ROM Hack Fire Emblem Conversation Editor (Awakening/Fates)

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
Fire Emblem Conversation Editor
IodZry9.png

I have no idea if I'll finish this post before midnight (probably not), but hey! Finished when I said I would, despite weekend laziness.

Anyway, this is a conversation editor for messages in the 3DS Fire Emblem games, Awakening and Fates. It allows you to edit game text with a simplified script format or the normal game text format, providing syntax highlighting for the former.

It also includes such fancy extras as an integrated conversation simulator based on FEITS as well as an audio palette to help you pick sound effects and a My Unit editor that lets you save a bevy of beautiful My Units for use in your conversations.

The User Documentation is here, and I highly recommend reading it, since it includes details about script commands and such: https://secretivecactus.gitlab.io/fe-conversation-editor/

You can grab the release here: https://gitlab.com/secretivecactus/fe-conversation-editor/tags/v1.2.1

The code is on GitLab: https://gitlab.com/secretivecactus/fe-conversation-editor
 
Last edited by SecretiveCactus,

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
Glad to see this release! I'm looking forward to using it for future projects.

I certainly hope you find it as useful as I find your tools!

> GitLab instead of GitHub

WHY

A couple of reasons, actually! I like the smaller nature of GitLab, I like the fact that I can develop in private repos for free before going public... And also I forgot my GitHub password and lost the e-mail I used for it, so I didn't feel like starting a new account with a different name. So, you know, reasons. (But seriously, I do like GitLab a lot.)

In all seriousness, this is a pretty amazing tool. And the fact that there's documentation on all of this? +1 man, +1.

The documentation is what killed me! The actual program was more-or-less finished as of a few days ago, barring final testing and cleaning. Finishing up the Javadoc took a little longer, but I was still well ahead of schedule. The user documentation...?

...Yeah, that took me a while.
 
  • Like
Reactions: robotortoise

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
Fixed a fairly significant bug with the saving and loading of support conversations -- it must have snuck in during the last-minute cleanup stages, since the problem didn't exist two days ago! I've uploaded both a full new release for first-timers and a .jar file to replace the original for people who already downloaded it. Just stick the .jar in the bin/ directory (overwriting the existing one) and you're good to go!

Nice editor! Maybe this will make fire emblem fun for me again.

If it succeeds at that, I probably deserve a medal or something.
 

Dylos

Well-Known Member
Member
Joined
May 13, 2016
Messages
285
Trophies
0
Age
37
XP
220
Country
United States
Any chance the my unit editor can be modified to load a character file from FEFTwiddler? Or to export into FEFTwiddler?

Just an idea since the hex of the my unit isn't terribly complex. This would of course have an added benefit of being able to have more freedom over the my unit in your game without the end user having to hex edit.
 

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
Any chance the my unit editor can be modified to load a character file from FEFTwiddler? Or to export into FEFTwiddler?

Just an idea since the hex of the my unit isn't terribly complex. This would of course have an added benefit of being able to have more freedom over the my unit in your game without the end user having to hex edit.

That seems entirely possible. I'd need to take a look at how FEFTwiddler saves character files, but I can't imagine it being that hard to work with -- I'll put it on the list of things to look into for future releases!
 

ValiantChan

Well-Known Member
Member
Joined
May 24, 2016
Messages
105
Trophies
0
XP
735
Country
Hong Kong
Dang, this is gonna make my life so much easier, bless you.

Quick question though, is the audio palette for voices only, or does it include sound effects like a dish breaking or someone falling over?
 
  • Like
Reactions: SecretiveCactus

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
Unfortunately it just contains voices for now -- I couldn't really find any good tools to extract the audio, so even just that much took me a while. Other audio definitely something that I want to add in the future, though!
 

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
I can't seem to find where BGMs can be sampled. I assumed it was in the audio palette, but I don't see them there.

I... must have forgotten to add BGM to the palette, then. I'll have to push a small update for that later, but for now you can listen to it from its place in the resources/`game-mode`/sound/BGM folder. I'm really sorry about that! I could have sworn... I wonder if it's in one of my subprojects...
 

king_frost93

Member
Newcomer
Joined
Jan 18, 2017
Messages
13
Trophies
0
Age
28
XP
68
Country
United States
For some reason, the audio clips don't seem to want to play when I use them. Even running them in Windows Media Player doesn't work because it thinks they're invalid.

This is pretty cool though. I downloaded it last night and it's very useful. The only real complaint I have has to do with the documentation, which is that it doesn't tell you how to things like background fades. I figured it out myself by simply checking an existing support file in the program but still, something you might want to put down. :P
 
  • Like
Reactions: SecretiveCactus

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
NICE.

Also tagging @UnassumingVenusaur , get yer butt over here, you'll love this.

Glad you like it! And I certainly hope she does... I still feel really guilty that I showed this to her when it was in early dev and then ended up taking a little over half a year to actually get a release out.

For some reason, the audio clips don't seem to want to play when I use them. Even running them in Windows Media Player doesn't work because it thinks they're invalid.

This is pretty cool though. I downloaded it last night and it's very useful. The only real complaint I have has to do with the documentation, which is that it doesn't tell you how to things like background fades. I figured it out myself by simply checking an existing support file in the program but still, something you might want to put down. :P

Did you install the audio pack for the game you're using? Per the release notes, the core packs come with "audio files that will not play any sound but will allow the script editor to recognize them as valid for syntax highlighting". They're just empty dummy files with the right names!

And the reason I didn't include a wider variety of notes on those kinds of things is that, frankly, I'm not entirely sure how to do them myself. My focus thus far was just on getting this out there, not extensively testing unknown text control codes -- I've got an Issue opened here with a list of control codes that I know exist but haven't investigated yet, and I certainly welcome any input from people who have the answers! I'll add more script commands as I learn what things do. I intend to do a fair amount of research about it myself at some point, but I'm not sure when I'll have the time to really sit down and test!
 
  • Like
Reactions: king_frost93

ValiantChan

Well-Known Member
Member
Joined
May 24, 2016
Messages
105
Trophies
0
XP
735
Country
Hong Kong
I can't say I know what the codes in the unknown codes issue do, but I know a few bits of commonly used codes - namely, the fade to black (from Fates - it may or may not work in Awakening, I can't remember) and a handful of sound effects. I could post them here, if you want them.
 
  • Like
Reactions: SecretiveCactus

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
I can't say I know what the codes in the unknown codes issue do, but I know a few bits of commonly used codes - namely, the fade to black (from Fates - it may or may not work in Awakening, I can't remember) and a handful of sound effects. I could post them here, if you want them.

That would be great, thank you! It would be a great starting point. I can handle quick testing to make sure they work the same way in both games if I know what to be testing for, haha.
 

DeathChaos

Unmei wo koeru!
Member
Joined
Oct 21, 2015
Messages
1,364
Trophies
0
Age
28
XP
1,724
Country
Puerto Rico
About the control codes, $Wa is listed in the issue, while this is the most commonly used one!

$Wa basically means "This character is now the active talker.", which is why it will always be seen at the start of a speaker change.
$Svp is what the game uses to call voice clips, so for example, $SvpVOICE_CHARLOTTE_CUT_IN_00 would call Charlotte's first cutin quote.

These apply to both Fates and Awakening.

$VNMPID is something I've only seen used in Fates, but it's quite simple and effective.

Every portrait in the game is tied to an MPID, it's what displays the name, however, sometimes portraits need to be reused with different displayed names, enter $VNMPID, an example of this is Conquest Chapter 8, the game uses $VNMPID to assign Odin's portrait the MPID_? ? ?, making his displayed name "???" instead of "Odin".
 
  • Like
Reactions: SecretiveCactus

SecretiveCactus

Active Member
OP
Newcomer
Joined
May 6, 2016
Messages
40
Trophies
0
XP
232
Country
United States
About the control codes, $Wa is listed in the issue, while this is the most commonly used one!

$Wa basically means "This character is now the active talker.", which is why it will always be seen at the start of a speaker change.
$Svp is what the game uses to call voice clips, so for example, $SvpVOICE_CHARLOTTE_CUT_IN_00 would call Charlotte's first cutin quote.

These apply to both Fates and Awakening.

$VNMPID is something I've only seen used in Fates, but it's quite simple and effective.

Every portrait in the game is tied to an MPID, it's what displays the name, however, sometimes portraits need to be reused with different displayed names, enter $VNMPID, an example of this is Conquest Chapter 8, the game uses $VNMPID to assign Odin's portrait the MPID_? ? ?, making his displayed name "???" instead of "Odin".

$Wa is in there because, while it often serves the purpose you describe, there are also cases where it's used after a character has been determined as the speaker and without changing the active speaker! As such, I consider it either "partially understood" or "hamhandedly applied by the devs". The odds of it being the latter are... Pretty high, really.

$Svp should not have been on that list! I need to proofread that thing more carefully. I definitely get that one, hahaha.

And that's a really neat detail about $VNMPID -- thanks for that! I'll see about whipping something up for it.
 

robotortoise

Well-Known Member
Member
Joined
Jan 12, 2012
Messages
100
Trophies
0
Location
Arizona
XP
190
Country
United States
That's it.

That's fucking it. You've done it. You've killed FEITS, and with it, you've killed me with happiness and sheer glee. Are you happy now, you *bastard?!!*


This is the best goddamn thing I have ever seen in my life. Holy fuck this is one comprehensive, well-thought out program. Sound, a nice GUI, Fates and Awakening support, easy editing, great documentation....

Are you TRYING to make me need a new pair of pants?!!!


Seriously, as the guy who localized FEITS, this is the best fucking thing I have ever seen in my life.

The only qualms I have about it are:
A. It uses not-Github. Github is kinda the defacto standard for a reason.
B. It uses mp3s, instead of grabbing the sounds and streams from the BSCARs and .bcstm files respectively. (i.e. no looping and lower quality.)
C. It's difficult and unclear to set-up. All the files should be downloaded at once. None of this a la carte business. (Or, at the least, if you do a la carte, have the download packs more obviously linked, in with the "how-to" guide.


But complaining about those is like complaining that the beautiful, gold-plated horse you just found has a small fly hovering around his nose. Seriously this program is amazing. Holy shit. I love this program and I love YOU. And if you ever need the Awakening or Fates PNGs from the DLC, I've uploaded them here.
 
  • Like
Reactions: SecretiveCactus

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • BakerMan @ BakerMan:
    Have you ever been beaten by a wet spaghetti noodle by your girlfriend because she has a twin sister, and you got confused and fucked her dad?
  • Psionic Roshambo @ Psionic Roshambo:
    I had a girlfriend who had a twin sister and they would mess with me constantly.... Until one chipped a tooth then finally I could tell them apart.... Lol
  • Psionic Roshambo @ Psionic Roshambo:
    They would have the same hair style the same clothes everything... Really messed with my head lol
  • Psionic Roshambo @ Psionic Roshambo:
    @The Real Jdbye, I could see AMD trying to pull off the CPU GPU tandem thing, would be a way to maybe close the gap a bit with Nvidia. Plus it would kinda put Nvidia at a future disadvantage since Nvidia can't make X86/64 CPUs? Intel and AMD licensing issues... I wonder how much that has held back innovation.
  • The Real Jdbye @ The Real Jdbye:
    i don't think nvidia wants to get in the x64 cpu market anyways
  • The Real Jdbye @ The Real Jdbye:
    you've seen how much intel is struggling getting into the gpu market
  • The Real Jdbye @ The Real Jdbye:
    and nvidia is already doing ARM
  • The Real Jdbye @ The Real Jdbye:
    i don't think they want to take more focus away from their gpus
  • Psionic Roshambo @ Psionic Roshambo:
    Yeah I think Nvidia s future lays in AI GPU acceleration stuff if they can get that going it's going to be super interesting in the long term
  • Psionic Roshambo @ Psionic Roshambo:
    AI assisted game creation might become a thing
  • Psionic Roshambo @ Psionic Roshambo:
    At least that's something I think would be pretty cool.
  • Psionic Roshambo @ Psionic Roshambo:
    Don some VR glasses and gloves and talk to the computer and paint entire worlds
  • Psionic Roshambo @ Psionic Roshambo:
    "OK Cortana I want that mountain a little taller and more snow on top, and I would like some random ancient pine forest around the bottom"
  • Psionic Roshambo @ Psionic Roshambo:
    "Now we need a spring fed river flowing down the north side and add some wild life appropriate for the biome"
  • Psionic Roshambo @ Psionic Roshambo:
    Many TBs of assets and the programming of something like that is going to be tough but I think it's something we might see in 20 years maybe sooner
  • The Real Jdbye @ The Real Jdbye:
    @Psionic Roshambo AI assisted game creation is kinda already here, there was recently that AI that can turn any 2D image into a fully modeled 3D object, it's not perfect, but it's a starting point, beats starting from zero
    +1
  • The Real Jdbye @ The Real Jdbye:
    before that there was one to generate a fully modeled scene from a 2D image
    +1
  • The Real Jdbye @ The Real Jdbye:
    but most recently, there was one that actually generates a working unity scene with terrain and textures already set up that you can import right into unity, that's a huge time saver right there
    +1
  • The Real Jdbye @ The Real Jdbye:
    and using LLMs to generate NPC dialogue and even dynamically generated quests is something i'm sure is already happening
    +1
  • The Real Jdbye @ The Real Jdbye:
    will just take some time for games made using those things to be completed and released
    +1
  • K3Nv2 @ K3Nv2:
    @The Real Jdbye, it's bed bath and beyond you nitwit
  • The Real Jdbye @ The Real Jdbye:
    @K3Nv2 you said instructions with pictures, same difference
    The Real Jdbye @ The Real Jdbye: @K3Nv2 you said instructions with pictures, same difference