Kyrios

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Posts posted by Kyrios


  1. First off, I would like to formally apologize for my extended absence. I've been around on Discord, but I haven't been able to be around enough for the site recently. There are a few reasons for this, but the most glaring one is because I moved across state lines a while back and I'm just now starting to get my life back together. Once I can finish that off (hopefully in a month or so) I'll be able to be a lot more active here.

    I know it came at a bad time, what with the launch of the site and whatnot, but I'm going to do my best to try to grow this site into what I know it can be. Cheers, mates!

    • Upvote 4

  2. Ever wanted to hack a game, but wonder if there's already an editor in existence for your game of choice? Do you suck ass at Google?

    If you said yes to both of these questions, you are who this thread exists for!

    A while back, I wrote an article titled "Got A Question About Modding? This is for you.", and in it I took a few minutes to do some research and came up with a small list of ROM editors.

    Now, being that that article is on the second page, it's a safe bet that it doesn't get a lot of traffic. I think the list seen in said article is a pretty valuable piece of information, so I had the idea to make a thread just for said list.

    Pokemon Editors

    Spoiler

     

    PokeRed and PokeCrystal [Credit: RavenOfRazgriz]

    Spoiler

    These are dynamically buildable copies of Pokemon Red and Crystal that allow you to get around most of the restrictions of the cartridge. The tradeoff? You have to edit them in ASM.

    PokeRed

    PokeCrystal

    Chrono Trigger Editor [Credit: Madsiur]

    Spoiler

    Temporal Flux (main one)

    Translation development system

    A lot more here, get started here.

    Final Fantasy I, II, IV (Advance only), V (Advance as well), VI, Tactics Editors [Credit: Madsiur]

    Spoiler

    FFI Editors (NES)
    FF Hackster
    FF Hackster Companion

    FFII Editors (NES)
    Jade
    CastleFynn

    FFIII Editors (NES)
    FF3j Enemy Editor

    FFII Editors (SNES)
    FF4Kster
    FF4ed
    FFIIus Multi Editor

    FFV Editors (SNES)
    Final Fantasy V Editor

    FFIV Advance Editors (SNES)
    Final Fantasy IV Advance Editor

    FFV Advance Editors (SNES)
    Final Fantasy V Advance Editor

    FFT Editors (PSX)
    FFHacktics tools page

    Demo and significantly buggy editors not listed.

    Final Fantasy VII Editors [Credit: Sega Chief]

    Spoiler

    The majority of FF7's tools can be found on Qhimm, and they're unusual in that they mostly work for both the PS1 and PC files (both games use a similar file architecture, enough that tools can generally cover both versions). They're also available from Qhimm, but can be tough to find. One important thing to note is that the PS1 version has file size limitations; make sure to ask around on Qhimm before starting a mod project for the PS1 version to get a better idea of what the limitations are and how to work within them.

    -) Proud Clod (PrC) - Enemy/Formation Editing Tool

    This edits the scene.bin of the game, which contains all information pertaining to enemy data. You can pretty much change everything; their attacks, stats, AI, formations, etc. The current/final version should be able to edit everything without a problem but be wary of using the 'synch current [enemy] with other scenes'; this would have been a huge time-save if it worked but it unfortunately corrupts formation data.

    Before using PrC, make sure it has admin permissions and is unblocked, etc. It needs to access the game's Kernel to 'update' it when enough changes have been made as the game has look-up tables that need to be updated when the size of either file is altered by a certain degree; otherwise you'll have Safers swarming about in the first Reactor and other wrong encounters loading.


    -) Wall Market - Kernel Editor

    This edits the game's Kernel, where player character stats, Materia, items, equipment, spells, key items, and character AI are stored among other things. Unfortunately, this editor is prone to text compression errors as the size of the kernel gets larger and is subject to much tighter size restrictions even for the PC version. You may find when working up to the size limits that text can be suddenly corrupted or will be mysteriously edited (garbage strings can be displayed, or all instances of the word 'Holy' will be removed for instance).

    Getting Wall Market to work can be hassle, as it was made using Visual Basic so certain file dependencies will be missing from your computer if it's new. You can find these individually through a .dll site but the smarter thing to do is find the free Visual Basic pack on Microsoft's website that contains your missing dependency files and to install that instead. When making changes to the game's kernel, remember to synch it with the scene.bin by opening PrC and synching them there (Wall Market doesn't have that function).


    -) Makou Reactor - Field Script Editor

    A very powerful and useful tool, this opens the game's scenes and lets you not only alter the game's dialogue but the actual game script itself as well. You can make custom scenes or edit existing ones, change the field music, animations/actors used, even the scale of the walkmesh for faster/slower movement. The tool access the char.lgp so any mods applied there will be displayed and can be used with the tool; it can also search through the game's script for text or variables, allowing you to make quick changes or to check up on any used entries.

    There are a few kinks in the tool though. Sometimes a changed actor model will revert after leaving the sub-menu, or field can be corrupted if exporting/importing them (the 1.5.1 release seems to be able to do this without issue).


    -) Kimera - Model Editor/Viewer

    This is PC only, as the models for the PS1 version are kept in a different format and are very hard to edit. This tool also requires visual basic dependency files so be prepared to search for some before you can run it for the first time. It also requires that the .lgp archives where the models are stored be decompiled beforehand (use Luksy's tool for this).

    Kimera can modify the battle and field models of the game quite handily, though it requires a fair amount of practice to become proficient with. It can change colours fairly easily, scale/rotate individual parts, edit and interpolate animations, or add/remove parts to the skeleton to make 'unique' enemy models.


    -) Libre - Limit Break Editor

    An old and ancient tool, this requires file dependencies to work and even then it'll still be touch and go. As Limits are stored in the game's .EXE and not the kernel (only part of the data is stored in the kernel, editing them there won't actually change them), Libre accesses this to make changes to each one. It has a few things to watch for, namely that Braver can sometimes get overwritten by Satan Slam so be sure to double-check it after saving/closing your work. As old as it is, it's still the only Limit editor out there.


    -) White Chocobo - Shop Editor

    Like Libre, this tool is very old and even more unstable than Libre is. Shop inventories are stored in the .Exe as are the selling prices for each and every item/Materia in the game. The tool is effective at what it does; it lets you change what's for sale, for how much, and has notes on which inventories are unused, etc. However, due to the age of the tool you may find that it becomes inoperable after one use.


    -) ULGP - LGP Archive Extractor

    Very important tool for using Kimera, this will decompile an .lgp archive and allow you to edit the files individually. It will also recompile them once you've made your edits.


    -) IMG2TEX - Texture Converter

    FF7 mostly uses shaded polygons for it's models, but these are accompanied with texture files (eyes for instance). This tool converts these into a file format workable in most image editors and then lets you convert them back for use in the game.

    Final Fantasy VIII Editor [Credit: Sega Chief]

    Spoiler

     

    -) Doomtrain – Kernel Editor

    A relatively new tool, this extracts the kernel.bin from FF8 and allows for the editing of everything from Limit Breaks to Junction effects, allowing for much more freedom in modifying the way FF8 will behave in-game. The Deling tool is required to extract the required file.

    -) Deling – Field Editor & File Extractor

    This tool is the backbone of most FF8 editing in that it doubles not just as a field script editor but also as a file extractor. Note that this tool is still in Beta, unlike its sister tool Makou Reactor.

    -) Ifrit – Enemy Editor

    Modifies enemy data for FF8, though some functions such as AI editing are still quite rough.

    -) Junkshop – Weapon Editor

    This tool allows for the modification of crafting requirements for various weapons, and their prices.

    -) Quezacotl – Initial Data Editor

    This tool modifies the starting data for the player; included are initial statuses, level, GFs, Magic, Abilities, Junctions, and Limit Breaks.

    -) Cactilio – Battle Formation Editor

    A tool to edit enemy formations.

     

    Final Fantasy IX Editor [Credit: Sega Chief]

    Spoiler

     

    -) Hades Workshop – General Purpose Editor

    From enemies to items, and texts to field scripts this editor covers most of the features in the PC and PSX versions of the game.

     

    Paper Mario Editor [Credit: Lolwayup]

    Spoiler

    ~Paper Mario Kirigami64 (Originally titled Origami64)


    This editor for Paper Mario allows you to edit the text in game and the enemy formations. This editor is still being worked on for more features. The only thing is you need a .z64 file instead of a .n64 file.

    Super Mario Bros 3 Editors [Credit: Lolwayup]

    Spoiler

    ~Mario Improvement 3

    A basic level editor for SMB3.

    ~SMB3 Color Editor

    An editor that allows you to change Mario and Luigi's palettes

    ~SMB3 Discombobulator

    A level editor that allows you edit the overworld maps.

    ~SMB3 Map Editor

    A more advance level editor that allows you to edit tiles, pointers, sprites, starting spaces, airship retreat points, locks, and pipes on the map.

    ~SMB3 Text Editor

    An editor that allows you to edit the text in SMB3.

    ~SMB3 Workshop

    An editor that allows you to edit pointers, graphics, palettes, variables, level header, etc.

    ~SMB3TE

    An editor that allows you to edit the title screen

    ~Super Mario Bros. 3 TSA (Tile Square Assembly) Editor

    An editor that allows you to edit block that are made up of smaller blocks (usually 8x8 tiles into 16x16 tiles).

    Mega Man X Editor [Credit: Hart-Hunt]

    Spoiler

    MegaED X

    An editor capable of changing most of the preset collisions found in each of the stages in Mega Man X. With this tool, you can change the content of the scenes, tiles, palettes and collisions

    Final Fantasy VI Editors [Credit: Lockirby]

    Spoiler

    I'm just gonna throw the link here since not every tool has its own page.

    FF6Hacking Tools

    FF3usME - This is the main FF6 editor that everyone and their mom who has an FF6 mod uses. It's pretty comprehensive. For the SNES version only.
    FF6RE - This is FF3usME but for the GBA version, pretty much. It's less comprehensive than its SNES counterpart, and no longer developed.
    FF6MDE - Chest, spell animations, and enemy ability animations editor for FF3us (SNES) and FF6A.
    FF6 Expanded Esper Editor - Expands esper data to have a sixth magic slot. More information is available at the link above. FF3us only.
    Final Fantasy III US Shop Editor - Exactly what it sounds like. FF3us and FF6j only.
    FF3SE - Monster sprite, character sprite, and portrait editor. FF3us only.
    FF3usSpriteEd - Character sprite editor. Integrated in FF3usME but has some slight differences.
    FF6LE Rogue - Map and NPC editor. Requires .NET Framework!. FF3us only.
    Zone Doctor - Level and event editor. FF3us only.
    Zone Doctor+ and FF6LE Rogue+ - Versions of the two above tools edited by Madsiur to be able to handle more NPCs, event triggers, and such. More information available at the link above.
    Final Fantasy 3 Map Editor - What do you think it is?
    SPC Sample Index Editor - This is primarily for music, and does exactly what it says it does. Works for many games.
    Midi to MML - Converts midi files to MML and converts MML files to FF6 song data.
    FF5 to FF6 MCS2 - Converts FF5 songs to FF6 songs.
    FF6 RAM Editor - Save editor (.srm). FF3us only.
    Savestate Editor - FF3us Zsnes savestate editor.
    FF3us Tables, FF3us Misc Tables, FF6A Tables - FF3us and FF6A tables. The fuck did you think they were?
    DUDE - 65816 ASM disassembler and editor.
    Geiger's Snes9x Debugger - SNES emulator with tracing and disassembly capabilities.
    Hkas - Very simple and flexible SNES cross assembler.
    YY-CHR - Universal graphic editor.
    SNES Palette Editor - Palette editor for SNES roms.
    WindHex32 - Hex editor with table support.
    HxD - Hex editor with copy/pasta features and overwrite/insert mode. This is the hex editor I use, if you're curious.

    Earthbound Editors [Credit: Bluerobin427]

    Spoiler

    For Earthbound, use Coilsnake. It's pretty comprehensive, newer, easier to use, and more powerful. It essentially extracts data from the ROM into a set of relatively easy-to-edit text files and, when you're done, recompiles it all. It takes care of redirecting pointers and things that like for you. Since version 2 it's been bundled with CCScript (for changing dialog and events, even doing ASM hacks with much less hex editing if you're good with it) and EB Project Editor (for map modding). You can add custom CCScript files in with the ones extracted by Coilsnake and it will integrate them on the fly during recompiling. It looks like it's also bundled with methods to expand the ROM now as well, which is neat. It's your go-to for hacking.

    The last time I was playing around the EB hacking there were a couple things it couldn't do or things it did worse than the alternatives (PK Hack, EB++, and JHack), but that doesn't seem to be the case nowadays. Check out tutorials and give the Coilsnake thread a quick skim if you're curious about whether it can do something. Link to Coilsnake and PK Hack, plus tutorials and other EB utilities: http://starmen.net/p...oads/utilities/

    Also, there's a really nice repository of info in the forum on starman.net (Link: https://forum.starme...ommunity/PKHack) with several good summary threads. Also in there is an awesome compilation thread with custom bits of CCScript/ASM scripts that senior hackers wrote for other people to use. When I was working on EB hacking, that seemed like a pretty great community as long as you're willing to put in your part of the effort.

    Finally, the Data Crystal pages for Earthbound are pretty good. They're probably not that necessary unless you're doing some really deep hacking, but the various data maps there are a decent place to start. They're not loading for me right now so I can't make sure I'm linking the best place, but the main page is at: http://datacrystal.romhacking.net/wiki/EarthBound

    Breath Of Fire III Editor [Credit: XtraT]

    Alternate source for even more editors!:

     

     

    This list is ongoing. If anyone knows of any that aren't on this list, toss me a link and after I confirm it, I'll update the list. When you make a contribution, after I add it I'm going to spoiler tag your post so the thread is easier to parse through.

    • Upvote 1

  3. What's up, guys? I'm your friendly neighborhood Admin, Kyrios, known back on InsaneDifficulty as Advent. Just thought I'd make a post real quick. I'll go into more detail about myself later, even though most of you probably know me pretty well by this point anyway.

    It's late, came straight home from working overtime to finalize the site launch. So I'm off to bed. Peace.

    • Upvote 3

  4. Getting Your Own Forum

    So, you've got an awesome project you're working on, or maybe it's already finished, and you want your own forum for it. Well, how do you go about getting one?

    I'm glad you asked!

     

    Have A Following

    This one's pretty simple. Of course you're going to need to have people who want to play your mod, and can vouch for it. There has to be a decent amount of interest in your mod. Boards simply do not thrive with one person. Your project can be in the beta stages; it doesn't need to be complete. Brainstorming and debate is something we thrive on.

     

    Be Capable Of Maintaining A Subforum

    Running your own subforum is hard work. If you don't post any content on it, or if there's nothing interesting to talk about, it simply will not get used. If it's already seeing a lot of traffic, it needs to be properly moderated, and so on. Make sure you're interested and capable (in terms of time and whatnot) of managing a community. Getting a forum isn't just about getting your project's name on the forum index, but about creating a community around that project. Without a community, your project can and will die.

     

    If this sounds like you, then shoot me a private message. If you don't want to send it to me, then just hit up your favorite Regulator or Administrator. They'll make sure you get taken care of.

    • Upvote 1

  5. NGPlus Rules

    So, like all communities, of course we have rules. Our rules are pretty few and far between, because quite frankly, the rules are the same everywhere. These rules are necessary, as they make the forums a better place for everyone. If you cross them, you're going to have a bad time. If you continually cross them, not only will you have a bad time, but you're going to find the banhammer dropped square on your head. So, since we don't want to ban everyone who walks through that door, do us both a favor and follow these, alright?

     

    Rule One — Be Respectful

    This rule is simply summed up as "Don't Be An Asshole" but I figured it was better to be a little more tactful.

    This website does not belong to you. You are a guest here. This is our home. Just as you wouldn't walk into someone's home and be an asshole, don't do it here, because the reaction will be the same. We are not obligated to uphold anyone's notions of "free speech" or even "fairness." The Administrators and Moderators will have the final word. Period. If you are told to do something by a Moderator or an Administrator that you feel is wrong, simply reach out privately, either to the one in question or one of their peers.

    Generic trolling will get you banned. If you're gonna flame someone, be creative about it, and make sure it was warranted to begin with. A little humility goes a long way here.

    Think before you chime in with your opinion on a given exchange. There will usually be some history behind it, so take the time to observe what might be actually going on and put the conversation into context before you decide who is "right" and who is "wrong." Above all, take into account who is posting — context is everything. Jumping in half-cocked will only make you look like an ass and piss off the people who actually know what's going on.

     

    Rule Two — Contribute To The Community

    Contribute to the site. Some people contribute by being helpful when someone posts a question. Some people make threads that stimulate discussion, or by uploading relevant and useful facts and information. Some people contribute by posting news from the gaming world. Others contribute by providing resources, others by simply making us laugh.

    Just add to the site. It really is that simple.

    • Upvote 6