
Body texture
Armour model
Armour texture
Animation
HID
Footstep noise
HID_竜 is the HID I need, I've tried including it, but the game seems to crash every time. If I change the lead block back to 19 06 00 88, the game doesn't crash, but the character continues to swing the stone. I also tried 19 06 00 B8, 19 06 00 A8, and 19 06 00 98, those all caused the game to crash as well.
 

TildeHat

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HID_竜 is the HID I need, I've tried including it, but the game seems to crash every time. If I change the lead block back to 19 06 00 88, the game doesn't crash, but the character continues to swing the stone. I also tried 19 06 00 B8, 19 06 00 A8, and 19 06 00 98, those all caused the game to crash as well.

The 01 00 00 00 after the 19 06 00 88 is also part of the leading block. Delete that.
 

Sir Diesalot

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I simply can't find the model files, and even if I did, I wouldn't really know how to use the dev tools to edit them. I think they're located in the "bu" folder in the romfs, right? Organized by character ID?
 

oBlacKirAo

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Could someone help me to solve my problem? I post it before. I keep getting the error "Rom/HostRoot" must be set when I try to repack the custom DLC with the official ones.
What is Rom/HostRoot? RomFS? But I only have a bunch of DecryptedApp files.
 

ajmiam

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I'm planning to write a randomizer for the game that shuffles around the skills the various classes learn, with the possibility of even assigning "enemy-only" or "DLC-only" skills to player classes if the user so desires. I think based on this guide I've found I can do this by changing the skill IDs stored in offsets 0x54 - 0x5b from the start of each class's data block in Gamedata.bin. However, there are a few things I am wondering:

1) Has anyone attempted to see what happens if you modify the data so that a class learns the skill "Inevitable End" (or any other "enemy-only" skill)? Does the game correctly award it when a player unit reaches the proper level in that class, or does an error occur since Inevitable End is an enemy-only skill? (I already know that the skill functions correctly in battle once it's given to a player unit, eg through Powersaves, so that part isn't a concern.)

2) I wasn't able to find a guide for the Skill data portion of Gamedata.bin. Does anyone know...
2a) ...if and where there's a flag that marks a skill as "enemy-only" or "DLC-only"? I know these skills behave differently from "normal" skills in game (enemy-only skills don't stay on captured units, and DLC-only skills can't be inherited by child units). My goal would be, when doing a shuffle run, to have the game treat all skills as "normal" class skills.
2b) ...where the Gold costs for the skills are defined (for skill buying from the Unit Logbook)?

Thanks so much!
 

thane98

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I don't think there's any existing documentation on the skill blocks, so if you want to do anything with those you'll need to try mapping out the blocks first. It looks like the actual entries in the skill table start at 0x12BBC, and each block is of size 0x20. It looks like the first 3 spots in the block are pointers to the skill ID, the skill name, and the skill description, and the rest of the block is used for assigning skill effects and additional flags (one of these is likely used for enemy only). Skill costs might be defined here as well, though you'll have to look around the blocks a bit to see if that's true.

I don't see any reason why the game would have issues with adding enemy only skills to a classes learned skills, though I haven't tested this personally. If you're worried about it, try switching one of a classes learned skills to an an enemy only skill and see how it shows up in game. Also, I'd recommend taking a look at the nightmare modules for Fates, as there's a module for the class table inside GameData.bin. If you plan on doing some experimenting with the class blocks, then something like that could be useful.
 

El Dimentio

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Hi guys,

Is there any documentation on changing recruitment order? For example, replacing Silas in Conquest Chapter 7 with Keaton and changing the conversation / sound effects from the join event? I noticed the join event data is in GameData/Dispos/B/B007.bin.lz, and the message data is in m/B/@E/B007.bin.lz labeled under MID_B007_EV1_PCM1 and MID_B007_EV1_02_PCM1

Do I just need to change the character spawn data in the Dispos file using the data on the first post here (http://i.imgur.com/TyHIoKJ.png)? I know it says PID there but I don't know what to change this pointer to in order have it link to Keaton rather than Silas. Is PID a pointer to data in this same file, data in GameData.bin.lz or what?

So that's two areas I know for a fact that I would have to edit, are there any other areas I would have to edit?

I'm pretty much a beginner hacker but I have programming knowledge and would love to learn more about this, so any help would be appreciated. Thanks!
 

thane98

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For changing recruitment orders, you've got 3 main files that you need to edit. First, you have the dispo file which determines unit spawn data. The PID is a label used to identify a character. The indicated position in the block points to the label within the dispo file (the label is offset by 0x20 from the position pointed to). If you wanted to make a block spawn Keaton instead of Silas, you would need to find the PID used for Keaton, add it to the dispo file, and then change the block to point to the newly added PID (remember to subtract 0x20 from the offset of the PID when doing this). If you don't understand the BIN format for Fates, check the wiki that the main post links to.

Next, you need to edit the map scripts for the file. All you really need to do here is find the PID for Silas and swap it out with the PID for Keaton. You could potentially add the PID to the end of the file, but repointing things in the script files can be tricky as the file uses offsets relative to a reference position which changes from file to file. It can be done, but if you can overwrite Silas' PID, that could save you some headaches.

Finally, you have to edit the text, which should be pretty straightforward. You can check your text in FEITS to see if it displays properly.
 

El Dimentio

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Thank you so much! I was able to get it to work :D http://i.imgur.com/x31r5Og.png?1

Now I just have to get those IIDs updated (and lower his level) and then work on the text. One more question though, I know FEAT does an excellent job of converting the message files to a very easy to edit .txt file, but is there a way to simply make changes to that text file and be able to recompress it into the .bin.lz format? Or do I have to directly modify the .bin file it generates and then use DSDecmp to compress that back to .lz? Thanks!
 

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