Crimson Red Posted November 7, 2011 Share Posted November 7, 2011 (edited) whoops, I meant to mention that macros were broken yesterday or some other day that I can't remember. Semi-colons weren't working right, it'd repeat the first code over and over. Just like you said. I managed to work around it but wasn't sure if it was my problem or the EA's and forgot to mention it. Teehee, sorry bud, at least it's fixed now. *updates version of EA* EDIT: Dear Awesome Nintenlord, Please add backwards compatibility for CODE or something. It is a very tedious process to have to fix every code that uses CODE to use something else like WORD or BYTE. With much appreciation, your friend, Blazer Edited November 9, 2011 by Strawhat Luffy Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted December 11, 2011 Author Share Posted December 11, 2011 New version of Event Assembler: V 9.3 -Fixed EA not giving the error on mis-aligned codes. -Fixed crashing upon certain parsing errors. -Fixed crash with 0x integer literals. -Added FE6 and FE8 templates and updated FE7 one. Aka just minor bug-fixes. Don't really have time for anything else these days. Quote Link to comment Share on other sites More sharing options...
Auroros Posted January 8, 2012 Share Posted January 8, 2012 Dear nintenlord, There is a crashing bug with the Events of Valni 5. It is impossible to dissassemble them. If you try to dissassemble them with the whole chapter option, EA will Crash. I am not exactly sure why, but I guess it is most likely because of the tons of Units in the Map. Also, If I try to use the Length option I'll get units which simply can't be the right ones with flags I don't understand (the first one have the Flags 1011, 1011 and 1100, and then NO one has flags, what can't be because they need the Monster Flag 101 Also, there are no Allied units. so this HAVE to be the wrong one.) and If i use the "to the end of Code", I'll get a too low amount since that is one of the maps with the most Units (Standing one the same Level with Chapter 20, and this chapter you don't have to Dissassemble since you can change all units as you like) Could you please Fix that Bug? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 8, 2012 Author Share Posted January 8, 2012 It has nothing to do with the amount of units, it's something else. I'll see what I can do. The 2 other options are only usable for disassembling individual events or lists of units, unless you already know the event structure do not use them. Quote Link to comment Share on other sites More sharing options...
Crazycolorz5 Posted February 14, 2012 Share Posted February 14, 2012 Question: Can the AS hack and the Str/Magic hack stack? That is, could I apply both and weapons weight would still go off of STR? (Furthermore, what offset do those patches and the Move after battle patch patch to?) Quote Link to comment Share on other sites More sharing options...
Jubby Posted February 14, 2012 Share Posted February 14, 2012 Use NUPS to check for offsets :P (NL will have to answer the stacking question :P) Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 14, 2012 Share Posted February 14, 2012 (edited) (Furthermore, what offset do those patches and the Move after battle patch patch to?) Fifteen seconds in NUPS (get patch data) - EDIT: damn you jubby Edited February 14, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Jubby Posted February 14, 2012 Share Posted February 14, 2012 It's okay Cam, you can just rip my face off :P Aren't you not supposed to use the Str/Mag patch cause it's buggy and/or incomplete? Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 14, 2012 Share Posted February 14, 2012 I believe so. Something about RAM issues, I'm not technical enough to answer more completely. Quote Link to comment Share on other sites More sharing options...
Jubby Posted February 14, 2012 Share Posted February 14, 2012 And then there's me, who just does what he's told :P Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted March 17, 2012 Author Share Posted March 17, 2012 Was bored today, decided to program. New EA release: V 9.4 -Fixed line comments not getting ignored in block comments. -Fixed error with custom error file when calling Core from command line. -Fixed disassembly not handling mergeable codes lengths properly. -Added offset of bad pointer to error message when handling the pointerlist of a chapter. -Some performance improvements to both assembly and disassembly. -Fixed crash when using read-only file as output file in assembly from command line. -Updated EA standard library. V 2.8 -Fixed typo in LynModeEnding macro. -Replaced CODE from World map related macros. -Fixed typos in common FE8 events. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted March 17, 2012 Share Posted March 17, 2012 Was bored today, decided to program. New EA release: Ha ha. Been a while. *Downloads the Update* I haven't used the EA in a long while except for little edits for the FE6 Support Library. Though, probably because I'm in an ASM class... my coding has probably gotten a bit better. XD Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted March 18, 2012 Author Share Posted March 18, 2012 Oh yeah, the Valni5 crash. I looked at it and the chests it has use, instead of having the item data in the code itself, a pointer to data containing a string of 2 byte datas, first being item data and second being the chance in percentages. It ends in 0000. Quote Link to comment Share on other sites More sharing options...
MajiC Posted March 28, 2012 Share Posted March 28, 2012 I'm not sure if this has been brought up, but is there a way to change the characters' classes with the FE8 chapter unit module while still maintaining the characters' color pallet? Whenever I try to change someone's class, their pallet changes to the generic player character. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted March 28, 2012 Author Share Posted March 28, 2012 No, use some other module. Check Nightmare topic on this forum and ask further questions in the questions subforum. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted April 15, 2012 Author Share Posted April 15, 2012 New release of Event Assembler: V 9.5 -Removed output showing window from taskbar. -Made column numbering start from 1 instead of 0. -Improved error when using vector of vectors as parameter. -More minor performance improvements. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted April 25, 2012 Author Share Posted April 25, 2012 (edited) Heck yeah! Got Programmers Notepad syntax highlighting to work, Notepad++ keeps crashing when I try the same... EDIT: Correction, I got it working on ONE version of Programmers Notepad. &!"%#¤!&"#% EDIT2: This is the link to the version where the scheme file works: http://sourceforge.net/projects/devkitpro/files/tools/Programmer_s%20Notepad%202.0.8.718/ I've attached the scheme file, copy it to the schemes folder. If someone gets that working on newer version of Programmers Notepad, please tell me how. EA.zip Edited April 25, 2012 by Vergil Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 25, 2012 Share Posted April 25, 2012 woah, this could be really useful. not just for people who know how to use it but for teaching new people; labeling and distinguishing stuff by color is a great way to pinpoint one thing over another... Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 26, 2012 Share Posted April 26, 2012 (edited) oh hey i was actually trying that earlier good thing you did it because i gave up Edited April 26, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 23, 2012 Author Share Posted May 23, 2012 (edited) Due to demand, next version will contain some quick & dirty (aka may not work always) backwards compatibility for CODE. It should just work alright for most cases, but breaking it will be trivial if you want to. Due to that, it'll require activation in the same way as tutorial disabling. Edited May 23, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Arch Posted May 24, 2012 Share Posted May 24, 2012 (edited) Nintenlord, why must you torture me so? Edited May 24, 2012 by Arch Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 25, 2012 Author Share Posted May 25, 2012 (edited) ^ITT: Nintenlord sucks at development and programming. And by that I mean I've fixed it, buut forgot to release the fixed version... EDIT: Ok, I'm going away for the weekend so I want to release this before that so you guys can try it out. V 9.6 is out: V 9.6 -Renamed GOTO to CALL and _GOTO_HELL to _CALL_HELL -Fixed a bug causing CURRENTOFFSET to not print properly. -Fixed length disassembly adding end guards in wrong places with wrong offsets. -Added Programmers Notepad syntax highlighting scheme. Only works with version 2.0.8.718 of PN. -Added shaky backwards compatibility for CODE. Define USING_CODE to use it. -Updated EA standard library. V 2.9 -Added TileMap to FE6 and FE8. -Removed the warning from TileMap macro. -Added TileMapEnd macro for all 3 games. -Added fixed battle helpers for FE8. -Fixed Franz being missplelled as Frantz. -Added more FE8 fixed battle helpers. -Fixed the missing semcolon from EndAttack macro for FE8. -Added option to not have backwards compatibility by defining NO_BACKWARDS_COMPATIBILITY. I'll fix new/remaining old bugs next week, hopefully. Edited May 25, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted May 25, 2012 Share Posted May 25, 2012 Sweet, enjoy your weekend. Thanks for all the hard work, man. Quote Link to comment Share on other sites More sharing options...
Arch Posted May 27, 2012 Share Posted May 27, 2012 (edited) Backwards compatibility fail. Quick fix for anyone encountering the same issue: go into the EA Standard Library, find the file "Backward Compatibility.txt" and rename it as "Backward Compatibility.txt.txt" Edited May 27, 2012 by Arch Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 28, 2012 Author Share Posted May 28, 2012 Ok, did a quick fix for that. Only updated EAstdlib for this: -Fixed Backward Compatibility.txt being included wrong. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.