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> Zoma's Questions Thread. :|
[Zoma]
 Posted: July 14, 2009 09:17 pm
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Just thought I'd make one thread instead of multiple threads just so I don't spam the place up.

Heya, just wondering if anyone here has a copy of Sappy 1.0.1. The only copies I have of Sappy are the newest one (which doesn't allow me to open FE7/FE8) and Sappy 1.2/Sappy 2006 (essentially the same thing). Unless I'm missing something here, Sappy 1.0.1 is the only version which allows you to import music from other GBA games and MIDIs into FE8, if I've heard correctly and if I haven't please say something so I don't look retarded. I've googled everywhere, checked every site, and I still can't find it, but the guide I've been referred to by flyingace specifies that I NEED Sappy 1.0.1. Any help would be greatly appreciated.

Also, when using FEditor, when I replace text, if the new text I've inserted is bigger than the original text, will it overwrite other data that I wouldn't want overwritten or will it write it to a blank part of the ROM? How will I know where it is, if it does write it to a blank part of the ROM? Again, thanks for the help.

EDIT: And amazing, I've managed to put my second topic in the wrong section. My apologies! I didn't notice until I had posted it. Sorry sorry sorry.
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[Tuxedo Kamen]
 Posted: July 15, 2009 10:38 am
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Once I find a chance to log in to my dad's desktop, I'll take a look at the sappy I have on there.

For text with FEditor, you can make it as big as you want. If it's bigger than the original size, the FEditor will repoint it to another spot in the ROM. When the FEditor does text, it is in uncompressed ASCII, so a simple search in the ROM will find it. Otherwise, there is a pointer table for the text. I forget where it is though.


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[Blazer]
 Posted: July 15, 2009 07:08 pm
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Sappy 1.0.1? Why in the world would you need that? sad.gif You could just use Sappy 2005, export the tracks, and reimport them. Of course, it's likely to not sound right because of instruments, so you'd have to edit instruments or make your own instrument maps and use those... which requires hex editing and knowledge of the stuff, which you probably won't want to do. :\

Older versions of Sappy require lists and other stuff to properly load many ROMs. Sappy 2005 can find pointer tables on it's own, however. Sappy 2006 (newest one) tends to not work with most people, especially if you use Vista. It's not needed anyway. T_T

Sappy 1.6 is one of those ones that requires lists and stuff, but it plays music more effectively. Sappy 2005 will often times not play songs even if there are no real problems with it. Sappy 1.6 has a better error and crashing system... :\

Same thing with Sappy 2005 applies to Sappy 2006.

On the other hand, Sappy 1.6 doesn't play MIDI's as nicely and I don't even think it can play WAV's. T_T

Just having both should work out, but yes, it might get a tad annoying at times, blame the creators of Sappy and the people who have edited so many times for not making a very good program. tongue.gif

If you aren't familiar with hex editing, Nightmare, FEditor, and I'd go as far as saying map insertion (which isn't difficult, at least not anymore) then you should become familiar with that stuff first before you try music insertion... It's just a suggestion.

Anyway, care sharing the link to the guide Ace sent you? :\


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[Zoma]
 Posted: July 15, 2009 07:55 pm
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Yeah, the link to the guide is here.

http://forums.warsworldnews.com/viewtopic.php?t=2002

Also, funny thing. In that same topic (which I happened to read trying to help walk a friend through the whole MIDI insertion process) I happened across a direct download link for Sappy 1.0.1. For some reason it wasn't on the links page of the developer's site, but the URL is from the same site. Weird.

http://helmetedrodent.kickassgamers.com/fi...edassembler.zip

Anyhoo, tested and it works on Vista 32 bit, in case anyone was wondering. Haven't done MIDIs yet, but it works importing music from one game to another.
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[Blazer]
 Posted: July 16, 2009 10:03 am
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That tutorial is OK, except the instrument byte is 'BD', not 'DB', although AW could possible use some slightly different system or something (which seems unlikely).


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[Zoma]
 Posted: August 08, 2009 11:59 am
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For some reason FEditor isn't changing the text in my game, whether it's if I manually type it in the screen provided or I try to import a .txt file in it's stead. The palettes are also not changing on their own even though I've changed the palettes' portrait.

To provide graphic examples of what I'm talking about...

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The portrait with the different palette. (Also, ignore the bugged name, I know what the problem is, I'm just lazy.)

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The battle sprite which doesn't show the portrait. Do I need to edit a palette somewhere else? Where is it? Also, if I'm having the same problem with the Lords, where would I find THAT palette? Thanks.
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[Fallen Angel Flonne]
 Posted: August 08, 2009 01:46 pm
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For the battle sprite use Flyingace24 battle animation palette pointer module. Also for the first one have you used the Text Editing Suite at all? I think that happens if you use both FEditor Adv and the TES.


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[Zoma]
 Posted: August 08, 2009 03:05 pm
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QUOTE (Fallen Angel Flonne @ August 08, 2009 01:46 pm)
For the battle sprite use Flyingace24 battle animation palette pointer module. Also for the first one have you used the Text Editing Suite at all? I think that happens if you use both FEditor Adv and the TES.

I don't recall using the text editing suite at all in Nightmare, but for all I know I probably did since I played around with a lot of them. Is there any way to fix that?
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[Fallen Angel Flonne]
 Posted: August 08, 2009 03:10 pm
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Not that I know of sadly.


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[Zoma]
 Posted: August 08, 2009 03:37 pm
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Actually, I just did the FEditor's text editing with a fresh ROM that hasn't had any tools used on it ever and it also did not work, so I'm guessing it's a problem with the program. After editing I make sure to hit "Apply" and then "Save", then I hit "Save" and "Apply" (just to make sure Idon't have to do one, then the other). Or is this the cause of the problem? Or maybe it's just the version of the program I got? Halp. Q_Q
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[Fallen Angel Flonne]
 Posted: August 08, 2009 03:51 pm
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Do you have the most recent update of the editor? If you do you might want to try getting an older version if you have one backed up.


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[Zoma]
 Posted: August 08, 2009 06:01 pm
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I have resolved the issue: any time you click "save", it breaks the "Apply" button, and it shows you a huge error in the DOS prompt window. I probably should have been looking at that the entire time, but ah well. Just a heads up for anyone doing it, make sure to just have all your text ready before you insert it in there.

EDIT: New question: when I try to import the female thief from Fire Emblem 6, it says...

"PCA:Stream error in File constructor
(Failed to read image file)"

Any idea what's going on there?
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[Zoma]
 Posted: August 15, 2009 02:13 pm
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QUOTE (Zoma @ August 08, 2009 06:01 pm)
I have resolved the issue: any time you click "save", it breaks the "Apply" button, and it shows you a huge error in the DOS prompt window. I probably should have been looking at that the entire time, but ah well. Just a heads up for anyone doing it, make sure to just have all your text ready before you insert it in there.

EDIT: New question: when I try to import the female thief from Fire Emblem 6, it says...

"PCA:Stream error in File constructor
(Failed to read image file)"

Any idea what's going on there?

I talked with Hexator and he said that there is indeed a problem with the coding of the program and he was looking into it. Just giving an update to anyone who might've had the same problem as I. Anyhoo, new questions:

In a class animation, what byte controls the sound effect(s) the sprite makes? I imported a few animations and the sounds seem to not be the same.
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[Fallen Angel Flonne]
 Posted: August 15, 2009 07:35 pm
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That's because either the sounds were removed or replaced. If you want to have sounds for the whole thing you might want to insert it the longer way with the Custom Animation Creator on FEditor Adv. (Foreign Waters for me.)


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[Zoma]
 Posted: August 17, 2009 12:08 pm
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A few more questions:

Is it possible to remove Easy Mode altogether from the game? By that I mean just removing the option to choose it in the menu. I can't imagine it being too hard since it's just a menu option, but does anyone know a way to work that out? Seems like it'd be worlds easier than coding forced movements in Easy mode.

Also: does anyone know if it's possible to move instrument/voice tables over from one game to another through a hex editor? It seems like this would be possible, but I haven't seen or heard of anyone doing it. Has anyone actually tried it before or should I be the guinea pig? Or, is this a lost cause? I really want a lot of the songs but they aren't the same unless they're in their original format.

Final question: can someone move this topic into the correct section? :T Thanks.
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[Nintenlord]
 Posted: August 17, 2009 11:16 pm
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Naturally it's possible. There probably is a format for the menus since they are decently common, but worst case scenario, you'll have to disable it in ASM.


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[Zoma]
 Posted: August 18, 2009 05:05 pm
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QUOTE (Nintenlord @ August 17, 2009 11:16 pm)
Naturally it's possible. There probably is a format for the menus since they are decently common, but worst case scenario, you'll have to disable it in ASM.

Thanks. I'll look into it. Also, I noticed that in your sig you have Lyn set as a Mercenary... did you download those custom female Mercenary sprites? I looked EVERYWHERE for them and couldn't find them. If you've got em can you send them to me, or post/reupload them? The links in the post on FEU have been down for quite a while now.

Also, I'm reading flyingace's topic here and what I'm doing is editing the Prologue second cutscene. First of all, where would I find the pointers for the scene before the first Prologue cutscene, so I could set a pointer to jump straight to the second cutscene and skip the first? Also, where can I find the event table for the Prologue cutscene #2? The Nightmare module doesn't seem to have the events for it, but I found the map in there (Renais Castle map). If they go by another name, what's the name?

Also, aside from having to edit tutorial sh** in the first few missions (since I'm removing Easy mode, this won't be a problem), is there anything I should know about the Prologue that would make editing the chapter harder than editing normal chapters? I'm going to be including more units than in the original Prologue of FE8, if that's relevant at all.
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[Nintenlord]
 Posted: August 18, 2009 11:19 pm
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QUOTE (Zoma @ August 19, 2009 03:05 am)
Thanks. I'll look into it. Also, I noticed that in your sig you have Lyn set as a Mercenary... did you download those custom female Mercenary sprites? I looked EVERYWHERE for them and couldn't find them. If you've got em can you send them to me, or post/reupload them? The links in the post on FEU have been down for quite a while now.

The mercenary sprites are in the game. I made Lyn MALE mercenary. As for Furry's female merc, I never bothered downloading it. You need to ask around if someone else has it.


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[Zoma]
 Posted: August 19, 2009 04:39 pm
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I'll keep looking around. Also, to clarify one of the problems I was having earlier on, the new version of Feditor released yesterday fixes the problem with importing the female Thief and Hero into Fire Emblem 8. I managed to get both of them in there. Also, you can change the palettes manually, though you use sliders and afaik there isn't a way to input number values to control the colors.

Anyway, I've been working with events and I understand it quite well. Right now I'm replacing the prologue. My new map is 18/19 tiles and it seems like it's working fine, but I'm not sure if it's the problem or how I'm loading the units. First of all, if I want to know how to move the view of the map to the center, how would I do that before the map loads?

I also think I'm having a problem with the way units are being loaded. The first unit who should load is O'Neil (the boss bandit) and I changed his loading coordinates (the fifth and sixth bytes in his character data) to 2E 05, but it doesn't display and I think I did my math wrong. I want him to appear on the coordinate 14/13 (X/Y), so I took 13 and multiplied it by 40 (the number of rows down) and then added 14 in hex (which would be E), giving me 05 2E. Did I do something wrong here or do I need to fix the other characters' loading coordinates before I can get O'Neil to load? (I'm only guessing I don't need to because he's the first to load and I figure that he'd appear before the game decides to go haywire, but I could be wrong.)
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[Nintenlord]
 Posted: August 19, 2009 11:17 pm
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QUOTE (Zoma @ August 20, 2009 02:39 am)
First of all, if I want to know how to move the view of the map to the center, how would I do that before the map loads?

Use CAM1 with coordinates.

QUOTE
I also think I'm having a problem with the way units are being loaded. The first unit who should load is O'Neil (the boss bandit) and I changed his loading coordinates (the fifth and sixth bytes in his character data) to 2E 05, but it doesn't display and I think I did my math wrong. I want him to appear on the coordinate 14/13 (X/Y), so I took 13 and multiplied it by 40 (the number of rows down) and then added 14 in hex (which would be E), giving me 05 2E. Did I do something wrong here or do I need to fix the other characters' loading coordinates before I can get O'Neil to load? (I'm only guessing I don't need to because he's the first to load and I figure that he'd appear before the game decides to go haywire, but I could be wrong.)

Use FE8 Coordinate Converter by FA24 to make sure the coordinate is correct. If not, then figure out where O'Neill loads with original coordinates and move it to correct spot.


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