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[Solved]Something wrong with EA tile changes


Rindille
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I am trying to make a custom chapter. I inserted my map with Tiled successfully and followed the tutorial to write tile changes in EA script. Then I encountered this error:

Spoiler

Finished.
Messages:
Tutorials disabled
Events end at offset 0xD80609

12 errors encountered:
File pro_medallion_elieen.txt, Line 208, Column 2: Code POIN's offset $D80611 is not divisible by 4
File pro_medallion_elieen.txt, Line 209, Column 2: Code POIN's offset $D8061D is not divisible by 4
File pro_medallion_elieen.txt, Line 210, Column 2: Code POIN's offset $D80629 is not divisible by 4
File pro_medallion_elieen.txt, Line 211, Column 2: Code POIN's offset $D80635 is not divisible by 4
File pro_medallion_elieen.txt, Line 212, Column 1: Code WORD's offset $D80639 is not divisible by 4
File pro_medallion_elieen.txt, Line 215, Column 1: Code SHORT's offset $D80645 is not divisible by 2
File pro_medallion_elieen.txt, Line 218, Column 1: Code SHORT's offset $D80647 is not divisible by 2
File pro_medallion_elieen.txt, Line 219, Column 1: Code SHORT's offset $D80649 is not divisible by 2
File pro_medallion_elieen.txt, Line 220, Column 1: Code SHORT's offset $D8064B is not divisible by 2
File pro_medallion_elieen.txt, Line 221, Column 1: Code SHORT's offset $D8064D is not divisible by 2
File pro_medallion_elieen.txt, Line 222, Column 1: Code SHORT's offset $D8064F is not divisible by 2
File pro_medallion_elieen.txt, Line 223, Column 1: Code SHORT's offset $D80651 is not divisible by 2

No data written to output.

 

 

I googled about this for a while, but sill couldn't find the solution. This is my EA script:

Spoiler

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)
EventPointerTable(0x0E,TileChanges)

ORG 0xD80160

Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [5,6][5,6][0x1F]PursueWithoutHeed
UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [9,5][9,5][0x1F]PursueWithoutHeed
UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [6,10][6,10][0x2C] AttackInRange
UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [8,10][8,10][0x32] AttackInRange
UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [15,10][15,10][0x2C]AttackInRange
UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [16,12][16,10][0x1F]DestroyVillages
UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [14,12][13,11][0x1F]DestroyVillages
UNIT 0x87 0x39 0x00 Level(3,Enemy,0) [15,11][15,11][0x28]AttackInRange
UNIT

TwoLordsAagin:
UNIT Hector 0x03 0x03 Level(1,Ally,0)[4,2] [5,3] [0x8D] NoAI
UNIT 0x03 0x02 0x00 Level(1,Ally,0)[4,2] [4,3] [0x44] NoAI
UNIT

TwoLords:
UNIT Hector 0x03 0x03 Level(1,Ally,0)[3,5] [3,5] [0x8D] NoAI
UNIT 0x03 0x02 0x00 Level(1,Ally,0)[2,5] [2,5] [0x44] NoAI
UNIT

Good:
UNIT Erk 0x20 0x02 Level(1,Ally,0) [0,6] [1,6] [0x38] NoAI
UNIT Eliwood 0x01 0x02 Level(1,Ally,0)[0,7] [1,7] [0x09] NoAI
UNIT

Turn_events:
OpeningTurnEvent(Opening_event)
TurnEventPlayer(0x00,TheyCome,2)
END_MAIN

//Turn events list here

TheyCome:
LOU1 Good
ENUN
STAL 20
TEX1 0x81B
REMA
ENDA

Character_events:
CHAR 0x07 EliAce 0x03 Eliwood 0x000000
CHAR 0x07 EliAce Eliwood 0x03 0x000000
CHAR 0x08 EliAron 0x03 Erk 0x000000
CHAR 0x08 EliAron Erk 0x03 0x000000
CHAR 0x09 AzelAce Hector Eliwood 0x000000
CHAR 0x09 AzelAce Eliwood Hector 0x000000
CHAR 0x0A AzelAron Hector Erk 0x000000
CHAR 0x0A AzelAron Erk Hector 0x000000
END_MAIN

//All the chara events list here

EliAce:
TEX1 0x81D
REMA
ENDA

EliAron:
TEX1 0x81E
REMA
ENDA

AzelAce:
TEX1 0x81F
REMA
ENDA

AzelAron:
TEX1 0x820
REMA
ENDA

Location_events:
Village(0x06,item1,2,10)
Village(0x0B,item2,15,2)
House(0x0C,talk1,9,2)
House(0x0D,talk2,4,2)
END_MAIN


//All the location events list here

item1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x821
REMA
ITGV 0x6B
ENDA

item2:
FADI 10
BACG 0x02
FADU 10
TEX1 0x822
REMA
ITGV 0x28
ENDA

talk1:
FADI 10
BACG 0x0D
FADU 10
TEX1 0x823
REMA
ENDA

talk2:
FADI 10
BACG 0x0D
FADU 10
TEX1 0x824
REMA
ENDA

Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
END_MAIN


Opening_event:
FADI 10
BACG 0x13
FADU 10
TEX6 0x5 [00,00] 0x815
_ASM0x42 0x83181
FADI 10
BACG 0x31
LOU1 TwoLords
ENUN
FADU 10
TEX1 0x816
REMA
MOVE Hector [4,2]
MOVE 0x03 [4,2]
ENUN
DISA Hector
DISA 0x03
STAL 20
FADI 10
LOU1 Bad
ENUN
BACG 0x35
FADU 10
TEX1 0x817
REMA
LOU1 TwoLordsAagin
ENUN
TEX1 0x818
REMA
TEX1 0x819
ENDA

Ending_event:
UnitClear
CURF [4,2]
STAL 20
FADI 10
BACG 0x35
FADU 10
TEX1 0x825
SHCG 0x38
STAL 20
TEXTCG 0x826 0x1
FADI 10
BACG 0x35
FADU 10
TEX1 0x827
REMA
MoveToChapter(0x02)
ENDA

TrapData:
ENDTRAP


//Notes
//Prologue map wrote in D80000
//Map change is chap2 change

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

//Tile change
TileChanges:
TileMap(0x00,2,10,1,1,VillageGate)
TileMap(0x01,15,2,1,1,VillageGate)
TileMap(0x02,14,1,3,2,VillageDestroyed)
TileMap(0x03,1,9,3,2,VillageDestroyed)
TileMapEnd

VillageGate:
SHORT 0x0F18

VillageDestroyed:
SHORT 0x0B90
SHORT 0x0B94
SHORT 0x0B98
SHORT 0x0C10
SHORT 0x0C14
SHORT 0x0C18

 

 

Could someone help me? Thank you vey much!

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The error is saying that the tile change data isn't beginning on an offset divisible by 4 (called word-aligned, because a word is 4 bytes). This is because (I think) trap data isn't an even number of bytes long. You should be able to fix this by putting ALIGN 4 before your TileChanges label (line 207).

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It worked. Thanks! :D

There's another dumb question though...

When my unit visited the village, the event happened and then...the village got destroyed. lol

How to fix it in my script? I couldn't see anything wrong...

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14 hours ago, Tequila said:

I think that the 'village saved' map tile change layer has to be above the 'village destroyed' map tile change layer in Tiled.

I tried but still failed...  :(

Here's my Tiled screenshot.

Spoiler

tiledscr.png.aed4847970ee46ef392b9bc74f4fe37e.png

 

 

Edited by Rindille
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1 hour ago, Tequila said:

Try the other way around, then? I dunno, I've never done maps with tile changes.

I think I tried all the layer orders and the village still destroyed...lol

Maybe I'll just post another topic for this.

Thanks for your help!

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  • Rindille changed the title to [Solved]Something wrong with EA tile changes

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