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BSN1194

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Posts posted by BSN1194

  1. Alright guys, basically I am trying to continue work on a project that I started roughly about a year ago. I have gotten all the basic events down; however, I have absolutely no experience with graphics so I need a lot of help there.

    I have a patch currently that goes through chapter 1 + the prologue. If you would like to play and see what I have so far, feel free to send me a message or post here.

    Here's the story that I have laid out:

    So there's a guy named Kioji and he's coming back from a journey he took with a old friend, Rayne. Close to his hometown he realizes there's a bounty on his head. He receives word that it's because his brother, who's location is unknown, has gone mad and started a massacre in Ostia.

    The story is about the journey he has to find his brother and clear his name.

    Again, if you are interested please feel free to ask for the patch I have currently. So far, I need sprites for all but 3 characters so far.

    I may be willing to negotiate help with events if need be.

  2. Well, my problem might be that I'm trying to use them in the very first chapter of the game, but I have all the ID's and everything in the code. And it's a village.

    @Camtech

    What do you mean rectangular? The only change in each of the layers is 1 tile.

    One thing I did notice is that nintenlord in his tutorial had a separate layer for the door closed. Do I need another layer solely with the closed door too?

  3. Well, you see, I already had my map inserted and everything, however I had a problem with map changes(which happens to be my second question) so I thought maybe I should try to re-insert the map. The problem is that when I try to insert the map I get this message

    "Unassigned tile in map"

    I don't really understand why that's happening considering every tile is being used up, except for in the sub-layers that just have the map changes.

    It's also the same map.

    Also, in my events, do I just need to use a MAC1 event to trigger the map changes(the chapter I'm trying to do this on is the first chapter, though)?

  4. Anyway, I just started a new hack, and after I change any text, the game starts glitching right when the text is supposed to be displayed. The weird thing is that if the first change I make to the ROM is the text, then it works, but if I make any change after that, it messes up again. I've hacked before, actually gotten a lot farther this, but this is the first time this has happened.

    I've tried:

    -Using a different version of the ROM

    -Downloading FEditor from different sources

  5. Hey guys, I posted earlier this year on how I had some weird glitch that not many people had seen before. I thought It was just me at first, but then I sent it to someone else and even they and their greatness of hacking knowledge couldn't. I'm to the point where I'm asking anyone that thinks they can solve it to try if they have the time.

    If you haven't read the old topic, basically, In the second chapter of my hack if any character goes into any of the villages, every character gets infinite movement. If the characters are moved too far, the game crashes and it's not always possible to go the direction you want. My friend and I tried everything we thought of to try fix it but nothing really worked.

    If you have ANY idea of how you might fix it and maybe have some time to spare, it would be awesome if you could try.

  6. First thing I see wrong. Probably shouldn't cause any problems but then again you might want to fix that anyway.

    Secondly, you might want to try arranging it like this:

    Village1:
    FADI 10
    BACG 0x02
    FADU 10
    TEX1 0x0827
    ITGV Barrier
    REMA
    ENUN
    ENDA

    which works for me. I dunno why it isn't working for you.

    I tried that. It didn't work :/. I'm starting to think the problem might not be in the events but i don't know where else it would be.

  7. Nate you can use spoiler tags

    [spoiler]
    enter stuff here (like events)
    [/spoiler]
    

    You seem to be using some custom definitions, you are sure that they are all working correctly, right? You didn't include the definitions file so I assume so

    EDIT: Then again maybe you aren't, I don't know if "Chapter2Fighter" is built into the EA so >_>

    Well yeah, they're in the definitions. I don't get any errors so I assume it's working. Is that sometimes not the case? I made that definition myself.

    And thank you for the spoilers.

    And not to be a n00b but can anyone tell me how to delete a post?

  8. Nate you can use spoiler tags

    [spoiler]
    enter stuff here (like events)
    [/spoiler]
    

    You seem to be using some custom definitions, you are sure that they are all working correctly, right? You didn't include the definitions file so I assume so

    EDIT: Then again maybe you aren't, I don't know if "Chapter2Fighter" is built into the EA so >_>

    Well yeah, they're in the definitions. I don't get any errors so I assume it's working. Is that sometimes not the case? I made that definition myself.

  9. ...Or just C+P it in a post?

    It's a little long, and it's easier to read that way to me, but sure.

    //Made by markyjoe1990 of Youtube

    //Modified by Nintenlord

    #define DISABLE_TUTORIALS

    #include EAstdlib.event

    #include FE7Definitions.txt

    EventPointerTable(0x0F,Pointers)

    org 0x1004920

    Pointers:

    POIN Turn_events

    POIN Character_events

    POIN Location_events

    POIN Misc_events

    POIN Bad Bad Bad Bad

    POIN Opening_event Ending_event

    Bad:

    UNIT Chapter2Fighter Fighter Glass Level(2,Enemy,False) [14,14] [14,9] [ironAxe] [0x00, 0x03, 0x09, 0x00]

    UNIT Chapter2Fighter Fighter Glass Level(2,Enemy,False) [14,14] [12,9] [ironAxe] [0x00, 0x03, 0x09, 0x00]

    UNIT Chapter2Fighter Fighter Glass Level(2,Enemy,False) [14,14] [16,12] [ironAxe] [0x00, 0x03, 0x09, 0x00]

    UNIT Glass Cavalier Glass Level(3,Enemy,False) [14,14] [18,15] [steelSpear,IronSword] [0x00, 0x03, 0x00, 0x20]

    UNIT Empty

    Lloyd_Lyn:

    UNIT Lloyd_FFO Myrmidon Lyn_t Level(2,Ally,False) [14,3] [9,5] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Lyn_t LynLord 0x00 Level(3,Ally,True) [14,4] [8,4] [ManiKatti,Vulnerary] [0x00, 0x00, 0x00, 0x00]

    UNIT Empty

    ATEAM:

    UNIT Rath_t Nomad 0x00 Level(3,Ally,False) [13,3] [10,5] [shortBow,Vulnerary,] [0x00, 0x00, 0x00, 0x00]

    UNIT Linus_FFO Mercenary Lyn_t Level(2,Ally,False) [13,4] [10,4] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Hector HectorLord 0x00 Level(2,Ally,True) [14,4] [7,4] [WolfBeil,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00]

    UNIT Sain_t Cavalier 0x00 Level(3,Ally,False) [14,3] [9,3] [ironSpear,Vulnerary,] [0x00,0x00, 0x00, 0x00]

    UNIT Eliwood EliwoodLord Eliwood Level(3,Ally,True) [12,3] [8,5] [Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00]

    UNIT Empty

    BTEAM:

    UNIT Rath_t Nomad 0x00 Level(3,Ally,False) [13,3] [10,5] [shortBow,Vulnerary,] [0x00, 0x00, 0x00, 0x00]

    UNIT Linus_FFO Mercenary Lyn_t Level(2,Ally,False) [13,4] [10,4] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Hector HectorLord 0x00 Level(2,Ally,True) [14,4] [7,4] [WolfBeil,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00]

    UNIT Sain_t Cavalier 0x00 Level(3,Ally,False) [14,3] [9,3] [ironSpear,Vulnerary,] [0x00,0x00, 0x00, 0x00]

    UNIT Eliwood EliwoodLord Eliwood Level(3,Ally,True) [12,3] [8,5] [Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00]

    UNIT Empty

    PP:

    UNIT Eliwood EliwoodLord Eliwood Level(3,Ally,True) [4,4] [5,5] [Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00]

    UNIT Linus_FFO Mercenary Lyn_t Level(2,Ally,False) [5,5] [5,8] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Hector HectorLord 0x00 Level(2,Ally,True) [4,5] [5,6] [WolfBeil,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00]

    UNIT Lyn_t LynLord 0x00 Level(3,Ally,True) [4,5] [4,7] [ManiKatti,Vulnerary] [0x00, 0x00, 0x00, 0x00]

    UNIT Rath_t Nomad 0x00 Level(3,Ally,False) [4,5] [6,5] [shortBow,Vulnerary,] [0x00, 0x00, 0x00, 0x00]

    UNIT Sain_t Cavalier 0x00 Level(3,Ally,False) [4,5] [7,7] [ironSpear,Vulnerary,] [0x00,0x00, 0x00, 0x00]

    UNIT Lloyd_FFO Myrmidon Lyn_t Level(2,Ally,False) [4,5] [3,6] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Ursula Troubadour 0x00 Level(2,Ally,False) [4,5] [6,4] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Darin Knight 0x00 Level(2,Ally,False) [4,5] [8,5] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Brendan Fighter 0x00 Level(2,Ally,False) [4,5] [6,7] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Uhai Nomad 0x00 Level(2,Ally,False) [4,5] [4,5] [] [0x00, 0x03, 0x00, 0x20]

    UNIT Empty

    Person:

    UNIT Citizen 0x47 0x00 Level(3,NPC,True) [0,11] [0,11] [] [0x00, 0x00, 0x00, 0x00]

    UNIT

    Turn_events:

    TURN 0x00 Opening_event [01,00] 0x0 0x00

    Character_events:

    Location_events:

    //Village(0x05,Village1,1,7)

    VILL 0x05 Village1 [1,7] 0xE

    Village(0x06,Village2,14,4)

    House(0x7,House1,6,8)

    Misc_events:

    CauseGameOverIfLordDies

    AFEV

    Opening_event:

    //MUS1 0x004F

    //LOMA 0x29 [9,4]

    //STAL 50

    //WARP [7,3] 0x0

    //LOEV Zoldam Shaman [7,3]

    //CUSI Zoldam $A7

    //FADI 10

    //BACG 0x5B

    //FADU 10

    //TEX1 0x081F

    //REMA

    //STAL 125

    //WARP [7,3] 0x1

    //DISA Zoldam

    //STAL 25

    //LOU1 Lloyd_Lyn

    //ENUN

    //STAL 50

    //CURF Lloyd_FFO

    //FADI 10

    //BACG 0x3D

    //FADU 10

    //TEX1 0x081D

    //REMA

    //STAL 50

    //LOU1 ATEAM

    //ENUN

    //STAL 50

    //CURF Lyn_t

    //FADI 10

    //BACG 0x3D

    //FADU 10

    //TEX1 0x0820

    //REMA

    //STAL 50

    //MOVE Lyn_t [7,0]

    //MOVE Eliwood [8,0]

    //MOVE Hector [6,0]

    //MOVE Sain_t [6,1]

    //MOVE Rath_t [7,1]

    //MOVE Lloyd_FFO [8,1]

    //MOVE Linus_FFO [6,2]

    //ENUN

    //FADI 10

    //DISA Eliwood

    //DISA Hector

    //DISA Lyn_t

    //DISA Rath_t

    //DISA Sain_t

    //DISA Lloyd_FFO

    //DISA Linus_FFO

    //LOMA 0x02 [4,4]

    //LOU1 Person

    //FADU 10

    //CURF [4,4]

    LOU1 PP

    //CURF [0,11]

    //TEX1 0x0821

    //REMA

    //MOVE [0,11] [1,7]

    //ENUN

    //DISA [1,7]

    //STAL 50

    //TEX1 0x0823

    //REMA

    //FADI 10

    //BACG 0x02

    //FADU 10

    //TEX1 0x0822

    //REMA

    //CAM1 [10,11]

    //CURF [14,14]

    //FADI 10

    //BACG 0x31

    //FADU 10

    //TEX1 0x0825

    //REMA

    //LOU1 Bad

    //ENUN

    OOBB

    ENDA

    Village1:

    FADI 10

    BACG 0x02

    FADU 10

    TEX1 0x0827

    REMA

    ITGV Barrier

    ENDA

    Village2:

    FADI 10

    BACG 0x02

    FADU 10

    TEX1 0x0827

    REMA

    ENDA

    House1:

    FADI 10

    BACG 0x02

    FADU 10

    TEX1 0x0827

    REMA

    ENDA

    Ending_event:

    //MNCH 0x??

    //STAL 1

    //_0x1

    ENDA

    MESSAGE Events end at offset currentOffset

    //The map for this chapter is at offset: ????????

  10. First thing: Not only is there an entire subforum for this, there's a thread for exactly this kind of problem.

    Second thing: As of right now, the only real answer any of us can give you is "you fucked something up". Post your entire code (all of it, not just the village) and I'll see what I can do for you.

    Sorry, my bad haha. I'm kind of new. And The code should be be able to be downloaded now.

    Chapter 2.txt

  11. So basically, I was working on some events, right? I was working on a village code. For some reason, whenever a character enters the village that code works perfectly, but it causes all of the characters to have infinite movement, and if one moves to far the game glitches and crashes. I honestly have no idea what's going on :P I've tried a lot of things with no work. Does anyone have any idea? I can post some of the code if that's necessary. This might be a n00b glitch, i don't know haha.

    Thanks in advance!

    Chapter 2.txt

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