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Rickochet

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Everything posted by Rickochet

  1. Am I suppose to put the world map events and tile map changes in their own separate wordpad++ files? I also noticed they each have their own version of pointers. Can anyone explain to me how I go about making sense of it? Example: #include EAstdlib.event ORG 0xC9CDA8+(4*0x01) POIN WorldMapData ORG 0xD80700 ///ORG 0x100A794 WorldMapData: _0x87 _ASMWORLDMAP 0xB5631 LOADWM 0x0 [304,240] 0x5C This is the top portion of my world map event file. It works but I don't understand what, why, or how the two ORG pointers work. I've been doing mostly just simple EA events that have only one ORG line. What is the " +(4*0x01) " suppose to do? This brings me to my map tile changes also. org 0xC9C9C8+(4*0x59) /// Is this suppose to point to offset of the tile change pointers or some other pointers? POIN TileChanges /// I'm not sure what this one does. Am I suppose to replace "TileChanges" with the title of my tile changes? org 0xCB1F00 /// Am I right to assume this points to a location in the ROM to write the file? Would this be necessary if I put the map tile change info inside the event file? TileChanges: /// Is this the aforementioned title of my tile changes? TileMap(0x00,0x10,0x02,0x01,0x01,Chest1) TileMap(0x01,0x03,0x24,0x01,0x01,Chest2) BYTE $FF BYTE $00 BYTE $00 Chest1: BYTE (Tile Hex) /// What is a Tile Hex? the coordinates of the tiles in hex? pointers in hex? or something completely different? BYTE $00 Chest2: BYTE (Tile Hex) BYTE $00
  2. ah okay, thanks for the quick reply
  3. I figured it out, turns out everytime I select a tile the program automatically unselects the layer I was working on and puts that tile in some weird void layer where I am unable to delete unless I start all the tile layers from scratch. But thanks Aura Wolf.
  4. Is it possible to dump or export spell animations from fe8 so I can import them into fe7? I imported monsters from fe8 into fe7 and now am trying to import the mogall's evil eye and crimson eye spell.
  5. Yeah I tried various numbers of ascending order but nothing is working, any ideas?
  6. Yeah they are in ascending order. And yes I use decimals. The main map layer is titled Main, while the rest of the layers are from 0 - 5.
  7. I'm having problems getting Tiled to insert a map into my ROM correctly. It keeps stating "Input string was not in a correct format. No data written to ROM." I do have tile changes on the map so I'm not sure if I'm doing something wrong. I have a total of seven layers including the Main map layer. Three layers for door opening, and three layers for chest opening. Each of those layers have their respective custom properties of Height, ID, Width, X, Y. The Main map layer just has the ID property: Main. And I am only using one tileset of course. Could anyone point me in the right direction?
  8. Thank you so much! This has been giving me a headache for the last two weeks!
  9. Ah! Everything ungarbled when i used notepad++. So I looked through the world map help.txt with nothing related to PUTSPRITE, FADETOWM, or CODE. I also checked for latest version of EA but I haven't found anything new in the new downloaded standard libraries. I pasted the section that isn't working. Can you tell me what the correct parameter order is for those three codes? I feel like I'm missing something simple. Ex. Loading units would be: LOU1 (group of unit name here) SCRO STAL 20 REMOVETEXTBOX TEXTBOXTOTOP STAL 60 FADETOWM [64,680] 0x76 //This line is not working STAL 60 PUTSPRITE 0x18 [166,621] 0x00 0x10 0x80 // this line is not working STAL 0 TEXTWM 0x6C2 STAL 20 SCRO REMOVETEXTBOX REMSPRITE 0x2 0xE8 _ASM0x42 0xB2FB1 STAL 20 _0xCA MUEN 4 _0xAD _0xAE STAL 60 ///CODE 0x0 0x0 0x0 0x0 //and this line is not working.
  10. According to my readme file, version 9.10. I can't find anything with the macros i'm looking for after browsing my EA standard library folder. Not sure if relevant but the available files, when opened, have all the texts clumped together with no spaces even when word wrap is used. Which I did sift through using Control F and manual scanning. And yes I use #include EAstdlib.event at the top on all my event files.
  11. Hi, I have a question on macros in the event assembly and was wondering if anyone could help me? I have certain macros missing from my library(I think) because certain commands don't work even when I followed the tutorials to the letter. My library of macros are unedited either. I was working on the world map events for FE7 and macros such as PUTSPRITE , FADETOWM, and CODE don't work; the event assembly would state that it is never a valid command. I looked through mariobro3828's tutorial but didn't get much. I ran into this problem before with doing scripted fights and I solved it through putting new macro commands into my event assembly library. But this time I don't know the hex values for PUTSPRITE and FADETOWM and I don't know how to acquire them or if they are the problem. So if anyone can point me in the right direction or even let me know what I'm doing wrong, I would greatly appreciate it.
  12. Thanks for all the welcomes and suggestions on hacks! I will put them to good use.
  13. Hey everyone, I'm new here but I'd figure I'll fit right in because I love fire emblem as I'm sure everyone here does. I'm not a very chatty person so that's something about myself haha. Started fire emblem back in the early 2000s and fell in love instantly with Sacred Stones becoming my all time favorite. Also heard about the new fire emblem, which I'm very excited about. Just recently got into FE hacking and figured it would be a good idea to join the forums. Been wanting to create my own hack for quite some time, but there was a lack of resources at that time. Checked out the fire emblem scene about a month ago and was surprised to see quite the selection of custom hacks and resources. Looking forward to checking them out!
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