Jump to content

Nintenlord

Member
  • Posts

    667
  • Joined

  • Last visited

Everything posted by Nintenlord

  1. *achoo* There's a lot of dust here, does no-one around here do any cleaning? I caught wind that my links no longer work, so I decided to come here and fix them. And they are now fixed. And now, my work here is done! *woosh*
  2. What Cam said isn't supposed to help you with your problem. Anyway, are the coordinates correct? Meaning, are the coordinates in supposed to be in hex? Are the coordinates the coordinates of the gate, not something else?
  3. That one maybe or maybe not, but you can just replace it with simple yes/no answer with normal events, unless you want to do something really odd, such as refusing to name tactician as Vergil for example.
  4. You can do that in events, too, we have JUMP.
  5. It's not a pointer, so it's not pointing to anything.
  6. ...Sigh. I assume that, when he said that he wants to find the hidden items, he means to find their LOCATION. Not some goddamn ASM routine.
  7. So you used the original method, but just changed the conditions asm routine? Because if it's so, then this: is wrong if Brood_Star wants to know the position of the hidden items.
  8. Was there a problem with original method used in the desert chapter?
  9. I didn't say I answered that question, I answered the other...
  10. I'll make it trivial for you guys: The format is: Size in memory: Description Every 16 bytes there is ------ to help counting offsets. You really should learn to read the doc.
  11. In this case, it should work because he is manually pointing to Ending_event. As far as I know, 0x3 only causes the game to automatically go to Ending_event if no pointer is given to the Seize code. As far as I can see, there are no problems with your code, so you shouldn't be having any problems. Though: Ballista_events: BLST
  12. It's pretty obvious, you don't have a gate there in the picture so you don't have a gate there in the code. The macro: TileMap(0x00,0x0F,0x03,0x01,0x01,VillageGate) means that the change is size 1x1 (as village gates should be), but you have all 9 tiles of village pointed in VillageGate.
  13. You can just load another map and then have that map be the original but with different palette set in Chpater Data Editor.
  14. The same script doesn't cause any problems with 9.10 on my PC, so it's something in your end. Try the same in some other folder.
  15. Is the letter I or l? It should be an 'l', the name code from "Event Assembler Standard Library". And do try the latest version. The comma problems is caused by the macro's not being "unmacroed", because EAstdlib isn't found.
  16. ^You mean by 0x10 in base 16? I wonder what the other 4 bits do?
  17. The HM bonus levels are probably in the same slot in FE8 than in FE7 chapter data, they just haven't been added to the module yet. You can quite easily do this yourself and test if it works.
  18. You can edit that in Chapter Data Editor.
  19. Cam's "fixed" version didn't fix everything: #include EAstdlib.event EventPointerTable(0x37,TileChanges) ORG 0xDB0250 TileChanges: TileMap(0x00,0x0E,0x01,0x03,0x03,Village1) TileMapEnd Village1: SHORT 0x0D04 0x0D08 0x0D0C 0x0D84 0x0D88 0x0D8C 0x0E04 0x0080 0x0E0C There isn't one, they happen automatically. Depends on game, in FE8 you can do that in UNIT code like this: UNIT Eirika Archer 0 Level(1,Ally,False) [1, 2] DropItem 0 0 0 [Rapier] NoAI With FE6 and FE7, you'll need to use Character Editor Module. I wouldn't rely on it. Though this gives me an idea for a new feature...
  20. Redownload the program and don't delete or remove anything.
  21. Since everyone is still talking about guns, let's add science in to the mix:
  22. http://anarchistsoccermom.blogspot.fi/2012/12/thinking-unthinkable.html Read the whole thing if you actually care about the issue.
×
×
  • Create New...