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General Archibald's Bootcamp of Event Hacking


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I actually directly referenced (and semi-explained) Tale 1x in Episode 12. It's all manipulation of Event IDs in creative ways, as is Chapter 25. The point of me teaching those more advanced things (Conditions and Event ID manipulation with ENUT and ENUF) is to allow viewers to use the knowledge for their own creative purposes (like I did for Tale 1x). I've said it before in the videos, Conditions and Event IDs open SO MANY doors for creativity. It's just a matter of figuring out how to do what you want to do (and hopefully my videos have give viewers the knowledge to do that).

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lolwutep.jpg

Lol.

Sorry to bug you with questions.

Turn2:

MUS2 0x0032

LOU1 Bad

ENUN

TEX1 0x0804

REMA

ENDA

The conversation works, the music works, but the Units don't load onto the map. :c

Edited by 暁
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I'd have to see all of your events to really know what happened. That looks perfectly fine though, perhaps the units under the 'Bad' label are non-existent? That's really the only problem I can think of.

Anyways, Episode 13 is up. The video blitz has begun!

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Double post for relevance, wooo!

These are all now on YouTube. I'll be making a video about Ballista sometime soon, maybe one for World Map events later.

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Mm, the first time I tried event hacking(only about a month ago) I followed Ninten's basic tut and disassembled the prologue, so the formatting was kinda different, when putting the bad guys in this one I just copy/paste, so the formatting is different, makes me wonder if that's what it could be...

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Pointers)

org 0xD80000

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad:

UNIT 0x87 0x19 0x0 0x14 [10,15] [10,15] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x88 0x38 0x87 0xC [10,14] [10,14] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT

UNIT

Good:

UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [0,1] [2,1] [Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Empty

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

TURN 0x00 Turn2 [02,00] 0x0 0x00

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

DefeatBoss(Ending_event)

AFEV

Opening_event:

OOBB

CURF [0,1]

FADI 10

BACG 0x0C

FADU 10

MUS1 0x0075

TEX1 0x0800

TEX1 0x0801

REMA

LOU1 Good

ENUN

TEX1 0x0802

MOVE Lyn_t [0,1]

ENUN

FADI 10

BACG 0x0C

FADU 10

MUS1 0x003F

TEX1 0x0803

REMA

ITGM 0x05 //Gives item to the main lord.

ENDA

Turn2:

MUS2 0x0032

LOU1 Bad

ENUN

TEX1 0x0804

REMA

ENDA

Ending_event:

MNCH 0x01

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: DA0000

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I'm confident that this is your problem.

UNIT 0x87 0x19 0x0 0x14 [10,15] [10,15] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x88 0x38 0x87 0xC [10,14] [10,14] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT

UNIT

End it with "UNIT Empty," like you did for the Good unit block. Like so:

UNIT 0x87 0x19 0x0 0x14 [10,15] [10,15] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x88 0x38 0x87 0xC [10,14] [10,14] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT Empty

Edited by Optimus OVERTROLL
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  • 1 month later...
  • 1 month later...
  • 1 year later...

Hey, Arch. I was wondering... Is it possible to make an event with a chest where, like,you open the chest and there's nothing in it?

Because I want to make an event in a hack where, like... you open the chest, get nothing, and then instant game over!

Edited by Sirius
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