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Nintenlord

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Posts posted by Nintenlord

  1. 
    #include EAstdlib.event
    
    EventPointerTable(0x0E,TileChangeList)
    
    ORG 0xD50000
    
    TileChangeList:
    TileMap(0x00,0x13,0x04,0x01,0x01,ClosedVillage)
    TileMap(0x01,0x07,0x07,0x01,0x01,ClosedVillage2)
    TileMap(0x02,0x09,0x08,0x01,0x01,WallThing)
    TileMapEnd
    
    ClosedVillage:
    SHORT 0x0080 0x0080 0x0080
    
    ClosedVillage2:
    SHORT 0x0080 0x0080 0x0080
    
    WallThing:
    SHORT 0x03B0 0x03B0 0x03B0
    

    I can get the 1st village to work, but the 2nd village and wall don't work. In fact, when I visit the 2nd village, it actually closes the 1st village.

    What Cam said isn't supposed to help you with your problem. Anyway, are the coordinates correct? Meaning, are the coordinates in supposed to be in hex? Are the coordinates the coordinates of the gate, not something else?

  2. So you used the original method, but just changed the conditions asm routine? Because if it's so, then this:

    either way disassembling the EN ROM wouldn't help you a lot anyway since the hidden items were coded in via asm (i know this for a fact because the person who wrote that code was yours truly)

    is wrong if Brood_Star wants to know the position of the hidden items.

  3. either way disassembling the EN ROM wouldn't help you a lot anyway since the hidden items were coded in via asm (i know this for a fact because the person who wrote that code was yours truly)

    Was there a problem with original method used in the desert chapter?

  4. I'll make it trivial for you guys:

    0203a3F0 & 470 battle units data:

    4: pointer to char data

    4: pointer to class data

    1: Level

    1: Exp

    2: unit data index

    1: Turn status

    //00 = normal

    //01 = selected

    //41 moved, but selected

    //43 moved, grey

    //42

    1: Hidden Status

    //10 = drop item

    //20 = Afa drops

    1:

    //40 = Mani Katti

    1:

    -------------

    1: X position

    1: Y position

    1: Max Hp

    1: Hp

    1: str

    1: skl

    1: spd

    1: def

    1: res

    1: lck

    1: con

    1: con bonus //not used, already factored in con

    1: aid?

    1: mov

    1: 1st item

    1: uses

    ------------

    1: 2st item

    1: uses

    1: 3st item

    1: uses

    1: 4st item

    1: uses

    1: 5st item

    1: uses

    1: Sword Skill

    1: Lance Skill

    1: Axe Skill

    1: Bow Skill

    1: Staff Skill

    1: Anima Skill

    1: Light Skill

    1: Dark Skill

    -----------

    1: Status effect //5f??

    1: unused

    1: Support #1

    1: Support #2

    1: Support #3

    1: Support #4

    1: Support #5

    1: Support #6

    1: Support #7

    1: Support #8

    1: Support #9

    1: Support #10

    4: pointer to memory that contains B/W/L etc.

    -----------

    1: 3nd AI byte

    1: 4nd AI byte

    1: 1nd AI byte

    1:

    1: 2nd AI byte

    1:

    1:

    1:

    1: Equipped item after battle

    1: Equipped item uses after battle

    1: Equipped item pre battle

    1: Equipped item uses pre battle

    4: Equipped weapons abilities

    -----------

    1: read when checking weapon level and when writing new stats, 7 if using Runesword, 6 if wind sword, 5 if light brand

    1:

    1: read when determining weapon exp

    1: weapon triangle hit effect

    1: weapon triangle damage effect

    3:

    1:

    1:

    2: Attack

    2: Defense

    2: AS

    -----------

    2: Hit

    2: Avoid

    2: Battle Hit

    2: Crit

    2: Crit avo

    2: Battle crit

    2: 0x32 if has morph skill, 0x19 if has morph and enemy is boss, 0 if has morph and enemy has no exp ability

    2: reads on writing stats back to unit data

    -----------

    1: new lv

    1: new exp

    1: ???

    1: max hp change

    1: str change

    1: skl change

    1: spd change

    1: def change

    1: res change

    1: luck change

    1: ???

    1: 080293a4-a adds 1 to this.

    1: stores 1 if weapon uses don't decrease? The amount of hits per battle?

    1: ???

    1: unused

    1: unused

    -----------

    The format is:

    Size in memory: Description

    Every 16 bytes there is ------ to help counting offsets.

    You really should learn to read the doc.

  5. In this case, it should work because he is manually pointing to Ending_event. As far as I know, 0x3 only causes the game to automatically go to Ending_event if no pointer is given to the Seize code. As far as I can see, there are no problems with your code, so you shouldn't be having any problems. Though:

    Ballista_events:
    BLST
    

  6. It's pretty obvious, you don't have a gate there in the picture so you don't have a gate there in the code. The macro:

    TileMap(0x00,0x0F,0x03,0x01,0x01,VillageGate)
    

    means that the change is size 1x1 (as village gates should be), but you have all 9 tiles of village pointed in VillageGate.

  7. I tried doing a couple of things to fix it, and I found that it doesn't work with any comma at all, it just has the same error occuring but elsewhere. This error doesn't occur with previous versions though (Well, not on 8.2, I'm using 9.8 for the record), and spaces after the commas don't do anything to remedy this on 9.8. Also, the EAstdlib.event file is in the folder, as in, right next to Event Assembler but it's not noticing it. Does anyone know whats going on?

    It's an l. I got the same issue when updating it to 9.10, unfortunately.

    The same script doesn't cause any problems with 9.10 on my PC, so it's something in your end. Try the same in some other folder.

  8. if you update it use this instead

    //ORG 0xC9C9C8+(4*0x37) // not lowercase
    //POIN TileChanges
    EventPointerTable(0x37,TileChanges) // this does the same thing
    
    ORG 0xDB0250
    
    TileChanges:
    TileMap(0x00,0x0E,0x01,0x03,0x03,Village1)
    WORD 0xFF
    
    Village1:
    SHORT 0x0D04 0x0D08 0x0D0C 0x0D84 0x0D88 0x0D8C 0x0E04 0x0080 0x0E0C 
    

    Still can't figure out what I'm doing wrong. I think it's an EA error. :(

    Cam's "fixed" version didn't fix everything:

    #include EAstdlib.event
    
    EventPointerTable(0x37,TileChanges)
    
    ORG 0xDB0250
    TileChanges:
    TileMap(0x00,0x0E,0x01,0x03,0x03,Village1)
    TileMapEnd
    
    Village1:
    SHORT 0x0D04 0x0D08 0x0D0C 0x0D84 0x0D88 0x0D8C 0x0E04 0x0080 0x0E0C 

    What is the code for a broken wall event. I can't find it in Arch's tutorial.

    There isn't one, they happen automatically.

    Also how do i make the last item droppable? Is it possible through event assembler.

    Depends on game, in FE8 you can do that in UNIT code like this:

    UNIT Eirika Archer 0 Level(1,Ally,False) [1, 2] DropItem 0 0 0 [Rapier] NoAI
    

    With FE6 and FE7, you'll need to use Character Editor Module.

    iirc the labels aren't consistent between different disassemblies unless nl changed that

    I wouldn't rely on it. Though this gives me an idea for a new feature...

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