No, there's a file called aset.bin.lz in the bs folder that tells the game what animation should be used in a given situation(If using axes use this animations, dodge with this animation etc.).
I havent fixed romantic supports yet. Maybe @TildeHat knows the solution. Supports between dlc characters is easy, and not too different from normal characters.Hey guys, I'm back! It was a long week, so I didn't have any tike to work on hacking and stuff. Back with some questions..
Have we gotten any closer to getting working Romantic supports w/custom DlC Characters, or are we still stuck at A/A+? I spent a lot of time this week coming up with support convos for my character, so I was wondering if we actually had a way to use them yet. I was also wondering if it was possible to say, have supports set up between two custom DLC units from different sets, such as Owain and Lissa from Omegablu's and DeathChaos25's sets.
Also has anyone dug around and found character the following, or know where I should look for them?
-Endgame Dialogue (apparently Odin, Selena, and Laslow have unused lines for Birthright endgame, we might be able to use those)
-Character Bio (from the library) I have a good chunk of bios written up!
-DLC Chapter lines (I imagine this would involve actually adding instances of text to the map DLC and rebuilding it, so this isn't a big deal)
Also I'm working on writting more (and hopefully finishing the last characters up) or @Omegablu, and then when I'm done with that, I may move on and write dialogue for @DeathChaos25 as well, if I have the energy that is.
I havent fixed romantic supports yet. Maybe @TildeHat knows the solution. Supports between dlc characters is easy, and not too different from normal characters.
A randomizer could be done, but you couldn't just set it up through nightmare modules. You'd have to set up some kind of program to go through and edit GameData, all of the dispo files, and text files if you want to have the random character show up in cutscenes.snip
I already have a randomizer I made some months ago when I did python for the first time, it's pretty horrible and it only covers GameData, but I could send it your way, since it actually works.A randomizer could be done, but you couldn't just set it up through nightmare modules. You'd have to set up some kind of program to go through and edit GameData, all of the dispo files, and text files if you want to have the random character show up in cutscenes.
I'm out of town at the moment, but I could try and set something up in a few days.
Feel free to send it my way if you want to. I don't think I'm going to try and mess with Corrin if his base class is forced like that, but we'll see.I already have a randomizer I made some months ago when I did python for the first time, it's pretty horrible and it only covers GameData, but I could send it your way, since it actually works.
The problem is that while we can randomize Corrin's base class, it won't matter because upon Character creation, the game will auto force Nohr Prince(ss) upon creation based on Gender.
It should at least allow Corrin to reclass into the class that was randomly decided, unless the game is even more wonky then I thought.Feel free to send it my way if you want to. I don't think I'm going to try and mess with Corrin if his base class is forced like that, but we'll see.
I could see about reclassified, but I don't think that'll work - Corrin's main class and reclass options are likely handled through the game's rather than anything in the romfs. You could potentially modify that as well, but I don't know enough about asm and the code disassembly process to do anything like that.It should at least allow Corrin to reclass into the class that was randomly decided, unless the game is even more wonky then I thought.
It does, I was looking through it but I think I need to switch hex editors so I can see the Japanese.I think ROM2 has the default model for every class.
You really need one, everything uses Japanese labels, so unless you develop the ability to read the hex bytes and manually interpret them as Japanese characters, it'll just be a blind guessing game.It does, I was looking through it but I think I need to switch hex editors so I can see the Japanese.
Changes on the scale you're talking about are essentially not possible - at least, not without redoing a significant portion of the game's code. Considering that making minor edits is very difficult to do as it is, doing any sort of large scale edits to the code simply isn't plausible.I wonder if it's possible to do this: (Via ROM Hacking of course)
When you beat The Endgame Chapter On any Path, The Game unlocks replicas of Chapters 7 to 26 with increased difficulty (You can choose if it's increased or not and if it's increased you can disable the extra difficulty at any time) and you can replay them at any time, Y'know, kinda like a New Game +.
(The same thing can be applied to paralogues)
Changes on the scale you're talking about are essentially not possible - at least, not without redoing a significant portion of the game's code. Considering that making minor edits is very difficult to do as it is, doing any sort of large scale edits to the code simply isn't plausible.
You could potentially just edit the endgame chapter to return you to My Castle with the "challenge" chapters unlocked after beating it, but you'd still have to go through and build copies of every chapter you wanted to add on. That method would be easier than code editing, but still not easy to accomplish.