ROM Hack Fire Emblem Fates: ROM Hacking General Thread

Fluffy56547

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So uhh, how do I force units such as bond units to join me via chapters or hacking? I crashed last time I tried editing the dispos to forcefully add them to the party in a map.
 

ClockSmasher

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Probably asked this before, in this thread or not, but isn't there a way to overlap with Nintendo's localized translation with TeamIf's fanslation? Quite a bit of what Nintendo has translated isn't wrong, but there are the obvious things that need to be replaced/fixed.
 

DeathChaos

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I had a feeling. Thanks!
I'd like to add that, even if you DO end up creating all the necessary files for encounters (and somehow enabling them, which I have no idea how to get the option itself to show up on the menu), Conquest still has a global lockout for exp and weapon exp, so at best you'd just have something for support grinding, which castles already accomplish.
 
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Fluffy56547

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I tried to force a bond unit to join in Revelations chapter 9 via dispos editing and I crashed. Welp. Did I do something wrong? I simply replaced one of the blue units with said bond unit and I crashed. I also tried replacing a red unit with a bond unit and also crashed.
 

DeathChaos

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I tried to force a bond unit to join in Revelations chapter 9 via dispos editing and I crashed. Welp. Did I do something wrong? I simply replaced one of the blue units with said bond unit and I crashed. I also tried replacing a red unit with a bond unit and also crashed.
How are you pawning them?
Which PID are you using?
What spawnflags did you give them?
Was it a valid spawn coordinate?

You need to provide more details and be more specific, literally almost any wrongly done edits to a bin file will cause the game to crash.
 

Will Scrolls

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So I'm very new to the whole ROM hacking scene, but everything here looks quite interesting! Can someone please create a complete tutorial on how to create new characters and put them into the game. Including file locations and all tools needed. Also if someone could tell me how to create the pixel art sprites and 3D battle sprites that would be really helpful! Thanks.
 

KunoichiZ

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So I'm very new to the whole ROM hacking scene, but everything here looks quite interesting! Can someone please create a complete tutorial on how to create new characters and put them into the game. Including file locations and all tools needed. Also if someone could tell me how to create the pixel art sprites and 3D battle sprites that would be really helpful! Thanks.
From what I've learned, a tutorial would take forever to write up and probably wouldn't make any sense to someone who's new to ROM hacking. And some if not most of the tools needed to create characters aren't readily available. I'm pretty sure it involves a lot of hex editing and other things that I'm not very well versed in. You're asking for a VERY tall order. I'm also pretty sure that a tutorial doesn't exist already because it's a long and probably difficult process to create and perfect new characters. I could be entirely wrong but I'm sure a tutorial doesn't exist for that reason.
 

Omegablu

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From what I've learned, a tutorial would take forever to write up and probably wouldn't make any sense to someone who's new to ROM hacking. And some if not most of the tools needed to create characters aren't readily available. I'm pretty sure it involves a lot of hex editing and other things that I'm not very well versed in. You're asking for a VERY tall order. I'm also pretty sure that a tutorial doesn't exist already because it's a long and probably difficult process to create and perfect new characters. I could be entirely wrong but I'm sure a tutorial doesn't exist for that reason.
If I could like this comment a couple hundred times I would. You are so very correct. The best way to learn to create new characters is to learn it yourself, slowly. The learning curve is high, but once you get there everything's not so bad. Except for locating bugs. Also not for people who are not interested in staring at a bunch of nonsense hex bytes all day.
 
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DeathChaos

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From what I've learned, a tutorial would take forever to write up and probably wouldn't make any sense to someone who's new to ROM hacking. And some if not most of the tools needed to create characters aren't readily available. I'm pretty sure it involves a lot of hex editing and other things that I'm not very well versed in. You're asking for a VERY tall order. I'm also pretty sure that a tutorial doesn't exist already because it's a long and probably difficult process to create and perfect new characters. I could be entirely wrong but I'm sure a tutorial doesn't exist for that reason.
Well, the fefatestools Nighmate modules repo has some really nice python scripts that can add stuff to GameData, that said, this is one of the most vital files in the game, so messing around with it is a bad idea if you have no idea what you're doing, since this file is always loaded, so any errors in the file will basically make the game unbootable one you load a save.
That said, I've been working on a little something behind the scenes, but I have a really nice GameData that has a ton of stuff, most notably, I can do stuff like Capturing Rinkah in CQ11, or Capturing Saizo/Kagero in CQ25, Capturing Reina/Orochi in CQ13, etc.

That said, just adding a character block in itself will not be enough depending on what you want, and the python scripts really can't go farther than that.
 
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KunoichiZ

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Well, the fefatestools Nighmate modules repo has some really nice python scripts that can add stuff to GameData, that said, this is one of the most vital files in the game, so messing around with it is a bad idea if you have no idea what you're doing, since this file is always loaded, so any errors in the file will basically make the game unbootable one you load a save.
That said, I've been working on a little something behind the scenes, but I have a really nice GameData that has a ton of stuff, most notably, I can do stuff like Capturing Rinkah in CQ11, or Capturing Saizo/Kagero in CQ25, Capturing Reina/Orochi in CQ13, etc.

That said, just adding a character block in itself will not be enough depending on what you want, and the python scripts really can't go farther than that.
I keep forgetting about the python scripts. But you are right. Since they did say they were new to ROM hacking, I'd say the python scripts and the Nightmare tools should be as far as they go until they get more experienced.
 

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You could probably add a new character to the game purely through tools at this point, but you definitely couldn't build a new AID or anything like that without working in a hex editor. You can use RainThunder's tools to add the character to GameData and customize them and then spawn them on a map using TildeHat's dispo tools. If you need to do any sort of script editing, you could always take a look at the tools I've put together.

Anyways, I found out how to reclass the player in the prologue. The game has the player's class hard coded as Nohr Prince, so changing it requires patching code in addition to GameData. Fortunately, the edit's really simple - all you have to do is alter a JID label. Here's the results:
XIVPe7C.png
IN3llV2.png
xxyklxH.png
The game uses a similar system for building the player's model during character creation, so I might try altering that as well.
 

KunoichiZ

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You could probably add a new character to the game purely through tools at this point, but you definitely couldn't build a new AID or anything like that without working in a hex editor. You can use RainThunder's tools to add the character to GameData and customize them and then spawn them on a map using TildeHat's dispo tools. If you need to do any sort of script editing, you could always take a look at the tools I've put together.

Anyways, I found out how to reclass the player in the prologue. The game has the player's class hard coded as Nohr Prince, so changing it requires patching code in addition to GameData. Fortunately, the edit's really simple - all you have to do is alter a JID label. Here's the results:
XIVPe7C.png
IN3llV2.png
xxyklxH.png
The game uses a similar system for building the player's model during character creation, so I might try altering that as well.
It makes me wonder why it's hard coded to be Nohr Prince(ss), because as your randomizer proves, everyone else isn't really hard-coded to a class, unless they are and I just don't know it.
 

DeathChaos

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If you're looking at code.bin, I have a few "simple" requests.

How exactly does the game mark a unit as a "replica" and connect them to the original unit?

Alternatively, how does the game store the player's AID/FID? Does it use a certain FID/AID label not seen in the bin files, or does it simply use the "default" ones and reconstruct them based on save data values?

I know for a fact FID_username gets the player's current portraits, but it fails to copy over the hair color and thus defaults to the black hair color;
My Corrin;
K7xNOLg.png


Attempted clone;
Nwy7Jtu.png


As you can see, I have no idea how to fetch the player's current AID, and the hair color doesn't get correctly applied.

You can always create a Replica of the player, mess around with the Replica label, and do some eventing to move the Replica into an enemy, but then you have the problem of this still being your Corrin's replica meaning that if this enemy dies, so will your Corrin, and because it was an enemy, the game will actually kill off your Corrin like any other normal unit (and not trigger a game over), I wrote down my experiments with this here.

tl;dr I want to clone the player's Corrin as an enemy unit but it seems to me it's currently impossible to do cleanly.
 

thane98

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If you're looking at code.bin, I have a few "simple" requests.

How exactly does the game mark a unit as a "replica" and connect them to the original unit?

Alternatively, how does the game store the player's AID/FID? Does it use a certain FID/AID label not seen in the bin files, or does it simply use the "default" ones and reconstruct them based on save data values?
To be honest, I can't do any real analysis with regards to code - I don't have any sort of disassembler to use, nor do I know enough about assembly to recognize what's going on in the code. I did a quick search for AID's in the code file, and I dug up two labels that might interest you - AID_マネキン and PID_無し. It looks like those are used for replicas, so you could always take a look at those. As funny as it sounds, that's the only AID mentioned explicitly in the code.

I'm not too sure about how the player's AID/FID works either. I always thought that the game just used the ones referred to in GameData.bin, but I guess that's not the case. I couldn't tell you how the game handles either of them.

If you want to try looking at the code, I noticed that @SciresM put together this script which might be able to get code.bin into a modifiable state using IDA, though I haven't tried it personally.
 
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SciresM

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To be honest, I can't do any real analysis with regards to code - I don't have any sort of disassembler to use, nor do I know enough about assembly to recognize what's going on in the code. I did a quick search for AID's in the code file, and I dug up two labels that might interest you - AID_マネキン and PID_無し. It looks like those are used for replicas, so you could always take a look at those. As funny as it sounds, that's the only AID mentioned explicitly in the code.

I'm not too sure about how the player's AID/FID works either. I always thought that the game just used the ones referred to in GameData.bin, but I guess that's not the case. I couldn't tell you how the game handles either of them.

If you want to try looking at the code, I noticed that @SciresM put together this script which might be able to get code.bin into a modifiable state using IDA, though I haven't tried it personally.

"Might"

bkRfh13.png

RE is completely trivial once you've used my script on your idb :)
 
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thane98

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"Might"

bkRfh13.png

RE is completely trivial once you've used my script on your idb :)
I didn't realize that you could do that much with it - those results are pretty impressive! I definitely need to try that out when I get the chance.

Thank you for the script!
 

Will Scrolls

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Alright thanks to everyone who responded, I wan't really sure if it was possible. However would it be possible to change the sprites, voice and name of a pre-existing character to create the illusion of a new character?
 

Dylos

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Alright thanks to everyone who responded, I wan't really sure if it was possible. However would it be possible to change the sprites, voice and name of a pre-existing character to create the illusion of a new character?
Sprite: Yes
Name: Yes
Voice: maybe...you can change it to an existing archive, but good luck trying to make your own.
 

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iayvLfa.png


Change the byte at 0x430E70 to 0x4 in the SE code.bin. For Birthright's and Conquest's code.bin change the byte at 0x430E88 to 0x4.

This will let characters added with DLC to S support others. Though they still don't auto generate A+ supports.

Edit: Should mention that this is for the US version of Fates. The Japanese and European versions probably have different locations.
 
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