ROM Hack Fire Emblem Fates: ROM Hacking General Thread

TildeHat

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In the item block, byte 0x18 controls what icon the item/weapon will use.

You can expand the texture that holds the weapon icons and throw in what you want.
 

DeathChaos

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In the item block, byte 0x18 controls what icon the item/weapon will use.

You can expand the texture that holds the weapon icons and throw in what you want.
I assume you don't need to mess with any bin files to expand the textures?
Just follow the texture spacing and it should be good?
 
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DeathChaos

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Ok so, I made a basic template for Sword/Lance/Axe, so if anyone wants to use the colored background, this should make it easier;

Fates weapon template.png


I also went ahead and expanded the image containing the icons themselves, I even went ahead and marked the exact space needed to be used for each new icon (16x16) using Awakening's empty item marker, this should make it extremely easy to track each icon "square"

item.png


Alt imgur Link.
 

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NTRViewer 2_18_2017 6_09_49 PM.png


My GameData is too different and thus I can't really share a patch since the blocks have different locations from the normal gamedata, however, if anyone feels like manually editing each block, here's a lazy Awakening icon port (note that the tomes are too big for the background)

item.png
 

thane98

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Well, I started working on modifying sound archives (.BCSAR files) again. I've already set up a tool capable of viewing sound sets and dumping sounds directly to .cwav and .wav files. Unlike the older version which was used to dump Fates' voice files, this version's compatible with Awakening (and possibly most other 3DS games). Additionally, I've finally figured out exactly how the dictionary for sound names works inside of the file! With that knowledge, adding things like custom voices to the game shouldn't be far off. Here's what the tool looks like so far:
lWyQ4EK.png

On a related note, would anyone be interested in a dump of Awakening's voice files?
 

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Well, I started working on modifying sound archives (.BCSAR files) again. I've already set up a tool capable of viewing sound sets and dumping sounds directly to .cwav and .wav files. Unlike the older version which was used to dump Fates' voice files, this version's compatible with Awakening (and possibly most other 3DS games). Additionally, I've finally figured out exactly how the dictionary for sound names works inside of the file! With that knowledge, adding things like custom voices to the game shouldn't be far off. Here's what the tool looks like so far:
lWyQ4EK.png

Looks like a bit of a step up from Soneek's version, to say the least. Thanks to your tenacity, sound editing, not just for Fates but for a huge amount of other 3DS games, isn't too far off. :)
 

EmblemCrossing

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Well, I started working on modifying sound archives (.BCSAR files) again. I've already set up a tool capable of viewing sound sets and dumping sounds directly to .cwav and .wav files. Unlike the older version which was used to dump Fates' voice files, this version's compatible with Awakening (and possibly most other 3DS games). Additionally, I've finally figured out exactly how the dictionary for sound names works inside of the file! With that knowledge, adding things like custom voices to the game shouldn't be far off. Here's what the tool looks like so far:
lWyQ4EK.png

On a related note, would anyone be interested in a dump of Awakening's voice files?

well, I'm ready to fully voice my custom dlc character (once I figure out how to start..)
 

TildeHat

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@TildeHat (or whoever can answer this), what are the two bytes that always precede the first AID header in AID files? I can't figure out what they are.
From what I've experienced they don't impact much. Only that they're different from others. I don't think they're too important.

Then again the last time I thought bytes weren't important, enemies started breaking pots.
 

Omegablu

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From what I've experienced they don't impact much. Only that they're different from others. I don't think they're too important.

Then again the last time I thought bytes weren't important, enemies started breaking pots.
Whenever I make an AID and have a character use that AID, they don't use it. The labels match up, so I don't know what went wrong. Any ideas?
 

GermanTacos

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Noob-ish questions, but as far as I understand, we're currently able to edit and create custom scripted 3D battle model cutscenes, text, units, etc etc. However, I haven't seen anything on custom maps, or unit sprite animations (the 'cutscene' type things that occasionally play out using map sprites on a map instead of using battle models.). Are those doable yet? They seem like the last step in almost being able to make a fully custom route/game.
 

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Anyone know where the class names and descriptions are located? Since I'm changing the stats of the classes for my own little thing, I want the descriptions to be more of the class in-universe rather than their weapons and stats (and I can't stand some of the localized names of the classes). An example would be changing "Dark Knight" to "Black Mage Knight" and the current description of "Nohrian. An eldritch knight trained in both swordsmanship and magic" to "a well-seasoned darkness mage who holds eldritch magic within their own bodies.". The new description itself may be a tad long but you should understand what I'm getting at.
 

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ROM/m/@(E/U/S/F/etc etc)/GameData.bin.lz
I probably should have been a bit more specific with that one. What should I use to open the GameData.bin.lz to edit that stuff? I'm using RainThunder's nightmare module to do most of my edits but I don't know which module to open to edit (starting items are also a mystery to me since the chapter dispos stuff only pulls up items that are already in the chapter itself).
 

DeathChaos

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I probably should have been a bit more specific with that one. What should I use to open the GameData.bin.lz to edit that stuff? I'm using RainThunder's nightmare module to do most of my edits but I don't know which module to open to edit (starting items are also a mystery to me since the chapter dispos stuff only pulls up items that are already in the chapter itself).
Every file inside the m folder is a text file, there is no need for nightmare or modules to do this.

Juts drag the file into FEAT and it'll give you an editable text file, drag that text file back into FEAT to convert it back to a bin.lz file.
 

TildeHat

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Whenever I make an AID and have a character use that AID, they don't use it. The labels match up, so I don't know what went wrong. Any ideas?
Is late. All I can say is to double check the files. Sorry. Can't say anything specific without the file.

Noob-ish questions, but as far as I understand, we're currently able to edit and create custom scripted 3D battle model cutscenes, text, units, etc etc. However, I haven't seen anything on custom maps, or unit sprite animations (the 'cutscene' type things that occasionally play out using map sprites on a map instead of using battle models.). Are those doable yet? They seem like the last step in almost being able to make a fully custom route/game.

81SLnQL.png
It's not a new map, but it certainly wasn't in Fates.
 

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