Tactician Aria Posted November 28, 2016 Share Posted November 28, 2016 Sorry to be a noob and all but I've got a problem with my events. Whenever I assemble it the chapter proceeds as normal except whenever the Eliwood lord dies there's no game over! I have no idea what I've done and was hoping to find some guidance. Thanks #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD81234 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 //Offset for this maps events end at D80332 //Offset for this map is D81234 Good: UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [5,1] [5,1] [Fire, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Sain Soldier Eliwood Level(2, Ally, 1) [2,7] [2,7] [0x14, 0x15, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Bad: UNIT Bern Soldier 0x00 Level(2, Enemy, 0) [7,9] [7,9] [0x14, Vulnerary] [0x00,0x03,0x09,0x00] UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [11,6] [11,6] [0x14, Javelin, Vulnerary] [0x00,0x03,0x09,0x00] UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [9,9] [9,9] [0x14, Javelin] [0x00,0x02,0x02,0x00] UNIT Bern Fighter 0x00 Level(2, Enemy, 0) [6,0] [6,0] [ironAxe, HandAxe] [0x00,0x02,0x02,0x00] UNIT Bern 0x21 0x00 Level(2, Enemy, 0) [7,7] [7,7] [0x37] [0x00,0x03,0x09,0x00] UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,5] [15,5] [ironSword] [0x00,0x02,0x02,0x00] UNIT Bern 0x18 0x00 Level(2, Enemy, 0) [12,3] [12,3] [0x2C] [0x00,0x02,0x02,0x00] UNIT RE1: UNIT Bern Soldier 0x00 Level(2, Enemy, 0) [15,1] [15,1] [Javelin, Vulnerary] [0x00,0x02,0x02,0x00] UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,5] [15,5] [ironSword] [0x00,0x02,0x02,0x00] UNIT RE2: UNIT Bern Fighter 0x00 Level(1, Enemy, 0) [15,1] [4,7] [ironAxe, HandAxe] [0x00,0x02,0x02,0x00] UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,7] [15,7] [ironSword] [0x00,0x02,0x02,0x00] UNIT THE_Jeigan: UNIT Marcus Paladin 0x00 Level(1, NPC, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] NoAI UNIT The_Jeigan: UNIT Marcus Paladin 0x00 Level(1, Enemy, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] [0x03,0x03,0x09,0x20] UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) TurnEventPlayer(0x0,Bring_Out_The_Troops,3) TurnEventPlayer(0x0,Enemy_Reinforcements_Wave1,3) TurnEventPlayer(0x0,Enemy_Reinforcements_Wave2,4) End_MAIN Character_events: Bring_Out_The_Troops: TEX1 0x819 REMA ENDA End_MAIN Location_events: Misc_events: Seize(1,1) CauseGameOverIfLordDies AFEV TrapData: End_MAIN Opening_event: MUSC 0x0025 OOBB LOU1 Good STAL 10 //stalls for 10 things ENUN LOU1 The_Jeigan ENUN STAL 10 //stalls for 10 things CURF Eliwood //Flash cursor on specified character STAL 10 //stalls for 10 things CURF Marcus //Flash cursor on specified character BACG 0x04 //displays the road to village TEX1 0x815 //displays the text at input index 0815 FADU 10 LOU1 Bad ENUN REMA MOVE Eliwood [1,8] //Moves character to specified coordinates. MOVE Sain [2,7] STAL 10 //stalls for 10 things MOVE Marcus [1,1] //Moves character to specified coordinates. STAL 10 //stalls for 10 things ENUN FADI 10 TEX1 0x816 REMA ENDA Ending_event: MUSC 0x0A FADI 10 STAL 10 LOU1 THE_Jeigan ENUN FADU 10 CURF Eliwood BACG 0x04 TEX2 0x817 REMA WEA1 Rain TEX1 0x818 MOVE Eliwood MoveData ENUN STAL 10 MOVENEXTTO Marcus Eliwood ENUN STAL 5 MOVENEXTTO Sain Marcus ENUN FADU 10 MNCH 0x01 ENDA // Events Enemy_Reinforcements_Wave1: LOU1 RE1 ENUN ENDA Enemy_Reinforcements_Wave2: LOU1 RE2 ENUN ENDA // Manual Movement MoveData: MOMA left left left left MOMA left left left left MOMA left left left left MOMA left left // Scripted Fights // Units // Shop Data The reason for this is because the events your overwriting are in lyns story. since lyn is considered the main lord and not eliwood until chapter 11 eliwood won't register a game over until Ch.11. Just put the character you put into the game into lyns spot instead of eliwood and it should be fixed. I hope this helped! Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 29, 2016 Share Posted November 29, 2016 Lyn mode has several restrictions in place that make it not that great to work with. You're better off make the game start in Eliwood mode. At 0x0A06D8 Change 00 2D to 02 25 Then at 0x0A0748 Change 02 to 01 Now the game will start at the prologue, but in Eliwood mode. As for the game over thing not working, make sure Eliwood's death quote still has an ID of 0x65. Quote Link to comment Share on other sites More sharing options...
striker456 Posted December 3, 2016 Share Posted December 3, 2016 (edited) Thanks everyone. I've applied the fixes that you've suggested and everything seems to be back on track again! Edited December 3, 2016 by striker456 Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 4, 2016 Share Posted December 4, 2016 Is there a way to change a playable unit's class and level through events? For exemple: I have Rath as an level 15 or so Archer and next chapter I want him to appear as a level one Sniper keeping his previous stats. Is there a way to do this? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 4, 2016 Author Share Posted December 4, 2016 Is there a way to change a playable unit's class and level through events? For exemple: I have Rath as an level 15 or so Archer and next chapter I want him to appear as a level one Sniper keeping his previous stats. Is there a way to do this?KILL him and respawn him as a level 1 sniper. it won't save his stats or inventory, unfortunately, but it's the only way in the vanilla engine Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 4, 2016 Share Posted December 4, 2016 KILL him and respawn him as a level 1 sniper. it won't save his stats or inventory, unfortunately, but it's the only way in the vanilla engine Isn't there a way to alter the game's memory? Like you do with a cheat code? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 4, 2016 Share Posted December 4, 2016 You alter memory by either doing it manually via your emulator's features, or by writing some assembly code.The base game doesn't have any functionality to alter someone's class except through promotion. And FE7's instant promotion only works for the main lord of whatever mode you're in. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 4, 2016 Share Posted December 4, 2016 You alter memory by either doing it manually via your emulator's features, or by writing some assembly code. The base game doesn't have any functionality to alter someone's class except through promotion. And FE7's instant promotion only works for the main lord of whatever mode you're in. Well, is there someway I can get/learn how to make that kind of assembly code? Quote Link to comment Share on other sites More sharing options...
Zane Avernathy Posted December 4, 2016 Share Posted December 4, 2016 Yep. There are plenty of tutorials and resources on how to write assembly code. The ultimate tutorial has a pretty basic section on it, but using a search engine will probably net you better results. Quote Link to comment Share on other sites More sharing options...
Tactician Aria Posted December 8, 2016 Share Posted December 8, 2016 Okay, so this may seem like a stupid question but i'm not sure which prog. i'm supposed to find the 0x0A06D8. I've checked through HxD Multiple times on every search type and even tried finding it manually but i can't find it. Is it in another prog. or am i missing something? Last question i promise! (Probably) Quote Link to comment Share on other sites More sharing options...
Tequila Posted December 8, 2016 Share Posted December 8, 2016 Okay, so this may seem like a stupid question but i'm not sure which prog. i'm supposed to find the 0x0A06D8. I've checked through HxD Multiple times on every search type and even tried finding it manually but i can't find it. Is it in another prog. or am i missing something? Last question i promise! (Probably) What is that supposed to be? Quote Link to comment Share on other sites More sharing options...
Tactician Aria Posted December 8, 2016 Share Posted December 8, 2016 What is that supposed to be? it's the offset listed in primefusions response to a question at the top of the page. It's the one that you have to change to set the game to eliwoods story from the start but in the prologue. Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted December 8, 2016 Share Posted December 8, 2016 In HxD: Ctrl-G, A06D8 This puts the cursor at 0xA06D8. Then type 02 25. Do the same for the other change. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 8, 2016 Share Posted December 8, 2016 This may come across as kind of a noob question, but... How do you play sound effects during dialogue and other scenes? (Like in a scene where a character heals another, how do you play the healing sound effect) Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 8, 2016 Author Share Posted December 8, 2016 SOUN id Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 8, 2016 Share Posted December 8, 2016 SOUN id Thanks! Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted December 15, 2016 Share Posted December 15, 2016 Is there an easy and convenient way to change how many levels an autoleveled promoted unit gets? In the prologue map, I want to spawn a couple of promoted enemies as well as some level 15 units, but the level 15 units and promoted are coming out with about equivalent stats, which I don't want, because the promoted units are autoleveling only 9 times or so. I manually changed the mode HHM, so would there be something in Nightmare to edit Hard Mode bonuses or something like that? Quote Link to comment Share on other sites More sharing options...
Galap Posted December 15, 2016 Share Posted December 15, 2016 (edited) What I do to control particular units' stats is make a new character for them and manually input flat stat bonuses in there. if they're autoleveling at least 9 times, the change in stat variance from having a flat boost and 9 level ups compared to 15 level ups shouldn't be too big. Edited December 15, 2016 by Galap Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 23, 2016 Share Posted December 23, 2016 Is there an easy way to make it so an AREA event can only be triggered by player units? Or do you have to check the active unit for every possible playable character? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 24, 2016 Share Posted December 24, 2016 Those type of events (desert items work this way too) require you to check what the current phase is (enemy/player) with IFAT 0x1 0x7A2F1. I don't remember which phase specifically it checks, so you'll have to play with it. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 24, 2016 Share Posted December 24, 2016 Those type of events (desert items work this way too) require you to check what the current phase is (enemy/player) with IFAT 0x1 0x7A2F1. I don't remember which phase specifically it checks, so you'll have to play with it. I've tested it and it seems like it checks for the enemy phase. Thanks! Quote Link to comment Share on other sites More sharing options...
Solum Posted December 24, 2016 Share Posted December 24, 2016 (edited) Hi there, I'm learning worldmap events, but i can't even make it appear in the first place in my prologue. I'm pretty sure it's again an obvious thing i forgot to write down but.. Can't find it. Could you help me? [spoiler=Template] //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include MyDefinitions.txt EventPointerTable(0x06,Pointers) WorldMapPointerTable(0x01,WorldMapEvents) ORG 0xD80000 // end at 0xD80539 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 POIN WorldMapEvents Opening_event: ENDA // Won't put th whole thing to make it more readable. The whole chapter is working fine aside of worldmap's events not loading at all MESSAGE Events end at offset currentOffset WorldMapEvents: ALIGN 4 StartWorldMap(FullWorldMap, 0, 0, 0x5C) STAL 0x10 TEXTWM 0x0816 STAL 0x10 EndWorldMap ENDA MESSAGE World map events end at offset currentOffset //The map for this chapter is at offset: DA0000 Edited December 25, 2016 by Solum Quote Link to comment Share on other sites More sharing options...
Solum Posted December 24, 2016 Share Posted December 24, 2016 (edited) oops sorry for the accidental double post Edited December 24, 2016 by Solum Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 24, 2016 Share Posted December 24, 2016 Take out the POIN WorldMapEvents line. The WorldMapPointerTable macro writes that for you.Make sure the chapter setup to use those events in the chapter data editor. Quote Link to comment Share on other sites More sharing options...
Solum Posted December 24, 2016 Share Posted December 24, 2016 (edited) DAMN That's the nightmare thing i forgot. I knew I was being idiot again. Thank you Prime! <3 And merry christmas !Yeah.. well it still doesn't work out. I've had that chapter using the right worldmap events.. The game keeps reading the opening event and just skips the world map. Nothing happens =/ I also checked the worldmap event references and EA repointed the prologue's WMevent correctly. So.. Idon't know. Edited December 24, 2016 by Solum Quote Link to comment Share on other sites More sharing options...
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