Jump to content

Event Assembler Questions Thread


CT075
 Share

Recommended Posts

If you're trying to get the NPC to move toward Lyn, then you will need to fiddle around with the AI a little bit. See if you can make any sense of this thread. If you're still struggling then I can tell you exactly which bytes you'll need to modify (but it won't do you any good in terms of learning)

Link to comment
Share on other sites

  • Replies 3.3k
  • Created
  • Last Reply

Top Posters In This Topic

Hmm... I think I can tell what's going on in that thread, but it involves modifying the actual hexes instead of just event stuff, it seems. I'm not sure if I'll have any success with that (not that programming-savvy).

I still need to figure out why Lyn can't seize the throne in what is ostensibly her mode (might just download the patch though) and how to get the units in place for the closing events.

...Actually, the links to the multi-lord seize patch in that thread seem to be broken. Are there any alternate links? Never mind, figured it out.

Edited by Sami-Fire
Link to comment
Share on other sites

  • 1 month later...

I try to load a guy who already hurt on the map. Like he has 15/36 hp when loaded. I tried to find by searching in Aias's death vs caellach events... Unsuccessfully.

How do I do this?

Link to comment
Share on other sites

I try to load a guy who already hurt on the map. Like he has 15/36 hp when loaded. I tried to find by searching in Aias's death vs caellach events... Unsuccessfully.

How do I do this?

I'm almost positive that loading a unit without full HP requires manual RAM edits

Like I know for a fact that the game gives Seth 13 HP in the Prolouge through an assembly routine

Link to comment
Share on other sites

Hum...

[spoiler=PrologueEvents Starting at Valter's attack]

FIG1 0x2 0x45 0x0
CUMO 0x2
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x90B
TEXTEND
REMA
_MOVE2 0x8 0x2 0x0
ENUN
DISA 0x1
_SETVAL 0xD 0x0
_SETVAL 0x1 0x18104
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_SETVAL 0x1 0x18084
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_SETVAL 0x1 0x18080
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_MOVE3 0x0 0x2 0x0
ENUN
DISA 0x2
CUMO 0x45
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x90C
TEXTEND
REMA
FADI 16
_0x0220 0x2
_0x342A 0x0
_0x342C 0x0
_0x342B 0x0
_SETVAL 0xB 0x0
LOMA 0x0
FADU 16
ENDA

I don't know... The only thing that seems to have a bound with seth's HPs is the 0x0D (13) here. I really don't know how all that works xD

Link to comment
Share on other sites

Hi, guys/gals. I have a little bit of a problem trying to make my starting hut flash with a cursor flash. I'm testing stuff at this point, and everything else that I've done on the map works well, the events I mean, it's just that when I start the game it won't show the map and the cursor flash on the hut as I want it to, it just goes straight to the text. If anyone can help me solve this problem, thanks.

Here's what I've got:

//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 Empty
Good:
UNIT Lyn_t LynLord 0x00 Level(5,Ally,False) [3,11] [3,11] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Empty
Reinforcements:
UNIT Florina PegasusKnight 0x00 Level(6,Ally,False) [13,00] [13,03] [ironSpear,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Empty
Enemies:
UNIT Batta Brigand 0x00 Level(3,Enemy,False) [14,9] [12,10] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Brigand Brigand 0x00 Level(3,Enemy,False) [14,7] [14,7] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Brigand Brigand 0x00 Level(3,Enemy,False) [14,6] [14,6] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Empty
Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x00 TURN1 [02,00] 0x0 0x00
TURN 0x00 TURN2 [03,00] 0x0 0x00
TURN
Character_events:
CHAR 0x05 FlorinaLyn Florina Lyn_t $00000000
ENDA
Location_events:
LOCA
Misc_events:
CauseGameOverIfLordDies
AFEV
Opening_event:
CURF [3,11]
FADI 10
BACG 0x00
FADU 10
TEX1 0x0815
REMA
LOU1 Good
ENUN
ITGC Lyn_t ManiKatti
MOVE Lyn_t [3,12]
ENDA
TURN1:
LOU1 Reinforcements
ENUN
CURF [13,3]
MUS1 0x12
TEX1 0x810
REMA
ENDA
TURN2:
LOU1 Enemies
ENUN
CURF [12,10]
MUS1 0x23
TEX1 0x0812
REMA
ENDA
FlorinaLyn:
MUS1 0x0042
TEX1 0x0816
REMA
ENDA
Ending_event:
//MNCH 0x??
STAL 1
_0x1
ENDA
BallistaData:
BLST
ALIGN 4
MESSAGE Events end at offset currentOffset

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

Link to comment
Share on other sites

I'm almost positive that loading a unit without full HP requires manual RAM edits

Like I know for a fact that the game gives Seth 13 HP in the Prolouge through an assembly routine

Nah, it's these commands:

_SETVAL 0x1 HP

_0x3425 CharacterID

Link to comment
Share on other sites

when I start the game it won't show the map and the cursor flash on the hut as I want it to, it just goes straight to the text. If anyone can help me solve this problem, thanks.

did you tell the chapter to fade to map instead of fade to black in the chapter unit editor
Link to comment
Share on other sites

Nah, it's these commands:

_SETVAL 0x1 HP

_0x3425 CharacterID

Yeah, I think that's it, but EA doesn't recognize these anyway. (Or maybe I miss some files)

No, it's just that It's FE8 and not FE7. Or somehing else. Bah.

Edited by Solum
Link to comment
Share on other sites

did you tell the chapter to fade to map instead of fade to black in the chapter unit editor

Nope, I did not do that. But I have now that you told me and it works. Thank you very much.

Link to comment
Share on other sites

Yeah, I think that's it, but EA doesn't recognize these anyway. (Or maybe I miss some files)

No, it's just that It's FE8 and not FE7. Or somehing else. Bah.

_SETVAL doesn't work in FE7, Solum :P: So you might have done something wrong.

Link to comment
Share on other sites

I'm stuck again and need your help, fellow fire emblem fans. I'm now playing around trying to begin my hack with a World Map opening instead of Lyn in the hut. I studied Arch's tutorial on this but seem to be having trouble getting the map to load. When I assemble the event it tells me there are no errors, but the map does not show up. I know there will be some problems and some stuff missing since I just started studying this kind of stuff today. *Note* I highlighted WorldMapEvents since I don't know what goes there. Any help on resolving this matter is also appreciated. Btw, I am using the Lyn overworld map text data, as you can see.

--edited--Did some research and changed the template but still nothing.

-Edit--Never mind, lol, I got it. :)

Edited by Lord of Pharae
Link to comment
Share on other sites

  • 2 months later...

I didn't want to make a separate thread since my question is based on events.

My question. How can I ensure that an npc stays un-recruited if the conversation didn't take place in a non-prep screen chapter? Example in Chapter 3 if Ross and Garcia weren't recruited or killed they don't show up in the next chapter. I'm having trouble with this, an npc that I put in chapter 1 still shows up in chapter 2 even if they weren't recruited.

Edited by MidnightStar
Link to comment
Share on other sites

  • 4 weeks later...

Hello, it's me again in the questions section. Seems like I just joined this place and already have had to come to this section twice. This time, it's a doozy. The problem: I am trying to edit the events in chapter 13x (the merlinus one) so that there will be an NPC character you can talk to and recruit. Now I think what the problem is is that there wasn't one there before, so the event ID i put after the CHAR code messes things up. I did everything EXACTLY as I should have as far as I know, and event assembler keeps telling me to "please continue being awesome." I would LIKE to, but the screen goes black whenever the chapter is about to start. So I have no idea what to do here, there's obviously some little fundamental thing i am missing. Sorry I have to do this again so soon, but members of the Forest, HELP!

Thats just the text from the original for those who read it there....

[spoiler=The Entire Script]
////////////////////////////////////////////////////
// //
// Disassembled with Nintenlord's Event Assembler //
// Version: 8.3.4055.31515 //
// Game: FE7 //
// File: Knights of Etruria.gba //
// Offset: $CA1ECC //
// //
////////////////////////////////////////////////////



ORG $CA1D98
TurnBasedEvents:
TURN 0x0 BeginningScene [1,0] 0x0 0x0
TURN 0x0 EndingScene [8,0] 0x0 0x0
TURN 0x0 label13 [2,0] 0x0 0x1
TURN 0x0 label13 [5,0] 0x0 0x1
TURN 0x0 label14 [3,0] 0x0 0x1
TURN 0x0 label13 [1,2] 0x0 0x2
TURN 0x0 label13 [5,0] 0x0 0x2
TURN 0x0 label14 [3,0] 0x0 0x2
TURN 0x0 label14 [4,0] 0x8 0x2
TURN 0x0 label13 [2,0] 0x0 0x5
TURN 0x0 label13 [5,0] 0x0 0x5
TURN 0x0 label14 [3,0] 0x0 0x5
TURN 0x0 label15 [4,0] 0x0 0x5
TURN 0x0 label13 [1,0] 0x8 0x4
TURN 0x0 label13 [6,0] 0x8 0x4
TURN 0x0 label14 [4,0] 0x8 0x4
CHARASM

CharacterBasedEvents:
CHAR 0x6 label26 [0x9,0x4] 0x0
CHAR

LocationBasedEvents:
VILL 0x8 label16 [14,3] 0xE
LOCA 0x8 [14,2] 0x1D
CHARASM

MiscBasedEvents:
AFEV 0x0 label17 0x65
CHARASM

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN BallistaEliwoodMode BallistaHectorMode
POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsHNM 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 $CA1F0C and the new ending offset is CURRENTOFFSET

ORG $CA71BE
BallistaEliwoodMode:
BLST

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA71BF and the new ending offset is CURRENTOFFSET

ORG $CA731A
BallistaHectorMode:
BLST

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA731B and the new ending offset is CURRENTOFFSET

ORG $CA749C
label17:
_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 $CAF970
BeginningScene:
CMOF
LOU2 AllyUnitsENM
LOU1 label18
LOUFILTERED 0x2 EnemyUnitsENM
LOUFILTERED 0x3 EnemyUnitsHNM
ENUN
FADI 16
HIDEMAP
BACG 0x1F
FADU 16
SHOWMAP
TEX1 0xA5E
MUEN 1
MORETEXT 0xA5F
FADI 16
HIDEMAP
BACG 0x1F
MUS1 0x32
FADU 16
SHOWMAP
TEX1 0xA60
MORETEXTIFEM 0xA61 0xA62
REMA
IFAF 0x5 0x7A3B9
STAL 60
MUEN 4
CAM1 0x28
CURF 0x28
MUS1 0x6
TEX1 0xA63
REMA
ENIF 0x5
LOUMODE1 0x0 label19 0x0 label20
ENDA

label16:
MUSI
FADI 16
HIDEMAP
BACG 0x3
FADU 16
SHOWMAP
TEX1 0xA64
REMA
MUNO
_FADU2
SHOWMAP
MONE 0x0 5000
ENDA

label26:
MUS2 0x42
TEX1 0x1346
REMA
CUSI 0x4 0x0
MURE 0x5
ENDA

EndingScene:
MUEN 4
STAL 60
MUS1 0x3A9
FADI 16
HIDEMAP
BACG 0x1F
ASMC 0x7A8B9
FADU 16
SHOWMAP
TEXTIFEM 0xA68 0xA69
MUS1 0x4C
MORETEXT 0xA6A
MORETEXT 0xA6B
MORETEXT 0xA6C
GOTO label21
_0x9A
LOU1 label22
ENUF 0x9B
ENUF 0x6A
FADI 4
HIDEMAP
BACG 0x5B
MNCH 0x11
STAL 1
_0x1
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CAFB18 and the new ending offset is CURRENTOFFSET

ORG $CC0C14
label21:
ENUT 0x9D
IFCD 0x1 0x1A 0x7E
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7C8
ENIF 0x1
IFCD 0x2 0x26 0x7B
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7FB
ENIF 0x2
IFCD 0x3 0x25 0x7F
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7E2
ENIF 0x3
IFCD 0x4 0x27 0x80
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7FE
ENIF 0x4
IFCD 0x5 0xB 0x92
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7CE
ENIF 0x5
IFCD 0xB 0x7 0x93
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7F3
ENIF 0xB
IFCD 0xC 0x14 0x94
IFAT 0xC 0x7EEE9
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7F6
ENIF 0xC
IFCD 0xD 0x32 0x78
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7E5
ENIF 0xD
IFCD 0xE 0x9 0x95
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7CB
ENIF 0xE
IFCD 0xF 0x37 0x96
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7F9
ENIF 0xF
IFEF 0x63 0x9D
MURE 0x6
ENUT 0x9D
ENIF 0x63
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 $CC8C64
AllyUnitsENM:
UNIT 0x1 0x1 0x0 0x29 [6,10] [6,10] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x3 0x0 0x21 [8,10] [8,10] [0x1F,0x26,0x28,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x23 0x3C 0x0 0x19 [9,10] [9,10] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1A 0x2A 0x0 0x19 [6,11] [6,11] [0x1,0x17,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x8 0x12 0x0 0x29 [7,11] [7,11] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x19 0x28 0x0 0x29 [7,13] [7,13] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xB 0x14 0x0 0x49 [8,13] [8,13] [0x14,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x6 0xE 0x0 0x21 [6,14] [6,14] [0xD,0x1,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x9 0x12 0x0 0x29 [7,14] [7,14] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xE 0x19 0x0 0x31 [9,14] [9,14] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x11 0x1D 0x0 0x19 [10,14] [10,14] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

EnemyUnitsENM:
UNIT 0x41 0xA 0x0 0x54 [1,3] [1,3] [0x3,0x6B,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [2,1] [2,1] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [16,11] [16,11] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [2,9] [2,9] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0xE 0x41 0xD [0,10] [0,10] [0x1,0x6B,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0xA 0x41 0x1D [7,6] [7,6] [0x1,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x18 0x41 0x15 [6,8] [6,8] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [15,12] [15,12] [0x1F,0x6B,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [16,14] [16,14] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [2,2] [2,2] [0x20,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [9,3] [9,3] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [7,2] [7,2] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [8,7] [8,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x4 0xB 0x0 0x1A [14,4] [14,4] [0x1,0x5,0x6C,0x0] [0x0,0x3,0x0,0x0]
UNIT

EnemyUnitsHNM:
UNIT 0x41 0xA 0x0 0x54 [1,3] [1,3] [0x3,0x6B,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [2,1] [2,1] [0x20,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [16,11] [16,11] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x20 0x41 0x1D [2,9] [2,9] [0x37,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0xE 0x41 0xD [0,10] [0,10] [0x1,0x6B,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0xA 0x41 0x1D [7,6] [7,6] [0x1,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x18 0x41 0x15 [6,8] [6,8] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [15,12] [15,12] [0x1F,0x6B,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [16,14] [16,14] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [2,2] [2,2] [0x20,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [9,3] [9,3] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [7,2] [7,2] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0xE 0x41 0x1D [8,7] [8,7] [0x1,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT

label19:
UNIT 0x3E 0x39 0x41 0x1D [4,14] [4,14] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [2,10] [2,10] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x2E 0x41 0x1D [0,4] [0,4] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0x18 0x41 0x1D [1,11] [1,11] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT

label20:
UNIT 0x3E 0x39 0x41 0x1D [4,14] [4,14] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x1D [2,10] [2,10] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x2E 0x41 0x1D [0,4] [0,4] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0x18 0x41 0x1D [1,11] [1,11] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [15,9] [15,9] [0x28,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [13,14] [13,14] [0x28,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [1,1] [1,1] [0x28,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT 0x3E 0x39 0x41 0x15 [1,13] [1,13] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x1,0x0]
UNIT

label23:
UNIT 0x3E 0x39 0x41 0x1D [16,12] [16,12] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x1,0x0]
UNIT 0x3E 0x2E 0x41 0x15 [16,13] [16,13] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT

label24:
UNIT 0x3E 0xE 0x41 0x1D [1,2] [1,2] [0x1,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0x2E 0x41 0x15 [0,1] [0,1] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT

label25:
UNIT 0x3E 0xA 0x41 0x1D [1,2] [1,2] [0x1,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0x3E 0x20 0x41 0x15 [0,1] [0,1] [0x37,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT

label18:
UNIT 0x28 0x47 0x0 0xA [7,9] [7,9] [0x0,0x0,0x0,0x0] [0x6,0x3,0x1,0x0]
UNIT

label22:
UNIT 0x28 0x44 0x0 0x28 [7,9] [7,9] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC9094 and the new ending offset is CURRENTOFFSET

ORG $CC9100
label14:
LOU1 label23
ENUN
ENDA

label13:
LOU1 label24
ENUN
ENDA

label15:
LOU1 label25
ENUN
ENDA


//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC913C and the new ending offset is CURRENTOFFSET

Sorry CT075 for the inconvenience.

Edited by Bacon Hero
Link to comment
Share on other sites

1) I remember seeing somewhere that event ID 0x6 is reserved for something, so you shouldn't use it.

2) Are you reassembling it in the same spot? Your new event data is bigger than the original, which is going to overwrite important stuff and mess things up. Repoint the event data to some free space in the ROM.

Link to comment
Share on other sites

1) The Event ID is something I don't understand. In the other recruitment convo pointers, I've seen 0x6 and 0x7, and I don't know what either of those means or what else I should use.

2) I've added more reinforcements before, and I'm pretty sure event assembler repoints stuff to the right places based on what the current offset is when it hits those lines. Also, forgot to mention it, but the chapter didn't crash until I typed in the CHAR code "properly". I didn't have the 0x0 at the end, and it didn't recognize the code, and everything else worked fine. Then when I added it, it said there were no errors, but it crashes right after the chapter name.

Link to comment
Share on other sites

Event Id 0x6 is automatically set when all enemies are defeated, and unset whenever any enemies remain, so don't use it for anything else - always use 0x7 or above.

edit: this is only for fe8 though. FE7 uses an ASME for rout maps.

Edited by Vennobennu
Link to comment
Share on other sites

1) The Event ID is something I don't understand. In the other recruitment convo pointers, I've seen 0x6 and 0x7, and I don't know what either of those means or what else I should use.

2) I've added more reinforcements before, and I'm pretty sure event assembler repoints stuff to the right places based on what the current offset is when it hits those lines.

3) Also, forgot to mention it, but the chapter didn't crash until I typed in the CHAR code "properly". I didn't have the 0x0 at the end, and it didn't recognize the code, and everything else worked fine. Then when I added it, it said there were no errors, but it crashes right after the chapter name.

1) i would probably put a number that you don't see somewhere else in the chapter; something like 0x36 (random number) is probably safe, idk

2) no, it doesn't, how would it know where/what to repoint if you're making an event file from scratch?

3) if it doesn't recognize a code EA will flat out refuse to write anything to your ROM, so of course it wouldn't do anything if you did it wrong

Link to comment
Share on other sites

Ya know what, I think I have a better idea that shouldnt break the game and won't have a character be recruited on a sidequest (albeit a very easy one to get). Thanks for trying to help, I think what I'm gonna end up doing will be better than this anyway.

Link to comment
Share on other sites

  • 2 weeks later...

Hi, I have a question on macros in the event assembly and was wondering if anyone could help me?

I have certain macros missing from my library(I think) because certain commands don't work even when I followed the tutorials to the letter. My library of macros are unedited either. I was working on the world map events for FE7 and macros such as PUTSPRITE , FADETOWM, and CODE don't work; the event assembly would state that it is never a valid command. I looked through mariobro3828's tutorial but didn't get much.

I ran into this problem before with doing scripted fights and I solved it through putting new macro commands into my event assembly library. But this time I don't know the hex values for PUTSPRITE and FADETOWM and I don't know how to acquire them or if they are the problem.

So if anyone can point me in the right direction or even let me know what I'm doing wrong, I would greatly appreciate it.

Link to comment
Share on other sites

According to my readme file, version 9.10.
I can't find anything with the macros i'm looking for after browsing my EA standard library folder. Not sure if relevant but the available files, when opened, have all the texts clumped together with no spaces even when word wrap is used. Which I did sift through using Control F and manual scanning.
And yes I use #include EAstdlib.event at the top on all my event files.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...