ROM Hack Fire Emblem Fates: ROM Hacking General Thread

thane98

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Right now, the tool I have for modifying ROM3 isn't very flexible. I wouldn't even call it an editor since all it can really do is inject data for an AID from a template and recalculate pointers. In the long run I'd like to create a more generic version where you can customize the bitflags/labels to inject any sort of AID without the need for a template. In theory, that would allow you to inject any kind of block you want into any of Fates' asset files.

I'm not as familiar with the files used for custom DLC, but a good portion of the tools should be compatible right from the start. If not, the editor relies entirely on pointers rather than hardcoded offsets for locating tables, so configuring it to work with custom DLC files shouldn't be too difficult. At the least, the injector for ROM3 should work with AID files for custom DLC since it just adds the AID to the end of the data region.
 

Omegablu

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Right now, the tool I have for modifying ROM3 isn't very flexible. I wouldn't even call it an editor since all it can really do is inject data for an AID from a template and recalculate pointers. In the long run I'd like to create a more generic version where you can customize the bitflags/labels to inject any sort of AID without the need for a template. In theory, that would allow you to inject any kind of block you want into any of Fates' asset files.

I'm not as familiar with the files used for custom DLC, but a good portion of the tools should be compatible right from the start. If not, the editor relies entirely on pointers rather than hardcoded offsets for locating tables, so configuring it to work with custom DLC files shouldn't be too difficult. At the least, the injector for ROM3 should work with AID files for custom DLC since it just adds the AID to the end of the data region.
What kind of AID does it add? Is it the type that always keeps it's costume or another type?
 

RasenShot

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This conversation was not written by me (I had a much shorter one), but it showcases the concept either way;


How can you actually have 2 Corrins (one main and the other like a normal unit by the looks of it) like in this though? I want to implement the einherjar of a friend to my game without it actually being an einherjar (like how you have yours). If anybody knows, please point me in the right direction.
 

DeathChaos

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How can you actually have 2 Corrins (one main and the other like a normal unit by the looks of it) like in this though? I want to implement the einherjar of a friend to my game without it actually being an einherjar (like how you have yours). If anybody knows, please point me in the right direction.
Use FEFTwiddler.

Get your friend's Corrin as an einherjar, save, export your save with JKSM, load it up on FEFTwiddler, select your friends Corrin, and it will allow you to remove the shield/einherjar status from the other Corrin.

You might have to manually fix the voice type since the game tends to set Einherjar Corrin's voice to an invalid value (like voice 7).
 

RasenShot

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Use FEFTwiddler.

Get your friend's Corrin as an einherjar, save, export your save with JKSM, load it up on FEFTwiddler, select your friends Corrin, and it will allow you to remove the shield/einherjar status from the other Corrin.

You might have to manually fix the voice type since the game tends to set Einherjar Corrin's voice to an invalid value (like voice 7).

Alright, thank you! But doing this, does the newly 'un-einherjared' unit have access to supports? And if I wanted to edit supports for it, do the changes apply yo both that Corrin and mine, who is the main one? Also, assuming all of this is possible, how would that affect getting kids? Would my friends' Corrin be able to get Kana or just the kid of the father?

Also, how do I edit the voice though? I've been looking through the save editor but it doesn't seem to have the option, so I'll assume I will need another kind of editor.
Oh, and a last question for now, I promise! How can I edit the personal skills of certain units? I don't know if the hex editor of the widdler can do that...
 

thane98

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That's some stellar work @thane98 , but did you manage to get that BCSAR editor working, by any chance?
I got external file insertion working for DLC, but I had to put the project on hold for a bit since I had no way to test things out on the base game. Fates uses an additional file to keep track of sounds, so to add sounds to Fates we'll need both a functioning BCSAR editor and an editor for the IndirectSound file.
 
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FlappyFalco

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I got external file insertion working for DLC, but I had to put the project on hold for a bit since I had no way to test things out on the base game. Fates uses an additional file to keep track of sounds, so to add sounds to Fates we'll need both a functioning BCSAR editor and an editor for the IndirectSound file.

Ah, I see.
 

DeathChaos

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I have no idea, save editing is not something I've done nor have had any interest in doing.

I just exported a Corrin from another save and then imported it into this save, then used them both on that chapter for the conversation, and never touched the save again.
 

RasenShot

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Alright, thank you! But doing this, does the newly 'un-einherjared' unit have access to supports? And if I wanted to edit supports for it, do the changes apply yo both that Corrin and mine, who is the main one? Also, assuming all of this is possible, how would that affect getting kids? Would my friends' Corrin be able to get Kana or just the kid of the father?

Also, how do I edit the voice though? I've been looking through the save editor but it doesn't seem to have the option, so I'll assume I will need another kind of editor.
Oh, and a last question for now, I promise! How can I edit the personal skills of certain units? I don't know if the hex editor of the widdler can do that...

If by any chance anyone was wondering, I tried doing it myself to see what could happen and apparently the new un-einherjared Corrin DOES have supports and looks like it shares the support table with MU, but the supports don't have conversations as if they were not implemented. But the work as if it was a different character indeed.

The voice seems normal though, I believe it's the default female one so no problems there.

When I start to get the kids, maybe I'll update if they work normally or if there's something weird.

Anyways, Thank you again @DeathChaos25 !
 

RasenShot

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Seems that whichever Corrin is first in the unit selection grid(? when you turn off your game, becomes the main Corrin. It fixed itself once you put your main first in a preparations screen, finish the battle, save and reset the game. Gotta watch out for that regardless.

EDIT: Goddammit I didn't mean to double post. For some reason it posted as a new reply instead of a normal edit. Sorry.
 
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Celeadyne

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I've successfully patched a ROM with some restoration and fan translation stuff but notice a lot of text errors (sometimes characters just say ???? and Lilith always opens and ends her sentences with a ? as well [e.g ?How are you.?]) and was just curious if that is an error in the translation patch or if there's something I can do to fix it? The translation patch error logs have been dead for months on serenesforest...
 

KunoichiZ

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DLC for Echoes has been released and it's officially out in Japan, woohoo! This has nothing to do with Fates ROM hacking but I thought I'd mention it regardless.
 
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DeathChaos

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DLC for Echoes has been released and it's officially out in Japan, woohoo! This has nothing to do with Fates ROM hacking but I thought I'd mention it regardless.
Hmm, I have a ton of notes from the initial datamining from back when the leak happened and I even datamined the DLC items (Star Shards_ and their stats, but I'm too lazy to make a thread.

Decisions...
 
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Samsonb79

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I was wondering if it was possible for units on mounts (sky knight/cavalier etc) to rom hack them so that they fight off their mount, like in cutscenes or in castle facilities. Can it be done by simply modifying gamedata or do I need to mess around with the model files?
 

Dylos

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I was wondering if it was possible for units on mounts (sky knight/cavalier etc) to rom hack them so that they fight off their mount, like in cutscenes or in castle facilities. Can it be done by simply modifying gamedata or do I need to mess around with the model files?
I don't imagine it would be simple at all.
It would probably involve creating alternate unmounted versions of the class and forcing them to change class and then change back similar to when Corrin changes to the dragon class.
 

Blue Sun

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I need some help with a few things.

As an NPC, Takumi's and Kiragi's magic stats are abysmal when they are encountered outside of their recruited appearances, lower than even the generic archers found elsewhere despite what their starting stats should be. Conquest Chapter 9 even has a specific archer who has a magic stat higher than their strength stat and they wield a shining bow. I'm trying to get it to where Takumi can use his newly magic-oriented Fujin Yumi with respectable power when being fought as an enemy unit. Also, Kiragi's Fujin Yumi seems to draw from his strength stat instead of his magic stat during the Heirs of Fate chapters (which should be helpful for him given that his magic stat is busted right now).

To clarify, these are the new base stats, stat caps, and enemy growth rates of an archer:
HP: 17/40/45%; Str: 2/18/35%; Mag: 1/17/30%; Skl: 8/25/70%; Spd: 6/21/50%; Lck: 7/23/60%; Def: 0/16/25%; Res: 4/20/45%.

These are Takumi's new base stats, stat modifiers, and growth rates:
HP: 6/0/45%; Str: 6/0/45%; Mag: 9/2/60%; Skl: 12/4/85%; Spd: 9/2/65%; Lck: 3/-2/20%; Def: 4/-1/20%; Res: 4/-1/20%.

And these are Kiragi's new base stats and growth rates:
HP: 8/45%; Str: 7/40%; Mag: 9/50%; Skl: 11/60%; Spd: 8/45%; Lck: 10/55%; Def: 6/35%; Res: 5/30%.

For reference, I'm playing the Prologue of Fates to test out my new stat and growth changes, and while the generic mooks are just fine aside of the aforementioned shining bow archer, the playable characters are still pretty funky looking: Sakura has a strength stat of 3 when it should be 0 in my mod, Kaden's magic stat should be 4 instead of 1, etc. This confirmed to me that recruitable characters have different stats as enemies, but I wouldn't know where to look for those stats. Would you happen to know where i can find these stats or know someone who does? I can edit equipped weapons just fine (though I have to also figure out how to change class animations so that Jakob doesn't use the spear fighter's animations when using a tome and so on so forth), but specific character stats as NPCs/enemies is beyond me.
 

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