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Events
Posts posted by Homasa
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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 ?
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I thought ELSE would always come after ENIF. Though I did try to change them and nothing changed.
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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
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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
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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
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@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).
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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 0x0038FADI 10BACG 0x22FADU 10TEX1 0x084BREMAITGC Eliwood RapierIFET 0x01 0x10 // If Village A visitedIFCD 0x02 Matthew // If Matthew died -> Go to Ch3MoveToChapter(0x03)ELSE 0x03 // Else ask if Ch2xENIF 0x02FADI 10BACG 0x22FADU 10TEX1 0x084CREMATEX6 0x7 [0,0] 0x09A5_ASM0x42 0x83181IFYN 0x04 // Choose to go to Ch2xFADI 10BACG 0x22FADU 05TEX1 0x084DREMAMoveToChapter(0x08) // Ch2xELSE 0x05 // Choose not to go to Ch2xENIF 0x04FADI 10BACG 0x22FADU 05TEX1 0x084EREMAENIF 0x05ENIF 0x03ENIF 0x01MoveToChapter(0x03) -
OK thanks a lot !
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Sorry for double-posting, I know it's bad and everything, but any answer on any of the above questions would be really appreciated...
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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 !
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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. -
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*
Event Assembler Questions Thread
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Right, got it.
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 !