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FE Editor error


Onmi
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- what did you do

- how did you do it

- why did you do it

- what else were you doing at that time (was the ROM open in any other programs)

- has this happened before with this ROM

- has FEditor Adv as a whole worked before

- did you try a back-up

- If it worked before, when did it last work (not date-wise, in terms of what changes did you make)

- did you try opening, saving, closing, then reopening?

Please post more info (like all of the stuff above) so that you give people some chance of finding out how to fix your problem that won't be rounded down to 0, please. ^_^

Edited by Strawhat Luffy
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"Tell us exactly what you did." The steps leading up to your problem.

What did you change before opening FEditor? What did you edit in Nightmare? Did you insert any graphics in GBA GE?

It'll help us troubleshoot.

Because right now, all it says is "You screwed up".

The debug screen seems pretty normal.

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In order of Luffy's questions

- what did you do

I changed map information around

- how did you do it

with Event Assembler

- why did you do it

To change loot drops

- what else were you doing at that time (was the ROM open in any other programs)

nothing

- has this happened before with this ROM

this exact error? no

- has FEditor Adv as a whole worked before

yes

- did you try a back-up

Yes, but once I fixed the checksum in HxD FEditor refused to load it citing the same error. All other older backups suffer a different bug.

- If it worked before, when did it last work (not date-wise, in terms of what changes did you make)

The last changes I made with FEeditor was adding animations, that worked fine at the time, since then I had used it to check up reference numbers but nothing else. In Nightmare I mostly edited stats, assigned animations, I think editing some map data (as in units deployed/items when deployed, nothing more)

- did you try opening, saving, closing, then reopening?

It simply wont open the rom.

I believe this is tied to a persistent bug I have in which Fa's battle sprite will load (the floating girl) but the transformation wont play and hangs the game.

It's possible with my editing around with the maps that I somehow bit into the animation data (I hadn't re-pointed my maps) but I'm unsure. Other Mamkutes and animations still work perfectly with the game.

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In Nightmare I mostly edited stats, assigned animations, I think editing some map data (as in units deployed/items when deployed, nothing more)

"Map data".

As in the Chapter Unit Editor? If you're using the Event Assembler, you shouldn't be messing with that Data, considering how events handle that.

I believe this is tied to a persistent bug I have in which Fa's battle sprite will load (the floating girl) but the transformation wont play and hangs the game.

Not a bug. Manakete's aren't programmed to work in FE7. Transformations to and from dragon are different battle animations themselves. In FE6 and FE8, you can see that it takes 3 animation slots total.

Well... that's assuming you're working in FE7.

Edited by shadowofchaos
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"Map data".

As in the Chapter Unit Editor? If you're using the Event Assembler, you shouldn't be messing with that Data, considering how events handle that.

Not a bug. Manakete's aren't programmed to work in FE7. Transformations to and from dragon are different battle animations themselves. In FE6 and FE8, you can see that it takes 3 animation slots total.

Well... that's assuming you're working in FE7.

Yes the chapter unit error, I stopped using it when I realized what problems it caused on my maps.

No FE6. Though honestly I'm considering the jump to FE7. I actually think getting the Manakete animation to work in FE7 would be less of a headache than what FE6 gives me whenever I try to do... anything. Although really despite the work with remaking the map in FE8 that would probably be better for a transfer considering the Manakete animation never mind rambling

Edited by Onmi
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Yes the chapter unit error, I stopped using it when I realized what problems it caused on my maps.

You should repoint your events and put it somewhere else.

Chapter Unit Editor SHOULDN'T affect your maps.

Chapter DATA Editor is another story.

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You should repoint your events and put it somewhere else.

Chapter Unit Editor SHOULDN'T affect your maps.

Chapter DATA Editor is another story.

Chapter Unit Editor caused a bug where certain enemies on Map 14 would need to be killed twice when an ally unit was added to your starting army.

Event Assembler caused an error where, after enough events were added across maps, they started eating into other maps and causing weird bugs (The opening for Chapter 20x would play at the end of 16x before the ending of 116x. and the Opening of 23 just wouldn't open. Sometimes the game would freeze after rewarding an item upon the completion of a map.

Definitely needed to re-point the maps.

I think because of these edits that this must have attacked the Class Animation Table. Going through my Nightmare modules, I expanded the character editor table via text editor for the module but did NOT change any of the data inside. But it might have broken it anyway.

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Chapter Unit Editor caused a bug where certain enemies on Map 14 would need to be killed twice when an ally unit was added to your starting army.

Again. It SHOULDN'T.

Repoint your events using the Event References and make SURE the Chapter Unit Editor doesn't affect anything by messing around with it.

Your maps have nothing to do with it.

It's your events.

That's the only thing you should be focusing on right now. As in getting it working one chapter at a time.

Otherwise, the only advice I can give you is "start over".

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Too many things going on here. When hacking, take it a step at a time. Practice doing things on other ROMs first, and make sure you've mastered a concept before doing it for real, or you leave yourself open for major problems. Bugfixing comes with experience but from our perspective it's hard to know what caused it when we don't know what was done specifically... only YOU know that--but by giving us the bare bones of what you did, we can at least guess around. That's what we're doing now. On the other hand if I were working on my own hack, I'd constantly test to see if there was some bug, and if there was I'd reverse whatever recent changes I made, test to see what caused the problem, then work on a solution or retry the process while being more cautious to avoid making the same (or a similar) mistake.

I'm not sure if you can do the same, i.e. reverse what you did, but if you can, that'd be ideal. Changing Chapter Unit Data is changing events, it's just made easier by NMMs, and edits the original events. If you use the EA you're editing existing events by script form OR making new events from scratch, depending on how you use it. The latter only causes a problem when you point to a bad area--you have to point to free space and should keep track of said freespace. If your ROM won't load there's likely something fundamentally wrong with your ROM, which, unless you've gone ASM hacking, is caused by accidentally inserting data somewhere that simply put, shouldn't have data inserted at.

FE7 is easier to work with by far. When working with FE6 not as many people are experienced with it and there isn't nearly as much doc or anything. A lot of FE6 hacking is just "theories" and hasn't been deeply tested. It's possible there are still glitches caused by FEditor Adv and the EA with FE6 simply because FE6 hasn't been tested nearly enough.

I'm partially to blame for this; I've mostly hacked FE7 and the Ultimate Tutorial revolves around that game. Furthermore vanilla FE7 tends to be the favorite of the 3 GBA games and I go around telling everyone it's easier to hack that game because it is and to say it isn't would be to lie which I'd rather not do. Arch is also to blame since EN is a sequel of the oh-so-popular FE7 and his stuff kind of focuses on that. Though I wouldn't blame the program makers so much since Hextator, Nintenlord, Zahlman, and many others tried pretty hard to support all 3 games as best as possible, though admittedly FE7 is still favored more than any other game...

[/rant]

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Actually Luffy you just brought up that I never bothered to test to recreate the circumstances to break the game.

Well I decided to run a few tests to find out what the cause was, the result? I'm thinking that FEditor itself caused the error (which wouldn't shock me since it causes so many bugs with FE6 anyway)

I decided to put a patch I knew to enter FEditor fine through the same maps that my latest broken patch is at. This is a backup of pretty much the beginning, the only thing added was animations. For ease let's label this Rom as Backup A. This failed and froze the game.

I then went to a clean rom, completely untouched, and ran it through Event Assembler and there was absolutely no error with Fa's attack animation. Still bugs with the MAP mind you, but the animation worked fine, lets call this Backup B.

Next I took a clean rom, added a single animation to it via expansion, and tested Fa's animation, it worked fine. This is Backup C.

I took Backup C and added a second animation to it, and tested Fa's animation. and BOOM there we go, the second animation added crashed the game when Fa tried to attack.

From there I can probably infer that this is exactly like the 'Storage Bug' we found last time I tried hacking this game. And just like last time I have no idea how to proceed.

Edited by Onmi
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Good. So it seems we've made one thing clear here from your tests. Indeed, we can deduce that...

You're Fucked

... >___________________>

Seriously though, if it is a FEditor Adv problem, I can't help you. Let's not completely give up yet though--what animation are you inserting over? What animation did you insert, period? It could be where you're inserting the 2nd animation or what the 2nd animation is, is what I mean.

I decided to put a patch I knew to enter FEditor fine through the same maps that my latest broken patch is at. This is a backup of pretty much the beginning, the only thing added was animations. For ease let's label this Rom as Backup A. This failed and froze the game.

So, when you loaded the maps... the game froze? And you didn't edit events or anything? You load a chapter after inserting animations and it freezes? That sounds just silly because animation data isn't loaded until you... you know, get into a fight. Which means that something besides animation data must have been edited, logically.

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Good. So it seems we've made one thing clear here from your tests. Indeed, we can deduce that...

You're Fucked

... >___________________>

Seriously though, if it is a FEditor Adv problem, I can't help you. Let's not completely give up yet though--what animation are you inserting over? What animation did you insert, period? It could be where you're inserting the 2nd animation or what the 2nd animation is, is what I mean.

So, when you loaded the maps... the game froze? And you didn't edit events or anything? You load a chapter after inserting animations and it freezes? That sounds just silly because animation data isn't loaded until you... you know, get into a fight. Which means that something besides animation data must have been edited, logically.

I inserted the animations after expanding the Max Index, not overwriting any current animations both times. And I wasn't being clear with Backup A, what it did was freeze the Fa animation, the game still loaded normally and all that.

Honestly even if it worked by replacing animations, there's nothing I would get rid of since I intended to use all the given animations. It's a pity but I know when the curtain has come calling for me.

Edited by Onmi
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wait

I inserted the animations after expanding the Max Index

Did it work the first time after you inserted over the max index? Maybe that's it? Try not doing it. Expanding the animation table might be glitched. That's something I can foresee not having been tested thoroughly. I know you've probably had enough of dealing with this for today so try it tomorrow or whenever if need be but it's a possible problem. >_>

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wait

Did it work the first time after you inserted over the max index? Maybe that's it? Try not doing it. Expanding the animation table might be glitched. That's something I can foresee not having been tested thoroughly. I know you've probably had enough of dealing with this for today so try it tomorrow or whenever if need be but it's a possible problem. >_>

Yeah it worked the first time I expanded it.

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Well... there's also the checksum issue.

If you screw up the checksum, and you don't fix it every time you use FEditor with an expanded table... yeah.

Then there's also the "Statups" graphics issue with FE6... which is easily fixed.

And the Storage glitch... which is not.

Edited by shadowofchaos
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While the threads here anyway. How would I go about recreating the Idoun boss fight in Sacred Stones? Fa works perfectly because it's just an animation but Idoun is part animation part background(?) Just the usual way of importing a background graphic, or is this something that still stumps hackers? I didn't see anything about it in the Ultimate Tutorial is all.

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It also might take some ASM to make it work properly.

Ahahahahahaha.

簡単に言うなよ、お前。

"Some" he says.

It's not a matter of just replacing images. I'm pretty sure it's coded like spells/battle animations in that they're cut up into pieces to save space.

In fact, I wouldn't be surprised if they were PURE Assembly like the way spells are coded.

Edited by shadowofchaos
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There's a sprite I have kicking around somewhere which is sorta an interpretation of Idoun's attack... I'll look around for it tomorrow XP (I believe it's free to use if you give credit :P) And lul I don't even know any ASM but that's GOT to be hardcoded to hell Dx

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