Paragon is a toolkit for editing and creating editors for FE13, FE14, and FE15.
Paragon releases should require no dependencies. Download the release for your operating system and run.
Paragon requires Rust and Python 3.8.x. You will also need to install the python packages listed in requirements.txt
. More on this below. If you want to build a standalone executable, you should also install PyInstaller.
- Install the virtualenv package for Python. This is used to create an environment for building.
- If you have not already done so, create a virtual environment for the project by running
virtualenv venv
in the root directory of the project. This should produce a folder named "venv". - Enter the virtual environment by running the appropriate command for your operating system. In Windows Powershell, for example, the command is "./venv/Scripts/activate.ps1".
- Install the required python packages. You can do this conveniently by running
pip install -r requirements.txt
from the root directory of the project. - Generate templated modules. On Windows, run
python scripts/render_templates.py
. On Unix,python3 scripts/render_templates.py
. - To build the Rust backend, run
maturin develop --release
from the root directory of the project. This will produce a "target" folder and a "pyd" file in the paragon folder. - If the install succeeds, you can run the main script with the command
python paragon/ui/main.py
.
The following tools use Paragon features like import/export to edit FE13, FE14, and FE15. Take a look at the if you're interested!
Randomize classes for characters in Fire Emblem Echoes: Shadows of Valentia. Outputs JSON which can be used to apply changes to your ROM.
https://evinjaff.github.io/FESOV-randomizer/
-
lazy for texture parsing as well as completion support for dialogue.
-
Moonling for writing most of the modules.
-
RainThunder for the original FE14 Nightmare modules.
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Einstein95 for DSDecmp.
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Hextator for Nightmare 2 which was a major inspiration for Paragon.
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FontAwesome for icons. NOTE: Most icons were colorized to work better with light and dark modes.
-
3dstools and xDaniel for etc1a4 decompression.
Unless explicitly stated in a file, this project is licensed under the GNU General Public License 3.0.
BCH parsing code (stored under src/bch.rs) was created by referencing code from FEAT and Ohana. This portion is licensed under the GNU General Public License 3.0.