CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 Location_events: Chest(0x00,13,12) AREA 0 GameOverEvent [13,12] [13,12] LOCA did i not already tell you about this Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 did i not already tell you about this Oops. Forgot to remove that. Quote Link to comment Share on other sites More sharing options...
dondon151 Posted June 11, 2012 Share Posted June 11, 2012 (edited) are you sure your pointers are right also goddammit spoiler your events and maybe code them too Edited June 11, 2012 by dondon151 Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 I don't know how to code them. And I don't need to spoiler them. These are only test events Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 (edited) spoiler them because they are fucking huge and we don't want to scroll through it if we're really not interested and use [code][/code ][/code] tags Edited June 11, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 spoiler them because they are fucking huge and we don't want to scroll through it if we're really not interested and use [code][/code ][/code] tags Ah, now I get it. [code] Thank you, Cam. Quote Link to comment Share on other sites More sharing options...
uguu Posted June 11, 2012 Share Posted June 11, 2012 Uhh, okay, this is not going very well at all. I think I'm having issues getting it to realize what it's supposed to be doing? Well, I tried adding Batta in with the exact same stuff as the dragon had in the battle quote editor to make sure I wasn't being a fuck up with defeat boss conditions, but it ended the chapter so it doesn't look like that's it. I've tried to copy the ending events of Light part 2 exactly (including WORD, which I got working after downloading a more recent set of Event Assembler stuff) and I've also tried clearing it of everything but the fire ring and quake and it just isn't happening. I guess I'll leave my current set of events here and see if you can make any sense of it/see something off that should be obvious? (btw they're a mess and also a lot of the characters there are placeholders so don't ask) //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: 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 Dragon FireDragon 0x00 Level(20,Enemy,False) [12,15] [12,15] [0x8F] [0x00,0x02,0x02,0x00] //UNIT Batta Brigand 0x00 Level(10,Enemy,False) [7,10] [7,10] [Hammer] NoAI UNIT Empty Good: UNIT Raven Warrior Hector Level(20,Ally,False) [2,6] [2,6] [basilikos] NoAI UNIT Geitz General Hector Level(20,Ally,False) [5,4] [5,4] [RexHasta] NoAI UNIT Guy Sniper_F Hector Level(20,Ally,False) [4,6] [4,6] [Rienfleche] NoAI UNIT Karel Sage Hector Level(20,Ally,False) [2,4] [2,4] [Excalibur] NoAI UNIT Dorcas Bishop_F Hector Level(20,Ally,False) [6,6] [6,6] [Luce] NoAI UNIT Bartre Druid Hector Level(20,Ally,False) [9,8] [9,8] [Gespenst] NoAI UNIT Empty TheseTwo: UNIT Hector Hero 0x00 Level(20,Ally,False) [4,1] [4,3] [RegalBlade] NoAI UNIT Citizen Valkyrie Hector Level(20,Ally,False) [4,1] [3,3] [Fortify] NoAI UNIT Empty ReGood: UNIT Hector Hero 0x00 Level(20,Ally,False) [7,0] [7,5] [RegalBlade] NoAI UNIT Guy Sniper_F Hector Level(20,Ally,False) [6,0] [4,5] [Rienfleche] NoAI UNIT Raven Warrior Hector Level(20,Ally,False) [7,0] [8,6] [basilikos] NoAI UNIT Karel Sage Hector Level(20,Ally,False) [6,0] [4,6] [Excalibur] NoAI UNIT Geitz General Hector Level(20,Ally,False) [7,0] [8,4] [RexHasta] NoAI UNIT Dorcas Bishop_F Hector Level(20,Ally,False) [6,0] [6,6] [Luce] NoAI UNIT Citizen Valkyrie Hector Level(20,Ally,False) [7,0] [6,5] [Fortify] NoAI UNIT Bartre Druid Hector Level(20,Ally,False) [6,0] [6,7] [Gespenst] NoAI UNIT Empty FuckNyx: UNIT Bartre Druid Hector Level(20,Ally,False) [7,7] [7,7] [Gespenst] NoAI UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: LOCA Misc_events: DefeatBoss(Ending_event) Opening_event: MUS1 0x0027 BACG 0x0D TEX1 0x0800 LOU1 Good ENUN REMA LOU1 TheseTwo ENUN STAL 0x20 CURF Geitz FADI 10 BACG 0x1C FADU 10 TEX1 0x0801 REMA MOVE Dorcas [8,8] ENUN CURF Dorcas FADI 10 MUS1 0x0034 BACG 0x1C FADU 10 TEX1 0x0802 REMA MOVE Hector [9,7] ENUN CURF Hector FADI 10 BACG 0x1C FADU 10 TEX1 0x0803 REMA MOVE Hector [15,7] MOVE Raven [15,6] MOVE Geitz [15,4] MOVE Guy [15,6] MOVE Karel [15,4] MOVE Dorcas [15,8] MOVE Bartre [15,8] MOVE Citizen [15,6] ENUN FADI 5 DISA Hector DISA Raven DISA Geitz DISA Guy DISA Karel DISA Dorcas DISA Bartre DISA Citizen ENUN LOMA 0x01 [10,10] FADU 5 LOU1 ReGood ENUN LOU1 Bad ENUN CURF Guy TEX1 0x0804 REMA MOVE Bartre [10,15] ENUN CURF Citizen TEX1 0x0805 REMA FIGH Dragon Bartre NyxVsDragon $00000000 UNCM Bartre 0x2 CURF Bartre TEX1 0x0806 REMA MOVE Citizen [10,15] ENUN DISA Bartre ENUN MOVE Citizen [7,6] ENUN LOU1 FuckNyx ENUN CURF Bartre TEX1 0x0807 REMA ENDA Ending_event: WORD 0x8C ASMC 0x7E421 0x7ED41 0x1CD51 MUEN 1 ASMC 0x7AC55 0x7BBE5 STAL 0 ASMC 0x7AD2D STAL 30 //MNCH Chapter ENDA NyxVsDragon: DefenderHit(14,False) AttackerHit(40,True) EndOfBattle BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset (Also pictured: me stumbling around with getting nyx to stop waiting after the battle and also rescuing him and then giving up) Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 (edited) Misc_events:DefeatBoss(Ending_event) you're missing an empty AFEV here (also you're missing CauseGameOverIfLordDies) also you want to use AFEV 0x0 EndingScene 0x02 instead of DefeatBoss EDIT It might also be hardcoded to eliwood mode, try using rey's patch and seeing if anything changes (the savefile should be blue) Edited June 11, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
uguu Posted June 11, 2012 Share Posted June 11, 2012 you're missing an empty AFEV here (also you're missing CauseGameOverIfLordDies) also you want to use AFEV 0x0 EndingScene 0x02 instead of DefeatBoss EDIT It might also be hardcoded to eliwood mode, try using rey's patch and seeing if anything changes (the savefile should be blue) Okay, did those things, but it still doesn't work. I also have the patch on. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 Uhhh I'll debug... later. holy christ i have like seven people whom i've promised debugging to Quote Link to comment Share on other sites More sharing options...
uguu Posted June 11, 2012 Share Posted June 11, 2012 Thanks, Cam. I'm actually kinda glad about that because I'm getting sick of killing this dragon Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 11, 2012 Share Posted June 11, 2012 Four pages in one night, what happened? Oh wait, Bladehero posted. Oh well, back to business. Turn_events: TURN 0x00 Opening_event [01,00] (0x0) 0x00 TURN this doesn't do anything those paren's should be square brackets No it shouldn't. TURN goes like this in FE7: FE7: TURN ID *Event Pointer* [Turns 1, Turns 2] TurnMoment Extra TURN ID *Event Pointer* [Turns 1, Turns 2] TurnMoment Extra1 Extra2 Extra3 Extra4 The parameter is question, TurnMoment, doesn't have any []. EA should have given an error about it, though it may not have if I've accidentally coded it to think [00] = 00 because there's only one coordinate. I should fix that in some future update. So yeah, it should be: Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Uhh, so yeah, dragons. When I disassembled Light part 2, the first part of the ending scene is: WORD 0x8C But it won't accept WORD when attempting to assemble. I assume this meant something at some point in time but has been replaced? I think it's probably important because it's the very first thing in the ending scene, before any asm stuff, but I have no idea. i blame nintenlord I blame him, too. But honestly, I can't think of a reason why disassembly would support WORD but assembly doesn't unless you have edited the raws. Which is fine in itself, but may cause problems like this. Downloading the latest version would probably have been my suggestion, but you alredy did it. try using BYTE? or... EndingScene: NEVENTS ASMC 0x7E421 ASMC 0x7ED41 ASMC 0x1CD51 MUEN 1 ASMC 0x7AC55 ASMC 0x7BBE5 STAL 0 ASMC 0x7AD2D STAL 30 FADI 2 HIDEMAP ASMC 0x7A8B9 THE_END _0x1 ENDA If WORD isn't supported properly, it's unlikely that BYTE is supported either. And if you do replace WORD with BYTE, you need to do it like this: BYTE 0x8C 0x00 0x00 0x00 also you want to use AFEV 0x0 EndingScene 0x02 instead of DefeatBoss Why? Those are identical and macros are always preferrable to raw codes, so I'm really interested in hearing your arguments on this. (Also pictured: me stumbling around with getting nyx to stop waiting after the battle and also rescuing him and then giving up) Assuming nyx = Bartre, you don't need to, only the attacker will get grayed out and the attacker is the first parameter aka the dragon. As for resquing, I believe me and Arch did it for FE4A's prologue at some point and he has posted the events somewhere, so try looking for those. Quote Link to comment Share on other sites More sharing options...
uguu Posted June 11, 2012 Share Posted June 11, 2012 I blame him, too. But honestly, I can't think of a reason why disassembly would support WORD but assembly doesn't unless you have edited the raws. Which is fine in itself, but may cause problems like this. Downloading the latest version would probably have been my suggestion, but you alredy did it. Assuming nyx = Bartre, you don't need to, only the attacker will get grayed out and the attacker is the first parameter aka the dragon. As for resquing, I believe me and Arch did it for FE4A's prologue at some point and he has posted the events somewhere, so try looking for those. As I mentioned in a previous post, the WORD thing was because my EA standard library was less up to date than I thought, or something. Though, it is weird that the old version's disassemble put WORD there but it wouldn't accept it in assembly. Yes, nyx is Bartre, but there was a bunch of fumbling around with that and I eventually decided on that. I did find a way to get rescuing to happen by looking through a bunch of stuff, but there was some problem with that making nyx go inactive anyways or something but only when actually watching the events so I had it gray him out regardless? Or something? It was a while ago though so I don't really remember that well. I'll try to figure out my mindset on that whole thing later though, I'm getting tired. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 Why? Those are identical and macros are always preferrable to raw codes, so I'm really interested in hearing your arguments on this. ...note to self: update EAstdlib i was under the impression that the macro was some other weird thing i don't know what i'm on about ignore me Quote Link to comment Share on other sites More sharing options...
Kiego Posted June 11, 2012 Share Posted June 11, 2012 @Kiego: Been busy lately, I'll try to take a look during next week if I can. Np. I'll just keep myself busy with the next chapter. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted June 11, 2012 Share Posted June 11, 2012 I don't know how to code them. And I don't need to spoiler them. These are only test events have you tried loading the units at 2 seperate times rather than at the same time? Quote Link to comment Share on other sites More sharing options...
dondon151 Posted June 13, 2012 Share Posted June 13, 2012 OK, so my events aren't working: Location_events: Door(15,12) Door(30,8) DOOR 0x0A ChestDoor [22,14] 0x10//22,14 DOOR 0x0B LTRTopDoor [12,21] 0x10//Door(12,21) DOOR 0x0C RTRTopDoor [16,21] 0x10//Door(16,21) DOOR 0x0D LTRVertDoor [10,27] 0x10//10,27 DOOR 0x0E RTRVertDoor [18,27] 0x10//18,27 Chest(Fortify,14,7) Chest(Boots,27,13) Seize(0x0F,Ending_event,14,24) LOCA ChestDoor: MAC1 0x02 0x00 ENDA LTRTopDoor: MAC1 0x03 0x00 ENDA RTRTopDoor: MAC1 0x04 0x00 ENDA LTRVertDoor: MAC1 0x05 0x00 ENDA RTRVertDoor: MAC1 0x06 0x00 ENDA Misc_events: CauseGameOverIfLordDies AFEV Ending_event: MoveToChapter(0x10) //Chapter 13x What's happening is the following: Most of the door events are working fine and triggering the proper tile changes. The problematic ones are LTRTopDoor, which moves onto the next chapter when opened, and LTRVertDoor, which doesn't trigger on the map (there is no option "Door" when a thief with a Lockpick is adjacent to it. The seize command is still working fine. What I want LTRTopDoor and RTRTopDoor to do is that opening one triggers the other one to open, which I was planning to do using the forced tile change commands in addition to ENUT. I've double checked the tilechange IDs, and they match up. Quote Link to comment Share on other sites More sharing options...
Agro Posted June 13, 2012 Share Posted June 13, 2012 Sigh... I hate coming here because it means admitting defeat. Oh well... Alright, so I wrote my prologue events to FE7's Lyn Prologue events not realising that there'd be the whole Lyn's Mode issue. So after I found out about this I went and got SOC's skip-Lyn-mode patch and applied it to my ROM. I then proceeded to rewrite my events and subsequent death quotes to Chapter 11E instead. I kept the map (lyn's prologue map) the same, though, as it had an open space which was what I needed. I didn't have a map to insert at the time so I couldn't tell whether or not it was going to be an issue. Everything seemed to be going fine, the events still ran as they did before. Fast forward to now where I've got my map and I'm trying to insert it. I used the event assembler to insert my map at DD6250 and also wrote the same pointer into the ROM with the Nightmare module. I found that the map hadn't changed; it was still Lyn's prologue. In fact, the map won't change unless I change Lyn's prologue instead of Chapter 11E. This is what my event file looks like at the top, though: #define DISABLE_TUTORIALS #include EAstdlib.event #include owndefinitions.txt #define MAP_OFFS 0xDD6250 // Write a pointer to the map for you so you don't have to do it yourself EventPointerTable(0x39,Chapter) ORG 0x1003DF0 Does this mean that my events are still being written over 0x06 despite me telling it to overwrite 0x39? When I start a new game the chapter box is blue indicating it's Eliwood mode but for some reason it starts with Lyn's prologue. Should I have used the patch on a fresh ROM, then, and does that mean that I have to restart everything? I'm afraid I might not have been very clear in this post so if you need more information I'll elaborate further. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 13, 2012 Share Posted June 13, 2012 I used the event assembler to insert my map at DD6250 and also wrote the same pointer into the ROM with the Nightmare module. Wait, EA inserts maps now as well? Or do you mean just write the pointer for you? Unless I'm way out of the loop you should be using the .MAR Array Inserter or the Tiled variant to actually get the map data in the ROM. One way to tell if your events are using the pointer you want them to is to double check the pointer table itself. If you go to the table in a hex editor and count the correct number of pointers down you can see if it's now using the new offset or the old. 0x39 is ways down so you could change the offset and see if 0x06 changes or not and then you'll know. Nightmare also can screw you up if you're not careful due to how it edits the ROM versus the way EA does it. Dondon, do you mean that if door A opens door B does as well? Or do you mean if you open A, B opens instead to troll you? Quote Link to comment Share on other sites More sharing options...
dondon151 Posted June 13, 2012 Share Posted June 13, 2012 Dondon, do you mean that if door A opens door B does as well? Or do you mean if you open A, B opens instead to troll you? The first one. But right now, the problem is that opening LTRTopDoor causes the chapter to end and you can't open LTRVertDoor at all. Quote Link to comment Share on other sites More sharing options...
Agro Posted June 13, 2012 Share Posted June 13, 2012 Wait, EA inserts maps now as well? Or do you mean just write the pointer for you? Unless I'm way out of the loop you should be using the .MAR Array Inserter or the Tiled variant to actually get the map data in the ROM. One way to tell if your events are using the pointer you want them to is to double check the pointer table itself. If you go to the table in a hex editor and count the correct number of pointers down you can see if it's now using the new offset or the old. 0x39 is ways down so you could change the offset and see if 0x06 changes or not and then you'll know. Nightmare also can screw you up if you're not careful due to how it edits the ROM versus the way EA does it. Sorry, I meant repoint. I checked both pointers for 0x06 and 0x39 and neither had actually changed so I did them myself; the map only changed after I changed the prologue map. Quote Link to comment Share on other sites More sharing options...
uguu Posted June 13, 2012 Share Posted June 13, 2012 (edited) Does this mean that my events are still being written over 0x06 despite me telling it to overwrite 0x39? When I start a new game the chapter box is blue indicating it's Eliwood mode but for some reason it starts with Lyn's prologue. Should I have used the patch on a fresh ROM, then, and does that mean that I have to restart everything? I'm afraid I might not have been very clear in this post so if you need more information I'll elaborate further. That's what the patch is supposed to do. Edit: So you should have kept the lyn prologue stuff Edited June 13, 2012 by Hikarusa Quote Link to comment Share on other sites More sharing options...
Agro Posted June 13, 2012 Share Posted June 13, 2012 (edited) That's what the patch is supposed to do. Edit: So you should have kept the lyn prologue stuff what nooooooooooooo Edit: So if I'm trying to edit their death quotes, do I use part 1 or part 2? Edited June 13, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 15, 2012 Share Posted June 15, 2012 Alright, so, I know that in the past CHAI had problems and the AI would bork when you used the command. I finally upgraded to EA v9.6 but there seems to be no change in this problem. Is this issue still under investigation or am I way out of the loop? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 15, 2012 Share Posted June 15, 2012 AI in general is mostly a mystery. For all intents and purposes, CHAI works the way it should, we just don't know how. Quote Link to comment Share on other sites More sharing options...
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