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Adding (Enemy) Units to a Chapter?


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#1 Swordwind

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Posted 19 April 2010 - 09:51 PM

Sorry to trouble everyone. However, despite a relatively through attempt to find any guides or information on how one may add units to a chapter, I have failed to find an answer. Can anyone help? Thanks in advance.

#2 Fire Blazer

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Posted 19 April 2010 - 10:09 PM

You can replace existing units using the CUE, but adding units is actually more complex than it would seem. The easiest way to do this is to repoint chapter unit data and edit the Nightmare Modules appropriately, but there isn't a guide or tutorial on that to my knowledge.

What other people do is just 1) keep the same number of units, 2) fill in the few blank spaces in the Chapter Unit Editor (doing this often times causes "glitches" though), or 3) make totally new events and, as a part of making new events, make a totally new list of units.

:\

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#3 Swordwind

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Posted 20 April 2010 - 05:03 AM

Ah, I see. That's a shame. Regardless, thank you very much for your response.

#4 Falaflame

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Posted 20 April 2010 - 05:07 AM

QUOTE (Blazer @ April 19, 2010 05:09 pm)
You can replace existing units using the CUE, but adding units is actually more complex than it would seem. The easiest way to do this is to repoint chapter unit data and edit the Nightmare Modules appropriately, but there isn't a guide or tutorial on that to my knowledge.

What other people do is just 1) keep the same number of units, 2) fill in the few blank spaces in the Chapter Unit Editor (doing this often times causes "glitches" though), or 3) make totally new events and, as a part of making new events, make a totally new list of units.

:\

Are you smoking? D:

I made that tutorial in FEU when I wasn't banned.

Go look at it. xD

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#5 Fire Blazer

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Posted 20 April 2010 - 10:26 PM

No, never smoked, never drunk any intoxicants, and I never will intentionally do either. >_>

Also, screw FEU. Idk of this tutorial, but if it's there, the creator of this topic should be able to find it. >_>

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#6 Swordwind

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Posted 21 April 2010 - 01:20 AM

Well, that was worded somewhat harshly. I suppose I can go register and search for it, though. Thanks again.

#7 Fire Blazer

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Posted 21 April 2010 - 02:04 AM

Oh, I have the right to say "screw FEU", and I honestly don't remember the tutorial Mercenary is talking about, plus FEU is kinda stupid and makes you register to see its content so even if I searched it wouldn't help you much (it's probably in the Hacking Tutorials section though, XD).

If I didn't explain what sounded "harsh" then do tell what was harsh, I don't want to sound mean. D:

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#8 Falaflame

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Posted 21 April 2010 - 03:57 AM

You should be able to see it. It's topic owner is Rutger, and the name is crossed out.

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#9 Oblivion Knight

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Posted 21 April 2010 - 09:32 PM

*Oblivion Knight found it.

Copy Pasta (Click Here To Hide/Show Text)
QUOTE (Rutger @ Aug 13 2008, 04:52 PM)

Wtf? I don't want to start the prologue with 4 units, I want the prologue to have 20! What should I do?
You need:
A hex editor (mandatory)
Prologue (or whatever chapter it is you're editing) Chapter Unit Editor .NMM File
A ton of free space and/or Expanded ROM (from 16 to 24, or 16 to 32, if you need that much.) Optional.

Alright. First things first, you will want to get your unit list started. If you don't know how to do that, it's pretty much simple.

Let me take a sample from the original game; the Prologue data. This can be looked up via opening your Prologue Chapter Unit Editor .NMM file in Notepad. Right off the bat, in the first section, it should give you an offset to go to. In Prologue's case, it's 0xCC5B50.


03 21 00 08 0D 03 0D 07 37 6B 6B 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
87 1C 00 14 01 01 03 02 3E 00 00 00 03 03 09 20
83 1C 87 0C 09 04 02 06 3E 00 00 00 00 00 09 00

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
32 00 00 00 50 5B CC 08 3B 00 00 00 0A 00 00 00
00 00 00 00 3D 00 00 00 86 00 00 00 32 00 00 00
70 5B CC 08 3B 00 00 00 0A 00 00 00 00 00 00 00


Okay, so before I get into the specific directions, let me explain a few things here.

Blue text = Ally(s)
Red text = Enemies
Yellow text = Event Bytes

Now let's take Lyn's data, for example. It is clearly the first one, highlighted in blue text.

03 21 00 08 0D 03 0D 07 37 6B 6B 00 00 00 00 00

Alright, from left to right:
Green = Unit in question.
Red = Class of the unit.
White/Normal = Boss alliance. Useful for bosses and probably NPCs (haven't looked into that), useless for your playable units.
Blue = Level of unit AND alliance of unit. (Enemy, Ally, NPC)
Gold = Co-ordinates of where your unit will be at during battle mode.
Purple = Co-ordinates of where your unit will start off on the map.
Teal = Inventory of the unit in question.
Cyan = AI of the unit in question (useful for enemies and NPCs, useless for playable units.)

And yes, that goes in that EXACT order.

Also, before inserting your list to the game, make sure to insert one whole line of 00's (Zero/Separator) to separate allies, enemies, and/or NPCs.

Going back to the sample list I gave you earlier, the gold text is the event data. That will help you get to where your prologue unit data will be. In fact, let's look into that for a bit.

32 00 00 00 50 5B CC 08 3B 00 00 00 0A 00 00 00
00 00 00 00 3D 00 00 00 86 00 00 00 32 00 00 00
70 5B CC 08 3B 00 00 00 0A 00 00 00 00 00 00 00

See the highlighted text? That's basically what you need, in order to move on to edit the prologue unit data. Now, having a hex editor with a search function to search hex values, and having an Offset Go-To, such as HxD is REALLY handy here.

Let's say the new data you're trying to put into the game is at offset 1000000 (6 zeroes there). And then let's say your ally units start at 1000000, and your enemy units start at 1000020. Flip those offsets around to turn them into pointers. (in this case, 20 00 00 09 for enemies, 00 00 00 09 for allies)

Now search the ENTIRE rom for these hex values:
50 5B CC 08 (Allies)
70 5B CC 08 (Enemies)

Replace EVERY SINGLE one of those exact pointers you run across in the data, with those new pointers you have. The red text wants 20 00 00 09, and the blue text wants 00 00 00 09.

Concluding your use of the hex editor, you might want to make sure your new data has the event coding (highlighted in gold in the first example given). I don't know if it's really needed, but I would not chance any errors at all, so to be safe, put it there at the end of your new data, just in case. It would still work.

That's that for the hex editor. Save your changes. BUT, you're still not done yet.

Open Notepad, and open the Prologue Chapter Unit Editor .NMM file. You should alter the first section and first section only. All you have to do here, is change the offset to where your new data is (mine was 10000D0, so it's 0x010000D0), change '4' (which stands for the number of units in the battle, including Zero/Separator.) into however many units you added to the chapter, INCLUDING Zero/Separator. You're done there. Save your changes.

Open Nightmare, load your ROM with the newly-made changes. Load the Prologue CUE .NMM file with newly-made changes. You should now have more than 4 units to edit! Go edit your new units to your own likings, and save your changes.

If anything goes wrong, you probably done one of these things.
1. You probably missed a pointer that needed to be changed.
2. You probably have a wrong pointer for your new data.
3. You probably didn't change the coordinates so your units don't overlap others.
4. I don't really know what else, besides, well, messing up the .NMM module, or writing the unit deployment data wrong, or something.

Other than that, have fun with your hordes of Fire Dragons to start the prologue. :3

Oh, and this definitely works for FE7. FE8 is done in the very exact same way.

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#10 Falaflame

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Posted 22 April 2010 - 08:24 PM

QUOTE (Oblivion Knight @ April 21, 2010 04:32 pm)
*Oblivion Knight found it.

Copy Pasta (Click Here To Hide/Show Text)
QUOTE (Rutger @ Aug 13 2008, 04:52 PM)

Wtf? I don't want to start the prologue with 4 units, I want the prologue to have 20! What should I do?
You need:
A hex editor (mandatory)
Prologue (or whatever chapter it is you're editing) Chapter Unit Editor .NMM File
A ton of free space and/or Expanded ROM (from 16 to 24, or 16 to 32, if you need that much.) Optional.

Alright. First things first, you will want to get your unit list started. If you don't know how to do that, it's pretty much simple.

Let me take a sample from the original game; the Prologue data. This can be looked up via opening your Prologue Chapter Unit Editor .NMM file in Notepad. Right off the bat, in the first section, it should give you an offset to go to. In Prologue's case, it's 0xCC5B50.


03 21 00 08 0D 03 0D 07 37 6B 6B 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
87 1C 00 14 01 01 03 02 3E 00 00 00 03 03 09 20
83 1C 87 0C 09 04 02 06 3E 00 00 00 00 00 09 00

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
32 00 00 00 50 5B CC 08 3B 00 00 00 0A 00 00 00
00 00 00 00 3D 00 00 00 86 00 00 00 32 00 00 00
70 5B CC 08 3B 00 00 00 0A 00 00 00 00 00 00 00


Okay, so before I get into the specific directions, let me explain a few things here.

Blue text = Ally(s)
Red text = Enemies
Yellow text = Event Bytes

Now let's take Lyn's data, for example. It is clearly the first one, highlighted in blue text.

03 21 00 08 0D 03 0D 07 37 6B 6B 00 00 00 00 00

Alright, from left to right:
Green = Unit in question.
Red = Class of the unit.
White/Normal = Boss alliance. Useful for bosses and probably NPCs (haven't looked into that), useless for your playable units.
Blue = Level of unit AND alliance of unit. (Enemy, Ally, NPC)
Gold = Co-ordinates of where your unit will be at during battle mode.
Purple = Co-ordinates of where your unit will start off on the map.
Teal = Inventory of the unit in question.
Cyan = AI of the unit in question (useful for enemies and NPCs, useless for playable units.)

And yes, that goes in that EXACT order.

Also, before inserting your list to the game, make sure to insert one whole line of 00's (Zero/Separator) to separate allies, enemies, and/or NPCs.

Going back to the sample list I gave you earlier, the gold text is the event data. That will help you get to where your prologue unit data will be. In fact, let's look into that for a bit.

32 00 00 00 50 5B CC 08 3B 00 00 00 0A 00 00 00
00 00 00 00 3D 00 00 00 86 00 00 00 32 00 00 00
70 5B CC 08 3B 00 00 00 0A 00 00 00 00 00 00 00

See the highlighted text? That's basically what you need, in order to move on to edit the prologue unit data. Now, having a hex editor with a search function to search hex values, and having an Offset Go-To, such as HxD is REALLY handy here.

Let's say the new data you're trying to put into the game is at offset 1000000 (6 zeroes there). And then let's say your ally units start at 1000000, and your enemy units start at 1000020. Flip those offsets around to turn them into pointers. (in this case, 20 00 00 09 for enemies, 00 00 00 09 for allies)

Now search the ENTIRE rom for these hex values:
50 5B CC 08 (Allies)
70 5B CC 08 (Enemies)

Replace EVERY SINGLE one of those exact pointers you run across in the data, with those new pointers you have. The red text wants 20 00 00 09, and the blue text wants 00 00 00 09.

Concluding your use of the hex editor, you might want to make sure your new data has the event coding (highlighted in gold in the first example given). I don't know if it's really needed, but I would not chance any errors at all, so to be safe, put it there at the end of your new data, just in case. It would still work.

That's that for the hex editor. Save your changes. BUT, you're still not done yet.

Open Notepad, and open the Prologue Chapter Unit Editor .NMM file. You should alter the first section and first section only. All you have to do here, is change the offset to where your new data is (mine was 10000D0, so it's 0x010000D0), change '4' (which stands for the number of units in the battle, including Zero/Separator.) into however many units you added to the chapter, INCLUDING Zero/Separator. You're done there. Save your changes.

Open Nightmare, load your ROM with the newly-made changes. Load the Prologue CUE .NMM file with newly-made changes. You should now have more than 4 units to edit! Go edit your new units to your own likings, and save your changes.

If anything goes wrong, you probably done one of these things.
1. You probably missed a pointer that needed to be changed.
2. You probably have a wrong pointer for your new data.
3. You probably didn't change the coordinates so your units don't overlap others.
4. I don't really know what else, besides, well, messing up the .NMM module, or writing the unit deployment data wrong, or something.

Other than that, have fun with your hordes of Fire Dragons to start the prologue. :3

Oh, and this definitely works for FE7. FE8 is done in the very exact same way.

Swordwind, there's your answer. Have fun.

Fighting the ghosts of my past. I'd rather not remember who I once used to be..


#11 Fire Blazer

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Posted 23 April 2010 - 02:10 AM

^Can I or someone else just make a topic for the tutorial here please? And add it to the tutorial directory?

I think it'd be useful.

Thanks.

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#12 Swordwind

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Posted 23 April 2010 - 11:55 PM

Perfect. Thanks much, all of you. Blazer, don't worry about it, that comment was mostly in jest.

#13 Fire Blazer

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Posted 24 April 2010 - 04:10 PM

Oh, alright. If you're sure. *tries to think of something else*

*waits for Merc's response on the tutorial question I had a few posts up*

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#14 Falaflame

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Posted 25 April 2010 - 03:54 AM

I guess I'll do it. since I created that tutorial myself...

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