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Found 24 results

  1. Trying to figure out how to edit the scripted event where Artur is attacked by the Mogul before the chapter gameplay starts. I rarely use event assembler, and honestly have no idea how to change the event code. I changed Artur to a cleric, so he has no weapons to attack the Mogul. The plan is for him to simply get hit once and the battle ends. I've spent hours trying to troubleshoot this one specific issue and it's giving me no end to my headache. Spoilering for size. I'm pretty sure this is the code for the specific event, but as it's a massive block of text, I have no idea where the event before it ends and the battle event starts. Event-for-eva.txt
  2. Event Assembler originally by Nintenlord! FEU Thread Future Planned Features Since I'm editing EA and incorporating new changes, as well as USING the new features, I thought I'd make a thread specifically dedicated to its maintenance and download. This is that thread. It did seem awkward to me that our most useful/powerful tool gets buried in the forums, and the latest version isn't in the OP of the thread it is on. With me developing for it as well as posting this thread, I can keep this post updated. Download Tools at FEU's EA Formatting Suite. Latest Version Download: Event Assembler V11.1 (Thanks @Stanツ_) Latest Changes: Previous Version Downloads And Short Description:
  3. Does anyone know how to alter the multiplier for effective damage in this game? I'm interested in hacking the game so that most effective weapons get a 3x bonus like in the Japanese version, rather than the 2x they got in the US. Most hacking tools don't seem to have tools for this, and I'm not well-versed enough in hacking to navigate the disassembler. Thank you in advance to anyone who can help with this. For those wondering, I've been messing around with FEBuilder, Event Assembler, and Nightmare. I'm trying to create a hack that undoes the localization changes, and this is the only one that's really giving me difficulty. EDIT: Never mind, looks like the question's been answered here. EDIT: Even though the question's been answered, I still can't figure it out. Has anyone used this patch before? EDIT: I figured it out myself. Thanks for nothing. Solved! EDIT: I'm not seeing a "mark solved" button on here, so I'm just adding the tag manually.
  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 So I've read a million outdated tutorials on this, Nintenlord and Markyjoe taught me how to make and insert the changes with EA, but nobody but arch has any info on coding it.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. I've been trying to insert a song to FE7 with event assembler, but I can't figure out how to make it work: Event Assembler doesn't even show an error when I run it at the end of the proccess, but when I try to open the rom the screen is just white. For the record what I did was place a midi over mid2agb, then take the resulting .s file and placing it over s2ea, then I opened Music Installer.event and added this: SongTable(8,Lussaria_Destiny,MapMusicGroup) #include "Lussaria_Destiny.event" and then I ran Event Assembler, which gave no errors. As far as I can tell, I followed all the instructions, but the resulting room doesn't start and is just a white screen.
  6. I'm trying to find the event where Vanessa and Moulder join your party, I'm trying to modify their starting class, could someone point me in the right direction? Ch1.txt
  7. Hi everyone, so I'm new to the hacking stuff, but I've been able to get through most of it with the numerous tutorials that I have found. However, I can't seem to find the answer to a few questions regarding FE7. 1.) In Chapter 1 Map, there's a glitch. Wil seems to show up for some reason, twice and very glitchy. The UPS patch can be found attached. 2.) Is there a way to make the game 1 story-line instead of the three original ones? destiny.ups
  8. So now my tile changes started working...but in a wrong way. When my unit visited the village, it got destroyed. I can't see anything wrong with Tiled, so maybe I make some mistake in my EA script. I don't know what it is though. Here's my Tiled screenshot: Here's my EA script: Could someone help me please? Thanks!
  9. I am trying to make a custom chapter. I inserted my map with Tiled successfully and followed the tutorial to write tile changes in EA script. Then I encountered this error: I googled about this for a while, but sill couldn't find the solution. This is my EA script: Could someone help me? Thank you vey much!
  10. Does anybody know how in fe8 eventing, I can make like a kind of "if" event. in other words, an event that is triggered only if something specific happened or happens. an example would be: if a specific character dies, then a unit warps in and gives You an ítem. which the ítem part i know just not how To trigger it ONLY if a specific character dies. thanks...
  11. Hey, I was wondering if anyone could help me out, so I'm trying to insert my chapter 2 map into the game, I made the offset the free space after my chapter 1 events end, switched the map tileset in nightmare to the proper set I used in Tiled, but when I loaded the map, the screen was black. I used Event assembler to add the OOBB, but it was still black, did I mess up the offset number or something, or did I write the events to the wrong offset? I attached screenshots of the two applications with the same data I used when importing
  12. Ugh, I don't know what i did this time but i probably messed something up. Long story short: When i apply the events of chapter 1, chapter 2 crashes and vice versa. Iv'e included the event files in the thread so if anyone can find the mistake it would be appreciated. Also: just a bonus pointer: If anyone can tell me how to not have events repeat (Like the text event in character events) it would also be appreciated. thanks. Map3.txt Map2.txt
  13. Hello, dear community! I've got a quick set of questions. I'm currently creating my own romhack and seem to be doing fine enough right now. I'm at this point in which I'm finished with the first chapter and want to move on to the second one. I'm using Eventiel to help myself a bit but I'm not sure how i would load a character that has leveled in the previous chapter with the same Level and EXP and stuff. Or if I should worry about that at all. Can some help a guy out? :D
  14. So, I'm trying to put a script into my hack, but it keeps saying there's an error at Line 162 at column 1. Here's my script: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) ORG 0xD80A88 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 Good: UNIT 0x01 0x20 0x01 Level(3, Ally, 0) [13,29] [13,24] [0x00] NoAI UNIT 0x02 0x28 0x01 Level(3, Ally, 0) [15,29] [14,25] [0x00] NoAI UNIT 0x2D 0x02 0x01 Level(3, Ally, 0) [16,29] [15,24] [0x00] NoAI UNIT 0x24 0x3C 0x01 Level(3, Ally, 0) [17,29] [16,25] [0x00] NoAI UNIT 0x04 0x14 0x01 Level(3, Ally, 0) [15,27] [15,25] [0x00] NoAI UNIT 0x31 0x1D 0x01 Level(3, Ally, 0) [13,27] [13,25] [0x00] NoAI UNIT Bad: UNIT 0x8D 0x0E 0x8D Level(4, Enemy, 1) [14,1] [14,1] [0x01, 0x0D] Guard UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [2,4] [2,4] [0x14] Guard UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [27,4] [27,4] [0x14] Guard UNIT 0x61 0x38 0x8D Level(3, Enemy, 1) [13,20] [13,20] [0x14] Guard UNIT 0x61 0x38 0x8D Level(3, Enemy, 1) [14,20] [14,20] [0x14] Guard UNIT 0x61 0x38 0x8D Level(3, Enemy, 1) [15,20] [15,20] [0x14] Guard UNIT 0x61 0x38 0x8D Level(3, Enemy, 1) [16,20] [16,20] [0x14] Guard UNIT 0x61 0x18 0x8D Level(3, Enemy, 1) [13,19] [13,19] [0x32] Guard UNIT 0x61 0x18 0x8D Level(3, Enemy, 1) [14,19] [14,19] [0x32] Guard UNIT 0x61 0x18 0x8D Level(3, Enemy, 1) [15,19] [15,19] [0x32] Guard UNIT 0x61 0x18 0x8D Level(3, Enemy, 1) [16,19] [16,19] [0x32] Guard UNIT 0x61 0x1D 0x8D Level(3, Enemy, 1) [14,18] [14,18] [0x4B] HealUnits UNIT 0x61 0x1D 0x8D Level(3, Enemy, 1) [15,18] [15,18] [0x4B] HealUnits UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [7,17] [7,17] [0x16, 0x78] Guard UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [22,17] [22,17] [0x16, 0x78] Guard UNIT 0x61 0x3C 0x8D Level(3, Enemy, 1) [7,0] [7,0] [0x01, 0x6A] StealFromChests UNIT 0x61 0x3C 0x8D Level(3, Enemy, 1) [22,0] [22,0] [0x01, 0x6A] StealFromChests UNIT 0x61 0x24 0x8D Level(3, Enemy, 1) [4,16] [4,16] [0x44] AttackInRange UNIT 0x61 0x24 0x8D Level(3, Enemy, 1) [1,16] [1,16] [0x44] AttackInRange UNIT 0x61 0x24 0x8D Level(3, Enemy, 1) [25,16] [25,16] [0x44] AttackInRange UNIT 0x61 0x24 0x8D Level(3, Enemy, 1) [28,16] [28,16] [0x44] AttackInRange UNIT 0x61 0x1C 0x8D Level(3, Enemy, 1) [24,8] [24,8] [0x3E] AttackInRange UNIT 0x61 0x1C 0x8D Level(3, Enemy, 1) [21,8] [21,8] [0x3E] AttackInRange UNIT 0x61 0x1C 0x8D Level(3, Enemy, 1) [21,3] [21,3] [0x3E] AttackInRange UNIT 0x61 0x1C 0x8D Level(3, Enemy, 1) [24,3] [24,3] [0x3E] AttackInRange UNIT 0x61 0x20 0x8D Level(3, Enemy, 1) [5,8] [5,8] [0x37] AttackInRange UNIT 0x61 0x20 0x8D Level(3, Enemy, 1) [8,8] [8,8] [0x37] AttackInRange UNIT 0x61 0x20 0x8D Level(3, Enemy, 1) [5,3] [5,3] [0x37] AttackInRange UNIT 0x61 0x20 0x8D Level(3, Enemy, 1) [8,3] [8,3] [0x37] AttackInRange UNIT 0x61 0x0A 0x8D Level(3, Enemy, 1) [12,8] [12,8] [0x01] AttackInRange UNIT 0x61 0x0A 0x8D Level(3, Enemy, 1) [17,8] [17,8] [0x01] AttackInRange UNIT 0x61 0x0A 0x8D Level(3, Enemy, 1) [12,4] [12,4] [0x01] AttackInRange UNIT 0x61 0x0A 0x8D Level(3, Enemy, 1) [17,4] [17,4] [0x01] AttackInRange UNIT 0x61 0x12 0x8D Level(3, Enemy, 1) [7,12] [7,12] [0x1F, 0x28] AttackInRange UNIT 0x61 0x12 0x8D Level(3, Enemy, 1) [7,13] [7,13] [0x1F, 0x28] AttackInRange UNIT 0x61 0x12 0x8D Level(3, Enemy, 1) [6,12] [6,12] [0x1F, 0x28] AttackInRange UNIT 0x61 0x12 0x8D Level(3, Enemy, 1) [6,13] [6,13] [0x1F, 0x28] AttackInRange UNIT 0x61 0x12 0x8D Level(3, Enemy, 1) [23,12] [23,12] [0x1F, 0x28] AttackInRange UNIT 0x61 0x12 0x8D Level(3, Enemy, 1) [22,13] [22,13] [0x1F, 0x28] AttackInRange UNIT 0x61 0x12 0x8D Level(3, Enemy, 1) [23,13] [23,13] [0x1F, 0x28] AttackInRange UNIT 0x61 0x12 0x8D Level(3, Enemy, 1) [22,12] [22,12] [0x1F, 0x28] AttackInRange UNIT Turn_events: TurnEventPlayer(0x0,EventAfterExitingPrepScreen,1) TurnEventPlayer(0x0,Evil_Dudes,15) End_MAIN Character_events: CharacterEvent(0x0,Old_Friends,0x01,0x13) CharacterEvent(0x0,Lady_of_the_Lake,0x01,0x25) End_MAIN Location_events: Chest(0x2C,11,17) Chest(0x83,18,17) End_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) End_MAIN TrapData: End_MAIN Opening_event: OOBB MUS1 0x34 FADI 10 BACG 0x15 TEX1 0x828 REMA MUEN 10 LOU1 Bad ENUN LOU1 Rescue ENUN CAM1 0x8D CURF 0x8D CURE FADI 10 MUS1 0x53 BACG 0x10 MORETEXT 0x829 REMA LOU1 Good MUS1 0x32 FADI 10 MORETEXT 0x82A REMA ENDB Ending_event: FADI 10 MUS1 0x39 BACG 0x15 TEX1 0x830 MNCH 0x03 ENDA // Events EventAfterExitingPrepScreen: OOBB FADI 10 CURF 0x01 CURE TEX1 0x82B REMA ENDA Evil_Dudes: LOU1 Altean_Scum ENUN ENDA Old_Friends: MUS1 0x42 TEX1 0x82C REMA TurnAlly(0x13) ENDA Lady_of_the_Lake: MUS1 0x3A TEX1 0x82D REMA ENDA // Manual Movement // Scripted Fights // Units Rescue:-The bold letter is where it keeps saying there's an error. UNIT 0x13 0x18 0x8D Level(2, NPC, 0) [1,1] [1,1] [0x00] Guard UNIT 0x25 0x40 0x8D Level(2, NPC, 0) [28,1] [28,1] [0x00] Guard UNIT Altean_Scum: UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [5,25] [5,25] [0x14] PursueWithoutHeed UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [5,28] [5,28] [0x14] PursueWithoutHeed UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [15,28] [15,28] [0x14] PursueWithoutHeed UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [25,28] [25,28] [0x14] PursueWithoutHeed UNIT 0x61 0x14 0x8D Level(3, Enemy, 1) [25,25] [25,25] [0x14] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(3, Enemy, 1) [0,7] [0,7] [0x15] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(3, Enemy, 1) [7,0] [7,0] [0x15] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(3, Enemy, 1) [22,0] [22,0] [0x15] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(3, Enemy, 1) [29,7] [29,7] [0x15] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(3, Enemy, 1) [0,12] [0,12] [0x15] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(3, Enemy, 1) [0,13] [0,13] [0x15] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(3, Enemy, 1) [29,12] [29,12] [0x15] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(3, Enemy, 1) [29,13] [29,13] [0x15] PursueWithoutHeed UNIT 0x61 0x12 0x00 Level(3, Enemy, 1) [12,0] [12,0] [0x1F] PursueWithoutHeed UNIT 0x61 0x12 0x00 Level(3, Enemy, 1) [17,0] [17,0] [0x1F] PursueWithoutHeed UNIT // Shop Data MESSAGE Events end at offset currentOffset Did I overlook something?
  15. I have a problem with event assembler. Everything works fine until i get the txt file made by the fire emblem randomizer file and the fixed patched rom to assemble. This keeps appearing- File fire emblem randomizer.txt line 238 column 1: no code name word found. And keeps going to 383. There are 74 errors. Does anyone know how to fix this?
  16. I was wondering whether there was a specific code in EA that would cause a game over? I'm doing something where if a bandit steps on a certain tile (the village), its a game over, and I want to know if there is a non death quote way to do it.
  17. So, I've been trying to experiment with some rom hacking programs recently, primarily GBAGE and Event Assembler. I read in Nintenlord's resource thread that I would need Mono to run some of these programs on a non-windows computer (I use a mac). So, I downloaded Mono, and when I use it to start GBAGE up from Terminal, it works perfectly normally. That is, at first. Instead, as soon as I go to the drop-down 'file' menu and click Open Rom, two things happen simultaneously: 1. GBAGE crashes. 2. A bunch of text gets vomited up in Terminal. Event Assembler seems a bit better, except that the exact same thing happens, only later when I click Disassemble after loading a rom and a .txt file. I've tried redownloading, and I end up with the same problem. Any idea what might be causing this? It's probably just some stupid mistake that I made at some point during the installation process, but I can't seem to pinpoint where that mistake was made. Thanks in advance.
  18. So, Longtime Lurker here, finally made an account to start participating in the community since I'v started making my hack. essentially what my problem is when I apply the text file I am using for my prologue to any fire emblem ROM along with making the starting character a female cavalier eliwood (these are what I'm replacing with the character who is supposed to start) it also adds an off the screen level 0 hector with an iron sword which you can reach by pressing A once or twice (I'm on VBA) so it translates to pressing R on an actual GBA. since I have tested this on a clean ROM it must have to do with the event coding I am using, I will post that here, it's unfinished but I hope someone can figure out the reason for the phantom hector! thanks in advance! for refrence I'm attacking the text file im putting into event assembler ps. if anyone finds something else horribly wrong with the eventing please do notify me, I very recently started learning. Prologue.txt
  19. Hi! I am new to ROM hacking in general. I am ROM hacking FE8. I am getting a totally dark screen upon entering the prologue. Here are the things I've changed so far: Overwrote with Event Assembler Changed the maps for Prologue and Ch.1 Changed text (but that worked completely fine, and, well, its just text xD) Am I pointing to the Prologue wrong or something. I've been troubleshooting since this morning and nothing seems to work! [spoiler=Event Assembler Code]#include EAstdlib.event #define DQTableOffset 0xC9F2EC #define DeathQuoteTable(index,CharacterID,ChapterID,TextPointer,EventPointer,TriggerID) "ORG DQTableOffset+(16*index); BYTE CharacterID; BYTE ChapterID; ALIGN 4; SHORT TextPointer; ALIGN 4; POIN EventPointer; BYTE TriggerID; ALIGN 4" EventPointerTable(0x07,ThisChapter) ORG 0xE47880 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN AnimationUnits1 POIN AnimationUnits2 POIN GoodBattleUnits1 POIN GoodBattleUnits2 POIN BadBattleUnits1 POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene VanessaDies: ENDA SyreneDies: ENDA TurnBasedEvents: TURN 0x00 BeginningScene [1,0] 0x0 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: DeathQuoteTable(0x00,Vanessa,0x43,0x00,VanessaDies,0x65) DeathQuoteTable(0x00,Syrene,0x43,0x00,SyreneDies,0x65) DefeatAll(EndingScene) END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: ENDTRAP ALIGN 4 AnimationUnits1: UNIT Gilliam General 0x0 Level(3,Ally,False) [13,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [steelSword,SteelLance,SteelAxe,Elixir] UNIT Moulder Bishop Gilliam Level(1,Ally,False) [12,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [Lightning,Mend,Vulnerary,0x0] UNIT 0xC0 Soldier Gilliam Level(10,Ally,False) [10,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironLance,0x0,0x0,0x0] UNIT 0xC0 Soldier Gilliam Level(10,Ally,False) [16,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironLance,0x0,0x0,0x0] UNIT 0xC0 Soldier Gilliam Level(10,Ally,False) [10,1] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironLance,0x0,0x0,0x0] UNIT 0xC0 Soldier Gilliam Level(10,Ally,False) [16,1] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironLance,0x0,0x0,0x0] UNIT AnimationUnits2: UNIT Vanessa FalcoKnight Gilliam Level(1,Ally,False) [30,30] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironSword,IronLance,Vulnerary,0x0] UNIT GoodBattleUnits1: UNIT Vanessa FalcoKnight Gilliam Level(1,Ally,False) [15,15] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironSword,IronLance,Vulnerary,0x0] UNIT GoodBattleUnits2: UNIT Syrene FalcoKnight Hayden Level(1,Ally,False) [1,1] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [ironSword,IronLance,Vulnerary,0x0] UNIT BadBattleUnits1: UNIT 0x68 Warrior 0x0 Level(1,Enemy,False) [15,1] 0b 0x0 0x1 0x8B3BFC [ironAxe,Elixir,0x0,0x0] [0x6,0x3,0x0,0x0] UNIT 0x2D Bandit 0x0 Level(10,Enemy,False) [14,1] 0b 0x0 0x1 0x8B3C04 [ironAxe,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2E Bandit 0x0 Level(10,Enemy,False) [15,2] 0b 0x0 0x1 0x8B3C0C [ironAxe,0x0,0x0,0x0] [0x0,0x12,0x2,0x0] UNIT BeginningScene: LOMA 0x1 _LOAD1 0x1 AnimationUnits1 ENUN MUS1 0x26 TEX8 0x664 [8,8] ENUN CURE STAL 60 _LOAD1 0x1 AnimationUnits2 MOVE Vanessa [14,3] CUMO Gilliam MOVE Vanessa [1,1] DISA Vanessa CUMO Gilliam TEXTSTART TEXTSHOW 0x903 TEXTEND REMA LOMA 0x0 _LOAD1 0x1 GoodBattleUnits1 TEXTSTART TEXTSHOW 0x90D TEXTEND MOVE Vanessa [8,8] _LOAD1 0x1 GoodBattleUnits2 TEXTSTART TEXTSHOW 0x90E TEXTEND MOVE Syrene [7,8] TEXTSTART TEXTSHOW 0x90F TEXTEND _LOAD1 0x1 BadBattleUnits1 TEXTSTART TEXTSHOW 0x910 TEXTEND ENDA EndingScene: MUS1 0x31 TEXTSTART TEXTSHOW 0x918 TEXTEND MOVE Vanessa [15,15] DISA Vanessa MOVE Syrene [15,15] DISA Syrene FADU 16 REMA MoveToChapter(0x1) ENDA MESSAGE Events end at offset currentOffset
  20. 18Luxpain

    Yes or No

    Hi, sorry to bother whoever is reading this, but I had a quick question about the IFYN condition. I've been working on a little project the past few days for my own enjoyment, and I wanted to do something like the creator(s) of Elibian Nights did with their story select; however, every time I try to create a code to do the same thing the game goes back to the opening when I try to talk to a character. I've sifted through Arch's tutorial and the Ultimate Guide, but I seem to be struck with stupidity and cant get the condition to work, or even the Yes/No option to pop up. Ive pasted the relevant code below, if anyone could take a little bit of time to tell me what I messed up on I would be grateful! (In FEditor Adv) [OpenMidRight] [LoadFace][0xFF][0x01] Are you awake?[Yes][X] (In my code) Veronica: TEX1 0x0814 IFYN 0x01 MNCH 0x01 ENDA ELSE 0x02 ENIF 0x01 ENDA
  21. Is there anything that would cause DefeatBoss pointer in EA to stop working? As in anything event related to the DefeatBoss quotes and conversations stopped working all of a sudden for my ROM when they previously worked in earlier chapters. I erase all my game data and restarted my hack and played through, anything related to the boss quotes stopped working. This is for FE7 by the way. This is the third time that it has happened to me. Are there certain spaces in the so called free section of the ROM that contain important bytes? I feel as if when I get to the 0xD83000 section my ROM starts gtliching out. Notably with Boss Quotes. Specific Boss Quotes, non specific boss quotes, and boss death quotes that all worked previously are now not appearing when the conditions are met (Ex: batta dies and says something, now when he dies nothing happens and any chapter goal related to the boss death does not trigger anymore. I checked the event IDs in nightmare, check my EA scripts but all I've been changing are dialogue and portraits in Feditor since the time that the ROM was working correctly. I do make sure to not have more than one program open when I save my changes too.
  22. I was wondering if anyone knew how many event triggers there are in FE7 ROM? I read not to use 0x01 - 0x04, and 0x65 as the game hardwired them into certain things. Do they go all the way to 0xFF? What I mean is, events such as villager visiting or character talk events have an event ID associated with them in order for it to run in the game, and I noticed that death triggers, unspecified and specified conversations deal with generally the same numbers. Are they all drawing from the same pool of trigger IDs? For example, say I have 2 bosses in one chapter and they use trigger ID 0x11 and 0x12 respectively for their specficied conversations. Does this mean that I can no longer use ID 0x11 and 0x12 or is it only for that one chapter? I also noticed that trigger IDs that only activate once per chapter is still usable the next chapter (ex. 0x02 for boss death quotes). Is boss death quote trigger ID only attached to 0x02 or can any other number work? (ex: 0x05 or 0x06) And say for example 0x05 did work, would I still be able to use the trigger ID 0x05 for say a character talk event in another chapter? Sorry if its confusing, did my best to explain what I'm having problems with.
  23. I'm (sort of) new to hacking roms, so, sorry if this is basic stuff. I'm making my own Fire Emblem 7 hack, and I am having trouble with Chapters 1 and 2. I made my own custom maps for both chapters, including the Prologue. The prologue runs fine, the map and events go perfectly, but chapters one and two are different. Chapter 1 connects to both the prologue and chapter 2 perfectly. You can win and go to the next chapter, so all is well. Anyways, I inserted the map for chapter 2, and the map for chapter 1 stopped working. The offsets are completely different, and I made sure that both event offsets and map offsets are for their respective chapters. When I assemble the events and insert the map for chapter 2, chapter 1's events and map stop working. But when I try to fix that, Chapter 2's map gets messed up, even though the events are fine. If I fix one, the other is messed up, what could be going wrong? Also I used Tiled to insert my maps. My apologies if this has been asked before, but I've looked for help everywhere, but to no avail. Thanks in advance.
  24. When trying to insert my events into an FE7 ROM, I get this error. I've been trying to figure it out for a while now but I'm still lost. Can anybody explain what this means (as in what it's saying I screwed up?) Finished. 1 errors encountered: Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at Nintenlord.Event_Assembler.Core.Program.Assemble(String inputFile, String outputFile, String languageName, ILog messageLog) at Nintenlord.Event_Assembler.UserInterface.MainForm.<.ctor>b__1(Object sender, DoWorkEventArgs args) No data written to output.
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