ROM Hack [WIP] Paragon (Fire Emblem Fates)

thane98

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I've released another minor update. There's only one new feature, but it'll vastly improve the usefulness of nightmare modules. Here's what's new:
  • The STRP control in FEFNightmare can now be used to edit labels in existing blocks. If a pointer already exists at the location, FEFNightmare will simply repoint to a new label. If no pointer exists, FEFNightmare will add one. Note that this works like the spinner controls - you need to hit enter to commit your changes to the file.
  • The Person nightmare module now uses IDs for block selection rather than the character names from GameData.bin
  • Gave proper names to the 4 unknown entries in all character-related nightmare modules.
  • Corrected the "JID Bitflags" entries in the AID modules.
The download link's in the main post.
 

thane98

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After using FEFEditor for a couple of larger projects, I've come to realize that the tool could be a lot easier to use. I'm pretty happy with where FEFEditor is featurewise for the moment, so the next update will focus on making editing an easier process in general.

In particular, I plan to condense most of the program into a single window rather than having every editor open in a new window. I've already altered FEFNightmare to use one window, and the difference is massive. If you want a preview of what FEFNightmare will look like in the next update, here's a screenshot. To make editing a little quicker, I've also added in a way to categorize modules and copy data directly from one block to another.

Anyways, I'm looking for feedback before I start making major changes to FEFEditor itself. If you've got any ideas to make building hacks with FEFEditor, I'd love to hear them. I've got a couple major changes I'm considering making, so I'll go ahead and list those below.
  • Now that FEFNightmare can edit labels, the Person, Config, and Castle Join editors could be handled more effective using modules/injectors. Replacing the editors with modules would make large scale changes to the tool significantly easier to implement.
  • Autofill for items, skills, PIDs, etc. to make editing files with labels significantly easier.
  • A "project" mode to make building larger hacks a little easier. I've got a lot of ideas for how to handle this at the moment, but I haven't settled on anything concrete yet.
 
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GermanTacos

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After using FEFEditor for a couple of larger projects, I've come to realize that the tool could be a lot easier to use. I'm pretty happy with where FEFEditor is featurewise for the moment, so the next update will focus on making editing an easier process in general.

In particular, I plan to condense most of the program into a single window rather than having every editor open in a new window. I've already altered FEFNightmare to use one window, and the difference is massive. If you want a preview of what FEFNightmare will look like in the next update, here's a screenshot. To make editing a little quicker, I've also added in a way to categorize modules and copy data directly from one block to another.

Anyways, I'm looking for feedback before I start making major changes to FEFEditor itself. If you've got any ideas to make building hacks with FEFEditor, I'd love to hear them. I've got a couple major changes I'm considering making, so I'll go ahead and list those below.
  • Now that FEFNightmare can edit labels, the Person, Config, and Castle Join editors could be handled more effective using modules/injectors. Replacing the editors with modules would make large scale changes to the tool significantly easier to implement.
  • Autofill for items, skills, PIDs, etc. to make editing files with labels significantly easier.
  • A "project" mode to make building larger hacks a little easier. I've got a lot of ideas for how to handle this at the moment, but I haven't settled on anything concrete yet.
A way to not have to hit enter on values and just save everything in a block after you've finished would be really helpful.

Additionally, weapon/character/item names are a bit hard to go through, since you have to scroll through the big lists. I think that's what you meant by autofill, but just making sure.

Being able to add labels with just typing in the text you want to be displayed would be helpful, though I'm not sure if that just falls under features.
 

thane98

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A way to not have to hit enter on values and just save everything in a block after you've finished would be really helpful.

Additionally, weapon/character/item names are a bit hard to go through, since you have to scroll through the big lists. I think that's what you meant by autofill, but just making sure.

Being able to add labels with just typing in the text you want to be displayed would be helpful, though I'm not sure if that just falls under features.
I'll see what I can do about eliminating the need to hit enter. That shouldn't be too bad.

I might be able to add autofill to the drop down menus as well, but my priority is textfields like the items/skills in the dispos editor or AID/FID in the character injector.

I'm not sure what you're last suggestion is referring to. The last update I posted added a way to edit or add labels through nightmare modules. Is that what you were looking for?
 

TsUnDeReAznGuY

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Maybe a AID viewer haah jk it will take forever to make that. Though it is really a pain in the butt to view all of them using Ohana3ds unless you know another way.
 

DeathChaos

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A manual input box in the Dispos editor for Coordinates might be nice, the 40 17 spawn flags (the one most new units use when they join off of a map) needs coordinates to all be set to FF (so FF FF FF FF).
 

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It'd be useful if Fates Script 3 could have the event numbers like the original, since some if/else events end up pointing to another event by number.
 

GermanTacos

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Another thing I realized FEFEditor doesn't have is a smart support system. Right now, it has to read supports from the .XML file, but with how many support hacks there are out there, it's a bit hard to constantly try and juggle different .XMLs.
 

thane98

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@DeathChaos25 @ValiantChan, those changes can be made pretty easily - I'll make sure to have them in the next update.

Another thing I realized FEFEditor doesn't have is a smart support system. Right now, it has to read supports from the .XML file, but with how many support hacks there are out there, it's a bit hard to constantly try and juggle different .XMLs.
I'd like to eliminate the need for the .xml files as well. I might be able to get rid of them in the base game's support editor, though I'm not sure if I can with the DLC version.
 
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flagpole343

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Hello, I've been using this to add some characters to game but I have a problem.

I followed the tutorial to add Zola (although I added Kilma) and everything looks great except one thing: when I reclass him to a class with a mount, the animation sometimes plays... strangely. I reclassed him to a Dark Knight and when he attacks with a sword the animation plays nicely (he's on top of his horse), but if he uses tomes, it plays the Sorcerer animation but there's the horse still and it kind of merges with Kilma. I reclassed him to Malig Knight and it's the same problem, the wyvern is there still doing nothing while the sorcerer animation plays, but when I tried Swordmaster or other non-mounted class, it was fine.

Also, the little unit icon (the one that's on the map) doesn't have a head in those mounted classes.

I don't know if this is an issue or I did something wrong. I'd really appreciate it if someone could help me!
 

thane98

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Chances are the issue is with Kilma's AID rather than anything you did. Most of the AIDs for characters like Kilma are only built with one class in mind. You might be able to fix it by adding a new AID to ROM3 using one of the injectors in FEFNightmare. You just need to figure out which models and textures Kilma's original AID uses. I'd also find the hair color and skin color so that you don't get a brown-haired Kilma.

I can't really help you with the mounted class issue though - I haven't run into anything like that before.
 

flagpole343

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Chances are the issue is with Kilma's AID rather than anything you did. Most of the AIDs for characters like Kilma are only built with one class in mind. You might be able to fix it by adding a new AID to ROM3 using one of the injectors in FEFNightmare. You just need to figure out which models and textures Kilma's original AID uses. I'd also find the hair color and skin color so that you don't get a brown-haired Kilma.

I can't really help you with the mounted class issue though - I haven't run into anything like that before.

Yeah, I figured that was the problem since his clothes didn't change after reclassing.

Do you think if I change the AID the animation would play correctly? And would that make it so he has his own clothes only if he's a sorcerer and generic armor if he's another class?

And one last thing, I'm guessing to find his asset would be by trial and error, right? Or is there another way? (I hope there's an easier way) And what's the naming convention of those assets? Do I simply change the numbers at the end after ch?

--------------------- MERGED ---------------------------

Your assumption is 100% correct, it's an AID issue.

An example can be found in Before Awakening, if you make Chrom a mounted class in before awakening, he will have this exact same glitch, despite being a cavalier, he will still use his Lord model/animations, and the mount will just be there fusing with him in a T-Stance.

You need to make a new regular AID for Kilma, and then make a JID AID for Kilma so he can use his model in Sorcerer.

Ok, thanks, I'll see if I can change the AID (in case you didn't read my last post: in the tutorial the names for the assets are something like Head_F_ch120; do I just change the last number? And maybe that F is for female?)

And does the AID only modify the 3D battle model or also the map icon? Would this also fix the head disappearing when in a mounted class?
 

DeathChaos

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Your assumption is 100% correct, it's an AID issue.

An example can be found in Before Awakening, if you make Chrom a mounted class in before awakening, he will have this exact same glitch, despite being a cavalier, he will still use his Lord model/animations, and the mount will just be there fusing with him in a T-Stance.

You need to make a new regular AID for Kilma, and then make a JID AID for Kilma so he can use his model in Sorcerer.
 

thane98

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Yeah, I figured that was the problem since his clothes didn't change after reclassing.

Do you think if I change the AID the animation would play correctly? And would that make it so he has his own clothes only if he's a sorcerer and generic armor if he's another class?

And one last thing, I'm guessing to find his asset would be by trial and error, right? Or is there another way? (I hope there's an easier way) And what's the naming convention of those assets? Do I simply change the numbers at the end after ch?
Both of the templates in FEFNightmare make the model unique to a specific class, so he will only have his unique outfit as a sorcerer.

The easiest way would be to decompress ROM4, open it in a hex editor, and search for "KILMA". You should find all of Kilma's head and hair information behind that label. The gear, dress, and JID labels should come be right after the label you searched for.

As far as I know, you could find it eventually by just change the ch number. Alternatively, you could look through the models in Ohana Rebirth until you find the one you need.
 

flagpole343

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Both of the templates in FEFNightmare make the model unique to a specific class, so he will only have his unique outfit as a sorcerer.

The easiest way would be to decompress ROM4, open it in a hex editor, and search for "KILMA". You should find all of Kilma's head and hair information behind that label. The gear, dress, and JID labels should come be right after the label you searched for.

As far as I know, you could find it eventually by just change the ch number. Alternatively, you could look through the models in Ohana Rebirth until you find the one you need.

Ok, thanks a lot for the help, I'll try to do it now. But I might ask for more help later since I'm a noob in all of this, hahaha. Again, thanks
 

thane98

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It took way longer than I wanted it to, but update 5 is finally ready! This is a really, really big update relative to the others, so I've separated the changes out by program. Hopefully these changes will make using FEFEditor easier. Anyways, here's the changelog:

FEFEditor:
  • Merged all editors into a single window.
  • The GUI is now styled using a modified version of JMetro8, not JFoenix.
  • Most textfields that require Japanese labels now have an autocomplete function. You can enter in the prefix and the english name to get the correct, Japanese version. Ex. Selecting the autocomplete function for IID_Thunder will fill the field with IID_サンダー.
  • Added an editor for text files with lots of entries like GameData and GMap.
  • The IndirectSound Editor is now a part of FEFEditor itself.
  • The map config editor has been replaced with a module that performs the same function.
  • Added a "Make Chapter" option to the main menu for copying all of the files needed to create a new chapter.
  • Removed the game selection menu. Replaced it with a mode menu for Awakening, Fates Base Game, and Fates DLC.
  • Rewrote the code for the dispo, person, and join editors to make exporting files as accurate as possible.
  • Fixed a critical bug with the dialogue editor that caused the first message line in every text file to get cut off when exporting.
IndirectSound Editor:
  • Added a field for editing a sound's tag bytes.
  • Added an option for batch configuring tag bytes.
  • Adjusted the "Add Character" function to properly assign damage lines.
  • Fixed a bug which caused the "Add Character" function to fail if a cured line was in the voice set.
Support Editor:
  • Supports.xml is no longer needed. The editor will now connect support tables to character blocks by using support IDs.
  • Characters are now added through the "Add Character" option. You no longer need to know the support ID and character ID beforehand - just select a character from a list of characters without support tables and the editor will take care of the rest.
Dispo Editor:
  • Fields are now categorized to make finding the field you want easier.
  • Changes made to fields are now immediately written to the block. No saving required.
  • The dispo grid now scales to fill its pane.
  • Added fields for changing spawn coordinates.
  • Replaced all of the bitflag fields with proper HexFields from FEFNightmare.
  • Revised the colors used in the dispo grid.
Castle Join Editor and Person Editor:
  • Changes made to the fields are now immediately written to the block.
FEFNightmare:
  • Condensed everything into a single window.
  • The GUI is now styled using a modified version of JMetro8, not JFoenix.
  • Spinners and textfields now automatically write to the block when their values change. No hitting enter required.
  • Added a function for copying data from one block to another. By default, the function will only copy non-text data.
  • Added modules for map config, museum, and GameData's field files.
  • Added an AID injector for unique class models and a normal injector for person files.
  • Modules can now be categorized.
  • Rewrote the module parsing code. Removed lots of unused Nightmare 2 code from the project.
Fates Script 3:
  • Tweaked the menubar and tab pane to match FEFEditor/FEFNightmare.
  • Events are properly numbered like they were in the original Fates Script.
  • Fixed a bug which prevented .fscript files from appearing in the open file dialog.
The download link is in the post along with a link to the new github repository. And with that, I think I'm going to take a break from FEFEditor for a bit. I'll try to fix any bugs that pop up, but I don't intend to work on any big features for a little while.
 

DeathChaos

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ValiantChan

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I'm likely just being exceptionally stupid as always, but I can't seem to export edited Awakening dispos files. I added a faction and a block, which for some reason makes export do nothing when I click on it. The block is more or less a duplicate of another one, the only difference between them being the PID. Awfully sorry for being such a dumbass, but I can't imagine what I might have done wrong here.
 

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