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CHAI has problems when you change a guarding AI to an aggressive AI. As far as I know, changing AttackInRange or StealFromChests to NoAI doesn't yield any problems.

I suspect it has something to do with how the game checks whether a unit can be attacked. If you changed the AI of a unit who was guarding to one that's aggressive, it'll only attack player units that would have been in range if the AI was still set to guarding.

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@Kiego:

I've looked into your event and here's what I have issues with:

-You don't need to load the default map of the chapter

-With the LOMA code, you aren't loading the map, you are actually kinda loading the chapter that uses the map. The parameter LOMA needs is the chapter ID, not the map's ID.

-You have LOU1 pointing to event. LOU1 always points to units. TURN and such codes point to events.

-You copied the wrong definition for the gameover event. Fixing that won't make game-over happen, because Eliwood/Kiego doesn't have a death quote in Lyn mode. You need to give him one and make sure it uses event ID 0x65.

-The chapter doesn't end because you coepied the DefeatAll macro wrong. It works when you do it correctly.

-The unit loads on turn 2 just fine.

-For the love of everything, use macros! Macros are your friend, not your enemy.

Edited by Nintenlord
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I finally got around to finishing my prologue and I'm starting on chapter 1--this is a first for me so I've had no idea how things work past the first chapter. So some things popped up:

// Made by markyjoe1990 of Youtube
// Modified by Nintenlord and further by Camtech

#define DISABLE_TUTORIALS
#include EAstdlib.event
#define MAP_OFFS 0xDD7000
#include owndefinitions.txt
// Write a pointer to the map for you so you don't have to do it yourself

EventPointerTable(0x09,Chapter)

ORG 0x1005000
Chapter:
POIN TurnEvents 
POIN CharacterEvents 
POIN LocationEvents 
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN OpeningEvent EndingEvent

Bad:
UNIT

Good:
UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [8,4] [8,4] [ironSword,Vulnerary] NoAI
UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [7,3] [7,3] [silverSword,Javelin,Heal] NoAI
UNIT Camilla Cavalier_F 0x00 Level(1,Ally,False) [11,5] [11,5] [Heal,Mend] NoAI
UNIT Tristan Cavalier 0x00 Level(1,Ally,False) [11,3] [11,3] [ironSword,Vulnerary] NoAI
UNIT Briella LightMage 0x00 Level(1,Ally,False) [7,0] [7,0] [Thani] NoAI
UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [4,3] [4,3] 0x00 NoAI
UNIT Empty

TurnEvents:
// Comment out or remove this line if you have a prep screen.
TURN 0x0 Opening_event [1,0] 0x0 0x0
TURN

CharacterEvents:
CHAR

LocationEvents:
LOCA

MiscEvents:
CauseGameOverIfLordDies
AFEV

OpeningEvent:
LOU1 Good
ENDA

EndingEvent:
MNCH 0x__
STAL 1
_0x1
ENDA

BallistaData:
BLST


MESSAGE Events end at offset currentOffset
MESSAGE The map for this chapter is at offset MAP_OFFS

I tried to load my units just to see what they'd turn out like. What is really bothering me at the moment is that without fail, I can't seem to change Tristan and Camilla's inventories. Tristan always has a Steel sword and a Javelin and Camilla always has a Steel Lance and a Heal staff. I thought that it might be to do with the fact that they "die" in the previous chapter (they spawn as enemies and are defeated) but I tried taking them out of the prologue and starting again so that the first time they load is in Chapter 1, and I still have the same problem. Is this a problem with the Chapter Unit Editor or something instead? I have no idea what's going on :(

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first off you're missing an ENUN there

second off the chapter unit editor is completely irrelevant, it's actually just haphazardly editing the existing events in the rom

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whoops fucking ENUN :facepalm:

Well, I put in the ENUN there and nothing's changed. I also realised that for whatever reason the EA might not be making changes because of this:

Finished.

1 errors encountered:

File formatted chapter 1.txt, Line 1, Column 1: Didn't reach end, currently at LeftSquareBracket([)

But I mean, this is where Line 1 Column 1 would be...

// Made by markyjoe1990 of Youtube
// Modified by Nintenlord and further by Camtech

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include owndefinitions.txt
#define MAP_OFFS 0xDD7000

so I don't know why the error is saying that there's a [ there?

Edited by Agro
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if there are error messages then it doesn't assemble that would have saved me seconds of trying to troubleshoot

All I can think of is that you did something like this somewhere:

MOVE [14, ] // <- DO YOU SEE THE PROBLEM

May I see your definitions file?

oh, yeah:

MNCH 0x__

That would cause a problem.

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I actually managed to fix it on my own but here they are anyway.

[spoiler=owndefinitions.txt]

#define Henrick 0x01
#define Damion 0x02
#define Bronwyn 0x03
#define Tristan 0x04
#define Camilla 0x05
#define Owen 0x06
#define Dale 0x07
#define Violet 0x08
#define Otis 0x09
#define Briella 0x0B
#define Thani 0x80
#define Contus 0x81
#define FineRapier 0x09
#define NormalRapier 0x0A
#define PrinceLord 0x01
#define LanceKnight 0x02
#define LightMage 0x1C
#define Bronwyn_t 0x0C
#define Ethan 0x0E
#define MageKnight 0x43
#define Lune 0x0F
#define Claire 0x10
#define GreatKnight 0x45
#define Armand 0x12
#define Iris 0x13
#define Arthur 0x14
#define Elias 0x15

OpeningEvent and Opening_event didn't match up which would account for some of the screwups and there were some other various errors like the [ thing and some [NL] thing. Opening/closing the EA seemed to do the trick since I didn't change anything else.

Edited by Agro
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Hrm... if I want to have an ITGC mid-dialogue, by placing between TEX1 and MORETEXT, is there something else that I should put in there? At the moment the textbox from the dialogue glitches up and the give-item font replaces the dialogue font.

whatisgoingon.png

Please ignore the Uther recolour.

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Was the CODE code replaced? I'm trying to use Blazer's macros (specifically the Reposition one) and some of them aren't working because "No code named CODE found." The EA doesn't like it any more and I seem to recall reading something like that somewhere. I can't seem to find anything on this, though.

Edited by Agro
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CODE got replaced by WORD, SHORT, and BYTE. NL said something about shaky backwards compatibility but I'd suggest sticking with the new format. WORD is for 4 bytes, SHORT is for 2 bytes and BYTE is for a single one.

Say you originally had

CODE $2DBE16CD // The bytes may have been reversed in the past, I don't remember.

Now you can do it as

WORD 0x2DBE16CD.

Or

SHORT 0x2DBE 0x16CD

Or

BYTE 0x2D 0xBE 
BYTE 0x16 0xCD

I'm not sure how many parameters each code can take though I know that SHORT can take at least 2 sets of 2 bytes.

As for the item convo thing, IIRC in the vanilla game the player was always given an item after the convo had ended. Ch2 and the Mani Katti come to mind.

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@Kiego:

I've looked into your event and here's what I have issues with:

-You don't need to load the default map of the chapter

-With the LOMA code, you aren't loading the map, you are actually kinda loading the chapter that uses the map. The parameter LOMA needs is the chapter ID, not the map's ID.

-You have LOU1 pointing to event. LOU1 always points to units. TURN and such codes point to events.

-You copied the wrong definition for the gameover event. Fixing that won't make game-over happen, because Eliwood/Kiego doesn't have a death quote in Lyn mode. You need to give him one and make sure it uses event ID 0x65.

-The chapter doesn't end because you coepied the DefeatAll macro wrong. It works when you do it correctly.

-The unit loads on turn 2 just fine.

-For the love of everything, use macros! Macros are your friend, not your enemy.

Is there a difference if i load the chapter or map? <==== the reason why my events didn't work.

EDIT: So when i was told to update i went from 8.0 to 8.2, Then i searched NLords modules cuz I delete nightmare by mistake and...

SMACK!!! EA ver 9.2? *facepalm*

But EA doesnt like my battles anymore. That's the proper format is it not?

Finished.
Messages:
MESSAGE Tutorials disabled

4 errors encountered:
File Chapter 1 EOE  AfterScan.txt, Line 273, Column 1: Code BLDT's offset $108FE0D is not divisible by 4
File Chapter 1 EOE  AfterScan.txt, Line 274, Column 1: Code BLDT's offset $108FE11 is not divisible by 4
File Chapter 1 EOE  AfterScan.txt, Line 277, Column 1: Code BLDT's offset $108FE15 is not divisible by 4
File Chapter 1 EOE  AfterScan.txt, Line 278, Column 1: Code BLDT's offset $108FE19 is not divisible by 4

FIGH 0x01 0x70 KB1 $00000000
FIGH 0x01 0x69 KB2 $00000000

KB1:
AttackerCritical(16,True)
EndOfBattle

KB2:
AttackerMiss(True)
EndOfBattle

EDIT: The fights still worked even with the errors? o_O

Edited by Kiego
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CODE got replaced by WORD, SHORT, and BYTE. NL said something about shaky backwards compatibility but I'd suggest sticking with the new format. WORD is for 4 bytes, SHORT is for 2 bytes and BYTE is for a single one.Say you originally had

CODE $2DBE16CD // The bytes may have been reversed in the past, I don't remember.

Now you can do it as

WORD 0x2DBE16CD.OrSHORT 0x2DBE 0x16CDOrBYTE 0x2D 0xBE BYTE 0x16 0xCD

I'm not sure how many parameters each code can take though I know that SHORT can take at least 2 sets of 2 bytes.

All values are little endian aka byte-reversed. WORD, SHORT and BYTE can handle any N amount of parameters.

Is there a difference if i load the chapter or map? <==== the reason why my events didn't work.

Of course it does.

EDIT: So when i was told to update i went from 8.0 to 8.2, Then i searched NLords modules cuz I delete nightmare by mistake and...SMACK!!! EA ver 9.2? *facepalm*But EA doesnt like my battles anymore. That's the proper format is it not?

Finished.Messages:MESSAGE Tutorials disabled4 errors encountered:File Chapter 1 EOE  AfterScan.txt, Line 273, Column 1: Code BLDT's offset $108FE0D is not divisible by 4File Chapter 1 EOE  AfterScan.txt, Line 274, Column 1: Code BLDT's offset $108FE11 is not divisible by 4File Chapter 1 EOE  AfterScan.txt, Line 277, Column 1: Code BLDT's offset $108FE15 is not divisible by 4File Chapter 1 EOE  AfterScan.txt, Line 278, Column 1: Code BLDT's offset $108FE19 is not divisible by 4FIGH 0x01 0x70 KB1 $00000000FIGH 0x01 0x69 KB2 $00000000KB1:AttackerCritical(16,True)EndOfBattleKB2:AttackerMiss(True)EndOfBattle

EDIT: The fights still worked even with the errors? o_O

You need to add ALIGN 4 before the codes.

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Event assembler now crashes with the events.

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
  at System.Text.StringBuilder.AppendFormat(IFormatProvider provider, String format, Object[] args)
  at System.String.Format(IFormatProvider provider, String format, Object[] args)
  at System.String.Format(String format, Object[] args)
  at Nintenlord.Event_Assembler.Core.IO.Logs.MessageLog.AddError(String format, Object[] parameters)
  at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.AddNotCorrectParameters[T](Code`1 code, Int32 paramCount)
  at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.HandleBuiltInCodeSecondPass(Code`1 code, ScopeStructure`1 scope)
  at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.SecondPass(BinaryWriter output, IExpression`1 expression, ScopeStructure`1 parentScope)
  at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.SecondPass(BinaryWriter output, IExpression`1 expression, ScopeStructure`1 parentScope)
  at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.Assemble(IPositionableInputStream input, BinaryWriter output, ILog log)
  at Nintenlord.Event_Assembler.Core.Program.Assemble(EACodeLanguage language, TextReader input, BinaryWriter output, ILog log)
  at Nintenlord.Event_Assembler.Program.Assemble(String originalFile, String outputFile, String game)
  at Nintenlord.Event_Assembler.UserInterface.MainForm.assembleButton_Click(Object sender, EventArgs e)
  at System.Windows.Forms.Control.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnClick(EventArgs e)
  at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ButtonBase.WndProc(Message& m)
  at System.Windows.Forms.Button.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
   CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Event assembler
   Assembly Version: 1.0.0.0
   Win32 Version: 1.0.0.0
   CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Event%20assembler.exe
----------------------------------------
Core
   Assembly Version: 9.6.4528.17553
   Win32 Version: 9.6.0.0
   CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Core.EXE
----------------------------------------
System.Windows.Forms
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.278 built by: RTMGDR
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.282 built by: RTMGDR
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.269 built by: RTMGDR
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Nintenlord.Forms
   Assembly Version: 1.0.0.0
   Win32 Version: 1.0.0.0
   CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Nintenlord.Forms.DLL
----------------------------------------
Nintenlord
   Assembly Version: 1.0.0.0
   Win32 Version: 1.0.0.0
   CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Nintenlord.DLL
----------------------------------------
System.Core
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.233 built by: RTMGDR
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
   Assembly Version: 4.0.0.0
   Win32 Version: 4.0.30319.233 built by: RTMGDR
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
   <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Edited by Kiego
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the same events we have been working on this whole time. EA decided it just wanted to crash and never load that TXT again. As soon as "add ALIGN 4 before the codes. " EA decided to freak out.

But its fine with any other text.

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Which takes less time, me looking through several pages to find your events and do all the changes you have made during all those pages or you copy/pasting the events and surrounding them with code and spoiler tags?

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Which takes less time, me looking through several pages to find your events and do all the changes you have made during all those pages or you copy/pasting the events and surrounding them with code and spoiler tags?

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x09,Pointers)

ORG $108F660
Pointers:
POIN Turn_events Character_events Location_events Misc_events
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0x68 0x38 0x00 0x0C [0,5] [0,5] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x68 0x38 0x0 0x0C [0,6] [0,6] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x68 0x38 0x0 0x0C [2,2] [2,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x68 0x38 0x0 0x0C [3,2] [3,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Good:
UNIT 0x01 0x01 0x00 0x08 [9,6] [9,6] [0x80,0x12,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

MariaGate:
UNIT 0x13 0x34 0x0 0x0A [10,0] [2,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x11 0x1D 0x0 0x0A [10,0] [3,2] [0x4A,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x20 0x11 0x0 0x0A [10,0] [4,2] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

KiegoHouse:
UNIT 0x08 0x11 0x0 0x0A [3,6] [3,6] [0x01,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x01 0x01 0x00 0x08 [4,6] [4,6] [0x80,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x14 0x1F 0x0 0x0A [3,7] [3,7] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

WendyHurry:
UNIT 0x16 0x21 0x0 0x0A [4,2] [4,2] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

ET:
UNIT 0x05 0x14 0x0 0x0A [6,11] [6,9] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x06 0x0A 0x0 0x0A [7,11] [7,8] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Kai:
UNIT 0x02 0x02 0x0 0x0A [11,9] [6,7] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Gate:
UNIT 0x16 0x21 0x0 0x0A [0,10] [0,10] [0x12,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x01 0x01 0x0 0x08 [0,11] [0,11] [0x80,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

MariaArena:
UNIT 0x13 0x34 0x0 0x0A [12,0] [12,0] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x11 0x1D 0x0 0x0A [13,0] [13,0] [0x4A,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x20 0x11 0x0 0x0A [14,0] [14,0] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

MariaTakeOff:
UNIT 0x20 0x11 0x0 0x0A [11,2] [11,2] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

MariaUnit:
UNIT 0x20 0x11 0x0 0x08 [3,11] [3,9] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Kiego:
UNIT 0x011 0x01 0x00 0x08 [3,11] [3,8] [0x80,0x12,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

YenaChase:
UNIT 0x01 0x1D 0x0 0x0A [0,5] [10,5] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x70 0x38 0x0 0x0C [0,4] [10,6] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x69 0x38 0x0 0x0C [0,6] [9,5] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Turn_events:
TURN 0x0 Opening_event [1,0] 0x0 0x0
TURN 0x0 MariaFollow2 [2,0] 0x0 0x0
TURN

MariaFollow2:
ReinforcementEvent(MariaUnit)
ENUN
CURF Heath
ENUN
ENDA

MariaTurn2:
UNIT Heath 0x01 0x0 Level(1,NPC,False) [3,11] [3,9] [ironSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT


Character_events:
CHAR

Location_events:
LOCA

Misc_events:
CauseGameOverIfLordDies
AFEV 0 0xCA749C 0x65
DefeatAll(Ending_event)
AFEV

Opening_event:
OOBB
LOU1 MariaGate
TEX1 0x081F
REMA
MOVE 0x13 [1,11]
MOVE 0x11 [2,11]
MOVE 0x20 [3,11]
ENUN
DISA 0x20
DISA 0x11
DISA 0x13
ENUN
FADI 16
LOMA 0xE [3,11]
FADU 16
LOU1 KiegoHouse
CURF 0x08
TEX1 0x0819
REMA
LOU1 WendyHurry
ENUN
MOVE 0x16 [4,6]
ENUN
CURF 0x16
TEX1 0x0828
REMA 
MOVE 0x01 [14,6]
MOVE 0x16 [14,7]
ENUN
DISA 0x01
DISA 0x16
ENUN
DISA 0x08
DISA 0x14 
ENUN
FADI 16
LOMA 0x3F [6,8]
FADU 16
LOU1 Gate
ENUN
MOVE 0x16 [6,7]
MOVE 0x01 [6,8]
ENUN
CURF 0x16
TEX1 0x081A
REMA
MOVE 0x16 [6,5]
ENUN
DISA 0x16
ENUN
LOU1 ET
ENUN
CURF 0x05
TEX1 0x081B
REMA
LOU1 Kai
ENUN
CURF 0x02
TEX1 0x081C
REMA
MOVE 0x02 [6,5]
ENUN
DISA 0x02
CURF 0x05
TEX1 0x081D
REMA
MOVE 0x06 [6,5]
DISA 0x06
ENUN
MOVE 0x01 [6,5]
ENUN
DISA 0x01
ENUN
MOVE 0x05 [6,5]
ENUN
DISA 0x05
ENUN
REMA
LOU1 MariaArena
ENUN
CURF 0x20
MOVE 0x20 [11,2]
ENUN
DISA 0x20
ENUN
MOVE 0x13 [11,2]
ENUN
DISA 0x13
ENUN
MOVE 0x11 [11,2]
ENUN
DISA 0x11
ENUN
TEX1 0x0821
REMA
LOU1 MariaTakeOff
ENUN
MOVE 0x20 [6,5]
ENUN
DISA 0x20
ENUN
FADI 16
LOMA 0x01 [0,0]// This is why no events or turns ever loaded, load the CHAPTER not the MAP when your ready to begin the chapter on said map. Think of it as loading the chapter and not the map, because of you just load the map...its not gonna have any events.
FADU 16
LOU1 Kiego
ENUN
LOU1 MariaUnit
ENUN
CURF 0x20
TEX1 0x082E
REMA
MOVE 0x20 [3,11]
ENUN
DISA 0x20
ENUN
LOU1 YenaChase
ENUN
CURF 0x01
TEX1 0x822
REMA
MOVE 0x01 [5,6]
ENUN
TEX1 0x823
REMA
MOVE 0x01 [9,6]
ENUN
MUS1 0x000F
FADI 0x10
BACG 0x31
FADU 0x10
TEX1 0x824
REMA
FIGH 0x01 0x70 KB1 $00000000
ENUN
KILL 0x70
ENUN
UNCR 0x01 0x02
CURF 0x01
FADI 0x10
BACG 0x31
FADU 0x10
TEX1 0x825
REMA
MOVE 0x69 [8,5]
ENUN
FIGH 0x01 0x69 KB2 $00000000
ENUN
UNCR 0x01 0x02
MOVE 0x69 [3,0]
DISA 0x69
ENUN
TEX1 0x826
REMA
LOU1 Bad
ENUN
CUSI 0x11 0
ENUN
ENDA

Ending_event:
MUS1 0x000F
BACG 0x31
TEX1 0x0827
REMA
FADI 16
MNCH 0x02
ENDA

BallistaData:
BLST

KB1:
ALIGN 4 AttackerCritical(36,True)
ALIGN 4 EndOfBattle

KB2:
ALIGN 4 AttackerMiss(True)
ALIGN 4 EndOfBattle

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KB1:
ALIGN 4 AttackerCritical(36,True)
ALIGN 4 EndOfBattle

KB2:
ALIGN 4 AttackerMiss(True)
ALIGN 4 EndOfBattle

what the fuck

ALIGN 4
KB2:
AttackerCritical(36, True)
EndOfBattle

ALIGN 4
KB2:
AttackerMiss(True)
EndOfBattle

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KB1:
ALIGN 4 AttackerCritical(36,True)
ALIGN 4 EndOfBattle

KB2:
ALIGN 4 AttackerMiss(True)
ALIGN 4 EndOfBattle

what the fuck

ALIGN 4
KB2:
AttackerCritical(36, True)
EndOfBattle

ALIGN 4
KB2:
AttackerMiss(True)
EndOfBattle

I didn't see how it was used in arch's tut. I thought it went along with everything else. Really wasn't explained.

Sorry Sir.

EDIT: Fixed and EA reads like it used to but for some reason my lord just hits them for 0 dmg and stalls during the sequence.

Edited by Kiego
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All right, so I've done villages before, and never really had any problems with them, but I'm having a really big issue with the latest one I inserted. The village itself works fine: the conversation plays, the item is rewarded, but then the game glitches out afterwards. I attached a screenshot I took of what happened. Basically, as soon as the village ends, all of the units get unlimited movement, but the game usually freezes or restarts if I try to move them. Like I said, I've done villages before, and nothing like this has happened before. Here are my events:

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x21,Pointers)

org 0xDF5320

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 Teodor Shaman 0x55 Level(10,Enemy,True) [18,05] [17,06] [Luna, BlueGem] [0x00,0x03,0x09,0x00]

UNIT Merc Mercenary 0x45 Level(8,Enemy,True) [17,11] [17,11] [steelSword] [0x00,0x02,0x02,0x00]

UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [18,12] [18,12] [ironSword] [0x00,0x02,0x02,0x00]

UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [18,14] [18,14] [ironSword] [0x00,0x02,0x02,0x00]

UNIT Merc Archer 0x3D Level(7,Enemy,True) [19,04] [19,04] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Merc Shaman 0x3D Level(7,Enemy,True) [12,13] [12,13] [Flux] [0x00,0x03,0x02,0x00]

UNIT Merc Shaman 0x3D Level(7,Enemy,True) [02,13] [02,13] [Flux] [0x00,0x03,0x02,0x00]

UNIT Merc Shaman 0x4D Level(9,Enemy,True) [01,14] [01,14] [Nosferatu] [0x00,0x03,0x02,0x00]

UNIT Merc Archer 0x4D Level(8,Enemy,True) [08,02] [08,02] [Longbow] [0x00,0x03,0x02,0x00]

UNIT Merc Mage 0x3D Level(7,Enemy,True) [11,12] [11,12] [Thunder] [0x00,0x03,0x02,0x00]

UNIT Merc Mage 0x2D Level(5,Enemy,True) [10,04] [10,04] [Fire] [0x00,0x03,0x02,0x00]

UNIT Merc Mage 0x2D Level(5,Enemy,True) [06,07] [06,07] [Fire] [0x00,0x03,0x02,0x00]

UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [13,04] [13,04] [ironSword] [0x00,0x03,0x02,0x00]

UNIT Merc Brigand 0x35 Level(6,Enemy,True) [02,08] [02,08] [HandAxe] [0x00,0x03,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [04,07] [04,07] [steelAxe] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x2D Level(5,Enemy,True) [11,15] [11,15] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x2D Level(5,Enemy,True) [10,14] [10,14] [steelSpear] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x2D Level(5,Enemy,True) [04,10] [04,10] [ironSword] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x2D Level(5,Enemy,True) [03,11] [03,11] [ironSword, Javelin] [0x00,0x02,0x02,0x00]

UNIT Empty

ChickenWings:

UNIT Merlinus Citizen 0x00 Level(1,NPC,True) [15,15] [15,15] [Elixir] [0x00,0x00,0x00,0x00]

UNIT Empty

Reinforcements:

UNIT Merc Fighter 0x35 Level(6,Enemy,True) [02,15] [02,15] [ironAxe] [0x00,0x02,0x00,0x02]

UNIT Merc Fighter 0x35 Level(6,Enemy,True) [03,15] [03,15] [HandAxe] [0x00,0x02,0x00,0x02]

UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [04,15] [04,15] [ironSword] [0x00,0x02,0x00,0x02]

UNIT Empty

Reinforcements1:

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [01,01] [01,01] [steelSword] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [02,01] [02,01] [steelSpear] [0x00,0x02,0x02,0x00]

UNIT Empty

Good:

UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [03,02] [03,02] [ironSword, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Marcus Paladin 0x00 Level(1,Ally,False) [03,03] [03,03] [EmblemSword] [0x00,0x00,0x00,0x00]

UNIT Nils Mage 0x00 Level(1,Ally,False) [03,01] [03,01] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Canas Shaman 0x00 Level(1,Ally,False) [01,01] [01,01] [Flux, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Florina_t PegasusKnight 0x00 Level(2,Ally,False) [02,00] [02,00] [slimSpear, Javelin, Vulnerary] [0x00,0x03,0x09,0x00]

UNIT Leila Thief_F 0x00 Level(2,Ally,False) [04,02] [04,02] [ironSword, Vulnerary, LockPick] [0x00,0x03,0x09,0x00]

UNIT Priscilla Cleric 0x00 Level(2,Ally,False) [00,01] [00,01] [0x00] [0x00,0x00,0x00,0x00]

UNIT Kent Cavalier_F 0x00 Level(2,Ally,False) [01,04] [01,04] [ironSword, IronSpear, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Karel Myrmidon 0x00 Level(5,Ally,False) [00,03] [00,03] [KillingEdge, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Heath WyvernKnight 0x00 Level(5,Ally,False) [01,03] [01,03] [steelSpear, Javelin] [0x00,0x00,0x00,0x00]

UNIT Empty

MaureenColleen:

UNIT Florina PegasusKnight 0x00 Level(5,NPC,False) [13,00] [13,02] [ironSpear, Javelin, ElysianWhip] [0x00,0x03,0x00,0x00]

UNIT Rebecca Archer 0x00 Level(5,NPC,False) [14,00] [14,03] [ironBow, Vulnerary, OrionsBolt] [0x00,0x03,0x00,0x00]

UNIT Empty

Perfection:

UNIT Fargus Peer 0x00 Level(20,Ally,False) [01,01] [01,02] [KillerLance, Spear, RegalBlade, IronRune] [0x00,0x00,0x00,0x00]

UNIT Pent Mage 0x00 Level(1,Ally,False) [02,02] [02,02] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Empty

Turn_events:

TURN 0x00 PreBattle [01,01] 0x00 0x00

TURN 0x00 Turn1 [01,01] 0x0 0x00

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

TURN 0x00 Turn3 [03,03] 0x0 0x00

TURN 0x00 Turn5 [05,05] 0x0 0x00

TURN 0x00 Turn7 [07,07] 0x0 0x00

TURN 0x00 Turn9 [09,09] 0x0 0x00

CODE $00

PreBattle:

OOBB

ENDA

Turn1:

LOU1 Perfection

ENUN

ENDA

Turn2:

MUS1 0x0048

CAM1 [14,03]

LOU1 MaureenColleen

ENUN

CURF Rebecca

TEX1 0x0863

REMA

ENDA

Turn3:

LOU1 Reinforcements

ENUN

ENDA

Turn5:

LOU1 Reinforcements

ENUN

ENDA

Turn7:

Lou1 Reinforcements1

ENUN

ENDA

Turn9:

Lou1 Reinforcements1

ENUN

ENDA

Character_events:

CHAR 0x07 StephColleen Florina_t Rebecca $00000000

CHAR 0x08 MicheleMaureen Leila Florina $00000000

CODE $00

StephColleen:

MUS1 0x0042

TEX1 0x0866

REMA

CUSI Rebecca $00

ENDA

MicheleMaureen:

MUS1 0x0042

TEX1 0x0867

REMA

CUSI Florina $00

ENDA

Location_events:

Village(0x09,Dnd_Village,11,02)

Vendor(VendorUs,10,15)

CODE $00

Dnd_Village:

FADI 10

MUS1 0x0073

BACG 0x02

FADU 10

TEX1 0x086F

REMA

ITGV (HerosCrest)

ENDA

VendorUs:

SHLI Vulnerary Heal Fire Flux IronSword SlimSword IronSpear SlimSpear IronBow

Misc_events:

CauseGameOverIfLordDies

DefeatBoss(Ending_event)

CODE $00

Opening_event:

LOU1 Good

ENUN

CAM1 Lyn_t

CURF Lyn_t

FADI 10

MUS1 0x0006

BACG 0x1C

FADU 10

TEX1 0x085A

REMA

MOVE Marcus [17,07]

ENUN

CAM1 Marcus

CURF Marcus

TEX1 0x085B

REMA

LOU1 Bad

ENUN

FADI 10

MUS1 0x0064

BACG 0x36

FADU 10

TEX1 0x085C

REMA

TEX1 0x85D

REMA

FIGH Teodor Marcus CatPain $00000000

REMA

TEX1 0x085E

REMA

UNCR Teodor 0x02

MOVE Teodor [18,05]

ENUN

CAM1 Lyn_t

CURF Lyn_t

FADI 10

MUS1 0x0041

BACG 0x1C

FADU 10

TEX1 0x085F

REMA

CURF Heath

FADI 10

BACG 0x23

TEX1 0x860

BACG 0x1C

TEX1 0x86C

REMA

LOU1 ChickenWings

ENUN

MOVE Marcus [16,15] 0x01

ENUN

MUS1 0x0056

TEX1 0x0861

REMA

DISA Merlinus

ENUN

CUSI Marcus $00

DISA Marcus

ENUN

CAM1 Heath

CURF Heath

FADI 10

MUS1 0x0044

BACG 0x23

FADU 10

TEX1 0x0862

REMA

CURF Lyn_t

TEX1 0x086D

REMA

CAM1 [07,15]

REPA Marcus

REPA [07,15]

ENUN

MOVE Marcus [04,04]

ENUN

TEX1 0x0864

REMA

ENDB

CatPain:

CODE $10000002

CODE $00800000

ENDA

Ending_event:

FADI 10

MUS1 0x0003

BACG 0x36

FADU 10

TEX1 0x086B

TEX1 0x0865

MNCH 0x06

STAL 1

_0x1

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

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

The chapter only gets messed up after the village. Otherwise, it works fine, so I know it's a problem with the village. Any idea what went wrong? Thanks!

post-2682-076255800 1340238482_thumb.png

Edited by GeminiTheSpy
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