ROM Hack [Release] Fire Editor - Fire Emblem: Awakening's save editor

SomeGamer

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Sorry, I've come here to warn you all. It seems the last version (the one with the cloning feature) breaks your save if you aren't in the overworld map; so you MUST be sure to save OUTSIDE any battle and OUTSIDE prep for battle. Sorry for that, I was trying to add a way for units in prep to load good too, but it went wrong, and I forgot to test it before posting.

I'm adding this to the Original Post, too. Won't be able to update for a while, so I thought of warning you at least.

@GCNMatt Are you using version 1.1 of FEAST? The 1.0 version had some bugs with it. Anyway, don't try loading Map files, since it seems even in FEAST ver. 1.1, they get mixed and aren't correctly decompressed. Use only decompressed Chapter files in the editor.

If you still have the issue, sorry I wasn't of help, cannot research much right now. But that thing about using 1.0 version insted of 1.1 has been the main reason for many people getting errors when decompressing using FEAST.
If this is the case, could you add the previous version to the OP?
 

Pokéfan Kieran

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Found out something. Morgan and Morgan 2 automatically have an a support with each other. IN the barracks I had 5 things the last one was the one with the hands symbol. When it got to the last one the game crashed and I presume it was because the 2 units there was Morgan and Morgan
 

Olmectron

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Little update, didn't feel right letting that bug out there. (I needed to catch it and make it evolve into a Butterfree).

October 15th, 2015: Fifteenth revision released 0.5-32-alpha
  • Fixed bug that broke the file when editing in prep for battle. You can now edit saves in prep for battle as safely as in overworld map, as all units should be parsed correctly in prep too. (Remember this is still called an alpha release, though).
  • Added EXPERIMENTAL delete unit option at request of @trainboy2019 . Just look for the little button with a trash can icon.
  • Cloning and deleting (EXPERIMENTAL OPTIONS) never work in prep for battle (tested it around 10 times or so, they break the file). Hence, buttons for these options are disabled if you load a save that is in prep for battle.
 
Last edited by Olmectron,

GCNMatt

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The site says my file cannot be uploaded because it doesn't have an allowed extension. So uploading it on this site will not work for some reason.

EDIT: Just checked specs. I have 4 gigs of RAM and a 64 bit OS.
Idk why its giving me problems.
 
Last edited by GCNMatt,

Olmectron

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The site says my file cannot be uploaded because it doesn't have an allowed extension. So uploading it on this site will not work for some reason.
Sorry for not replying earlier. You could try putting it into a .zip or .rar, and then upload, that works as far as I know, since several people have done it already for sharing their files.

Could you try with the version I just released to see if it works?

And if about checking your computer specs, if using windows, check in Control Panel the System dialog, and that tells you your specs. You could post an image of that then, please. It would help to see what's the problem, as well as sending me your file.

Thank you.
 

Olmectron

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Got the file.
See if you can open it.
You edited in hex a campaign's character to become the Marth model. The editor crashes when trying to recover his name, since all Marth units (hexadecimal byte 0x34) have their name in the save file (Pr. Marth, Marth, King Marth, for example).

In short, the crash happens because a campaign's character was hex edited to become Marth 3D model, and since the name wasn't hex edited in, the editor fails in recovering it, and simply crashes when loading the file.

I'll work on a more flexible feature where units like these don't make the editor crash, but appear as "Unknown" with a placeholder portrait image instead, just like in the game.

But it'll be in the following weeks, sorry. At least, now I know what's the problem.
 
Last edited by Olmectron,

GCNMatt

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You edited in hex a campaign's character to become the Marth model. The editor crashes when trying to recover his name, since all Marth units (hexadecimal byte 0x34) have their name in the save file (Pr. Marth, Marth, King Marth, for example).

In short, the crash happens because a campaign's character was hex edited to become Marth 3D model, and since the name wasn't hex edited in, the editor fails in recovering it, and simply crashes when loading the file.

I'll work on a more flexible feature where units like these don't make the editor crash, but appear as "Unknown" with a placeholder portrait image instead, just like in the game.

But it'll be in the following weeks, sorry. At least, now I know what's the problem.
Thank you for telling me this.
Yeah... I really got into qr editing before I learned how to homebrew.
I made a ton of Morgans, and I guess I changed one of those to Marth.
Anyway around it?
If not it's fine.
Again, I thank you for all you have put out on this.
I guess I'll just beat save 3, (I'm keeping my first file hack-free).
 

Olmectron

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Thank you for telling me this.
Yeah... I really got into qr editing before I learned how to homebrew.
I made a ton of Morgans, and I guess I changed one of those to Marth.
Anyway around it?
If not it's fine.
Again, I thank you for all you have put out on this.
I guess I'll just beat save 3, (I'm keeping my first file hack-free).
I'll work on a more flexible version as I said.

However, meanwhile, I just changed some values from characters in your file, so that it loads nice with the current version, please try it out. Only changed the Marth byte model to male Morgan, and the Merchant byte from another class, to female Morgan. (This is encrypted in rar, just extract it with WinRAR or something else).

You can replace your current file with this one, edit it with the editor, and compress it with the save tool, it should work. However, there are so many things mixed up because of qr codes, but I think it will be edited nice, anyway. Didn't test that, though. I hope it helps.
 

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GCNMatt

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I'll work on a more flexible version as I said.

However, meanwhile, I just changed some values from characters in your file, so that it loads nice with the current version, please try it out. Only changed the Marth byte model to male Morgan, and the Merchant byte from another class, to female Morgan. (This is encrypted in rar, just extract it with WinRAR or something else).

You can replace your current file with this one, edit it with the editor, and compress it with the save tool, it should work. However, there are so many things mixed up because of qr codes, but I think it will be edited nice, anyway. Didn't test that, though. I hope it helps.
Can't test it yet but great!
Yeah I did everything possible with are codes :-P
Wrecked the supports, though lol.
 

wuboy

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Oh, hey, just found this. I turned on full convoy and checked forged items. I set the amount to 99, and I let it run. However, I go into the convoy and most items didn't have 99. In fact, most items were set to 19 and there was one stray item that had one less durability than the others for some reason. Not sure what's going on here.
 

Mrperson0

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Oh, hey, just found this. I turned on full convoy and checked forged items. I set the amount to 99, and I let it run. However, I go into the convoy and most items didn't have 99. In fact, most items were set to 19 and there was one stray item that had one less durability than the others for some reason. Not sure what's going on here.

This is due to the number being based on uses, and not quantity, For example, the Seed of Trust has only one use, so you will get 99 of said item. Elixirs have 3 uses, so you will get 33 of said item instead of 99. When you go on to items like the Bronze Sword which has 50 uses, you will only get 1 Bronze Sword + 1 Bronze Sword with 49/50 uses. If you truly want 99 of every item, you'll have to go above 5,000 or so for the number.
 
Last edited by Mrperson0,
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