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Homasa

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Posts posted by Homasa

  1. From the Event Assembler Language:

    IFCA Unknown *Conditional ID* Character
    

    Afaik, we keep the first parameter of IFCA as 0x00 because we're not sure what it does (unless someone already messed with it and found the changes it does).

    Right, got it.

    The extra ENDAs (specifically, the one in VillageEventMoney with 0x847) marks those points as the end of ConradVillage. There are three things (possibly more?) you could do to fix this:

    - Replace each macro with all of the code it "represents" except for the ENDA. I don't think this is the best option, but it's there!

    - Make another macro that looks similar to that, but change the name to something like "VillageEventMoneyCond" and remove the ENDA.

    - Put each VillageEventMoney in a separate label, and go to each label with CALL.

    EDIT: A fourth thing (probably the most direct approach) is just delete the ENDA (and the semicolon before it) in that macro. You would have to remember that ENDA is no longer a part of that macro, but you might find that better anyways.

    That's it... Yeah I opted for your last solution (removing the ENDA from the Main Code Helpers) and it works perfectly. Thanks a lot !

  2. Nothing's really jumping out at me. Are the tile changes inserted correctly?

    Hmm... This looks like it should work. It might be worth starting your conditional IDs at 0x00. Conditional IDs and Event IDs are separate from each other. Sort of a stab in the dark, though.

    In the IFCA syntax, which one are conditional IDs and which one are event IDs ? Are they all conditional or some are considered as event ?

    Plus, one thing that's been budging me is the signification of IFCA IDs. I presume the first parameter corresponds to the ID you give to IFCA, but what about the other one ?

  3. Hi, I'm having issues with alternate texts. Basically, I want the text to change if a certain character visits a certain village. I thought using IFCA would do that, but that doesn't seem the case (the condition will always trigger no matter which character visits the village).

    Here's my code.

    Location_events:
    Village(0x11,ConradVillage,14,3)
    Village(0x10,HyugaVillage,14,12)
    Armory(ArmorVisit,16,5)
    Vendor(VendorVisit,9,11)
    House(0,House1,8,7)
    House(0,House2,13,8)
    House(0,House3,16,12)
    LOCA
     
    ConradVillage:
    IFCA 0x00 0x12 Conrad
    VillageEventMoney(0x847,0x02,5000)
    ELSE 0x13
    ENIF 0x12
    VillageEventMoney(0x846,0x02,5000)
    ENIF 0x13
    MAC1 0x00 0
    ENDA
  4. Well I finally managed to fix the problem in a lesser elegant way. I can't tell why your Ending_event worked and not mine despite having the same code. Anyway, I just replaced CALL by JUMP and modified slightly the code to be sure there weren't two MNCH in the same offset, and that seemed to work.

    Thanks a lot anyway !

    FYI here's the piece of code that finally got to work with me. I still have to check the condition over Matthew's death, though.

    Ending_event:
    MUS1 0x0038
    FADI 10
    BACG 0x22
    FADU 10
    TEX1 0x084B
    REMA
    ITGC Eliwood Rapier
    IFET 0x01 0x10 // If Village A visited
    //    IFCD 0x02 Matthew // If Matthew didn't die
    JUMP GaidenCode // If conditions fulfilled, trigger GaidenCode
    // ENIF 0x02
    ELSE 0x03
    ENIF 0x01
    MoveToChapter(0x03) // If not go to chapter 3
    ENIF 0x03
    ENDA
     
     
    GaidenCode:
    FADI 10
    BACG 0x22
    FADU 10
    TEX1 0x084C
    REMA
    TEX6 0x7 [0,0] 0x09A5
    _ASM0x42 0x83181
    IFYN 0x04 // Choose to go to Ch2x
        JUMP GaidenScene
    ENIF 0x04
    JUMP NotGaidenScene // Choose not to got to Ch2x
    ENDA
     
    GaidenScene:
    FADI 10
    BACG 0x22
    FADU 05
    TEX1 0x084D
    REMA
    MoveToChapter(0x08) // Ch2x
    ENDA
     
    NotGaidenScene:
    FADI 10
    BACG 0x22
    FADU 05
    TEX1 0x084E
    REMA
    MoveToChapter(0x03)
    ENDA

  5. The problem doesn't seem to come from CALL for me. I proceeded as you said (BTW, I agree, using CALL makes the code easier to read), but still, regardless of my choice when the Y/N panel appears (TEX6 0x09A5), the code will just run the events linearly - thus calling GaidenScene and MoveToChapter(0x08).

    Maybe I messed something while copying/pasting your code. I'll just join my EA script.

    Ending_event:
    MUS1 0x0038
    FADI 10
    BACG 0x22
    FADU 10
    TEX1 0x084B
    REMA
    ITGC Eliwood Rapier
    IFET 0x01 0x10 // If Village A visited
    //    IFCD 0x02 Matthew // If Matthew didn't die
    CALL GaidenCode // If conditions fulfilled, trigger GaidenCode
    //    ENIF 0x02
    ELSE 0x03
    ENIF 0x01
    MoveToChapter(0x03) // If not go to chapter 3
    ENIF 0x03
    ENDA
     
    GaidenCode:
    FADI 10
    BACG 0x22
    FADU 10
    TEX1 0x084C
    REMA
    TEX6 0x7 [0,0] 0x09A5
    _ASM0x42 0x83181
    IFYN 0x04 // Choose to go to Ch2x
    CALL GaidenScene
    MoveToChapter(0x08) // Ch2x
    ENIF 0x04
    CALL NotGaidenScene // Choose not to got to Ch2x
    MoveToChapter(0x03)
    ENDA
     
    GaidenScene:
    FADI 10
    BACG 0x22
    FADU 05
    TEX1 0x084D
    REMA
    ENDA
     
    NotGaidenScene:
    FADI 10
    BACG 0x22
    FADU 05
    TEX1 0x084E
    REMA
    ENDA
  6. @Primefusion: Thanks for the help. However, I still have some issues...

    I tested the first (village) condition and it does work. I also ignored the IFET and linked ENIF for now (I'll see later, I just put slashes for the moment), but my problem comes from the IFYN.

    Whether I put yes or no, the game indistinctively runs the code as if I chose yes (or rather, should I say, I think the game totally ignores the IFYN condition) and I end up at chapter 2x. Is there something I missed with IFYN conditions ?

    (Note: I simply copied/pasted your code and removed blank spaces).

  7. Hi there,

    I have a bit of a problem making conditional events work, despite reading/watching Arch's tutorials. Having coded my chapter 2, I want to give player access to a gaiden chapter under the two following conditions.

    - Visit village A

    - Keep specified character alive (in this case, Matthew).

    Now I have not tested whether the condition killing Matthew or not is triggered, but just for the other condition, my code just won't work. Additionally, when I choose to refuse to go to chapter 2x, the game will redirect me to this chapter, regardless of my choice. Maybe I have missed something regarding IFXX conditions, but so far, I'm stuck. Is this code viable (EA does compile and everything) to achieve what I have mentioned ?

    Thanks.

    Ending_event:

    MUS1 0x0038
    FADI 10
    BACG 0x22
    FADU 10
    TEX1 0x084B
    REMA
    ITGC Eliwood Rapier
    IFET 0x01 0x10 // If Village A visited
    IFCD 0x02 Matthew // If Matthew died -> Go to Ch3
    MoveToChapter(0x03)
    ELSE 0x03 // Else ask if Ch2x
    ENIF 0x02
    FADI 10
    BACG 0x22
    FADU 10
    TEX1 0x084C
    REMA
    TEX6 0x7 [0,0] 0x09A5
    _ASM0x42 0x83181
    IFYN 0x04 // Choose to go to Ch2x
    FADI 10
    BACG 0x22
    FADU 05
    TEX1 0x084D
    REMA
    MoveToChapter(0x08) // Ch2x
    ELSE 0x05 // Choose not to go to Ch2x
    ENIF 0x04
    FADI 10
    BACG 0x22
    FADU 05
    TEX1 0x084E
    REMA
    ENIF 0x05
    ENIF 0x03
    ENIF 0x01
    MoveToChapter(0x03)

  8. Hi there, I have a few technical questions regarding chapter's conceptualization using Lyn/Eliwood mode switch. I did not find answers after searching, but I may have missed something so forgive me if some have already been asked.

    So basically I want to use the mechanism at the end of Lyn mode dispatching all units and regaining them later, but with the following ideas (all are independant, so depending on the answers, I'll see if I change one or several aspects in conceptualization).

    1 - End Lyn Mode before chapter 10 (e.g. chapter 7 or so). Is that possible ? (I'm guessing yes, but what does it require ?)

    2 - End Lyn Mode with more than 13 units (so exceeding the capacity of characters that are present in the tutorial and their non tutorial alisases).

    3 - Have these units always keep their stats. (No regression or progression).

    4 - Eventually, have them keep their inventory. (Optional).

    5 - More importantly, keep them dead if they died in the initial chapters.

    I also have to mention that I have already started coding Prologue and Chapter 1 (text, units, portraits, maps completed), so if I could avoid any solution consisting in using Eliwood mode starting patch, or anything else that asks me to modify deeply what I have already done, it would be cool. But if there is no other alternative, I'll use proposed solutions anyway.

    Thanks in advance !

  9. Thanks everyone !

    Welcome to the forums, Homasa.

    I hope your hack picks up again, and there's nothing wrong with being French. Is there a stereotype that French people are annoying or something?

    Most stereotypes that stick to French people revolve around being annoying or complaining of everything (which are more or less legitimate). For the first one, Lantairu gave the example of tourism, and indeed, some studies point out that French people are not the nicest welcoming persons, especially in most attractive places which gather a lot of tourists anyway (e.g. Paris). It is less true in remote places that depend a lot on tourism, but that are not overfilled with tourists all year, though. And for the second one, we are branded as champions of strikes (which are sometimes legitimate, but also sometimes just absurd).

    But it's not like we have more stereotypes than other people. :) I guess.
  10. I've been lurking on this website/forum for... ages, and finally decided to register now. Main reason (why I did not register until now) is that I know I'll have a very random presence on this forum, so don't blame me for it. What pushed me to bump in, though, is that I've been working on a hack - at a comparable random pace - and am currently... stuck with some issues. A friend of mine suggested me that I should come and ask for experts' help, so... I followed his advice and here I am.

    Funny thing is that my sister registered not so long ago (Catalena). Maybe that unconsciously led me to register as well. Dunno. But well ! Let's fill in this formula.

    Online name: Homasa (Yeah, like that random boss in PoR, because random is fun).
    DoB: 17th September 1994
    Favourite FE Game: Seisen No Keifu
    Favourite Game (other than FE): Hard question. I'd say Final Fantasy X.
    Favourite FE Character: I hate these questions. There are tons of characters that could match. I dunno. Seriously. Hmm. Let's say Lucina.
    Least Favourite game: Final Fantasy X-2. This game should never have existed.
    Sports: Tennis.
    Online friends: Catalena is my sister. And... if memory serves, I used to be acquaintance with someone called Solum. If he's still here.
    Favourite music: Metal (yeah, that's vast, but I don't have a favourite subgenre. Only favourite groups).
    Favourite artist/band: Dream Theater
    Favourite song: Home - Dream Theater
    Country: France (yeah I'm an annoying Frenchie, and proud of it).
    Hobbies: Video games - Roleplaying.
    Good Point: I won't ask silly questions on Fire Emblem. I've been playing to the series for... like... 10 years or so.
    Bad Point: I will certainly ask silly questions on hacking.
    Anything else -> For the mods. I saw that sharing same network with someone registered could be problematic. Well for now I'm sharing Catalena's, since we're siblings and she's not here for one or two weeks (I don't know if you planned to PM her). But I'll be moving afterwards, so we won't be sharing the same network for long.

    And... that's it I guess ! Except that I must find an avatar I guess. *sigh*

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