MrNight48 Posted February 4, 2015 Share Posted February 4, 2015 (edited) What the fuck is this?- This will be my "bug log" of sorts for my eventing experiments, stuff I found out by playing around, heard from others but not in a easy to find place, etc. Also to be a sort of weird solution board to odd problems or old problems that was never said because its hidden from people wearing "pro shades". Pro Shades? trying to say something?-It's a term I made up to describe the phenomenon of when someone new is trying to learn something what is considered super easy and expected to know by veterans but is written, if at all, in a very hard to find/buried place mentioned in some comment. Then when newbie reads the solution/ figured it out, the problem is now considered easy and forgets to write it down in a easier to see/search place for the newbies after that person. I really have no better way to describe that so here is an example.i.e, i spent weeks trying to figure out how do i code for chapter 1 after the prologue because I didn't know what I was suppose to change on the prologue template from eventiel on TEB. took me a while to realize that this long ass list of codes.... 0x00 None0x01 ObjectSets: Sacae Plains0x02 Palette: Sacae Plains: Light Sand0x03 Set confic: Sacae Plains0x04 Prologue Map0x05 Animation: Water (Fields; Plains; M&S)0x06 Prologue Events0x07 Palette: Sacae Plains: Dark Sand0x08 Ch.1 Map0x09 Ch.1 Events0x0A ObjectSets: Plains&Castle0x0B Palette: Plains&Castle: Bright0x0C Set config: Plains&Castle0x0D Ch.2 Map0x0E Ch.2 Map Tile change0x0F Ch.2 Events0x10 ObjectSets: Town&Docks0x11 Palette: Town: Cliffs&stone road unusable0x12 Set config: Town&Docks0x13 Ch.3 Map0x14 Ch.3 Map Tile change0x15 Ch.3 Events0x16 ObjectSets: Fortress&Fields0x17 Palette: Fortress&Fields: Dawn0x18 Set config: Fortress&Fields0x19 Ch.4 Map0x1A Ch.4 Map Tile change0x1B Ch.4 Events0x1C ObjectSets: Fields0x1D ObjectSets: Fields0x1E Palette: Fields: Sunny weather0x1F Set config: Fields0x20 Ch.5 Map0x21 Ch.5 Events0x22 Palette: Town: Cliffs&ship unusable0x23 Ch.6 Map0x24 Ch.6 Map Tile change0x25 Ch.6 Events0x26 Ch.7 Map0x27 Ch.7 Map Tile change0x28 Ch.7 Events0x29 Palette: Plains&Castle: Neutral0x2A Ch.7x Map0x2B Ch.7x Map Tile change0x2C Ch.7x Events0x2D Ch.8 Map0x2E Ch.8 Map Tile change0x2F Ch.8 Events0x30 Ch.9 Map0x31 Ch.9 Map Tile change0x32 Ch.9 Events0x33 Palette: Fields: Darker; suitable for rain0x34 Ch.10 Map0x35 Ch.10 Map Tile change0x36 Ch.10 Events0x37 Ch.11E Map0x38 Ch.11E Map Tile Change0x39 Ch.11E Events0x3A Palette: Plains&Castle: Castle Ostia/Laus0x3B Ch.11H Map0x3C Ch.11H Map Tile Change0x3D Ch.11H Events0x3E Ch.12 Map0x3F Ch.12 Map Tile change0x40 Ch.12 Events0x41 Ch.13 Map0x42 Ch.13 Map Tile change0x43 Ch.13 Events0x44 Palette: Fields: Night0x45 Ch.13x Map0x46 Ch.13x Map Tile change0x47 Ch.13x Events0x48 Palette: Fields: Darker; suitable for rain0x49 Ch.14 Map0x4A Ch.14 Map Tile change0x4B Ch.14 Events0x4C Ch.15H Map0x4D Ch.15H Map Tile change0x4E Ch.15H Events0x4F Ch.15/16 Map0x50 Ch.15/16 Map Tile change0x51 Ch.15/16 Events0x52 Palette: Plains&Castle: Castle Caelin0x53 Ch.16/17 Map0x54 Ch.16/17 Map Tile change0x55 Ch.16/17 Events0x56 Palette: Town: Ship&stone road unusable0x57 Ch.16x/17x Map0x58 Animation: Water (Town&Docks)0x59 Ch.16x/17x Map Tile change0x5A Ch.16x/17x Events0x5B ObjectSets: Ship0x5C Palette: Ship0x5D Set config: Ship0x5E Ch.17/18 Map0x5F Animation: Water (Ship)0x60 Ch.17/18 Map Tile Change0x61 Ch.17/18 Events0x62 Palette: Fields: Dull; suitable for fog0x63 Ch.18/19 Map0x64 Ch.18/19 Map Tile change0x65 Ch.18/19 Events0x66 Palette: Fields: Sunny weather0x67 Ch.18x/19x Map0x68 Ch.18x/19x Map Tile change0x69 Ch.18x/19x Events0x6A ObjectSets: Mountains&Shrine0x6B Palette: Mountains&Shrine: Neutral0x6C Set config: Mountains&Shrine0x6D Ch.19x pt2 Map0x6E Ch.19x pt2 Map Tile changes0x6F Ch.19x pt2 Events0x70 Ch.19/20 Map0x71 Ch.19/20 Map Tile changes0x72 Ch.19/20 Events0x73 Palette: Town: Night0x74 Ch.20/21 Map0x75 Ch.20/21 Map Tile changes0x76 Ch.20/21 Events0x77 Palette: Fortress&Fields: Daytime0x78 Ch.21/22 Map0x79 Ch.21/22 Map Tile changes0x7A Ch.21/22 Events0x7B ObjectSets: Desert0x7C Palette: Desert0x7D Set config: Desert0x7E Ch.22/23 Map0x7F Ch.22/23 Events0x80 Palette: Plains&Castle: Green&blue0x81 Ch.22x/23x Map0x82 Ch.22x/23x Map Tile changes0x83 Ch.22x/23x Events0x84 Ch.23/24 Map (Lloyd)0x85 Ch.23/24 Map (Lloyd) Tile changes0x86 Ch.23/24 (Lloyd) Events0x87 Ch.23/24 Map (Linus)0x88 Ch.23/24 Map (Linus) Tile changes0x89 Ch.23/24 (Linus) Events0x8A Palette: Fields: Neutral0x8B Ch.25H Map0x8C Ch.25H Map Tile changes0x8D Ch.25H Events0x8E Ch.24/26 Map0x8F Ch.24/26 Map tile changes0x90 Ch.24/26 Events0x91 ObjectSets: Snow0x92 Palette: Snow0x93 Set confic: Snow0x94 Ch.25/27 Map (Kenneth)0x95 Ch.25/27 Map (Kenneth) Tile changes0x96 Ch.25/27 (Kenneth) Events0x97 Ch.25/27 Map (Jerme)0x98 Animation: Shimmering ice (Snow)0x99 Ch.25/27 Map (Jerme) Tile change0x9A Ch.25/27 (Jerme) Events0x9B Palette: Plains&Castle: Night0x9C Ch.26/28 Map0x9D Ch.26/28 Map Tile change0x9E Ch.26/28 Events0x9F Palette: Plains&Castle: Purple0xA0 Ch.26x/28x Map0xA1 Animation: Water (Plains&Castle)0xA2 Ch.26x/28x Map Tile changes0xA3 Ch.26x/28x Events0xA4 Ch.27/29 Map0xA5 Ch.27/29 Map Tile changes0xA6 Ch.27/29 Events0xA7 ObjectSets: Lava Cave0xA8 Palette: Lava Cave0xA9 Set config: Lava Cave0xAA Ch.28E Map0xAB Animation: Lava (Lava Cave)0xAC Ch.28E Map0xAD Ch.28E Events0xAE ObjectSets: Sand Cave0xAF Palette: Sand Cave0xB0 Set config: Sand Cave0xB1 Ch.30H Map0xB2 Ch.30H Map Tile changes0xB3 Ch.30H Events0xB4 Ch.29/31 Map0xB5 Ch.29/31 Map Tile change0xB6 Ch.29/31 Events0xB7 Palette: Town: Ship&stone road unusable0xB8 Ch.29x/31x Map0xB9 Ch.29x/31x Events0xBA Ch.30/32 Map0xBB Ch.30/32 Map Tile Changes0xBC Ch.30/32 Events0xBD Palette: Mountains&Shrine: No plains0xBE Ch.32x Map0xBF Ch.32x Map Tile changes0xC0 Ch.32x Events0xC1 ObjectSets: Dragon's Gate0xC2 Palette: Dragon's Gate0xC3 Set config Dragon's Gate0xC4 Final Ch. pt1 Map0xC5 Animation: Gate and flames (Dragon's Gate)0xC6 Final Ch. pt1 Map Tile change0xC7 Final Ch. pt1 Events0xC8 Final Ch. pt2 Map0xC9 Final Ch. pt2 Map Tile change0xCA Final Ch. pt2 Events0xCB [3642E8]0xCC [CE3A60] Tile change0xCD [CA6890]0xCE [36423C]0xCF [CA68F0]0xD0 [364108]0xD1 [CA6950]0xD2 [363FE4]0xD3 [CA69B0]0xD4 [366678]0xD5 [363E80]0xD6 [CA6A10]0xD7 [363D2C]0xD8 [CA6A70]0xD9 [360538]0xDA [363C58]0xDB [CA6AD0]0xDC [363B7C]0xDD [CA6B30]0xDE [363A38]0xDF [CA6B90]0xE0 [3603F8]0xE1 [363900]0xE2 [CA6BF0]0xE3 [363800]0xE4 [CA6C50]0xE5 [3636F4]0xE6 [CA6CB0]0xE7 [3602B8]0xE8 [3635B0]0xE9 [CA6D10]0xEA [363474]0xEB [CA6D70]0xEC [363328]0xDE [CA6DD0]0xEE [3631C8]0xEF [CE3B40] Tile change0xF0 [CA6E30]0xF1 [3630C0]0xF2 [362FB8] was meant to changes things like the chapter you are editing for hereEventPointerTable(0x??,Pointers)basically change ?? to the chapter code like 0x09 for chapter one. sounds super easy but not if you are new.so without further ado...Abyss Library(Disclaimer: I take no credit for finding out shit that is probably already known, just writing/rewriting it down for the search junkies, if something is not right just correct it or expand on it. Thanks)Number One Rule:ALWAYS FIND THE "READ ME"!I usually forget its there and it usually solves pretty much all your problems in some way. If you are having a problem with a program maybe the read me already covers it, find it, read it, pin it, love it.FE6:FE7: Eventing: - "Events end at offset 0x??????" message from event assembler is where your offset ends and is what you should put next to "ORG" in your next chapter event code.???/ maps have their own offset and not the same as the event offset (I am ashamed to say this was the cause of so many bugs in some of my hacks) Max units:-The max units for each side is 50 (except for the blue side apparently)- (Unknown?) may count dead units too- [Experiments] when trying to create a rampaging dragon, if one side has 50 units and you try to convert a unit to that side, they will glitch out and disappear. thus making your treasured mechanic broken, possible <solution> to that is have a hidden unit as a placeholder for the important units that switch sides a lot or reinforcements you do not want blocked by a clever player and have the placeholder to switch sides with the target.- apparently blue side can have more than 50 units. Went over 50 when testing my MAFC1 hack.'MOVE' code notes:-[Experiment, warping houses] the 'MOVE' code cannot be used in a event trigger when visting a house, the unit that trigger the house event has to be in the same spot. (basically can't have a unit visit a house, then have that event tied to the house move the unit that triggered the event. just puts right back to the house.)<solutions> do the MOVE event after the turn ends.create a blue unit that warps units then turn into a npc to get deleted.-[Experiment, Moving units to a walled off section in the map] when loading the same units elsewhere, make sure to move the cusor off them before the command otherwise it will be ignored.<solution> have some kind of event that triggers the move again with a throw away unit.Different Event trigger acting at the same time:- can not have reinforcement ID and conditional ID event trigger at the same time. (Not sure on how true this is, all I know is when I kept trying to do it, it refuse to work)IFCD is a pain in the ass:-want to have a red unit's death trigger an event with IFCD? [iFCD 0x0E 0x03 0xA6]the motherfucking 0x0E-0x10 has to be there or it will get ignored.(again, this is what made it work after the code kept being ignored. so not a 100% on this)- 0x0E = 0xA6- in nightmare for civilians(green npc units) had to set the death quote trigger id to 0x11? not sure why it worked but it fucking did.-also any death code with triggers requires death quote id triggersignore the shit i said above for IFCD, it only works for blue units. (recently found this out in FEuniverse thanks to prime and agro)I am not sure why the earlier experiments I did made it work sometimes for npc's/enemy units but it was probably due to some other condition code.<possible solution> stick a AFEV event to point to the death quote trigger ID which is usually 0x02 (can be edited in nightmare in case you have multiple bosses/important npc's.Multiple Event Assembly compiling:-for multiple testing purposes, the save states will work with the new events put into game, just reload file then go to save state for testing. (must be careful, very easy for stuff to go wrong so if things start to break, do it the proper way be restarting the chapter. Also if you made nightmare/feditior changes compared to the savestate, they won't be there so just restart.)Ambush Spawns:-can't have ambush spawn events on enemy turn without unitsFor Scroll Word bubble (mostly used for narrating):- to use tex6 you need this format...STAL 8TEX6 0x1 [7,12] 0x822_ASM0x42 0x83181RETBAI code Breakdown:-the format[AI 1 = Primary AI] [AI 2 = Secondary] [AI 3 = Recovery/Targeting] ["AI 4" seems to be a flag to stop enemies moving from their place if AI 2 = 03 (not sure what AI 4 does)]for more details go here http://serenesforest.net/forums/index.php?showtopic=25452 UPDATE: go here instead for a far more detailed documentation- AI Thread in FEuniverse (thank Crazycolorz5 for all of this) - for thief AI escape, better to go here and express your gratitude to the people who made it easier http://serenesforest.net/forums/index.php?showtopic=48914#entry3236364 (im sure there is a thread about this in feuniverse too, will include it later.)- units with 1 range weapons move before 2 range units - Changing enemy AI with event code changes all of them with the same character ID IFUF:-for IFUF condition code, format is IFUF faction# conditionID# characterID#0= player's faction1= enemy's faction (still testing, seems to work)Wrong End Command:- Doing;Label:unit dataENDA //(suppose to be UNIT)in unit placement will spawn a npc citizen along with the unit you called forth.GameOver/Unclosed Villages:Want a village to still be open to bandits destroying it? Simply use the open village tile instead of the closed one and the game will trigger the map change without calling another map change you put in. This will allow the AI to still see that the village is open for ransacking even though the player already triggered the event.Movement in Weather:-units who can walk on rivers can't do it in the rain. Use Movement type editor in Nightmare and change the 255 to 5 Reusing Event IDs: (warning, this is dangerous and highly reconmended to make backups before attemping this!) TurnEventPlayer(0x3B,EventCodeChecker5,2) TurnEventPlayer(0x3C,EventCodeChecker6,3) TurnEventPlayer(0x3B,EventCodeChecker7,4) EventCodeChecker5: LOU1 Good ENDA EventCodeChecker6: ENUF 0x3B ENDA EventCodeChecker7: LOU1 LoneWolf ENDA -Ok so what this does is allow me to use an event with a event ID, Set the event ID as unused, and reassign the event ID with another event and you can bet your ass it works. however this is dangerous. Characters: - to load in a new class under a character that was already on the map, kill them off then you can load them in with the new class. FE8:-Disabling world map events will cause a lot of bugs (may have to do with skirmishes). Maps: Maps in other chapters: - for inserting maps in later chapters, check nightmare mod event table references Breakable Wall Respawn Glitch:-destorying a wall before a map change that includes that wall will respawn the wall as an actual wall. Can't be rebroken.Unlimited Movement Glitch:-the unlimited movement glitch is usually caused by the wrong map change ID. (What happens is your unit can move just about anywhere then a ear splitting crash, may be used for something) Wall Events: - it is possible to add events to walls, 0xFC is the literal character ID for walls and you can give them a death quote. Nightmare:Devil Effect Increase:- to get the devil reversal effect to trigger nearly all the time, the formula is [31-LUCK] meaning Luck has to be 131 0r -131(with weapon bonus stats) to get [100]% (still testing, seems to work)UPDATE: ignore this, just makes the chance 100% due to stupid programming math (credit to Gryz for explaining this) Disable World Events:-to get rid of world events, go to chapter data editor in nightmare and set world events to prologue prologue or none. {FE7} Character without Hard Codes:-All the data is stored in the character number or class number, if youwant the class without the hard code, make another non-coded class become a copy. Character Seniority:-Character Information takes seniority over class Information, This means you can have generic units have base weapons set to A but characters of that class can be set lower and that will be the official weapon rank.(i.e hector as a brigand will have C rank in axes but generic brigands can have A rank axes) Why some music stops on the map: -You can change the theme that plays on the map in Nightmare's Chapter Data Editor, but Nightmare's Music Array Editor reads some songs as songs with certain purposes and IDs. It's rated from lowest to highest. In order for a song to play properly on a map, you need to set the song to Higher.(Or the one that says "Map Music.") If the Player Phase theme, nor the Enemy Phase theme are on the "Higher" scale. They're rated as "Highest." (BGM. Use this for battle themes like Rise to the Challenge, or Softly with Grace.) As a result, the music deactivates after a battle because the songs are not configured correctly in the Music Array Editor. (credit to TheBladehero22 for saying this on youtube.) Weapons: - staffs seem to be hardcoded, however turning them into unlimited weapons seems to make them equipable. - Weapon ability 1 0x0E is the unlimited weapon power for staffs FEditor Advance:No Nightmare:- as stated before, the same rom cannot be worked on by FEditor and Nightmare at the same time. will break shit-also note you can work with event assembly but will have to reassemble each time if you didn't reload the rom in nightmare/FEditor. Eventiel: Event Output: - When you see this [// <a href='javascript:removeCondition(2,"traps");'>Delete</a>] when using eventiel to code traps/ballistas, delete it, just javascript code Unit Blocks Editor: -In eventiel, it only shows the basic character ids, you can use far more. Just check character IDs in Nightmare. -0x4C is Queen not Peer(F), 0x4E is the Peer (F) -Seize throne AI doesn't seem to work Animations:Palette and color organization (never even heard of it until I ran into this problem while working on animations for klok):- top right corner of standing frame animation, there is a palette order your colors must be inhair 1-3, skin 1-3, white, transparent coloroutline, main 1-4, secondary color 1-3constants: outline, white, transparent, skin, haircan play with: mains and secondaries as long as they have 4 and 3.this makes it way easier to recolor shit and use different palettes. Fortify Animations-for staff animations to work with fortify, add staff frames in modes 1 and 3, not sure why but it worked. For New Feditior with the code dump:-do not include modes 2 and 4, they will be done for you when re-inserting something you dumped. Usenti: -Using Requantize open Usenti >open that sheet >go to the Palette Tab >click Requantize >type in 16 colors >click okay. An easier way to force your image to 16 colors. For better or for worse. Frame and Animation limits: - any animation that crosses into 0-105 in width is too many tiles. No limit on height. Cool Animation Tricks: -Looping Frames, how to do them. C04 or C05 (must come before the "L" command) L [frames] C01 (c01 is the terminator as the looping frames as well) With this, the frames will loop until C01 activates. More idea for magic classes for now. might be able to come up with something cool for physical classes. (thanks to Alfred Kamon for telling me this, strangely I could not find any information about this whatsoever in the FEditior docs) Edited October 30, 2016 by MrNight48 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted February 4, 2015 Share Posted February 4, 2015 Speaking of animations, might wanna check out the comment Alfred Kamon left for you on this video :P Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted February 5, 2015 Share Posted February 5, 2015 FE8: Disabling world map events in that way will cause a lot of bugs (may have to do with skirmishes). Quote Link to comment Share on other sites More sharing options...
MrNight48 Posted October 19, 2016 Author Share Posted October 19, 2016 Updated with new info I came across or discovered while messing around. Also made some edits to make things more organized. From now on new stuff will be in purple, warnings in red, and examples/formats will be in orange. Might be using dark green in the future for something but for now going with this. I don't hack FE8 so I don't know much on it so if any of y'all have tons of FE8 info you think should be documented in more places, feel free to put it here and I will add it. Quote Link to comment Share on other sites More sharing options...
Crazycolorz5 Posted October 27, 2016 Share Posted October 27, 2016 It's better to think of AI1 as a "primary" AI and AI2 to be a "secondary" AI that gets used if AI1 fails to provide an action.For example, AI1 could be attack in range. If there are no units in range, then it fails and AI 2 gets used. AI2 could be something like, "do nothing" or "move closer to enemies".In the former case, the observed behavior is "attack in range" and in the latter case "pursue without heed" http://feuniverse.us/t/fe7-the-official-ai-documentation-thread/348?u=crazycolorz5^ more info Quote Link to comment Share on other sites More sharing options...
MrNight48 Posted October 30, 2016 Author Share Posted October 30, 2016 It's better to think of AI1 as a "primary" AI and AI2 to be a "secondary" AI that gets used if AI1 fails to provide an action. For example, AI1 could be attack in range. If there are no units in range, then it fails and AI 2 gets used. AI2 could be something like, "do nothing" or "move closer to enemies". In the former case, the observed behavior is "attack in range" and in the latter case "pursue without heed" http://feuniverse.us/t/fe7-the-official-ai-documentation-thread/348?u=crazycolorz5 ^ more info Crap I knew I was forgetting something. thanks for reminding me, will update it as well as including that link because all that info you did was extremely helpful. Allows for some pretty complex AI movements than the standard rush units. Quote Link to comment Share on other sites More sharing options...
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