So, wait, how come I have to use the code for the Ch.2 Map changes for the Prologue? Is it because originally, the Prologue and Chapter 1 have no doors/breakable walls/chests? Or do I have to replace chapter 2's Map?
And for whatever reason, it still will not work.
[spoiler=Events]
//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
#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 BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event
Bad:
UNIT Batta Paladin 0x00 Level(4,Enemy,True) [12,2] [12,2] [silverSpear,Vulnerary]
[0x00,0x00,0x00,0x00]
UNIT Bandit Knight 0x87 Level(3,Enemy,True) [12,14] [12,14] [steelSpear]
[0x00,0x00,0x00,0x00]
UNIT Bandit Archer 0x87 Level(3,Enemy,True) [22,16] [22,16] [steelBow]
[0x00,0x00,0x00,0x00]
UNIT Bandit Cavalier 0x87 Level(3,Enemy,True) [20,9] [20,9] [steelSpear]
[0x00,0x00,0x00,0x00]
UNIT Bandit Cavalier 0x87 Level(5,Enemy,True) [22,9] [22,9] [steelSpear,Javelin]
[0x00,0x00,0x00,0x00]
UNIT Bandit Knight 0x87 Level(3,Enemy,True) [19,3] [19,3] [steelSpear]
[0x00,0x00,0x00,0x00]
UNIT Bandit Knight 0x87 Level(3,Enemy,True) [21,3] [21,3] [steelSpear]
[0x00,0x00,0x00,0x00]
UNIT Bandit Archer 0x87 Level(2,Enemy,True) [12,8] [12,8] [ironBow]
[0x00,0x00,0x00,0x00]
UNIT Bandit Knight 0x87 Level(5,Enemy,True) [12,3] [12,5] [silverSpear,ShortSpear]
[0x00,0x00,0x00,0x08]
UNIT Empty
Good:
UNIT Hector HectorLord 0x00 Level(1,Ally,False) [12,15] [12,15] [ironAxe,Vulnerary]
[0x00,0x00,0x00,0x00]
UNIT Empty
Reinforcements:
UNIT Kent_t Cavalier 0x00 Level(3,Ally,False) [2,16] [2,16]
[KillingEdge,Javelin,IronSpear,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Matthew Thief 0x00 Level(2,Ally,False) [3,16] [3,15]
[steelSword,LanceReaver,LockPick,WolfBeil] [0x00,0x00,0x00,0x00]
UNIT Empty
EnemyReinforcements:
UNIT Bandit Cavalier 0x87 Level(5,Enemy,True) [11,19] [11,19] [ironSpear]
[0x00,0x00,0x00,0x00]
UNIT Bandit Cavalier 0x87 Level(7,Enemy,True) [12,19] [12,19] [silverSpear]
[0x00,0x00,0x00,0x00]
UNIT Bandit Cavalier 0x87 Level(5, Enemy,True) [13,19] [13,19] [ironSpear]
[0x00,0x00,0x00,0x00]
UNIT Empty
Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x00 Turn2 [02,00] 0x0 0x00
TURN 0x00 Turn5 [05,00] 0x8 0x00
CODE $00
Character_events:
CODE $00
Location_events:
Door(3,14)
Door(3,5)
Door(12,6)
Chest(Elixir,4,2)
Chest(HandAxe,2,2)
CODE $00
Misc_events:
CauseGameOverIfLordDies
CODE $00
Opening_event:
CURF [12,15]
FADI 10
BACG 0x12
FADU 10
TEX1 0x0800
REMA
LOU1 Good
ENUN
MOVE Hector [12,17]
ENUN
LOU1 Bad
ENUN
TEX1 0x0801
REMA
ENDA
Turn2:
MUS1 0x0042
LOU1 Reinforcements
ENUN
TEX1 0x0802
REMA
ENDA
Turn5:
LOU1 EnemyReinforcements
ENUN
ENDA
Ending_event:
//MNCH 0x??
//STAL 1
//_0x1
//ENDA
BallistaData:
BLST
[spoiler=TileChanges]
//Prologue Map Changes
#define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer"
org 0xC9C9CC+(4*0x0E)
POIN TileChanges
org 0xD801A0
TileChanges:
TileMap(0x00,0x03,0x0E,0x01,0x01,SmallDoor)
TileMap(0x01,0x03,0x05,0x01,0x01,SmallDoor)
TileMap(0x02,0x0C,0x06,0x01,0x01,SmallDoor1)
TileMap(0x03,0x04,0x02,0x01,0x01,ChestOpened)
TileMap(0x04,0x02,0x02,0x01,0x01,ChestOpened)
CODE $FF
CODE $00
CODE $00
SmallDoor:
CODE 0x80 0x07 0x00 0x00
CODE $00
SmallDoor1:
CODE 0x00 0x07 0x00 0x00
CODE $00
ChestOpened:
CODE 0x04 0x00 0x00 0x00
CODE $00
MESSAGE Map changes end at offset currentOffset
I believe I have done everything right, but it still will not work. There has to be something wrong somewhere in the above code, I just don't know what it is. I would be greatly appreciated if someone could find the mistake.