[Hacking Tutorial] Modifying Existing Weapons

It's been a while since I had one of these, but we're going to go through modifying weapons and adding custom ones. There's some new concepts in here for adding new items, so we're going to start simple with modifying existing weapons.
Things you'll need:
With that, let's get started. The first thing we're going to do is simple: modify stats of existing weapons.
  1. Open up Nightmare and open up the ROM and load up the Item Editor for your game (I assume you went through the other tutorials, so I won't have too many pictures for things covered earlier). You should see something like this for FE6.
  2. Things should be looking pretty obvious right now, so let's choose a weapon to modify. Let's just do Iron Lance, since that's easy to test. So go ahead and find Iron Lance in the list.
  3. Once you select it, all of the fields below will update with data for that item. Most things should be pretty straightforward, and modifying them should be pretty straightforward as well, but let's just go over them really quick.
  1. Whew, so let's just modify our Iron Lance already. We're going to modify it so that it looks like this. Yeah, it's OP.
  2. So let's check it out in game. Pssh. Yeah, "ordinary spear" my ass. Let's try it out, shall we?. I'm not sure I would have expected any different. Also, I'm pretty sure that's the Divinestone buff.
  3. So, there you go. How to break Fire Emblem 6 over your knee with an ordinary spear.
So I did mention you could do all of this without Nightmare as well. You should stop reading here if you want to keep your brain intact. I take no responsibility for massive confusion if you read on.
Here's your cheat sheet for doing it without Nightmare. You have to know where the weapon data lives in the ROM. You see, that nightmare module (nmm file) is actually human readable if you open it in a text editor. If you open up FE6's item editor, you'll find this:
FE6 Item Editor by SpyroDi, modified by Arch
FE6 Item Editor.txt
You can take a guess what that address I bolded there is. If you jump to that address in the hex, you'll find the start of weapon data. Each block for an item is 0x20 bytes (32 bytes, which corresponds to the other info in the module). Remember Iron Lance's ID? It was 0x10. That means it's the 16th item in the block. so if you do 16 x 32, you'll get 512, which is 0x200. If you jump to 0x60B648 + 0x200 (which is 0x60B848), you'll find your Iron Lance. So let's jump to it in our modified file.
What you'll see at that offset and the next 32 bytes for it is:
39 07 BE 05 00 00 10 01 21 01 00 00 B0 27 66 08 00 00 00 00 63 19 64 01 23 11 08 00 01 0F 00 00
Sweet jesus, what the fuck is this? Well, if you look closely and look at what we found earlier for Iron Lance, all of those values do actually match up. Remember the item name? The value there was 0739 in Nightmare. Remembering that GBA uses little endian, that corresponds to the first 2 bytes. The next two are the item description (which was 05BE in nightmare). The next two are the item description, which was blank (0000). Followed by the ID (0x10), weapon type (1 for spear), weapon ability 1 (0x20 is the brave effect, and 0x01 is the weapon trait, combine them together for 0x21), weapon ability 2 (0x01 is Reversing weapon triangle), 2 blank bytes (you'll see how we get this later), stat bonuses pointer (again, written in little endian order (we typed in 86627B0 earlier)), effectiveness pointer (which was nil, so 00000000), then durability (which was 99, or 0x63 in hex) and so on. Note that cost per use in this case is 2 bytes (since it could exceed 255, theoretically).
Note that this format is different across games, so you may have to figure out what you're modifying, but the general order is roughly the same. In fact, the nightmare module also tells you this information of what the bytes mean (including blank bytes from above) if you parse through it. Here's a sample from FE7's item editor nightmare module:
FE7 Item Editor by SpyroDi, updated by Nintenlord
0xBE222c Where the item data starts
159 How many items we have
36 The size of each item
FE7 Item Editor.txt
Item Name Pointer
0 The offset for the item name (i.e. how many bytes to skip from the beginning)
2 The number of bytes taken up by this field (i.e. how many bytes to read)
The bold bits are mine.
Finally, what if you don't know the ID? Alongside the nightmare module for the item editor is also an Item List.txt file that holds the list of all IDs for all items. You can look it up there as well.
Just to prove this works, we're going to modify our weapon back to more reasonable levels. We'll remove the Divinestone buff and bring it down to more reasonable levels. The changes I made look like this in HxD, and you should be able to decipher what my values are going to be.
I changed the Iron Lance to this string of hex:
39 07 BE 05 00 00 10 01 21 01 00 00 00 00 00 00 00 00 00 00 3C 04 64 08 0A 11 08 00 01 0F 00 00
Take a moment and see if you can figure out what I changed it to. I bolded the changes. See if you're right here. It still breaks the game, but at least it breaks it more reasonably.
Believe it or not, this is the easy stuff. Making your own weapons? That shit is a lot more complicated, but if you know this, it'll make things a lot easier.
submitted by OtakuReborn to fireemblem [link] [comments]

Adafruit Space Invader pendant. Want to convert to using a bicolor 1.2 led matrix. How would the code change?

 // Trinket/Gemma + LED matrix backpack jewelry. Plays animated // sequence on LED matrix. Press reset button to display again, // or add optional momentary button between pin #1 and +V. // THERE IS NO ANIMATION DATA IN THIS SOURCE FILE, you should // rarely need to change anything here. EDIT anim.h INSTEAD. #define BRIGHTNESS 14 // 0=min, 15=max #define I2C_ADDR 0x70 // Edit if backpack A0/A1 jumpers set #include  #include  #include  #include "anim2.h" // Animation data is located here #include "anim3.h" // Animation data is located here #include "anim4.h" // Animation data is located here static const uint8_t PROGMEM reorder[] = { // Column-reordering table 0x00,0x40,0x20,0x60,0x10,0x50,0x30,0x70,0x08,0x48,0x28,0x68,0x18,0x58,0x38,0x78, 0x04,0x44,0x24,0x64,0x14,0x54,0x34,0x74,0x0c,0x4c,0x2c,0x6c,0x1c,0x5c,0x3c,0x7c, 0x02,0x42,0x22,0x62,0x12,0x52,0x32,0x72,0x0a,0x4a,0x2a,0x6a,0x1a,0x5a,0x3a,0x7a, 0x06,0x46,0x26,0x66,0x16,0x56,0x36,0x76,0x0e,0x4e,0x2e,0x6e,0x1e,0x5e,0x3e,0x7e, 0x01,0x41,0x21,0x61,0x11,0x51,0x31,0x71,0x09,0x49,0x29,0x69,0x19,0x59,0x39,0x79, 0x05,0x45,0x25,0x65,0x15,0x55,0x35,0x75,0x0d,0x4d,0x2d,0x6d,0x1d,0x5d,0x3d,0x7d, 0x03,0x43,0x23,0x63,0x13,0x53,0x33,0x73,0x0b,0x4b,0x2b,0x6b,0x1b,0x5b,0x3b,0x7b, 0x07,0x47,0x27,0x67,0x17,0x57,0x37,0x77,0x0f,0x4f,0x2f,0x6f,0x1f,0x5f,0x3f,0x7f, 0x80,0xc0,0xa0,0xe0,0x90,0xd0,0xb0,0xf0,0x88,0xc8,0xa8,0xe8,0x98,0xd8,0xb8,0xf8, 0x84,0xc4,0xa4,0xe4,0x94,0xd4,0xb4,0xf4,0x8c,0xcc,0xac,0xec,0x9c,0xdc,0xbc,0xfc, 0x82,0xc2,0xa2,0xe2,0x92,0xd2,0xb2,0xf2,0x8a,0xca,0xaa,0xea,0x9a,0xda,0xba,0xfa, 0x86,0xc6,0xa6,0xe6,0x96,0xd6,0xb6,0xf6,0x8e,0xce,0xae,0xee,0x9e,0xde,0xbe,0xfe, 0x81,0xc1,0xa1,0xe1,0x91,0xd1,0xb1,0xf1,0x89,0xc9,0xa9,0xe9,0x99,0xd9,0xb9,0xf9, 0x85,0xc5,0xa5,0xe5,0x95,0xd5,0xb5,0xf5,0x8d,0xcd,0xad,0xed,0x9d,0xdd,0xbd,0xfd, 0x83,0xc3,0xa3,0xe3,0x93,0xd3,0xb3,0xf3,0x8b,0xcb,0xab,0xeb,0x9b,0xdb,0xbb,0xfb, 0x87,0xc7,0xa7,0xe7,0x97,0xd7,0xb7,0xf7,0x8f,0xcf,0xaf,0xef,0x9f,0xdf,0xbf,0xff }; int animationSection = 0; void ledCmd(uint8_t x) { // Issue command to LED backback driver Wire.beginTransmission(I2C_ADDR); Wire.write(x); Wire.endTransmission(); } void clear(void) { // Clear display buffer Wire.beginTransmission(I2C_ADDR); for(uint8_t i=0; i<17; i++) Wire.write(0); Wire.endTransmission(); } void setup() { power_timer1_disable(); // Disable unused peripherals power_adc_disable(); // to save power PCMSK |= _BV(PCINT1); // Set change mask for pin 1 Wire.begin(); // I2C init clear(); // Blank display ledCmd(0x21); // Turn on oscillator ledCmd(0xE0 | BRIGHTNESS); // Set brightness ledCmd(0x81); // Display on, no blink } uint8_t rep = REPS; void loop() { switch (animationSection) { case 0: for(int i=0; i 10) { animationSection = 0; } if(!--rep) { // If last cycle... ledCmd(0x20); // LED matrix in standby mode // GIMSK = _BV(PCIE); // Enable pin change interrupt // power_all_disable(); // All peripherals off // set_sleep_mode(SLEEP_MODE_PWR_DOWN); // sleep_enable(); // sei(); // Keep interrupts disabled // sleep_mode(); // Power down CPU (pin 1 will wake) // Execution resumes here on wake. // PLD - Simply Sleep for 2 minutes then start again... //delay(100000); //delay(100000); delay(120000); animationSection = 0; GIMSK = 0; // Disable pin change interrupt rep = REPS; // Reset animation counter power_timer0_enable(); // Re-enable timer power_usi_enable(); // Re-enable USI Wire.begin(); // Re-init I2C clear(); // Blank display ledCmd(0x21); // Re-enable matrix } } ISR(PCINT0_vect) {} // Button tap 
This is a section of the anim file. I want to be able to set the various colors in these "frames"
// Animation data for Trinket/Gemma + LED matrix backpack jewelry. // Edit this file to change the animation; it's unlikely you'll need // to edit the source code. #define REPS 10 // Number of times to repeat the animation loop (1-255) const int frameSpeed2 = 3; const uint8_t PROGMEM anim2[] = { // Animation bitmaps. Each frame of animation MUST contain // 8 lines of graphics data (there is no error checking for // length). Each line should be prefixed with the letter 'B', // followed by exactly 8 binary digits (0 or 1), no more, // no less (again, no error checking). '0' represents an // 'off' pixel, '1' an 'on' pixel. End line with a comma. B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, frameSpeed2, // 0.10 seconds }; 
submitted by pldiguanaman to arduino [link] [comments]

009- La mort- Sheikh Mamadi Camara IQ OPTION TRADING - Think smart to make $500 a day BOT #15 - ESTRATÉGIA BINARY.COM 2020 - DÍGITOS PAR/ÍMPAR COM PAUSA E MUDANÇA APÓS PERDAS YouTube Autocad 009 Web Design Bootstrap 009 Table Hover OR 009 Motivating Example for 6.10 Complementary Slackness Zeek, Prazer! O Otimizador de Bots da Binary chegou! Java-009 Tokens in Java

0x09 Binary Options . Opções binárias Broker Apesar de opções binárias são uma forma relativamente nova de comércio dentro do mercado de ações e outros mercados financeiros, é uma área em rápido crescimento dos mercados de investimento. Os comerciantes experientes são dabbling com esta técnica e abriu a porta para que muitos comerciantes do principiante investem nos mercados. No ... 0x09 binary options Get link; Facebook; Twitter; Pinterest; Email; Other Apps; March 24, 2018 Thursday, 9 March 2017. 0x09 Binary Optionen Wednesday, October 19, 2016. 0x09 Binêre Opsies Traders in present day trading of binary options need to know the specifics in regards to the binary options brokers. There is certainly an enormous quantity of binary traders that have no concept concerning the functioning in the trading markets and solutions of binary options brokers. At present, you can find a lot more than one hundred binary brokers present inside the marketplace for the ... » Download photos as ZIP file and page options see below! » Add the photo set to your favorites, click on button right above! » Choose another photo set to click on pull down menu above! 250 (1800 photos) page 3 of 30. 252_002.jpg... 220KB 1202x800. add to zip header Inappropriate: 252_003.jpg... 219KB 800x1202 . add to zip header Inappropriate: 252_004.jpg... 210KB 800x1202. add to zip ... VSG CONTEST: BINARY OPTIONS I. Mục Đích của cuộc thi: Giới thiệu về kênh đầu tư mới, Binary Options, các sản phẩm hiện có và hình thức giao dịch tại thị trường Việt Nam. Giúp nhà đầu tư làm quen với cách thức vào lệnh, những quy định cụ thể đối với từng loại sản phẩm và có được những trãi nghiệm thực ... Submit by LuKas 25/09/2015 DNK Binary System is a trend-momentum strategy that you can use also for scalping. We have more CCI indicators as filter of the arrows DNK, MMS and Reload. There are two templates the first conservative the second more aggressive. Time Frame 5 min or higher. Financial markets any. Expiry time for binary options 2-4 candles. Hier sollte eine Beschreibung angezeigt werden, diese Seite lässt dies jedoch nicht zu. VSG CONTEST: BINARY OPTIONS I. Mục Đích của cuộc thi: Giới thiệu về kênh đầu tư mới, Binary Options, các sản phẩm hiện có và hình thức giao dịch tại thị trường Việt Nam. Giúp nhà đầu tư làm quen với cách thức vào lệnh, những quy định cụ thể đối với từng loại sản phẩm và có được những trãi nghiệm thực ...

[index] [23315] [14524] [5578] [18997] [23984] [28437] [24104] [4339] [25967] [17661]

009- La mort- Sheikh Mamadi Camara

Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. Best Binary Options Strategy 2020 - 2 Minute Strategy LIVE TRAINING! - Duration: 43:42. BLW Online Trading Recommended for you. 43:42. Pivot Table Excel Tutorial - Duration: 13:36. ... Best Binary Options Strategy 2020 - 2 Minute Strategy LIVE TRAINING! - Duration: 43:42. BLW Online Trading Recommended for you. 43:42. Hadith Anass - Sheikh Mamady Camara - Duration: 39:03. ... Web Design Bootstrap 009 Table Hover #ฝากกดติดด้วยครับขอบพระคุณครับ This video is unavailable. Watch Queue Queue. Watch Queue Queue binary options trading with the intention of profitably to achieve successfully, and know the binary trading options scam aware, that occurred in various countries in between binary options ... Best Binary Options Strategy 2020 - 2 Minute Strategy LIVE TRAINING! - Duration: 43:42. BLW Online Trading Recommended for you. 43:42 . FRACTAL FOREX - 4 ESTRATÉGIAS PARA USAR INDICADOR FRACTALS ... Veja qual é a pedra filosofal da análise gráfica que é nada mais nada menos que Suporte e Resistência com price action. Neste vídeo operamos M1 na IQ Option ... Best Binary Options Strategy 2020 - 2 Minute Strategy LIVE TRAINING! - Duration: 43:42. BLW Online Trading Recommended for you. 43:42. Understanding Blues Guitar - Part I. Knowledge Is Power ... Best Binary Options Strategy 2020 - 2 Minute Strategy LIVE TRAINING! - Duration: 43:42. BLW Online Trading 99,019 views. 43:42.