ROM Hack Fire Emblem Fates: ROM Hacking General Thread

jt_1258

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It has added a lot of other neat options, like, you can marry two Avatars of opposing genders if you wanted to.
....? do you mean by recruiting a streetpassed or my castle persons avatar I could marry them? if so, I wonder if theres a way I could get my secondary avatar and marry her :/
 

whitewolf8

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You can remove the 'recruited' status via save editing, they'll be able to have supports then.
...although, a weird side effect is, if you have the 'other' Avatar higher than your main Avatar on the unit list, the other Avatar will become the main one.
 
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jt_1258

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You can remove the 'recruited' status via save editing, they'll be able to have supports then.
...although, a weird side effect is, if you have the 'other' Avatar higher than your main Avatar on the unit list, the other Avatar will become the main one.
Ok, neat, I suppose thatll be something pretty cool to play around with, I just hope it's streetpass and internet, a bit akward trying to do all this hacking stuff and still be active in the Nintendo community with getting in trouble with them(Nintendo) thx for the help though =D
 

DeathChaos

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Ok, neat, I suppose thatll be something pretty cool to play around with, I just hope it's streetpass and internet, a bit akward trying to do all this hacking stuff and still be active in the Nintendo community with getting in trouble with them(Nintendo) thx for the help though =D
I mean, you should see the stuff I've posted on miiverse and have yet to be warned for;
WVW69jTbH-UtjbY3uA
WVW69jHAwMEXsmxZ9e


WVW69jetvgkESaWFdl


Just to list a few, are all posts from me on miiverse (Lilith post was from way before I released her).
 

ribbonroad

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So....now that we have texture editing, who's gonna put some pants on the poor pantsless girls?

In unrelated news, I got an .arc file put together for importing custom portraits (with a friend's help because my computer still won't do it...) aaaand the game crashes when it tries to load it. Which is the most likely problem, that there was a naming mishap (the filenames got corrupted when they went to my friend, and she had to manually rename them), that there was an issue with me putting together the files (I may have done one step out of order, I'm not sure), or that it's just the arc builder tool itself's problem?

EDIT: For clarity, the step I might have done out of order is putting the tmp.tga file in the Texture Converter folder before opening the command window. Is that order the important thing?
 
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DeathChaos

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So....now that we have texture editing, who's gonna put some pants on the poor pantsless girls?

In unrelated news, I got an .arc file put together for importing custom portraits (with a friend's help because my computer still won't do it...) aaaand the game crashes when it tries to load it. Which is the most likely problem, that there was a naming mishap (the filenames got corrupted when they went to my friend, and she had to manually rename them), that there was an issue with me putting together the files (I may have done one step out of order, I'm not sure), or that it's just the arc builder tool itself's problem?
Most likely the tool itself, it's unfinished and the person who made it is very busy on other much bigger projects, so I doubt it'll ever reach a fully functional stage.
 

ribbonroad

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Most likely the tool itself, it's unfinished and the person who made it is very busy on other much bigger projects, so I doubt it'll ever reach a fully functional stage.

So the command window order thing is negligible, then?

EDIT: Something I just noticed, a bch.lz file I created is smaller than the original bch.lz file, even though all I did was edit colors on the portrait. Did something go wrong there?

EDIT 2: Managed to get it to work, but an unforseen problem...how do I make sure the tga file saves transparent? I keep getting a white background white outline.
 
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Dylos

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I had an issue trying to replace textures as well, and I didn't even edit the files from the game.

I tried to package a pair of eyes with a different face then they are with in the games files into a new bch.lz file, got it into my game as DLC no problems.

However when the game loads the texture on the character's face, their face has no details whatsoever, no eyes no nose, it's just like they are wearing a featureless plastic mask. As I said, I didn't edit the textures, I simply extracted them, converted to tga, then to ctex and then to a combined bch before compressing.
 

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DeathChaos

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I had an issue trying to replace textures as well, and I didn't even edit the files from the game.

I tried to package a pair of eyes with a different face then they are with in the games files into a new bch.lz file, got it into my game as DLC no problems.

However when the game loads the texture on the character's face, their face has no details whatsoever, no eyes no nose, it's just like they are wearing a featureless plastic mask. As I said, I didn't edit the textures, I simply extracted them, converted to tga, then to ctex and then to a combined bch before compressing.
You DO realize that if you want to reuse textures you can just call them in the AID instead of having to go through all of that work to copy them right?
 

Dylos

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You DO realize that if you want to reuse textures you can just call them in the AID instead of having to go through all of that work to copy them right?
I do, however in this case I was taking eyes from one unit and putting them with the face of another unit, you can't do that with AID alone.

More specifically, the blue eyed male faces have very aggressive faces, which is not what I wanted. The eye and face textures are in one combined bch.lz file, I wanted the blue eyes but not the faces that came with them.
 
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thane98

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This project is in its early stages at the moment, but I want to go ahead and show it off anyways.

So, I've been working on an editor for Fates' script files. For those who don't know, these scripts control a lot of the interactions you see during maps. For example, boss conversations, cutscenes, dragon veins, and special cases like the wind on Conquest chapter 20 are all created using script files.

The goal of the editor is to provide a means for decompiling Fates script files (.cmb) to a text format for editing and recompiling the text back to a format usable in game. Essentially, the program provides a basic scripting language for Fates' .cmb files. It should provide a very simple process for adding interactions to maps in comparison to adding the events through hex editing. At the moment, the basic functionality is done. Simpler scripts like the ones used for the amiibo battles and Mozu's paralogue can be converted between formats without issues. Compatibility with other scripts is essentially complete outside of event subheaders, but getting subheaders working just requires adding some additional data for the event type.

The framework is done at least, so the program really just needs data for each event type and some documentation on the "language" before its ready to go. That said, I wouldn't expect this to come out as quickly as the support editor did. Schoolwork's eating up most of my time at the moment, so I'm really just working on this program whenever I get the time. All of the difficult aspects of the program are complete, so it shouldn't take terribly long, but it might be a few weeks before I have it in a state that's ready for release.
 

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One question: how can enemy skills and items be modified? I've tried with hex editing some files (GameData/Person chapter files) and using Dispos Nightmare Modules, but the only thing I've acomplished is changing one Silas skill. So, there's a tutorial anywhere about this? Or could someone give me an explanation on how to do this? I don't know how hard it is, but I would like to hear it anyway (keep in mind while explaining that I know almost nothing about Fates' hacking, so I might not understand all terminology). Thanks for your time!
 

thane98

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One question: how can enemy skills and items be modified? I've tried with hex editing some files (GameData/Person chapter files) and using Dispos Nightmare Modules, but the only thing I've acomplished is changing one Silas skill. So, there's a tutorial anywhere about this? Or could someone give me an explanation on how to do this? I don't know how hard it is, but I would like to hear it anyway (keep in mind while explaining that I know almost nothing about Fates' hacking, so I might not understand all terminology). Thanks for your time!

I don't have enough time to give a detailed explanation over how to do it at the moment, but I can try and go over the basics.

Skills can be handled through either the person or dispos files, though modifying through the dispos files allows you to make skills unit or difficulty specific. Check @DeathChaos25's posts on the first page of this thread for more info on how to add skills through the dispos file. If you want to modify the person block, I recommend just editing the Character modules that come with the nightmare modules set - the blocks are the same, you just have to edit where the module starts at and how many characters its reading for. If you get that set up, you can edit the skills as much as you want through the GUI.

Items have to be handled through the dispos file. Once again, check the thread I linked earlier - the notes posted there go over the format for the dispos block, and they should help you figure out what bytes you need to edit in order to add or change items on units. As a side note, if you want to add items to a unit that had none previously, or put items in a slot that had none beforehand, you will need to add a pointer to that location in the files first pointer block. If you aren't familiar with the .bin format used in Fates and the pointer blocks associated with it, check this page on the wiki. If you familiarize yourself with the format, editing items and skills in the dispos file shouldn't be too difficult.

Sorry if this isn't as detailed as you'd like. I can go into more detail or answer questions about the process sometime tomorrow if you'd like.
 
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StarHime

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I don't have enough time to give a detailed explanation over how to do it at the moment, but I can try and go over the basics.

Skills can be handled through either the person or dispos files, though modifying through the dispos files allows you to make skills unit or difficulty specific. Check @DeathChaos25's posts on the first page of this thread for more info on how to add skills through the dispos file. If you want to modify the person block, I recommend just editing the Character modules that come with the nightmare modules set - the blocks are the same, you just have to edit where the module starts at and how many characters its reading for. If you get that set up, you can edit the skills as much as you want through the GUI.

Items have to be handled through the dispos file. Once again, check the thread I linked earlier - the notes posted there go over the format for the dispos block, and they should help you figure out what bytes you need to edit in order to add or change items on units. As a side note, if you want to add items to a unit that had none previously, or put items in a slot that had none beforehand, you will need to add a pointer to that location in the files first pointer block. If you aren't familiar with the .bin format used in Fates and the pointer blocks associated with it, check this page on the wiki. If you familiarize yourself with the format, editing items and skills in the dispos file shouldn't be too difficult.

Sorry if this isn't as detailed as you'd like. I can go into more detail or answer questions about the process sometime tomorrow if you'd like.
Thanks for your help! It was really helpful, but there are some things I don't understand, mainly what are PIDs, IIDs and SEIDs and how do they work
 

Omegablu

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Thanks for your help! It was really helpful, but there are some things I don't understand, mainly what are PIDs, IIDs and SEIDs and how do they work
PID- Established in GameData.bin or a file in the Person folder, used to identify a character.

IID- Same thing, but for items. Not found in the Person folder, but in dlc can be found in the items folder.
 

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