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Showing results for tags 'Map Insertion'.
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So i'm new to hacking, and i made my first map using Yeti's Map randomizer/maker. I made my map, assigned each tile the correct tile type (for example, giving walls a wall property) and saved it as a .mar file. I inserted it into a clean fe rom using the mar array inserter, and made sure i had the correct pathway/dataline that corresponded with HxD. I then set the correct settings (i think) in nightmare, and loaded it in. However, while it looks fine for a couple of frames, after a few many tiles turn into a weird sort of water. As far as the tiles themselves go, they still have the correct properties, (walls function as walls), but the tiles just look weird for some of them. If it helps, this is the fe7prologue, and i havent yet edited the events which is why units are in non valid locations, and i made it using the fe7 fortress tileset. Any thoughts on what i may have done wrong?
EDIT6: Decided to change the topic title and erased the edits because I finally got everything working. Short summary of what I've done recently with the help of tutorials. Used Mappy to insert maps, got it working but I didn't understand how to close villages. Gave Tiled a chance, and after some screw-ups on my part, finally got it working and was able to insert maps in the game thanks to Nintenlord's tutorial, I still need to see if the village is destroyed. My mistake is that I wasn't putting a "Main" property in what I called "The Main Layer", but my current questions are below. EDIT5: Can anyone answer me why was the "Write Map Pointer to" C9C9D8? And what was "Write Map Change ptr to" and why was the pointer chosen C9CA00? The Tutorial says "Here's how it looks like when I insert my map to FE7 and replace Prologue map pointer and Ch2 map changes:" But what does Chapter 2 has to do with this? This is the last bit I need continue (well, I still need to insert Chapter Events beyond the Prologue, change the tilles of chapters and know how does the game handle the Preparations Screen) so if someone can tell me where to find this, I'll finally be able to continue. Once again, thanks to anyone reading this, and I wish that I finally get a response. Will try to make a mini-event with the new map to see if the village is destroyed. EDIT7: Got the map to work using Avril method using this topic as reference: http://serenesforest.net/forums/index.php?showtopic=56980 However, as the map didn't have any changes, no villages were harmed in that tutorial. I have a village, and a Brigand does go and attacks the village, however, the village isn't destroyed. It stays there, so every turn, the Brigand attack the village, but with no success of destroying it, It's super sad to see a Brigand failing to destroy a village. Even used the weird pointers at the end of the Tiled Map Inserter, and they didn't make a difference. So...what I'm doing wrong? This is the map and the Event script I'm using. Map: http://postimg.org/image/pccm0x0t3/ http://postimg.org/image/d5iiu7ql3/ Event script: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0x1000080 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 Lyn_t LynLord Lyn_t Level(1, Ally, 0) [1,6] [1,6] [ironSword, Vulnerary] NoAI UNIT Kent_t Mercenary Lyn_t Level(1, Ally, 0) [1,7] [1,7] [ironSword, Vulnerary] NoAI UNIT Bad: UNIT Batta Brigand 0x00 Level(1, Enemy, 0) [3,4] [3,4] [ironAxe] DestroyVillages UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [3,3] [3,3] [0x00] DestroyVillages UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: Village(0x05,Village1,2,2) End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN LOU1 Bad ENUN ENDA Village1: FADI 10 BACG 0x02 FADU 10 TEX1 0x815 REMA ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset So, any guesses? Do I have to put a Location Event to make the village get destroyed/closed (in case I visit it, of course). EDIT8: Sigh...updated my map to have a closed village tile, made an event to visit the village and it doesn't close, AND the brigands don't even try to destroy it. At least the village cannot be visited again. Can someone please help me? In this topic, it was the exact same problem: http://serenesforest.net/forums/index.php?showtopic=52612 Yet how they solved it remains unknown to me... EDIT9: http://serenesforest.net/forums/index.php?showtopic=35944 Oh, almost got it! Thanks to the above tutorial, I ALMOST got it to work. Instead of closing the village, it destroys it, but it's something at least. I still don't understand what is the exact function of the Map Reference Table and the Map Changes Reference Table, nor why it has to be those values, but I can figure out that later (at least, I hope so). Let's see if I can somehow close the village instead of destroying it. EDIT10: AHHHHHHHHH! Finally, I was able to close that damn village! After all of my time waiting for answers, I finally could close one damn village! Oh my Ashera, why is closing a damn village so complicated anyway?! The Brigands ignore the village, so I don't see if they're capable of destroying it, but it's nothing too important (at least right now). Finally...thanks to everyone that posted. kappa.
I've been trying out FE hacking recently and I've been trying to insert a map to replace the prologue in FE7. My questions are: Once a map has been made and generated and inserted using Fe map creator and MAR array inserter, how do I set it so that the new map replaces the prolouge map using Nightmare? How do I add units and enemies and such into my new map using Nightmare? Any help or links to tutorials are greatly appreciated.