Crimson Red Posted May 29, 2012 Share Posted May 29, 2012 hey NL can't you make an "Awesome" mode for GBAGE so I can use heights greater than 200, and say, not have to go to extreme measures to rip images of width 2 and height like 1200 or at least include the source on downloads so I can edit it and recompile it -_- thanks bud Quote Link to comment Share on other sites More sharing options...
BoxMulder Posted June 27, 2012 Share Posted June 27, 2012 (edited) #define Village(eventID,offset,X,Y) "VILL eventID offset [X,Y] 0xE; LOCA eventID [X,Y-1] 0x1D" #define House(eventID,offset,X,Y) "LOCA eventID offset [X,Y] 0xE" Any particular reason the Y coordinate subtracts 1 for Village but not for House? Edited June 27, 2012 by Sirius Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 27, 2012 Share Posted June 27, 2012 IIRC the village tile that is being "attacked" by bandits when it gets destroyed is not the tile you visit, but the tile directly above it. Thus it's the location of the village-visit tile, minus one (minus one = one tile above). Quote Link to comment Share on other sites More sharing options...
BoxMulder Posted June 27, 2012 Share Posted June 27, 2012 That makes sense. Thanks for the info! Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 27, 2012 Author Share Posted June 27, 2012 And the reason it does that is very likely because the automatic tile changes are executed depending on the location of the event, so if you have two location based events on the same tile, the game can't figure out which uses which tile change. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 16, 2012 Author Share Posted July 16, 2012 New release of EA: V 9.7 -Fixed errors in FE6 disassembly script, thanks to Omni. -Fixed a raw file not being included with releases, causing NCONVOS and NEVENTS codes not to work. -Added backwards compatibility for experimental codes moved to full codes. -Made GUI not freeze when completing a task. -Renamed some language raws files. -Fixed crash on having wrong amount of parameters with ORG or ALIGN. -Updated EA standard library. V 2.11 -Added STAL 136 to the FE7 StartWorldMap macro. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted September 6, 2012 Share Posted September 6, 2012 (edited) am i allowed to post in here? basically just a text file edit of the chapter data editor and the event references(FE7) i have fe8 too somewhere... alright this one is an actual edit of the module only chapter data editor, i didn't feel like editing the event references i guess i'll probably do it later Edited September 6, 2012 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted September 6, 2012 Author Share Posted September 6, 2012 (edited) From MEdata.txt: 67 0x06 1-1 Events 0x09 1-2 Events 0x0F 1-3 Events 0x15 1-4 Events 0x1B 1-5 Events 0x21 A Moment's Rest Events 0x25 1-6 Events 0x28 1-7 Events 0x2C 2-1 Events 0x2F 2-2 Events 0x32 2-3 Events 0x36 A Change of Plans Events 0x39 Interlude Events 0x3D 2-4 Events 0x40 2-5 Events 0x43 2-6 Events 0x47 2-6x Events 0x4B 2-7 Events 0x4E 2-7x Events 0x51 2-8 Events 0x55 2-6x Prep Events 0x5A 2-F Events What is this? The FE8 download link doesn't actually contain anything. Speaking of Chapter Data Editor, I noticed my download is outdated >_>. Will fix. Edited September 6, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted September 14, 2012 Share Posted September 14, 2012 oh wow i thought i uploaded the generic version, apparently i uploaded my personal version also that's odd that should be the folder and the MEData Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted September 14, 2012 Author Share Posted September 14, 2012 There are other files with that problem in FE7 version, including (but nort limited to) Characters.txt, Maps.txt and Tile Change.txt. The same problem appears with FE8 version, too. And could you mention what you updated in the FE7 case? FE8 seems to be superior to what I have. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted September 14, 2012 Share Posted September 14, 2012 it's the rest of the event IDs like in the original, only up to 0xC2 or something was actually labelled and there are still issues what asdf what are they Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 23, 2012 Author Share Posted October 23, 2012 New release of EA: V 9.9 -Fixed SHORT and BYTE giving alignment errors on 2 and 1 aligned codes. -Updated Templates to match changes. -Added END_MAIN code. -Updated EA standard library to 2.13. V 2.13 -Changed MoveToChapter to not include ENDA. -Added OpeningTurnEvent macro. -Fixed Survive macro for FE7 code missing a parameter. Note that the MoveToChapter change is a breaking change. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted October 23, 2012 Share Posted October 23, 2012 -Changed MoveToChapter to not include ENDA. Note that the MoveToChapter change is a breaking change. A breaking change indeed, but one that makes a reasonable amount of sense, too, IMO--and people should be checking in on what changes have been made every time they update anyhow, so... :| Quote Link to comment Share on other sites More sharing options...
Primefusion Posted October 23, 2012 Share Posted October 23, 2012 The Event Assembler Language.txt is blank in this DL. That can't be good. Also, OP still says v9.8. Thanks for fixing the MoveToChapter though. That always bugged me. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 24, 2012 Author Share Posted October 24, 2012 The Event Assembler Language.txt is blank in this DL. That can't be good. Also, OP still says v9.8. Fix'd. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted October 24, 2012 Share Posted October 24, 2012 Fix'd. I'm starting to wonder if it's something on my end. I downloaded EA again but the text file is still blank. Now I'll never know what this new END_MAIN code does Quote Link to comment Share on other sites More sharing options...
Arch Posted October 24, 2012 Share Posted October 24, 2012 Nah. I can affirm that I've got the exact same thing going on. Also, if END_MAIN is anything like ENDA and ENDB, wouldn't it be more true to form to make the code ENDM? I'm not a fan of all these new long underscore codes. Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 24, 2012 Share Posted October 24, 2012 #define ENDM END_MAIN is a thing Quote Link to comment Share on other sites More sharing options...
Arch Posted October 24, 2012 Share Posted October 24, 2012 But it should be something that I shouldn't have to do . Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 25, 2012 Author Share Posted October 25, 2012 (edited) I'm starting to wonder if it's something on my end. I downloaded EA again but the text file is still blank. I fixed it, but forgot to have Dropbox update the download... Also, if END_MAIN is anything like ENDA and ENDB, wouldn't it be more true to form to make the code ENDM? I'm not a fan of all these new long underscore codes. I can understand your sentiment, but I gave up trying to have every name be exactly 4 characters after I added World map codes. It got a little crazy then. Edited October 25, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 26, 2012 Author Share Posted November 26, 2012 This round of bugfixes is sponsored by Derplord, the derpiest of all lords: V 9.10 -Fixed disassembly always crashing. -Stopped MESSAGE, ERROR and WARNING codes from printing the name of the code. -Updated EA standard library to 2.14. V 2.14 -Removed ENDA from LynModeEnding macro. Quote Link to comment Share on other sites More sharing options...
Marche Raotzer Posted December 13, 2012 Share Posted December 13, 2012 has anyone got mappy so i can make the maps? thanks for any help given Quote Link to comment Share on other sites More sharing options...
Arch Posted December 13, 2012 Share Posted December 13, 2012 has anyone got mappy so i can make the maps? thanks for any help given http://serenesforest.net/forums/index.php?showtopic=36436 Quote Link to comment Share on other sites More sharing options...
Auroros Posted May 26, 2013 Share Posted May 26, 2013 Uh... excuse me nintenlord, but I have returned from my long (and when I say long I mean it lol) rest to report again, and again, some crashes and other related stuff. All in FE8: Valni 6: Crash on dissassemble. Ruins 3: crash on dissassemble. Furthermore, I got some error messages after dissassemble while the units were still editable. I personally think those refer to the previously know Valni 5 crash bug you had fixed before (It says "code not found", yet it spits the event data out.). Those appear for all maps with random chests. Also, I have trouble finding the event data for the reinforcement units in the tower of valni and Lagdou ruins. I can edit them in the nightmare editor, but they are nowhere to be found in the event data. However, If I am missing something painfully obvious and if I am just ridiculously stupid, please point my mistake out. So yeah, I know you can fix these problems, so thanks in advance. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted May 27, 2013 Share Posted May 27, 2013 Check the offset of the Nightmare module regarding the unit data; I think you can disassemble unit data separately using the EA, though I'm not sure. The only tip I could think of so sorry if it's of no help. Quote Link to comment Share on other sites More sharing options...
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