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Avril Lavigne

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Posts posted by Avril Lavigne

  1. 0x140 bytes is assuredly not enough space

    try spacing them out by a lot (as in, try writing to 0100:0000, then 0100:0500)

    I tried spacing them out a lot, and as soon as it gets to Chapter 2, it just does the exact same thing. I wish one of you could sit down beside me and walk me through. Of course, with my luck, I have to dig extra deep to figure something out

  2. It would be helpful if you told us where you were inserting your maps to, and what you're changing inside the Event References.nmm.

    It's possible you goofed on a pointer or something, and providing that information can help us narrow down the issue.

    I switched over to using Tiled. Still does the same thing.

    I inserted each map to these three pointers:

    Prologue - 0x9000000

    Chapter 1 - 0x9000140

    Chapter 2 - 0x9000280

    Now if you minus 08000000 off of each of those, that's the offset I was using to insert each map. When the maps were too close on the offsets, I had to space it out (by adding more lines) because it would glitch. The further away they were, it would sometimes work. Chapter 2 was successfully inserted, however, the game just completely stops working (I even tried making more free space for it to point to, but after a certain point, it was done for). So I had the same problem with both map inserters. I also made sure I was using a clean rom from the start every time. So I have no idea how any other person that's fully hacked the game has gotten in like 30 custom made maps, if I can't even get in 3.

  3. I am having one hell of a time. You guys have probably seen me around here lots lately. I appreciate your help, by the way.

    I have another thing I have been doing hours of testing on. I did this because I didn't think I would have to ask you guys, cause I could have swore, when I started creating my own FE a year ago, this didn't happen.

    Alright, I know how to insert maps. I know how that I must open HxD, go to the last offset, point to that offset in the program that inserts the map (Tiled, or MAR array. I use MAR array, I haven't gotten around to Tiled yet), I know I have to go to nightmare and open "Event References" and add 08000000 to the pointer, I know I have to change the palettes/tileset data to match the tilesets I used to make the map.

    Here's the problem:

    I insert my first map (Prologue), all good.

    I insert my second map (Chapter 1), I use HxD, find the last unused offset (and sometimes the last few unused offsets, and use the last of the unused, if that makes sense), repeat the same steps. 9/10 times the game will crash, when the chapter the map is supposed to load on, opens. It'll make a really high pitched continuous noise as well. Sometimes it'll work, I don't know why. I did the same process and it worked sometimes, sometimes it did not.

    Now after many frustrating hours of making attempts at inserting my Chapter 1 map, and am successful, I go and insert my Chapter 2 map......Same process as before, chances it may work, chances it may not.......success! Wait. The game is straight up glitching. I can see my map in the game, but it's frozen. I am getting an error.

    post-11188-0-51976100-1425973630_thumb.png

    (If the picture is really small, I'm sorry. Click on it and it should enlarge. I don't know how to upload and have it be a decent size by default.)

    So I don't know what the hell that means. But when I click "OK" it just does a continuous loop of some glitchy noises and a little tiny small fraction of the in-game music. Not that any of that description matters. I'm assuming after this point, adding any other maps would most definitely not work if it can only make it to Chapter 2 and then stop working. I tried changing the events to see if it would start the way I wanted it to, instead of the default, and it still glitched.

    I didn't think this would be a problem....so I've seen games completely altered. Every chapter a custom, original chapter. Yet somehow I can't even get 3 successful ones in there. Someone please tell me what I might possibly be doing wrong, again?!?!

    Maybe this is a sign I should be doing something else with my time....

  4. You have got to be kidding me...

    Some of you might remember me. I have been asking questions about hacking FE7 and making my own. Last night, I finished what I believe to be all of the testing I need before I start actually making one.

    A very handy tool I have been using is something called "Eventiel". Eventiel was made by Cedar Nyx. It is truly a magnificent tool. It is found on The Emblem Brigade (Google it).

    Now guess what, just as I am officially ready to begin, THE WEBSITE DOES NOT OPEN. I'm very pissed. This made eventing so much easier. I can't even express my fury. Of course, the motherf**king day I start, it's gone.

    DOES ANYONE KNOW AN ALTERNATIVE??!?!?!?!?!

    Ugh I'm so angry.

  5. Alright, this is probably the last question I have before I make my own FE. I have been doing a lot of testing, and this might be one of the last things I need to know.

    You know how after you finish a chapter it's like "Lyn has ventured blah blah blah she's going to meet so-and-so her life will change blah blah" and her little icon is walking across the map from dot to dot.

    How do I get rid of this sequence?

    BY THE WAY, thank you guys all for your help. Without you, I don't think I could do this!

    EDIT: I FIGURED IT OUT!!

    Now to help for future reference

    For the world map (or overworld map) removal, open nightmare. Load your ROM, load the module "World Map Event References" (found in "Event Modules") and it'll give you the option to go through every chapter's pointer. Change the pointer to "0x00" on the desired chapter, and it will disappear completely. No event is triggered, therefore, no event will happen.

  6. The part where "AttackerCritical" is where you signify what you want to happen, which in this case, is signifying for the attacker to do a critical.

    In this case, 0x02 and 0x01 are the identifiers for the units, so 0x02 does not automatically equal attacker.

    The game will always read 0x02 as the attacker and 0x01 as the defender.

    For example, in my hack 0x02 is Hector while 0x01 is Eliwood. You could put 0x03 and 0x04 and it will still be read the same way, expect 0x03 would be Lyn and 0x04 would be Raven.

    So if you put:

    FIGH 0x03 0x04 FightTest $00000000

    you're scripting a fight of Lyn attacking Raven.

    Yes the damage is however much amount of damage you want to deliver.

    Check if the macros are correct in your EA standard library. I had the same problem. Mine were not there despite me downloading the lastest version so I had to put my own macros in for scripting fights. If they are there, try doing other commands and see if those work, example:

    FightTest:

    AttackerMiss(1)

    DefenderHit(12,2)

    EndOfBattle

    You can replace AttackMiss with any of the following:

    AttackerCritical

    AttackerNoDamage

    AttackerHit

    AttackerPoison

    AttackerHurtItself

    You can replace DefenderHit with any of the following:

    DefenderCritical

    DefenderNoDamage

    DefenderHit

    DefenderPoison

    DefenderMiss

    Maybe you have extra spaces between the commands? I do that on accident sometimes and EA would read them as errors.

    Actually, for some reason, yours worked just fine. I just don't know how to change the actual in-battle numbers. Such as Hit %, Damage, and Critical.

  7. you're misunderstanding how this works

    FIGH attacker defender fight_ptr [params]
    attacker and defender are self-explanatory

    fight_ptr is a pointer to the actual data for the fight. as far as you're concerned, it's a unique name for the fight scene

    [params] are a series of things that affect how the actual fight plays out, but in this case you won't need any, hence using $00000000 (or the equivalent [0x0,0x0,0x0,0x0])

    so in this case, as you want to have a fight that has the attacker critical, then nothing, we'd want this:

    Opening_event:
    // ...
    FIGH 0x2 0x1 FightTest $00000000
    // ...
    ENDA
    
    // ...
    // Scripted Fights
    FightTest:
    AttackerCritical(damage, true)
    BLDT
    
    Note that the name I used between the combatants and the "parameters" in the FIGH code itself is the same as the name of the section I added later (the one underneath "Scripted Fights").

    Thank you so much, this clears things up. I put exactly what you added but still had one last issue:

    Finished.
    Messages:
    Tutorials disabled
    Events end at offset 0xD800EC
    1 errors encountered:
    File Prologue.txt, Line 59, Column 1: Symbol true isn't in scope
    No data written to output.
    The line 59 was the "AttackerCritical"
    Good:
    UNIT 0x01 0x01 0x00 Level(1, Ally, 0) [1,4] [1,4] [0x01] NoAI
    UNIT 0x02 0x03 0x00 Level(1, Enemy, 0) [4,4] [4,4] [0x1F] NoAI
    UNIT
    
    
    Bad:
    UNIT
    
    
    Turn_events:
    TurnEventPlayer(0x0,Opening_event,1)
    End_MAIN
    
    
    Character_events:
    End_MAIN
    
    
    Location_events:
    End_MAIN
    
    
    Misc_events:
    CauseGameOverIfLordDies
    End_MAIN
    
    
    TrapData:
    End_MAIN
    
    
    Opening_event:
    OOBB
    LOU1 Good
    ENUN
    FIGH 0x2 0x1 FightTest $00000000
    ENDA
    
    
    Ending_event:
    ENDA
    
    
    // Events
    
    
    // Manual Movement
    
    
    // Scripted Fights
    FightTest:
    AttackerCritical(damage, true)
    BLDT
    
    
    // Units
    
    
    // Shop Data
    
    
    MESSAGE Events end at offset currentOffset

    So I kind of need one last little bit of help as to why it's doing this

    Edit: And once again, I have another question, which I forgot to add to this post.

    Where it says "AttackerCritical(damage, true) Do I leave "AttackerCritical" alone? Does automatically it read 0x02 as the Attacker and 0x01 as the Defender?

    Also, do I change my damage to the amount of damage I want them to deliver?
    AttackerCritical(damage, true) -> AttackerCritical(10, true)
    Do "0x02" and "Attacker" automatically correspond?
    Edit 3: Ok, so there's definitely something wrong with the area after the pointer ("AttackerCritical" etc.) WHAT GOES THERE!?
  8. That looks like you have the wrong parameters for the scripted fight.

    A typical scripted battle line should something like this:

    FIGH Lyn_t Lowen Icecream $00000000

    It's kind of hard to tell without seeing your event script.

    Ah yes, sorry.

    #define DISABLE_TUTORIALS
    #include EAstdlib.event
    EventPointerTable(0x06,Pointers)
    ORG 0xD80000
    Pointers:
    POIN Turn_events
    POIN Character_events
    POIN Location_events
    POIN Misc_events
    POIN TrapData TrapData
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event
    Good:
    UNIT 0x01 0x01 0x00 Level(1, Ally, 0) [1,4] [1,4] [0x01] NoAI
    UNIT 0x02 0x03 0x00 Level(1, Enemy, 0) [4,4] [4,4] [0x1F] NoAI
    UNIT
    Bad:
    UNIT
    Turn_events:
    TurnEventPlayer(0x0,Opening_event,1)
    End_MAIN
    Character_events:
    End_MAIN
    Location_events:
    End_MAIN
    Misc_events:
    CauseGameOverIfLordDies
    End_MAIN
    TrapData:
    End_MAIN
    Opening_event:
    OOBB
    LOU1 Good
    ENUN
    FIGH 0x02 0x01 [0x0,0x0,0x0,0x1]
    ENDA
    Ending_event:
    ENDA
    // Events
    // Manual Movement
    // Scripted Fights
    null:
    BLDT
    // Units
    // Shop Data
    MESSAGE Events end at offset currentOffset
    This is just a tester. I know I'm missing something around //Scripted Fights as well. I also have no idea what you mean by "$00000000"
    What do I add and where?
  9. Generic enemy units are all essentially loaded from a template. In the example screenshot you provided, the "template" the enemy is using 0x3E, so to edit their stats you'd need to open the Character Editor in Nightmare and edit the stats and growths of character 0x3E. If you wanted the enemy to have drastically different stats, you'd need to spawn them as a different "template", such as 0x3F for example, to change their stats. Keep in mind you can also change the enemy unit's level and have them autolevel (done while spawning them in your events) in which case they'll get stat ups based on the growth rates of the template you spawned them as.

    I never understood what autolevel meant. Thanks

  10. stats aren't loaded from events, they're loaded based on the character's "base stats" which can be edited in the character editor

    Yes, I understand this. However, the character editor doesn't allow me to edit extra characters I've added to my Event/Chapter. Therefore, I am stuck with their base stats. (sigh, I feel like I'm getting nowhere with this question) anyways, I want to know HOW do I edit characters stats if I added extra ones to my chapter! Look at my example. If I wanted to edit an extra characters, how do I do that??? I said before, they aren't registered in nightmare, so there's no way to edit them there. Which "character editor" do you speak of if it's not nightmare?? Because I'm having a really hard time changing these characters' stats that I add to my chapter.

  11. When you say edit things do you mean change stuff in an event file or change vanilla events? I'm guessing the latter, in which case you could use the chapter unit editor to change stuff or just a good ol' hex editor, otherwise everything is user defined in an event file so you just have to specify what you want

    Well I actually know how to create the units in an event. I just don't know how to edit their individual stats. I tried using nightmare to edit them, and obviously there weren't the units I placed (cause they aren't a part of the module), and also it crashes the ROM when I edit any unit stats on there. So it won't work.

    And when you say "specify what you want", how would I add units stats to the event file? I can only change their level. Not their strength, skill, speed, etc.

  12. I had posted another thread about creating a FE, I am currently in the works of making my own on Blazing Sword.

    I don't go full out (portrait editing, theme editing, chapter title editing). That would be extra trouble, and extra time consumption.

    Now I have questions/explanation requests that I need help with.

    How do I edit individual unit's stats on my chapter?

    Alright, now say I added my own units (using the Event Assembler) to my map. Depending on the chapter, I believe that there is a set statistic that the enemies are given--correct me if I'm wrong. So say I'm adding brigands, for example, to the prologue chapter. Normally on the prologue chapter, there a total of 3 units: Lyn, Batta, and a brigand. But I add about 5 regular brigands (enemies). They would all have the same stats as the original brigand. So how can I change one of those bandits' stats? I know someone may say to use the "Chapter Unit Editor" in Nightmare. However, it only registers what the game would originally have on that chapter, making it impossible for me to edit any extra/added characters. So what is my other option? Does the Event Assembler allow to edit stats somewhere? Because sometimes there's a conflict between Nightmare and Event Assembler.

    Can anyone explain how units going from one chapter to the next works?

    This question may sound stupid. So let me give you some context.

    Again, using the prologue as an example. I have Lyn set on my map, then Kent joins her team(per my creation using Event Assembler). Okay cool, now we defeat the chapter and move on to the next. So now we're on Chapter 1! Now I'm creating my events on Chapter 1. So of course I'm placing Lyn somewhere on my map, and now I'm placing Kent. Wait. What if Kent had died the chapter before? Does he still appear? What if I walked supposed to talk to Kent on the prologue for him to join my team, but I never did? So what if I didn't meet the prerequisites for him to advance along with Lyn to the next chapter? HELP ME.

    Another thing, when it comes to preparations...You know how when you are preparing, you have a set amount of units, and you can pretty much bring anyone you want? ...How does that work on Event Assembler?

    For example:

    I have the units Lyn, Kent, Sain, and Florina. However I can only bring 3 of them. Which units do I place on the map? I can't place Kent if they want to bring Lyn, Sain and Florina, I can't place Florina if they want to bring Kent, Lyn, and Sain......do you know what I'm asking? I wish I could boot up a picture somewhere to show you what I'm talking about. This stuff just seems impossible, but I know it's not because I've seen many others do it, which is why I need your guys' help. PLEASE!

    post-11188-0-90912700-1425587365_thumb.png

    Here's a picture of me using the Eventing tool by Cedar Nyx. It really makes things super easy. And this is kind of to give you a perspective what I'm asking about.

    I GREATLY APPRECIATE YOUR GUYS' HELP!!!!

    Edit: Click on the picture, I don't know how to make it large on the post.

    Edit 2:

    ANOTHER THING!

    When I go edit the text, and apply the changes, it reverts my events AND my map back to the game's original content. So I have to edit the text first right?

    And is there a way to add chapters? It's easy to work over the one's on the game, but what about adding more!? Is there a way?

  13. Death quote editor -> whichever thing Kent is under -> change "Trigger ID" to 0x65

    If using custom events, make sure you have CauseGameOverIfLordDies in your Misc Events, which makes it so that any time 0x65 is triggered (i.e. if Kent dies) it causes a game over

    To disable this, change any death quote that has a trigger ID of 0x65 to something else OR remove the CauseGameOverIfLordDies line

    I apologise that the link doesn't specify it, but that hack makes it so that the characters Lyn, Lyn (tutorial), Eliwood and Hector can all seize. Or anyone with those character IDs. You wouldn't be able to use that hack to make Kent seize, unless you changed the character Lyn/Eliwood/Hector into Kent by replacing all their data with Kent's.

    edit: sorry corrected by cam, I should actually read the links I post next time

    Sorry I feel like such a noob asking this, but what or where is the death quote editor?

    Is it something on FEditor or Eventing...I'm not sure haha sorry!

    And thank you so much again.

  14. The character at the top of the list of the "Good" units is the character featured as the leader, if that's what you're asking. As for things like causing a game over on death, then you need both the CauseGameOverIfLordDies macro in your events and to set that character's death quote to trigger event ID 0x65. I'd recommend using the death quote editor for this. Part 1 if Lyn mode, Part 2 for Eliwood/Hector mode. If you're asking about seizing, then see answer below.

    http://serenesforest.net/forums/index.php?showtopic=26913 under "Character forcer hack"

    See above answer

    http://forums.feshrine.net/index.php?showtopic=4287

    Instead of doing this:

    MOVE Unit

    ENUN

    MOVE Unit2

    ENUN

    Just do this:

    MOVE Unit

    MOVE Unit2

    ENUN

    Thank you for this though.

    (I replied specifically to what you said above)

  15. Your responses helped me out a lot! But these answers.....


    The character at the top of the list of the "Good" units is the character featured as the leader, if that's what you're asking. As for things like causing a game over on death, then you need both the CauseGameOverIfLordDies macro in your events and to set that character's death quote to trigger event ID 0x65. I'd recommend using the death quote editor for this. Part 1 if Lyn mode, Part 2 for Eliwood/Hector mode. If you're asking about seizing, then see answer below.

    I'll use Kent as an example. How do I make it so it games over when Kent dies? Or do I just need to trigger it with that ID? Is that how it's done? And I really don't know how to disable the gaming over if one of the Lords die.

    CONFUSING. Sorry, especially the link to the seizing one. Really complicated and hard to follow...did it actually tell me how to make it so, say for example, Kent could seize? How would I do that? That's what I'm trying to do...

  16. Okay, I have be fooling around with eventing and I have been very successful figuring mostly everything out. Except for some things....

    I just want someone to tell me how to do these things if they're even possible:

    -How to change who the main character is

    -How (in the prep screen) to make it so that a player must take a certain character(s)

    -How to make it so that if someone other than the Lords die, it's a game over, and how to disable the game over function if the Lords die

    -How to make it so that someone other than the Lords can seize, or just do any other regular thing that Lords could normally do (except with a different character)

    -How to make it so that multiple characters move at once (eventing tool) --I just don't know how when having characters load for my event, how to move multiple at once, it looks really stupid when there's an event where I want enemy characters to all take place at once and each of them move one at a time.

    I think that's everything....I feel like there's more but I don't want to confuse you guys

    Basically, I don't want the Lords to be the main focus in my game, and I want most of the characters to impact the story. So I can't have a lot of them die and then continue the story with their dialogue. There are a lot of holes I need to fill and I'm hoping you guys can help me. Maybe give me some examples. I don't know if this is complicated but your help will be greatly appreciated.

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