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TytoCorvus

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  1. I didn't post it originally because I thought it was a problem with my library files or something. Here are the events:
  2. Hey, I think something in my EA Std Library is incorrect somehow. I'm getting this error when trying to assemble a chapter : Finished. Messages: Original ending offset is 0x591F88 and the new ending offset is 0xE49088 Blah blah blah, all the offset stuff is normal. 1 errors encountered: File Ch4.txt, Line 108, Column 1: Symbol Mage_F isn't in scope No data written to output. 1 warnings encountered: #ifdef's are missing at the end I'm pretty sure that my EAstdlib files are fine, and I just looked through my "FE8 Definitions.txt" file and everything seems to be in order. I've never encountered this error before, if anyone else has and could tell me what's going on I would greatly appreciate it!
  3. Forgive me, accidentally submitted the post twice.
  4. It was indeed solved on FEU. It was a super simple fix, actually. Simply opening up the ROM in FEditor Adv and saving it, then reopening it made the text editor available again. Go figure.
  5. Hi! I would like to move generic enemy units after they have been loaded in FE8, but I'm having difficulty figuring out what I should use to specify which one I would like to move. Moving units that are bosses or player characters is easier because I don't get that problem (just specifying which character number they are seems to do the trick) but I am totally lost as to how I am supposed to tell the game which of the generic units generated from char 0x8E I want to move. I looked at an earlier chapter where after the units were loaded and moved via REDA; they were then moved again. The code for it looks like this: MOVE 0x46 [2,2] // This is the boss moving. _SETVAL 0xB 0x60001 // This is what moves the other units post-REDA _MOVE 0x18 0xFFFE [1,4] _SETVAL 0xB 0x60003 _MOVE 0x18 0xFFFE [3,3] _SETVAL 0xB 0x80001 _MOVE 0x18 0xFFFE [9,5] _SETVAL 0xB 0x70002 _MOVE 0x18 0xFFFE [8,3] _SETVAL 0xB 0x80003 _MOVE 0x18 0xFFFE [5,6] _SETVAL 0xB 0x90002 _MOVE 0x18 0xFFFE [3,6] ENUN How do I specify which unit I want to move?
  6. Hey! I'm new to FE Universe but not completely new to modding FE8. I'm getting this error where I can't get the Text Editor tool to open. All of the other tools open fine for most of my ROMs, but in the one i'm trying to open, I added another text entry, increasing the total number of entries from 0xD4B to 0xD4C. I understand that when FEditor Adv adds something like that it places it at the end of the ROM, (which is where I found the data, so i know it's there). Is it possible to have more than the original number of text entries in a single FE8 ROM? If so, how can I change it so I can use FEditor Adv correctly?
  7. Sorry I forgot to respond, this worked perfectly for me and since i've been caught up doing work! Thank you very much for your help!
  8. Thank you for responding. I figured that much and had been trying that method, but still had no success. Leaving the ORG and MESSAGE lines throughout the events .txt file and placing it in the free space means it doesn't run at all when the chapter starts (even after making sure that the event data table has the correct pointer). I get a better result when I remove said lines and place it in free space but it still eventually freezes on me, and I have no idea why that might be. Is there a specific order the events have to be in that the ORG and MESSAGE lines took care of?
  9. Hello! I'm currently working on a mod where I would like to take the chapter data from Fire Emblem 8 and add more units. To do so, I had disassembled the chapter data using the Event Assembler. I thought that I might be able to simply find where the units were loaded and add new lines where I might want to add new units. The disassembled code looks like this: ORG $8B40A0 Units1: UNIT 0x1 0x2 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4008 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4010 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT label30: UNIT 0x46 0x9 0x46 0x24 [2,9] 0b 0x0 0x1 0x8B4018 [0x14,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x80 0x4E 0x46 0x15 [1,9] 0b 0x0 0x1 0x8B4020 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x46 0x15 [2,9] 0b 0x0 0x2 0x8B4028 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x46 0x1D [2,9] 0b 0x0 0x1 0x8B4038 [0x14,0x0,0x0,0x0] [0x3,0x12,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [1,9] 0b 0x0 0x1 0x8B4040 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [2,9] 0b 0x0 0x1 0x8B4048 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [2,9] 0b 0x0 0x1 0x8B4050 [0x1F,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT label35: UNIT 0x4 0x5 0x1 0x8 [5,0] 0b 0x0 0x1 0x8B4058 [0x1,0x14,0x6C,0x6C] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x20 [6,0] 0b 0x0 0x1 0x8B4060 [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B41B8 and the new ending offset is CURRENTOFFSET The issue I'm having is that I can't just re-insert the code after i've added lines under label30 (or anywhere, for that matter). I'm pretty sure the issue has something to do with the layout of the disassembled code, because it reassembles with no errors, and it will start but freezes eventually. I think this method overwrites some other portion of the event data. Unfortunately, removing the ORG and MESSAGE lines throughout the code and placing the event data within free space generates the same issue. Is there a way that I can change chapter data without having to rewrite the chapter entirely?
  10. I really, really like a lot of these portraits. Even as someone who can't make sprites of peoples faces that well, i can recognize that a lot of these faces weren't copy-pasted, and bring their own uniqueness to the character. I can't wait to see more!
  11. Hey, i'm having some issues with editing chapters in vanilla FE8. I'm very familiar with Nightmare and understand the processes for editing all the values available with that program. That said, i'm having troubles adding enemies to the prologue chapter of the game. I try simply adding units (complete with REDAs) and the map goes black after the prologue cutscenes. If i attempt to place the new content at the back of the file and then reassemble it, similar issues happen. I then changed the starting offset of the file entirely to an empty position in the ROM and altered the event data pointer in Nightmare accordingly and still the screen goes black. Does anyone have any experience dealing with issues like these?
  12. really? huh. I'm currently just parroting what the Ultimate Tutorial says (which worked perfectly for me) Use this if you aren't already, starting at chapter 56: http://www.feshrine.net/ultimatetutorial/
  13. First of all, i don't see any palette in the upper right hand corner. Make SURE you have all 16 colors in a 2 x 8 pixel format in the upper right hand corner with the transparent color (green here) being in the uppermost right corner. Second of all, if you aren't using the program Usenti for this kind of work, you should be. It's designed for this kind of stuff and will tell you exactly how many colors you are using. And no, it doesn't matter if the palette is different than the one that Lyn uses.
  14. Nice! that fixed the issue immediately. I think the issue i was having was i requantized the palette to make sure i had the right number of colors in Usenti, and although it didn't appear to change the image it must have somehow. Thank you!
  15. I'm having an issue with Map Sprite editing. I understand that it's very similar to item icon editing where you save the bitmap of the icons used in-game, edit them with Usenti so you don't accidentally warp the palettes, and then put it back into the game. However, every time I attempt to edit a map sprite then return it to the game, it returns an error where it says the new file is larger than the old file (even though they're the same size). I followed all of the steps in the Ultimate Tutorial, and it suggests to place it somewhere else in the ROM where there is free space. I put it there (with GBAGE's reset pointers box checked) and it allows insertion but messes up the palette of what i inserted (not what was there originally, i didn't insert a palette). i'm 100% certain that what i'm inserting doesn't have any colors that aren't in the map sprites' palette, i double and triple checked using FEditor, GBAGE, and APE. Anyone know perhaps a solution to the issue i've been having?
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