Hi guys, i got a problem with these two programs.
first of all, i increased the max index in the class animation manager in FEditor Adv to put in more animations.
Now, if i change something in nightmare and save it, i cant open the class animation manager anymore..
Also, if i create a new animation in the class animation manager, how do i get the pointer to this animation?
thanks.
GIMLI_2
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FEditor Adv and Nightmare
Started by GIMLI_2, Apr 21 2014 03:07 PM
7 replies to this topic
#1
Posted 21 April 2014 - 03:07 PM
#2
Posted 21 April 2014 - 03:30 PM
first thing i would do is make sure that you're using nightmare 2.0. the original nightmare isn't compatible with FEditor ADV
#3
Posted 21 April 2014 - 05:07 PM
^not true, I've always used the original Nightmare due to issues with Nightmare 2.0 lol
I'm not sure what your problem here is but try opening the ROM with FEditor Adv, saving, and then reopening the ROM, THEN using the class animation manager. This has been said to fix problems with using parts of FEditor Adv.
As for finding the pointer, I'm not sure what you mean by that, could you maybe elaborate what you need and what you need it for?
I'm not sure what your problem here is but try opening the ROM with FEditor Adv, saving, and then reopening the ROM, THEN using the class animation manager. This has been said to fix problems with using parts of FEditor Adv.
As for finding the pointer, I'm not sure what you mean by that, could you maybe elaborate what you need and what you need it for?
Signature thanks to Shu.
#4
Posted 21 April 2014 - 06:22 PM
i use the normal nightmare because its commended in blazers ultimate tutorial 
saving and reopen it fixed the problem, thanks!
about my other problem. I inserted my new animation into FEditor Adv.
Now i want to attach the new animation to a unit, so i need the "Battle Animation Pointer" for the new animation right?
another thing. I want to create a new class so i need a free slot. the "Make a custom class!" slots are separators or sth like that.
i thought about using female classes like general or druid because they arent used or have same animations right?
but anyway i wanna know how to expand the class table, i searched for that on the internet, but mostly the old links dont work anymore :/
well i started FE hacking some days ago so i'm really newbie to that stuff, sorry for dumb questions
EDIT:
another thing that i couldnt figure out myself:
when you create your own animation, you have the part in your script "after hitting the target but before hp depletion". now, if i put a frame in there, this animation "freezes" shortly - if you know what i mean. What i noticed on a female sage, she is looping about 2 frames on that part. her hair is floating and so on. My own female mage doesnt have that
she just freezes in that part and doesnt loop. How would i do that?

saving and reopen it fixed the problem, thanks!
about my other problem. I inserted my new animation into FEditor Adv.
Now i want to attach the new animation to a unit, so i need the "Battle Animation Pointer" for the new animation right?
another thing. I want to create a new class so i need a free slot. the "Make a custom class!" slots are separators or sth like that.
i thought about using female classes like general or druid because they arent used or have same animations right?
but anyway i wanna know how to expand the class table, i searched for that on the internet, but mostly the old links dont work anymore :/
well i started FE hacking some days ago so i'm really newbie to that stuff, sorry for dumb questions
EDIT:
another thing that i couldnt figure out myself:
when you create your own animation, you have the part in your script "after hitting the target but before hp depletion". now, if i put a frame in there, this animation "freezes" shortly - if you know what i mean. What i noticed on a female sage, she is looping about 2 frames on that part. her hair is floating and so on. My own female mage doesnt have that

#5
Posted 24 April 2014 - 12:59 PM
bump
#6
Posted 30 April 2014 - 03:47 PM
QUOTE |
about my other problem. I inserted my new animation into FEditor Adv. Now i want to attach the new animation to a unit, so i need the "Battle Animation Pointer" for the new animation right? |
Yeah, I'm not sure what your question is but how it generally works is
FEditor Adv: has the actual animation. Each animation has an index/slot assigned to it (I think in FE7, 0xA1 or something is the max, and this can be increased and then you can insert animations after it though FEditor Adv might look like it's glitching while you do).
Now you need to create battle animation data. You can do this by editing existing animation data (the battle animation data editor or whatever) OR you can use the custom battle animation editor to make your own from scratch. The Ultimate Tutorial should, at some point, cover how this works, but the basic idea is that you assign an animation to the weapon types you want. Be sure to include an animation for the disarmed "weapon type".
Now, wherever you put that data, you put it at an offset. I think some modules contain the offset. Let's say it's 0xFFF800, the pointer to that is 0x08FFF800. If it already has the '8' in front of it, that's fine as it is (don't add two '8's. The reason for this is explained at some point, it has to do with where the game is stored in the memory while it's being played.
Now, record this offset and then go to the class editor. There should be a battle animation pointer. Put this offset there, i.e. 0x8FFF800 or whatever it is for your animation. Save and test, it should load it. If the animation is a custom one you might need to set the palette too (try setting it to either the default generic colors ora custom palette you made).
QUOTE |
another thing. I want to create a new class so i need a free slot. the "Make a custom class!" slots are separators or sth like that. i thought about using female classes like general or druid because they arent used or have same animations right? but anyway i wanna know how to expand the class table, i searched for that on the internet, but mostly the old links dont work anymore :/ |
Is this FE7? I've been assuming it is but just making sure
Creating new classes means you first need to expand the table, i.e. the list of classes in the class editor. This is covered in the UT again, try the repointing chapter and the chapter on the nightmare module format so that you can edit your nightmare modules to work for the repointed data (i.e. you have to fix it so it knows where you repointed it).
Some of the data for female classes might already be in the game but a lot of it isn't, so you'd have to add it in, which can be sort of hard and tedious.
For the other thing, you want to loop the animation, right? By "freezing" you mean that the game is still working but the character isn't moving? If so you have to add a loop command. Somebody else asked this recently, try looking through the recent threads, but the super quick version is that I think you have to add an "L" somewhere after hit code in the animation script to make all the frames after it (until the C01 or something) loop until HP depletion is done. There should be some documentation on this "L" code in the FEditor Adv doc (i.e. the files that come with FEditor Adv in the subfolders).
Hopefully that helps, sorry about taking so long to answer--feel free to bump every few days (not every day though!) if we miss your question like this.
Signature thanks to Shu.
#7
Posted 01 May 2014 - 12:03 PM
Thanks for your help,
i increased the index in the FEditor Adv from A2 to A4 to insert an additional class (armed and disarmed)
now, as you said, i created a custom battle animation, but the new animation (A3, A4) is not in the selection list. of course it isnt, because i have to edit the nightmare module. i looked at the nightmare module format topic in your UT, but i couldnt figure out how to open this .nmm files and edit it myself.
QUOTE |
Yeah, I'm not sure what your question is but how it generally works is |
i increased the index in the FEditor Adv from A2 to A4 to insert an additional class (armed and disarmed)
now, as you said, i created a custom battle animation, but the new animation (A3, A4) is not in the selection list. of course it isnt, because i have to edit the nightmare module. i looked at the nightmare module format topic in your UT, but i couldnt figure out how to open this .nmm files and edit it myself.
#8
Posted 01 May 2014 - 02:34 PM
.nmm files are actually just .txt files. I'd suggest installing a program like Notepad++ (just because it's 100x better than the pre-installed Windows text-editing program Notepad) and using it to edit the .nmm file. (In case you aren't familiar with forcibly opening files with a certain program, right-click and hit "open with"--you can probably also drag the .nmm file onto the Notepad++ application (NOT the taskbar icon, the actual app)).
Signature thanks to Shu.
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