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Found 17 results

  1. Hi folks. I've been having the hardest time getting village tile changes to work for approximately an eternity now. I'm using Tiled and Tiled Map Inserter, and I've been following Nintenlord's tutorial to a tee. Still, the game refuses to use a different tile change for visiting and destroying a village, as shown: Here's my tile setup: I know the destroyed tiles are supposed to be on top and have a lower ID, which I've done. I tried putting the closed layer on top, which results in the game using that one for both events instead: I've triple checked that neither of the IDs are already used in the chapter (I've tried different IDs too), I've tried shuffling the 3 layers around with every possible order, but no dice. At this point I'm well and truly out of ideas ¯\_(ツ)_/¯ Edit: *Facepalm* A single hour after I post this and a random idea that ends up being the solution crosses my mind. I guess the game doesn't like that I used the entire 3x3 village for the closed tile change. Just the gate by itself is what it's looking for. The more you knoooooow
  2. Hi guys, today I decided to download Tiled to create a map, as long as I found a problem, after having imported some graphics to test tiled I found this problem (Go to see the image)… Can anyone help me to resolve this problem?
  3. I created a map using Tiled for FE7, but every time I try to put the map in the game using the inserter I get an error message that says, "Value was either too small or too large for an Int32" and the map doesn't get added. I've looked around and haven't found anyone with a similar problem, does anyone know how I might be able to fix this?
  4. Download: https://dl.dropbox.com/u/35795576/Tiled%20Tutorial.zip Alternate Download Map Reference Table: https://dl.dropbox.com/u/35795576/TutorialsAndResources/Map%20Information.html Map Changes Reference Table: https://dl.dropbox.com/u/35795576/TutorialsAndResources/Tile%20Changes%20Information.html This is a tutorial I made ages ago because I felt Nintenlord's wasn't very good. It explains in excruciating detail how to make and insert maps into Fire Emblem 7. It uses numerous images and diagrams for visual aid. It also has two reference tables to help you figure out the exact offsets of the original maps and tile changes so that you can replace them easily. Not even a person with an extra chromosome will fail at making maps now! Let me know if I wasn't detailed enough at certain parts, or if you come across any problems.
  5. gtdfg

    Help w/ Tiled

    Hi again, sorry for asking so many times about stuff. Based on Markyjoe's Tiled Tutorial (http://markyjoe.com/Tutorials/Tiled_Tutorial/Tutorial.html), I learned to create basic maps and inserting them without tile changes. But the problem comes when I try to insert the tile changes. I've written the properties manually, the map size is 16x10 squares (same size as the first prologue chapter), and quite a bit of errors show up, including this one from the pic and others with the ID, though I think I solved the ID issues. Still trying to figure out, but if anyone happens to know, it would help a lot. I don't think I need knowledge from event hacking on this yet; I'm still learning about that on Arch's post, and the Tutorial doesn't mention anything about event hacking. I'm not sure about what kind of object reference the error message is mentioning... Sorry for the trouble again if you decide to help, I'll update the situation if I find a solution myself. (I highlighted the most important part of the blog because I felt it was kinda ranty-ish and I just wanted to show the point)
  6. So, I just found out about Tiled and I'd like to use it. However, after downloading it, I realised I needed its inserter; Nintenlord's link to it on Dropbox 404'd, so I tried to find it elsewhere. Sadly, I can't find it for the life of me; I searched everywhere. Could anyone be so kind as to redirect me to a download link? Thanks in advance.
  7. Cannot figure out why this error is appearing and ill link screenshots of each layer and its properties and if anyone can figure this out you'll be a lifesaver, thanks!
  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. 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
  10. Hey I was wondering if anyone could help me with a problem I'm having importing my map changes using Tiled. I followed Nintenlord's old tutorial and the map appears fine as well as all the all the dialogue where it should, the problem I'm having is after I visit a village, the village does not close itself and allows me to continually visit it, as well as after recruiting an enemy unit to your side, you can talk to him again and the same conversation plays. Anyone know how I could fix it? I included my Notepad++ file I was using and also an image of the map and the Tiled file if anyone wanted to double check my layers (I know it looks a bit basic but it's my first time making a map) if anyone could help me I'd really appreciate it! Prologue Event3.txt Chapter_1_3.tmx
  11. So I got Tiled yesterday and it's been working great at making the maps, but nothing else. To start, the layer property menu refuses to open, so I decided to just skip map change and try to insert it. I followed the instructions in both Markyjoe's and Nintenlord's tutorial's but I kept getting a weird error, can anyone help? I attached a screenshot of the error as well as picture of the map, I built it in only Tiled and I check to confirm the file was indeed a Tiled file (forgive the bad map design it's my first attmept at making a map).
  12. http://imgur.com/a/DJuny So I keep getting this issue in Tiled even though it doesn't seem like any of my tiles are unassigned? I've had a good look through the map so I can confirm none of the tiles looked unassigned.
  13. Somebody please help me. I'm using tiled and every time I try to insert a map with map changes, it tells me that the ID was not located. I am using the newest version of Tiled and a very descriptive explanation would be extremely helpful. I can't find a video on it anywhere and all of the written tutorials are based on an older version of tiled that I do not have. PLEASE HELP :'( I think the main problem I have is how do I set the ID? because in the tutorial it shows the ID as a property and the # (ie. 0 or 1 or etc) as a value. Yet it doesn't explain whether that value should be a bool, int, float, or string. (It can't be a bool and I doubt it's a float.) But even though I've tried all options it tells me the ID is wrong. I don't have the same version as in the tutorial for tiled since it's an older version, so I'm thinking that may be the problem. TL:DR I cannot get the ID's to work. It ask me to use int/string/bool/float for the value, and everything is so confusing....
  14. Was trying to get Tiled to work, the map inserted fine, but the map changes wouldn't trigger. I set the map change pointer to where the map changes were pointed to in Nightmare when inserting, but no map changes would trigger, even when I tried to manually trigger them via an AREA event. Can anybody tell me what I'm doing wrong?
  15. 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.
  16. So my map changes are not showing when it's been triggered. Event wise, you're only able to visit the red houses once and are given the items. But, the house doesn't close. Also, bandits would keep destroying the red house that I did not get the chance to visit yet. The house does not show that it's been destroyed. I've been following Markjoe1990's and Nintenlord's Tiled tutorial and was confused by the ordering of the IDs. I think this could be the issue of why the tiles aren't changing, but I could be wrong. So I'll list the steps that I did so far. Step 1: Made the map Step 2: Made the layer properties for each tile change Step 3: Inserted into empty space on the ROM Step 4: Changed the tilesets in nightmare Step 5: Inserted events into empty space and tested the chapter Any other info/screenshots that you need in order to point out what needs to be fixed, please let me know. Thanks in advance!
  17. When I download a map made in Tiled, and I try to view it on my computer, this error shows up: Error loading tileset image: E:/Tiled map Inserter/FE7/1C1D1E1F.png Line 4, column 2 Can anyone tell me how I can view downloaded maps? Is there something I have to do to the folder or something?
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