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RedAbsol0

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  • Member Title
    King of the Generic Soldier order.

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  • Favorite Fire Emblem Game
    Sacred Stones

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    Joshua

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  1. Welp, I'm back again. After a long period doing nothing short break from miserably failing rom hacking I've messed something else up. Code: (Defenitions.txt) Errors: Rom is FE7, dumb names are complicated.
  2. Remember, you're not allowed to distribute ROMs, you need to use IPS or UPS patches :P
  3. You're welcome c: As for Map Editors I'd recommend TILED or MAPPY. I'll make a Mappy tutorial if you want, as I've got it down pretty much on both FE7 and FE8. As for events you need a text editor such as Notepad++ and EA, the Event Assembler. Warning though, FE8 events are very. Very. Hard.
  4. Wrong section bra :P I'd recommend asking a Mod to move it to hacking resources.
  5. Not sure, never used FErecolor. If you want to change class edit with either the Chapter Unit editor module for their introduction chapter, or edit it when you edit the events for their introductory chapter. IE: Editing eirika's data for chapter 1 is pointless, edit the prologue instead.
  6. Hmm, okay. I'll try that c: Thanks, let's hope it works lol. Also I believe it was 0x1000040E or something.
  7. Got 155 errors saying how the new number must be divisible by 4. .-.
  8. This is either a glitch or a limitation. It seems I can only have about 4 turn based events in FE7. Note the ending event and "Bacon", the third wave, don't work. [spoiler=Code]//////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE7 // // File: Rage Temple.gba // // Offset: $CA0720 // // // //////////////////////////////////////////////////// #define DISABLE_TUTORIALS #include EAstdlib.event ORG $CA0540 TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 TURN 0x0 label12 [1,0] 0x0 0x0 TURN 0x0 label13 [2,0] 0x8 0x0 TURN 0x0 label14 [4,0] 0x8 0x0 TurnEventEnemy(0x00,Wave1,1) TurnEventEnemy(0x00,Wave1a2,1) TurnEventEnemy(0x00,Wave2,3) TurnEventPlayer(0x00,Bacon,5) TurnEventPlayer(0x00,EndingScene,11) END_MAIN //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0584 and the new ending offset is CURRENTOFFSET ORG $CA05C8 CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA05DC and the new ending offset is CURRENTOFFSET ORG $CA0710 MiscBasedEvents: AFEV 0x0 label15 0x65 END_MAIN PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN TrapsEliwoodMode TrapsHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnit sENM POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0760 and the new ending offset is CURRENTOFFSET ORG $CA71A8 TrapsEliwoodMode: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71A9 and the new ending offset is CURRENTOFFSET ORG $CA730A TrapsHectorMode: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA730B and the new ending offset is CURRENTOFFSET ORG $CA749C label15: _0x87 STAL 30 ASMC 0x7A455 STAL 10 ASMC 0x13FA5 STAL 80 ASMC 0x6CCB9 IFAT 0x1 0x7A47D ASMC 0x20479 ENIF 0x1 ASMC 0xB2F95 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET ORG $CA79FC label16: MOMA 0x0 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA79FE and the new ending offset is CURRENTOFFSET ORG $CA7A40 BeginningScene: CMOF LOU1 EnemyUnitsENM ENUN ASMC 0x7A939 0x7A9D5 FADUCG 2 SHOWMAP TEXTCG 0x813 0x1 STAL 2 MUS1 0x3F STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 FADI 4 HIDEMAP ASMC 0x7A95D STAL 32 BACG 0x0 FADU 4 SHOWMAP TEX1 0x815 REBU MUEN 4 REMA STAL 32 LOU1 AllyUnitsENM ENUN STAL 64 MOVE 0x3 [14,9] ENUN REPA 0x3 FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP MUS1 0x32 TEX1 0x816 REMA LOU1 AllyUnitsENM ENUN LOEV 0xCD 0x51 [14,9] ENDA label12: SHOWMAP MOVE 0xCD [14,7] ENUN TEX1 0x817 REMA STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 2 2 MOVE 0xCD label16 ENUN DISA 0xCD STAL 2 2 2 2 STAL 2 2 2 2 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7BD0 and the new ending offset is CURRENTOFFSET ORG $CA7C28 label13: STAL 2 2 2 2 STAL 2 2 2 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7C4C and the new ending offset is CURRENTOFFSET ORG $CA7CDC label14: STAL 2 2 2 2 STAL 2 2 2 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7D00 and the new ending offset is CURRENTOFFSET ORG $CA81E4 EndingScene: _0xA3 MUS1 0x38 TEX1 0x833 REMA MUEN 6 FADICG 3 HIDEMAP ASMC 0x7A939 0x7A8B9 0x7A9D5 STAL 30 MUS1 0x3AB FADUCG 2 SHOWMAP STAL 60 TEXTCG 0x834 0x1 MUEN 4 FADI 16 HIDEMAP ASMC 0x7A95D BACG 0x0 MUS1 0x3F FADU 16 SHOWMAP TEX1 0x835 MUEN 2 STAL 32 MUS3 0x51 0x4 MORETEXT 0x836 MUEN 2 STAL 32 MUS1 0x3F MORETEXT 0x837 STAL 64 MORETEXT 0x838 STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 FADI 4 HIDEMAP BACG 0x5B STAL 2 2 MNCH 0x1 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA830C and the new ending offset is CURRENTOFFSET Wave1: LOU1 EnemyWave1 ENDA Wave1a2: LOU1 AllyWave1 ENDA Wave2: LOU1 EnemyWave2 ENDA Bacon: LOU1 EnemyWave3 ENDA ORG $CC5B50 AllyUnitsENM: UNIT 0x3 0x13 0x0 0x30 [14,3] [14,3] [0x1F,0x6B,0x6B,0x68] [0x0,0x0,0x0,0x0] UNIT EnemyUnitsENM: UNIT 0x88 0x16 0x0 0x14 [14,5] [14,5] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [14,11] [14,11] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [13,11] [13,11] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [15,11] [15,11] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyWave1: UNIT 0x88 0x38 0x0 0x14 [25,17] [25,17] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [4,17] [4,17] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [14,12] [14,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [13,12] [13,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [15,12] [15,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [14,4] [14,4] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT AllyWave1: UNIT 0x88 0x38 0x0 0x12 [25,16] [25,16] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x12 [4,16] [4,16] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x12 [14,11] [14,11] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x12 [13,11] [13,11] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x12 [15,11] [15,11] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyWave2: UNIT 0x88 0x38 0x0 0x14 [25,17] [25,17] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [4,17] [4,17] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [14,12] [14,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [13,12] [13,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [15,12] [15,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [25,18] [25,18] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [4,18] [4,18] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [14,13] [14,13] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [13,13] [13,13] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x38 0x0 0x14 [15,13] [15,13] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyWave3: UNIT 0x88 0x16 0x0 0x14 [14,4] [14,4] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [25,17] [25,17] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [4,17] [4,17] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [14,12] [14,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [13,12] [13,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x88 0x16 0x0 0x14 [15,12] [15,12] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC5BA0 and the new ending offset is CURRENTOFFSET
  9. Oh whoops, I forgot to read the timestamp xD Sorry :3
  10. Perfect christmas present! Hex editing yay <3
  11. Oh wow, I've never thought of this before. Even though it seems to be old news it isn't to me. Thanks!
  12. Nice tutorial! Very handy, this'll be quite helpful for newer hackers (Like me lol) who don't have the ability to "try new stuff".
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