ROM Hack Fire Emblem Conversation Editor (Awakening/Fates)

RasenShot

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I've been writing a couple of conversations in the editor already, but there's something that I realized just now...

See how the expression of a character change mid dialogue in-game? I've been doing that kind of convos, but I think I'm not doing it properly... Every time I do it I write it like this, for example:

Lucina (Angry): That can't be possible!
Lucina (Standard): But no matter... we shall fix it.

Instead of doing it like this:

Lucina (Angry): This can't be possible!
(EMOTION SHIFT: Standard)
But no matter... we shall fix it.

How will the first case show in-game? Will it count as if another character spoke up and "flash" accordingly to show 'someone else' said that? Or will it be the same either way?

If anyone knows, please let me know.
 

Johnny2071

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I've only been editing the chapter files so I'm not sure about new conversations, but I believe some folks talked about it earlier in the thread. Portraits and backgrounds should be displayed when you open a document and click reload text. If you try that and words appear but not portraits, you may have placed the image files in an incorrect location.

So can I open up my save file in this program or not?

Because I see images of Lucina and Stahl!Severa, which is clearly taking data from one's save file.
 
Last edited by Johnny2071,

AgahnimD

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So can I open up my save file in this program or not?
This program doesn't edit save data, it edits the building blocks of conversations within the game, found in the .lz files. It's like a blueprint of a house, whereas your save data is a picture/video of the house. They're related but ultimately independent of each other.

If you are seeing pictures of characters while using this program, that just means the program was set up correctly. It doesn't interact with your save file at all.
 

Johnny2071

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This program doesn't edit save data, it edits the building blocks of conversations within the game, found in the .lz files. It's like a blueprint of a house, whereas your save data is a picture/video of the house. They're related but ultimately independent of each other.

If you are seeing pictures of characters while using this program, that just means the program was set up correctly. It doesn't interact with your save file at all.

So no chapter file is needed?

Well I managed to get sound clips to play, but I cannot for the life of me get the background or portraits to load. I put the img folder in the "awakening" folder. My files look like this:

resources
-awakening
--bin
--img
---face
---hair
---Awakening_0
---Awakening_1
---KeyPress
---NameBox
---SupportBG
---TextBox
--sound
---BGM
--txt
-global
--bin (exact copy)
--txt (exact copy?)
 

riddy_pr

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I'm having issues with opening the editor. I'm using a Windows computer, and the .bat files don't appear as .bat files, so they won't open, as shown in the image provided. Is this supposed to happen?
 

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hotaru_k

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Is there a limit to the number of lines you can put in a support conversation?
Because this program keeps eating bits of my dialogues and I can't seem to understand why...

EDIT: I realized it wasn't gone until I converted it to script and now I screwed myself over TWICE because I saved on the same file. There goes my day I guess.
 
Last edited by hotaru_k,

WorldSeven

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Hey, there.
I'd like to ask for a troubleshoot.

I just downloaded the Editor and the packs but the conversation simulator won't show up, so no pictures, backgrounds or else.

Is there a way to fix that?
 

TheReal2B1T

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Hi, I'm currently working on what used to be a personal project to tweak and rewrite Conquest, and I wanted to say this tool is a savior since I had to deal with the dialogue text files manually and learning the syntax through experimentation and inference.
I added some replies to the Unknown Commands Issue in the Gitlab page. I'd like to help improve this tool as much as possible so anyone can have an easy entry into modding the 3DS FE games.
I don't have experience in Java, mostly C# and C++, but I could probably learn enough of the syntax to help build upon the tool as well if you'd like the extra help.
 

CakesandSeafoam

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I just wanted to say, I've written about 3 full C-S supports with this editor (I've since been adding support options, messing with bitflags, and configuring unit/MyCastle dialogue, so I could have done more) and they've translated over to in-game really well! Some of the text boundaries were a bit off, but it was easily fixed. Setup was really finicky, even with user documentation, but 30 minutes of the initial struggle was more than worth it.

The only problem I'm running into is, oddly, the B support I have between Kumagera and Azura. For some reason, as soon as the conversation starts in-game, their texts begin overlapping instead of just disappearing as texts swapping back and forth between speakers occurs. I'll likely have to rewrite that support, as I'm assuming that it's something to do with the script conversion to game text.

Thank you again for the editor, it's made support conversation writing fun and relatively easy!

I had the same problem with the very first support I made!
I started a Selena/Charlotte support and it looked fine in the preview, but in-game I get no portraits, and the messages from the two characters overlap.(They still animate properly,sliding up and disappearing as the character continues speaking, but there are two messages displayed on top of each other, one from each character.) This happened with both the C and B level supports (which is as far as I've written).

Also, strangely, it looks as if some of the dialogue isn't playing in the correct order. Rather than playing all of Selena's intro dialogue, it displays Charlotte's first message immediately after Selena's first message, even though she has several messages before Charlotte even enters the stage.

Oh, and it's not just the portraits that are missing; they don't have names above the text either, it's just the main text box on its own. It still plays all the sounds, and the "character falling" sound/transition does what it should.

EDIT: The dialogue wasn't displaying in the wrong order, but worse: the editor deleted all of the messages before the one preceding Charlotte's entrance when it converted them. I don't have a clue why.
EDIT 2: It seemed to delete several pieces of dialogue, but I can't ascertain what specifically triggered it? It has something to do with having the same character speak multiple times. It's a formatting mistake on my part, but it shouldn't be causing dialogue to be deleted, and it isn't deleting all dialogue formatted like that...
 
Last edited by CakesandSeafoam,

CakesandSeafoam

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I just wanted to say, I've written about 3 full C-S supports with this editor (I've since been adding support options, messing with bitflags, and configuring unit/MyCastle dialogue, so I could have done more) and they've translated over to in-game really well! Some of the text boundaries were a bit off, but it was easily fixed. Setup was really finicky, even with user documentation, but 30 minutes of the initial struggle was more than worth it.

The only problem I'm running into is, oddly, the B support I have between Kumagera and Azura. For some reason, as soon as the conversation starts in-game, their texts begin overlapping instead of just disappearing as texts swapping back and forth between speakers occurs. I'll likely have to rewrite that support, as I'm assuming that it's something to do with the script conversion to game text.

Thank you again for the editor, it's made support conversation writing fun and relatively easy!

I had the same problem with the very first support I made!
I started a Selena/Charlotte support and it looked fine in the preview, but in-game I get no portraits, and the messages from the two characters overlap.(They still animate properly,sliding up and disappearing as the character continues speaking, but there are two messages displayed on top of each other, one from each character.) This happened with both the C and B level supports (which is as far as I've written).

Also, strangely, it looks as if some of the dialogue isn't playing in the correct order. Rather than playing all of Selena's intro dialogue, it displays Charlotte's first message immediately after Selena's first message, even though she has several messages before Charlotte even enters the stage.

Oh, and it's not just the portraits that are missing; they don't have names above the text either, it's just the main text box on its own. It still plays all the sounds, and the "character falling" sound/transition does what it should.

EDIT: The dialogue wasn't displaying in the wrong order, but worse: the editor deleted all of the messages before the one preceding Charlotte's entrance when it converted them. I don't have a clue why.
EDIT 2: It seemed to delete several pieces of dialogue, but I can't ascertain what specifically triggered it? It has something to do with having the same character speak multiple times. It's a formatting mistake on my part, but it shouldn't be causing dialogue to be deleted.

OOPS

I just realized what we'd both done.

We forgot to specify Display Type.

If anybody else has this issue, just go to the top of the code (right beneath [FORMATTED SCRIPT]) and type (TYPE: ONE).

That will fix the text overlapping and make the characters display.

Still not entirely sure what caused my dialogue to get deleted, though...
 

CakesandSeafoam

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After lots of messing about, I stumbled upon the answer to what causes (possibly) the biggest bug.
The vanishing text bug happens when converting from game to script.
To avoid this bug, simply export as .fescript every time, and never try to open the .bin.lz.
The "convert to game" button TECHNICALLY won't hurt you, but if you try to convert back to script, you'll lose lines.
 

TheReal2B1T

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After lots of messing about, I stumbled upon the answer to what causes (possibly) the biggest bug.
The vanishing text bug happens when converting from game to script.
To avoid this bug, simply export as .fescript every time, and never try to open the .bin.lz.
The "convert to game" button TECHNICALLY won't hurt you, but if you try to convert back to script, you'll lose lines.
Since it looks like the creator has been ded for for 2 months, I'm gonna see if I can do something about that. I've been looking through the code and getting feel for where everything is.
 

CakesandSeafoam

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Since it looks like the creator has been ded for for 2 months, I'm gonna see if I can do something about that. I've been looking through the code and getting feel for where everything is.
I wish you luck! Be sure to message me if you succeed in bringing this back to life. I would love a less buggy version of the editor.
 

TheReal2B1T

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I wish you luck! Be sure to message me if you succeed in bringing this back to life. I would love a less buggy version of the editor.
Thanks, and can do. I'll be posting more frequent updates on the Discord Channel where me and a group of people are working on a Conquest mod, but I'll make sure to post updates here as well. Here's the link if you're interested: https://discord.gg/YxKmhxM

For consistency sake, I'll also be posting stuff on the Gitlab Issues page of this. This is what I've posted so far: https://gitlab.com/secretivecactus/fe-conversation-editor/issues/2
 
Last edited by TheReal2B1T,

SecretiveCactus

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"That is not dead which can eternal lie" and all that. I'm very sorry for my absence -- I tend to be... Inconsistent at best when it comes to my ability to devote time to non-essential projects. I should finally be pushing up a number of fixes at some point in the next few days -- @TheReal2B1T, if you would like to PM me about any changes you've made, I would be happy to integrate you into the project so that there's another person capable of providing support if (when) things pull me away again.
 
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ValiantChan

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If this is still being worked on, one feature that would be nice is somewhere where you could check what emotions are available. Too often I find myself going into the resources to find the name of an emotion, because I know what it looks like and I know the kanji for it but I can't figure out what the editor calls it. Sort of like FEITS' portrait generator I guess, but with English names for the expressions.

EDIT: Also, should've said this earlier, but I'm glad to see you back! I was getting really worried that something terrible happened.
 

TheReal2B1T

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"That is not dead which can eternal lie" and all that. I'm very sorry for my absence -- I tend to be... Inconsistent at best when it comes to my ability to devote time to non-essential projects. I should finally be pushing up a number of fixes at some point in the next few days -- @TheReal2B1T, if you would like to PM me about any changes you've made, I would be happy to integrate you into the project so that there's another person capable of providing support if (when) things pull me away again.
Due to this account being a relatively new one with few posts, I can't PM you yet. Is it alright to fill up the 10(?) post quota by talking about you are comfortable talking about in the thread itself? As for the program itself, I've been busy mostly restructuring the files so that they are a bit more comfortable to read in notepad++. I've been very careful in not touching critical code yet so as to not break the program before I'm sure what each line of code does. I've also been learning Patterns and regex in general so as to know what to change/add and how to add/change it in the case of functions called. The most I've STARTED to change is any reference to $w0 to $w(\\d)+ since I noticed $w is a wait function that can have different numbers. I've attached two of the java files as examples of what I've been doing.
 

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TheReal2B1T

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I don't know if it's already been done, but it would be good to have a document explaining the format of the conversation text files and what each known control code does. I'll start making a short list here.
 

TheReal2B1T

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A list of text control codes that take no parameters.

// Follows portrait select
"$Wa"

//
"$Wc"

// Declares permanents
"$a"

// Insert player's name here
"$Nu"

//
"$N0"

//
"$N1"

// Vertical conversation
"$t0"

// Horizontal conversation
"$t1"

// Wait for button press
"$k"

// Clear dialogue box
"$p"

//
"$Wv"
 

TheReal2B1T

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A list of text control codes that take one parameter.

// Emotion Change
// Params:

"$E"

//
// Params:

"$Sbs"

//
// Params:

"$Sve"

//
// Params:

"$Svj"

// Plays Sound Effect
// Params:

"$Svp"

// Stop music
// Params:

"$Sre"

//
// Params:

"$Fw"

// Selects or exits portrait
// Params:

"$Ws"

//
// Params:

"$VF"

//
// Params:

"$Ssp"

//
// Params:

"$Fo"

// Override name
// Params:

"$VNMPID"

//
// Params:

"$Fi"

// 3D Cutscene Functions
// Params:

"$b"

// Follows exit portrait
// Params:
$w"# of milliseconds"
"$Wd"

// Wait
// Params:
# of milliseconds
"$w"

//
// Params:

"$l"
 

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