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No, not really.is there a tutoral for this? for pointers and dlc?

No, not really.is there a tutoral for this? for pointers and dlc?
then how can i do it? ;-;
Working backwards from another dlc character helps a lot as well, even if you are using the cipher characters as a start.


Yeah, I took like a week just to understand the basic character file with a very good diagram. Once you get the basics down everything else becomes very easy.It was so unfair to learn by yourself xD but then i learned why i needed to learn for myself THIS DLC THINGS ARE SO CONFUSING Image if someone tell you your brain will explode
However is wonderful when you feel capable to do a Custom DLC but edit the files is so difficult...
At least for me
INSERT DISTANTS SKIES ROY FROM FE6 AND ATTACK THEME <3Okay, after spending way too much time working with sound I FINALLY managed to add music to the base game. It's still impossible to add in new sound entries, but I found a way to avoid needing to do that. The base game includes a lot of sounds which see no usage in game. By removing them from their sound set and changing their type from internal file to external file, you can convert one of these files into a music file, which you can then play in a map. For testing, I took a dummy sound effect (SE_DUMMY) and removed it from its sound set. Afterwards, I gave it an external entry in the file table and changed its audio settings to those used by the map music. To hear it in game, I just had to take a map's config and change the music to SE_DUMMY.
So, would anyone be interested in a modified BCSAR that you can use to add in custom music? I could probably throw together a version with about 40-50 new music entries by re-purposing unused sound entries. Since music files are all stored outside of the file, all you'd have to do is add your new music to the stream folder to play it in game. If you combined that with the ability to add in new voice sets through custom DLC, you could potentially add in any sound that you want for a hack.
Okay, after spending way too much time working with sound I FINALLY managed to add music to the base game. It's still impossible to add in new sound entries, but I found a way to avoid needing to do that. The base game includes a lot of sounds which see no usage in game. By removing them from their sound set and changing their type from internal file to external file, you can convert one of these files into a music file, which you can then play in a map. For testing, I took a dummy sound effect (SE_DUMMY) and removed it from its sound set. Afterwards, I gave it an external entry in the file table and changed its audio settings to those used by the map music. To hear it in game, I just had to take a map's config and change the music to SE_DUMMY.
So, would anyone be interested in a modified BCSAR that you can use to add in custom music? I could probably throw together a version with about 40-50 new music entries by re-purposing unused sound entries. Since music files are all stored outside of the file, all you'd have to do is add your new music to the stream folder to play it in game. If you combined that with the ability to add in new voice sets through custom DLC, you could potentially add in any sound that you want for a hack.
I actually didn't see that project. To be honest, I set up something similar to help with my editing. Looking through the code, it looks like we're at roughly the same point in terms of actual sound editing. The only limiting factor is the second part of the STRG section - you need to add a block there for the archive to process names correctly, but it's not a particularly easy block to add.CUSTOM VOICE SETS?!?! MY HALF UNDUB WILL SOON BE COMPLETE!!
So yeah, I'd be willing to test whatever you put out. Great work getting to this point.
Also, did you happen to see this?
https://github.com/soneek/NW4ArchiveTools
Granted, it hasn't been touched in two weeks, but it's still very interesting. However, judging by the name it'll involve copyrighted code, so your method might be better if you intend to release a ROM hack.
I know I ask a lot of questions regarding hacking Fates, and I appreciate all knowledge I get from everyone. So I want to apologize in advance for souding so ignorant.
I was working on a custom version of the Astral Dragon class for DeathChaos's human Lilith DLC. I made it so she can wield Shuriken, Staves, and Breath weapons. I am attempting to assign the class the Maid animations for Shuriken/Staff usage, as of right now, she uses what the game uses as a default animation. There's also the porblem with the breath weapons not having any effects, but that's an issue for another day. Anyways, I was in the ROM2 file, and I believe I edited what set of animations the class uses. I changed the name of the data from "uAnim_N_Lilis_non" to "uAnim_F_MaidL_non". I took the maid animations and named them accordingly. However, these animations aren't used in the game. She still uses the default ones, unfortunately. Is there something forgot to edit in regards to the animations? Thank you so much, and again, I apologize for asking so many questions.