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Event Assembler Questions Thread


CT075
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AREA 0x17 DERP [9,3] [9,3]

DERP:

MUS1 0x4A
CAM1 Bug
WarpIn(Bad,0,6)
TEX1 0x909
REMA
WarpOut(0,6)
STAL 25
//WarpOut(0,7)
CMOF
MOVE Bug [0,0]
STAL 20
CMON
CAM1 Eliwood
DISA Bug
//TEX1 0x996
//REMA
ENDA

Edited by Brendor the Brave
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actually ignore me get rid of the ELSE

if that doesn't work try changing it to an IFAF

IFAT 0x1 0x7A2F1
GameOver
ENIF 0x1
ENDA
IFAF 0x1 0x7A2F1
GameOver
ENIF 0x1
ENDA
one of these two should work Edited by CT075
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Would making a unit move however many spaces throughout the entire map, require asm hacking.

Or could it be done in Events?

If it's the latter, you don't have to tell me how., I want to to try an dexperiement. But I just want to know if Nintenlord adding that in the langauge?

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Ah okay sorry. I wouldn't know the specifics on the term.

But when you click on a unit you see the amount of spaces they can use.

I'm planning a character be able to move throughout the entire map without having to wait for the next turn.

So I guess either unlimited move spaces (as defined in the first sentences), or something that allows the movement to reset as soon as you move it. Which I'm pretty sure isn't applicable unless you use ASM hacking.

EDIT: I thought moma was primarily for scenes in which the player had no input.

Edited by SogiTai
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Alright. I took a clean FE7 ROM and assembled this this EA.

#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 0x07 0x10 0x00 Level(10, Ally, 0) [14,9] [13,7] [0x04, 0x0C, 0x6D] NoAI
UNIT 0x06 0x0E 0x07 Level(15, Ally, 0) [14,9] [14,7] [0x02, 0x6B] NoAI
UNIT

Bad:
UNIT 0x8D 0x10 0x00 Level(5, Enemy, 0) [3,2] [3,2] [0x99, 0x63] AttackInRange
UNIT 0x1B 0x1D 0x8D Level(10, Enemy, 0) [3,2] [3,7] [0x4B] HealUnits
UNIT 0x11 0x2D 0x8D Level(10, Enemy, 0) [3,2] [8,6] [0x46, 0x4D] 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:
CURF (14,9)
FADI 10
BACG 0x00
FADU 10
TEX1 0x0800
REMA
LOU1 Good
ENUN
TEX1 0x0801
REMA
CURF (3,2)
LOU1 Bad
ENUN
FADI 10
BACG 0x51
FADU 10
TEX1 0x0802
REMA
ENDA

Ending_event:
ENDA

// Events

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset 

It spits out the following error:

Finished.
1 errors encountered:
File RandomBoredomNew.txt, Line 47, Column 9: Didn't reach end, currently at Comma(,)
No data written to output.
Line 47:
CURF (14,9)
??? How to fix? I have not edited text or anything yet either.
Edited by MasterKeeperâ„¢
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CURF (14,9)
line 47

check your brackets

and even if you fix this particular line you're gonna get the same error for line 57

Edited by CT075
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OK and yes i know double post but this is seperate

I have the code:

#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 0x07 0x10 0x00 Level(10, Ally, 0) [14,9] [13,7] [0x04, 0x0C, 0x6D] NoAI
UNIT 0x06 0x0E 0x07 Level(15, Ally, 0) [14,9] [14,7] [0x02, 0x6B] NoAI
UNIT

Bad:
UNIT 0x8D 0x10 0x00 Level(5, Enemy, 0) [3,2] [3,2] [0x99, 0x63] AttackInRange
UNIT 0x1B 0x1D 0x8D Level(10, Enemy, 0) [3,2] [3,7] [0x4B] HealUnits
UNIT 0x11 0x2D 0x8D Level(10, Enemy, 0) [3,2] [8,6] [0x46, 0x4D] 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:
CURF [14,9]
FADI 10
BACG 0x00
FADU 10
TEX1 0x0800
REMA
LOU1 Good
ENUN
TEX1 0x0801
REMA
CURF [3,2]
LOU1 Bad
ENUN
FADI 10
BACG 0x51
FADU 10
TEX1 0x0802
REMA
ENDA

Ending_event:
ENDA

// Events

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset 

And the text's:

[spoiler=800]

[OpenMidLeft][LoadFace][0x26][0x01]
[OpenMidRight][LoadFace][0x2C][0xFF]
[OpenMidLeft]
The enemies are
almost here.[.][A][X] 

[spoiler=801]

[OpenMidLeft][LoadFace][0x2C][0x01]
[OpenMidRight][LoadFace][0x26][0xFF]
[OpenMidLeft]
No one's even
here yet...[.][A]
[OpenMidRight]
Quiet.[.][A]
Here they come.[.][A][X] 

[spoiler=802]

[OpenMidRight][LoadFace][0x8A][0x01]
[OpenMidRight]
Kill them...[.][A]
I may not have gotten
the Mani Katti...[.][A]
But I will get the
Wo Dao![.][A]
GO MY PRETTIES!![.][A][X] 

And, as soon as the first Background loads, the game hangs for a bit, then freezes.

Before opening it in FEditor Adv it was fine though.

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End_MAIN
check your caps, you did this multiple times

i'm not entirely sure that's the problem but fix it anyway

[OpenMidRight][LoadFace][0x2C][0xFF]
why 0xFF

0xFF is only used for villages

Edited by CT075
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Err, sorry...

But nope, that wasnt the problem.....

Fixed it, and nothing changed.

EDIT: I honestly have no idea.

I need to get more sleep.

Ill go fix that.

EDIT 2: And... it still freezes.

Edited by MasterKeeperâ„¢
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