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Event Assembler Questions Thread


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Are you loading the right units? And do show all of the events.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0xD00180

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

Bad:

UNIT

Good:

Unit Eliwood 0x01 0x00 Level(8,Ally,False) [5,5] [5,5] [ironSword, Vulnerary] NoAI

Unit MorphLloyd 0x06 0x00 Level(1,NPC,False) [8,3] [5,6] [ironSword, Vulnerary] NoAI

Unit MorphLinus 0x05 0x00 Level(1,NPC,False) [8,3] [3,4] [ironSword, Vulnerary] NoAI

Unit MorphBrendan 0x03 0x00 Level(1,NPC,False) [8,3] [3,4] [ironSword, Vulnerary] NoAI

UNIT

Turn_events:

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

TURN

Character_events:

CharacterEvent(0x00,Eliwood,MorphLloyd,Pickme1)

CharacterEvent(0x00,Eliwood,MorphLinus,Pickme2)

CharacterEvent(0x00,Eliwood,MorphBrendan,Pickme3)

CHAR

Location_events:

LOCA

Misc_events:

//DefeatAll(Ending_event)

//CauseGameOverIfLordDies

AFEV

Opening_event:

OOBB

LOU1 Good

ENUN

TEX1 0x0816

REMA

ENDA

Pickme1:

MUS2 0x24

TEX1 0x0845

REMA

CUSI MorphLloyd 0x00

MURE 0x02

ENDA

Pickme2:

MUS2 0x24

TEX1 0x0845

REMA

CUSI MorphLinus 0x00

MURE 0x02

ENDA

Pickme3:

MUS2 0x24

TEX1 0x0845

REMA

CUSI MorphBrendan 0x00

MURE 0x02

ENDA

Ending_event:

//MNCH 0x01

ENDA

TrapData:

ENDTRAP

MESSAGE Events end at offset currentOffset

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

I think I did it right...

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You have the order of parameters wrong:

CharacterEvent(eventID,pointer,char1,char2)

Meaning you'd need to have:

Character_events:
CharacterEvent(0x00,Pickme1,Eliwood,MorphLloyd)
CharacterEvent(0x00,Pickme2,Eliwood,MorphLinus)
CharacterEvent(0x00,Pickme3,Eliwood,MorphBrendan)
CHAR

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I've got some trouble wiht my hacking code lately. It show me no error or so but i can't enter a village, shop, armory or a normal house. Same ist with the Location of the sezie coordinates. (Default was 2,10 I can't move them. if I move them just 1 coordniate via nightmare they're completly gone)

ORG $6677BC
TurnBasedEvents:
TURN 0x0 label9 [1,0] 0x0
TURN 0x0 label10 [2,0] 0x0
CHAR

CharacterBasedEvents:
CHAR 0x5 label11 [0x1,0x18]
CHAR 0x5 label11 [0x18,0x1]
CHAR

LocationBasedEvents:
SHOP 0x0 label12 [7,9] 0x14
SHOP 0x0 label13 [6,1] 0x13
VILL 0x0 label14 [3,4] 0xE
LOCA 0x0 [3,3] 0x1D
LOCA 0x0 label15 [6,7] 0xE
LOCA 0x0 label16 [0,4] 0xE
LOCA 0x0 label17 [5,7] 0xE
LOCA 0x3 [16,3] 0xF
CHAR

MiscBasedEvents:
AFEV 0x0 label18 0x65
CHAR

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN EnemyUnits AllyUnits
POIN EndingScene

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $667884 and the new ending offset is CURRENTOFFSET

ORG $66A81C
label12:
SHLI 0x68

label13:
SHLI 0x1 0x10 0x16 0x27

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66A82A and the new ending offset is CURRENTOFFSET

ORG $66AC6C
label18:
_0x41
STAL 30
ASMC 0x6C609
STAL 10
ASMC 0x146BD
STAL 80
ASMC 0x608D5
IFAF 0x1 0x6C62D
ASMC 0x1EA1D
ENIF 0x1
ASMC 0x987B9
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66ACCC and the new ending offset is CURRENTOFFSET

ORG $66B9C4
label25:
MOMA 0xC 0x12 0x3 0x3 0x3

label26:
MOMA 0xC 0x16 0x3 0x0

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66B9CF and the new ending offset is CURRENTOFFSET

ORG $66B9D0
label9:
CAM1 [18,0]
CMOF
LOU1 label19
ENUN
LOU1 label20
ENUN
TEX1 0x4D
REMA
MOVE 0x4B [17,4]
ENUN
MOVE 0x37 [13,-1]
ENUN
DISA 0x37
STAL 16
MOVE 0x4B [16,4]
ENUN
STAL 16
LOU1 label21
MUS1 0x2
TEX1 0x4E
REMA
STAL 16
MOVE [0x10,0x3] [0x11,0xB]
ENUN
MOVE 0x4B [16,3]
ENUN
CMOF
LOU1 label22
ENUN
MUEN 1
STAL 16
MUS1 0x24
LOU2 AllyUnits
ENUN
LOU1 label23
ENUN
STAL 16
CAM1 0x1
STAL 16
MOVE 0x9 [2,11]
ENUN
TEX1 0x4F
REMA
LOU1 label24
ENUN
MOVE 0x11 label25
ENUN
STAL 16
MOVE 0x11 label26
ENUN
TEX1 0x50
MUS1 0x23
_0xA
REMA
LOU1 label27
STAL 16
CAM1 [0,14]
CMOF
ENUN
TEX1 0x51
REMA
LOU1 label28
ENUN
LOU1 label29
ENUN
CAM1 0x1
TEX1 0x52
REMA
MOVE 0x9 [1,11]
MOVE 0x11 [4,10]
ENUN
ASMC 0x6BAF1
ENDA

label10:
STAL 32
MUS2 0x33
CAM1 [20,18]
STAL 32
LOU1 label30
LOU1 label31
ENUN
TEX1 0x53
REMA
CMOF
MOVE 0x31 [0,13]
ENUN
MOVE 0x21 [13,16]
ENUN
MOVE 0x22 [13,18]
ENUN
TEX1 0x54
REMA
MOVE 0x31 [12,17]
ENUN
TEX1 0x55
REMA
MOVE 0x21 [12,16]
MOVE 0x22 [12,18]
MOVE 0x31 [14,17]
ENUN
MURE
ENDA

label11:
MUS2 0x33
TEX1 0x56
REMA
MURE
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66BCC0 and the new ending offset is CURRENTOFFSET

ORG $66BD08
label14:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x58
REMA
MUNO
_0x40
ITGV 0xA
ENDA

label15:
MUSI
FADI 16
HIDEMAP
BACG 0x0
FADU 16
SHOWMAP
TEX1 0x59
REMA
MUNO
ENDA

label16:
MUSI
FADI 16
HIDEMAP
BACG 0x0
FADU 16
SHOWMAP
TEX1 0x5A
REMA
MUNO
ENDA

label17:
MUSI
FADI 16
HIDEMAP
BACG 0x0
FADU 16
SHOWMAP
TEX1 0x5B
REMA
MUNO
ENDA

EndingScene:
MUS1 0x27
FADI 16
HIDEMAP
BACG 0x5
FADU 16
SHOWMAP
TEX1 0x5E
IFAT 0x1 0x6C1C5
MORETEXT 0x5F
ENIF 0x1
MORETEXT 0x60
IFAT 0x2 0x6C1C5
MORETEXT 0x61
ENIF 0x2
MUS1 0x2B
MORETEXT 0x62
_0xA
REMA
STAL 64
MNCH 0x3
STAL 1
_0x1
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66BEB0 and the new ending offset is CURRENTOFFSET

ORG $679DEC
AllyUnits:
UNIT 0x1 0x1 0x0 0x11 [2,10] [2,10] [0x1,0xB,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1F 0x22 0x1 0x9 [2,8] [2,8] [0x12,0x68,0x68,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1B 0x20 0x1 0x19 [3,9] [3,9] [0x1,0x10,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1C 0x20 0x1 0x11 [3,11] [3,11] [0x1,0x16,0x68,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x9 0xC 0x1 0x11 [1,9] [2,9] [0x10,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xD 0x10 0x1 0x9 [0,10] [0,10] [0x27,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label23:
UNIT 0x42 0x42 0x1 0x8 [1,11] [1,10] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

EnemyUnits:
UNIT

label22:
UNIT 0x6C 0xA 0x4B 0x15 [17,13] [17,6] [0x1B,0x0,0x0,0x0] [0xC,0x11,0x9,0x0]
UNIT 0x6C 0x10 0x4B 0x1D [18,14] [17,4] [0x27,0x0,0x0,0x0] [0xC,0x12,0x29,0x0]
UNIT 0x6D 0x30 0x4B 0x1D [16,15] [18,6] [0x16,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x6C 0xA 0x4B 0xD [17,12] [17,11] [0x1B,0x0,0x0,0x0] [0x0,0x6,0x9,0x0]
UNIT 0x6C 0xA 0x4B 0x15 [18,12] [18,10] [0x1B,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x30 0x4B 0x1D [18,12] [17,9] [0x16,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0x6C 0x30 0x4B 0x15 [18,12] [18,11] [0x10,0x0,0x0,0x0] [0x0,0x6,0x1,0x0]
UNIT 0x6C 0xA 0x4B 0xD [18,13] [18,9] [0x1B,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6C 0x30 0x4B 0xD [18,15] [18,8] [0x16,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6C 0x10 0x4B 0xD [16,12] [16,5] [0x27,0x0,0x0,0x0] [0x0,0x6,0x9,0x0]
UNIT 0x6C 0xA 0x4B 0x1D [16,12] [16,10] [0x1C,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0x6E 0x3 0x4B 0x1D [17,9] [17,7] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT

label27:
UNIT 0x6D 0x30 0x4B 0x1D [7,17] [3,14] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT

label28:
UNIT 0x6D 0x30 0x4B 0x1D [8,18] [5,17] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0x6D 0x30 0x4B 0x1D [8,18] [1,15] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT

label29:
UNIT 0x6C 0xA 0x4B 0xD [11,18] [8,17] [0x1B,0x20,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6C 0xA 0x4B 0xD [11,18] [6,18] [0x1B,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6C 0xA 0x4B 0x15 [11,18] [4,18] [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT

label30:
UNIT 0x21 0xA 0x18 0x10 [15,18] [12,16] [0x1B,0x22,0x68,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x22 0x20 0x18 0x18 [15,18] [12,18] [0x10,0x16,0x68,0x0] [0x0,0x3,0x0,0x0]
UNIT

label31:
UNIT 0x18 0x2 0x0 0x8 [15,18] [13,17] [0x66,0x1,0x68,0x0] [0x3,0x3,0x0,0x0]
UNIT 0x31 0x22 0x18 0x8 [16,18] [14,17] [0x1C,0x16,0x68,0x0] [0x0,0x3,0x0,0x0]
UNIT

label20:
UNIT 0x37 0x2C 0x0 0x2C [16,3] [16,3] [0x11,0x16,0x0,0x0] [0x3,0x3,0x1,0x0]
UNIT

label19:
UNIT 0x4B 0xC 0x0 0x2C [16,3] [16,4] [0x16,0x0,0x0,0x0] [0x3,0x3,0x1,0x20]
UNIT

label21:
UNIT 0x6D 0x30 0x4B 0x1D [16,3] [16,3] [0x10,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT

label24:
UNIT 0x11 0x15 0x1 0x10 [4,14] [4,14] [0x3B,0x68,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT


//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $67A0CC and the new ending offset is CURRENTOFFSET

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Did you add new/change codes in this region:

ORG $6677BC
TurnBasedEvents:
TURN 0x0 label9 [1,0] 0x0
TURN 0x0 label10 [2,0] 0x0
CHAR

CharacterBasedEvents:
CHAR 0x5 label11 [0x1,0x18]
CHAR 0x5 label11 [0x18,0x1]
CHAR

LocationBasedEvents:
SHOP 0x0 label12 [7,9] 0x14
SHOP 0x0 label13 [6,1] 0x13
VILL 0x0 label14 [3,4] 0xE
LOCA 0x0 [3,3] 0x1D
LOCA 0x0 label15 [6,7] 0xE
LOCA 0x0 label16 [0,4] 0xE
LOCA 0x0 label17 [5,7] 0xE
LOCA 0x3 [16,3] 0xF
CHAR

MiscBasedEvents:
AFEV 0x0 label18 0x65
CHAR

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN EnemyUnits AllyUnits
POIN EndingScene

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Sry my bad, posted a script of the wrong chapter >.<

That's the script i have trouble with:

ORG $CA1BC4
TurnBasedEvents:
TURN 0x0 BeginningScene [1,0] 0x0 0x0
TURN 0x0 label18 [2,0] 0x0 0x0
CHAR

CharacterBasedEvents:
CHAR 0x5 label25 [0x1,0x18] 0x0
CHAR 0x5 label25 [0x18,0x1] 0x0
CHAR

LocationBasedEvents:
SHOP 0x0 label26 [7,9] 0x14
SHOP 0x0 label27 [6,1] 0x13
VILL 0x0 label23 [3,4] 0xE
LOCA 0x0 [3,3] 0x1D
LOCA 0x0 label17 [6,7] 0xE
LOCA 0x0 label16 [0,4] 0xE
LOCA 0x0 label24 [5,7] 0xE
LOCA 0x3 [16,3] 0xF
CHAR

MiscBasedEvents:
AFEV 0x0 label28 0x65
CHAR

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

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA1D98 and the new ending offset is CURRENTOFFSET

ORG $CA6F84
label26:
SHLI 0x1 0x1C 0x28 0x2C

label27:
SHLI 0x6B 0x4A

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA6F94 and the new ending offset is CURRENTOFFSET

ORG $CA71BD
BallistaEliwoodMode:
BLST

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA71BE and the new ending offset is CURRENTOFFSET

ORG $CA7319
BallistaHectorMode:
BLST

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA731A and the new ending offset is CURRENTOFFSET

ORG $CA749C
label28:
_0x87
STAL 30
ASMC 0x7A455
STAL 10
ASMC 0x13FA5
STAL 80
ASMC 0x6CCB9
IFAT 0x1 0x7A47D
ASMC 0x20479
ENIF 0x1
ASMC 0xB2F95
ENDA

//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 $CAF300
label32:
MOMA 0xC 0x12 0x3 0x3 0x3

label33:
MOMA 0xC 0x16 0x3 0x0

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CAF316 and the new ending offset is CURRENTOFFSET

ORG $CAF318
BeginningScene:
CAM1 [18,0]
CMOF
CMOF
LOU1 label43
ENUN
LOU1 label42
ENUN
TEX1 0xA3F
REMA
MOVE 0x40 [17,4]
ENUN
MOVE 0x2C [13,-1]
ENUN
DISA 0x2C
STAL 16
MOVE 0x40 [16,4]
ENUN
STAL 16
LOU1 label41
MUS1 0x64
TEX1 0xA40
REMA
STAL 16
MOVE [0x10,0x3] [0x11,0xB]
ENUN
MOVE 0x40 [16,3]
ENUN
CMOF
LOU1 label30
ENUN
MUEN 0x1
STAL 16
MUS1 0x30
LOU1 AllyUnitsENM
ENUN
LOU1 label44
ENUN
STAL 16
CAM1 0x1
STAL 16
ENUN
TEX1 0xA41
REMA
LOU1 label45
ENUN
MOVE 0x11 label32
ENUN
STAL 16
MOVE 0x11 label33
ENUN
TEX1 0xA42
MUS1 0x32
REMA 
LOU1 label40
STAL 16
CAM1 [0,14]
CMOF
ENUN
TEX1 0xA43
REMA
LOU1 label39
ENUN
LOU1 label31
ENUN
CAM1 0x1
TEX1 0xA44
REMA 
MOVE 0x2D [1,11]
MOVE 0x11 [4,10]
ENUN
ENDA


label18:
STAL 32
MUS2 0x42
CAM1 [11,12]
STAL 32
LOU1 label35
LOU1 label37
ENUN
TEX1 0xA45
REMA
CMOF
MOVE 0x9 [0,13]
ENUN
MOVE 0x8 [13,16]
ENUN
MOVE 0x24 [13,18]
ENUN
TEX1 0xA46
REMA 
MOVE 0x8 [12,16]
MOVE 0x24 [12,18]
MOVE 0x9 [14,17]
ENUN
TEX1 0xA47
REMA
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CAF744 and the new ending offset is CURRENTOFFSET

ORG $CAF750
label23:
MUSI
FADI 16
HIDEMAP
BACG 0x2
FADU 16
SHOWMAP
TEX1 0xA4A
REMA
MUNO
ITGV 0xE
ENDA

label24:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0xA49
REMA
MUNO
ENDA

label16:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0xA4C
REMA
MUNO
ENDA

label17:
MUSI
FADI 16
HIDEMAP
BACG 0x01
FADU 16
SHOWMAP
TEX1 0xA23
REMA
MUNO
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CAF7FC and the new ending offset is CURRENTOFFSET

ORG $CAF834
label25:
TEX1 0xF2A
ASMC 0x7CEE9
REMA
ENDA

EndingScene:
MNCH 0x11
MUS1 0x27
FADI 16
HIDEMAP
BACG 0x10
FADU 0x16
SHOWMAP
TEX1 0xA5B
MORETEXT 0xA5C
ENIF 0x1
MORETEXT 0xA56
REMA
STAL 64
STAL 1
_0x1
ENIF 0x9
ENDA
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CAF970 and the new ending offset is CURRENTOFFSET

ORG $CC0C14
label38:
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC0E50 and the new ending offset is CURRENTOFFSET

ORG $CC86D4
AllyUnitsENM:
UNIT 0x1 0x1 0x0 0x21 [2,10] [2,10] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1A 0x14 0x1 0x11 [2,8] [2,8] [0x1,0x17,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x19 0x2E 0x1 0x21 [3,9] [3,9] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2D 0x2 0x1 0x21 [1,11] [2,11] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x32 0x35 0x1 0x21 [2,9] [2,9] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xE 0x19 0x2 0x8 [0,10] [0,10] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x28 0x59 0x1 0x19 [1,11] [1,10] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label44:
UNIT 0x11 0x1C 0x1 0x9 [4,14] [4,14] [0x3E,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label35:
UNIT 0x8 0x12 0x1 0x10 [15,18] [12,16] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x24 0x28 0x1 0x18 [15,18] [12,18] [0x14,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label37:
UNIT 0x6 0xB 0x1 0x8 [15,18] [13,17] [0x80,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x9 0x2B 0x1 0x8 [16,18] [14,17] [0x1F,0x20,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT



label45:
UNIT

AllyUnitsHNM:
UNIT

EnemyUnitsENM:
UNIT

label29:
UNIT 0x40 0x14 0x0 0x2D [6,6] [6,6] [0x16,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]
UNIT

label30:
UNIT 0x42 0x12 0x40 0x15 [17,13] [17,6] [0x1F,0x0,0x0,0x0] [0xC,0x11,0x9,0x0]
UNIT 0x42 0x18 0x40 0x1D [18,14] [17,4] [0x2C,0x0,0x0,0x0] [0xC,0x12,0x29,0x0]
UNIT 0x42 0x38 0x40 0x1D [16,15] [18,6] [0x14,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x42 0x12 0x40 0x1D [17,12] [17,11] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x42 0x12 0x40 0x15 [18,12] [17,9] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x42 0x38 0x40 0x1D [18,12] [18,11] [0x24,0x0,0x0,0x0] [0x0,0x0,0x29,0x0]
UNIT 0x42 0x38 0x40 0xD [18,13] [18,9] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x42 0xA 0x40 0x15 [18,15] [18,6] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x42 0x18 0x40 0xD [16,12] [16,5] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x42 0x12 0x40 0x1D [16,12] [16,10] [0x20,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0x42 0xE 0x40 0x1D [17,9] [17,7] [0x5,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT

label40:
UNIT 0x42 0x38 0x40 0x1D [7,17] [3,14] [0x14,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT

label39:
UNIT 0x42 0x38 0x40 0x1D [8,18] [5,17] [0x14,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0x42 0x38 0x40 0x1D [8,18] [2,15] [0x14,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT

label31:
UNIT 0x42 0x12 0x0 0xD [11,18] [8,17] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x42 0x12 0x40 0xD [11,18] [6,18] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x42 0x12 0x40 0x15 [11,18] [4,18] [0x1F,0x28,0x0,0x0] [0x0,0x3,0x29,0x0]
UNIT



label41:
UNIT 0x42 0x38 0x40 0x35 [16,3] [16,3] [0x14,0x0,0x0,0x0] [0x0,0x0,0x11,0x0]
UNIT

label42:
UNIT 0x40 0x14 0x0 0x6C [16,3] [16,4] [0x16,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]
UNIT

label43:
UNIT 0x2C 0x34 0x0 0x35 [16,3] [16,3] [0x1,0x0,0x0,0x0] [0x0,0x0,0x11,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC8C64 and the new ending offset is CURRENTOFFSET

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I believe you have to use Lyn's Mode Ending (there's a macro, or a Nightmare module, or something) and then it goes into character select. I don't think there's an easy way to do something like have a character select screen after the end of every chapter.

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  • 2 weeks later...

so I was making a chapter with a defeat all goal and everything was going ok but whenever the last enemy is killed, the character that kills him keeps showing the moving animation staying on that tile like this and will stay there until the chapter is over . Even when I have the character move it stays on the tile. It sends a separate animation to show the movement but the first one stays like so. How can I fix this?

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The villagegate not close after i visit and get 2000 money.

Villagegate coordinate is 16,6

This is my code.

org 0xC9C9C8+(4*0x06)

POIN Pointers

org 0x1000100

...

..

..

. .

Location_events:

Village(0x07,Village1,16,6)

House(0x08,House1,13,8)

House(0x09,House2,18,7)

CODE 0x00

Village1:

FADI 0x10

BACG 0x02

FADU 0x10

TEX1 0x0802

REMA

MONE 0x00 2000

ENDA

org 0xC9C9C8+(4*0x0E)

POIN TileChanges

org 0x1000010

TileChanges:

TileMap(0x00,0x10,0x06,0x01,0x01,VillageGate)

CODE $FF

CODE $00

CODE $00

VillageGate:

CODE 0x80 0x00

How can i fix it - -*

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This is full CODE

#define DISABLE_TUTORIALS

#define TileMap(changeID,Xcoordinate,Ycoordinate,Length,Height,offset) "CODE changeID Xcoordinate Ycoordinate Length Height 0x00 0x00 0x00 offset"

#include EAstdlib.event

org 0xC9C9C8+(4*0x06)

POIN Pointers

org 0x1000100

Pointers:

POIN Turn_events

POIN CharacterTalk

POIN Location_events

POIN Misc_events

POIN Ballista_events Ballista_events

POIN BadEN BadEH BadEN BadEH

POIN GoodEN GoodEH GoodEN GoodEH

POIN Opening_event Ending_event

Turn_events:

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

CODE 0x00

CharacterTalk:

CODE 0x00

Location_events:

Village(0x07,Village1,16,6)

House(0x08,House1,13,8)

House(0x09,House2,18,7)

CODE 0x00

Village1:

FADI 0x10

BACG 0x02

FADU 0x10

TEX1 0x0802

REMA

MONE 0x00 2000

ENDA

House1:

FADI 0x10

BACG 0x01

FADU 0x10

TEX1 0x803

REMA

ENDA

House2:

FADI 0x10

BACG 0x01

FADU 0x10

TEX1 0x804

REMA

ENDA

Misc_events:

CauseGameOverIfLordDies

DefeatAll(Ending_event)

CODE 0x00

Ballista_events:

CODE 0x00

Opening_event:

OOBB

LOU1 GoodEN

ENUN

LOU1 BadEN

ENUN

ENDA

Ending_event:

MNCH 0x01

STAL 1

_0x1

ENDA

GoodEN:

UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [18,7] [13,7] [ironSword,Vulnerary] [00000000]

UNIT Empty

GoodEH:

UNIT Empty

BadEN:

UNIT 0x87 0x39 0x0 Level(2,Enemy,False) [2,2] [3,2] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [2,2] [8,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [2,2] [5,5] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [2,2] [13,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT Empty

BadEH:

UNIT Empty

org 0xC9C9C8+(4*0x0E)

POIN TileChanges

org 0x1000010

TileChanges:

TileMap(0x00,16,6,1,1,VillageGate)

TileMapEnd

VillageGate:

BYTE 0x80 0x00

full map

MIqKtZ.png

Edit :

OK. Now it worked i forget change paramiter in Nightmare

Edited by cybaster
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  • 2 weeks later...

So EA reads and assembles everything fine, and the events work fine, the only problem I'm having, is that if I add a background to one of the text commands, the ROM crashes, however if I run it with out backgrounds, it goes through the events smoothly.

I tried assembling it to untouched ROMs and got the same result.

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include Project76Definitions.txt

EventPointerTable(0x06,Pointers)

ORG 0x1008B38

Pointers:
POIN TurnEvents 
POIN CharacterEvents 
POIN LocationEvents 
POIN MiscEvents
POIN TerrainEvents TerrainEvents
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN OpeningScene EndingScene

Bad:
UNIT Jayme Soldier 0x0 Level(4,Enemy,False)  [10,2] [10,2] [Javelin,IronSpear] Guard
UNIT 0x88 Mercenary 0x0 Level(2,Enemy,True)  [10,0] [10,0] [ironSword] AttackInRange
UNIT 0x88 Fighter 0x0 Level(2,Enemy,True)  [12,0] [12,0] [HandAxe,SteelAxe] Guard
UNIT 0x88 Archer 0x0 Level(2,Enemy,True)  [13,1] [13,1] [ironBow] NoAI
UNIT 0x88 Soldier 0x0 Level(2,Enemy,True)  [5,0] [5,0] [Javelin] Guard
UNIT 0x88 Myrmidon 0x0 Level(2,Enemy,True)  [12,2] [12,2] [slimSword] AttackInRange
UNIT 0x88 Archer 0x0 Level(2,Enemy,True)  [4,1] [4,1] [steelBow] NoAI
UNIT 0x88 Fighter 0x0 Level(2,Enemy,True)  [4,3] [4,3] [ironAxe] AttackInRange
UNIT 0x88 Soldier 0x0 Level(2,Enemy,True)  [5,2] [5,2] [steelSpear] NoAI
UNIT

Good:
UNIT Riven Hero 0x0 Level(1,Ally,False)  [7,1] [7,2] [ironSword,HandAxe] NoAI
UNIT Harrel Archer Riven Level(2,Ally,False)  [7,1] [7,3] [ironBow] NoAI
UNIT Dax Fighter Riven Level(3,Ally,False)  [7,1] [6,3] [ironAxe] NoAI
UNIT

FriendsArrive:
UNIT Galton Soldier Riven Level(1,Ally,False) [0,9] [1,9] [ironSpear,Javelin] NoAI
UNIT Olena Cleric Riven Level(1,Ally,False) [0,8] [0,8] [Heal] NoAI
UNIT

TurnEvents:
TurnEventPlayer(0x00,OpeningScene,1)
TurnEventEnemy(0x00,Enemy_Morale,1)
TurnEventPlayer(0x00,Allies,2)
TURN

Allies:
LOU1 FriendsArrive
ENUN
CURF Olena
Text(0x081E)
ENDA

Enemy_Morale:
CURF Jayme
Text(0x081D)
ENDA

CharacterEvents:
CharacterEventBothWays(0x06,Riven_And_Olena,Riven,Olena)
CharacterEventBothWays(0x07,Riven_And_Galton,Riven,Galton)
CHAR

Riven_And_Olena:
Text(0x081F)
ENDA

Riven_And_Galton:
Text(0x0820)
ENDA

LocationEvents:
LOCA

MiscEvents:
CauseGameOverIfLordDies
DefeatAll(EndingScene)
AFEV

TerrainEvents:
BLST
ALIGN 4

OpeningScene:
MUS1 0x000A
FADI 10
OOBB
CURF [7,1]
STAL 0x10
Text(0x0815)
LOU1 Bad
ENUN
OOBB
CURF Jayme
Text(0x0816,0x02)
LOU1 Good
ENUN
CURF(Jayme)
Text(0x0817)
CURF(Riven)
Text(0x0818)
Move Harrel [8,2]
STAL 0x20
CURF Harrel
Text(0x0819)
Move Harrel [7,3]
STAL 0x20
CURF Harrel
Text(0x081A)
CURF Riven
Text(0x081B)
MOVE Jayme [13,9]
MOVE [10,0] [10,3]
MOVE [12,0] [11,1]
MOVE [13,1] [10,5]
MOVE [12,2] [12,6]
MOVE [5,2] [5,4]
MOVE [4,1] [5,8]
MOVE [4,3] [3,8]
MOVE [5,0] [4,1]
STAL 0x50
CURF Riven
Text(0x081C)
MOVE Riven [7,1]
MOVE Harrel [8,2]
MOVE Dax [6,2]
STAL 0x20
ENDA

EndingScene:
MoveToChapter(0x01)
ENDA

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

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I'm trying to disassemble the prologue from Blazing Sword, but when I try to, it says:

Finished.

1 errors encountered:

Exception: System.NullReferenceException: Object reference not set to an instance of an object.

at Nintenlord.Event_Assembler.Core.Code.Language.EACodeLanguageDisassembler.<FindTemplatesUntil>d__2a.MoveNext()

at Nintenlord.Event_Assembler.Core.Code.Language.EACodeLanguageDisassembler.DisassembleChapter(Byte[] code, Int32 offset, ILog log, Boolean addEndingLines)

at Nintenlord.Event_Assembler.Core.Program.Disassemble(String inputFile, String outputFile, String languageName, Boolean addEndGuards, DisassemblyMode mode, Int32 offset, Priority priority, Int32 size, ILog messageLog)

at Nintenlord.Event_Assembler.UserInterface.MainForm.<.ctor>b__3(Object sender, DoWorkEventArgs args)

No data written to output.

What am I doing wrong?

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Well that makes a lot of sense, when did the order get changed?

(Thanks a lot it works now)

It never got changed, it has been like that always.

I'm trying to disassemble the prologue from Blazing Sword, but when I try to, it says:

Finished.

1 errors encountered:

Exception: System.NullReferenceException: Object reference not set to an instance of an object.

at Nintenlord.Event_Assembler.Core.Code.Language.EACodeLanguageDisassembler.<FindTemplatesUntil>d__2a.MoveNext()

at Nintenlord.Event_Assembler.Core.Code.Language.EACodeLanguageDisassembler.DisassembleChapter(Byte[] code, Int32 offset, ILog log, Boolean addEndingLines)

at Nintenlord.Event_Assembler.Core.Program.Disassemble(String inputFile, String outputFile, String languageName, Boolean addEndGuards, DisassemblyMode mode, Int32 offset, Priority priority, Int32 size, ILog messageLog)

at Nintenlord.Event_Assembler.UserInterface.MainForm.<.ctor>b__3(Object sender, DoWorkEventArgs args)

No data written to output.

What am I doing wrong?

Use the latest version, it has that bug fixed.

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