Master Awesome Posted February 7, 2017 Share Posted February 7, 2017 Random question. Is there a way to force a character to "wait"? As in, for example, manually move a character (with MOVE command) and then have them "wait" and trigger an AREA event? Can't think of anything but any work arounds would be neat. Quote Link to comment Share on other sites More sharing options...
RainbowSage Posted February 11, 2017 Share Posted February 11, 2017 Whenever I try to assemble my chapter in Event Assembler, I get this message: Finished. Messages: Tutorials disabled Events end at offset 0xD800F0 9 errors encountered: File chapter1events, Line 25, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom, Atom] Atom File chapter1events, Line 26, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom File chapter1events, Line 27, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom File chapter1events, Line 28, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom File chapter1events, Line 29, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom File chapter1events, Line 30, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom File chapter1events, Line 31, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom File chapter1events, Line 32, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom File chapter1events, Line 33, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom No data written to output. I don't really understand why the parameters are incorrect, I've tried for hours. Here is my script: #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 Good: UNIT 0x04 0x28 0x04 Level(1, Ally, 0) [0,14] [1,11] [0x01, 0x14, 0x6B] NoAI UNIT 0x01 0x01 0x04 Level(1, Ally, 0) [0,14] [0,11] [0x01, 0x6B] NoAI UNIT 0x02 0x03 0x04 Level(3, Ally, 0) [0,14] [0,12] [0x1F] NoAI UNIT Bad: UNIT 0x5F 0x12 0x00 Level(3, Enemy, 1) [17,0] [14,2] [0x1F, 0x28] AttackInRange UNIT 0x5F 0x12 0x00 Level(2, Enemy, 1) [17,0] [8,1] [0x1F] AttackInRange UNIT 0x5F 0x12 0x00 Level(2, Enemy, 1) [17,0] [16,8] [0x1F] AttackInRange UNIT 0x5F 0x12 0x00 Level(1, Enemy, 1) [17,0] [9,3] [0x1F] PursueWithoutHeed UNIT 0x5F 0x12 0x00 Level(1, Enemy, 1) [17,0] [13,7] [0x1F] PursueWithoutHeed UNIT 0x5F 0x12 0x00 Level(1, Enemy, 1) [17,0] [17,12] [0x1F] PursueWithoutHeed UNIT 0x5F 0x12 0x00 Level(1, Enemy, 1) [17,0] [5,0] [0x1F] PursueWithoutHeed UNIT 0x5F 0x12 0x00 Level(1, Enemy, 1) [17,0] [9,6] [0x1F] PursueWithoutHeed UNIT 0x5F 0x12 0x00 Level(1, Enemy, 1) [17,0] [14,11] [0x1F] PursueWithoutHeed UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB OOBB LOU1 Good ENUN LOU1 Bad ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset I am still pretty new to hacking and I wanted to just load my units into the chapter first to see if it worked. Does anyone know why this is happening? I'm using Eventiel btw. Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted February 11, 2017 Share Posted February 11, 2017 (edited) 1 hour ago, RainbowSage said: Whenever I try to assemble my chapter in Event Assembler, I get this message: I don't really understand why the parameters are incorrect, I've tried for hours. Here is my script: I don't really use macros a lot, but it seems the AI one is the problem. If you substitute the AI macro (AttackInRange, PursuitWithoutHeed, etc.) with its corresponding value it should resolve the error. (Don't know why) So in Event Assembler's AI Helpers.txt file in the EA Standard Library where the macros are located, you'll see that AttackInRange corresponds to [0x00,0x03,0x09,0x00], so just put [0x00,0x03,0x09,0x00] in place of AttackInRange. Like this: UNIT 0x5F 0x12 0x00 Level(3, Enemy, 1) [17,0] [14,2] [0x1F, 0x28] [0x00,0x03,0x09,0x00] You'd do the same thing for PursuitWithoutHeed, except use [0x00,0x02,0x02,0x00] instead. Strangely enough, your good units assemble ok, so I guess the NoAI macro is good. I may or may not know what I'm talking about. Just make sure you test in game if the AI actually works correctly. Edited February 11, 2017 by Master Awesome Quote Link to comment Share on other sites More sharing options...
RainbowSage Posted February 11, 2017 Share Posted February 11, 2017 Thanks for replying so quickly! I did what you said and it worked! No errors! Thanks dude, and praise the sun! Quote Link to comment Share on other sites More sharing options...
Primefusion Posted February 12, 2017 Share Posted February 12, 2017 If you're using a version of Event Assembler greater than 9.10, you'll have to add #define OLD_AI before #include EAstdlib.event to get the AI macros to work like you expect. Starting with v9.11 AI was reworked. Quote Link to comment Share on other sites More sharing options...
RainbowSage Posted February 12, 2017 Share Posted February 12, 2017 Ah. I see. Thanks, dude! Also, love your hack! Quote Link to comment Share on other sites More sharing options...
Ephraim115 Posted February 14, 2017 Share Posted February 14, 2017 Idk if i'm replying to somebody by doing this, but I just have a question for fe8 eventing: Please somebody help me out: I have here events for chapter 1: #include EAstdlib.event EventPointerTable(0x0A,ThisChapter) ORG 0xE80000 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene Units: UNIT 0x42 0x07 0x42 Level(2, NPC, 1) [2,2] 0x00 0x00 0x0 0x00 [0x04, 0x6C] NoAI UNIT TurnBasedEvents: END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: END_MAIN ALIGN 4 BeginningScene: MUS1 0x06 _0x0E22 0x28 _LOAD1 0x1 Units ENUN MOVE 0x42 [4, 5] ENUN CUMO 0x42 STAL 60 CURE TEXTSHOW 0x90B TEXTEND REMA ENDA EndingScene: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset The problem is, as soon as it gets to showing the text...it freezes. BUT IT ONLY FREEZES IF I CHANGE THE TEXT OF 0x90B For example: If I leave the text (0x90B) like this (Regular text): [OpenMidLeft][LoadFace][0x04][0x01][OpenMidLeft]Ahhh[ToggleMouthMove]...[.][ToggleMouthMove][A][0x02] No![.][A][X] It works fine... But just for changing the portrait, like so: [OpenMidLeft][LoadFace][0x45][0x01][OpenMidLeft]Ahhh[ToggleMouthMove]...[.][ToggleMouthMove][A][0x02] No![.][A][X] The game freezes completely. Does anybody know why? Thanks for listening... Quote Link to comment Share on other sites More sharing options...
Primefusion Posted February 14, 2017 Share Posted February 14, 2017 If everything runs smoothly with portrait 0x04, but 0x45 causes things to break, then it sounds like something's wrong with the portrait, not the events. Quote Link to comment Share on other sites More sharing options...
Ephraim115 Posted February 14, 2017 Share Posted February 14, 2017 I haven't changed anything else in the game but those events, 0x45 is orsons regular portrait. I can't see why it keeps freezing?? O_o thanks for answering... Quote Link to comment Share on other sites More sharing options...
Ephraim115 Posted February 21, 2017 Share Posted February 21, 2017 Does anybody know how in fe8 eventing, I can make like a kind of "if" event. in other words, an event that is triggered only if something specific happened or happens. an example would be: if a specific character dies, then a unit warps in and gives You an ítem. which the ítem part i know just not how To trigger it ONLY if a specific character dies. thanks... Quote Link to comment Share on other sites More sharing options...
InvdrZim13 Posted February 22, 2017 Share Posted February 22, 2017 8 hours ago, Ephraim115 said: Does anybody know how in fe8 eventing, I can make like a kind of "if" event. in other words, an event that is triggered only if something specific happened or happens. an example would be: if a specific character dies, then a unit warps in and gives You an ítem. which the ítem part i know just not how To trigger it ONLY if a specific character dies. thanks... Arch's guide to chapter construction goes over the basic idea of how conditionals work in GBAFE, but it's focused toward FE7. The conditional codes for FE8 are in the documentation for EA (which you should read because it will help you learn it on your own). How conditions work in FE8 can be found on my eventing resource thread. You'd probably have to run a turn event that's checking if they're alive or not every turn, and if they're not it does whatever you're trying to get it to do. Quote Link to comment Share on other sites More sharing options...
Filbertian Posted February 23, 2017 Share Posted February 23, 2017 Hello, I was editing fe7 but have hit some problems, it seems my character edits often break the cut scenes (you know the ones where your characters and enemy characters get into position on the map) , often you need to spam enter rapidly to skip the cutscene before the game spews those gba death sounds, so what software can I use to completely remove those cinematics without breaking the game or somehow get around these crashes, thanks FE7 PME CRASH.AVI Quote Link to comment Share on other sites More sharing options...
Primefusion Posted February 23, 2017 Share Posted February 23, 2017 You can either use Nightmare modules to edit the units that are causing crashes (doesn't require much special knowledge) or You can disassemble the events of chapters that are bugging out, strip out the events in question, then insert back into the ROM (Requires knowledge of events and how to use Event Assembler). Quote Link to comment Share on other sites More sharing options...
ChaosSlicer Posted February 28, 2017 Share Posted February 28, 2017 I wrote this event, and it assembles without any errors, but there is no village at 19,3. Spoiler //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 Oswin General Nergal Level(20, Enemy, 0) [16,7] [16,7] [IronAxe] Guard UNIT Oswin General Nergal Level(20, Enemy, 0) [17,8] [17,8] [IronAxe] Guard UNIT Nergal DarkDruid 0x00 Level(1, Enemy, 0) [25,15] [25,15] [Ereshkigal] Guard UNIT Good: UNIT Lyn_t Mage 0x00 Level(1, Ally, 0) [25,6] [25,6] [IronBow] NoAI UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) END_MAIN Character_events: END_MAIN Location_events: Village(0x06,Village1,19,3) END_MAIN Village1: CURF [19,3] FADI 10 BACG 0x02 FADU 10 MUS1 0x0042 TEX1 0x0800 REMA ENDA Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: LOU1 Good LOU1 Bad OOBB ENUN ENDA Ending_event: MoveToChapter(0x06) ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 08DA0000 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted March 1, 2017 Share Posted March 1, 2017 It might be your map. The village event only works on village tiles and there's only a handful of tiles that count as villages. Quote Link to comment Share on other sites More sharing options...
ChaosSlicer Posted March 1, 2017 Share Posted March 1, 2017 Thanks. I didn't know that. Quote Link to comment Share on other sites More sharing options...
TrueNanaya Posted March 25, 2017 Share Posted March 25, 2017 I'm trying to figure out how to add animations with Animation Assembler and Event Assembler into FE7 and 8. I don't understand how I get the text file to replace the animations with. Quote Link to comment Share on other sites More sharing options...
Tequila Posted March 26, 2017 Share Posted March 26, 2017 3 hours ago, TrueNanaya said: I'm trying to figure out how to add animations with Animation Assembler and Event Assembler into FE7 and 8. I don't understand how I get the text file to replace the animations with. First, take the typeless file that FEditor spits out (it doesn't have an ending) and drag and drop it onto AA.exe. That will create a big .event file (which you can open in a text editor like notepad). Open up that .event file. There'll be a line near the top that says "AnimTableEntry(0x0) //CHANGE THIS TO THE SLOT YOU ARE REPLACING". Change the 0x0 to the index of the animation you're replacing (that would be the Input index in the Class Animation Editor in FEditor). Open up Master Animation Installer.txt and #include your .event file. NOTE: EA does have a problem with labels being too long, and when making the .event file may hit the limits. I don't know the exact number offhand, but try to keep the name of the original file (from FEditor) under ~12 characters or so to avoid this issue. And make sure it doesn't have any spaces (I don't know whether Circles fixed that one or not). Quote Link to comment Share on other sites More sharing options...
TrueNanaya Posted March 26, 2017 Share Posted March 26, 2017 (edited) I must be doing something wrong because I keep getting this message Spoiler I assume it's because I'm messing up the pathway to the animation, but I'm not sure how to correct it. Well, this is what I've done so far Spoiler Spoiler Edited March 26, 2017 by TrueNanaya Encountered another problem with the insertion Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 28, 2017 Author Share Posted March 28, 2017 You didn't ORG to free space at the beginning of your master buildfile Quote Link to comment Share on other sites More sharing options...
Sephiran59 Posted April 18, 2017 Share Posted April 18, 2017 (edited) Cannot figure out what this error is, someone please explain what it means. I could probably figure out whats wrong with my code on my own afterwards, thanks. Spoiler Finished. Messages: Tutorials disabled 1 errors encountered: Exception: System.ArgumentException: An entry with the same key already exists. at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.SortedList`2.Add(TKey key, TValue value) at Nintenlord.Collections.DataChange`1.AddChangedData(Int32 offset, T[] data, Int32 index, Int32 count) at Nintenlord.IO.ChangeStream.Write(Byte[] buffer, Int32 offset, Int32 count) at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.SecondPass(BinaryWriter output, IExpression`1 expression, ScopeStructure`1 parentScope) at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.SecondPass(BinaryWriter output, IExpression`1 expression, ScopeStructure`1 parentScope) at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.Assemble(IPositionableInputStream input, BinaryWriter output, ILog log) at Nintenlord.Event_Assembler.Core.Program.Assemble(EACodeLanguage language, TextReader input, BinaryWriter output, ILog log) at Nintenlord.Event_Assembler.Core.Program.Assemble(String inputFile, String outputFile, String languageName, ILog messageLog) at Nintenlord.Event_Assembler.UserInterface.MainForm.<.ctor>b__1(Object sender, DoWorkEventArgs args) No data written to output. Edited April 18, 2017 by Sephiran59 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted April 18, 2017 Share Posted April 18, 2017 Exceptions are internal code errors (IE something went wrong inside of EA when it tried to parse your events and it blew up). If you post your events we can try to figure out the error. Quote Link to comment Share on other sites More sharing options...
Sephiran59 Posted April 20, 2017 Share Posted April 20, 2017 (edited) Spoiler #include EAstdlib.event #define DISABLE_TUTORIALS EventPointerTable(0x06,Pointers) ORG $D80000 Pointers: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN TrapsEliwoodMode TrapsHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene EnemyUnitsENM: _0x0000 AllyUnitsENM: UNIT 0x03 0x14 0x00 0x01 [18,19] [18,17] [0x14, 0x6B, 0x69, 0x00] [0x00, 0x00, 0x00, 0x00] UNIT 0x04 0x14 0x03 0x01 [19,18] [17,18] [0x14, 0x6B, 0x69, 0x00] [0x00, 0x00, 0x00, 0x00] TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 //TURN 0x0 Scene2 [1,0] 0x0 0x0 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: LOCA 0x3 [8,2] 0xF Door(8,12) Door(9,12) END_MAIN MiscBasedEvents: END_MAIN TrapsEliwoodMode: ENDTRAP TrapsHectorMode: ENDTRAP ORG $D800A8 BeginningScene: LOU1 EnemyUnitsENM ENUN LOU1 AllyUnitsENM ENUN ENDA EndingScene: _0xA3 MUSC 0x38 TEX1 0x833 REMA MUEN 6 FADICG 3 HIDEMAP ASMC 0x7A939 0x7A8B9 0x7A9D5 STAL 30 MUSC 0x3AB FADUCG 2 SHOWMAP STAL 60 TEXTCG 0x834 0x1 MUEN 4 FADI 16 HIDEMAP ASMC 0x7A95D BACG 0x0 MUSC 0x3F FADU 16 SHOWMAP TEX1 0x835 MUEN 2 STAL 32 MUSM 0x51 0x4 MORETEXT 0x836 MUEN 2 STAL 32 MUSC 0x3F MORETEXT 0x837 STAL 64 MORETEXT 0x838 FADI 4 HIDEMAP BACG 0x5B FADU 4 SHOWMAP STAL 8 TEX6 0x5 [0,0] 0x839 _ASM0x42 0x83181 GOTO 0x34 LABEL 0x33 FADI 4 HIDEMAP BACG 0x5B LABEL 0x34 MNCH 0x1 STAL 1 _0x1 ENDA Here it is; if you couldn't tell its a disassembly of the prologue events and im just trying to tamper with it and see what I can do. I probably deleted something important but that endingscene piece is untouched so its probably not in there On 4/18/2017 at 3:07 PM, Primefusion said: Exceptions are internal code errors (IE something went wrong inside of EA when it tried to parse your events and it blew up). If you post your events we can try to figure out the error. I'd appreciate any knowledge you can spare me O great Prime Lord of Fusion and happy birthday as well lmao Edited April 20, 2017 by Sephiran59 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted April 20, 2017 Share Posted April 20, 2017 (edited) Quote EnemyUnitsENM: _0x0000 This right here is a big red flag to me. Not sure what the _0x0000 is supposed to be. Empty unit lists should just have a UNIT line with nothing else. You've also got two ORGs going on when you really only need one. Thanks for the birthday wishes :) Edited April 20, 2017 by Primefusion Quote Link to comment Share on other sites More sharing options...
Sephiran59 Posted April 20, 2017 Share Posted April 20, 2017 (edited) 12 hours ago, Primefusion said: This right here is a big red flag to me. Not sure what the _0x0000 is supposed to be. Empty unit lists should just have a UNIT line with nothing else. You've also got two ORGs going on when you really only need one. Thanks for the birthday wishes :) oh thanks, getting rid of the _ox0000 got rid of the error, not sure what that even was. also the second ORG is there becuase I get this if its not: So ill leave the ORG... Alas, I still need help though. The assembly goes through but I get an endless black screen when i load the chapter My code is the same just without the _0x0000 at line 31 Edited April 20, 2017 by Sephiran59 Quote Link to comment Share on other sites More sharing options...
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