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zhawhjw

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War

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  1. Thank you! I will try this method!
  2. Here is the part of script: (Should I post whole script or attach the file?) /// - Mode 1 C03 - C07 - 1 p- 000.png 6 p- 002.png C2E C49 9 p- 003.png C1B 7 p- 004.png 9 p- 005.png C1B 11 p- 006.png 4 p- 007.png C05 C1B C47 7 p- 008.png 2 p- 009.png 4 p- 010.png 4 p- 011.png 4 p- 012.png 7 p- 008.png C01 3 p- 013.png 3 p- 014.png 3 p- 015.png 5 p- 016.png 3 p- 017.png C1B 3 p- 018.png 3 p- 019.png C1B 3 p- 020.png 3 p- 021.png 8 p- 022.png 6 p- 023.png C06 17 p- 000.png C0D - ~~~ - Mode 3 C03 - C07 - 1 p- 000.png 9 p- 025.png C2F 4 p- 026.png 8 p- 027.png 4 p- 028.png 3 p- 029.png 8 p- 030.png 4 p- 031.png 8 p- 032.png 4 p- 033.png 3 p- 034.png 8 p- 035.png 4 p- 036.png 8 p- 037.png 4 p- 038.png 16 p- 039.png 16 p- 040.png C2E C49 9 p- 041.png C1B 7 p- 042.png 9 p- 043.png C1B 11 p- 044.png 4 p- 045.png 7 p- 046.png C05 C1B C47 2 p- 047.png 1 p- 048.png 1 p- 049.png 1 p- 050.png 2 p- 047.png C01 4 p- 051.png 4 p- 052.png 4 p- 053.png 5 p- 054.png C1B 3 p- 055.png 3 p- 056.png 3 p- 057.png C1B 3 p- 058.png 3 p- 059.png 8 p- 060.png 6 p- 061.png C06 16 p- 000.png C0D - ~~~ - Mode 5 C03 - C07 - 1 p- 000.png 6 p- 002.png C2E C49 9 p- 003.png C1B 7 p- 004.png 9 p- 005.png C1B 11 p- 006.png 4 p- 007.png C05 C1B C47 7 p- 008.png 2 p- 009.png 4 p- 010.png 4 p- 011.png 4 p- 012.png 7 p- 008.png C01 3 p- 013.png 3 p- 014.png 3 p- 015.png 5 p- 016.png 3 p- 017.png C1B 3 p- 018.png 3 p- 019.png C1B 3 p- 020.png 3 p- 021.png 8 p- 022.png 6 p- 023.png C06 17 p- 000.png C0D - ~~~ - Mode 6 C03 - C07 - 1 p- 000.png 9 p- 025.png C2F 4 p- 026.png 8 p- 027.png 4 p- 028.png 3 p- 029.png 8 p- 030.png 4 p- 031.png 8 p- 032.png 4 p- 033.png 3 p- 034.png 8 p- 035.png 4 p- 036.png 8 p- 037.png 4 p- 038.png 16 p- 039.png 16 p- 040.png C2E C49 9 p- 041.png C1B 7 p- 042.png 9 p- 043.png C1B 11 p- 044.png 4 p- 045.png 7 p- 046.png C05 C1B C47 2 p- 047.png 1 p- 048.png 1 p- 049.png 1 p- 050.png 2 p- 047.png C01 4 p- 051.png 4 p- 052.png 4 p- 053.png 5 p- 054.png C1B 3 p- 055.png 3 p- 056.png 3 p- 057.png C1B 3 p- 058.png 3 p- 059.png 8 p- 060.png 6 p- 061.png C06 16 p- 000.png C0D -
  3. Sorry, my bad. I mean that the rune cannot be appeared when my custom sage animation do the attack frame(I am sure I write the C2E command in script)
  4. Hello!It's me again...........yep, again. *sigh*.......I have a trouble when executing my custom sage animation. The sage(or mage?) rune gets glitch. The question is how can fix this problem? Also,I tried to find solution in some forum‘s records but failed to get the concept. I feel it might be a bit complex................... So, does anyone know the solution?
  5. Oh! Thank you. I think I get it.
  6. So, it means the next chapter's map is already loaded in SAVE file generated by simulator? Well, I think my problem might be do the loading from a save state. Eh.............Can you explain the hard loading for me? I think I may not get the concept of hard loading...................
  7. Eh.............I am trying to inert map into FE8 recently. Inserting and replacing maps in previous chapters works fine. However, the chapter map is still the original map when I repoint the Ch16 map pointer to my new map data. Here are steps: 1.open Tiled and draw a map(and i use blocks in Ch16 for convenient) 2.insert it to new position in 1000000 3.open the nightmare and change the pointer 0x81B4FE4 to 0x9000000 4.apply and save 5. I use the record I have played to check it. yeah, it is in ch16. That's why i want to replace map in ch16 . Does anyone know how to fix it?
  8. Thank you!It‘s very helpful!^ ^
  9. Oh! Thank you! And I will use that thread for my topic.
  10. eh...Thanks for helping me last time. So, it's me again................ I have some questions about the _SETCONDITION and _SAVEFORBATTLE. Actually, I have already went through the Vennobennu's topic. But still some thing I cannot figure out. If i want to write a AREA event that making sure a certain character will get something and I write like: label: _SETVAL 0x2 0x1 //Loads Erika to slot 2? _SETCONDITION 0x0 0xC 0x2 //chek value // Events that occur if Unit is not Erika ELSE 0x1 // another condition ENIF 0x0 // event ID // Events that occur if Unit 0xY is Erika ENIF 0x1 ENDA Am i right? Also, how does the system make the "check value"? Does it check the value when I send my character to the coordinate? The last question: what exactly the _SAVEFORBATTLE do? I've seen it store the value what the _SETVAL loads in slot. Eh............ Can your guys give me an example about where to store the value and how does this code works? Thank you! (Still sorry for unable to replying immediately! )
  11. Thank you! The ROM I used is the (U)ver ripped by TrashMan. So.............Does it mean I have to find a (U)ver without (TrashMan)? (The character of your profile is quite hard to rush him in 1 phrase when I meet him first time in game^ ^)
  12. OH! I just knew what is the problem. Through tracking the other language version I found that the offset 9EE31C is WRONG for my ROM. The actual offset is 9EE310.............I don't know why................Does others have same problem as me? or it's just ROM problem???
  13. Thanks for replying. Actually, I have tried this yesterday. But, it is not working. > <
  14. Hello! I am new here! I am trying to hack FE8 and re-build my own village event. The problem is the raw codes and macros in Event Assembler software works quite strange when I am doing the insert background for conversation. And, I have tried to dump the structure from ordinary ROM to figure out what happens to my structure. Well, I failed. _(:з」∠)_...... This is the raw code from Ch2: label21: // label21 is the label for VILL's offset MUNO _SETVAL 0x2 0x2 //load bacg _SETVAL 0x3 0x96B //load text CALL label31 // go to $9EE31C MUSI CALL label25 // go to $591F40 _SETVAL 0x3 0x6D //set item _GIVEITEMTO 0xFFFF // current character _0x0228 0x7 // ??? ENDA According to the macros in "Main Code Helper.txt" , the "_SETVAL 0x2" is for Background. The first "_SETVAL 0x3" is for the Text Index. The last "_SETVAL 0x3" is for Item. However, the "_SETVAL 0x2" in my ROM is for Text Index !!?? And, the first "_SETVAL 0x3" doesn't work...................... Well, the last "_SETVAL 0x3" for Item works smooth. Now, It can only obtain item and show the conversation when I sent unit to village. The background doesn't exist............ Here is my structure: Label1: FADI 16 MUSI _SETVAL 0x2 0x02 // yeah, now it becomes the text pointer......... _SETVAL 0x3 0x0907 // does not work............the index just random typed for testing CALL $9EE31C MUNO CALL $591F40 _SETVAL 0x3 0x79 // works fine _GIVEITEMTO 0xFFFF _0x0228 0x7 ENDA I'd very appreciate someone can help me to figure out what's the problem. ^ ^ PS: I need to apologize that I cannot reply to your guys immediately, because of time difference(I must go bed now > <) PPS: Sorry for my poor english..............
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