CT075 Posted December 25, 2016 Author Share Posted December 25, 2016 did you tell the prologue to look for a world map scene in the chapter data editor Quote Link to comment Share on other sites More sharing options...
Solum Posted December 25, 2016 Share Posted December 25, 2016 (edited) I have worldmap chapter prologue scene with 0x01 Prologue's prologue selected in the chapter editor. YepAlso tried to use chapter 1's prologue instead of prologue but nothing changed Edited December 25, 2016 by Solum Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 25, 2016 Share Posted December 25, 2016 (edited) I'm able to get the world map events to show up in the prologue on a fresh ROM. Here's the test file I used: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) WorldMapPointerTable(0x01,WorldMapEvents) 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 POIN WorldMapEvents Turn_events: TurnEventPlayer(0, Opening_event, 1) END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: DefeatBoss(Ending_event) CauseGameOverIfLordDies END_MAIN Opening_event: OOBB LOU1 Good Bad ENUN ENDA Ending_event: MoveToChapter(0x01) ENDA Good: UNIT Lyn_t LynLord 0 Level(5,Ally,True) [5,5] [5,5] [IronSword,ManiKatti,Vulnerary] NoAI UNIT Bad: UNIT Batta Brigand 0 Level(3,Enemy,False) [3,3] [3,3] [IronAxe] Guard UNIT TrapData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset WorldMapEvents: StartWorldMap(FullWorldMap, 0, 0, 0x5C) STAL 0x10 TEXTBOXTOTOP // ADDED THIS TEXTWM 0x0816 STAL 0x10 EndWorldMap // Removed the ENDA. Don't need it for world map events MESSAGE World map events end at offset currentOffset I didn't even need to edit the prologue in the chapter data editor, but I did make sure it's world map events index was set to 0x01 (should be the default). Edited December 25, 2016 by Primefusion Quote Link to comment Share on other sites More sharing options...
Solum Posted December 25, 2016 Share Posted December 25, 2016 (edited) Okay. Maybe there's a problem with my Rom. I've been learning since a really long time on the same file, and it's quite messy to be honest. I will try on a fresh Rom too then. It was necessary anyway x)Thank you again!It's working now, thank you! Guess that was the price to pay for having the rom all messed up ahah. Thank you very much! Edited December 25, 2016 by Solum Quote Link to comment Share on other sites More sharing options...
Rindille Posted December 25, 2016 Share Posted December 25, 2016 I have a problem about battle conversation...I editted specified battle convo in nightmare, but when the scripted battle started, it just paused a moment and skipped the conversation. Why is this happening? Could someone help me out? Thanks :D Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 26, 2016 Share Posted December 26, 2016 We're gonna need more information. What does the text slot look like? What about Nightmare? Quote Link to comment Share on other sites More sharing options...
Rindille Posted December 26, 2016 Share Posted December 26, 2016 (edited) We're gonna need more information. What does the text slot look like? What about Nightmare? Nightmare looks like this: And the text happened after the battle on the map... Also here's my event assembler code: Ending_event: FADI 10 UnitClear REPOS 0x49 [9,17] ENUN BACG 0x1C FADU 10 TEX1 0x817 REMA LOU1 Label1 ENUN FADI 10 BACG 0x1C FADU 10 TEX1 0x818 REMA FIGH 0x8D 0x49 FightTest $00000000 KILL 0x49 UNCM 0x49 0x04 FADI 10 LOMA 0x12 [7,4] LOU1 Label2 ENUN BACG 0x18 FADU 10 TEX6 0x1 [7,5] 0x821 _ASM0x42 0x83181 TEX1 0x820 REMA MOVE 0x6D [8,16] MOVE 0x6E [9,16] ENUN FADI 10 BACG 0x18 FADU 10 TEX1 0x81F REMA HIDEMAP MNCH (0x01) ENDA // Events // Manual Movement // Scripted Fights FightTest: AttackerCritical(33, True) BLDT // Units // Shop Data MESSAGE Events end at currentOffset Edited December 26, 2016 by Rindille Quote Link to comment Share on other sites More sharing options...
Rindille Posted December 26, 2016 Share Posted December 26, 2016 (edited) We're gonna need more information. What does the text slot look like? What about Nightmare? Nightmare looks like this: And the text happened after the battle on the map... Sorry for the double post :( Edited December 26, 2016 by Rindille Quote Link to comment Share on other sites More sharing options...
Jayko04 Posted December 26, 2016 Share Posted December 26, 2016 (edited) Hi, I have a problem, a Easy one I think : Im actually editing FE7 with a patch that remove Lyn Tutorial mode, and this patch is bugged. In Chapter7, i must defeat Heintz but even when i kill him, it didn't end the chapter. Im not really good in event editing in fact im just starting using them. Well sorry for by bad english btw, im french. Here is the chapter text : //////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE7 // // File: Fire Emblem - Copy.gba // // Offset: $CA13A0 // // // //////////////////////////////////////////////////// ORG $CA12B0 TurnBasedEvents: TURN 0x0 label13 [1,0] 0x0 0x0 END_MAIN //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA12C4 and the new ending offset is CURRENTOFFSET ORG $CA12C8 CharacterBasedEvents: END_MAIN LocationBasedEvents: LOCA 0x0 label14 [3,2] 0xE LOCA 0x0 label15 [4,1] 0xE LOCA 0x0 label16 [17,11] 0xE VILL 0xD label17 [17,2] 0xE LOCA 0xD [17,1] 0x1D SHOP 0x0 label18 [7,2] 0x14 END_MAIN //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA1318 and the new ending offset is CURRENTOFFSET ORG $CA136C MiscBasedEvents: AFEV 0x0 EndingScene 0x2 AFEV 0xB label19 0x9 AFEV 0xC label20 0xA AFEV 0x0 label21 0x65 END_MAIN PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN TrapsEliwoodMode TrapsHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA13E0 and the new ending offset is CURRENTOFFSET ORG $CA6F4A label18: SHLI 0x6B 0x4A 0x37 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA6F52 and the new ending offset is CURRENTOFFSET ORG $CA71AF TrapsEliwoodMode: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71B0 and the new ending offset is CURRENTOFFSET ORG $CA7311 TrapsHectorMode: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7312 and the new ending offset is CURRENTOFFSET ORG $CA749C label21: _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 $CAC9F8 label27: MOMA 0xC 0x10 0x2 0x2 0x2 0x2 0x0 0x0 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CACA01 and the new ending offset is CURRENTOFFSET ORG $CACA04 BeginningScene: CMOF ASMC 0x18831 CAM2 [0,0] OOBB STAL 32 CURF [4,1] STAL 64 FADI 16 HIDEMAP BACG 0x35 FADU 16 SHOWMAP TEX1 0x97D REMA STAL 64 LOU1 label22 ENUN STAL 64 CURF 0x3 FADI 16 HIDEMAP BACG 0x1C FADU 16 SHOWMAP TEX1 0x97E REMA STAL 64 LOU1 label23 ENUN STAL 96 MOVE 0x26 [2,4] 16 ENUN FADI 16 HIDEMAP BACG 0x1C FADU 16 SHOWMAP TEX1 0x97F MORETEXT 0x980 FADI 16 HIDEMAP BACG 0x1C FADU 16 SHOWMAP TEX1 0x981 REMA LOU1 label24 ENUN MUEN 6 STAL 64 FADI 16 HIDEMAP BACG 0x1C FADU 16 SHOWMAP MUS1 0x52 TEX1 0x982 FADI 16 HIDEMAP BACG 0x5B FADU 16 SHOWMAP SOUN 0xD3 FAWI 16 HIDEMAP SOUN 0x2F4 STAL 10 FAWU 16 SHOWMAP FADI 16 HIDEMAP BACG 0x1C FADU 16 SHOWMAP TEX1 0x983 REMA ASMC 0x18889 IFTT 0x32 MUS1 0x49 _0x8A STAL 8 TEX6 0x5 [0,0] 0x984 _ASM0x42 0x83181 ENIF 0x32 ENDB label13: LOU2 AllyUnitsENM ENUN LOU1 label25 ENUN OOBB STAL 64 MUEN 4 STAL 64 MUS1 0x30 LOU1 label26 ENUN MOVE 0x10 label27 ENUN FADI 16 HIDEMAP BACG 0x1C FADU 16 SHOWMAP TEX1 0x985 MUS2 0x42 MORETEXT 0x986 REMA MURE 0x6 IFTT 0x32 _0x8A STAL 8 TEX6 0x5 [0,0] 0x987 _ASM0x42 0x83181 ENIF 0x32 _IFTT2 0x1 0x63 ENUT 0x6 _0xA3 _0xA4 0x71 ENIF 0x63 ENDA label14: MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x993 REMA MUNO ENDA label15: MUS2 0x52 FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP IFCA 0x0 0x3 0x26 TEX1 0x995 ELSE 0x5 ENIF 0x3 TEX1 0x994 ENIF 0x5 REMA MURE 0x6 ENDA label16: IFCA 0x0 0x2 0x23 IFEF 0x2 0xE MUS2 0x3E FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x996 REMA MURE 0x6 ENUT 0xE ELSE 0x9 ENIF 0x2 MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP IFCA 0x0 0x3 0x11 TEX1 0x997 ELSE 0x5 ENIF 0x3 TEX1 0x998 ENIF 0x5 REMA MUNO ENIF 0x9 ENDA label17: MUSI FADI 16 HIDEMAP BACG 0x2 FADU 16 SHOWMAP TEX1 0x992 REMA MUNO _FADU2 SHOWMAP ITGV 0x6D ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CACE04 and the new ending offset is CURRENTOFFSET ORG $CACFEC label19: _0x8A ASMC 0x1CD51 _0xA1 0x0 STAL 64 CURF 0x26 TEX1 0x98B REMA IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x98C _ASM0x42 0x83181 ENIF 0x32 _0xA3 _0xA4 0x71 ENDA label20: _0x8A ASMC 0x1CD51 _0xA1 0x0 TEX1 0x990 REMA IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x991 _ASM0x42 0x83181 ENIF 0x32 _0xA3 ENDA EndingScene: _0xA3 MUS1 0x39 STAL 64 FADI 4 HIDEMAP ASMC 0x7A869 BACG 0x3C FADU 4 SHOWMAP TEX1 0x99B MUEN 4 MORETEXT 0x99C ASMC 0xECB1 STAL 0 MUS1 0x3D FROMBGTOCG 0x6 0x4 STAL 120 FROMCGTOBG 0x3D 0x4 TEX1 0x99D FADI 4 HIDEMAP STAL 60 BACG 0x3D FADU 4 SHOWMAP TEX1 0x99E MUEN 6 FADI 16 HIDEMAP BACG 0x3C STAL 80 MUS1 0x3A FADU 16 SHOWMAP TEX1 0x99F MORETEXT 0x9A0 MORETEXT 0x9A1 IFTU 0x7 16 FADI 16 HIDEMAP BACG 0x3C FADU 16 SHOWMAP TEX1 0x9A2 FADI 16 HIDEMAP BACG 0x3C FADU 16 SHOWMAP TEX1 0x9A3 STAL 16 FADI 16 HIDEMAP ASMC 0xECFD _0x87 BACG 0x5B FADU 16 SHOWMAP IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x9A4 _ASM0x42 0x83181 ENIF 0x32 STAL 2 ASMC 0x15591 TEX6 0x7 [0,0] 0x9A5 _ASM0x42 0x83181 _0x89 FADI 16 HIDEMAP BACG 0x3C FADU 16 SHOWMAP IFYN 0x6 STAL 16 TEX1 0x9A6 CALL label28 _0x9A MNCH 0x8 STAL 1 _0x1 ELSE 0x9 ENIF 0x6 TEX1 0x9A7 ENIF 0x7 CALL label28 _0x9A MNCH 0x9 STAL 1 _0x1 ENIF 0x9 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CAD2A8 and the new ending offset is CURRENTOFFSET ORG $CC0928 label28: ENUF 0x9D IFCD 0x5 0x17 0x76 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AA ENIF 0x5 IFCD 0x6 0x18 0x77 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AC ENIF 0x6 IFCD 0x7 0x1D 0x79 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AE ENIF 0x7 IFCD 0x8 0xD 0x72 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B0 ENIF 0x8 IFCD 0x9 0x23 0x7A _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BB ENIF 0x9 IFCD 0xA 0x26 0x7B _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BF ENIF 0xA IFCD 0xB 0x8 0x71 IFAT 0xB 0x7EEAD _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B2 ENIF 0xB IFCD 0x16 0x11 0x74 IFAT 0x16 0x7EEC1 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP IFET 0x15 0x75 TEX1 0x7B4 ELSE 0x16 ENIF 0x15 TEX1 0x7B5 ENIF 0x16 IFCD 0xD 0x13 0x75 IFAT 0xD 0x7EEC1 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B7 ENIF 0xD IFCD 0xE 0x1C 0x78 IFAT 0xE 0x7EED5 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B9 ENIF 0xE IFCD 0xF 0x10 0x73 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BD ENIF 0xF IFCD 0x10 0x2C 0x7C _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7C1 ENIF 0x10 IFET 0x63 0x9D MURE 0x6 ENUF 0x9D ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC0C14 and the new ending offset is CURRENTOFFSET ORG $CC6940 label22: UNIT 0x3 0x2 0x0 0x8 [3,0] [1,4] [0x1,0xA,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0xCD 0x51 0x0 0xA [3,0] [2,3] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x17 0x28 0x3 0x8 [3,0] [0,3] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x28 0x3 0x8 [3,0] [1,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1D 0x32 0x3 0x8 [3,0] [2,1] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xD 0x18 0x3 0x8 [3,0] [0,1] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x23 0x3C 0x3 0x8 [3,0] [1,0] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label23: UNIT 0x26 0x41 0x3 0x18 [4,1] [4,1] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label24: UNIT 0xAB 0x24 0xA6 0xD [15,2] [5,5] [0x44,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xA9 0x18 0xA6 0xD [15,2] [7,3] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT AllyUnitsENM: UNIT 0x3 0x2 0x0 0x8 [3,4] [3,4] [0x1,0xA,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x20 0x3 0x8 [1,1] [1,1] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x17 0x28 0x3 0x8 [2,2] [2,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x28 0x3 0x8 [4,2] [4,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x12 0x3 0x18 [1,3] [1,3] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x2E 0x3 0x38 [3,3] [3,3] [0x32,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1D 0x32 0x3 0x8 [5,3] [5,3] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xD 0x18 0x3 0x10 [2,4] [2,4] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT AllyUnitsEHM: UNIT 0x3 0x2 0x0 0x8 [3,4] [3,4] [0x1,0xA,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x20 0x3 0x8 [1,1] [1,1] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x17 0x28 0x3 0x8 [2,2] [2,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x28 0x3 0x8 [4,2] [4,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x12 0x3 0x18 [1,3] [1,3] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x2E 0x3 0x38 [3,3] [3,3] [0x32,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1D 0x32 0x3 0x8 [5,3] [5,3] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xD 0x18 0x3 0x10 [2,4] [2,4] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnitsENM: UNIT 0xA6 0x24 0x0 0xD [7,10] [7,10] [0x44,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0xA7 0x39 0xA6 0xD [17,10] [17,10] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0xA8 0xA 0xA6 0xD [18,6] [18,6] [0x1,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0xA9 0x18 0xA6 0xD [10,1] [10,1] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xA8 0xA 0xA6 0xD [13,7] [13,7] [0x1,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xE0 0x39 0xA6 0x15 [12,4] [12,4] [0x1F,0x14,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0xAB 0x24 0xA6 0xD [5,5] [5,5] [0x44,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xAB 0x24 0xA6 0xD [12,12] [12,12] [0x44,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xA7 0x39 0xA6 0xD [9,13] [9,13] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x1,0x0] UNIT 0xAC 0x20 0xA6 0xD [14,8] [14,8] [0x37,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xAB 0x24 0xA6 0xD [5,11] [5,11] [0x44,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label25: UNIT 0x26 0x41 0x3 0x8 [1,4] [1,4] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label26: UNIT 0x10 0x34 0x3 0x18 [4,1] [4,1] [0x81,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC6C30 and the new ending offset is CURRENTOFFSET Edited December 26, 2016 by Jayko04 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 26, 2016 Share Posted December 26, 2016 Nightmare looks like this: And the text happened after the battle on the map... Okay, I tried to do this myself real quick. I'm not sure if it's possible to have a battle conversation during a scripted fight. This might be an exclusive FE8 feature. Hi, I have a problem, a Easy one I think : Im actually editing FE7 with a patch that remove Lyn Tutorial mode, and this patch is bugged. In Chapter7, i must defeat Heintz but even when i kill him, it didn't end the chapter. Im not really good in event editing in fact im just starting using them. Well sorry for by bad english btw, im french. Here is the chapter text : I dont know how to add spoiler sorry. ORG $CA136C MiscBasedEvents: AFEV 0x0 EndingScene 0x2 // This is what calls the ending scene. The boss is supposed to have a death quote ID of 0x02. When that triggers, the ending scene plays. AFEV 0xB label19 0x9 AFEV 0xC label20 0xA AFEV 0x0 label21 0x65 END_MAIN Also, you can create a spoiler like this: [spoiler]Put your stuff here[/spoiler] Quote Link to comment Share on other sites More sharing options...
Rindille Posted December 26, 2016 Share Posted December 26, 2016 Okay, I tried to do this myself real quick. I'm not sure if it's possible to have a battle conversation during a scripted fight. This might be an exclusive FE8 feature. ORG $CA136C MiscBasedEvents: AFEV 0x0 EndingScene 0x2 // This is what calls the ending scene. The boss is supposed to have a death quote ID of 0x02. When that triggers, the ending scene plays. AFEV 0xB label19 0x9 AFEV 0xC label20 0xA AFEV 0x0 label21 0x65 END_MAIN Also, you can create a spoiler like this: [spoiler]Put your stuff here[/spoiler] Maybe I'll just add a conversation after the battle. Thanks! Quote Link to comment Share on other sites More sharing options...
Jayko04 Posted December 26, 2016 Share Posted December 26, 2016 (edited) I tried but I already have this line in my event. I have also see that i can't play "End Turn" when i play if i didn't move all my characters, like if I was in tutorial. I don't really don't know where this bug can come from. I have tried just to put the chapter 7 event of a original FE7 without any patch and it didn't chance anything. Edited December 26, 2016 by Jayko04 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 26, 2016 Share Posted December 26, 2016 Does Heintz's death quote still have an ID of 0x02? If it still does, then post a patch and a save file so that we can try to debug it. Quote Link to comment Share on other sites More sharing options...
Jayko04 Posted December 26, 2016 Share Posted December 26, 2016 I resolve it, it was a stupid thing after all, i have a lance that i didn't put the javelin animation so when i was killing Heintz, the dialogue didn't spawn. With what you send in the MiscBased Event it resolve everything, thanks ! Quote Link to comment Share on other sites More sharing options...
Solum Posted December 27, 2016 Share Posted December 27, 2016 (edited) I'm having little troubles about the removing codes in Worldmap events.Like PLACEDOT 0x01 [x,y] BlueDot Not disappearing when i use the REMSPRITE 0x01 time (I don't know what to put in the "time" parameter. So I put 0x00)Same with REMOVETEXTBOX. I tried playing around the LoadOverworldFace and SCROs but nothing went better. Also... Is there a way to make the currently displayed Zoomed in map fade into another coordinate without having to use the command that pans the camera to the desired loaction? I'm actually trying to introduce the different countries across the WorldMap, so I tried to make dots appear and disappear in the FullWorldMapBut as I said i can't make the dots go away after their use. I also tried to do this in the zoomed in parts : (from the fullworldmap)FADETOWM [0,0] LyciaBernSacaeMap 0x00 0x00 It fades successfully the the zoomed in map part i wanted. Then FADETOWM [664,256] LyciaBernSacaeMap 0x00 0x00 I works too, but the camera glitches a little. So yeah, the most annoying thing is the not disppearing dots. Edited December 27, 2016 by Solum Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 27, 2016 Share Posted December 27, 2016 Map zooming: What do you mean the camera glitches a little? Have you tried fading out, throwing up a black background, changing the map, and fading in? Removing the text box: I'm looking through my own scripts and I'm noticing that a couple times I've used REMOVETEXTBOX twice in a row. Maybe it's really finicky? Dots: These can be pretty temperamental for reasons I don't know. If they aren't disappearing, the easiest thing to do would be to just hide the dot under the text box or off the screen. Just re-position the same dot to different coordinates as needed. Quote Link to comment Share on other sites More sharing options...
Solum Posted December 27, 2016 Share Posted December 27, 2016 (edited) Map zooming: What do you mean the camera glitches a little? Have you tried fading out, throwing up a black background, changing the map, and fading in? You can use usual Codes in the world map events? Like FADI FADU and BACG? I didn't se any in Arch's Guide specific to WorldMap so.. About the REMOVETEXTBOX, I tried to double it too. As I saw you already adviced someone to do that but... THis code really hates me I guess xD I'll try that for the Dots. Thank you Prime! You really are of great help =) Edited December 27, 2016 by Solum Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 27, 2016 Share Posted December 27, 2016 I'm having little troubles about the removing codes in Worldmap events. Like PLACEDOT 0x01 [x,y] BlueDot Not disappearing when i use the REMSPRITE 0x01 time (I don't know what to put in the "time" parameter. So I put 0x00) Same with REMOVETEXTBOX. I tried playing around the LoadOverworldFace and SCROs but nothing went better. Also... Is there a way to make the currently displayed Zoomed in map fade into another coordinate without having to use the command that pans the camera to the desired loaction? I'm actually trying to introduce the different countries across the WorldMap, so I tried to make dots appear and disappear in the FullWorldMap But as I said i can't make the dots go away after their use. I also tried to do this in the zoomed in parts : (from the fullworldmap) FADETOWM [0,0] LyciaBernSacaeMap 0x00 0x00 It fades successfully the the zoomed in map part i wanted. Then FADETOWM [664,256] LyciaBernSacaeMap 0x00 0x00 I works too, but the camera glitches a little. So yeah, the most annoying thing is the not disppearing dots. The command to remove dots isn't actually REMSPRITE, it's actually _0xBE from what I can gather. Quote Link to comment Share on other sites More sharing options...
Solum Posted December 27, 2016 Share Posted December 27, 2016 I don't know I took that from Arch and MarioBro3828's tutorials. Though I didn't notice 0x00 isn't a correct value for the last parameter of the REMSPRITE code: REMSPRITE ID value values are : 0x20, 0x78, 0xE8 and 0x1EC I'll try both _0xBE and REMSPRITE I guess Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted December 27, 2016 Share Posted December 27, 2016 I don't know I took that from Arch and MarioBro3828's tutorials. Though I didn't notice 0x00 isn't a correct value for the last parameter of the REMSPRITE code: REMSPRITE ID value values are : 0x20, 0x78, 0xE8 and 0x1EC I'll try both _0xBE and REMSPRITE I guess Yeah, I had the same problem once, but their tutorials are incorrect on this point for whatever reason. I even went back and tested it today before I answered just to make sure. Btw, _0xBE has only one parameter attached to it, which is the Dot's ID. Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted December 29, 2016 Share Posted December 29, 2016 Hi. Got a conditions problem that I can't seem to wrap my head around. For starters, this basic character conditional event isn't working for me and I'm just wondering if there's any glaring errors. Lyn, Sain, and Kent all have conversations with good old Wallace. Wallace is supposed to be recruited if and only if Lyn talks to him AFTER kent talks to him, but it's not working. If kent hasn't, then another convo plays and he's not recruited. CharacterBasedEvents: CHAR 0x7D labelWallaceKent [0x17,0x2C] 0x0 CHAR 0x7E labelWallaceSain [0x18,0x2C] 0x0 CHAR 0x7F labelWallaceLyn [0x03,0x2C] 0x0 AFEV labelWallaceKent: MUSI TEX1 0x9C7 REMA MUNO ENDA labelWallaceSain: MUSI TEX1 0x9C8 REMA MUNO ENDA labelWallaceLyn: IFET 0x24 0x7D JUMP WallaceLynComplete ENDA ENIF 0x24 MUSI TEX1 0x525 REMA ENDA WallaceLynComplete: MUSI TEX1 0x524 REMA CUSI 0x2C 0x00 MUNO ENDA Quote Link to comment Share on other sites More sharing options...
striker456 Posted December 29, 2016 Share Posted December 29, 2016 (edited) Hi. Got a conditions problem that I can't seem to wrap my head around. For starters, this basic character conditional event isn't working for me and I'm just wondering if there's any glaring errors. Lyn, Sain, and Kent all have conversations with good old Wallace. Wallace is supposed to be recruited if and only if Lyn talks to him AFTER kent talks to him, but it's not working. If kent hasn't, then another convo plays and he's not recruited. Hi. About your problem assuming that conversation 0x525 between Wallace and Lyn is the conversation where the recruitment has failed and 0x524 between Lyn and Wallace is the conversation where the recruitment is successful you could do something like this: Change this: labelWallaceLyn: IFET 0x24 0x7D JUMP WallaceLynComplete ENDA ENIF 0x24 MUSI 0x525 REMA ENDA To: labelWallaceLyn: IFET 0x24 0x7D MUSI TEX1 0x524 REMA CUSI 0x2C 0x00 MUNO ELSE 0x25 ENIF 0x24 MUSI TEX1 0x525 ENUF Ox7F //* ENIF 0x25 REMA ENDA *so the event ID ISNT used so if Kent hasn't talked to Wallace yet then he can go and do so. Then lYn can talk and recruit Wallace after that. If you implement this change then you should delete: WallaceLynComplete: MUSI TEX1 0x524 REMA CUSI 0x2C 0x00 MUNO ENDA ​ as this is now included in one condition. Hope this helps. Edited December 29, 2016 by striker456 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 29, 2016 Share Posted December 29, 2016 labelWallaceLyn: IFET 0x24 0x7D // Conditional IDs should start at 0x01, not 0x24 JUMP WallaceLynComplete // ENDA // I'd remove this. It's not needed and may even be causing bugs. JUMP goes to the label and doesn't return, making this useless. ENIF 0x24 MUSI TEX1 0x525 REMA ENDA Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted December 29, 2016 Share Posted December 29, 2016 Thanks, both ways worked. Got rid of the ENDA when using JUMP and used ELSE without it. However for whatever reason using IFET didn't work, using IFEF did. I guess this is what I was having trouble with. Imma check my ids. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted January 1, 2017 Share Posted January 1, 2017 Does anyone know how levelling up Merlinus works? I used the "LevelMerlinus" command at the end of the first chapter where he appears and he went from level 1 to 2, but on every subsequent chapter he stayed on level 2 whenever I used the "LevelMerlinus" command, despite the game saying he levelled up. Is there something else to it or am I just being dumb and missing something obvious? Quote Link to comment Share on other sites More sharing options...
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