Santa came two days late this year."How the Smea saved Christmas."
Santa came two days late this year."How the Smea saved Christmas."
No, you don't have to delete them. The only thing that could happen to them was if you married two units in a pairing I removed, they won't show up as married anymore.Ok so I got everything to work but I still have my old save files, am I supposed to delete them in order for the rom hack to work?
No, you don't have to delete them. The only thing that could happen to them was if you married two units in a pairing I removed, they won't show up as married anymore.
Did any of the new pairings show up as support options? If not, then it didn't work, and you should probably try replacing static.bin.lz again.Oh then I guess it didn't work because they still appear as married. Hmm. Imma try again
Did any of the new pairings show up as support options? If not, then it didn't work, and you should probably try replacing static.bin.lz again.
Did you launch it through HANS and enabled the romfs option?Nope, guess it didn't work. i'll do that then thanks !
Did you launch it through HANS and enabled the romfs option?
Did you put the romfs in a folder called "hans" on the root of your SD card?now it gives me a red screen when i try to launch it on hans D:
Thanks! That will be useful.Oh btw, I added this, you may wanna either download it or copy it to a text document somewhere, should make our lives a bit easier.
Yeah, I've seen most of that stuff already, I just couldn't find the level up quotes for some reason.Well, for now, I'll play the waiting game (a new Exploit is being worked on to allow downgrading, I'm going to downgrade and install NTR so freaking fast when it comes out), while also poking around some more of the files, I'm trying to see if I can find the file that contains the character labels, see if I can at least make some changes to it, I found a bunch of system files for stuff like Menus, Character Death Quotes for both Classic and Casual, and I even found the DLC script files, hell, for some reason even the DLC skill descriptions are found within the game files, so I have no idea why they show up as Outrealm Skill/Unit/Class.
If by character labels you mean the MPID Labels then they are in the Gamedata.bin.lz in the m/E folder. Editing is like normal and you can actually add some labels that aren't in Static.bin and repoint a characters name to it.I added one of the unused character labels to static.bin and repointed Male Morgan's to it.
I've mostly figured out how Static.bin works and a bunch of other stuff. The mysterious pointer points to a block of bits that align with the number of unique map sprites a character gets(I didn't check everyone and some are off by one). If it's FF then it's not unique and if it's something else then there's a unique map sprite. Then there is a block of pointers that point to whenever a label is called. This is why adding supports/Classes that were normally null breaks the game. I tried to repoint that block but the game doesn't like it when you do that. It'll probably work if you manually add the pointers but then you'd have to repoint ever label in the file. And considering there and 200+ different Labels and 1157 times they're called... Yeah not doing that.
The support log is in RelianceList.bin. It's a lot of pointers and stuff but I did manage to change some stuff.I basically just changed Chrom to have the same supports as Male MU but you can mess around with it more.
Chapter Events are in the scripts folder as cmb files. They are... hard to explain but once you get it they're pretty easy to read. I've managed to add some events.I can also add some stuff with the forced marriage in Chapter 11(The force marriage is automated by the game by checking who can be S supported with the least amount of points), but I can't get the unit to spawn in the map so it's kind of bleh.
Knowing how to read a hex editor and knowing about pointers helps a lot. Most of the things I do is guess work and comparing to other files in the game.Is it terribly difficult to learn how to do stuff like this? Because I'm going to admit right now that I'm completely inexperienced.
It's not really hard work, just replacing all the pointers with new ones but it'll take a TON of time to do.So, essentially, changing a character's overall number of supports and giving them new classes to pass down to kids is technically possible, but extremely tedious to do? Justhow tedious is it, and would it probably be too much for a novice like me to even just try to add the class inheritance stuff?
It's not hard just follow the pointers and change up a few bytes. Adding in supports in the log is the same problem as static.bin though I haven't played around with the file too much. Here's an example of a supportIs the support log easier to change? If so, how exactly do I go about doing it? It would be a lot easier to test and re-test supports if I could just see them from the support log.
03 00 04 00 00 03 4B 01
Event files are just a bunch of pointers to labels and events. Open up the files in a hex editor and go from there. In the pointer to a label is the offset where that label is placed in the file minus the four bytes at 0x20 in little endian(reverse them). So for example in 011.cmb if you want to figure out where they play the MID_012_OP2 text event, find where that label is placed (it's at 0x2806) and subtract it with the four bytes at 0x20(which are DE 23 00 00. Reversing them gets 00 00 23 DE). Doing this gets 0x0428 and search for that in the file and that's where it's played in the events. If you want to add to an event, I recommend repointing the event to the bottom of the file(game won't scream at you) so you don't mess up with where the labels are placed.I know you said they're hard to explain, but could you try explaining how the chapter scripts work and how to change them? I really want to add in more Chapter 11/Chapter12/Chapter 13 Lucina parent-dependent convos, the Lucina's Judgement scene for both a F!Robin spouse and M!Robin parent, and maybe even lines in the ending that change if a unit is your spouse/kid/whatever.
Knowing how to read a hex editor and knowing about pointers helps a lot. Most of the things I do is guess work and comparing to other files in the game.
It's not really hard work, just replacing all the pointers with new ones but it'll take a TON of time to do.
It's not hard just follow the pointers and change up a few bytes. Adding in supports in the log is the same problem as static.bin though I haven't played around with the file too much. Here's an example of a supportThis is Chrom+Lissa's A Support. The first four bytes follows as [First Partner] 00 [Second Partner] 00. Next byte is determining if it's a normal(00), parent/child(01) or sibling(02) support. The fifth Byte is support level. This is pretty self explanatory. The last two bytes aren't important if we're using the max support global file.Code:03 00 04 00 00 03 4B 01
Event files are just a bunch of pointers to labels and events. Open up the files in a hex editor and go from there. In the pointer to a label is the offset where that label is placed in the file minus the four bytes at 0x20 in little endian(reverse them). So for example in 011.cmb if you want to figure out where they play the MID_012_OP2 text event, find where that label is placed (it's at 0x2806) and subtract it with the four bytes at 0x20(which are DE 23 00 00. Reversing them gets 00 00 23 DE). Doing this gets 0x0428 and search for that in the file and that's where it's played in the events. If you want to add to an event, I recommend repointing the event to the bottom of the file(game won't scream at you) so you don't mess up with where the labels are placed.
But in terms of the support log, does this signify that the characters have achieved that support level (which I assume would be handled by the global file instead?) or that that is the maximum support level they can achieve?Support level is C,B,A or S rank. They are 01, 02, 03 or 04 respectively.