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Event Assembler Questions Thread


CT075
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Well, I didn't actually do it for EN. It was for a separate mod, and as I said I ended up finding the item without it anyways but I think the knowledge is still useful.

I do believe you can find the hidden items (at least the wait tile ones) just by looking at the event editor disassembly code because it uses the AREA function or whatever. However, since I only started looking at the event editor yesterday a lot of the ASM stuff seems jargon to me.

I have no idea how any of the "if" event conditions work since the event ids seem to lead nowhere or to some _ASM stuff, and most of the stuff I just had to use intuition and reverse-engineering to recognize (like Hector visiting those two villages for a secret item). Wait tiles are a giveaway though :)

Edited by Brood_Star
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either way disassembling the EN ROM wouldn't help you a lot anyway since the hidden items were coded in via asm (i know this for a fact because the person who wrote that code was yours truly)

Was there a problem with original method used in the desert chapter?

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So you used the original method, but just changed the conditions asm routine? Because if it's so, then this:

either way disassembling the EN ROM wouldn't help you a lot anyway since the hidden items were coded in via asm (i know this for a fact because the person who wrote that code was yours truly)

is wrong if Brood_Star wants to know the position of the hidden items.

Edited by Nintenlord
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I feel really stupid asking about a problem this basic and this early in my attempt to event hack, but hopefully that should make it an easy one for someone here to solve.

[spoiler=Full Text]#include EAstdlib.event

EventPointerTable(0x07,ThisChapter)

ORG 0xEFB3D0

ThisChapter:

POIN TurnBasedEvents

POIN CharacterBasedEvents

POIN LocationBasedEvents

POIN MiscBasedEvents

POIN Dunno Dunno Dunno

POIN Tutorial

POIN TrapData TrapData

POIN Units Units

POIN $0 $0 $0 $0 $0 $0

POIN BeginningScene EndingScene

TurnBasedEvents:

TURN

CharacterBasedEvents:

CHAR

LocationBasedEvents:

LOCA

MiscBasedEvents:

AFEV

Dunno:

//DO NOT TOUCH

WORD $00

Tutorial:

//DO NOT TOUCH

WORD $00

TrapData:

ENDTRAP

ALIGN 4

Units:

UNIT Anthony Mercenary 0x00 Level(5,Ally,False) [2,8] 0x00 0x00 0x00 Anthony_Move [ironSword,SilverSword,Vulnerary,0x00] NoAI

UNIT Empty

Anthony_Move:

REDA [2,9] 0x00 0x01 0x00 5

BeginningScene:

LOU1 Units

ENUN

ENDA

EndingScene:

MoveToChapter(Ch1)

MESSAGE Events end at offset currentOffset

I can not even follow along with Arch's video tutorials because when I try to assemble it, I encounter the error screen telling me line 54 is the problem because "no code named LOU1 [is] found." I have gone over the differences for FE8 hacking carefully, but did not see anything about it loading units differently than you are supposed to for FE7. Does it have anything to do with the fact that you can break up FE8 units into groups?

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Isn't loading units for FE8 _LOAD1 [something] [pointer]? From Event assembler language.txt:

FE8:
 _LOAD1 Dunno Pointer 

 Parameters:
  Dunno
  Pointer

FE8:
 _LOAD_WHATEVER Dunno 

 Parameters:
  Dunno

FE8:
 _LOAD2 Value1 Pointer 

 Parameters:
  Value1
  Pointer

FE8:
 _LOAD3 Value1 Pointer 

 Parameters:
  Value1
  Pointer

FE8:
 _MOVE Dunno Character [Position to move to X, Position to move to Y] 

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Well, I'm back again with another problem having to do with FE8 differences. This time I can't figure out how to give characters items or money. The ITGC and related commands are incompatible with FE8, and I cannot find a replacement listed in the Event Assembler language file or any of the accompanying text documents. The closest I could find was _GIVEITEMTO (Character) in the "Experimental" section, but how to specify the item is never said. Both ( _GIVEITEMTO Anthony Elixir) and (_GIVEITEMTO Elixir Anthony) are rejected. There has to be something really simple I'm not getting.

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The Macro "PromoteMainChar" doesn't seem to be working properly, or rather, it is, but it skips past an ENUN I place after it. It doesn't work when I use the ASMC either. For reference, the ASMC is ASMC 0x79AF5.

Ending_event:
LevelMerlinus
UnitClear
MUS1 0x0038
ITGM 0xDD
ENUN
FADI 0x10
LOU1 RenairCrimson
BACG 0x42
FADU 0x10
TEX1 0x800
REMA
GOTO promotehnng
ENUN
FADI 0x10
BACG 0x42
FADU 0x10
TEX1 0x800
MNCH 0x1D
ENDA

promotehnng:
ASMC 0x79AF5
ENUN
ENDA

If I remove the text and background at the end of that event, when Renair is about to promote, as the lightning is hitting her, the screen blacks out and the music keeps playing.

If I have the text there, then she is able to promote, but the next appears in a battle quote fashion that I can advance and end the chapter because of the MNCH.

So yeah, I don't know what to do to make the forced promotion work correctly, any thoughts on how to fix this?

IS you're lazy as shit. To make this work, just put STAL 1250 after the promotion

goddamn

Edited by AstraLunaSol
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Hey everyone. I've been trying to load Lyn to the map but I am having trouble. When I try to assemble the event It tells me that line 7, column 22 did not reach end, currently at comma. (.)

If anyone can tell me what's wrong, I would appreciate it.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable0X06,Pointers

ORG 0XD80000

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 Lyn_t LynLord 0x00 Level[5,Ally,False] [8,8] [10,8] [ironSword,Vulnerary] [NoAI]

UNIT Empty

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

END_MAIN

Character_events:

END_MAIN

Location_events:

END_MAIN

Misc_events:

CauseGameOverIfLordDies

END_MAIN

Opening_event:

LOU1 Good

ENUN

ENDA

Ending_event:

//MoveToChapter(NextChapter)

ENDA

TrapData:

ENDTRAP

MESSAGE Events end at offset currentOffset

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

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EventPointerTable0X06,Pointers

should be

EventPointerTable(0x06, Pointers)

(copy that exactly)

also

ORG 0XD80000

becomes

ORG 0xD80000

Level[5,Ally,False]

->

Level(5,Ally,False)

(pay attention to what kind of bracket you use)

Edited by CT075
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EventPointerTable0X06,Pointers

should be

EventPointerTable(0x06, Pointers)

(copy that exactly)

also

ORG 0XD80000

becomes

ORG 0xD80000

Level[5,Ally,False]

->

Level(5,Ally,False)

(pay attention to what kind of bracket you use)

Thank you. :) That got her on the map. And, I shall. ;)

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#include EAstdlib.event

EventPointerTable(0x0E,TileChangeList)

ORG 0xD50000

TileChangeList:
TileMap(0x00,0x13,0x04,0x01,0x01,ClosedVillage)
TileMap(0x01,0x07,0x07,0x01,0x01,ClosedVillage2)
TileMap(0x02,0x09,0x08,0x01,0x01,WallThing)
TileMapEnd

ClosedVillage:
SHORT 0x0080 0x0080 0x0080

ClosedVillage2:
SHORT 0x0080 0x0080 0x0080

WallThing:
SHORT 0x03B0 0x03B0 0x03B0

I can get the 1st village to work, but the 2nd village and wall don't work. In fact, when I visit the 2nd village, it actually closes the 1st village.

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#include EAstdlib.event

EventPointerTable(0x0E,TileChangeList)

ORG 0xD50000

TileChangeList:
TileMap(0x00,0x13,0x04,0x01,0x01,ClosedVillage)
TileMap(0x01,0x07,0x07,0x01,0x01,ClosedVillage2)
TileMap(0x02,0x09,0x08,0x01,0x01,WallThing)
TileMapEnd

ClosedVillage:
SHORT 0x0080 0x0080 0x0080

ClosedVillage2:
SHORT 0x0080 0x0080 0x0080

WallThing:
SHORT 0x03B0 0x03B0 0x03B0

I can get the 1st village to work, but the 2nd village and wall don't work. In fact, when I visit the 2nd village, it actually closes the 1st village.

What Cam said isn't supposed to help you with your problem. Anyway, are the coordinates correct? Meaning, are the coordinates in supposed to be in hex? Are the coordinates the coordinates of the gate, not something else?

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  • 3 weeks later...

Ok

1) Have this problem where units are loading on coordinates off the map. (I didn't input any unit data for them but they show up)

2)How do you start in Eliwood mode (skip lyn mode)?

3)for scripted fights is it always FIGH ATOM ATOM ATOM $00000000 <---this

4) MOMA codes sometimes give me issues with offset not being able to divide by 4

EDIT: nevermind number 1 I just forgot to add a separator

Edited by Moocavo
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