FEditor Adv

Tags: #<Tag:0x00007f55fd9e2438> #<Tag:0x00007f55fd9e20f0> #<Tag:0x00007f55fd9e1d08>

#41

idk about gif dumping but i think the 65535 anim slots is on hold until we can make the text editor work with it


#42

Ah. Yeti said he added gif dumping and mass gif dumping.


#43

So, been a few months. I still REALLY need at the bare minimum a version of FEditor that can do the 65535 animations. I don’t care about the portraits, I won’t need more than 255 anyway. But the animations are absolutely necessary for me.


#44

I make no guarantees, but this might work


#45


gasp

I love you


#46

Yes, but does it work?
Like, you set a unit to use animation 0100, does it work?
Does portrait 0100 work fine?


#47

No clue. Still trying to get the dang nightmare modules formatted properly.

[2:47:51 PM] Klokinator: hm http://puu.sh/k03J0/cc280e8cd6.png
[2:48:42 PM] Klokinator: still not displaying the bytes properly
[2:49:07 PM] Klokinator: uh this is the .nmm http://puu.sh/k03Mb/8f9d846f45.txt
[2:49:21 PM] Klokinator: this is the animation list http://puu.sh/k03No/5e96cead11.txt
[2:49:33 PM] Klokinator: oh uh
[2:49:37 PM] Klokinator: maybe the 1 stays the same
[2:49:44 PM] Klokinator: it’s the ndhu I should change?


#48

Try this:

#Custom Animation Editor
#

1
Custom Animation Editor by Mikey_Séregon
0x????????
1
26
Custom Animation Editor.txt
NULL

+00 Weapon Type
0
1
NDHU
Animation Types.txt

+01 All weapons or a certain one?
1
1
NDDU
Weapon Animation Type.txt

+02 Animation Played
2
2
NDHU
Animation List.txt

+04 Weapon Type
4
1
NDHU
Animation Types.txt

+05 All weapons or a certain one?
5
1
NDDU
Weapon Animation Type.txt

+06 Animation Played
6
2
NDHU
Animation List.txt

+08 Weapon Type
8
1
NDHU
Animation Types.txt

+09 All weapons or a certain one?
9
1
NDDU
Weapon Animation Type.txt

+0A Animation Played
10
2
NDHU
Animation List.txt

+0C Weapon Type
12
1
NDHU
Animation Types.txt

+0D All weapons or a certain one?
13
1
NDDU
Weapon Animation Type.txt

+0E Animation Played
14
2
NDHU
Animation List.txt

+10 Weapon Type
16
1
NDHU
Animation Types.txt

+11 All weapons or a certain one?
17
1
NDDU
Weapon Animation Type.txt

+12 Animation Played
18
2
NDHU
Animation List.txt

+14 Weapon Type
20
1
NDHU
Animation Types.txt

+15 All weapons or a certain one?
21
1
NDDU
Weapon Animation Type.txt

+16 Animation Played
22
2
NDHU
Animation List.txt

+18 Weapon Type
24
1
NDHU
Animation Types.txt

+19 All weapons or a certain one?
25
1
NDDU
Weapon Animation Type.txt

+1A Animation Played
26
2
NDHU
Animation List.txt

#49

Yours doesn’t work at all. I’ve spent a good 5 minutes trying to repair it but can’t even do that much. Why does it skip +03, +07 etc? Does it even work for you?


#50

Change line 1 of the Animation List from 256 to 65536. I left the entries as 0x01 etc. and they still show up like this:


#51

Oh huh, thanks!

Edit: Okay so, it DOES work, but only in Nightmare 2. I… prefer NM1. Still doesn’t work in NM1.


#52

Well, for now you should probably verify that the new FEditor can actually insert animations to slot 0x0100. After that you can figure out why NM1 is weird. Worst case you just use NM2 for animations and NM1 for everything else.

EDIT: Confirmed working, inserted promoted Eirika animation into slot 0x100 and replaced her normal battle animation successfully.

You don’t even need a new Nightmare Module, I just used 0x00 for animation played and 0x01 for the “separator”.


#53

Oh huh, didn’t even think of that. I think the bytes are flipped though or something, right? Like what would 0x129 be?


#54

what do you think


#55

I feel like first byte would be 0x01 and the second would be 0x29?


#56

For animation 0x29: 29 00
For animation 0x129: 29 01


#57

Oh ok. That makes it easier then since I can just set all the separators to 01 instead of 00 once I get into expanded territory. Neat!


#58

Oh good, so it does work for other people.
[spoiler=evil plan]
Now make a custom animation for every weapon for every unit
[/spoiler]


#59

[quote=“Klokinator, post:49, topic:55, full:true”]
Yours doesn’t work at all. I’ve spent a good 5 minutes trying to repair it but can’t even do that much. Why does it skip +03, +07 etc? Does it even work for you?
[/quote]Well, I use NM2, and it worked for me.

[quote=“Klokinator, post:51, topic:55”]
Edit: Okay so, it DOES work, but only in Nightmare 2. I… prefer NM1. Still doesn’t work in NM1.
[/quote]NM1 doesn’t do some things that NM2 can.


#60

I found a bug in that version.
You can’t save any face index after 0xFF in the text editor. To put an entry after that you are supposed to type [0x0F][0x02], but the editor automatically changes it back to [0x0F][0x01]
It only happens on this version.

EDIT: And it seems that if you save a ROM with this version, it changes all [0x02] entries into [0x01]