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CT075
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Can you show me the text you want to use? Because the code I posted should work, since I edited it from one of my own event files that I know that are working.

Thanks I go it working :):

But on a new topic I can't seem to get the AI to work right

In the Chapter Event file I try Changing were by default it says [NoAI] for enemies but I can't seem to find numbers that work there. The numbers in Nightmare don't work. And some other ones I found in Tutorials either have no effect or glitch. Can someone point me to a place that lists the numbers that go there (I tried the ones in Nightmare)

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Last 2 questions, and then I should *hopefully* be good.

First off, the little sub-maps, as I call them. They appear before and after a chapter, but you never actually play on them. All I see is LOMA, because Arch hasn't updated the topic since He first posted. How does that work if I want a map to appear before the actual playing map(the one that the EA is pointing to)?

Secondly, how do you determine how many characters to use in a chapter? I know it has to do with loading good units, but do you have them load just before the preparations screen, or can you do it anytime? Also, if my first chapter has my main lord loading using the good unit pointer, do I have to do it again, or is that when it gets set in nightmare?

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Try using

HIDEMAP
LOMA blah
[stuff]
SHOWMAP
[moreblah]
ENDA

If that doesn't work, you may have to disassemble FE7 events and see how they did it.

Secondly, the number of units in the "good" label is the number of units you can choose from the prep screen.

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I should have worded my question differently. what I mean is, suppose I only need to load 3 units using the good unit pointer, but I want 12 deployable characters for the chapter. Do I do 2 seperate pointers, with one loading just before the prep screen?

My other concern is, i've already introduced the main lord to the game using the pointer. So from that point on, do I just set him up where I need him using nightmare, or can I use the pointer to put him on the field without overwriting the current lord?

Confused? I'll explain. I once hacked Pent into chapter 11, and when chapter 22 came around, the Pent I hacked in disappeared, and was replaced by the original Pent with his base stats. I want to make sure I prevent that with my other characters.

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In the Chapter Event file I try Changing were by default it says [NoAI] for enemies but I can't seem to find numbers that work there. The numbers in Nightmare don't work. And some other ones I found in Tutorials either have no effect or glitch. Can someone point me to a place that lists the numbers that go there (I tried the ones in Nightmare)

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I should have worded my question differently. what I mean is, suppose I only need to load 3 units using the good unit pointer, but I want 12 deployable characters for the chapter. Do I do 2 seperate pointers, with one loading just before the prep screen?

You would use a different unit group for your three, leaving the "Good" label for the 12.

Opening_event:
[blah]
LOU1 cutsceneunits
ENUN
[moreblah]
ENDA

cutsceneunits:
UNIT
UNIT
UNIT
UNIT Empty

Good:
[12 UNIT codes]
UNIT Empty

My other concern is, i've already introduced the main lord to the game using the pointer. So from that point on, do I just set him up where I need him using nightmare, or can I use the pointer to put him on the field without overwriting the current lord?

I actually never mess with lord pointers (I just use 0x03 [Lyn_t] as the lord slot).

Confused? I'll explain. I once hacked Pent into chapter 11, and when chapter 22 came around, the Pent I hacked in disappeared, and was replaced by the original Pent with his base stats. I want to make sure I prevent that with my other characters.

That is why you don't fuck with unit pointers unless you've actually written the events for whatever chapter you want. To prevent this, you use a different unit slot.

The reason this happens is because Pent is turned into an NPC in that chapter, which resets everyone's stats.

In the Chapter Event file I try Changing were by default it says [NoAI] for enemies but I can't seem to find numbers that work there. The numbers in Nightmare don't work. And some other ones I found in Tutorials either have no effect or glitch. Can someone point me to a place that lists the numbers that go there (I tried the ones in Nightmare)

You can find the lists by actually disassembling chapters. I'm sorry, but if the NM numbers don't work, that's like the best way.

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#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Pointers)

org 0x00CA0720

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 Wil Archer 0x00 Level(1,Enemy,False) [11,9] [11,9] [ironBow] [0x03, 0x00, 0x00, 0x00]

UNIT 0x88 Soldier Wil Level(1,Enemy,False) [5,7] [5,7] [ironSpear] [0x00, 0x02, 0x00, 0x00]

UNIT 0x88 Fighter Wil Level(1,Enemy,False) [9,7] [9,7] [ironAxe] [0x00, 0x02, 0x00, 0x00]

UNIT 0x88 Mercenary Wil Level(1,Enemy,False) [7,8] [7,8] [ironSword] [0x00, 0x02, 0x00, 0x00]

UNIT Empty

Good:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [10,3] [10,3] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Help:

UNIT Matthew Thief Eliwood Level(1,Ally,False) [10,9] [10,6] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Good2:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [6,2] [6,2] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TURN

Character_events:

CHAR

Location_events:

House(0x06,House1,9,5)

House(0x07,House2,12,6)

LOCA

Misc_events:

DefeatAll(Ending_event)

CauseGameOverIfLordDies

AFEV

Opening_event:

HIDEMAP

LOMA 836AF00

LOU1 Good

SHOWMAP

FADI 10

CAM1 Eliwood

FADU 10

BACG 0x1B

FADI 10

TEX1 0x0801

FADU 10

LOU1 Help

FADI 10

BACG 0x1B

FADU 10

TEX1 0x0000

FADU

HIDEMAP

LOMA 836AE00

LOU1 Good2

SHOWMAP

ENDA

Ending_event:

MNCH 0x01

ENDA

House1:

MUSI

FADU 10

BACG 0x01

TEX1 0x07FF

REMA

MUNO

FADI 10

ENDA

House2:

MUSI

FADU 10

BACG 0x01

TEX1 0x0800

REMA

MUNO

FADI 10

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: 836AE00

LOMA is not being recognized, FADU for some reason is not being recognized, and I need to know if it's possible to trigger a tile change on the sub-map before the game loads the actual chapter map.

And here I thought I was past my questions and problems phase.dry.gif

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Firstly, you're NEVER past your questions/problems phase. You're always going to encounter random glitches and shit.

Secondly, LOMA does not work that way. You need a 0x__ number, not an offset.

If you go into the Chapter Data Editor, you should notice that every chapter has a 0x__ number next to it. This is what you're looking for.

23ruadc.jpg

You see the red arrow? You change that to whatever map you need to use.

As for tile changes on those maps, I'd have to say I don't know. I don't see why you'd need it, honestly.

---

House2:

MUSI

FADU 10

BACG 0x01

TEX1 0x0800

REMA

MUNO

FADI 10

ENDA

Here's your problem. You want to use

FADI 0x0A
BACG 0x01
FADU 0x0A
TEX1 blah

in there, instead of what you have.

---

@Psych: I have no idea.

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Firstly, you're NEVER past your questions/problems phase. You're always going to encounter random glitches and shit.

Secondly, LOMA does not work that way. You need a 0x__ number, not an offset.

If you go into the Chapter Data Editor, you should notice that every chapter has a 0x__ number next to it. This is what you're looking for.

23ruadc.jpg

You see the red arrow? You change that to whatever map you need to use.

As for tile changes on those maps, I'd have to say I don't know. I don't see why you'd need it, honestly.

---

Here's your problem. You want to use

FADI 0x0A
BACG 0x01
FADU 0x0A
TEX1 blah

in there, instead of what you have.

---

@Psych: I have no idea.

Cam, i'm not quite sure I fall into the simple question or having a problem guy. Don't you remember any of my bajillion topics from before?tongue.gif

FADU works now, but I think I might have too much fading going on. Maybe it's just me not being quite sure how it works. LOMA still refuses to be recognized, so i disassembled chapter 11, and well, i'm trying to figure out what the hell i'm reading.blink.gif Chapter 11 doesn't even have a second map, so I don't know why I did that.

Yes, ATM for story purposes, it is necessary to have a tile change in the first map. If it's not possible for whatever reason, i'll have to find some way to work around it, but i'd really hate to have to change it since i've been working on the story flow for awhile now. If you want details, feel free to PM me.

@Psych: i'm no expert, but are you sure you edited, inserted, and pointed your text? Just sayin', cuz that happened to me my first time.laugh.gif

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Are you sure?

Try

LOMA 0x__ [0,0]

DO remember that you need coordinates.

EDIT: Okay, I know it's possible, and I think I can figure out how. HOWEVER, tile changes are hardly my area of expertise, so it'd be best to ask someone like Arch or Astra.

Edited by Camtech075
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Coordinates? The hell for? What would I put, just [0,0], or my lord's coordinates, or what?

My guess is that the tile change would simply have to be scripted to happen on the sub-map (AKA prologue map, since that's where I pointed the map to). If that's true, then I might be able to figure something out on my own for once.laugh.gif I will PM Astra, since Arch doesn't seem to like me.sad.gif

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The map has to put somewhere.

The coordinates work like the CAM1 command. Whatever coordinate is used will be used as the top left corner when the new map is loaded.

I could do a screenshot explanation if you need it.

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So, in other words, it would just be [0,0], since that's always the upper-left part of the map, but could be changed if you wanted the opening scene to start in the middle or lower corner of the map, with a good example being whereabouts unknown, where everyone starts at the bottom of the map. Am I right or wrong?

Actually, CoD makes a better example of this.

Edited by Claude_C_Kenny
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It's me again. I'm still having no luck with DefeatAll (or even DefeatBoss). I've made my event file a little more reader friendly, it's still disassembled code because I'm not sharp enough to make my own from scratch - so they're edited versions of extracted code. However, there are a good few definitions in there. Also attached are links to an IPS patch and a save file. Basically, upon selecting Chapter 2, it shows the "Chapter screen" and then loads to black.

http://www.2shared.com/file/ot5EocvJ/fe7e.html

http://www.2shared.com/file/IbOc69DE/fe7e.html

// Disassembled with Nintenlord's Event Assembler //
// Version: 8.1.0.0                           	//
// Game: FE7                                  	//
// File: fe7e.gba                             	//
// Offset: $CA0B08                            	//
//                                            	//
////////////////////////////////////////////////////

#include EAstdlib.event

ORG $CA09B4
TurnBasedEvents:
TURN 0x0 BeginningScene [1,0] 0x0 0x0
AFEV

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA09D8 and the new ending offset is CURRENTOFFSET

ORG $CA09FC
CharacterBasedEvents:
AFEV

LocationBasedEvents:
LOCA 0x0 villageone [8,2] 0xE
LOCA 0x0 villagetwo [14,5] 0xE
VILL 0x0 villageaskea [16,15] 0xE
AFEV

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA0A34 and the new ending offset is CURRENTOFFSET

ORG $CA0ABC
MiscBasedEvents:
CauseGameOverIfLordDies
DefeatAll(EndingScene)
AFEV

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN BallistaEliwoodMode BallistaHectorMode
POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM
POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM
POIN BeginningScene EndingScene

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA0B48 and the new ending offset is CURRENTOFFSET

ORG $CA71AA
BallistaEliwoodMode:
BLST

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA71AB and the new ending offset is CURRENTOFFSET

ORG $CA730C
BallistaHectorMode:
BLST

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA730D and the new ending offset is CURRENTOFFSET

ORG $CA749C


//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET

ORG $CA9040
stillmoving:
MOMA 0xC 0x18 0x0 0x3

moving:
MOMA 0xC 0x8 0x3 0x0 0xC 0x30 0x0 0x0 0x0 0x0

moving2:
MOMA 0xC 0x20 0x0

moving3:
MOMA 0xC 0x10 0x3

moving4:
MOMA 0xC 0x10 0x0 0x3

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA905D and the new ending offset is CURRENTOFFSET

ORG $CA9060
BeginningScene:
CMOF
ASMC 0x18831
LOU1 civ1
LOU1 civ2
ENUN
OOBB
STAL 64
LOU1 AllyUnitsENM
ENUN
MOVE Lyn [2,3]
MOVE 0x18 [1,4]
MOVE 0x17 [0,4]
LOU1 elder
ENUN
FADI 16
HIDEMAP
BACG 0x22
FADU 16
SHOWMAP
TEX1 0x881
REMA
LOU1 badguys
ENUN
MOVE Glass stillmoving
ENUN
MUS1 0x32
FADI 16
HIDEMAP
BACG 0x4F
STAL 32
FADU 16
SHOWMAP
TEX1 0x882
REMA
ENUN
STAL 32
MOVE Glass [10,10]
ENUN
STAL 64
FADI 16
HIDEMAP
BACG 0x4F
FADU 16
SHOWMAP
TEX1 0x883
REMA
SOUN 0xB1
MAC1 0x1 0x0
MOVE Glass [10,10]
ENUN
ENUN
DISA 0xDA
MOVE Glass [15,14]
ENUN
SOUN 0xB1
MAC1 0x0 0x8
STAL 60
MOVE Glass [12,17]
ENUN
FADI 16
HIDEMAP
BACG 0x4F
FADU 16
SHOWMAP
TEX1 0x884
REMA
STAL 64
MOVE 0xDB moving
ENUN
FADI 16
HIDEMAP
BACG 0x22
DISA 0xDB
FADU 16
SHOWMAP
TEX1 0x885
REMA
ASMC 0x18889
MOVE Lyn [0,4]
ENUN
MOVE 0xCD moving2
ENUN
DISA 0xCD
MOVE 0x17 0x10 [0x1,0x5] moving3
MOVE 0x18 0x10 [0x1,0x3] moving4
ENUN
ASMC 0x7A7D9
ASMC 0x7CF69
ENDA


//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA92E0 and the new ending offset is CURRENTOFFSET

ORG $CA9370
villageone:
_0xA1 0x0
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x89C
REMA
MUNO
ENDA

villagetwo:
_0xA1 0x0
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x89D
REMA
MUNO
ENDA

villageaskea:
_0xA1 0x0
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x89E
REMA
MUNO
LOU1 Askea
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA9420 and the new ending offset is CURRENTOFFSET

ORG $CA97A4


EndingScene:
_0xA3
MUS1 0x38
STAL 64
FADI 16
HIDEMAP
ASMC 0x7A8B9
LOU1 civ1
REPOS Lyn [11,2]
REPOS 0x17 [10,5]
REPOS 0x18 [12,5]
BACG 0x4F
FADU 16
SHOWMAP
TEX1 0x8A4
MUEN 4
STAL 60
STAL 32
SOUN 0x26C
FAWI 16
HIDEMAP
REBU
STAL 3
FAWU 16
SHOWMAP
MORETEXT 0x8A5
SOUN 0x2EB
FAWI 4
HIDEMAP
REBU
STAL 10
FAWU 4
SHOWMAP
MORETEXT 0x8A6
FAWI 16
HIDEMAP
ASMC 0xECFD
SOUN 0x2DA
STAL 32
SHCG 0x2
FAWU 16
SHOWMAP
STAL 60
TEX5 0x8A7
MURE 0x6
_TEXTCG 0x8A8 0x1
_TEXTCG 0x8A9 0x1
_0x4 0x3C
FADI 16
HIDEMAP
ASMC 0x7A95D
BACG 0x4F
FADU 4
SHOWMAP
MUS1 0x3F
TEX1 0x8AA
REMA
_FADU2
SHOWMAP
ITGC 0x3 0xA
_0x89
STAL 32
FADI 4
HIDEMAP
STAL 64
BACG 0x22
FADU 4
SHOWMAP
TEX1 0x8AB
MORETEXT 0x8AC
MUEN 8
_0x9A
FADI 4
HIDEMAP
ASMC 0x7A8B9
LOMA 0xB [2,16]
STAL 128
MUS1 0x53
FADU 2
SHOWMAP
TEX8 0x5DF [16,12]
STAL 100
RETB
STAL 16
CURF [2,16]
STAL 32
FADI 16
HIDEMAP
BACG 0x10
FADU 16
SHOWMAP
TEX1 0x8AD
FADI 4
HIDEMAP
BACG 0x5B
_0x85 0x2
MNCH 0x3
STAL 1
_0x1
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA9BAC and the new ending offset is CURRENTOFFSET

ORG $CC0928


//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC0C14 and the new ending offset is CURRENTOFFSET

ORG $CC5CE8
AllyUnitsENM:
UNIT Lyn 0x2 0x0 0x10 [2,0] [2,0] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x18 0x28 0x3 0x8 [1,0] [1,0] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x17 0x28 0x3 0x8 [0,0] [0,0] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT

civ1:
UNIT 0xDA 0x1E 0x0 0xA [11,1] [11,1] [0x0,0x0,0x0,0x0] [0x6,0x3,0x1,0x0]
UNIT

civ2:
UNIT 0xDB 0x48 0x0 0xA [7,5] [7,5] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Askea:
UNIT 0xD 0xC 0x3 0x10 [16,16] [16,16] [0xB,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

elder:
UNIT 0xCD 0x51 0x0 0xA [1,0] [1,3] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

EnemyUnitsENM:
UNIT

badguys:
UNIT Glass 0x12 0x0 0x1C [15,15] [15,15] [0x29,0x6B,0x0,0x0] [0x3,0x3,0x2,0x20]
UNIT 0x8A 0x39 0x8D 0xD [7,0] [2,18] [0x28,0x0,0x0,0x0] [0x8,0x0,0x1,0x0]
UNIT 0x8B 0x39 0x8D 0x15 [11,9] [11,3] [0x20,0x0,0x0,0x0] [0x8,0x3,0x1,0x0]
UNIT 0x8A 0x39 0x8D 0xD [10,9] [7,9] [0x1F,0x0,0x0,0x0] [0x8,0x0,0x1,0x0]
UNIT 0x8A 0x39 0x8D 0xD [11,9] [11,9] [0x1F,0x0,0x0,0x0] [0x8,0x0,0x1,0x0]
UNIT 0x8B 0x39 0x8D 0x15 [12,9] [13,8] [0x1F,0x0,0x0,0x0] [0x8,0x3,0x1,0x0]
UNIT


//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC5E28 and the new ending offset is CURRENTOFFSET

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It's me again. I'm still having no luck with DefeatAll (or even DefeatBoss). I've made my event file a little more reader friendly, it's still disassembled code because I'm not sharp enough to make my own from scratch - so they're edited versions of extracted code. However, there are a good few definitions in there. Also attached are links to an IPS patch and a save file. Basically, upon selecting Chapter 2, it shows the "Chapter screen" and then loads to black.

I'm honestly not going to search through a shitton of disassembled code just to find a reason why the macro isn't working.

Bingo!NewYearsEmoticon.gif Now, don't get too excited, cuz I still have one concern. As I said, i think i'm overdoing it with the fading in and out parts. Does there have to be a fade in between every piece of text? Look at my layout again and you'll see what i've done.

Whenever you have a BACG or LOMA code, you should use a FADI/FADU code.

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Alright, the problems just keep on comin'! This time, the game freezes in every mode when it asks me about the tactician. here's what I got:

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Pointers)

org 0x00CA0720

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 Wil Archer 0x00 Level(1,Enemy,False) [11,9] [11,9] [ironBow] [0x03, 0x00, 0x00, 0x00]

UNIT 0x88 Soldier Wil Level(1,Enemy,False) [5,7] [5,7] [ironSpear] [0x00, 0x02, 0x00, 0x00]

UNIT 0x88 Fighter Wil Level(1,Enemy,False) [9,7] [9,7] [ironAxe] [0x00, 0x02, 0x00, 0x00]

UNIT 0x88 Mercenary Wil Level(1,Enemy,False) [7,8] [7,8] [ironSword] [0x00, 0x02, 0x00, 0x00]

UNIT Empty

Good:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [10,3] [10,3] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Help:

UNIT Matthew Thief Eliwood Level(1,Ally,False) [10,9] [10,6] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Good2:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [6,2] [6,2] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TURN

Character_events:

CHAR

Location_events:

House(0x06,House1,9,5)

House(0x07,House2,12,6)

LOCA

Misc_events:

DefeatAll(Ending_event)

CauseGameOverIfLordDies

AFEV

Opening_event:

LOMA 0x00 [0,0]

LOU1 Good

FADI 0x0A

CAM1 Eliwood

FADU 0x0A

BACG 0x1B

FADI 0x0A

TEX1 0x0801

FADU 0x0A

LOU1 Help

FADU 0x0A

BACG 0x1B

FADI 0x0A

TEX1 0x0802

FADU 0x0A

MOVE Matthew [5,10]

TEX1 0x0803

MOVE Eliwood [5,0]

FADU 0x0A

LOMA 0x01 [0,0]

LOU1 Good2

FADI 0x0A

CURF Eliwood

TEX1 0x0804

CURF [5,7]

MUS1 0x0032

TEX1 0x0805

CURF Eliwood

TEX1 0x0806

ENDA

Ending_event:

MUS1 0x0038

FADU 0x0A

BACG 0x1C

FADI 0x0A

TEX1 0x0807

FADU 0x0A

MNCH 0x02

ENDA

House1:

MUSI

FADU 0x0A

BACG 0x01

TEX1 0x07FF

REMA

MUNO

FADI 0x0A

ENDA

House2:

MUSI

FADU 0x0A

BACG 0x01

TEX1 0x0800

REMA

MUNO

FADI 0x0A

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: 836AE00

With no error messages from any of the editors. I have everything inserted so it should overwrite Lyn's first chapter. I don't see what the problem is.unsure.gif

Edited by Claude_C_Kenny
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Good news: I think I figured it out. Bad news: I can't fix it 'till tomorrow.

I overwrote the prologue map with the sub-map, while the chapter 1 map was overwritten with the field map, while the event pointers were still pointing at the prologue. So what i'm going to do, is overwrite one of the actual sub-maps from the game, and just set the prologue chapter as chapter 1.

If that doesn't fix it, then I don't know what will either.

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I don't know what is messing with the tactician select screen, but I do notice that you have some(or should I say, a lot of) errors in the opening event. After LOU1s, you need to put an ENUN, otherwise the game will continue loading units and it may make the game crash. This also applies to MOVE. Also, after most text you want to have REMA.

For text, the correct order is FADI, BACG, and then FADU. For the beginning of your code, you have the order messed up.

This should work.

Opening_event:
LOMA 0x00 [0,0]
LOU1 Good
ENUN
FADU 10
CAM1 Eliwood
FADI 10
BACG 0x1B
FADU 10
TEX1 0x0801
REMA
LOU1 Help
ENUN
FADI 10
BACG 0x1B
FADU 10
TEX1 0x0802
REMA
MOVE Matthew [05,10]
ENUN
TEX1 0x0803
REMA
MOVE Eliwood [05,0]
ENUN
FADI 10
LOMA 0x01 [0,0]
LOU1 Good2
ENUN
FADU 10
CURF Eliwood
TEX1 0x0804
REMA
CURF [5,7]
MUS1 0x0032
TEX1 0x0805
REMA
CURF Eliwood
TEX1 0x0806
REMA
ENDA

EDIT: Actually, I think I know your problem. You are writing your Prologue events over the original Prologue ones. You shouldn't do that, instead put them at some empty space in your rom. Otherwise you will end up screwing up your rom.

Edited by Krad
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DAMNIT!!!*sigh*I think it's just the whole second map thing that's screwing me over. I've had it working when there was only one map involved. Guess I should re-think my first chapter then.

EDIT: Unless it's because i'm trying to start from Lyn mode, but I thought that's what Disable_Tutorials was for?

Edited by Claude_C_Kenny
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