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Avril Lavigne

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Everything posted by Avril Lavigne

  1. It only seems to be chapter 2 that's the problem. Or so what I know of. I skipped to chapter 3, inserted a map there and it worked fine. I even downloaded another clean ROM, and the same thing happened on chapter 2....except once. ONCE. I had a successful attempt.
  2. If you look at my picture at the original post, it's doing that exact same thing. And I spaced it out beyond what you told me to.
  3. I tried spacing them out a lot, and as soon as it gets to Chapter 2, it just does the exact same thing. I wish one of you could sit down beside me and walk me through. Of course, with my luck, I have to dig extra deep to figure something out
  4. I switched over to using Tiled. Still does the same thing. I inserted each map to these three pointers: Prologue - 0x9000000 Chapter 1 - 0x9000140 Chapter 2 - 0x9000280 Now if you minus 08000000 off of each of those, that's the offset I was using to insert each map. When the maps were too close on the offsets, I had to space it out (by adding more lines) because it would glitch. The further away they were, it would sometimes work. Chapter 2 was successfully inserted, however, the game just completely stops working (I even tried making more free space for it to point to, but after a certain point, it was done for). So I had the same problem with both map inserters. I also made sure I was using a clean rom from the start every time. So I have no idea how any other person that's fully hacked the game has gotten in like 30 custom made maps, if I can't even get in 3.
  5. I just want an actual screenshot of the map so I can use it to help me create events.
  6. I am having one hell of a time. You guys have probably seen me around here lots lately. I appreciate your help, by the way. I have another thing I have been doing hours of testing on. I did this because I didn't think I would have to ask you guys, cause I could have swore, when I started creating my own FE a year ago, this didn't happen. Alright, I know how to insert maps. I know how that I must open HxD, go to the last offset, point to that offset in the program that inserts the map (Tiled, or MAR array. I use MAR array, I haven't gotten around to Tiled yet), I know I have to go to nightmare and open "Event References" and add 08000000 to the pointer, I know I have to change the palettes/tileset data to match the tilesets I used to make the map. Here's the problem: I insert my first map (Prologue), all good. I insert my second map (Chapter 1), I use HxD, find the last unused offset (and sometimes the last few unused offsets, and use the last of the unused, if that makes sense), repeat the same steps. 9/10 times the game will crash, when the chapter the map is supposed to load on, opens. It'll make a really high pitched continuous noise as well. Sometimes it'll work, I don't know why. I did the same process and it worked sometimes, sometimes it did not. Now after many frustrating hours of making attempts at inserting my Chapter 1 map, and am successful, I go and insert my Chapter 2 map......Same process as before, chances it may work, chances it may not.......success! Wait. The game is straight up glitching. I can see my map in the game, but it's frozen. I am getting an error. (If the picture is really small, I'm sorry. Click on it and it should enlarge. I don't know how to upload and have it be a decent size by default.) So I don't know what the hell that means. But when I click "OK" it just does a continuous loop of some glitchy noises and a little tiny small fraction of the in-game music. Not that any of that description matters. I'm assuming after this point, adding any other maps would most definitely not work if it can only make it to Chapter 2 and then stop working. I tried changing the events to see if it would start the way I wanted it to, instead of the default, and it still glitched. I didn't think this would be a problem....so I've seen games completely altered. Every chapter a custom, original chapter. Yet somehow I can't even get 3 successful ones in there. Someone please tell me what I might possibly be doing wrong, again?!?! Maybe this is a sign I should be doing something else with my time....
  7. You have got to be kidding me... Some of you might remember me. I have been asking questions about hacking FE7 and making my own. Last night, I finished what I believe to be all of the testing I need before I start actually making one. A very handy tool I have been using is something called "Eventiel". Eventiel was made by Cedar Nyx. It is truly a magnificent tool. It is found on The Emblem Brigade (Google it). Now guess what, just as I am officially ready to begin, THE WEBSITE DOES NOT OPEN. I'm very pissed. This made eventing so much easier. I can't even express my fury. Of course, the motherf**king day I start, it's gone. DOES ANYONE KNOW AN ALTERNATIVE??!?!?!?!?! Ugh I'm so angry.
  8. Alright, this is probably the last question I have before I make my own FE. I have been doing a lot of testing, and this might be one of the last things I need to know. You know how after you finish a chapter it's like "Lyn has ventured blah blah blah she's going to meet so-and-so her life will change blah blah" and her little icon is walking across the map from dot to dot. How do I get rid of this sequence? BY THE WAY, thank you guys all for your help. Without you, I don't think I could do this! EDIT: I FIGURED IT OUT!! Now to help for future reference For the world map (or overworld map) removal, open nightmare. Load your ROM, load the module "World Map Event References" (found in "Event Modules") and it'll give you the option to go through every chapter's pointer. Change the pointer to "0x00" on the desired chapter, and it will disappear completely. No event is triggered, therefore, no event will happen.
  9. Actually, for some reason, yours worked just fine. I just don't know how to change the actual in-battle numbers. Such as Hit %, Damage, and Critical.
  10. Thank you so much, this clears things up. I put exactly what you added but still had one last issue: The line 59 was the "AttackerCritical" Good: UNIT 0x01 0x01 0x00 Level(1, Ally, 0) [1,4] [1,4] [0x01] NoAI UNIT 0x02 0x03 0x00 Level(1, Enemy, 0) [4,4] [4,4] [0x1F] NoAI UNIT Bad: UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN FIGH 0x2 0x1 FightTest $00000000 ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights FightTest: AttackerCritical(damage, true) BLDT // Units // Shop Data MESSAGE Events end at offset currentOffset So I kind of need one last little bit of help as to why it's doing this Edit: And once again, I have another question, which I forgot to add to this post. Where it says "AttackerCritical(damage, true) Do I leave "AttackerCritical" alone? Does automatically it read 0x02 as the Attacker and 0x01 as the Defender? Also, do I change my damage to the amount of damage I want them to deliver? AttackerCritical(damage, true) -> AttackerCritical(10, true) Do "0x02" and "Attacker" automatically correspond? Edit 3: Ok, so there's definitely something wrong with the area after the pointer ("AttackerCritical" etc.) WHAT GOES THERE!?
  11. Ah yes, sorry. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT 0x01 0x01 0x00 Level(1, Ally, 0) [1,4] [1,4] [0x01] NoAI UNIT 0x02 0x03 0x00 Level(1, Enemy, 0) [4,4] [4,4] [0x1F] NoAI UNIT Bad: UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN FIGH 0x02 0x01 [0x0,0x0,0x0,0x1] ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights null: BLDT // Units // Shop Data MESSAGE Events end at offset currentOffset This is just a tester. I know I'm missing something around //Scripted Fights as well. I also have no idea what you mean by "$00000000" What do I add and where?
  12. Finished. Messages: Tutorials disabled Events end at offset 0xD800D4 1 errors encountered: File Prologue.txt, Line 47, Column 1: Incorrect parameters in code FIGH Atom Atom [Atom, Atom, Atom, Atom] No data written to output. Okay I tried setting up an uncontrolled fight and this is what I got. Help? It's not writing to the game.. :/ Thanks by the way
  13. Okay, so I want to have a battle between two characters. I want one to attack its opponent, and the opponent to do nothing. Then battle is over. JUST AS AN EXAMPLE. Cause I could probably work around that. I would also like to know how to do criticals in scripted battles, but if someone can just give me a where/what as far as making scripted battles in events, that'd be sweet.
  14. Yes, I understand this. However, the character editor doesn't allow me to edit extra characters I've added to my Event/Chapter. Therefore, I am stuck with their base stats. (sigh, I feel like I'm getting nowhere with this question) anyways, I want to know HOW do I edit characters stats if I added extra ones to my chapter! Look at my example. If I wanted to edit an extra characters, how do I do that??? I said before, they aren't registered in nightmare, so there's no way to edit them there. Which "character editor" do you speak of if it's not nightmare?? Because I'm having a really hard time changing these characters' stats that I add to my chapter.
  15. I'm using Cedar Nyx Eventing tool, Event Assembler, FEditor Adv, Nightmare.
  16. Well I actually know how to create the units in an event. I just don't know how to edit their individual stats. I tried using nightmare to edit them, and obviously there weren't the units I placed (cause they aren't a part of the module), and also it crashes the ROM when I edit any unit stats on there. So it won't work. And when you say "specify what you want", how would I add units stats to the event file? I can only change their level. Not their strength, skill, speed, etc.
  17. I had posted another thread about creating a FE, I am currently in the works of making my own on Blazing Sword. I don't go full out (portrait editing, theme editing, chapter title editing). That would be extra trouble, and extra time consumption. Now I have questions/explanation requests that I need help with. How do I edit individual unit's stats on my chapter? Alright, now say I added my own units (using the Event Assembler) to my map. Depending on the chapter, I believe that there is a set statistic that the enemies are given--correct me if I'm wrong. So say I'm adding brigands, for example, to the prologue chapter. Normally on the prologue chapter, there a total of 3 units: Lyn, Batta, and a brigand. But I add about 5 regular brigands (enemies). They would all have the same stats as the original brigand. So how can I change one of those bandits' stats? I know someone may say to use the "Chapter Unit Editor" in Nightmare. However, it only registers what the game would originally have on that chapter, making it impossible for me to edit any extra/added characters. So what is my other option? Does the Event Assembler allow to edit stats somewhere? Because sometimes there's a conflict between Nightmare and Event Assembler. Can anyone explain how units going from one chapter to the next works? This question may sound stupid. So let me give you some context. Again, using the prologue as an example. I have Lyn set on my map, then Kent joins her team(per my creation using Event Assembler). Okay cool, now we defeat the chapter and move on to the next. So now we're on Chapter 1! Now I'm creating my events on Chapter 1. So of course I'm placing Lyn somewhere on my map, and now I'm placing Kent. Wait. What if Kent had died the chapter before? Does he still appear? What if I walked supposed to talk to Kent on the prologue for him to join my team, but I never did? So what if I didn't meet the prerequisites for him to advance along with Lyn to the next chapter? HELP ME. Another thing, when it comes to preparations...You know how when you are preparing, you have a set amount of units, and you can pretty much bring anyone you want? ...How does that work on Event Assembler? For example: I have the units Lyn, Kent, Sain, and Florina. However I can only bring 3 of them. Which units do I place on the map? I can't place Kent if they want to bring Lyn, Sain and Florina, I can't place Florina if they want to bring Kent, Lyn, and Sain......do you know what I'm asking? I wish I could boot up a picture somewhere to show you what I'm talking about. This stuff just seems impossible, but I know it's not because I've seen many others do it, which is why I need your guys' help. PLEASE! Here's a picture of me using the Eventing tool by Cedar Nyx. It really makes things super easy. And this is kind of to give you a perspective what I'm asking about. I GREATLY APPRECIATE YOUR GUYS' HELP!!!! Edit: Click on the picture, I don't know how to make it large on the post. Edit 2: ANOTHER THING! When I go edit the text, and apply the changes, it reverts my events AND my map back to the game's original content. So I have to edit the text first right? And is there a way to add chapters? It's easy to work over the one's on the game, but what about adding more!? Is there a way?
  18. Sorry I feel like such a noob asking this, but what or where is the death quote editor? Is it something on FEditor or Eventing...I'm not sure haha sorry! And thank you so much again.
  19. Thank you for this though. (I replied specifically to what you said above)
  20. Your responses helped me out a lot! But these answers..... I'll use Kent as an example. How do I make it so it games over when Kent dies? Or do I just need to trigger it with that ID? Is that how it's done? And I really don't know how to disable the gaming over if one of the Lords die. CONFUSING. Sorry, especially the link to the seizing one. Really complicated and hard to follow...did it actually tell me how to make it so, say for example, Kent could seize? How would I do that? That's what I'm trying to do...
  21. Okay, I have be fooling around with eventing and I have been very successful figuring mostly everything out. Except for some things.... I just want someone to tell me how to do these things if they're even possible: -How to change who the main character is -How (in the prep screen) to make it so that a player must take a certain character(s) -How to make it so that if someone other than the Lords die, it's a game over, and how to disable the game over function if the Lords die -How to make it so that someone other than the Lords can seize, or just do any other regular thing that Lords could normally do (except with a different character) -How to make it so that multiple characters move at once (eventing tool) --I just don't know how when having characters load for my event, how to move multiple at once, it looks really stupid when there's an event where I want enemy characters to all take place at once and each of them move one at a time. I think that's everything....I feel like there's more but I don't want to confuse you guys Basically, I don't want the Lords to be the main focus in my game, and I want most of the characters to impact the story. So I can't have a lot of them die and then continue the story with their dialogue. There are a lot of holes I need to fill and I'm hoping you guys can help me. Maybe give me some examples. I don't know if this is complicated but your help will be greatly appreciated.
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