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Sephiran59

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Posts posted by Sephiran59

  1. On 5/11/2017 at 2:13 AM, CT075 said:

    you don't need to do anything in particular using ea; the tiled inserter (either nintenlord's one or tmx2EA) will handle it for you

    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. On 5/6/2017 at 7:02 AM, Kirb1337 said:

    Ok, so to do tile changes with tiled, you need to create a separate layer for your tile changes(1 layer per tile change).

    Then you need to give each of these layers properties:

    -ID. Id of tile change. Useful for when you'll call said tile changes using MAC1 id 0.

    -X. X coordinates of upper left tile in your layer.

    -Y. Same as X but for Y coordinates.

    -Width. Width of tile changes.

    -Height. Height of tile changes

    I did this long ago and don't get how to code it in EA

  3. 1 hour ago, Agro said:

    Does this topic answer your question?

    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 

    Spoiler

     

    h3.PNG.ba1e9bf4ded771adba7747a20b3f29a7.PNG

     

     

     

     

    This is what Blaze said in the tutorial

    Spoiler

    h2.thumb.PNG.ba9253e89236fdfcef38f9500d11dab0.PNG

     

  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 So I've read a million outdated tutorials on this, Nintenlord and Markyjoe taught me how to make and insert the changes with EA, but nobody but arch has any info on coding it.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. :D:

  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. 19 minutes ago, Agro said:

    If you expand the GBAGE window and increase the tile height, are the focus stance frames actually in the image? If not, then you didn't rip/insert it correctly.

    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:

    1h.PNG.5a47284a5d9569d1e8c6d834a167b777.PNG

    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. Spoiler

    ORG $8B40A0
    AllyUnitsENM:
    UNIT 0x1 0x2 0x1 0x8 [78,2] [0,1] [0x8,0x40,0x8B,0x8] [0x9,0x6C,0x0,0x0]
    UNIT 0x0 0x0 0x0 0x0 [2,7] [1,8] [0x4E,0x2,0x0,0x1] [0x10,0x40,0x8B,0x8]
    UNIT 0x3 0x17 0x6C 0x0 [0,0] [0,0] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x0 0x0 0x0 0x0 [0,0] [0,0] [0x0,0x0,0x0,0x0] [0x46,0x9,0x46,0x24]
    UNIT 0x42 0x2 0x0 0x1 [24,64] [139,8] [0x14,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]
    UNIT 0x80 0x4E 0x46 0x15 [65,2] [0,1] [0x20,0x40,0x8B,0x8] [0x14,0x0,0x0,0x0]
    UNIT 0x0 0x3 0x9 0x0 [128,78] [70,21] [0x42,0x2,0x0,0x2] [0x28,0x40,0x8B,0x8]
    UNIT 0x14 0x0 0x0 0x0 [0,3] [9,0] [0x80,0x4E,0x46,0x1D] [0x42,0x2,0x0,0x1]
    UNIT 0x38 0x40 0x8B 0x8 [20,0] [0,0] [0x3,0x12,0x1,0x0] [0x80,0x3F,0x46,0x15]
    UNIT 0x41 0x2 0x0 0x1 [64,64] [139,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
    UNIT 0x80 0x3F 0x46 0x15 [66,2] [0,1] [0x48,0x40,0x8B,0x8] [0x1F,0x0,0x0,0x0]
    UNIT 0x0 0x0 0x1 0x0 [128,63] [70,21] [0x42,0x2,0x0,0x1] [0x50,0x40,0x8B,0x8]
    UNIT 0x1F 0x0 0x0 0x0 [0,18] [1,0] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x0 0x0 0x0 0x0 [0,0] [0,0] [0x0,0x0,0x0,0x0] [0x4,0x5,0x1,0x8]
    UNIT 0x5 0x0 0x0 0x1 [88,64] [139,8] [0x1,0x14,0x6C,0x6C] [0x0,0x0,0x0,0x0]
    UNIT 0x3 0x9 0x0 0x20 [6,0] [0,1] [0x60,0x40,0x8B,0x8] [0x14,0x0,0x0,0x0]
    UNIT

    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. On 5/3/2017 at 5:39 PM, Agro said:

    But the screenshot you posted looks correct?

    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.

     

     

    h1.png

    h2.png

    h3.png

    h4.png

  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. On 4/22/2017 at 4:48 AM, Kirb1337 said:

    first off:use ea 11.0.1.

    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. 22 minutes ago, Primefusion said:

    You'll want to put "UNIT" there instead (no other parameters), because that's what denotes the end of a unit list.
    For your black screen: Have you tried using OOBB in the opening event?

    Didn't work 

     

    49 minutes ago, Kirb1337 said:

    Just replace the second ORG with ALIGN 4, it should fix those not divisable by 4 errors

    this worked 

     

    So at this point I have no errors but a black screen on chapter load. I might just redo my entire script

  15. 1 hour ago, Rindille said:

    That's strange...I'm not sure about it, but here're the steps I usually double check when doing a custom chapter.(Provided that you're using Nightmare and all those stuff. I know there're other methods out there but I haven't experienced them myself)

    1. Make maps in Tiled. (double check if your map has problem or not) 2. find the offset I want in free space. 3. use Tiled inserter insert it 3.run rom, you'll see tiles screwed up. 4. open Nightmare, edit chapter data etc. 5. run rom again, if nothing wrong, you'll see your masterpiece there. But in most cases(at least for me), since events mostly won't match map, units on the map will flash a bit and rom stops, but after you insert your own event based on your map, it'll be normal again.

    Order is very important. (Find the order suits you best) and hacking itself is quite unsteady. You'll never know if your game will crash next second...:( From my experience, don't open many engine(which can modify your rom) at once, make sure you do the correct order, better write in free space. Don't open two tilesets at the same time in Tiled.

    Based on all the discussions before, maybe something wrong with your map? Ditch it and redo another one maybe?

    (Haha I wrote a lot stuff. Hope you could find something useful.) 

    I'm going to remake the map and take what you said into consideration and see what happens, thanks for that

  16. So I decided to make my own question topic on this instead of keeping it within the event assembly problems thread

     

    Heres my code:

    Spoiler

    #include EAstdlib.event
    #define DISABLE_TUTORIALS


    EventPointerTable(0x06,Pointers)

    ORG $D80000
    Pointers:
    POIN TurnBasedEvents
    POIN CharacterBasedEvents
    POIN LocationBasedEvents
    POIN MiscBasedEvents
    POIN TrapsEliwoodMode TrapsHectorMode
    POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM
    POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM
    POIN BeginningScene EndingScene

    EnemyUnitsENM:
    UNIT

    AllyUnitsENM:
    UNIT 0x03 0x14 0x00 0x01 [18,19] [18,17] [0x14, 0x6B, 0x69, 0x00] [0x00, 0x00, 0x00, 0x00]
    UNIT 0x04 0x14 0x03 0x01 [19,18] [17,18] [0x14, 0x6B, 0x69, 0x00] [0x00, 0x00, 0x00, 0x00]

    TurnBasedEvents:
    TURN 0x0 BeginningScene [1,0] 0x0 0x0
    //TURN 0x0 Scene2 [1,0] 0x0 0x0
    END_MAIN

    CharacterBasedEvents:
    END_MAIN

    LocationBasedEvents:
    LOCA 0x3 [8,2] 0xF
    //Door(8,12)
    //Door(9,12)
    END_MAIN

    MiscBasedEvents:
    END_MAIN

    TrapsEliwoodMode:
    ENDTRAP

    TrapsHectorMode:
    ENDTRAP

    ORG $D800B8
    BeginningScene:
    LOU1 EnemyUnitsENM
    ENUN
    LOU1 AllyUnitsENM
    ENUN
    ENDA

    EndingScene:
    _0xA3
    MUSC 0x38
    TEX1 0x833
    REMA
    MUEN 6
    FADICG 3
    HIDEMAP
    ASMC 0x7A939 0x7A8B9 0x7A9D5
    STAL 30
    MUSC 0x3AB
    FADUCG 2
    SHOWMAP
    STAL 60
    TEXTCG 0x834 0x1
    MUEN 4
    FADI 16
    HIDEMAP
    ASMC 0x7A95D
    BACG 0x0
    MUSC 0x3F
    FADU 16
    SHOWMAP
    TEX1 0x835
    MUEN 2
    STAL 32
    MUSM 0x51 0x4
    MORETEXT 0x836
    MUEN 2
    STAL 32
    MUSC 0x3F
    MORETEXT 0x837
    STAL 64
    MORETEXT 0x838
    FADI 4
    HIDEMAP
    BACG 0x5B
    FADU 4
    SHOWMAP
    STAL 8
    TEX6 0x5 [0,0] 0x839
    _ASM0x42 0x83181
    GOTO 0x34
    LABEL 0x33
    FADI 4
    HIDEMAP
    BACG 0x5B
    LABEL 0x34
    MNCH 0x1
    STAL 1
    _0x1
    ENDA
     

    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

  17. 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:

     

  18. 12 hours ago, Primefusion said:

    This right here is a big red flag to me. Not sure what the _0x0000 is supposed to be. Empty unit lists should just have a UNIT line with nothing else.
    You've also got two ORGs going on when you really only need one.

    Thanks for the birthday wishes :)

    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:

    f1.thumb.PNG.f97319b7fa2f41d4ddef28cb289384bf.PNG

     

    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

  19. 10 hours ago, Rindille said:

    I've had some similiar issues earlier. Did you write your map at the offset of the original map? Somtimes that'll mess it up. Try to write it in free space maybe?

    oops I see you did write to free space there... my bad. But use Hexditor to double check. You can download a new clean rom and retry as well. Sometimes it's the rom itself cause problem.

    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

  20. 17 minutes ago, Primefusion said:

    Hmm, that I'm not so sure on. It looks fine to me in game. What do you mean by messed up?

    Do you have events or anything else in the same area that might be overwriting the map/getting overwritten?

    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:

    s2.thumb.PNG.243716f248fe90958fca2459367d7e2a.PNG

     

    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

     

    s3.PNG.8bc7c725697aef24af2daefb620b752e.PNG

     

    I was even able to insert this other map fine, its just the map I actually want that is troubling me wtf

  21. 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

    s1.PNG

  22. 2 minutes ago, Primefusion said:

    Upload the map to a file hosting site like Dropbox and post a link to it (or attach the file in your post). Then we can take a stab at figuring out what's going on.

    here it is thanks for the fast replies man I appreciate it

    map0.tmx

  23. 5 minutes ago, Primefusion said:

    Usually this error means that there's a tile on one of the layers that's outside of the X, Y bounds you set. Maybe there's a transparent tile in a layer by accident?
    If you post your map we might be able to help troubleshoot this better.

     Other than the screenshots I posted in the imgur link, what would help you figure this out?

  24. Spoiler

    #include EAstdlib.event
    #define DISABLE_TUTORIALS


    EventPointerTable(0x06,Pointers)

    ORG $D80000
    Pointers:
    POIN TurnBasedEvents
    POIN CharacterBasedEvents
    POIN LocationBasedEvents
    POIN MiscBasedEvents
    POIN TrapsEliwoodMode TrapsHectorMode
    POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM
    POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM
    POIN BeginningScene EndingScene

    EnemyUnitsENM:
    _0x0000

    AllyUnitsENM:
    UNIT 0x03 0x14 0x00 0x01 [18,19] [18,17] [0x14, 0x6B, 0x69, 0x00] [0x00, 0x00, 0x00, 0x00]
    UNIT 0x04 0x14 0x03 0x01 [19,18] [17,18] [0x14, 0x6B, 0x69, 0x00] [0x00, 0x00, 0x00, 0x00]

    TurnBasedEvents:
    TURN 0x0 BeginningScene [1,0] 0x0 0x0
    //TURN 0x0 Scene2 [1,0] 0x0 0x0
    END_MAIN

    CharacterBasedEvents:
    END_MAIN

    LocationBasedEvents:
    LOCA 0x3 [8,2] 0xF
    Door(8,12)
    Door(9,12)
    END_MAIN

    MiscBasedEvents:
    END_MAIN

    TrapsEliwoodMode:
    ENDTRAP

    TrapsHectorMode:
    ENDTRAP

    ORG $D800A8
    BeginningScene:
    LOU1 EnemyUnitsENM
    ENUN
    LOU1 AllyUnitsENM
    ENUN
    ENDA

    EndingScene:
    _0xA3
    MUSC 0x38
    TEX1 0x833
    REMA
    MUEN 6
    FADICG 3
    HIDEMAP
    ASMC 0x7A939 0x7A8B9 0x7A9D5
    STAL 30
    MUSC 0x3AB
    FADUCG 2
    SHOWMAP
    STAL 60
    TEXTCG 0x834 0x1
    MUEN 4
    FADI 16
    HIDEMAP
    ASMC 0x7A95D
    BACG 0x0
    MUSC 0x3F
    FADU 16
    SHOWMAP
    TEX1 0x835
    MUEN 2
    STAL 32
    MUSM 0x51 0x4
    MORETEXT 0x836
    MUEN 2
    STAL 32
    MUSC 0x3F
    MORETEXT 0x837
    STAL 64
    MORETEXT 0x838
    FADI 4
    HIDEMAP
    BACG 0x5B
    FADU 4
    SHOWMAP
    STAL 8
    TEX6 0x5 [0,0] 0x839
    _ASM0x42 0x83181
    GOTO 0x34
    LABEL 0x33
    FADI 4
    HIDEMAP
    BACG 0x5B
    LABEL 0x34
    MNCH 0x1
    STAL 1
    _0x1
    ENDA

    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

     

    On 4/18/2017 at 3:07 PM, Primefusion said:

    Exceptions are internal code errors (IE something went wrong inside of EA when it tried to parse your events and it blew up).
    If you post your events we can try to figure out the error.

    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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