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supnaplamQW

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    Blazing Sword

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  1. I found out that it had to do with something with my script(Or atleast,something is TRIGGERED with my script),as changing scripts restores the ROM.I had a backup,so I put them in far away from each other offset-wise,same problem occurred. Can you check with my script? #define DISABLE_TUTORIALS #include EAstdlib.event #ifdef _FE7_ #define TileMap(TCN,X1,Y1,L1,L2,TilePointer) #endif EventPointerTable(0x06,Pointers) ORG 0xD80000 ORG 0xC9C9C8+(4*0x46) ORG 0xCB1F00 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Good Good Good Good POIN Opening_event Ending_event POIN Bad Bad Bad Bad POIN TileChanges Good: UNIT 0x2D 0x23 0x00 Level(1, Ally, 0) [17,27] [27,27] [0x39, 0x57] NoAI //Lyn UNIT 0x01 0x1E 0x00 Level(1, Ally, 0) [17,28] [27,28] [0x3E, 0x4A] NoAI // Eliwood UNIT 0x02 0x26 0x00 Level(1, Ally, 0) [17,29] [27,29] [0x46, 0x58] NoAI // Hector UNIT 0x10 0x1C 0x00 Level(10, Ally, 0) [18,27] [28,27] [0x42, 0x3E] NoAI //Lucius UNIT 0x13 0x20 0x00 Level(10, Ally, 0) [18,28] [28,28] [0x3B, 0x37] NoAI //Erk UNIT 0x16 0x24 0x00 Level(10, Ally, 0) [18,29] [28,29] [0x45, 0x44] NoAI //Canas UNIT 0x11 0x2D 0x00 Level(1, Ally, 0) [16,27] [26,27] [0x3E, 0x4C] NoAI //Serra UNIT 0x1B 0x2D 0x00 Level(1, Ally, 0) [16,29] [26,29] [0x37, 0x4C] NoAI //Priscilla UNIT 0x7A 0x15 0x00 Level(1, Ally, 0) [16,28] [26,28] [0x1D, 0x68] NoAI //Zephiel UNIT Bad: UNIT Reinforcements: UNIT 0x67 0x12 0x00 Level(10, Enemy, 0) [21,28] [21,28] [0x20] PursueWithoutHeed UNIT Shadows1: UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,27] [29,27] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,28] [29,28] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,29] [29,29] [0x0C] PursueWithoutHeed UNIT LoadShadows: CMOF LOU1 Shadows1 ENUN ENDA Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0 Mendel [1,30] 0x0 0x00 TURN 0 Miracle [1,30] 0x0 0x00 TURN 0 Mystic [1,30] 0x8 0x00 End_MAIN Character_events: End_MAIN Location_events: CHES 0x08 0x6A [11,28] 0x12 DOOR 0x1A [21,26] 0x10 End_MAIN TileChanges: TileMap(0x00,0x04,0x00,0x01,0x01,ChestOpened) TileMap(0x01,0x2C,0x00,0x01,0x01,FirstDoorOpened) TileMapEnd ChestOpened: BYTE 0x00 0x04 0x00 0x01 ALIGN 4 End_MAIN FirstDoorOpened: BYTE 0x01 0x2C 0x00 0x01 ALIGN 4 End_MAIN Misc_events: CauseGameOverIfLordDies AFEV 0x02 LoadShadows 0x08 AFEV 0x1D IE2 0x1A End_MAIN IE2: FADI 10 LOMA 0x01 [29,29] FADU 10 ENUN ENDA Mendel: IFET 0x01 0x08 CMOF LOU1 Reinforcements ENUN ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Miracle: CMOF IFAT 0x07 0x7A2F1 TurnNPC(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Mystic: CMOF IFAF 0x07 0x7A2F1 TurnEnemy(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset
  2. I tried moving the 2nd map to start at 0x01000540, but problem still persists.BTW, how do you erase the offset numbers from the map's location before I changed it?it mimicks the ones I have now in that new offset place. I also checked the vanilla ROM,seems fine at that location.
  3. So,I've inserted my 1st map to offset 01000000, where it was at the end of my rom.I inserted my 2nd map,and connected it with the same chapter I had my 1st map in,and with experimentation,Everything went well.I've done modifications on my 1st map's layout before,but this time whenever I try to play the chapter it goes to the map,but a pop up says "Unsupported BIOS function f8 called from 028a0144. A BIOS file is needed in order to get correct behaviour" and the game freezes just after it starts scrolling to the starter point. What happened?
  4. I'm having some trouble understanding what your trying to say in the last couple sentences, but have you tried setting the chapters in question to all use the same set of events? (i.e. chapters 1, 2, and 3 all use event slot 0xYY) Yes;I put both prologue and chapter 1 to use prologue events.I also set tilesets,sounds,and protect cursor for each chapter to be the same.Unfortunately,this causes me to go straight to the 2nd map, in which I have to use LOMA at the start of the chapter to get back at the 1st map.Any enemy engagement on either maps causes a reset to the pre-title screen.
  5. Is it possible to assemble one piece of text for 2+ chapters,using LOMA to switch maps midway,or do you have to assemble to different pieces?I heard somewhere that LOMA also loads an entire chapter(which is why I messed w/ the data reference in the Chapter DATA editor for Ch.1,putting it to prologue events),but I've had trouble as either I load one map or the other,with the events in contact.
  6. I know that you can disassemble a chapter using the event table references of Nightmare,but only the ones labeled events,rather than the ones labeled map or map changes.Is there anyway one can disassemble those ones(if not, another way to examine a chapter's map changes)?
  7. OK, I think i'm close to figuring this out : org 0xC9C9C8+(4*0x55) POIN TileChanges org 0xCB1F00 TileChanges: TileMap(0x00,0x15,0x1A,0x01,0x01,FirstDoorOpened) TileMap(0x01,0x15,0x1C,0x01,0x01,ChestOpened) TileMapEnd FirstDoorOpened: CODE 0x44 0x05 0x68 0x0D CODE $FF CODE $00 CODE $00 All on another file.But it says it stops at Line 8 Column 13.Why?
  8. No, I still can't make sense of it #define DISABLE_TUTORIALS #include EAstdlib.event #ifdef _FE7_ #define TileMap(TCN,X1,Y1,L1,L2,TilePointer) #endif EventPointerTable(0x06,Pointers) ORG 0xD80000 ORG 0xC9C9C8+(4*0x46) ORG 0xCB1F00 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Good Good Good Good POIN Opening_event Ending_event POIN Bad Bad Bad Bad POIN TileChanges Good: UNIT 0x2D 0x23 0x00 Level(1, Ally, 0) [27,27] [27,27] [0x39, 0x57] NoAI UNIT 0x01 0x1E 0x00 Level(1, Ally, 0) [27,28] [27,28] [0x3E, 0x4A] NoAI UNIT 0x02 0x26 0x00 Level(1, Ally, 0) [27,29] [27,29] [0x46, 0x58] NoAI UNIT 0x10 0x1C 0x00 Level(10, Ally, 0) [28,27] [28,27] [0x42, 0x3E] NoAI UNIT 0x13 0x20 0x00 Level(10, Ally, 0) [28,28] [28,28] [0x3B, 0x37] NoAI UNIT 0x16 0x24 0x00 Level(10, Ally, 0) [28,29] [28,29] [0x45, 0x44] NoAI UNIT 0x11 0x2D 0x00 Level(1, Ally, 0) [26,27] [26,27] [0x3E, 0x4C] NoAI UNIT 0x1B 0x2D 0x00 Level(1, Ally, 0) [26,29] [26,29] [0x37, 0x4C] NoAI UNIT 0x7A 0x15 0x00 Level(1, Ally, 0) [26,28] [26,28] [0x1D, 0x68] NoAI UNIT Bad: UNIT Reinforcements: UNIT 0x67 0x12 0x00 Level(10, Enemy, 0) [21,28] [21,28] [0x20] PursueWithoutHeed UNIT Shadows1: UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,27] [29,27] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,28] [29,28] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,29] [29,29] [0x0C] PursueWithoutHeed UNIT LoadShadows: CMOF LOU1 Shadows1 ENUN ELSE 0x02 ENUF 0x24 ENDA Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0 Mendel [1,30] 0x0 0x00 TURN 0 Miracle [1,30] 0x0 0x00 TURN 0 Mystic [1,30] 0x8 0x00 End_MAIN Character_events: End_MAIN Location_events: CHES 0x08 0x6A [21,28] 0x12 DOOR 0x00 [21,26] 0x10 End_MAIN TileChanges: TileMap(0x00,0x04,0x00,0x01,0x01,ChestOpened) TileMap(0x01,0x2C,0x00,0x01,0x01,FirstDoorOpened) TileMapEnd ChestOpened: BYTE 0x00 0x04 0x00 0x01 ALIGN 4 End_MAIN FirstDoorOpened: BYTE 0x01 0x2C 0x00 0x01 ALIGN 4 End_MAIN Misc_events: AFEV 0x06 LoadShadows 0x08 AFEV 0x09 ChestOpened 0x08 CauseGameOverIfLordDies AFEV Mendel: IFET 0x01 0x08 CMOF LOU1 Reinforcements ENUN ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Miracle: CMOF IFAT 0x07 0x7A2F1 TurnNPC(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Mystic: CMOF IFAF 0x07 0x7A2F1 TurnEnemy(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset
  9. Dang, I just can't figure this out.I'm trying to make a tile change manually without tiled,but while the actual events occur,the tile change just won't happen: #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 Good Good Good Good POIN Opening_event Ending_event POIN Bad Bad Bad Bad Good: UNIT 0x2D 0x23 0x00 Level(1, Ally, 0) [27,27] [27,27] [0x39, 0x57] NoAI UNIT 0x01 0x1E 0x00 Level(1, Ally, 0) [27,28] [27,28] [0x3E, 0x4A] NoAI UNIT 0x02 0x26 0x00 Level(1, Ally, 0) [27,29] [27,29] [0x46, 0x58] NoAI UNIT 0x10 0x1C 0x00 Level(10, Ally, 0) [28,27] [28,27] [0x42, 0x3E] NoAI UNIT 0x13 0x20 0x00 Level(10, Ally, 0) [28,28] [28,28] [0x3B, 0x37] NoAI UNIT 0x16 0x24 0x00 Level(10, Ally, 0) [28,29] [28,29] [0x45, 0x44] NoAI UNIT 0x11 0x2D 0x00 Level(1, Ally, 0) [26,27] [26,27] [0x3E, 0x4C] NoAI UNIT 0x1B 0x2D 0x00 Level(1, Ally, 0) [26,29] [26,29] [0x37, 0x4C, 0x68, 0x69] NoAI UNIT 0x7A 0x15 0x00 Level(1, Ally, 0) [26,28] [26,28] [0x1D, 0x68] NoAI UNIT Bad: UNIT Reinforcements: UNIT 0x67 0x12 0x00 Level(10, Enemy, 0) [21,28] [21,28] [0x20] PursueWithoutHeed UNIT Shadows1: UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,27] [29,27] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,28] [29,28] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,29] [29,29] [0x0C] PursueWithoutHeed UNIT LoadShadows: CMOF LOU1 Shadows1 ENUN ELSE 0x02 ENUF 0x24 ENDA Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0 Mendel [1,30] 0x0 0x00 TURN 0 Miracle [1,30] 0x0 0x00 TURN 0 Mystic [1,30] 0x8 0x00 End_MAIN Character_events: End_MAIN Location_events: CHES 0x08 0x6A [21,28] 0x12 DOOR 0x00 [21,26] 0x10 End_MAIN TileChanges: TileMap(0x00,0x1B,0x22,0x01,0x01,ChestOpened) TileMap(0x01,0x1B,0x20,0x01,0x01,FirstDoorOpened) TileMapEnd ChestOpened: BYTE 0x04 0x00 ALIGN 4 End_MAIN FirstDoorOpened: BYTE 0x40 0x2C ALIGN 4 End_MAIN Misc_events: AFEV 0x06 LoadShadows 0x08 AFEV 0x09 ChestOpened 0x08 CauseGameOverIfLordDies AFEV Mendel: IFET 0x01 0x08 CMOF LOU1 Reinforcements ENUN ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Miracle: CMOF IFAT 0x07 0x7A2F1 TurnNPC(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Mystic: CMOF IFAF 0x07 0x7A2F1 TurnEnemy(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset
  10. I guess this means I'm allowed to do another one,then Stand:Misguided Ghosts Ability:Repeat recent occurrences and "memories" of a place.Uses the 'effects' or results of an event in order to conjure the 'cause',or said events.Actually these events aren't truly repeated,but enough to appeal to a bystander's 5 senses. Power:None Speed:B Range:B Durability:None Precision:A Learning:C Description:The stand actually has a form,but it's faint,intangible, and quite simply,impervious itself.To further clarify its ability,say a murder happened at a factory.The 'effect' would be the body and his blood stained on the floor.This would be used to play a 'recording' of the event,except with the people and items involved being tangible and smellable.
  11. Ugh,do I dare post in this thread? Stand:Chocolate Rain Ability:Can limit user's and various objects' existence to only another's "world,"or perspective,if you will.Basically,all movements and actions of the user and his desired object(s) can only affect and be perceived by the target as he is moving through the target's world rather than the real world.User can also travel through distances through the target's "world" to still get to destinations in the real world(by then switching back). Power:C Speed:C Range:A Durability:C Precision:B Learning:A Description:A humanoid yet statue like stand with 4 faces,one on each side. While the range of the actual stand is ~10 meters radius,the range for activating the ability is ~50 meter radius,and for maintaining it's hold on the target, ~75 meters radius.
  12. Thanks that helps clear up alot of things--A major point of learning as an FE hacker :))))).Sorry to ask this so sudden,but there's another problem I can't seem to resolve: #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 Good Good Good Good POIN Opening_event Ending_event POIN Bad Bad Bad Bad Good: UNIT 0x2D 0x23 0x00 Level(1, Ally, 0) [27,27] [27,27] [0x39, 0x57] NoAI UNIT 0x01 0x1E 0x00 Level(1, Ally, 0) [27,28] [27,28] [0x3E, 0x4A] NoAI UNIT 0x02 0x26 0x00 Level(1, Ally, 0) [27,29] [27,29] [0x46, 0x58] NoAI UNIT 0x10 0x1C 0x00 Level(10, Ally, 0) [28,27] [28,27] [0x42, 0x3E] NoAI UNIT 0x13 0x20 0x00 Level(10, Ally, 0) [28,28] [28,28] [0x3B, 0x37] NoAI UNIT 0x16 0x24 0x00 Level(10, Ally, 0) [28,29] [28,29] [0x45, 0x44] NoAI UNIT 0x11 0x2D 0x00 Level(1, Ally, 0) [26,27] [26,27] [0x3E, 0x4C] NoAI UNIT 0x1B 0x2D 0x00 Level(1, Ally, 0) [26,29] [26,29] [0x37, 0x4C, 0x68, 0x69] NoAI UNIT 0x03 0x15 0x0A Level(1, Ally, 0) [26,28] [26,28] [0x1D, 0x68] NoAI UNIT Bad: UNIT Reinforcements: UNIT 0x67 0x12 0x00 Level(10, Enemy, 0) [21,28] [21,28] [0x20] PursueWithoutHeed UNIT Shadows1: UNIT 0x52 0x3E 0x00 Level(20, Enemy, 0) [29,28] [29,27] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, Enemy, 0) [29,28] [29,28] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, Enemy, 0) [29,28] [29,29] [0x0C] PursueWithoutHeed UNIT LoadShadows: LOU1 Shadows1 ENUN ELSE 0x02 ENUF 0x24 ENDA Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0 Mendel [1,30] 0x0 0x00 TURN 0 Miracle [1,30] 0x0 0x00 TURN 0 Mystic [1,30] 0x8 0x00 End_MAIN Character_events: End_MAIN Location_events: CHES 0x08 0x6A [21,28] 0x12 Door(21,26) End_MAIN TileChanges: TileMap(0x00,0x1B,0x22,0x01,0x01,ChestOpened) TileMap(0x01,0x1B,0x20,0x01,0x01,FirstDoorOpened) TileMapEnd ChestOpened: BYTE 0x04 0x00 ALIGN 4 End_MAIN FirstDoorOpened: BYTE 0x40 0x2C ALIGN 4 End_MAIN Misc_events: AFEV 0x06 LoadShadows 0x08 CauseGameOverIfLordDies AFEV Mendel: IFET 0x01 0x08 LOU1 Reinforcements ENUN ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Miracle: IFAT 0x07 0x7A2F1 TurnNPC(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Mystic: IFAF 0x07 0x7A2F1 TurnEnemy(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset I have no problems w/ miracle and mystic BTW.I'm scrutinizing a video tutorial about tilechanges for my horizontal door.The problem is,while the location event is happening,the actual tile change isn't happening.That ALIGN 4 is just to realign properly the script.I looked at the parameters and can't find what i'm missing for it.
  13. Yes,I do want it to happen immediately.Your solution now works;I thank you greatly.But for the sake of clearing things up,I thought AFEV was a parrallel of ENDA,where it tells the program to stop coding other events and give the players their turn.The way you used it seem to imply that it doesn't work that way;they are clearly different in function,or atleast,how they perform it.Can you explain this?
  14. So what my understanding of those things gained from my conversations from you and a few tutorials I looked at,labels are used to bring light to pieces of the "script"(or coding) so they are performed by the program. Almost everything in the coding is under a label,except the pointers themselves;they're understood because they consist of a single parameter,hence they're among the only ones in the original script not under a label for they define the main 8 labels(them,along with the #define and ORG,and eventpointertable codes).I started realizing this was so after our reinforcement conversation,but I didn't know single parameter thing until recently.Labels are essentially required to code many things. Event triggers are the ones that actually tell the program to actually perform said instructed task.Event and Condition IDs that are written are only recognized with the labels;the program needs these triggers to actually use the offsets to do said task. Lastly,I ried doing that,but it didn't work.
  15. #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 Good Good Good Good POIN Opening_event Ending_event POIN Bad Bad Bad Bad Good: UNIT 0x2D 0x23 0x00 Level(1, Ally, 0) [27,27] [27,27] [0x39, 0x57] NoAI UNIT 0x01 0x1E 0x00 Level(1, Ally, 0) [27,28] [27,28] [0x3E, 0x4A] NoAI UNIT 0x02 0x26 0x00 Level(1, Ally, 0) [27,29] [27,29] [0x46, 0x58] NoAI UNIT 0x10 0x1C 0x00 Level(10, Ally, 0) [28,27] [28,27] [0x42, 0x3E] NoAI UNIT 0x13 0x20 0x00 Level(10, Ally, 0) [28,28] [28,28] [0x3B, 0x37] NoAI UNIT 0x16 0x24 0x00 Level(10, Ally, 0) [28,29] [28,29] [0x45, 0x44] NoAI UNIT 0x11 0x2D 0x00 Level(1, Ally, 0) [26,27] [26,27] [0x3E, 0x4C] NoAI UNIT 0x1B 0x2D 0x00 Level(1, Ally, 0) [26,29] [26,29] [0x37, 0x4C] NoAI UNIT 0x03 0x15 0x0A Level(1, Ally, 0) [26,28] [26,28] [0x1D, 0x68] NoAI UNIT Bad: UNIT Reinforcements: UNIT 0x67 0x12 0x00 Level(10, Enemy, 0) [21,28] [21,28] [0x20] PursueWithoutHeed UNIT Shadows1: UNIT 0x52 0x3E 0x00 Level(20, Enemy, 0) [1,28] [1,28] [0x0D] PursueWithoutHeed UNIT CALL LoadShadows LoadShadows: IFET 0x01 0x08 LOU1 Shadows1 ENUN ELSE 0x02 ENIF 0x01 ENUF 0x24 ENIF 0x02 AFEV Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0 Mendel [1,30] 0x8 0x00 End_MAIN Character_events: End_MAIN Location_events: CHES 0x08 0x6A [21,28] 0x12 End_MAIN TileChanges: TileMap(0x0F,11,6,0x01,0x01,ChestOpened) TileMapEnd ChestOpened: BYTE 0x04 0x00 ALIGN 4 End_MAIN Misc_events: CauseGameOverIfLordDies AFEV Mendel: IFET 0x01 0x08 LOU1 Reinforcements ENUN ELSE 0x02 ENIF 0x01 ENUF 0x24 ENIF 0x02 End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Somewhere along the lines I'm doing something wrong.I also put it in the Turn event section because you said it'd return to what comes after it,but that results in a black screen.I tried with and w/o an AFEV.I don't know what I'm doing wrong now.
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