ROM Hack Fire Emblem Fates: ROM Hacking General Thread

thane98

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Hello! I've been searching for a while now and I was wondering if ANY of you knows how to do this or can point me in the right direction. I'm pretty new to all of this Fates hacking so please, bear with me. Hopefully I can explain myself correctly.

Alright. So I wanted to add a Live2d Model to a character that doesn't have one, Lucina. As some of you may know, Lucina has been implemented to Fates more as a normal unit thanks to UnassumingVenusaur's Gay Fates hack, but as far as I know, if you try to invite any character that doesn't have a My Room model, the game crashes. So I wanted to "fix" that. Add a new model based on someone else's model like this one HERE.

Is this even possible?
I already have Homebrew in my 3ds and I can launch UV's hack with NTR CFW if that matters.
Nobody has attempted to add in a completely new live2D model as far as I know. It's definitely possible, but you'll have to figure out a lot of stuff yourself if you want to do it. If you don't have a dump of your version of Fates already, you'll need to go ahead and make one before doing anything else. From there, I'd suggest downloading FEAT for dealing with file compression. Ohana could be useful as well, though it's definitely not required for something like this.

As far as I know, everything with regards to live2D models is store in the live2D folder inside of the romfs. From a cursory glance, you'll need a folder to store motion data in, a bin file inside live2D/LipSynch, and model/textures stored in live2D/model. You can probably just name the folder LUCINA and copy over motion data from another folder, though I can't guarantee that something like that will work. The lip synch file will take some modification to get the proper voice lines to play. The file uses the standard bin format for Fates, which you can read about here. Finally, the model itself is stored as a .moc (Live2D model). The textures are stored as .ctpk files. I'm fairly certain that there are tools out there for converting to .ctpk, though I can't remember any off of the top of my head. There may be more to adding in the model that I'm not seeing, but that should be enough to get you started.

Good luck!
 
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TiredKorok

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Hey guys, so i've successfully combined the cia of a three mods and the original dlc but the extdata for the three mods have overlapping g_...... file names in their EXDATA

I was just going to grab some bulk rename utility off the webs but i know i need to edit the g_contents.bin file as well, i've looked at these files in a hex editor and i can see the structure, so i think i could just manually edit the 400 file names or so in two of the g_contents.bin and then paste write onto the third but please tell me i don't have to.... ;-;

Is there any other way to generate a g_contents.bin file, am i missing something? Any help would be appreciated!
 

RasenShot

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Nobody has attempted to add in a completely new live2D model as far as I know. It's definitely possible, but you'll have to figure out a lot of stuff yourself if you want to do it. If you don't have a dump of your version of Fates already, you'll need to go ahead and make one before doing anything else. From there, I'd suggest downloading FEAT for dealing with file compression. Ohana could be useful as well, though it's definitely not required for something like this.

As far as I know, everything with regards to live2D models is store in the live2D folder inside of the romfs. From a cursory glance, you'll need a folder to store motion data in, a bin file inside live2D/LipSynch, and model/textures stored in live2D/model. You can probably just name the folder LUCINA and copy over motion data from another folder, though I can't guarantee that something like that will work. The lip synch file will take some modification to get the proper voice lines to play. The file uses the standard bin format for Fates, which you can read about here. Finally, the model itself is stored as a .moc (Live2D model). The textures are stored as .ctpk files. I'm fairly certain that there are tools out there for converting to .ctpk, though I can't remember any off of the top of my head. There may be more to adding in the model that I'm not seeing, but that should be enough to get you started.

Good luck!

Whew! It'll probably take me a while to learn all of this, but hopefully I can pull it off. Thanks!
 

Dylos

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Hey guys, so i've successfully combined the cia of a three mods and the original dlc but the extdata for the three mods have overlapping g_...... file names in their EXDATA

I was just going to grab some bulk rename utility off the webs but i know i need to edit the g_contents.bin file as well, i've looked at these files in a hex editor and i can see the structure, so i think i could just manually edit the 400 file names or so in two of the g_contents.bin and then paste write onto the third but please tell me i don't have to.... ;-;

Is there any other way to generate a g_contents.bin file, am i missing something? Any help would be appreciated!
You cannot combine EXDATA, as we do not currently understand how to edit the g_contents.bin. However if you install each custom dlc together, the conflicts should be limited (I remember a conflict with the boss characters and the dlc versions of the children but that's it.) Also I do not believe that renaming the game files will work either as I recall attempting this before and crashing.
 
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Raji

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-snip-

EDIT: Turns out some of the info I'm looking for is on the first page (go figure?). I'll mess around with AID stuff and see what comes of it.
 
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Raji

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Slowly, but surely...

ao0D3hc.jpg
 

Raji

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Are you adding that through Gamedata modification? Cause a custom dlc unit would take a whole lot less time.

I've just been patching it via NTR file swap. I've modified some of the GameData.bin, but not much. I don't think I have the know-how for a custom dlc unit yet, as much as I'd like to make one.
 

KunoichiZ

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Does anyone know if you can play these patches/hacks of this game if you own a downloadable copy of it? I haven't installed homebrew yet but I want to make sure I can otherwise it isn't worth it.
HANS, which is used for the ROM hacks for Homebrew users, doesn't like digital versions of games, and it particularly doesn't like Fates, whether it be physical or digital. If you aren't on 11.3, I would recommend installing CFW and going with the NTR method for the hacks instead. If you are on 11.3, good luck with getting HANS to work properly. :(
 

AgahnimD

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Hey guys, I'm looking to replace Takumi and his bow in the Conquest ending dream sequence with Garon and his axe. Does anyone have the weapon string ID for the axe Bölverk? I believe the Fujin Yumi is Wep_bw018 but I'm still digging for the axe. Thanks!

Edit: Found it, thanks!
 
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Dylos

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It appears that Echoes uses a similar set up to fates, however I tried simply sneaking a model into fates as DLC and it crashed when it was copying the file to EXData, so I'm guessing it needs to be converted in some way. I was trying to steal Echoes' version of Roy for obvious reasons.
 
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thane98

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It appears that Echoes uses a similar set up to fates, however I tried simply sneaking a model into fates as DLC and it crashed when it was copying the file to EXData, so I'm guessing it needs to be converted in some way. I was trying to steal Echoes' version of Roy for obvious reasons.
Are the models still using .bch format? If so, what happens if you load an Echoes model and a Fates animation in Ohana? If Fates animations work with Echoes character models, then that would be a pretty good indicator for how compatible the models are.
 

Dylos

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Are the models still using .bch format? If so, what happens if you load an Echoes model and a Fates animation in Ohana? If Fates animations work with Echoes character models, then that would be a pretty good indicator for how compatible the models are.
They are still bch, but they won't play fates animations.
 

thane98

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They are still bch, but they won't play fates animations.
Well that stinks. I guess it's to be expected though given that Echoes does a lot more with its animations. If the skeletons aren't compatible, then porting models between games will take quite a bit of work - possibly more than porting between Awakening and Fates.
 

Dylos

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Interestingly, the pose is different between fates and echoes models in ohana as well.
Here's the Fates Lucina we're familiar with:
luci(fates).jpg

And here's Echoes:
luci(echoes).jpg

It really is a shame that Echoes turns such a beautiful battle sprite into a ghost and only allows us to use it for such a short time.
 

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