Agro Posted August 13, 2014 Share Posted August 13, 2014 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) Quote Link to comment Share on other sites More sharing options...
Sami-Fire Posted August 13, 2014 Share Posted August 13, 2014 (edited) 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 August 13, 2014 by Sami-Fire Quote Link to comment Share on other sites More sharing options...
Solum Posted October 7, 2014 Share Posted October 7, 2014 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? Quote Link to comment Share on other sites More sharing options...
Brendor Posted October 8, 2014 Share Posted October 8, 2014 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 Quote Link to comment Share on other sites More sharing options...
Solum Posted October 8, 2014 Share Posted October 8, 2014 Hum... [spoiler=PrologueEvents Starting at Valter's attack] FIG1 0x2 0x45 0x0CUMO 0x2STAL 60CURETEXTSTARTTEXTSHOW 0x90BTEXTENDREMA_MOVE2 0x8 0x2 0x0ENUN 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 0x0ENUNDISA 0x2CUMO 0x45STAL 60CURETEXTSTARTTEXTSHOW 0x90CTEXTENDREMAFADI 16_0x0220 0x2_0x342A 0x0_0x342C 0x0_0x342B 0x0_SETVAL 0xB 0x0LOMA 0x0FADU 16ENDA 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 Quote Link to comment Share on other sites More sharing options...
Kuru Posted October 8, 2014 Share Posted October 8, 2014 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: ???????? Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted October 8, 2014 Share Posted October 8, 2014 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 8, 2014 Author Share Posted October 8, 2014 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 Quote Link to comment Share on other sites More sharing options...
Solum Posted October 8, 2014 Share Posted October 8, 2014 (edited) 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 October 8, 2014 by Solum Quote Link to comment Share on other sites More sharing options...
Kuru Posted October 8, 2014 Share Posted October 8, 2014 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. Quote Link to comment Share on other sites More sharing options...
Agro Posted October 8, 2014 Share Posted October 8, 2014 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 So you might have done something wrong. Quote Link to comment Share on other sites More sharing options...
Kuru Posted October 9, 2014 Share Posted October 9, 2014 (edited) 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 October 10, 2014 by Lord of Pharae Quote Link to comment Share on other sites More sharing options...
Hidan66666 Posted December 19, 2014 Share Posted December 19, 2014 I have a question- how to make events in Fire Emblem 8 ??? ( I watched the tutorial Arch but there mainly written about 7 part Fire Emblem). Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted December 20, 2014 Share Posted December 20, 2014 I have a question- how to make events in Fire Emblem 8 ??? ( I watched the tutorial Arch but there mainly written about 7 part Fire Emblem). Most of the principles in FE7 will apply to FE8. There are a few minor differences (should be in Arch's tutorial) but is otherwise the same. Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted December 26, 2014 Share Posted December 26, 2014 (edited) 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 December 26, 2014 by MidnightStar Quote Link to comment Share on other sites More sharing options...
Bacon Hero Posted January 18, 2015 Share Posted January 18, 2015 (edited) 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 $CA1D98TurnBasedEvents:TURN 0x0 BeginningScene [1,0] 0x0 0x0TURN 0x0 EndingScene [8,0] 0x0 0x0TURN 0x0 label13 [2,0] 0x0 0x1TURN 0x0 label13 [5,0] 0x0 0x1TURN 0x0 label14 [3,0] 0x0 0x1TURN 0x0 label13 [1,2] 0x0 0x2TURN 0x0 label13 [5,0] 0x0 0x2TURN 0x0 label14 [3,0] 0x0 0x2TURN 0x0 label14 [4,0] 0x8 0x2TURN 0x0 label13 [2,0] 0x0 0x5TURN 0x0 label13 [5,0] 0x0 0x5TURN 0x0 label14 [3,0] 0x0 0x5TURN 0x0 label15 [4,0] 0x0 0x5TURN 0x0 label13 [1,0] 0x8 0x4TURN 0x0 label13 [6,0] 0x8 0x4TURN 0x0 label14 [4,0] 0x8 0x4CHARASMCharacterBasedEvents:CHAR 0x6 label26 [0x9,0x4] 0x0CHARLocationBasedEvents:VILL 0x8 label16 [14,3] 0xELOCA 0x8 [14,2] 0x1DCHARASMMiscBasedEvents:AFEV 0x0 label17 0x65CHARASMPointerList:POIN TurnBasedEventsPOIN CharacterBasedEventsPOIN LocationBasedEventsPOIN MiscBasedEventsPOIN BallistaEliwoodMode BallistaHectorModePOIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsHNM EnemyUnitsENMPOIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENMPOIN 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 CURRENTOFFSETORG $CA71BEBallistaEliwoodMode:BLST//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CA71BF and the new ending offset is CURRENTOFFSETORG $CA731ABallistaHectorMode:BLST//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CA731B and the new ending offset is CURRENTOFFSETORG $CA749Clabel17:_0x87STAL 30ASMC 0x7A455STAL 10ASMC 0x13FA5STAL 80ASMC 0x6CCB9IFAT 0x1 0x7A47DASMC 0x20479ENIF 0x1ASMC 0xB2F95ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSETORG $CAF970BeginningScene:CMOFLOU2 AllyUnitsENMLOU1 label18LOUFILTERED 0x2 EnemyUnitsENMLOUFILTERED 0x3 EnemyUnitsHNMENUNFADI 16HIDEMAPBACG 0x1FFADU 16SHOWMAPTEX1 0xA5EMUEN 1MORETEXT 0xA5FFADI 16HIDEMAPBACG 0x1FMUS1 0x32FADU 16SHOWMAPTEX1 0xA60MORETEXTIFEM 0xA61 0xA62REMAIFAF 0x5 0x7A3B9STAL 60MUEN 4CAM1 0x28CURF 0x28MUS1 0x6TEX1 0xA63REMAENIF 0x5LOUMODE1 0x0 label19 0x0 label20ENDAlabel16:MUSIFADI 16HIDEMAPBACG 0x3FADU 16SHOWMAPTEX1 0xA64REMAMUNO_FADU2SHOWMAPMONE 0x0 5000ENDAlabel26:MUS2 0x42TEX1 0x1346REMACUSI 0x4 0x0MURE 0x5ENDAEndingScene:MUEN 4STAL 60MUS1 0x3A9FADI 16HIDEMAPBACG 0x1FASMC 0x7A8B9FADU 16SHOWMAPTEXTIFEM 0xA68 0xA69MUS1 0x4CMORETEXT 0xA6AMORETEXT 0xA6BMORETEXT 0xA6CGOTO label21_0x9ALOU1 label22ENUF 0x9BENUF 0x6AFADI 4HIDEMAPBACG 0x5BMNCH 0x11STAL 1_0x1ENDA//The next line is for re-assembling purposes. 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Do not delete!MESSAGE Original ending offset is $CC9094 and the new ending offset is CURRENTOFFSETORG $CC9100label14:LOU1 label23ENUNENDAlabel13:LOU1 label24ENUNENDAlabel15:LOU1 label25ENUNENDA//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 January 18, 2015 by Bacon Hero Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted January 18, 2015 Share Posted January 18, 2015 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. Quote Link to comment Share on other sites More sharing options...
Bacon Hero Posted January 18, 2015 Share Posted January 18, 2015 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. Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted January 18, 2015 Share Posted January 18, 2015 (edited) 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 January 18, 2015 by Vennobennu Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 18, 2015 Author Share Posted January 18, 2015 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 Quote Link to comment Share on other sites More sharing options...
Bacon Hero Posted January 21, 2015 Share Posted January 21, 2015 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. Quote Link to comment Share on other sites More sharing options...
Dunal Posted January 22, 2015 Share Posted January 22, 2015 (edited) EDIT: Problem fixed. Edited January 24, 2015 by DLuna Quote Link to comment Share on other sites More sharing options...
Rickochet Posted January 31, 2015 Share Posted January 31, 2015 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. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 31, 2015 Share Posted January 31, 2015 What version of EA are you running? If you browse the EA Standard Library folder are you able to locate the macros you're asking about? Are you using #include EAstdlib.event? Quote Link to comment Share on other sites More sharing options...
Rickochet Posted January 31, 2015 Share Posted January 31, 2015 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. Quote Link to comment Share on other sites More sharing options...
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