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Everything posted by Sephiran59

  1. So just insert it and it should work? There has to be a step I'm missing. The part where it asks where to write the map pointer to and map change pointer to might have something to do with it because I have no clue what those are, I just used what Markyjoe did in his example tutorial
  2. I did this long ago and don't get how to code it in EA
  3. I understand editing palettes (although that topic is faster and better than what I do, so thanks for that) but what I mean is, I designed an animation in an art software, inserted it with FEditor, and the animation I made doesn't work with any in game palettes and if I try them, the animation looks transparent unless I set the palette to "generic colors" in Nightmare. Blaze's Ultimate Tutorial even says to pick generic colors for it to work, but there has to be a way for it to work another way, right? Edit:This is what happens when I use another palette This is what Blaze said in the tutorial
  4. So I've read a million outdated tutorials on this, Nintenlord and Markyjoe taught me how to make and insert the changes with EA, but nobody but arch has any info on coding it. I have my changes stored at an offset, but I just need someone to tell me how to code it. That complex mappy code that looks like this: #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "BYTE TCN X1 X2 L1 L2 0 0 0; POIN TilePointer" #define TileMapEnd "WORD 0xFF 0 0" cant possibly be the way... but if it is, someone please to god teach me what each piece of it means with tiled. And tell me if I need a tile reference table like the one Arch has in his tutorial. its a broken link though. Memes aside, any help on this would save my Chapter from doom and I thank you in advance for the trouble.
  5. Another question though, semi related at least: So I put the battle animation from SS in for this class through FEditor's Animation maker, and works in game only if I have generic palette selected in Nightmare. Is there a way for it to be paletted or do I have to change color manually? Just because I want more than 1 of this class and everyone needs a unique palette etc.
  6. You beautiful human being. I have a feeling you're right on both accounts, I'll update my results as soon as they are recieved. Edit: look at that dancing child. You were right, I didn't realize how large the graphic was when I was ripping it, thanks so much.
  7. This code at line 19 probably has their data within it if you know what the bytes are. (I'm still a noob myself and I'm hacking 7 so I don't know them, however I can easily find them with nightmare for you.)
  8. Exactly, its all there perfect except when i put my cursor on him. I don't understand. Is there a third graphic where the cursor sprite is stored or am i missing a step? This has happened with every map sprite I've tried changing as well, even the unused map sprites in 7 that the Nightmare module says to "(create your own class!)" for.
  9. Trying to import map sprites from FESS into FE7 and after following Arch's tutorial I managed to get the standing and walking sprites working, but when i move the cursor over the unit it shows some other class's animation (the last unit I moved the cursor over) and I cant figure out why. Screenshots for more details and any help you can give would be amazing, thanks.
  10. I cant find anywhere how to code my map changes into my events can someone help again? Its for this same map. I have all the location based events working and not sure how to make the map change afterwords, thanks.
  11. What differences do the two versions have? EDIT: never mind i misread that, ill download it
  12. My problem is that I'm making my first village and I'm loading text with the TEX1 code and it works with any random text in the game but when I use my custom text the game crashes. Here is what I put in FEditor: [OpenRight][LoadFace][0x16][0x01] [OpenLeft][LoadFace][0x3E][0x01] [OpenRight] Who are you?[.][A] [OpenLeft] Yer mum pussi.[.][A] [OpenRight] wow, bud. Real mature.[.][A] [OpenLeft] LeL.[.][A][X] Ignore the meminess and vulgarity its just test script.
  13. The answer to your question is 10.1.1 FULL, now ill post my results after I try out your advice. The only knowledge I have of this code is what Arch has in his first 3 youtube videos and his really long event tutorial which are sorta old so I might be using outdated commands or something idk EDIT: Wow the FADI FADU thing fixed the black screen thanks so much. So now I have 2 questions for future reference, Is dissembling and editing a chapter not a good way to make chapters? and Should every scene have a fade in and fade out, then?
  14. HUZZAH I'm in! Thanks both of you for all the help I will never forget it ...That being said, I'm 300% positive you'll see more questions from me on here in the future. I am hyped for the moment so thanks again.
  15. Didn't work this worked So at this point I have no errors but a black screen on chapter load. I might just redo my entire script
  16. I'm going to remake the map and take what you said into consideration and see what happens, thanks for that
  17. So I decided to make my own question topic on this instead of keeping it within the event assembly problems thread Heres my code: Everything in EndingScene is straight from the base prologue events, so it shouldn't be a problem. No idea what causes this I could really use some help. Upon loading the chapter I get a black screen endlessly, thanks
  18. Btw for clarity, the reason I'm having an event issue and a map issue at the same time is because i'm working on 2 separate practice hacks. And I haven't figured out map transitions yet so those 2 doors in the code mean nothing atm Made my own topic so help me there instead:
  19. oh thanks, getting rid of the _ox0000 got rid of the error, not sure what that even was. also the second ORG is there becuase I get this if its not: So ill leave the ORG... Alas, I still need help though. The assembly goes through but I get an endless black screen when i load the chapter My code is the same just without the _0x0000 at line 31
  20. Just tried starting from a clean ROM and nothing has changed. It might be worth noting that not only is the map messed up but it also crashes the game. If that means anything
  21. I have no events in yet, just the base prologue events right now. The map looks like it has random tiles in places they should not be like this: EDIT: I even made the exact same map in mappy and inserted it and it it looked similarly messed up. I've successfully inserted a map once before so this is really frustrating now I was even able to insert this other map fine, its just the map I actually want that is troubling me wtf
  22. Ok, that worked Another problem has occurred though... I used the tileset 1000ea12 and chose the right bits in nightmare's chapter data editor, but it still looks all messed up and weird in the game this screenshot shows that they should match, and i'm confused again, thanks for all the help
  23. here it is thanks for the fast replies man I appreciate it map0.tmx
  24. Other than the screenshots I posted in the imgur link, what would help you figure this out?
  25. Here it is; if you couldn't tell its a disassembly of the prologue events and im just trying to tamper with it and see what I can do. I probably deleted something important but that endingscene piece is untouched so its probably not in there I'd appreciate any knowledge you can spare me O great Prime Lord of Fusion and happy birthday as well lmao
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