It also locks you into an option once you pick it. There's no going back.
Maybe, but I only wanted to try with the fox hood-- maybe at a later time.
I'd play that.>Choose Chrom
>Wake up as Robin
>Play through Awakening
>Choose Smash>Choose Chrom
>Wake up as Robin
>Play through Awakening
I think the weirdest part is that I totally would actually play that too.I'd play that.
If you're talking about the scripts used for events during maps and the like, then there's no real straightforward way to teach the process - it's all hex editing. If you check the main post, @DeathChaos25 posted some notes regarding the file format. I suggest starting there.Someone please teach me how to edit the scripts for this game. Also, could you make another screenshot without the Chrom option?
How do we even get supports with the customs? They're greyed out for me.W
Well, if only you could actually S support your Chrom custom </3
I wish we knew why they're locked at A supports.
They have a support Table ID, just not an actual support table, but you can add them in via a GameData.bin edit, and they'd work, just not A+ or S for whatever reason.How do we even get supports with the customs? They're greyed out for me.
How do we even get supports with the customs? They're greyed out for me.
Alright, quick update on the BCSAR editing. As it turns out, my process works for inserting a new song into a BCSAR, but only under really specific conditions. Essentially, I've figured out how to one more song into a BCSAR which only had one - if you try to add another one, the process doesn't work and the new song fails to play. Curiously enough, the original song broke as well, yet the second song still works correctly. I have no real explanation for this issue, to be honest.
At the moment, the only thing holding back BCSAR editing is the STRG blocks - specifically, the last four values of each block. At this point, I've concluded that these values are make or break for file insertion - if they are set up correctly, then everything should play without issue. If any value is out of place, then just about every thing in the file will break. Unfortunately, there is no real pattern to these values. I've compared blocks across just about every BCSAR file I can find, and yet there's simply nothing to go off of. It's honestly driving me a little crazy at this point - if we can figure out what those values mean, then editing any BCSAR should be possible. But until then, we're stuck with really small time edits.
If anyone wants to help me figure out what those values mean, that'd be great. I'm going to keep trying to find out what those values are used for, but right now I have absolutely no idea.
Yes - it's used for all sounds in Fates, so if you want to do anything with sound editing you have to edit the BCSAR. Character voice banks are typically stored inside the archive itself, but you could use external file references for them as well (the DLCs only use external files). So the same method I'm using to insert new music could also be used for voices.Is BCSAR also the format used for character voicebanks?