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New Error~FE7 mappy


supnaplamQW
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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?

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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.

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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.

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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.

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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.

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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
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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

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