BrightVega Posted September 28, 2015 Share Posted September 28, 2015 (edited) Firstly, I can't load the REDA from EA for any unit. ex. Proloque's boss O'Neil's REDA is "0x8B3BFC", going to the EA and having as offset "8B3BFC" with "Whole Length" option + "ReinforcementData" priority as choice gives this 1 error: "No data written to output" ~~~~~~~~~~~~~ In Nightmare, O'Neil "Reinforcement Pointer" is": 0x88B3BFC Going to HxD in offest "8B3BFC" it gives these bits: 0A 02 00 00 followed by FF FF. Changing "0A"+-1 and "02"+-1 crushes the game. (actually his map sprite doesn't load and once the events stop and the battle starts, the game crushes) So... "0A" and "02" are not the position the units go to ? ~~~~~~~~~~~~~ Dissassembling Ch 7 i noticed this: label22:UNIT 0x80 0x3F 0x0 0x3D [17,6] 0b 0x0 0x0 0x0 [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x4E 0x0 0x3D [8,11] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x4E 0x0 0x3D [9,11] 0b 0x0 0x0 0x0 [0x15,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x4E 0x0 0x3D [10,17] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x3F 0x0 0x3D [16,19] 0b 0x0 0x0 0x0 [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x3F 0x0 0x3D [1,8] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x80 0xF 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x25 0x0 0x3D [15,14] 0b 0x0 0x0 0x0 [0x38,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x80 0x3F 0x0 0x3D [19,8] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x80 0x3F 0x0 0x3D [18,19] 0b 0x0 0x0 0x0 [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0xF 0x0 0x3D [12,14] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x25 0x0 0x3D [11,13] 0b 0x0 0x0 0x0 [0x39,0x5C,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x19 0x0 0x2D [17,8] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x19 0x0 0x3D [17,20] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x4E 0x0 0x45 [12,18] 0b 0x0 0x0 0x0 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x25 0x0 0x3D [1,7] 10b 0x0 0x0 0x0 [0x39,0x6E,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x4C 0x5 0x0 0x64 [9,4] 10b 0x0 0x0 0x0 [0x3,0x1C,0x65,0x0] [0x3,0x3,0x9,0x20]UNIT 0x80 0x19 0x0 0x3D [9,4] 0b 0x0 0x1 0x8B6E68 [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x80 0x19 0x0 0x3D [9,4] 0b 0x0 0x1 0x8B6E70 [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] ALL enemy units except the 2 archers at the bottom have "0x0" as REDA and unique load positions. Is it possible to bypass the REDA trouble with this "trick" ? (As long as these generic units have no role in any event ?) ~~~~~~~~~~~~~ I don't understand how to add more player-units in a chapter. :/ In the EA for any chapter, under "units1" we can see the amount of units allowed in X chapter. Also all space is pre-filled with various characters. If I wanted to add 1 more slot, do I just add 1 more random unit/character data below the "units1" section ? And what about co-ordinates? ex. Chapter 8 player-units placement: Units1:UNIT 0x1 0x2 0x0 0x40 [19,20] 0b 0x0 0x1 0x8B7170 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x5 0x45 0x0 0x18 [20,22] 0b 0x0 0x1 0x8B7178 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x9 0xD 0x0 0x10 [19,22] 0b 0x0 0x1 0x8B7180 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x6 0x48 0x0 0x10 [19,18] 0b 0x0 0x1 0x8B7188 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x3 0x9 0x0 0x28 [20,20] 0b 0x0 0x1 0x8B7190 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x4 0x5 0x0 0x8 [20,18] 0b 0x0 0x1 0x8B7198 [0x1,0x14,0x6C,0x0] [0x0,0x0,0x0,0x0]UNIT 0x7 0x3D 0x0 0x8 [20,17] 0b 0x0 0x0 0x0 [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0xA 0x3F 0x0 0x20 [19,18] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x13 0x44 0x0 0x8 [19,20] 0b 0x0 0x0 0x0 [0x3F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT Some have REDAs, some don't (0x7,0xA, 013 = Ross, Garcia, Arhur) with empty REDA. In the above occasion, if I wanted to add 1 extra unit slot, can I just add a random extra UNIT data with fixed load position [ex. 19,21] and 0x0 as REDA ? Edited September 28, 2015 by BrightVega Quote Link to comment Share on other sites More sharing options...
BrightVega Posted September 29, 2015 Author Share Posted September 29, 2015 (edited) With HxD i found the answer to the last 2 issues: NO, i can't just add units for whatever reason as everything is so packed in the ROM that adding even 1 extra unit (ally or enemy) will result in something else getting deleted which then causes the ROM to crash. ~~~ EA and Nightmare on the same topic have another issue as well: They don't list the reinforcement units that don't load until later turns or events. EA only shows the offset and Nightmare doesn't show anything at all. But you can still find and edit them in the HxD. To do that, in the EA text you have to find the offset that corresponds to the reinforcements (ex. Turn 2 event -> LabelYOLO -> LabelYOLO offset number) and got the Hex Editor. There you can see all the reinforcements in hex and edit them (name, class, gear, AI) while leaving the load position and reda data as they were. ~~~ SOooooo, my current biggest question is how can you even increase the player units allowed in a chapter ? Edited September 29, 2015 by BrightVega Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted September 29, 2015 Share Posted September 29, 2015 Same as for increasing anything else. Repoint and expand. Quote Link to comment Share on other sites More sharing options...
BrightVega Posted September 30, 2015 Author Share Posted September 30, 2015 Same as for increasing anything else. Repoint and expand. Can you please explain me how to do it with an example? For instance FE8-Ch8: It has multiple units (ally and enemy) during events with REDAs. and let's say I only want to add 2 more player unit slots in the "units1" list. No more changes. Also i know i have tons of free space from offset "00B2A620" untill "00BFFFFD0" The EA text: //////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE8 // // File: 1997 - Fire Emblem - TSS (U) Patch2.gba // // Offset: $9E8FE4 // // // //////////////////////////////////////////////////// ORG $591F40 label27: _0x1020 0x1 _0x0220 0x2 _0x0320 0x8 _SETCONDITION 0x0 0xC 0x0 FADU 16 ENIF 0x0 _0x1020 0x0 ENDA label15: _0x1020 0x1 _0x0220 0x2 _0x0320 0x8 _SETCONDITION2 0x0 0xC 0x0 FADI 16 ENIF 0x0 _0x1020 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591F88 and the new ending offset is CURRENTOFFSET ORG $591FD8 label35: CALL label15 _0x2220 _0x3E20 _0x2220 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591FF0 and the new ending offset is CURRENTOFFSET ORG $592104 label24: _0x1020 0x4 ASMC 0x85375 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET ORG $8B7300 Units1: UNIT 0x1 0x2 0x0 0x40 [19,20] 0b 0x0 0x1 0x8B7170 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [20,22] 0b 0x0 0x1 0x8B7178 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xD 0x0 0x10 [19,22] 0b 0x0 0x1 0x8B7180 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0x48 0x0 0x10 [19,18] 0b 0x0 0x1 0x8B7188 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [20,20] 0b 0x0 0x1 0x8B7190 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [20,18] 0b 0x0 0x1 0x8B7198 [0x1,0x14,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x7 0x3D 0x0 0x8 [20,17] 0b 0x0 0x0 0x0 [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xA 0x3F 0x0 0x20 [19,18] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x44 0x0 0x8 [19,20] 0b 0x0 0x0 0x0 [0x3F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label33: UNIT 0x4D 0xB 0x0 0xC [10,2] 0b 0x0 0x1 0x8B71A0 [0x17,0x1C,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x80 0x9 0x0 0x35 [19,4] 0b 0x0 0x1 0x8B71A8 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x9 0x0 0x45 [20,3] 0b 0x0 0x1 0x8B71B0 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x9 0x0 0x45 [18,3] 0b 0x0 0x1 0x8B71B8 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x9 0x0 0x3D [20,5] 0b 0x0 0x1 0x8B71C0 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x9 0x0 0x45 [18,5] 0b 0x0 0x1 0x8B71C8 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x9 0x0 0x35 [1,6] 0b 0x0 0x1 0x8B71D0 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x0 0x45 [9,5] 0b 0x0 0x1 0x8B71D8 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x9 0x0 0x3D [10,5] 0b 0x0 0x1 0x8B71E0 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x9 0x0 0x45 [20,10] 10b 0x0 0x1 0x8B71E8 [0x16,0x6A,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x13 0x0 0x35 [19,10] 0b 0x0 0x1 0x8B71F0 [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x0 0x45 [7,17] 0b 0x0 0x1 0x8B71F8 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0xF 0x0 0x45 [0,10] 0b 0x0 0x1 0x8B7200 [0x3,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0xF 0x0 0x3D [0,16] 0b 0x0 0x1 0x8B7208 [0x3,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x0 0x45 [7,17] 0b 0x0 0x1 0x8B7210 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x2D 0x0 0x35 [2,9] 0b 0x0 0x1 0x8B7218 [0x45,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x9 0x0 0x45 [7,17] 0b 0x0 0x1 0x8B7220 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x19 0x0 0x3D [19,10] 0b 0x0 0x1 0x8B7228 [0x2E,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x19 0x0 0x35 [8,16] 0b 0x0 0x1 0x8B7230 [0x2D,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x80 0x19 0x0 0x45 [3,7] 0b 0x0 0x1 0x8B7238 [0x34,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x25 0x0 0x35 [1,8] 0b 0x0 0x1 0x8B7240 [0x39,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x80 0x19 0x0 0x45 [5,3] 0b 0x0 0x1 0x8B7248 [0x34,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x19 0x0 0x35 [15,2] 0b 0x0 0x1 0x8B7250 [0x34,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x2D 0x0 0x45 [16,10] 0b 0x0 0x1 0x8B7258 [0x45,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x0 0x3D [11,5] 0b 0x0 0x1 0x8B7260 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x0 0x35 [20,11] 0b 0x0 0x1 0x8B7268 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x0 0x45 [19,11] 0b 0x0 0x1 0x8B7270 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT label36: UNIT 0xF 0x1 0x0 0x20 [0,21] 0b 0x0 0x1 0x8B7278 [0x78,0x16,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x10 0x5 0x0 0x30 [0,22] 0b 0x0 0x1 0x8B7280 [0x3,0x1C,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x11 0x5 0x0 0x28 [0,22] 0b 0x0 0x1 0x8B7288 [0x3,0x16,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B7648 and the new ending offset is CURRENTOFFSET ORG $8B76FC label30: UNIT 0x42 0x7 0x0 0x8 [19,22] 0b 0x0 0x1 0x8B72B8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x40 [19,23] 0b 0x0 0x1 0x8B72C0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [20,23] 0b 0x0 0x1 0x8B72C8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label31: UNIT 0x4D 0xB 0x0 0x55 [19,11] 0b 0x0 0x1 0x8B72D0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x4E 0x0 0x45 [19,10] 0b 0x0 0x2 0x8B72D8 [0x0,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x0 0x45 [19,9] 0b 0x0 0x1 0x8B72E8 [0x0,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B779C and the new ending offset is CURRENTOFFSET ORG $9E8EC0 TurnBasedEvents: TURN 0x0 label16 [2,2] 0x0 TURN 0xC label17 [1,255] 0x0 TURN 0x0 label18 [5,0] 0x0 END_MAIN CharacterBasedEvents: CHAR 0x7 label19 [0x1,0xF] 0x0 CHAR 0x7 label19 [0xF,0x1] 0x0 CHAR 0x8 label20 [0xF,0x2] 0x0 CHAR 0x8 label20 [0x2,0xF] 0x0 CHAR 0x9 label21 [0x2,0x11] 0x0 CHAR 0x9 label21 [0x11,0x2] 0x0 CHAR 0xA label22 [0x4,0x10] 0x0 CHAR 0xA label22 [0x10,0x4] 0x0 END_MAIN LocationBasedEvents: DOOR 0x0 [20,7] 0x12 DOOR 0x0 [1,5] 0x12 CHES 0x0 0x75 [1,3] 0x14 CHES 0x0 0x67 [2,3] 0x14 LOCA 0x3 [10,2] 0x11 CHES 0x0 0x5B [19,4] 0x14 END_MAIN MiscBasedEvents: AREA 0xB label23 [5,0] [15,10] AFEV 0x0 label24 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: END_MAIN PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E9034 and the new ending offset is CURRENTOFFSET ORG $9ED9C5 Traps1: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9ED9C6 and the new ending offset is CURRENTOFFSET ORG $9EDEAA Traps2: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EDEAB and the new ending offset is CURRENTOFFSET ORG $9EE1B8 label37: _0x3325 0xFFFF _SETCONDITION 0x0 0xC 0x2 CALL label25 ENIF 0x0 ENDA label25: _0x1929 _0x0620 0xC2 _0x0221 0xFFFF _0x0228 0x7 ENDB label26: _SETCONDITION 0x0 0xC 0x0 _LOAD_WHATEVER 0x1 ENUN ELSE 0x1 ENIF 0x0 _LOAD_WHATEVER 0x0 ENUN ENIF 0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE218 and the new ending offset is CURRENTOFFSET ORG $9EE248 label34: _0x1927 _SETCONDITION2 0x0 0xC 0x0 _0x1922 _SETCONDITION 0x0 0xC 0x0 _0x0620 0x3C CALL label26 ENIF 0x0 ENDA label38: _0x1020 0x4 CALL label27 _0x0228 0x9 _LOAD_WHATEVER 0x1 ENUN _0x0220 0x9 _0x1020 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET ORG $9EE2C4 label29: _0x0320 0x8 _SETCONDITION2 0x80BD 0xC 0x0 FADI 16 ENIF 0x80BD TEXTSTART _0x2220 FADU 16 ENDA label28: _0x0320 0x8 _SETCONDITION2 0x80D2 0xC 0x0 FADI 16 ENIF 0x80D2 _0x1A21 _0x2140 0xFFFF 0x0 0x0 FADU 16 ENDA label32: CALL label28 _0x0620 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label29 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET ORG $9F2F38 BeginningScene: MUS1 0x25 _LOAD2 0x1 label30 ENUN CUMO 0x42 STAL 60 CURE _SETVAL 0x2 0x10 CALL label28 TEXTSHOW 0xA08 TEXTEND _0x1324 0x7FFF TEXTCONT TEXTEND CALL label29 _LOAD1 0x1 label31 ENUN CUMO 0x4D STAL 60 CURE MUS1 0x26 TEXTSTART TEXTSHOW 0xA09 TEXTEND REMA STAL 30 CUSE 0x42 CUMO 0x42 STAL 60 CURE MOVE 0x42 [20,19] _SETVAL 0xB 0x100014 _MOVE2 0x0 0xFFFE 0x1 ENUN MOVE 0x42 [20,15] ENUN _SETVAL 0xB 0x100015 _MOVE2 0x0 0xFFFE 0x0 MOVE 0x42 [19,10] ENUN DISA 0x42 CUMO 0x4D STAL 60 CURE _SETVAL 0x2 0x10 _SETVAL 0x3 0xA0A CALL label32 _SETVAL 0xB 0x100013 _MOVE2 0x0 0xFFFE 0x0 ENUN MOVE 0x4D [19,14] ENUN _SETVAL 0xB 0x100012 _MOVE2 0x0 0xFFFE 0x1 ENUN MOVE 0x4D [19,14] ENUN CUMO 0x4D STAL 60 CURE TEXTSTART TEXTSHOW 0xA0B TEXTEND REMA _SETVAL 0xB 0x150014 _0x1620 0xAB _0x2720 0xFFFF MOVE 0x4D [19,10] _SETVAL 0xB 0x100013 _MOVE 0x10 0xFFFE [19,11] _SETVAL 0xB 0x100014 _MOVE 0x10 0xFFFE [20,11] ENUN _0x342C 0x0 _LOAD1 0x1 label33 ENUN _SETVAL 0x2 0x88B77C4 _SETVAL 0x3 0x1 CALL label34 CUMO 0x1 STAL 60 CURE _SETVAL 0x2 0x10 CALL label28 TEXTSHOW 0xA0C TEXTEND REMA CALL label35 _0x0229 0xC ENDA label16: _0x2620 0x1700 _LOAD1 0x1 label36 ENUN _0x3421 0xF _0x3421 0x10 _0x3421 0x11 _SETVAL 0x1 0x1 _0x3428 0xF _SETVAL 0x1 0x1 _0x3428 0x10 _SETVAL 0x1 0x1 _0x3428 0x11 CUMO 0xF STAL 60 CURE MUS1 0x25 TEXTSTART TEXTSHOW 0xA0D TEXTEND REMA _0x0228 0x7 ENDA EndingScene: MUS1 0x31 _SETVAL 0x2 0x10 CALL label28 TEXTSHOW 0xA10 TEXTEND REMA _0x0229 0xDF MNCH 0x6 ENDA label19: MUS1 0x27 TEXTSTART TEXTSHOW 0xA11 TEXTEND REMA _0x0228 0x7 ENDA label20: MUNO TEXTSTART TEXTSHOW 0xA12 TEXTEND REMA MUSI _0x0228 0x7 ENDA label21: MUNO TEXTSTART TEXTSHOW 0xA13 TEXTEND REMA MUSI _0x0228 0x7 ENDA label22: MUNO TEXTSTART TEXTSHOW 0xA14 TEXTEND REMA MUSI _0x0228 0x7 ENDA label23: _SETVAL 0x2 0x0 CALL label37 _0x0221 0xC _0x0228 0x7 ENDA label17: _SETVAL 0x2 0x88B7648 CALL label38 _0x0228 0x7 ENDA label18: _SETVAL 0x2 0x88B7698 CALL label38 _0x0228 0x7 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9F3280 and the new ending offset is CURRENTOFFSET Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted September 30, 2015 Share Posted September 30, 2015 Okay, first of all you need to get the latest version of Event Assembler, because it has hugely improved FE8 support. But what you need is extremely simple: ORG $8B7300 Units1: UNIT 0x1 0x2 0x0 0x40 [19,20] 0b 0x0 0x1 0x8B7170 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [20,22] 0b 0x0 0x1 0x8B7178 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xD 0x0 0x10 [19,22] 0b 0x0 0x1 0x8B7180 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0x48 0x0 0x10 [19,18] 0b 0x0 0x1 0x8B7188 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [20,20] 0b 0x0 0x1 0x8B7190 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [20,18] 0b 0x0 0x1 0x8B7198 [0x1,0x14,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x7 0x3D 0x0 0x8 [20,17] 0b 0x0 0x0 0x0 [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xA 0x3F 0x0 0x20 [19,18] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x44 0x0 0x8 [19,20] 0b 0x0 0x0 0x0 [0x3F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT See that ORG at the top there? Change that to some free space. Then do your thing. Here's a demonstration with the Prologue: And the script: ORG $E80000 //this is free space Units1: UNIT 0x2 0x7 0x0 0x8 [13,9] 0b 0x0 0x6 0x8B3BC4 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] //the following units are added UNIT 0x4 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Quote Link to comment Share on other sites More sharing options...
BrightVega Posted September 30, 2015 Author Share Posted September 30, 2015 Thanks for the info! So to make sure i got it: On the new offset, I just copy-paste the vanilla "Unit" data and add below it "X" amount of dummy units (like: 0x2 0x7 0x0 0x8 [slot position] 0b 0x0_the_rest ) as player unit slots ? Do I have to transfer the enemy data too? (as their label is below the "Unit1" data, sharing the same vanilla offset?) Or is the system "smart" enough to go back to the original enemy data ? Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted September 30, 2015 Share Posted September 30, 2015 You don't have to do anything except change that one offset. Everything up until the next ORG will go to that offset. Then just add your units however you want. Quote Link to comment Share on other sites More sharing options...
BrightVega Posted September 30, 2015 Author Share Posted September 30, 2015 Ok got it! In the beginning I thought I would have to transfer the whole chapter in a new space. Thanks for guidance! Quote Link to comment Share on other sites More sharing options...
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