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Custom Map/Event reloads ROM after turn 1


polarisx
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I've been trying to get a custom map/event to work in Fire Emblem 7, but after turn 1 (Meaning both allies and enemies have all finished their first actions) The game reloads and starts up the opening cut scene, with the "Nintendo 2003" text and such. Resuming the chapter automatically brings me back to the starting sequence as well.

I can load the map with the same events as the prologue, just with the map different, and it works fine. However, if I load the custom event on to the map, it only works for a single turn.

Here's the event I wrote. Nothing too complicated, just made for a really simple test event to make sure I know what I'm doing before I start anything long-term:

Spoiler

POIN Location_events

POIN Misc_events

POIN TrapData TrapData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Good:
UNIT 0x03 0x02 0x00 Level(4, Ally, 1) [12,2] [12,2] [0x0A, 0x6B] NoAI
UNIT 0x2C 0x16 0x00 Level(1, Ally, 1) [12,2] [13,4] [0x1D, 0x20, 0x6C] NoAI
UNIT 0x04 0x0A 0x00 Level(5, Ally, 1) [12,2] [13,6] [0x06] NoAI
UNIT 0x09 0x12 0x00 Level(5, Ally, 1) [12,2] [12,7] [0x20, 0x28, 0x6B] NoAI
UNIT

Bad:
UNIT 0x02 0x03 0x01 Level(7, Enemy, 1) [7,5] [7,5] [0x8D] [AttackInRange]
UNIT 0x01 0x01 0x00 Level(7, Enemy, 1) [2,1] [2,1] [0x09] [GuardTile]
UNIT

Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN

Character_events:
End_MAIN

Location_events:
End_MAIN

Misc_events:
CauseGameOverIfLordDies
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
LOU1 Good
ENUN
LOU1 Bad
ENUN
END_Main

Ending_event:

MNCH 0x01

END_Main

// Events

// Manual Movement

// Scripted Fights

// Units

// Shop Data

// Events end at offset currentOffset

 

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