blyegg Posted August 31, 2013 Share Posted August 31, 2013 (edited) [OpenMidLeft][LoadFace][0x26][0x01] [OpenMidRight][LoadFace][0x2C][0x01] [OpenMidLeft] The enemies are almost here.[.][A][X] [OpenMidLeft][LoadFace][0x2C][0x01] [OpenMidRight][LoadFace][0x26][0x01] [OpenMidLeft] No one's even here yet...[.][A] [OpenMidRight] Quiet.[.][A] Here they come.[.][A][X] [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] 800, 801, then 802 OK, so i used my clean backup rom.... and it worked. I'm not sure why though :/ Edited August 31, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
blyegg Posted September 1, 2013 Share Posted September 1, 2013 OK, two quick questions. 1. Can I go to the next chapter without going to the save screen. 2. What exactly are the permanent event ID's? 0x66 and on, right? Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 1, 2013 Author Share Posted September 1, 2013 (edited) @no save files: you could accomplish the same effect by using a LOMA code i'm not entirely sure if EA can handle multiple files linked together at once, so unless you want to have the code for two chapters bloating up the same file, you'd need to do something like this: // This is in file 1 EndingEvent: TEX1 0xABE // "ok thank you goodnite no save screenie4u" ClearAll LOMA 0x1 // example, this should be the ID in the chapter data editor of the next chapter JUMP [offset] ENDA // This is in file 2 MESSAGE Chapter's opening event is at offset currentOffset // This is the offset you want to use in your JUMP OpeningEvent: // ... You'll also need to make sure that the turn events and etc are set up in the other event file properly Edited September 1, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 2, 2013 Share Posted September 2, 2013 (edited) Me again, to no surprise :C Well, I'm having a little trouble figuring the WarpIn and WarpOut functions. I read the EASTDLib, providing this: FE7: WarpIn(Char,Class,X,Y) WarpIn(UnitPtr,X,Y) Warp Out Effect FE7: WarpOut(X,Y) WarpOut(Char) However I'm wondering do you need to use both the WarpIn and WarpOut together? Turn1event: LOU1 Reinforcements ENUN MOVE Canas [19,11] ENUN FADI 5 BACG 0x59 FADU 5 TEX1 0x0800 REMA STAL 3 WarpOut [19,11] WarpOut Canas REPOS Canas [2,4] STAL 10 WarpOut [18,11] WarpOut Lyn_t REPOS Lyn_t [3,4] FADU 5 TEX1 0x0801 REMA STAL 3 MOVE Canas [1,1] WarpOut [1,1] WarpOut Canas CURF [1,1] ENDA I figured it would eb simpler to use the REPOS rather than WarpIn at least for me to avoid that UnitPtr, which although I'm familiar with the term pointer, I have a hard time clicking it in with other ideas. Anyways, I'm not sure how to fix this. The error is: No Code Name WarpOut Found for all of the corresponding lines. Edited September 2, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
Agro Posted September 2, 2013 Share Posted September 2, 2013 (edited) WarpOut is not a "code" the same way LOU1 and MOVE are--it's a macro You have: WarpOut Canas It should be: WarpOut(Canas) WarpOut(Char) Those brackets exist for a reason. The same goes for your location--use WarpOut(19,11) not WarpOut [19,11] generally speaking, macros won't need spaces/aren't designed to have spaces in them whereas codes like REPOS and TEX1 are Edited September 2, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 2, 2013 Share Posted September 2, 2013 (edited) Aha, I see Thanks a lot I had tried variations, but dumbly never tried them both in parenthesis. Thanks again Agro! :D Edited September 2, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
Brendor Posted September 4, 2013 Share Posted September 4, 2013 (edited) I tried adding this "Pay to Recruit" event into my event file but when I try assembling I get an error saying that codes "CODE" and "TEX4" are not found. Is there any way I can fix the problem? Edited September 4, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 4, 2013 Author Share Posted September 4, 2013 change CODE to BYTE and TEX4 to MORETEXT Quote Link to comment Share on other sites More sharing options...
Brendor Posted September 4, 2013 Share Posted September 4, 2013 Umm.......it works now but whenever a unit waits it resets the chapter for some reason. Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 4, 2013 Author Share Posted September 4, 2013 welp Quote Link to comment Share on other sites More sharing options...
Brendor Posted September 4, 2013 Share Posted September 4, 2013 (edited) I dissected FE7's final chapter to see how the effect for Ninian's resurrection was done and I was able to isolate it and I took some notes on what each bit does: STAL 30 _0xE1//dunno _0xE0 0xBFFFFFFF 0x4 0x80 0x802//dims screen STAL 30//stalls SOUN 0x2EF//plays sfx _0xDF 0x9 0xD//actual code for "resurection":1st parameter-Xcoordinate,2nd parameter is the Ycoordinate _0xE0 0xBFFFFFFF 0x4 0x100 0x1004//undims screen _0xE2//dunno STAL 60//stalls again however, I can't figure out how to change the character and class that appear on the map from the effect (currently Citizen and Dancer) Would anyone have any idea on how I could edit that? Thanks in advance Edited September 4, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
TheGreatArmads Posted September 4, 2013 Share Posted September 4, 2013 I have a question...dont know if it has been answered before but its asinine to just sift through 98 pages. I have the beginnings of the event assembler down, but I am having a problem with text. I have it where it says Turn2:MUS1 0x0042TEX1 0x018BLOU1 ReinforcementsENUNENDA The text wasnt changed so when turn 2 came out it was the normal support conversation with farina and karla because those are the characters im using (just to test it out) but when i go to change the text in FEditor adv. and save all of it and assemble the game starts wigging out with static like something didnt work right, but when i remove the the text from the document it works just fine. So to sum it up the problem is that when i change text in FEditor and try to assemble it, the game glitches and freezes. any help would be helpful. Quote Link to comment Share on other sites More sharing options...
TheGreatArmads Posted September 4, 2013 Share Posted September 4, 2013 Never mind, i fixed it by just deleting the .sav file from the rom and it worked perfectly. So you can disregard the post. Quote Link to comment Share on other sites More sharing options...
blyegg Posted September 4, 2013 Share Posted September 4, 2013 BTW, you forgot REMA. Not sure why EA didn't give you an error. Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 4, 2013 Author Share Posted September 4, 2013 (edited) why would EA complain if you missed REMA it's like asking the java compiler to complain if you do something that causes a logic error Edited September 4, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
blyegg Posted September 4, 2013 Share Posted September 4, 2013 (edited) i thought it spits out an error if you dont use REMA **baka** Edited September 4, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 5, 2013 Share Posted September 5, 2013 (edited) So I seem to be messing up with phases, in my most current mishap. What I want to happen is, start with no options, then once you've ended your turn, the next turn will warpin/load Canas to go into a dialogue screen, and then will go towards your hero, and they both warpout and re-warp in on another part of the map. What is the problem for me with the most current form of the script-> 1.) When Canas warpIns to his new spot, he suddenly reappears in his old spot as well despite him being repositioned. 2.) The game gets stuck in this sort of Other Phase Loop, that won't load back to the player phase- most likely due to the fact that Lyn hasn't come back to the map. However even adding lyn back to the map, does not fix the issue of changing lyn to an npc. CODES POSTED BELOW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I've tried inputing the code little by little to see where the error comes in. This just yields different results such as changing Lyn to an npc, and/or freezing of the game. But ultimately with my most current version of the script: Code in Question: Turn1event: LOU1 OWL ENUN CAM1 Canas WarpIn(Canas,Shaman,19,9) WarpIn(OWL,19,9) BACG 0x59 FADU 5 TEX1 0x0800 REMA STAL 6 MOVENEXTTO Canas Lyn_t ENUN WarpOut(Canas) WarpOut(Shaman) REPOS Canas [2,4] ENUN DISA Canas ENUN CAM1 Lyn_t WarpOut(Lyn_t) WarpOut(LynLord) DISA Lyn_t ENUN CAM1 Canas WarpIn(Canas,Shaman,2,4) WarpIn(OWL,2,4) ENDA Full Code: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Empty Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [18,11] [18,11] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Villagers: UNIT Citizen Civilian_2_F 0x00 Level(1,NPC,False) [14,0] [14,0] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Laus Soldier 0x00 Level(5,NPC,False) [15,7] [15,7] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Citizen Civilian_2 0x00 Level(1,NPC,False) [1,11] [1,11] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Laus Soldier 0x00 Level(5,NPC,False) [11,1] [11,1] [Vulnerary] [0x00,0x00,0x00,0x00] //Fisherman {V} UNIT Citizen Civilian_2 0x00 Level(1,NPC,False) [8,6] [8,6] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty OWL: UNIT Canas Shaman 0x00 Level(20,NPC,False) [19,9] [19,9] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1event [02,00] 0x0 0x00 TURN 0x00 Turn2event [03,00] 0x00 0x00 Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CMOF LOU1 Villagers ENUN CAM1 [1,1] STAL 15 CAM1 Lyn_t LOU1 Good ENUN ENDA Turn1event: LOU1 OWL ENUN CAM1 Canas WarpIn(Canas,Shaman,19,9) WarpIn(OWL,19,9) BACG 0x59 FADU 5 TEX1 0x0800 REMA STAL 6 MOVENEXTTO Canas Lyn_t ENUN WarpOut(Canas) WarpOut(Shaman) REPOS Canas [2,4] ENUN DISA Canas ENUN CAM1 Lyn_t WarpOut(Lyn_t) WarpOut(LynLord) DISA Lyn_t ENUN CAM1 Canas WarpIn(Canas,Shaman,2,4) WarpIn(OWL,2,4) ENDA Turn2event: ENDA Ending_event: MNCH 0x07 STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Edited September 5, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
Agro Posted September 5, 2013 Share Posted September 5, 2013 (edited) LOU1 OWL ENUN CAM1 Canas WarpIn(Canas,Shaman,19,9) WarpIn(OWL,19,9) The WarpIn actually partially has a LOU1 built in to it. Try this: CAM1 [19,9] WarpIn(Canas,Shaman,19,9) The reason your game is glitching out is because you're trying to load one unit three times, essentially. Once when you use LOU1, twice when you use the first WarpIn, and thrice when you use the second WarpIn. These are the actual WarpIn macros: //Warp effect, under construction #ifdef _FE7_ #define WarpIn(Char,Class,X,Y) "WARP [X,Y] 1; LOEV Char Class [X,Y]; _ASM0x42 $20AB9" #define WarpIn(UnitPtr,X,Y) "WARP [X,Y] 1; LOU1 UnitPtr; _ASM0x42 $20AB9" #define WarpOut(X,Y) "WARP [X,Y] 0; DISA [X,Y]; _ASM0x42 $20AB9" #define WarpOut(Char) "WARP Char 0; DISA Char; _ASM0x42 $20AB9" #endif Also, why do you have two WarpOut/Ins for each character? You should never need more than one. Certainly trying to "WarpOut(LynLord)" will cause some glitching because you're telling the game to get rid of a character that doesn't exist. You probably won't need all the REPOS and the DISAs because those are already included in the macro. Edited September 5, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 5, 2013 Share Posted September 5, 2013 ...You, my friend, are golden! I don't even know what that means, but you've helped me so much! This has been bugging at me for nearly 4-5 days of on and off hacking now. So basically as for those macros, what it is- is that, there are certain times in which you'd use the UnitPtr ver. of the warpin macro and certain times you'd use the CharClass ver. of the macro? Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 5, 2013 Author Share Posted September 5, 2013 unitptr is if you intend to actually use the character on the game map classchar is only if you intend for them to be a cutscene unit Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 5, 2013 Share Posted September 5, 2013 I know this is probably a real stupid question, but for clairfication (I am probably actually wrong hee,) The Unitptr is the info found in the fe7 definitions doc? For example lyn would be 0x03? And if this is the case, My code : WarpIn(0x03,4,4) seems to only load Lyn back to her original spot. Quote Link to comment Share on other sites More sharing options...
Agro Posted September 5, 2013 Share Posted September 5, 2013 (edited) UnitPtr would be whatever unit group you wanted to load, such as Good or OWL or Bad. In your case you would want to do this: LynAppears: WarpIn(LynWarp,4,3)//if I recall correctly the "warp" effect actually appears 1 tile lower than the designated coordinates ENDA LynWarp: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [4,4] [4,4] [Vulnerary] [0x00,0x00,0x00,0x00]//her inventory will actually remain the same as it was before; once the game loads a unit as an ally it will also "save" their inventory, so don't worry about those UNIT Just keep in mind that Lyn will also need to be DISA'd beforehand to prevent the game from glitching after it starts to think you're trying to load two of her. Edited September 5, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 5, 2013 Share Posted September 5, 2013 That makes so much more sense. So basically we have to create an alternate unit for her that has the coordinate the game will have to read when you want her to move. Thanks! :D This opens my eyes to how the scripting will work, a little bit further. :D Quote Link to comment Share on other sites More sharing options...
NICKTâ„¢ Posted September 14, 2013 Share Posted September 14, 2013 Sorry to be a bother again guys, but whenever I start my chapter, it just goes to a black screen after the chapter title fades out. Here's the events: //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x06,0)ORG 0xD61130Pointers:POIN TurnEventsPOIN CharacterEventsPOIN LocationEventsPOIN MiscEventsPOIN TerrainEvents TerrainEventsPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN OpeningEvent EndingEventBad:UNIT 0x87 0x2E 0x0 Level(2,Enemy,0) [0,0] [1,3] [0x2C,0x0,0x0,0x0] [0x0,0x19,0x1,0x0]UNIT EmptyGood:UNIT 0x3 0x2 0x0 Level(1,Ally,0) [10,3] [10,4] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT EmptyEmissary:UNIT 0x17 0x34 0x3 Level(1,NPC,0) [5,0] [10,3] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT EmptySacaenOne:UNIT 0x8A 0x18 0x87 Level(1,Enemy,0) [14,6] [14,5] [0x2C,0x0,0x0,0x0] [0x0,0x19,0x1,0x0]UNIT 0x8B 0x0E 0x87 Level(1,Enemy,0) [14,6] [13,6] [0x1,0x0,0x0,0x0] [0x0,0x19,0x1,0x0]UNIT EmptySacaenTwo:UNIT 0x8A 0x19 0x87 Level(1,Enemy,0) [5,0] [5,2] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]UNIT 0x8B 0x2F 0x87 Level(1,Enemy,0) [5,0] [6,1] [0x33,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]UNIT EmptySacaenThree:UNIT 0x8A 0x0F 0x87 Level(1,Enemy,0) [10,9] [10,8] [0x1,0x0,0x0,0x0] [0x0,0x19,0x1,0x0]UNIT 0x8B 0x0E 0x87 Level(1,Enemy,0) [10,9] [9,9] [0x1,0x0,0x0,0x0] [0x0,0x19,0x1,0x0]UNIT EmptyIvan:UNIT 0x17 0x28 0x0 Level(1,Ally,0) [10,3] [10,4] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]UNIT 0x1D 0x1D 0x0 Level(1,Ally,0) [10,3] [10,4] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT EmptyTurnEvents:TURN 0x0 OpeningEvent [1,0] 0x0 0x00TURN 0x4 SacTwo [3,0] 0x0 0x00TURN 0x5 SacThree [5,0] 0x0 0x00TURNCharacterEvents:CharacterEventBothWays(0x08,ParisIvan,0x3,0x17)CharacterEventBothWays(0x08,ParisPhillipe,0x3,0x1D)CHARLocationEvents:LOCAMiscEvents:DefeatAll(EndingEvent)CauseGameOverIfLordDiesAFEVTerrainEvents:BLSTALIGN 4OpeningEvent:OOBBLOU1 EmissaryENUNCURF 0x17STAL 32FADI 16BACG 0x5AFADU 16MUS1 0x6BSTAL 60TEX1 0x815REMAMOVE 0x17 [9,4]ENUNLOU1 GoodENUNFADI 16BACG 0x22FADU 16TEX1 0x816REMAMUEN 4STAL 60LOU1 BadMUS1 0x32STAL 32TEX1 0x817REMAMOVE 0x17 [10,3]DISA 0x17CURF 0x87TEX1 0x81EREMALOU1 SacaenOneENUNENDASacTwo:CURF 0x87TEX1 0x827REMALOU1 SacaenTwoENUNSTAL 32CURF [10,3]STAL 32FADI 16BACG 0x5AFADU 16MUS1 0x32TEX1 0x835REMALOU1 IvanCURF 0x17TEX1 0x836REMAENDASacThree:CURF 0x87TEX1 0x829REMALOU1 SacaenThreeENUNENDAParisIvan:MUS1 0x08TEX1 0x837REMAENDAParisPhillipe:MUS1 0x4FTEX1 0x838REMAENDAEndingEvent:MUEN 4STAL 32FADI 16BACG 0x5AMOVE 0x3 [10,3]ENUNFADU 16ENUNMUS1 0x6BTEX1 0x830REMAMOVE 0x3 [5,0]ENUNDISA 0x3ENUNMNCH 0x1STAL 1_0x1ENDA//MoveToChapter(NextChapter)MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 0x8DA0000 Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted September 14, 2013 Share Posted September 14, 2013 (edited) Have you tried to set "Fade to map" instead of "Fade to black" in Nightmare, with the Chapter data editor? Alternatively you could just add one FADU at the beginning of the OpeningEvent. It usually works for me. Edited September 14, 2013 by Alfred Kamon Quote Link to comment Share on other sites More sharing options...
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