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As it turns out, Awakening animations seem to work perfectly with Fates models - I tested most of the class animations out on a Fates body model in Ohana, and everything seemed to play perfectly.
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I haven't done a lot of work with models personally, so I have no idea how to get the models to a usable state from where things are currently at, but anyone else is free to give it a shot.Īdditionally, I thought that I'd mention an interesting observation I made while working on this. I haven't tried animations yet personally, but they don't export to. tga, use command-line tools to convert to. The process is roughly the same for textures. Compress and replace an existing Fates model, view it in game.
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Use the command-line tools to convert the.obj into 3DS Max, use the plugin to export to. Open up the Awakening file in Ohana, export the model to.I'll go through the process I used below, though you'll need the dev kit tools. In its current form, we can port over models, we just can't get them in to a form worth using. Unfortunately, heads do not quite work and texture mapping appears to get lost in the process. bch format is actually possible - I converted one of the body models to. So, converting the CGFX files from Awakening over to Fates'.
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I'll go ahead and leave what I figured out here anyways in case someone else is interested in trying to figure this out. I tried everything I could think of, but I could never get the results I was looking for. Well, I'm done trying to port Awakening models over to Fates for now. The amount of effort I had to go through is really not worth replicating though. I managed to make a new FID entry in this file (back when I was doing Awakening Trio), I had actually fully added Lissa, made a new AID in ROM3, made a new FID entry for her, and also made a new block for her in GameData, but couldn't get her voice to work since it was a standalone BCSAR file. However, for Children, this determines the Hair color in sprites, in the AID, map sprites, and My Room model (MyRoom doesn't even read the hair color from the Children units, it actually takes the pointer to their variable parent and reads the hair color hex from the parent).įID blocks are 2 blocks per character, the first block should start with a pointer to a FSID_ST_ label and the following block should start with a pointer to FSID_BU_ The Hair color listed here is the one that actually matters.įor people static hair colors, like parents, this hex value doesn't do much at all, it's just the color that their children will inherit. The one that controls that is set on the character's FID.įIDs are easier to understand, unlike AIDs, they're all 0x48 in size, and again, like the AIDs, the last 4 bytes are the hair color. The hair color that shows up in the AID will ONLY AFFECT THE 3D MODEL'S HAIR COLOR, it has nothing to do with the hair color you find in FEFTwiddler or the Hair Color that passes down, not even the sprite's hair color. You seem to be misunderstanding something, so let me clear it up for you.