RandomSwordmaster Posted May 26, 2016 Share Posted May 26, 2016 (edited) EDIT: wait nvm, I'm just stupid and didn't notice that toolbar that showed up Edited May 26, 2016 by RandomSwordmaster Quote Link to comment Share on other sites More sharing options...
Agro Posted May 26, 2016 Share Posted May 26, 2016 if the EA bugged out at the first line of code then it means you wrote your code wrong. you could have troubleshot it here Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted May 27, 2016 Share Posted May 27, 2016 (edited) Nah, no need, figured out how to get Tiled to work. EDIT: found out what I did wrong EDIT2: now for some reason, the map tile changes won't trigger automatically like they're supposed to with the chest events. Here's my event file. //Made by markyjoe1990 of Youtube//Modified by Nintenlord #define DISABLE_TUTORIALS#include EAstdlib.event ORG $0D29010Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN TrapData TrapDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_event Bad:UNIT Marcus Paladin 0x6D 0x2D [9,14] [9,14] [silverSpear,SilverSword,Elixir,Javelin] [0x00,0x03,0x09,0x20]UNIT 0x52 Cavalier 0x6D 0x0C [8,14] [6,13] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x0C [10,14] [7,13] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x0C [8,14] [11,12] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x14 [9,14] [12,12] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x6E Cavalier 0x6D 0x14 [10,14] [15,9] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x0C [8,14] [15,10] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x0C [10,14] [4,6] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x0C [8,14] [4,7] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x14 [9,14] [15,2] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x6E Cavalier 0x6D 0x14 [10,14] [4,2] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT Reinforcements:UNIT 0x6E Cavalier 0x6D 0x14 [18,7] [18,7] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x0C [0,9] [0,9] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x0C [5,14] [5,14] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT 0x52 Cavalier 0x6D 0x0C [6,14] [6,14] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]UNIT Good:UNIT Eliwood Archer 0x00 0x19 [9,11] [9,11] [ironBow,Vulnerary,SteelBow,0x00] [0x00,0x00,0x00,0x00]UNIT Hector Mercenary 0x00 0x19 [8,13] [8,13] [ironSword,Vulnerary,LanceReaver,0x00] [0x00,0x00,0x00,0x00]UNIT Serra Cleric Eliwood 0x11 [10,11] [10,11] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT Matthew Thief Eliwood 0x11 [8,14] [8,14] [ironSword,LockPick,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT Turn_events:OpeningTurnEvent(Opening_event)END_MAIN Character_events:END_MAIN Location_events:Chest(Mend,16,3)Chest(Elixir,2,5)Chest(Vulnerary,10,6)Chest(Vulnerary,8,7)Chest(KillerBow,17,11)END_MAIN Misc_events:CauseGameOverIfLordDiesEND_MAIN Opening_event:LOU1 GoodENUNFADI 16BACG 0x04FADU 16TEX1 0x09FBREMAMOVE Hector [8,11]FADI 16BACG 0x04FADU 16TEX1 0x09FCREMAMOVE Hector [7,9]MOVE Eliwood [9,8]MOVE Serra [9,6]MOVE Matthew [9,4]ENUNTEX1 0x9FDLOU1 BadENUNTEX1 0x9FEENUNENDA Ending_event:FADI 16MOVE Eliwood [9,11] 0xFFMOVe Marcus [9,13] 0xFFMOVE Serra [7,10] 0xFFMOVE Hector [11,10] 0xFFMOVE Matthew [6,10] 0xFFENUNFADU 16TEX1 0x9FFREMAFIGH Eliwood Marcus MarcusDies $00000000KILL MarcusFADI 16BACG 0x04FADU 16TEX1 0xA00IFEV 0x50 0x1FFADI 16REMABACG 0x04FADU 16TEX1 0xA01ENIF 0x50TheEndENDA MarcusDies:AttackerCritical(60,0x00)BLDT TrapData:ENDTRAP MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 00FD88D0 Edited May 27, 2016 by RandomSwordmaster Quote Link to comment Share on other sites More sharing options...
marlon0024 Posted May 31, 2016 Share Posted May 31, 2016 WHY DO MY x94 CHAR DONT GET TALK COMMAND WITH CHAR x06 help plox ORG $1379B70TurnBasedEvents:TURN 0x0 BeginningScene [1,0] 0x0 0x0TURN 0x0 label14 [3,4] 0x0 0x1TURN 0x0 label15 [5,6] 0x0 0x1TURN 0x0 label16 [7,0] 0x0 0x1TURN 0x0 label14 [3,4] 0x0 0x2TURN 0x0 label15 [5,6] 0x0 0x2TURN 0x0 label17 [7,0] 0x0 0x2TURN 0x0 label18 [5,0] 0x8 0x2TURN 0x0 label14 [2,4] 0x0 0x5TURN 0x0 label15 [5,6] 0x0 0x5TURN 0x0 label16 [6,8] 0x0 0x3TURN 0x0 label19 [6,0] 0x0 0x4TURN 0x0 label17 [7,0] 0x0 0x4TURN 0x0 label19 [8,0] 0x0 0x4TURN 0x0 label18 [5,0] 0x8 0x4AFEVCharacterBasedEvents:CHAR 0x7 label20 [0x23,0x6] 0x0CHAR 0x20 label45 [0x94,0x6] 0x0AFEVLocationBasedEvents:LOCA 0x0 label21 [10,6] 0xELOCA 0x0 label22 [15,1] 0xELOCA 0x0 label23 [2,15] 0xEVILL 0x8 label24 [12,9] 0xELOCA 0x8 [12,8] 0x1DVILL 0x9 label25 [1,2] 0xELOCA 0x9 [1,1] 0x1DSHOP 0x0 label26 [5,5] 0x13SHOP 0x0 label27 [6,5] 0x14LOCA 0x3 [2,10] 0xFAFEVMiscBasedEvents:AFEV 0x0 label28 0x65AFEVPointerList:POIN TurnBasedEventsPOIN CharacterBasedEventsPOIN LocationBasedEventsPOIN MiscBasedEventsPOIN TrapsEliwoodMode TrapsHectorModePOIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsHNM EnemyUnitsENMPOIN AllyUnitsENM AllyUnitsENM AllyUnitsHNM AllyUnitsENMPOIN BeginningScene EndingScene ORG $1379D70BeginningScene:CMOFTEX8 0x5DB [120,12]STAL 100RETBCURF [2,10]FADI 16HIDEMAPBACG 0x12FADU 16SHOWMAPTEX1 0xA3FSOUN 0xD3MORETEXT 0xA40REMAMUEN 4_ASM0x5A 0x1 0x7A3B9LOEV 0xCD 0x51 [9,3]IFEM 0xBLOUFILTERED2 0x2 AllyUnitsENMENUNCAM2 [17,0]MOVE 0x2 [9,5] 16ENUNSTAL 16MUS1 0x33FADI 16HIDEMAPBACG 0x1DFADU 16SHOWMAPTEX1 0xA41MUEN 1MORETEXT 0xA42MUS1 0x53MORETEXT 0xA43LOU1 label29REMAENUNCMONMOVE 0x40 [2,10]ENUNCMOFLOU1 label30ENUNCAM2 [8,15]CURF [8,15]MUSIFADI 16HIDEMAPBACG 0x36FADU 16SHOWMAPTEX1 0xA46REMAMUNOSTAL 16LOU1 label31ENUNCAM1 0x1STAL 16IFAF 0x5 0x7A3B9MOVE 0xCD label32ENUNDISA 0xCDENIF 0x5MOVE 0x1 label33MOVE 0x2 label34ENUNSTAL 16LOUFILTERED 0x10002 label35IFAF 0x7 0x7A3B9IFUF 0x0 0x7 0x19STAL 60MUEN 4CAM1 0x19CURF 0x19MUS1 0x1TEX1 0xA47REMAENIF 0x7ELSE 0xCENIF 0xBLOUFILTERED2 0x3 AllyUnitsHNMENUNREPOS 0x1 [10,4]CAM2 [17,0]MOVE 0x2 [10,5] 16ENUNSTAL 16FADI 16HIDEMAPBACG 0x1DFADU 16SHOWMAPTEX1 0xA44MUS1 0x53MORETEXT 0xA45LOU1 label29REMAENUNCMONMOVE 0x40 [2,10]ENUNCMOFCAM1 0x40FADI 16HIDEMAPDISA 0x40LOU1 EnemyUnitsHNMENUNFADU 16SHOWMAPCAM2 [8,15]CURF [8,15]MUSIFADI 16HIDEMAPBACG 0x36FADU 16SHOWMAPTEX1 0xA46REMAMUNOSTAL 16LOU1 label31ENUNCAM1 0x1STAL 16IFAF 0xF 0x7A3B9MOVE 0xCD label36ENUNDISA 0xCDENIF 0xFMOVE 0x2 [13,5]ENUNSTAL 16LOUFILTERED 0x10003 label37IFAF 0xC 0x7A3B9IFUF 0x0 0xC 0x23STAL 60MUEN 4CAM1 0x23CURF 0x23MUS1 0x3TEX1 0xA48REMAENIF 0xCENDAlabel20:MUS2 0x42TEX1 0xA49REMACUSI 0x6 0x0MURE 0x6ENDAlabel45:MUS2 0x42TEX1 0x1360REMACUSI 0x6 0x0MURE 0x6ENDAlabel18:CHAI 0x6 [0x0,0x0,0x0,0x0]ENDAlabel21:MUSIFADI 16HIDEMAPBACG 0x1FADU 16SHOWMAPTEX1 0xA55REMAMUNOENDAlabel22:MUSIFADI 16HIDEMAPBACG 0x1FADU 16SHOWMAPTEX1 0xA56REMAMUNOENDA Quote Link to comment Share on other sites More sharing options...
Crazycolorz5 Posted May 31, 2016 Share Posted May 31, 2016 idk. Maybe it's an issue with the events? Quote Link to comment Share on other sites More sharing options...
marlon0024 Posted May 31, 2016 Share Posted May 31, 2016 Only works if i replace the first convo...It is chapter 13 by the way, it looks like it wiil only accept one convo...does anyone know why? I i add an extra convo, even if i remove some events like ai change, and it hass less space than before, the chapter will just stall...Does anyone know how the LOUFILTERED WORK?? It is a headache Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted June 21, 2016 Share Posted June 21, 2016 Hello, problem with my tutorial chapter, if one of you could spare a minute. So, I'm making a tutorial level for one of my friends who has never played a FE game before (I suggested for him to try 7 or 8 first, but I digress). So, I would like to offer a yes/no choice before the level starts on whether to skip it or not. However, the game goes to the world map events before Hector's Ch 11, then goes back to the opening screen for the game. I would like to determine if this is an eventing problem or not. I don't think the mistake lies in the below... but then again I only got into this hacking thing 2 months ago. NOTES: Hector Hard Mode Set Events written to 0xD80000 (Ch.11 events go to here) Map written to 0xDA0000 Map pointer written to 0xC9CAB4 //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,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 Taylor Lancer 0x00 Level(13,Enemy,False) [2,4] [4,4] [ironLance] GuardTile UNIT Good: UNIT Verdan Mercenary Verdan Level(11,Ally,False) [1,4] [3,4] [ironSword] NoAI UNIT Turn_events: OpeningTurnEvent(Opening_event) DefeatAll(Ending_event) END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: TEX8 0x80D [3,4] RETB IFYN 0x01 MNCH 0x01 ELSE 0x02 ENIF 0x01 JUMP StartTutorial ENDA StartTutorial: OOBB LOU1 Bad LOU1 Good ENUN FADI 10 BACG ForestEdge FADU 10 TEX1 0x80E REMA TEX6 0x01 [3,4] 0x80F _ASM0x42 0x83181 ENDA Ending_event: MoveToChapter(0x02) ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Also, one last thing. How do you switch whether or not Str or Mg shows for a unit? Some of my physical generics are showing Mg instead of Str. Thanks a bunch. Quote Link to comment Share on other sites More sharing options...
Agro Posted June 21, 2016 Share Posted June 21, 2016 your events look okay to me, are you sure the map was inserted correctly? what happens if you simply remove all event commands in the opening event? does it still force a reset? Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 22, 2016 Share Posted June 22, 2016 Turn_events: OpeningTurnEvent(Opening_event) DefeatAll(Ending_event) END_MAIN DefeatAll should be under Misc_events, not Turn_events. Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted June 22, 2016 Share Posted June 22, 2016 (edited) Thank you for the help, but unfortunately it is still resetting to the start screen, even with a cleared opening_event and one that immediately starts with OOBB. As if it's not finding either the map or events... but that doesn't make any sense. Let me just check some things. The game, on HHM, will go to Ch. 11, and look for its map and events. I have both pointers, the map pointer located at C9CAB4, pointing to 0x8DA0000 and 0x8D80000 respectively, I checked on Nightmare, and the pointer to the events is to 0x8D80000, so that should be fine. The map contains no tile changes; it's just a tutorial. If it goes to where the Ch.11 map would be, then I'm not sure why it isn't going there. *sigh* In order to change it to HHM I changed 15 1C to 03 25 at 0x0A06D0, although I don't think that's the problem because it's showing the world map events before Ch.11 just fine, just after those are done, it goes back to start screen. Maybe I need to change some other bytes as well? Not sure what the heck to do other than make do with Lyn Mode, but I would rather not. Also, I found that I had missed an ENIF, but that didn't really matter insofar as making it work. Edited June 22, 2016 by Bamstacks Quote Link to comment Share on other sites More sharing options...
Agro Posted June 22, 2016 Share Posted June 22, 2016 if it's resetting before the chapter even starts I'm almost certain it's a problem with the map. can you visit the address the map was written to in a hex editor and make sure there is actually map data there? Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted June 22, 2016 Share Posted June 22, 2016 (edited) Yup, it's got map data at 0x8DA0000. I re-inserted with tiled map inserter to DA0000 In HxD, I hit goto DA0000, there is definitely data there. Maybe something in Nightmare Chapter Data Editor? Maybe an issue with pointers? I don't know, I'm stumped. I'll report back after I try a few things. EDIT: Map pointer for Ch.11 is 00 00 DA 08, everything looks good there... EDIT: Also, my VBA is suddenly playing everything super fast... It's like it doubled its own speed or something, it's ridiculous. It says it's not throttling... I know it's not issues with the game because it does the same thing with normal FE7. Ugh, issues are compounding. EDIT: Not an issue with the map itself, it inserts fine into regular FE7. I'll try changing base FE7 to HHM and see if it has the same problems. If I have to, I'll start over and re-insert everything. However, I really, REALLY don't want to do that. Also I would've had no idea how I messed it up so badly... EDIT: Alright, got it to not reset. However, the screen ends up being black. Is it required to start the map off with an OOBB? It's not showing me that brown text I want with TEX8. Edited June 22, 2016 by Bamstacks Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 22, 2016 Share Posted June 22, 2016 If you don't want to use OOBB, try opening the Chapter Data Editor and changing the relevant setting to "Fade to Map" (I don't remember what the setting is called and don't have access to Nightmare right now). Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 23, 2016 Author Share Posted June 23, 2016 what was the issue that made it reset? inquiring minds want to know Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted June 25, 2016 Share Posted June 25, 2016 (edited) It was the EventPointerTable(0x06,Pointers) That points to the Prologue Events. On HHM we need it to go to Ch.11 Another Journey events. Pretty much I had just completely forgotten about changing the EventPointerTable when I changed it to HHM... I realized it after re-looking at Arch's tutorial when he went over that. Nightmare says those are 0x38-39. I tried out 0x38, being unsure which one to put down, and it seemed to work, so... yeah. Well, not entirely working, because it just became a black screen, but I assumed that it was finally reading the events file. I just need to fix that black issue now. Edited June 25, 2016 by Bamstacks Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 25, 2016 Share Posted June 25, 2016 Nightmare says those are 0x38-39. I tried out 0x38, being unsure which one to put down, and it seemed to work, so... yeah. Well, not entirely working, because it just became a black screen, but I assumed that it was finally reading the events file. I just need to fix that black issue now. You should be using 0x39. Nightmare is 0 based, but the Event References table/array is 1 based, which is why there's duplicate numbers 1 value apart. Go with the 1-based value. Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted July 1, 2016 Share Posted July 1, 2016 (edited) So Imported a whole bunch of classes and inserted the map icons (starting @ D00000) I need and wrote a simple event to check what worked and what didn't but instead I got some really weird errors. Some of the classes wouldn't even play their battle animations (like the soldier). I thought maybe I inserted something wrong or something but then I assembled a clean rom with the same events and I got the same results :o. Just to make sure I checked a backup (without assembled events) to see if the imported animations would play and they all did. Idk whats wrong :'(. ////////////////////////////////////////////////////////////////// /// <3 Practice <3 /// ////////////////////////////////////////////////////////////////// //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include Teehee.txt EventPointerTable(0x06,Pointers) ORG 0xDA0000 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 Raven Mercenary 0x00 Level(10,Enemy,False) [10,0][10,0] [ironSword] NoAI UNIT Limstella FalcoKnight 0x00 Level(10,Enemy,False) [11,0][11,0] [0x00] NoAI UNIT Empty Good: UNIT Lyn LynLord 0x00 Level(10,Ally,False) [4,6][4,6] [ironSpear,IronBow,IronSword] NoAI UNIT Lowen Knight_F 0x00 Level(10,Ally,False) [5,6][5,6] [ironSpear,Heal] NoAI UNIT Harken WyvernKnight_F 0x00 Level(1,Ally,False) [6,6][6,6] [ironAxe,IronSword,IronSpear] NoAI UNIT Eliwood EliwoodLord 0x00 Level(10,Ally,False) [7,6][7,6] [ironSpear,IronBow,IronSword] NoAI UNIT Heath WyvernLord_F 0x00 Level(1,Ally,False) [8,6][8,6] [ironSpear,IronAxe,IronSword] NoAI UNIT Hector BladeLord 0x00 Level(10,Ally,False) [9,6][9,6] [ironSpear,IronBow,IronSword] NoAI UNIT Sain General_F 0x00 Level(10,Ally,False) [10,6][10,6] [ironSpear,IronAxe,IronSword] NoAI UNIT Erk Archsage 0x00 Level(10,Ally,False) [11,6][11,6] [Fire,Lightning,Flux] NoAI UNIT Lucius Soldier 0x00 Level(10,Ally,False) [12,6][12,6] [ironSpear] NoAI UNIT Serra PegasusKnight 0x00 Level(1,Ally,False) [4,7][4,7] [Fire,FlameTongue] NoAI UNIT Athos Cleric 0x00 Level(1,Ally,False) [5,7][5,7] [sleep,Warp,Heal] NoAI UNIT Marcus ArcherinBallista 0x00 Level(1,Ally,False) [6,7][6,7] [ironBow] NoAI UNIT Leila Corsair 0x00 Level(1,Ally,False) [7,7][7,7] [ironBow] NoAI UNIT Nils Berserker 0x00 Level(1,Ally,False) [8,7][8,7] [ironAxe] NoAI UNIT Isadora Shaman_F 0x00 Level(1,Ally,False) [9,7][9,7] [Flux] NoAI UNIT Empty Turn_events: //OpeningTurnEvent(Opening_event) TURN 0x00 Opening_event [01,00] 0x00 0x00 END_MAIN Character_events: END_MAIN Location_events: Seize(0x01,Ending_event,3,2) END_MAIN Misc_events: CauseGameOverIfLordDies //AFEV 0x00 Ending_event 0x11 //AFEV DefeatBoss(Ending_event) END_MAIN ////////////////////////////////////////////////////////////////// /// <3 Opening <3 /// ////////////////////////////////////////////////////////////////// Opening_event: OOBB //VCBF 3 LOU1 Good ENUN LOU1 Bad ENUN ENDA ////////////////////////////////////////////////////////////////// /// <3 Ending <3 /// ////////////////////////////////////////////////////////////////// Ending_event: ENDA //TrapData: //GAST [29,14] 0x3 [1,1] //ALIGN 4 //ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? I figured out why Raven gets poisoned but not why my soldier animation doesn't play or why some of them play the wrong animation.Oh wow! Nvm I found out the reason by accident lol Edited July 1, 2016 by Sweet_Basil Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 6, 2016 Author Share Posted July 6, 2016 In case someone else has the same issue, what was the problem? Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted July 6, 2016 Share Posted July 6, 2016 (edited) For some reason the game didn't work with near-empty events :s, but when I assembled more detailed events all of the animations played correctly. I have no idea why it happened. Edited July 6, 2016 by Sweet_Basil Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 6, 2016 Author Share Posted July 6, 2016 what did you change? i've never heard of anything of the sort happening (from personal experience, near-empty events don't have anything to do with animations playing?) Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted July 6, 2016 Share Posted July 6, 2016 For my project I've done the following:-I imported several map sprites but I put them in empty space. Starting at D00000 -I also replaced several animations in FEditor.-Inserted character bases in nightmare.-Eliwood mode bytes-Fog of War bytes.but I also tried writing those events in a clean rom and I still got the same end results with the soldier animations not playing. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 6, 2016 Author Share Posted July 6, 2016 what did you change in the events to make it work Quote Link to comment Share on other sites More sharing options...
marlon0024 Posted July 11, 2016 Share Posted July 11, 2016 (edited) This is vanilla chapter 18 eliwood mode, my D0 char is not getting the talk command, here is the char, properly reppointed. ORG $137F150TurnBasedEvents:TURN 0x0 label16 [1,0] 0x0 0x0TURN 0x0 label17 [2,0] 0x4 0x0TURN 0x0 label18 [3,5] 0x0 0x1TURN 0x0 label19 [3,5] 0x0 0x2TURN 0x0 label20 [3,5] 0x0 0x1TURN 0x0 label20 [3,5] 0x0 0x2TURN 0x0 label20 [2,6] 0x0 0x5TURN 0x0 label21 [3,6] 0x0 0x5TURN 0x0 label18 [3,6] 0x0 0x3TURN 0x0 label19 [3,6] 0x0 0x4AFEVCharacterBasedEvents:CHAR 0x7 label22 [0x31,0x1E] 0x0CHAR 0x8 label41 [0xFF,0xD0] 0x0AFEVLocationBasedEvents:AFEVMiscBasedEvents:AFEV 0x0 EndingScene 0x2AFEV 0x0 label23 0x65AFEVPointerList:POIN TurnBasedEventsPOIN CharacterBasedEventsPOIN LocationBasedEventsPOIN MiscBasedEventsPOIN TrapsEliwoodMode TrapsHectorModePOIN EnemyUnitsENM EnemyUnitsEHM EnemyUnitsHNM EnemyUnitsHHMPOIN AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsEHMPOIN BeginningScene EndingScene//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CA2DF0 and the new ending offset is CURRENTOFFSETORG $CA71C5TrapsEliwoodMode:ENDTRAP//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CA71C6 and the new ending offset is CURRENTOFFSETORG $CA732DTrapsHectorMode:ENDTRAP//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CA732E and the new ending offset is CURRENTOFFSETORG $CA749Clabel23:_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 $137F9A0label25:BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 30BLDTlabel33:MOMA 0x0label32:MOMA 0x0 0x2label31:MOMA 0x0 0x0 0x2 0x2 0x2label30:MOMA 0x2 0x0 0x0 0x0 0x2 0x2//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CB29BA and the new ending offset is CURRENTOFFSETORG $137F9BCBeginningScene:CMOFFADI 16HIDEMAPMUS1 0x4ALOMA 0x2E [9,9]VCBF 0LOU1 label24ENUNBACG 0x44FADU 4SHOWMAPTEX8 0x5D8 [136,12]STAL 100RETBSTAL 32TEX1 0xB4ESOUN 0xD3MORETEXT 0xB4FMUEN 4FADI 16HIDEMAPBACG 0x46FADU 16SHOWMAPTEX1 0xB50MUS1 0x64MORETEXT 0xB51MORETEXT 0xB52_IF0x4A 0x1MUS2 0x31_0x95 0x4 0x0 0x0HIDEMAPSCROENIF 0x1REMASHOWMAPFIGH 0x24 0x39 label25 [0x0,0x0,0x0,0x0]UNCR 0x24 10bTEX1 0xB53REMASOUN 0x2D9DISA 0x39LOU1 label26ENUNMURE 0x6TEX1 0xB54REMAMUEN 6FADI 4HIDEMAPASMC 0x7A8B9LOMA 0x17 [0,0]VCBF 3LOU1 label27ENUN_ASM0x5A 0x1 0x7A3B9LOEV 0xCD 0x51 [8,2]IFEF 0x2 0x88LOU1 label28ENUNENIF 0x2MUS1 0x3ACBACG 0x2CFADU 4SHOWMAPTEX8 0x5D9 [144,12]STAL 100RETBSTAL 32TEX1 0xB55FADI 4HIDEMAPBACG 0x2CSTAL 48FADU 16SHOWMAPTEX1 0xB56REMALOU1 label29ENUN_ASM0x5A 0x1 0x7A3B9MOVE 0xCD label30MOVE 0x1 label31MOVE 0x2 [6,7]MOVE 0x2D [5,6]MOVE 0x25 label32ENUNSTAL 60MUEN 4FADI 16HIDEMAPBACG 0x2CFADU 16SHOWMAPTEX1 0xB57IFAF 0x5 0x79DBDFADI 4HIDEMAPMUS3 0x21 0x6STAL 32BACG 0x2CFADU 4SHOWMAPTEX1 0xB58DISA 0x39STAL 32FADI 16HIDEMAPBACG 0x2CFADU 16SHOWMAPELSE 0x6ENIF 0x5FADI 4HIDEMAPMUS3 0x21 0x6STAL 60BACG 0x2CFADU 4SHOWMAPTEX1 0xB59DISA 0x39STAL 32FADI 16HIDEMAPBACG 0x2CFADU 16SHOWMAPENIF 0x6TEX1 0xB5AMUEN 2FADI 4HIDEMAPBACG 0x2CSTAL 15FADU 16SHOWMAPTEX1 0xB5BSTAL 30REMAMOVE 0x4B [4,6]ENUNMOVE 0x4B [3,6]MOVE 0x2D label33ENUNMUS1 0x32FADI 16HIDEMAPBACG 0x2CFADU 16SHOWMAPTEX1 0xB5CREMAMOVE 0x4B [3,8]ENUNSTAL 60FADI 16HIDEMAPBACG 0x2CFADU 16SHOWMAPTEX1 0xB5DREMAMOVE 0x4B [13,22]ENUNENUNENDBlabel16:MUEN 4LOUMODE2 AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsEHMIFEF 0x2 0x88LOU1 label28ENUNENIF 0x2OOBBIFEM 0xCMUS1 0x7ELSE 0xDENIF 0xCMUS1 0x7ENIF 0xDIFAF 0x7 0x7A3B9IFEM 0x5IFUF 0x0 0x7 0x33CAM1 0x33CURF 0x33TEX1 0xB5EELSE 0x6ENIF 0x5IFUF 0x0 0x7 0xECAM1 0xECURF 0xETEX1 0xB5FENIF 0x6REMASTAL 60ENIF 0x7IFUF 0x0 0xA 0x23CAM1 0x23STAL 0CURF 0x23IFUF 0x0 0xB 0x2TEX1 0xB60ELSE 0xAENIF 0xBTEX1 0xB61ENIF 0xAREMAENDAlabel17:MUS1 0x8LOUMODE1 label34 label35 label34 label35TEX1 0xB62REMAENDAlabel22:MUS2 0x42TEX1 0xB63MORETEXT 0xB64REMAMURE 0x6CUSI 0x1E 0x0ENDAlabel41:MUS2 0x42TEX1 0x1362REMAMURE 0x6CUSI 0xD0 0x0ENDAEndingScene:ASMC 0x79B5DMUS1 0x39STAL 60FADI 4HIDEMAPASMC 0x7A869BACG 0x2CFADU 4SHOWMAPTEXTIFEM 0xB6B 0xB6CIFAF 0xC 0x79DBDIFUF 0x1 0xC 0x23FADI 4HIDEMAPSTAL 16BACG 0x2CFADU 4SHOWMAPTEX1 0xB6DENIF 0xCGOTO label36_0x9AIFTU 0x5 16FADI 4HIDEMAP_0x87BACG 0x5BFADU 128SHOWMAPSTAL 2ASMC 0x15591TEX6 0x7 [0,0] 0xB6E_ASM0x42 0x83181_0x89IFYN 0x6MNCH 0x18STAL 1_0x1ELSE 0x9ENIF 0x5FADI 4HIDEMAPBACG 0x5BENIF 0x6MNCH 0x1ASTAL 1_0x1ENIF 0x9ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CB3050 and the new ending offset is CURRENTOFFSETORG $CC0C14label36:ENUF 0x9DIFCD 0x1 0x1A 0x7E_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7C8ENIF 0x1IFCD 0x2 0x26 0x7B_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7FBENIF 0x2IFCD 0x3 0x25 0x7F_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7E2ENIF 0x3IFCD 0x4 0x27 0x80_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7FEENIF 0x4IFCD 0x5 0xB 0x92_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7CEENIF 0x5IFCD 0xB 0x7 0x93_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7F3ENIF 0xBIFCD 0xC 0x14 0x94IFAT 0xC 0x7EEE9_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7F6ENIF 0xCIFCD 0xD 0x32 0x78_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7E5ENIF 0xDIFCD 0xE 0x9 0x95_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7CBENIF 0xEIFCD 0xF 0x37 0x96_FADI2HIDEMAP_0x8FADU 4SHOWMAPTEX1 0x7F9ENIF 0xFIFET 0x63 0x9DMURE 0x6ENUF 0x9DENIF 0x63ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CC0E50 and the new ending offset is CURRENTOFFSETORG $CCCEB4AllyUnitsENM:UNIT 0x1 0x1 0x0 0x49 [3,6] [3,6] [0x9,0x1,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x2 0x3 0x0 0x41 [7,3] [7,3] [0x1F,0x28,0x26,0x0] [0x0,0x0,0x0,0x0]UNIT 0x2E 0x18 0x0 0x18 [7,4] [7,4] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x2D 0x2 0x0 0x41 [1,5] [1,5] [0xA,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]UNIT 0xB 0x14 0x0 0x49 [3,5] [3,5] [0x14,0x1C,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0xE 0x19 0x0 0x51 [6,5] [6,5] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x13 0x20 0x0 0x49 [4,6] [4,6] [0x9,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x16 0x24 0x0 0x41 [6,6] [6,6] [0x37,0x38,0x6B,0x0] [0x0,0x0,0x0,0x0]UNIT 0x30 0x28 0x0 0x49 [3,7] [3,7] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]UNIT 0x19 0x28 0x0 0x51 [5,7] [5,7] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]UNIT 0x1B 0x2C 0x0 0x29 [6,7] [6,7] [0x4A,0x4B,0x6B,0x0] [0x0,0x0,0x0,0x0]UNIT 0x31 0x32 0x0 0x39 [2,8] [2,8] [0x15,0x1C,0x14,0x6B] [0x0,0x0,0x0,0x0]UNITAllyUnitsEHM:UNIT 0x1 0x1 0x0 0x49 [3,6] [3,6] [0x9,0x1,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x2 0x3 0x0 0x41 [6,5] [6,5] [0x1F,0x28,0x26,0x0] [0x0,0x0,0x0,0x0]UNIT 0x2D 0x2 0x0 0x41 [6,7] [6,7] [0xA,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]UNIT 0x30 0x28 0x0 0x49 [7,3] [7,3] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]UNIT 0x16 0x24 0x0 0x41 [1,5] [1,5] [0x37,0x38,0x6B,0x0] [0x0,0x0,0x0,0x0]UNIT 0xE 0x19 0x0 0x51 [3,5] [3,5] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x1B 0x2C 0x0 0x29 [4,6] [4,6] [0x4A,0x4B,0x6B,0x0] [0x0,0x0,0x0,0x0]UNIT 0x13 0x20 0x0 0x49 [7,6] [7,6] [0x9,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0xB 0x14 0x0 0x49 [5,7] [5,7] [0x14,0x1C,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x19 0x28 0x0 0x51 [2,8] [2,8] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]UNIT 0x31 0x32 0x0 0x39 [4,3] [4,3] [0x15,0x1C,0x14,0x6B] [0x0,0x0,0x0,0x0]UNIT 0x23 0x3C 0x0 0x29 [5,4] [5,4] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNITEnemyUnitsENM:UNIT 0x4B 0x30 0x0 0x3C [13,22] [13,22] [0x3,0x33,0x32,0x65] [0x3,0x3,0x9,0x0]UNIT 0x6E 0x2E 0x4B 0x3D [4,16] [4,16] [0x2C,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x6E 0x2E 0x4B 0x45 [11,12] [11,12] [0x33,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6E 0x3C 0x4B 0x2D [12,4] [12,4] [0x1,0x55,0x0,0x0] [0x6,0xC,0x9,0x0]UNIT 0x6E 0x24 0x4B 0x35 [14,9] [14,9] [0x46,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x28 0x4B 0x35 [10,13] [10,13] [0x3,0x7A,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x3A 0x4B 0x3D [11,3] [11,3] [0x20,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x6D 0x28 0x4B 0x2D [9,21] [9,21] [0x14,0x79,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x6D 0x28 0x4B 0x35 [11,22] [11,22] [0x1,0x14,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x6D 0x2E 0x4B 0x35 [6,20] [6,20] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x6D 0x28 0x4B 0x2D [16,10] [16,10] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x28 0x4B 0x2D [6,22] [6,22] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x28 0x4B 0x2D [3,16] [3,16] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x1C 0x4B 0x2D [14,16] [14,16] [0x3E,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0xE 0x4B 0x65 [15,19] [15,19] [0x2,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x3A 0x4B 0x35 [14,10] [14,10] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x9,0x0]UNIT 0x6D 0x2E 0x4B 0x35 [9,22] [9,22] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x6D 0x18 0x4B 0x35 [4,12] [4,12] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x28 0x4B 0x35 [9,20] [9,20] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x2E 0x4B 0x35 [12,22] [12,22] [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x2E 0x4B 0x35 [13,21] [13,21] [0x32,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNITEnemyUnitsHNM:UNIT 0x4B 0x30 0x0 0x3C [13,22] [13,22] [0xD,0x33,0x32,0x65] [0x3,0x3,0x9,0x0]UNIT 0x6E 0x2E 0x4B 0x3D [15,17] [15,17] [0x2C,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x6E 0x2E 0x4B 0x45 [11,12] [11,12] [0x33,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6E 0x3C 0x4B 0x2D [1,15] [1,15] [0x1,0x55,0x0,0x0] [0x6,0xC,0x9,0x0]UNIT 0x6E 0x24 0x4B 0x35 [14,9] [14,9] [0x46,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x6D 0x28 0x4B 0x35 [10,13] [10,13] 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[0x0,0x0,0x0,0x0]UNIT 0x2D 0x2 0x0 0x41 [6,3] [6,3] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x25 0x40 0x0 0xA [8,5] [8,5] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x4B 0x30 0x0 0x3C [3,10] [3,10] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNITlabel29:UNIT 0x39 0x4F 0x0 0x72 [5,7] [5,7] [0x4,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CCD8D4 and the new ending offset is CURRENTOFFSETORG $CCD990label18:LOU1 label37ENUNENDAlabel19:LOU1 label38ENUNENDAlabel20:LOU1 label39ENUNENDAlabel21:LOU1 label40ENUNENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $CCD9E0 and the new ending offset is CURRENTOFFSET Edited July 11, 2016 by marlon0024 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 11, 2016 Share Posted July 11, 2016 If you switch out the 0xFF character with someone else does it work? Also, in the future, please put large events like this in a spoiler. Quote Link to comment Share on other sites More sharing options...
marlon0024 Posted July 11, 2016 Share Posted July 11, 2016 (edited) If you switch out the 0xFF character with someone else does it work? Also, in the future, please put large events like this in a spoiler. Sorry bout that. Got that in spoilers But it does not work...i erased the part of fiora, but it still works O.o ...there is something kinky here Edit: By some strange reason, if i change the data at original offset it changes only one, if i change two the game wont start, so i guess it just ignores when i reppoint the first offset...now how do i fix this? my beggining scene is reppointed tooo, i dont understand what is wrong Edit 2: Fixed it by erasing one turn event that loaded a Unit Edited July 11, 2016 by marlon0024 Quote Link to comment Share on other sites More sharing options...
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