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Pack yak

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  • Favorite Fire Emblem Game
    Blazing Sword

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Newbie (1/14)

  1. To Agro: After 2 hours, I have finally figured out what I did wrong with your macro, and it now works- resulting in the death quote showing up AND the chapter ending. Thank you so much. One last thing- For using this macro in other chapters, do I use the same ORG, or change it each chapter?
  2. I said that I have already tried it, yet somehow failed-, i'll try again however Should the desired address be free space, or the hex of the death quote?
  3. ^ Its not that you are bad at explaining things. I did everything you said, still no results. Although I don't think it is, but is it possible that by switching the maps of two levels (in this case, map 6 with map 29/30) would in anyway affect how this works? In this case, the old boss, Bool is being switched with Oleg as the example. Into text doc. Oleg Warrior 0x00 XXXXXXX Misc_events GameOverIfLordDies DefeatBoss(Ending_event) AFEV Ending_event /stuff No event has the event ID of 0x02 As for the death quote editor, I've switched Oleg's and Bool's info each way, both seperatly and independently with no results. So 0x34 became Oleg Blood of pride BFB 0x00 0x02 And 4A became Oleg Blood of Pride BFB 0x00 0x02 No death quote showing up, even when doing Bool with his default options none would come up. Unless I'm doing something wrong by spawning them in the text doc/map change, I'm unsure of what I'm doing wrong.
  4. I looked at your link for death quote macros- after trying I still managed to fail. By "normal" I mean the default options of 0x02 for trigger ID, the bosses all on the chapters assigned, etc. The death quote event still does not show up. Maybe an example if not to hard could be given?
  5. ^ looked through nightmare, everything was "normal" Besides DefeatBoss/AFEV is there anything else I should put in the textfile for the death quote to be triggered?
  6. ^No events have a trigger ID of 0x02 except the death quotes in the death quote editor OR when I try to use AFEV Also. for your example of Oleg's death quote, would you use AFEV 0x00 Ending_event 0x4A?
  7. ^Thank you. This will hopefully this will be the last time I bother you guys. After consulting each guide, video tutorial, the liberies, etc. I still have been unable to get the bosses death quote to load. To get this problem out of your hair, I'd like to ask if anyone could tell me whatever they can that relates to it- whether AFEV, DefeatBoss, ORG, etc. The more info you angrily caps lock at me, the more of a chance I can find out whats wrong, and can finally stop bothering you for a while- as well as releasing the beta version of my hack. So I beg you, tell me the most basic of info concerning the death quote, it could easily be something I haven't seen in a guide, or may have overlooked. I'll give you what I'm currently testing to no avail with. Misc_events: CauseGameOverIfLordDies AFEV 0x00 Ending_event 0x02 I've heard of versions where offsets are used as opposed to pointers, but am unsure how I would accomplish this. Misc_events: DefeatBoss(Ending_event) Only macro I know of besides the one's that have been linked to me (Which I have attempted, and failed. Sorry Agro/Blazer.) Unsure if anything else is needed other than the info in nightmare, which is always 0x43 Text value 0xxxx 0x00 0x02. Any suggestions welcomed.
  8. Another question- Is there a way to keep units from gaining/giving EXP?
  9. Sorry for bothering you for the 55th time tonight, but I have a problem with a seize event. I'm unsure how to give a character the power to seize.
  10. It works perfectly. Thank you both- sorry for having to deal with me. The other problem of chapter 4 was hopefully just caused by backtracking through chapters, and should hopefully work fine- if not I'll cry.
  11. I did, only to find out the second place overlapped with your previous suggestion. (Did this prior to seeing it) I am currently changing the location a third time, this time to somewhere that will not overlap.
  12. Is it possible to remove, or to "clean" the a certain space in the hex editor? As I said, it could be writing over the original space, causing a problem. But if you think its still over writing it I'll move it farther back and tell you the results
  13. Random LOU1s were simply for myself, they dont affect the event in anyway. I am still having trouble with the overlap- but this may be due to the fact that I'm unsure what to do after moving it. (I may have only given it a 2nd location as opposed to moving it however) As said, for some reason the chapters work individually of each other- only the one reassembled before will work, while the other will not.
  14. As requested, here are both event files. As stated before, my keyboard hates me and makes me unable to make a spoiler warning box. Chapter 2 #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) ORG 0xDA1180 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: LOU1: UNIT Glass 0x0A 0x00 Level(7,Enemy,False) [12,15] [12,15] [steelSword,0x60][0x00,0x03,0x00,0x20] UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,4] [12,4] [ironAxe] [0x00,0x00,0x00,0x00] UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,6] [12,6] [ironAxe] [0x00,0x00,0x00,0x00] UNIT 0x69 0x0A 0x00 Level(4,Enemy,False) [10,4] [10,4] [ironSword] [0x00,0x00,0x00,0x00] UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [13,16] [13,16] [ironSword] [0x00,0x00,0x00,0x00] UNIT 0x69 0x12 0x00 Level(4,Enemy,False) [13,14] [13,14] [ironAxe] [0x00,0x00,0x00,0x00] UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [11,14] [11,14] [ironAxe] [0x00,0x00,0x00,0x00] UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [11,16] [11,16] [ironSword] [0x00,0x00,0x00,0x00] UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [6,6] [6,6] [ironAxe] [0x00,0x00,0x00,0x00] UNIT 0x69 Archer 0x00 Level(4,Enemy,False) [4,2] [4,2] [shortBow] [0x00,0x00,0x00,0x00] UNIT Empty Reinforcements: LOU1: UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [13,16] [13,16] [ironSword] [0x00,0x00,0x00,0x00] UNIT 0x69 0x12 0x00 Level(4,Enemy,False) [13,14] [13,14] [ironAxe] [0x00,0x00,0x00,0x00] UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [11,14] [11,14] [ironAxe] [0x00,0x00,0x00,0x00] UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [11,16] [11,16] [ironSword] [0x00,0x00,0x00,0x00] UNIT Empty Reinforcements2: LOU1: UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [2,0][2,0] [ironSpear] [0x00,0x00,0x00,0x00] UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [3,0][3,0] [ironSpear] [0x00,0x00,0x00,0x00] UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [4,0][4,0] [ironSpear] [0x00,0x00,0x00,0x00] UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [5,0][5,0] [ironSpear] [0x00,0x00,0x00,0x00] UNIT Empty Reinforcements3: LOU1: UNIT Erk 0x20 0x00 Level(5,Enemy,False) [13,4][13,4] [Fire] [0x00,0x03,0x00,0x20] UNIT Empty Good: LOU1: UNIT Kent_t 0x28 0x00 Level(1,Ally,False) [11,15] [11,15][ironSword][0x00,0x00,0x00,0x00] UNIT Guy 0x06 0x00 Level(1,Ally,False) [0,3] [0,3] [ironSword] [0x00,0x00,0x00,0x00] UNIT 0x0A 0x3A 0x00 Level(2,Ally,False) [2,3] [2,3] [ironAxe] [0x00,0x00,0x00,0x00] UNIT Serra 0x1D 0x00 Level(3,Ally,False) [2,2] [2,2] [Mend,0x74,0x6B] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: OpeningTurnEvent(Opening_event) Turn 0x00 Turn5Event [05,00] 0x8 0x00 Turn 0x00 Turn6Event [06,00] 0x8 0x00 Turn 0x00 Turn7Event [07,00] 0x8 0x00 Turn 0x00 Turn8Event [08,00] 0x8 0x00 END_MAIN Character_events: CHAR 0x05 SerraErk Serra Erk 0x00 END_MAIN Location_events: Village(0x06,village1,13,3) Armory(ArmoryData,1,3) END_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) END_MAIN Opening_event: FADI 10 BACG 0x22 FADU 10 TEX1 0x80C REMA LOU1 Good ENUN LOU1 Bad ENUN ENDA Turn5Event: LOU1 Reinforcements ENUN LOU1 Reinforcements2 ENUN TEX1 0x80D REMA ENDA Turn6Event: LOU1 Reinforcements ENUN LOU1 Reinforcements2 ENUN ENDA Turn7Event: LOU1 Reinforcements ENUN LOU1 Reinforcements2 ENUN ENDA Turn8Event: LOU1 Reinforcements2 ENUN LOU1 Reinforcements3 ENUN ENDA SerraErk: FADI 10 BACG 0x02 FADU 10 TEX1 0x080E REMA CUSI (Erk) ($A7) DISA (Erk) ENDA village1: FADI 10 BACG 0x02 FADU 10 TEX1 0x080F REMA ITGV SteelAxe ENDA Ending_event: FADI 10 BACG 0x22 FADU 10 TEX1 0x0810 REMA MoveToChapter(04) ENDA ArmoryData: SHLI IronSword IronAxe TrapData: Chapter 3 #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x15,Pointers) ORG 0xDA1300 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,4] [12,4] [ironAxe] [0x00,0x00,0x00,0x00] UNIT Empty Good: UNIT Kent_t 0x28 0x00 Level(1,Ally,False) [11,15] [11,15][ironSword][0x00,0x00,0x00,0x00] UNIT Guy 0x06 0x00 Level(1,Ally,False) [0,3] [0,3] [ironSword] [0x00,0x00,0x00,0x00] UNIT 0x0A 0x3A 0x00 Level(2,Ally,False) [2,3] [2,3] [ironAxe] [0x00,0x00,0x00,0x00] UNIT Serra 0x1D 0x00 Level(3,Ally,False) [2,2] [2,2] [Mend,0x74,0x6B] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: OpeningTurnEvent(Opening_event) END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) END_MAIN Opening_event: HIDEMAP FADI 10 BACG 0x02 FADU 10 TEX1 0x0811 REMA SHOWMAP LOU1 Good ENUN LOU1 Bad ENUN ENDA Ending_event: MoveToChapter(05) ENDA TrapData: ENDTRAP Chapter 3's event ORG was moved from 00DA1300
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