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Rickochet

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Everything posted by Rickochet

  1. Sorry if I wasn't clear, but I'm confused on what Input Index and Max Index in FEditor for Spell Animation Inserter does. In the other tabs of FEditor, input index changes which portrait/class animation is currently being displayed in FEditor. I don't know what max index does. Is it safe to assume that Input Index in Spell Animation Inserter tab corresponds to the list for "FE7 Spell Animation" list found in the nightmare module folder? The list only goes up to 0x3D before skipping to 0xFE and 0xFF, is it also safe to assume that the spaces or hex between 0x3D and 0xFE is empty space? Because I can't find any indicator in the modules for what those numbers are for. Or does all this apply to Max Index?
  2. So if I had the spell ready, do I raise the max index and go to a blank input index to insert the spell? or do I stay at the same max index and a blank input index? And then just repoint the spell in nightmare?
  3. Is there a list somewhere that explains what spell animation is what? I've been trying read up on various tutorials but the more I read, the more everything seems to mesh into a ball of gibberish. I'm trying to insert magic spell new animations while retaining old/default magic spells so I could have a diverse set of spells, plain and simple. But I'm wondering whether or not there is a limit to how many spells one can insert before things start messing up in the ROM. I did look through the 0x85 command list usage but I can not make any sense of what its trying to say. If it helps, I have no idea how to script a script for animations but I know how to insert over existing animations(granted I only replaced fire), so things are still quite confusing. Could anyone explain to me what to do?
  4. Yeah I made sure the death quote is 0x02 in the nightmare module. I even switched the boss character around with another one, still the same result.
  5. So I tried replacing the boss ID, but nothing happened. The chapter still doesn't end when the boss dies.
  6. I'm trying to get my ending events to play for a chapter after the boss has been defeated but its not working. I checked the nightmare and my script and everything are correct to my knowledge. The death pointer for said boss is in death quote pointers part 2 and the pointer itself is 0x02. I used DefeatBoss(Ending_event) in my script. This is the macro for defeatboss in my EA library. #ifdef _FE7_ #define CauseGameOverIfLordDies "AFEV 0 0xCA749C 0x65" #define DefeatBoss(offset) "AFEV 0 offset 2" #define DefeatAll(offset) "ASME 0 offset $79FE9" #endif Here is my chapter script, maybe you guys could spot something I couldn't. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x15,Pointers) ORG 0xD81A00 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 Lyn_t LynLord Lyn_t Level(1, Ally, 0) [2,16] [2,13] [slimSword] NoAI UNIT Erk Mage Erk Level(1, Ally, 0) [2,16][2,14] [Fire, Vulnerary] NoAI UNIT Rebecca Archer_F Rebecca Level(1, Ally, 0) [3,16][3,14] [ironBow, Vulnerary] NoAI UNIT Serra Cleric 0x00 Level(5, Ally, 0) [3,16] [3,12] [Heal, Vulnerary] NoAI UNIT Beg: UNIT Marcus Soldier 0x00 Level(5, NPC, 0) [0,7] [2,7] [ironSpear, Javelin, Vulnerary] PursueWithoutHeed UNIT Bad: UNIT 0x8B Brigand 0x00 Level(2, Enemy,1) [0,9] [0,9] [ironAxe] DestroyVillages UNIT 0x88 Brigand 0x00 Level(2, Enemy, 1) [3,8] [3,8] [ironAxe] DestroyVillages UNIT 0x90 Archer 0x00 Level(1, Enemy, 0) [3,4] [3,4] [ironBow] AttackInRange UNIT 0x8C Brigand 0x00 Level(2, Enemy, 1) [4,2] [4,2] [ironAxe] AttackInRange UNIT 0x90 Archer 0x00 Level(1, Enemy, 0) [13,2] [13,2] [ironBow] PursueWithoutHeed UNIT 0x92 Mercenary 0x00 Level(3, Enemy, 1) [11,5] [11,5] [ironSword] AttackInRange UNIT 0x8E Brigand 0x0 Level(6, Enemy, 0) [11,3] [11,3] [HandAxe, Vulnerary] Guard UNIT WaveOne: UNIT 0x9D Brigand 0x00 Level(4, Enemy, 1) [11,3] [14,3] [Hammer] AttackInRange UNIT 0x9C Mercenary 0x00 Level(4, Enemy, 1) [11,3] [8,2] [0x0E] PursueWithoutHeed UNIT 0x74 Knight 0x00 Level(1, Enemy,0) [11,3] [10,4] [0x00] NoAI UNIT 0x75 Thief 0x00 Level(1, Enemy,0) [11,3] [9,5] [0x00] NoAI UNIT 0x07 Swordmaster 0x00 Level(1, Enemy, 0) [11,3] [10,5] [silverSword, Vulnerary] PursueWithoutHeed UNIT Endspot: UNIT Lyn_t LynLord Lyn_t Level(1, Ally, 0) [11,4] [11,4] [slimSword] NoAI UNIT Serra Cleric 0x00 Level(5, Ally, 0) [12,4] [12,4] [0x00] NoAI UNIT Erk Mage Erk Level(1, Ally, 0) [10,5][10,5] [Fire, Vulnerary] NoAI UNIT Rebecca Archer_F Rebecca Level(1, Ally, 0) [9,5][9,5] [ironBow, Vulnerary] NoAI UNIT 0x75 0x3F 0x00 Level(1,NPC,0) [11,3] [11,3] [0x00] NoAI UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0x00 Turn2 [02,00] 0x8 0x00 End_MAIN Turn2: MUS1 0x0042 CAM1 [4,7] STAL 0x1E LOU1 Beg ENUN STAL 0x32 CURF [2,7] STAL 0x1E TEX1 0x82C REMA MOVENEXTTO Marcus Lyn_t ENUN STAL 0x1E TEX1 0x82D CUSI Marcus $00 REMA ENDA Character_events: End_MAIN Location_events: Village(0x25,Village1,0,13) Village(0x26,Village2,5,14) End_MAIN Misc_events: CauseGameOverIfLordDies DefeatBoss(Ending_event) End_MAIN TrapData: End_MAIN Village1: MUSI FADI 10 BACG 0x01 FADU 10 TEX1 0x82E REMA MUNO ENDA Village2: MUSI FADI 10 BACG 0x35 FADU 10 TEX1 0x82F REMA ITGV SteelBow MUNO ENDA Opening_event: LOU1 Bad ENUN OOBB CAM1 [7,6] STAL 0x64 LOU1 Good ENUN STAL 0x64 STAL 0x32 CURF [2,13] STAL 0x1E FADI 10 BACG 0x23 TEX1 0x82B REMA CAM1 [7,6] STAL 0x1E LOU1 WaveOne ENUN STAL 0x64 MUEN 0x05 CURF [9,5] MUS1 0x000D FADI 10 BACG 0x23 TEX1 0x830 REMA MOVE [10,4] [8,0] MOVE [9,5] [9,0] MOVE [10,5] [10,0] ENUN DISA [8,0] DISA [9,0] DISA [10,0] ENUN CURF [11,3] STAL 0x1E TEX1 0x81A REMA STAL 0x32 MOVE [8,2] [5,3] MOVE [14,3] [7,4] ENUN ENDA Ending_event: MUS1 0x0038 FADI 0x04 UnitClear CAM1 [9,5] LOU1 Endspot ENUN STAL 0x64 FADU 0x04 STAL 0x64 STAL 0x1E TEX1 0x81B REMA STAL 0x1E ITGC Lyn_t 0x13 STAL 0x32 CMOF MOVE Lyn_t [3,16] 5 MOVE Serra [2,16] 5 MOVE Erk [2,15] 5 MOVE Rebecca [3,15] 5 MUEN 0x08 STAL 0x1E MNCH 0x04 UnitClear ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset
  7. So I've been trying to get the worldmap events to work properly on my ROM and so far they do work but they keep happening more than once. The worldmap event I did for the Prologue's prologue keeps happening everytime a new chapter loads, for example: the worldmap event plays before the prologue is loaded, which is intended. But at the end of the prologue and before Chapter 1, the same worldmap event plays again. I'm not sure if this is nightmare related or in the script itself. What do I do?
  8. Oh I see, I always thought it was X from the upper left most corner and Y from the lower right most corner. Thank you!
  9. That is what I did but it doesn't work. What I have for the property layers: Height: 2 ID: 0 Width: 1 X: 6 Y: 12 the two tiles that are on the layer change are 6,11 and 6,12. Did I do anything wrong?
  10. I ran into the unassigned tile in Tiled. There are only two layers on my map. The main layer and the tile change layer. I am able to insert the map if I delete the tile change layer but not if I keep the tile change layer. All I had was one layer for map changes, which is for a snag. The tile for where the snag falls into the river and the tile for where the snag used to be, but tileinserter keeps displaying those two errors. Did I do something wrong? These two tiles make a 1x2 rectangle. I heard that rectangles needed to be horizontally longer than it is tall, but I'm not sure. Those two tiles are taller than they are wide.
  11. ah okay, thank you! I'm just trying to figure out how I can replace the map images with my own, thus the 0x76. Could you point me in the right direction? As in how I would go about locating the hex for these maps in the ROMs?
  12. I've been testing different world map events and I ran into a problem. This is my event file. #include EAstdlib.event WorldMapPointerTable(0x00,WorldMapData) POIN WorldMapData ORG 0xD81D20 WorldMapData: StartWorldMap(FullWorldMap, 0, 0, 0x76) STAL 0x64 TEXTBOXTOTOP//beginning STAL 16 TEXTWM 0x835 REMOVETEXTBOX STAL 6 SCRO //STAL 60 //FADETOWM [64,680] 0x76 0x00 0x00 /// Everytime I get to here in the sequence, my ROM crashes and I can't figure out why its doing that. //STAL 60 TEXTBOXTOBOTTOM//beginning STAL 16 TEXTWM 0x836 REMOVETEXTBOX STAL 6 SCRO SHOWPORTRAIT 0x0 0x0E 188 0x2 0//beginning STAL 16 TEXTBOXTOBOTTOM STAL 16 TEXTWM 0x837 REMOVETEXTBOX REMOVEPORTRAIT 0x0 0x2 0 STAL 6 SCRO SHOWPORTRAIT 0x1 0x0D 188 0x2 0//beginning STAL 16 TEXTBOXTOBOTTOM STAL 16 TEXTWM 0x838 REMOVETEXTBOX REMOVEPORTRAIT 0x1 0x2 0 STAL 6 SCRO SHOWPORTRAIT 0x2 0x0F 188 0x2 0//beginning STAL 16 TEXTBOXTOBOTTOM STAL 16 TEXTWM 0x839 REMOVETEXTBOX REMOVEPORTRAIT 0x2 0x2 0 STAL 6 STAL 16 SCRO EndWorldMap ENDA MESSAGE World map events end at currentOffset If i don't use that fadetowm macro, everything works fine. Though I do need to have map fades and the like. Am I missing something? I'm pretty sure I'm doing something wrong but it eludes me.
  13. Everytime you write something to your ROM with EA, you can have EA tell you what the last offset is with this line: MESSAGE Events end at offset currentOffset placed on the last line of your event script. HxD should also help you visually picture how large any one of your chapter events can be. This should help you not overwrite your own stuff. And try what Eldinnn said about using D80000, should help immensely. Triple check your settings in your nightmare modules to make sure no settings are conflicting.
  14. You probably overwrote something in your ROM. Another thing could be your event scripts have errors in them not caught by EA. Example of an error like this would be using Lyn instead of Lyn_t for the units identifiers and proceeding to tell the game to move a Lyn_t when you used Lyn instead. This is a good rule of thumb when your ROM glitches out with the music and crashing to start screen. There are a list of confirmed free spaces located in your FEditor folder. I haven't use any other method besides Tiled to insert my maps yet because Tiled and the map inserter works like a charm for me so I can't tell what the error message means. So my suggestion is to use Tiled to make your maps and TiledMapInserter to insert them. There is a list of offsets and pointers to use with the map inserter located at MarkyJoe's website and as well as the tutorial(s) in case you need them. Just follow them to the letter and everything should work out fine.
  15. Yeah CT075 is right. The numbers are what they would be if the two fighters were actually fighting. You could change them via manipulating the stats of the fighters in nightmare, assuming that is what you want of course.
  16. Ooohhhhh...well that clears up somethings. I need death quotes for Lyn's mode. But the boss's ID does not appear in part 1 and I only see it in part 2.
  17. I'm trying to get death quotes to happen for when bosses die but it's not working. Trigger IDs only work once except for specific ones right? I do have two bosses on the same chapter but I'm not sure if that's playing a role in making the death quotes not appear for the bosses. I checked the nightmare module already and made sure the character is the same and the chapter is the same. I tried switching the Trigger ID between different ones but no results. Do I leave Pointer to event at 0x00? Is there anything I'm missing?
  18. The part where "AttackerCritical" is where you signify what you want to happen, which in this case, is signifying for the attacker to do a critical. In this case, 0x02 and 0x01 are the identifiers for the units, so 0x02 does not automatically equal attacker. The game will always read 0x02 as the attacker and 0x01 as the defender. For example, in my hack 0x02 is Hector while 0x01 is Eliwood. You could put 0x03 and 0x04 and it will still be read the same way, expect 0x03 would be Lyn and 0x04 would be Raven. So if you put: FIGH 0x03 0x04 FightTest $00000000 you're scripting a fight of Lyn attacking Raven. Yes the damage is however much amount of damage you want to deliver. Check if the macros are correct in your EA standard library. I had the same problem. Mine were not there despite me downloading the lastest version so I had to put my own macros in for scripting fights. If they are there, try doing other commands and see if those work, example: FightTest: AttackerMiss(1) DefenderHit(12,2) EndOfBattle You can replace AttackMiss with any of the following: AttackerCritical AttackerNoDamage AttackerHit AttackerPoison AttackerHurtItself You can replace DefenderHit with any of the following: DefenderCritical DefenderNoDamage DefenderHit DefenderPoison DefenderMiss Maybe you have extra spaces between the commands? I do that on accident sometimes and EA would read them as errors.
  19. That looks like you have the wrong parameters for the scripted fight. A typical scripted battle line should something like this: FIGH Lyn_t Lowen Icecream $00000000 It's kind of hard to tell without seeing your event script.
  20. So I went back and fixed everything and it worked. Just wanted to say thanks. By the way, what is the two 0x00s in the chest line for? It wasn't present in the ultimate tutorial or any other ones I've seen.
  21. Ah okay. I'll just stick to my old hack and use FIreShell for future projects then. Thanks.
  22. So I stumbled onto FireShell a few weeks ago and didn't think much of it until several days ago. I've been working on my own hack for a few months and was thinking of moving everything over via patch. I find that Fire Shell has many of the animation I intended to import from FE8 to FE7. Since FireShell itself is a patch, am I able to patch over another patch(patch from my hack)? It is to my understanding that certain offsets might be overwritten also but I'm not sure so if anyone could confirm this for me. My questions are whether or not this is possible? Is this a good thing to do or should I stick to working on FE7 for now? The only thing I really want to move over to the FireShell is just all the dialogue I wrote from my hack. Everything else is re-doable since portraits and events are on seperate files anyways and is only a matter of repointing.
  23. So I tried assembling in different EA files but no changes is happening in my maps. The option to use door key on a door is there and I use it but the tile change does not occur. This is what my Map change File looks like. ORG 0xC9CDA8+(4*0x02) /// I tried multiple ORG here but nothing seems to be working. I still don't fully understand what this does. I know what role this ORG plays in World map events but for tile changes I have no clue. And I have went to the offset 0xC9CDA8 but I do not see anything that looks like 0x01, 0x02, 0x03, or 0x04, whether hex or decimal. But I'm guessing it deals with the chapter pointer. POIN TileChanges ORG 0xD81690 TileChanges: // list of tile changes BYTE 0x06 0x10 0x02 0x01 0x01 Chest1 BYTE 0x07 0x12 0x02 0x01 0x01 Chest2 BYTE 0x07 0x03 0x24 0x01 0x01 Door4 BYTE $FF BYTE $00 BYTE $00 Chest1: BYTE 0x80 0x01 0x04 0x00 BYTE $00 Chest2: BYTE 0x80 0x01 0x04 0x00 BYTE $00 Door4: BYTE 0xD00C BYTE $00 I'm using BYTE instead of TileMap macro does not work for some odd reason. EA keeps flagging the TileMap macro. The TileMap macro is in my EA standard library but why that doesn't work eludes me. I have also triple checked whether or not it is the correct version and format for that macro as well. Not sure if BYTE is used in the same context as TileMap though. The chests don't work either. I also have broken walls in my chapter but from what I read in Arch's tutorial, they are supposely suppose to work without anything else but they don't work. What am I doing wrong? This is what I have for my chests, and doors in my main event file if it is relevant. I only have two chests and one door above for testing purposes. Location_events: Seize(0x0,Ending_event,6,3) Chest(0x6A,15,14) ChestMoney(1500,12,2) Chest(Vulnerary,10,2) Door(10,4) Door(2,16) Door(15,16) Door(3,24) End_MAIN
  24. Is there a working link for the tilesets references? I can not access Icytoast's files nor can I find a working link to them.
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