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Kiego

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Posts posted by Kiego

  1. i tried to dump many times using fe4dump (i follow the command prompt via the instructions and it just kills itself) and fedump2000(i run the .exe and it pops up for maybe .5 seconds then closes.)

  2. Probably gonna be up in an hour.

    For Awakening it always updated an hour after the eshop update. Just a heads up.

    *waits patiently* who else is trying to get a grind in b4 work?

    It sort of helps but you still need the support of the RNG gods. The Gold DLC and Ike DLC are what interest me the most. Gimme that vanguard brand

    All i've ever wanted was a mini ike. That DLC needs to hurry up

  3. Sigurd hands down.

    He fights a war for a kingdom that turns on him for bieng an honest good guy and can't do shit about it,

    He's forced to fight his brother in arms Elto and has to deal with him bieng murdered by his own king and can't do shit about it.

    He fights knowing his wife is lost and had to deal his best friend and sister get cowardly murdered and can't to shit about it.

    He fights knowing cowards murdered his king and placed the blame on his father who also dies in front of him.

    He fights knowing he will never see his son again becuase fighting the entire country surely means death sooner or later.

    To top it all off before he dies Alvis brings his wife to his face and says haha i stole your wife. Then cowardly kills sidgurd and most of his army.

    Sidgurd has his friends and family taken away from him, his homeland robbed of him, his good name ruined, and his life stolen.

    Sidgurd truly has the saddest of tales. He was stripped of everything that made him the Holy Knight he fought to be and died with almost nothing.

    ...you best your arse I killed Alvis over and over again with celice.

  4. GOGOGOG DOWNLOAD!!! 1026 blocks! free up some space!!!

    The demo is up i promise, you have to act like your searching the game. The under the details scroll over 2 times and it's there. It wont show up on the demo list of eShop

  5. KB1:
    ALIGN 4 AttackerCritical(36,True)
    ALIGN 4 EndOfBattle
    
    KB2:
    ALIGN 4 AttackerMiss(True)
    ALIGN 4 EndOfBattle

    what the fuck

    ALIGN 4
    KB2:
    AttackerCritical(36, True)
    EndOfBattle
    
    ALIGN 4
    KB2:
    AttackerMiss(True)
    EndOfBattle

    I didn't see how it was used in arch's tut. I thought it went along with everything else. Really wasn't explained.

    Sorry Sir.

    EDIT: Fixed and EA reads like it used to but for some reason my lord just hits them for 0 dmg and stalls during the sequence.

  6. Which takes less time, me looking through several pages to find your events and do all the changes you have made during all those pages or you copy/pasting the events and surrounding them with code and spoiler tags?

    #define DISABLE_TUTORIALS
    #include EAstdlib.event
    
    EventPointerTable(0x09,Pointers)
    
    ORG $108F660
    Pointers:
    POIN Turn_events Character_events Location_events Misc_events
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event
    
    Bad:
    UNIT 0x68 0x38 0x00 0x0C [0,5] [0,5] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x68 0x38 0x0 0x0C [0,6] [0,6] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x68 0x38 0x0 0x0C [2,2] [2,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x68 0x38 0x0 0x0C [3,2] [3,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    Good:
    UNIT 0x01 0x01 0x00 0x08 [9,6] [9,6] [0x80,0x12,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    MariaGate:
    UNIT 0x13 0x34 0x0 0x0A [10,0] [2,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x11 0x1D 0x0 0x0A [10,0] [3,2] [0x4A,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x20 0x11 0x0 0x0A [10,0] [4,2] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    KiegoHouse:
    UNIT 0x08 0x11 0x0 0x0A [3,6] [3,6] [0x01,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x01 0x01 0x00 0x08 [4,6] [4,6] [0x80,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x14 0x1F 0x0 0x0A [3,7] [3,7] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    WendyHurry:
    UNIT 0x16 0x21 0x0 0x0A [4,2] [4,2] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    ET:
    UNIT 0x05 0x14 0x0 0x0A [6,11] [6,9] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x06 0x0A 0x0 0x0A [7,11] [7,8] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    Kai:
    UNIT 0x02 0x02 0x0 0x0A [11,9] [6,7] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    Gate:
    UNIT 0x16 0x21 0x0 0x0A [0,10] [0,10] [0x12,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x01 0x01 0x0 0x08 [0,11] [0,11] [0x80,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    MariaArena:
    UNIT 0x13 0x34 0x0 0x0A [12,0] [12,0] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x11 0x1D 0x0 0x0A [13,0] [13,0] [0x4A,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x20 0x11 0x0 0x0A [14,0] [14,0] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    MariaTakeOff:
    UNIT 0x20 0x11 0x0 0x0A [11,2] [11,2] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    MariaUnit:
    UNIT 0x20 0x11 0x0 0x08 [3,11] [3,9] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    Kiego:
    UNIT 0x011 0x01 0x00 0x08 [3,11] [3,8] [0x80,0x12,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    YenaChase:
    UNIT 0x01 0x1D 0x0 0x0A [0,5] [10,5] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x70 0x38 0x0 0x0C [0,4] [10,6] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x69 0x38 0x0 0x0C [0,6] [9,5] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    Turn_events:
    TURN 0x0 Opening_event [1,0] 0x0 0x0
    TURN 0x0 MariaFollow2 [2,0] 0x0 0x0
    TURN
    
    MariaFollow2:
    ReinforcementEvent(MariaUnit)
    ENUN
    CURF Heath
    ENUN
    ENDA
    
    MariaTurn2:
    UNIT Heath 0x01 0x0 Level(1,NPC,False) [3,11] [3,9] [ironSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    
    Character_events:
    CHAR
    
    Location_events:
    LOCA
    
    Misc_events:
    CauseGameOverIfLordDies
    AFEV 0 0xCA749C 0x65
    DefeatAll(Ending_event)
    AFEV
    
    Opening_event:
    OOBB
    LOU1 MariaGate
    TEX1 0x081F
    REMA
    MOVE 0x13 [1,11]
    MOVE 0x11 [2,11]
    MOVE 0x20 [3,11]
    ENUN
    DISA 0x20
    DISA 0x11
    DISA 0x13
    ENUN
    FADI 16
    LOMA 0xE [3,11]
    FADU 16
    LOU1 KiegoHouse
    CURF 0x08
    TEX1 0x0819
    REMA
    LOU1 WendyHurry
    ENUN
    MOVE 0x16 [4,6]
    ENUN
    CURF 0x16
    TEX1 0x0828
    REMA 
    MOVE 0x01 [14,6]
    MOVE 0x16 [14,7]
    ENUN
    DISA 0x01
    DISA 0x16
    ENUN
    DISA 0x08
    DISA 0x14 
    ENUN
    FADI 16
    LOMA 0x3F [6,8]
    FADU 16
    LOU1 Gate
    ENUN
    MOVE 0x16 [6,7]
    MOVE 0x01 [6,8]
    ENUN
    CURF 0x16
    TEX1 0x081A
    REMA
    MOVE 0x16 [6,5]
    ENUN
    DISA 0x16
    ENUN
    LOU1 ET
    ENUN
    CURF 0x05
    TEX1 0x081B
    REMA
    LOU1 Kai
    ENUN
    CURF 0x02
    TEX1 0x081C
    REMA
    MOVE 0x02 [6,5]
    ENUN
    DISA 0x02
    CURF 0x05
    TEX1 0x081D
    REMA
    MOVE 0x06 [6,5]
    DISA 0x06
    ENUN
    MOVE 0x01 [6,5]
    ENUN
    DISA 0x01
    ENUN
    MOVE 0x05 [6,5]
    ENUN
    DISA 0x05
    ENUN
    REMA
    LOU1 MariaArena
    ENUN
    CURF 0x20
    MOVE 0x20 [11,2]
    ENUN
    DISA 0x20
    ENUN
    MOVE 0x13 [11,2]
    ENUN
    DISA 0x13
    ENUN
    MOVE 0x11 [11,2]
    ENUN
    DISA 0x11
    ENUN
    TEX1 0x0821
    REMA
    LOU1 MariaTakeOff
    ENUN
    MOVE 0x20 [6,5]
    ENUN
    DISA 0x20
    ENUN
    FADI 16
    LOMA 0x01 [0,0]// This is why no events or turns ever loaded, load the CHAPTER not the MAP when your ready to begin the chapter on said map. Think of it as loading the chapter and not the map, because of you just load the map...its not gonna have any events.
    FADU 16
    LOU1 Kiego
    ENUN
    LOU1 MariaUnit
    ENUN
    CURF 0x20
    TEX1 0x082E
    REMA
    MOVE 0x20 [3,11]
    ENUN
    DISA 0x20
    ENUN
    LOU1 YenaChase
    ENUN
    CURF 0x01
    TEX1 0x822
    REMA
    MOVE 0x01 [5,6]
    ENUN
    TEX1 0x823
    REMA
    MOVE 0x01 [9,6]
    ENUN
    MUS1 0x000F
    FADI 0x10
    BACG 0x31
    FADU 0x10
    TEX1 0x824
    REMA
    FIGH 0x01 0x70 KB1 $00000000
    ENUN
    KILL 0x70
    ENUN
    UNCR 0x01 0x02
    CURF 0x01
    FADI 0x10
    BACG 0x31
    FADU 0x10
    TEX1 0x825
    REMA
    MOVE 0x69 [8,5]
    ENUN
    FIGH 0x01 0x69 KB2 $00000000
    ENUN
    UNCR 0x01 0x02
    MOVE 0x69 [3,0]
    DISA 0x69
    ENUN
    TEX1 0x826
    REMA
    LOU1 Bad
    ENUN
    CUSI 0x11 0
    ENUN
    ENDA
    
    Ending_event:
    MUS1 0x000F
    BACG 0x31
    TEX1 0x0827
    REMA
    FADI 16
    MNCH 0x02
    ENDA
    
    BallistaData:
    BLST
    
    KB1:
    ALIGN 4 AttackerCritical(36,True)
    ALIGN 4 EndOfBattle
    
    KB2:
    ALIGN 4 AttackerMiss(True)
    ALIGN 4 EndOfBattle

  7. Event assembler now crashes with the events.

    See the end of this message for details on invoking 
    just-in-time (JIT) debugging instead of this dialog box.
    
    ************** Exception Text **************
    System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
      at System.Text.StringBuilder.AppendFormat(IFormatProvider provider, String format, Object[] args)
      at System.String.Format(IFormatProvider provider, String format, Object[] args)
      at System.String.Format(String format, Object[] args)
      at Nintenlord.Event_Assembler.Core.IO.Logs.MessageLog.AddError(String format, Object[] parameters)
      at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.AddNotCorrectParameters[T](Code`1 code, Int32 paramCount)
      at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.HandleBuiltInCodeSecondPass(Code`1 code, ScopeStructure`1 scope)
      at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.SecondPass(BinaryWriter output, IExpression`1 expression, ScopeStructure`1 parentScope)
      at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.SecondPass(BinaryWriter output, IExpression`1 expression, ScopeStructure`1 parentScope)
      at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.Assemble(IPositionableInputStream input, BinaryWriter output, ILog log)
      at Nintenlord.Event_Assembler.Core.Program.Assemble(EACodeLanguage language, TextReader input, BinaryWriter output, ILog log)
      at Nintenlord.Event_Assembler.Program.Assemble(String originalFile, String outputFile, String game)
      at Nintenlord.Event_Assembler.UserInterface.MainForm.assembleButton_Click(Object sender, EventArgs e)
      at System.Windows.Forms.Control.OnClick(EventArgs e)
      at System.Windows.Forms.Button.OnClick(EventArgs e)
      at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
      at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
      at System.Windows.Forms.Control.WndProc(Message& m)
      at System.Windows.Forms.ButtonBase.WndProc(Message& m)
      at System.Windows.Forms.Button.WndProc(Message& m)
      at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
      at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
      at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    
    
    ************** Loaded Assemblies **************
    mscorlib
       Assembly Version: 4.0.0.0
       Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
       CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    Event assembler
       Assembly Version: 1.0.0.0
       Win32 Version: 1.0.0.0
       CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Event%20assembler.exe
    ----------------------------------------
    Core
       Assembly Version: 9.6.4528.17553
       Win32 Version: 9.6.0.0
       CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Core.EXE
    ----------------------------------------
    System.Windows.Forms
       Assembly Version: 4.0.0.0
       Win32 Version: 4.0.30319.278 built by: RTMGDR
       CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
       Assembly Version: 4.0.0.0
       Win32 Version: 4.0.30319.282 built by: RTMGDR
       CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
       Assembly Version: 4.0.0.0
       Win32 Version: 4.0.30319.269 built by: RTMGDR
       CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    Nintenlord.Forms
       Assembly Version: 1.0.0.0
       Win32 Version: 1.0.0.0
       CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Nintenlord.Forms.DLL
    ----------------------------------------
    Nintenlord
       Assembly Version: 1.0.0.0
       Win32 Version: 1.0.0.0
       CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Nintenlord.DLL
    ----------------------------------------
    System.Core
       Assembly Version: 4.0.0.0
       Win32 Version: 4.0.30319.233 built by: RTMGDR
       CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Xml
       Assembly Version: 4.0.0.0
       Win32 Version: 4.0.30319.233 built by: RTMGDR
       CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    
    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.
    
    For example:
    
    <configuration>
       <system.windows.forms jitDebugging="true" />
    </configuration>
    
    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

  8. @Kiego:

    I've looked into your event and here's what I have issues with:

    -You don't need to load the default map of the chapter

    -With the LOMA code, you aren't loading the map, you are actually kinda loading the chapter that uses the map. The parameter LOMA needs is the chapter ID, not the map's ID.

    -You have LOU1 pointing to event. LOU1 always points to units. TURN and such codes point to events.

    -You copied the wrong definition for the gameover event. Fixing that won't make game-over happen, because Eliwood/Kiego doesn't have a death quote in Lyn mode. You need to give him one and make sure it uses event ID 0x65.

    -The chapter doesn't end because you coepied the DefeatAll macro wrong. It works when you do it correctly.

    -The unit loads on turn 2 just fine.

    -For the love of everything, use macros! Macros are your friend, not your enemy.

    Is there a difference if i load the chapter or map? <==== the reason why my events didn't work.

    EDIT: So when i was told to update i went from 8.0 to 8.2, Then i searched NLords modules cuz I delete nightmare by mistake and...

    SMACK!!! EA ver 9.2? *facepalm*

    But EA doesnt like my battles anymore. That's the proper format is it not?

    Finished.
    Messages:
    MESSAGE Tutorials disabled
    
    4 errors encountered:
    File Chapter 1 EOE  AfterScan.txt, Line 273, Column 1: Code BLDT's offset $108FE0D is not divisible by 4
    File Chapter 1 EOE  AfterScan.txt, Line 274, Column 1: Code BLDT's offset $108FE11 is not divisible by 4
    File Chapter 1 EOE  AfterScan.txt, Line 277, Column 1: Code BLDT's offset $108FE15 is not divisible by 4
    File Chapter 1 EOE  AfterScan.txt, Line 278, Column 1: Code BLDT's offset $108FE19 is not divisible by 4
    
    FIGH 0x01 0x70 KB1 $00000000
    FIGH 0x01 0x69 KB2 $00000000
    
    KB1:
    AttackerCritical(16,True)
    EndOfBattle
    
    KB2:
    AttackerMiss(True)
    EndOfBattle

    EDIT: The fights still worked even with the errors? o_O

  9. like... my map data in the rom? yeah sure.

    i stopped copying right before it reach a header for either more events or another map. These should work. Now this is my first hack so don't expect pro looking maps, they are terrible.

    The map used in the beginning of chapter 1 "replaced my original chapter 1"

    ".‚.....€...ð...#€.P...0ð.@..´.4...(.—.#.´`.¸`.0?..˜....Ð.....¸....$.ð]..¸ß....¼ð›à...PÑp!N<..@.ðç0%.¹..¸.4.}09ð?P.ñ.À..p=Œ...”..œ. .¤.ð?............ .$........."

    The map used to transfer next "replaces cave with ninian map"

    ".j.....„.0....&.. .„... .”..˜.œ.ˆ.œ.. .¤.¨.¬D. .............ˆ.... .$.(.,.€0.€.„.ˆ....(...€.€`.......„..........(<.,....°../€....¸.À.8.8¼...0......Ì .°.<.0....<..¼.ð...@A.ð.ó.q0.ð.0.ˆ.ð.ð.Àð%.7"

    The map used to transfer next before back to main map "replaced ostia althos map"

    ".‚.....€.....ô..h.ä.h.ð....p...... ..t....h..p...”.˜.'œ.0.Œ......9.ô.ð......&..@?......à...ä..?°.<.D´@_...@.˜..œ. ..?°.¼„`.Œ.....ô...... ... . .Œ ?ô.`..$.d.…€. ...P...Ô.ßt.h.@Ð.…<.<.@.„@?...” ó@..¤.¨.¬.D ..........À..$.(.,.Ä/.€..€..ð.P.ð.€°................"

    and the last map should be the 1st map mentioned above.

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