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?
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?
Hey, I know this probably comes out of nowhere, but any chance you can share that glorious Sigurd Custom Character <3?Yeah, no bin files were touched to expanded the textures.
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:
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:
On a related note, would anyone be interested in a dump of Awakening's voice files?
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.@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.
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?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.
ROM/m/@(E/U/S/F/etc etc)/GameData.bin.lzAnyone know where the class names and descriptions are located?
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).ROM/m/@(E/U/S/F/etc etc)/GameData.bin.lz
Every file inside the m folder is a text file, there is no need for nightmare or modules to do this.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).
Oh, okay. Thanks.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.
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?
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.
Was that map in Awakening's DLC?Is late.All I can say is to double check the files. Sorry. Can't say anything specific without the file.
It's not a new map, but it certainly wasn't in Fates.