Nintenlord
-
Posts
667 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by Nintenlord
-
-
#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?
-
This :
[NoAI]
should be
NoAI
-
That one maybe or maybe not, but you can just replace it with simple yes/no answer with normal events, unless you want to do something really odd, such as refusing to name tactician as Vergil for example.
-
You can do that in events, too, we have JUMP.
-
I don't know what 0x3 is pointing to.[/size][/color]
It's not a pointer, so it's not pointing to anything.
-
...Sigh. I assume that, when he said that he wants to find the hidden items, he means to find their LOCATION. Not some goddamn ASM routine.
-
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.
-
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?
-
I didn't say I answered that question, I answered the other...
-
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.
-
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
-
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.
-
You can just load another map and then have that map be the original but with different palette set in Chpater Data Editor.
-
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.
-
Is the letter I or l? It should be an 'l', the name code from "Event Assembler Standard Library". And do try the latest version. The comma problems is caused by the macro's not being "unmacroed", because EAstdlib isn't found.
-
^You mean by 0x10 in base 16? I wonder what the other 4 bits do?
-
The HM bonus levels are probably in the same slot in FE8 than in FE7 chapter data, they just haven't been added to the module yet. You can quite easily do this yourself and test if it works.
-
You can edit that in Chapter Data Editor.
-
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...
-
But Nintenlord made a hack that's actually a percentage system
What? How? Who?
-
Redownload the program and don't delete or remove anything.
-
Since everyone is still talking about guns, let's add science in to the mix:
-
http://anarchistsoccermom.blogspot.fi/2012/12/thinking-unthinkable.html
In the wake of another horrific national tragedy, it’s easy to talk about guns. But it’s time to talk about mental illness.Read the whole thing if you actually care about the issue.
-
Spelling mistakes:
Misspellers will be punished.
Muhahahahahahahahaaaaaaaaa!!!!1111!!!!!
Nintenlords hacking utilities
in Resources
Posted
*achoo*
There's a lot of dust here, does no-one around here do any cleaning?
I caught wind that my links no longer work, so I decided to come here and fix them. And they are now fixed.
And now, my work here is done! *woosh*