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Auroros

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Posts posted by Auroros

  1. Man, when was I last time I was here?

    So, I want to edit the coordinates of Reinforcements in FE8 and where they move to. I can edit the place they come from no problem. However, they still go to their basic location. I realized that if I change the Reinforcement Pointer in the Units they go to another space, but, since these Pointers are Pointers, I was wondering how I access these Information, since Pointer -> Data.

    I probably have to use a Hex Editor, don't I?

    If it isn't too big of a hassle, please explain with an Example...

    Thanks in advance.

  2. I use the Chapter unit coordinate system. That is, that one y is 255x to the right.

    0 is the first line left, 64 is getting one space down, 128 two, 192 three, and 256, would be four, but there is a new y-coordinate for that. That is what I meant with 31 being the last 255 down. However, if maps can be 40x40 at max, this means at an y-coordinate of 10 we would already be at the bottom.

    So with that in mind I made another test. it seems that 1111, 15 or F is the max for the y-coordinate and with the next one you are already pushing a flag again.

    So the actual and Correct obscure hacking tip for Fe8 is:

    In the chapter unit editor, if you add 16 to the current y-coordinate of a unit, the unit will be at the correct point + Monster flag. add 32 to make the enemy drop something. Similiary, decrease by 16 if you want to get rid of the Monster flag, decrease by 32 to get rid of the drop flag. You obviously cannot add both drop and monster flags. 48-63 is still a monster flag, so there you can decide between decreasing by 48 or increasing by 16. 64 is again normal and from then it loops. (as in, 64 is normal, 80 is monster, 96 is drop, 112 is again monster, 128 is again normal etc.)

    It further seems that this is that what event assembler does with flags, because you can disable flags set in the event assembler that way. or this is how flags are normally set. I don't know. It is, however, faster than using event assembler.

  3. Well, that is a better explaination XD

    this further explains why I need 11x for the valni 1 boss to stand in place and have a monster flag. He has a drop flag and I essentially give him those missing bytes to be a monster.

    Still, it works... somehow... at least, and since I don't remember to hear about this before, I thought of an explaination and wanted to share.

    That I would an ass of myself was to be expected...

    So just to make sure I got it right this time, as soon as I hit 31 or 11111, I am at the last 255 x-coordinates before ending the map, now if I increase this by 1, I would push the last bit into the flag part, right? because only five bits are allowed to keep track on the y-coordinates? And would start again at 0 + flag.

  4. I don't know how many of you know that, but at least in FE8, the first number before the actual y-coordinate in the chapter unit editors designates the flag the enemy has or if he has one.

    I know only 0 or " " (Nothing), 3(last Item drop), and 8 (Monster flag.)

    for instance, 38 as y-coordinate is the same place as 8 as the y-coordinate, only the monster has an item drop flag. (Shoutouts to random Berserker dude I made who should drop something but didn't if I deleted the 3.)

    This also seems to be a workaround on the Event-assembler random itemchest crash, as you don't have to dissassemble everything just to change the flags. And it *should* (haven't tested yet) work on Reinforcements as well, which event assembler doesn't at all. Also, if you set a flag in event assembler, you have to keep that flag in mind. for instance, Tower of valni 1, Boss dude. He has in my event assembler files a drop flag. if I give him an 8x, he has a correct flag but is moved around a whole bunch. However, if I give him a 11x, he works just fine. everyone else, who don't have drop flags, work with just 8x. <--- disregard that.

    ...

    Please don't tell me everyone knew this already...

    I would really dislike to make an ass out of myself...

    EDIT:

    Okay, it is not *quite* that easy. you have to loop the map vertically once, then you get drop flags. It seems that the farest y-coordinate down is 31, 32 is then essentially 0 + drop flag. (Found out during valni tests).

    Monster flag still seems to be 8x (x being actual y-coordinate), though the boss of valni makes trouble there...

  5. Uh... excuse me nintenlord, but I have returned from my long (and when I say long I mean it lol) rest to report again, and again, some crashes and other related stuff. All in FE8:

    Valni 6: Crash on dissassemble.

    Ruins 3: crash on dissassemble.

    Furthermore, I got some error messages after dissassemble while the units were still editable. I personally think those refer to the previously know Valni 5 crash bug you had fixed before (It says "code not found", yet it spits the event data out.). Those appear for all maps with random chests.

    Also, I have trouble finding the event data for the reinforcement units in the tower of valni and Lagdou ruins. I can edit them in the nightmare editor, but they are nowhere to be found in the event data. However, If I am missing something painfully obvious and if I am just ridiculously stupid, please point my mistake out.

    So yeah, I know you can fix these problems, so thanks in advance.

  6. Dear nintenlord,

    There is a crashing bug with the Events of Valni 5. It is impossible to dissassemble them. If you try to dissassemble them with the whole chapter option, EA will Crash. I am not exactly sure why, but I guess it is most likely because of the tons of Units in the Map.

    Also, If I try to use the Length option I'll get units which simply can't be the right ones with flags I don't understand (the first one have the Flags 1011, 1011 and 1100, and then NO one has flags, what can't be because they need the Monster Flag 101 Also, there are no Allied units. so this HAVE to be the wrong one.)

    and If i use the "to the end of Code", I'll get a too low amount since that is one of the maps with the most Units (Standing one the same Level with Chapter 20, and this chapter you don't have to Dissassemble since you can change all units as you like)

    Could you please Fix that Bug?

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