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I'm new to FE hacking and I have many questions


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13 replies to this topic

#1 S84 PATCH

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Posted 01 July 2010 - 01:29 AM

BACKGROUND INFO (feel free to skip this):

So I'm a huge fan of the Fire Emblem series playing near every one I could get my hands on. Being finished with most of them I looked for a new one I could play which led me to start olaying Tactics Universe. That game was very much to my liking and I wanted to make a Fire Emblem of my own after playing it. I got an idea and wondered how I could bring it to life (in a way). I found a guide on doing so which led me to downloading Nightmare, FEditor Adv, Mappy, and Gold Finger. I began struggling very early on (surprise) and wanted help. Thus I came here looking for said help biggrin.gif !

END BACKGROUND INFO (you can skip stuff after this too but please don't)


So I downloaded Mappy, believing creating a map for the first chapter was the way to begin. I got a tileset too but that's where problem number one begins. I wanted to know if it was normal to have gray lines bordering the tiles and if it's bad when each tile is 17x17 (i think it's supposed to be 16x16). I'm sure I'll have more questions as I progress and I greatly appreciate any help any of you gives biggrin.gif!

tl;dr version:
-Hi I'm S84 PATCH and I like Fire Emblem
-Is it normal for tilesets to have gray bordering lines?
-Is it normal for tiles to be 17x17 pixels?
-Can someone who's expirienced direct me to the tilesheet they use?
-I'll have more questions as I progress and I appreciate all assisstance!

#2 Fire Blazer

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Posted 01 July 2010 - 03:01 AM

- Hi
- No
- No
- http://www.feshrine..../...y GBA FE.7z - Use the appropriate tilesets depending on which game you're hacking
- Okay

Also, making a hack like TU is a lot of work... just saying.

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#3 S84 PATCH

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Posted 01 July 2010 - 06:58 AM

Ok, I'm back after hours of work trying to get the map into the game. I successully hexxed it in (which was a happy change of pace). Once I attempted playing on it I was greeted by glitchy spaces but the shape of the map was intact. These "glitchy" spaces were in the shape of objects I placed so I knew the map made it in. I tried changing the tilesets in Nightmare and all but one made the map mostly black. So I ask, was I only suppose to use a certain group in the tilesets? I used "10007312.Png" to create a night town type stage.

tl;dr :
-Am I only supposed to use a limited group of tiles in each tileset?
-What could create these blank/glitchy tiles when I play the map?
-To Blazer, thanks for creating that "Ultimate Tutorial" it's been a huge help so far (even though I haven't gotten that far yet >__>)

#4 Fire Blazer

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Posted 01 July 2010 - 05:07 PM

^You have to set up the map with the CDE (chapter data editor, a NMM, AKA nightmare module). Load NM and the CDE and edit all the tileset stuff at the beginning. Yours is a town and city one I think so there should be lists that have those tilesets. The name of the tileset tells you what values to use (10, 00, 73, 12).

That should fix your problems, I hope.

Also, the Ultimate Tutorial is outdated, once I finish up some of my things I have to do (I have a huge list...) I plan on recreating it so that it's not outdated anymore, and to include tons more information. XP

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#5 S84 PATCH

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Posted 01 July 2010 - 07:34 PM

This is the result of what happened when I attempted changing the tiles in the specified order...

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#6 Fire Blazer

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Posted 01 July 2010 - 07:38 PM

I think your map is corrupt, meaning you somehow imported the tilesets wrong or something. It's a rare situation but it means you have to recreate your map... D:

Here's the steps to ensure your map is made correctly:

- Open mappy
- New map, 16x16 tiles, with a size at LEAST 15x10 (and no bigger than 43x36).
- Import tilesets, choose the right tilesets
- Save map
- Make the map
- Save map
- Export as .MAR
- Take .MAR and insert it with the MAR Array Inserter
- Edit Chapter Data Editor info as mentioned before
- Repoint map with event table references nightmare module
- Save Nightmare
- Exit
- Load VBA
- Load ROM
- Test map
- Enjoy

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#7 Mage Girl

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Posted 01 July 2010 - 07:46 PM

One piece of advice... Never EVER EVER load a second tileset. If you chose the wrong one when starting a map, you have to do the new map step again before picking a different tileset to avoid any sort of incorrect tile arrangement within Mappy.

#8 Fire Blazer

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Posted 01 July 2010 - 09:22 PM

^Yes, that can very well be the problem that messed up your map. XP

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#9 S84 PATCH

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Posted 01 July 2010 - 09:51 PM

Fixxed the map (thanks a ton Blazer and Mage Girl) and changed Lyn's portrait at the beginning of the chapter to the new character. Am currently working on speech for the chapter and have come across my third problem sad.gif . I'm using the FEditor Adv and finally got the hang of most of it (love the program so far) but I can't figure out how to change/edit the portraits in it. I'm not trying to change colors (i know how to do that) but am trying to add blinking/speaking frames and I can't get the portrait out of the editor so I can edit it. Please help...

tl;dr :
-Thanks for the previous help Blazer and Mage Girl!
-I'm having trouble editing non-color related portrait material in FEditor
-How do I edit the portraits?
-How do I remove that opening picture of Lyn in the prologue she's looking over the tactician and says "Are you awake?"?
EDIT:
-How do I change where the players/enemies are positioned in the prologue?
-How do increase/decrease the number of enemies in a chapter?
-How do i get rid of the forced movement and scripted battles in the prologue without a savestate?

#10 Fire Blazer

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Posted 01 July 2010 - 10:52 PM

- to save portraits there should be a "save" button and then you save it as "filename.png", replacing 'filename' with what you want to call it of course.
- To edit portraits you have to make the sprites (that's spriting stuff, not hacking stuff), format it for FEditor Adv, make sure it's 16 colors or less, and then insert it by "loading" a portrait in FEditor Adv.
- To get rid of the CG, you have to use events, or something else. Mercenary asked this question recently, his topic has some info on that.
- To change positions, edit the co-ordinates in the Chapter Unit Editor.
- See the FAQ
- Someone else can tell you this, I really don't feel like saying it 'cuz I've answered this question billions of times (no fault of you, I should just put this question in the FAQ)

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#11 S84 PATCH

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Posted 02 July 2010 - 03:03 AM

Well I'm back again! After making much progress (am currently working with events trying to replace bandits with dragons) which brings me to question group number 4. How do I change the objective to escaping to a certain point? The objective was inthe introductory chapter to the Legend Mercenaries in Tactics Universe. If you're not willing to share this one because it's in your game I fully understand.

tl;dr :
-How do I change the objective to a get to a certain point type of objective?
-Feel free not to tell me since it's in your game (even though you never had to tell me anything)
-How do you think I'm progressing so far for a first-timer biggrin.gif ? (don't sugar coat it please I'll take whatever you say as advice)

EDIT:
By the way (again), I just wanted to say I'm looking forward to Sacred Contention! I can't wait until it's released smile.gif

#12 Felover3

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Posted 02 July 2010 - 03:35 AM

It's event data. using Nintenlord's Event Assembler/Disassembler you can change the objective of the map or create your own events (like what TU does).


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#13 Fire Blazer

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Posted 02 July 2010 - 03:50 AM

You need to set an area event (in the MISC events section) that happens whenever an allied unit steps onto a certain tile (or tile range). Then that event must be the ending event.

This is done using the Event Assembler though, and it isn't too easy, so idk if you want to get into it right away. I'd practice some of the easier stuff first, personally, but if you need more details, I could probably hook you up with some. I just can't explain the whole process (since I have a life lol).

I think you're doing pretty well and asking good questions, as opposed to really stupid questions (and I don't think there are many stupid questions that a person can ask), so keep it up.

And Sacred Contention is out now, soy you can play. biggrin.gif

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#14 S84 PATCH

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Posted 02 July 2010 - 03:57 AM

I think I can get the objective working now but I have to ask something about the dragons I just placed on the map >__> ...

They came out as red Eliwoods with weird messed up stats. They were all in the correct positions and there were three like I plannd. Can dragons only be used on a certain map/event type?

EDIT:
Just saw the part about Sacred Contention being released O_o! I'm gonna put a pause on this hacking and play it for a bit. I'm sort of stuck right now anyway.

EDIT#2:
Just beat Sacred Contention (well, one side anyway). The game was awesome. I have one more question before I go to sleep though. What code in event assembly do I need to get rid of to get get rid of the forced movements and scripted battles in the prologue? This question is directed to someone other than Blazer as he didn't want to answer it.

EDIT #3:
Got the forced stuff out! Just removed the entire lablel11 section (which came out with one error but I didn't see anything wrong while testing). Now if someone would please help with those red eliwood dragons...biggrin.gif

EDIT#4:
These are start to stack up >_<! Anyway...
How do I make it so you can go into the open houses/villages and how do I create a conversation for them? Do I use text editor?




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