supnaplamQW Posted December 13, 2015 Share Posted December 13, 2015 So,I've inserted my 1st map to offset 01000000, where it was at the end of my rom.I inserted my 2nd map,and connected it with the same chapter I had my 1st map in,and with experimentation,Everything went well.I've done modifications on my 1st map's layout before,but this time whenever I try to play the chapter it goes to the map,but a pop up says "Unsupported BIOS function f8 called from 028a0144. A BIOS file is needed in order to get correct behaviour" and the game freezes just after it starts scrolling to the starter point. What happened? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 13, 2015 Share Posted December 13, 2015 It sounds to me like something got overwritten at some point. Try reinserting the maps and make sure they don't bump into each other. If that doesn't work, it would be helpful to explain what changes you've made before the map(s) stopped working. Quote Link to comment Share on other sites More sharing options...
Agro Posted December 13, 2015 Share Posted December 13, 2015 Something tells me you accidentally wrote to 0x100000 and not 0x1000000. Check the address 0x100000 in a vanilla FE7 ROM and compare it to your own and make sure they're the same. Quote Link to comment Share on other sites More sharing options...
supnaplamQW Posted December 13, 2015 Author Share Posted December 13, 2015 I tried moving the 2nd map to start at 0x01000540, but problem still persists.BTW, how do you erase the offset numbers from the map's location before I changed it?it mimicks the ones I have now in that new offset place. I also checked the vanilla ROM,seems fine at that location. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 13, 2015 Share Posted December 13, 2015 If you're using HxD as your hex editor you can highlight a chunk of bytes, right click, and select 'Fill Selection...', then select the byte value you want to fill the selection with. I find 00 or FF the easiest to recognize. Filling the selection with new bytes erases what was there before. If you're still having trouble, I recommend writing down the steps you took to set things up. We might be able to spot any goof ups that happened. Quote Link to comment Share on other sites More sharing options...
supnaplamQW Posted December 14, 2015 Author Share Posted December 14, 2015 I found out that it had to do with something with my script(Or atleast,something is TRIGGERED with my script),as changing scripts restores the ROM.I had a backup,so I put them in far away from each other offset-wise,same problem occurred. Can you check with my script? #define DISABLE_TUTORIALS #include EAstdlib.event #ifdef _FE7_ #define TileMap(TCN,X1,Y1,L1,L2,TilePointer) #endif EventPointerTable(0x06,Pointers) ORG 0xD80000 ORG 0xC9C9C8+(4*0x46) ORG 0xCB1F00 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Good Good Good Good POIN Opening_event Ending_event POIN Bad Bad Bad Bad POIN TileChanges Good: UNIT 0x2D 0x23 0x00 Level(1, Ally, 0) [17,27] [27,27] [0x39, 0x57] NoAI //Lyn UNIT 0x01 0x1E 0x00 Level(1, Ally, 0) [17,28] [27,28] [0x3E, 0x4A] NoAI // Eliwood UNIT 0x02 0x26 0x00 Level(1, Ally, 0) [17,29] [27,29] [0x46, 0x58] NoAI // Hector UNIT 0x10 0x1C 0x00 Level(10, Ally, 0) [18,27] [28,27] [0x42, 0x3E] NoAI //Lucius UNIT 0x13 0x20 0x00 Level(10, Ally, 0) [18,28] [28,28] [0x3B, 0x37] NoAI //Erk UNIT 0x16 0x24 0x00 Level(10, Ally, 0) [18,29] [28,29] [0x45, 0x44] NoAI //Canas UNIT 0x11 0x2D 0x00 Level(1, Ally, 0) [16,27] [26,27] [0x3E, 0x4C] NoAI //Serra UNIT 0x1B 0x2D 0x00 Level(1, Ally, 0) [16,29] [26,29] [0x37, 0x4C] NoAI //Priscilla UNIT 0x7A 0x15 0x00 Level(1, Ally, 0) [16,28] [26,28] [0x1D, 0x68] NoAI //Zephiel UNIT Bad: UNIT Reinforcements: UNIT 0x67 0x12 0x00 Level(10, Enemy, 0) [21,28] [21,28] [0x20] PursueWithoutHeed UNIT Shadows1: UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,27] [29,27] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,28] [29,28] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,29] [29,29] [0x0C] PursueWithoutHeed UNIT LoadShadows: CMOF LOU1 Shadows1 ENUN ENDA Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0 Mendel [1,30] 0x0 0x00 TURN 0 Miracle [1,30] 0x0 0x00 TURN 0 Mystic [1,30] 0x8 0x00 End_MAIN Character_events: End_MAIN Location_events: CHES 0x08 0x6A [11,28] 0x12 DOOR 0x1A [21,26] 0x10 End_MAIN TileChanges: TileMap(0x00,0x04,0x00,0x01,0x01,ChestOpened) TileMap(0x01,0x2C,0x00,0x01,0x01,FirstDoorOpened) TileMapEnd ChestOpened: BYTE 0x00 0x04 0x00 0x01 ALIGN 4 End_MAIN FirstDoorOpened: BYTE 0x01 0x2C 0x00 0x01 ALIGN 4 End_MAIN Misc_events: CauseGameOverIfLordDies AFEV 0x02 LoadShadows 0x08 AFEV 0x1D IE2 0x1A End_MAIN IE2: FADI 10 LOMA 0x01 [29,29] FADU 10 ENUN ENDA Mendel: IFET 0x01 0x08 CMOF LOU1 Reinforcements ENUN ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Miracle: CMOF IFAT 0x07 0x7A2F1 TurnNPC(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Mystic: CMOF IFAF 0x07 0x7A2F1 TurnEnemy(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Agro Posted December 16, 2015 Share Posted December 16, 2015 get rid of all the ORGs except for the D80000 one. You've been overwriting important game data. go to the other two addresses in a hex editor and do as I said in the other post - compare with a vanilla ROM Quote Link to comment Share on other sites More sharing options...
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