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42_

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    Blazing Sword

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  1. Ah ha! Been awhile since I've FE hacked, so I forgot this requirement. Thanks a bunch CT075!
  2. Alright. I booted up my backup with the new map and old events and it worked fine. (Aside from units loading in the wrong spots) I then saved the (loosely edited) events to a completely different offset (D80CA0 to FE0800) and I got the same problem. After that, I saved the previous chapter's events to the FE0800 offset and it worked perfectly. (tl;dr) Basically, my event code breaks the game. Do you see anything problematic with the code? (see spoiler in first post) Thanks again. :)
  3. EDIT: This issue has been resolved. ------------------------------------------------------------------------------------ For some reason, one of my chapters is just unable to load properly after replacing its map. Error: On chapter load, the map seems to load, but the screen remains dark. None of the chapter events load at all. After a few seconds, the game treats the chapter as completed and prompts me to save the game. Details: - This is a FE7 hack. - This chapter replaces "Chapter 6: Blood of Pride." - This chapter was perfectly functional before changing the map. - When replacing the map, I saved the new one at the old starting offset. - The new map is a downsized version of the old one. - I used Mappy/MAR inserter to get the map in the game. (old tech, I know, lol) - I have disabled the tile changes via Nightmare chapter data module (troubleshooting). - I have checked many times that the chapter map/map tiles/event pointers are all correct. (appropriate pointers tied to 0x23, 0x24, 0x25 in event reference table) - The chapter events have not changed at all from the old map, aside from spawn coordinates. - The opening event is literally just a map load followed by loading some units. (see below) Chapter Event Code: I've been stuck on this for about 3 weeks now, so any help is greatly appreciated. :)
  4. Well, I tried: Changing the Event ID (0x0A) Using REPA Changing the CharacterEvent to go bothways Adding the Hector/Farina recruitment code and changing (CUSI 0x1F) to (CUSI Matthew) Unfortunately, none of these worked and Matthew still vanishes after the conversation. What seems most unusual is that I included the literal code from the game and it still results in Matthew vanishing.
  5. Oh, the 'xx' is just me blanking out the character names, lol. I also just tested the aforementioned Erk-talk-to-Matthew event and Matthew does in fact switch sides without vanishing. (Using the exact same code in "MatthewErk") Perhaps different code is needed, since the CharacterEvent macro (I would assume) is used for player characters to interact with other units.
  6. Hey, I have a question that I posted a long time ago and it never got answered. (overlooked perhaps?) In my FE7 hack, I set Matthew (NPC) to talk to Erk (Player) using the AI recruitment module in Nightmare and set Matthew's AI to [0x06,0x0B,0x0A,0x00] (I set the AI to that a long time ago, so I don't actually remember where I got the source for it.) Anyways, during the NPC turn, Matthew follows Erk and triggers a conversation once he is in range. After the conversation, Matthew is converted to the Player's side (using CUSI 0x00), but he just vanishes from the map entirely right after. The weird part is when scrolling through the Player character stat pages, Matthew appears there with nothing out of the ordinary. Another thing is that when Matthew's stat page is cancelled to return to the map, the cursor hovers over where he vanished in the first place. I've played around with a bunch of stuff, seeing if I may have left something out, but I don't see anything that seems incorrect, from a novice's point of view. Here's the code for the entire chapter, with bolded elements that relate to Matthew: If there are any other details that need to be known, just ask away. Any help on this matter is appreciated. Thanks!
  7. Event Text: http://pastebin.com/pnXQb9yu (I just started working on this chapter, so maybe I left out some sort of important code somewhere?) -When I say my NPC character disappears, I mean he leaves the map entirely, but I can still see his stats if I scroll through the stats screen via some other unit. -Hacking FE7 Blazing Sword. This chapter replaces "Chapter 6: Blood of Pride" from the original game -I do have his AI set to TalktoLord. I used these notes by Arch here to get my NPC to talk to the player unit. (Followed the instructions carefully and the bytes in the specific offsets are correct) https://dl.dropboxusercontent.com/u/19964863/Fire%20Emblem/Documentation/talktocharacterai.htm If there is anything else I need to specify, just ask away. Thanks.
  8. Hey there. In my hack, I used the CUSI code to bring <NPC No.1> onto the player side with success. However, <NPC No.2> is programmed identically to the other NPC, but for some reason, this one disappears. Some things to note about <NPC No.2> - He programmed to recruit himself (like Clarine in FE6) - After he disappears, he is still shown on the character stat window. (like, I can see his stats, but he's not on the map at all) - For this particular chapter, I decided to re-download the Event Assembler, since I had a rather old version. (Older version did not have the "CharacterEvent" macro) Any help is appreciated.
  9. Hello FE hacking community. Currently in my hack, I have used Raven as a base for my mercenary character and have successfully changed his battle palette, (using FErecolor and APE) but only as a blue unit. When he's still a green unit, he has a different palette, as to be expected, but I can't seem to find the pointer to this specific palette. Is there something I'm missing in the Nightmare modules, or do I have to poke around with a Hex Editor to find it? Any help with this small problem is appreciated.
  10. Awesome, it works now. Thank you for the help Vergil. :)
  11. Okay. I have switched the position of the destruction tile event and the gate closing tile event and now the gate always closes regardless of whether a player or an enemy is on it. I will post the code I have for the chapter and tile changing events, so that you might be able to tell me what I'm doing wrong. [spoiler=Chapter Events] #define DISABLE_TUTORIALS #include EAstdlib.event #include "Definitions.txt" #include "Macros.txt" EventPointerTable(0x06,Pointers) org 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x8E Brigand 0x00 Level(8,Enemy,False) [18,15] [18,15] [steelAxe,HandAxe] [0x03,0x03,0x09,0x20] UNIT 0x8F Brigand 0x00 Level(2,Enemy,True) [7,5] [7,5] [ironAxe] [0x08,0x03,0x01,0x00] UNIT 0x8F Brigand 0x00 Level(3,Enemy,True) [5,8] [5,8] [ironAxe] [0x08,0x03,0x01,0x00] UNIT 0x8F Brigand 0x00 Level(2,Enemy,True) [9,9] [9,9] [HandAxe] [0x08,0x03,0x01,0x00] UNIT 0x90 Mercenary 0x00 Level(10,Enemy,False) [12,6] [12,6] [steelSword,DragonShield] [0x03,0x03,0x09,0x20] UNIT 0x8F Brigand 0x00 Level(4,Enemy,True) [12,12] [12,12] [ironAxe,HandAxe] [0x08,0x03,0x01,0x00] UNIT 0x8F Archer 0x00 Level(4,Enemy,True) [3,11] [3,11] [ironBow,Vulnerary] [0x08,0x03,0x01,0x00] UNIT Empty Badreinforcements1: UNIT 0x8F Brigand 0x00 Level(3,Enemy,True) [18,5] [18,5] [ironAxe] [0x00,0x04,0x01,0x00] UNIT 0x8F Fighter 0x00 Level(4,Enemy,True) [18,6] [18,6] [ironAxe] [0x00,0x00,0x09,0x00] UNIT Empty Badreinforcements2: UNIT 0x8F Brigand 0x00 Level(3,Enemy,True) [18,5] [18,5] [ironAxe] [0x00,0x04,0x01,0x00] UNIT 0x8F Archer 0x00 Level(4,Enemy,True) [18,6] [18,6] [ironBow] [0x00,0x00,0x09,0x00] UNIT Empty Badreinforcements3: UNIT 0x8F Brigand 0x00 Level(3,Enemy,True) [18,5] [18,5] [ironAxe] [0x00,0x04,0x01,0x00] UNIT 0x8F Mercenary 0x00 Level(5,Enemy,True) [18,6] [18,6] [ironSword,Vulnerary] [0x00,0x00,0x09,0x00] UNIT Empty Thieves: UNIT 0x91 Thief 0x00 Level(3,Enemy,True) [0,15] [0,15] [PoisonSword,Elixir] [0x10,0x05,0x09,0x00] UNIT Empty Good: UNIT Marina Myrmidon_F 0x00 Level(1,Ally,False) [0,2] [0,2] [ironSword, Vulnerary] [NOAI] UNIT Max Cavalier 0x00 Level(2,Ally,False) [0,3] [0,3] [slimSpear, IronSword, Vulnerary] [NOAI] UNIT Mitch Knight 0x00 Level(4,Ally,False) [1,2] [1,2] [steelSpear] [NOAI] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventPlayer(0x00,Reinforcements1,5) TurnEventPlayer(0x00,Reinforcements2,8) TurnEventEnemy(0x00,Thiefrein,10) TurnEventPlayer(0x00,Reinforcements3,11) TURN Character_events: CHAR Location_events: Village(0x06,Village1,8,4) Village(0x07,Village2,14,11) House(0x08,House1,10,4) House(0x09,House2,9,8) Armory(ArmoryData,4,7) Vendor(VendorData,15,8) CODE 0x00 Misc_events: DefeatBoss(Ending_event) CauseGameOverIfLordDies CODE 0x00 BallistaData: BLST ALIGN 4 Opening_event: LOU1 Good ENUN LOU1 Bad ENUN OOBB ENDA Ending_event: MNCH 0x08 ENDA Reinforcements1: LOU1 Badreinforcements1 ENUN CAM1 [11,4] ENDA Thiefrein: LOU1 Thieves ENUN CAM1 [4,11] ENDA Reinforcements2: LOU1 Badreinforcements2 ENUN CAM1 [11,4] ENDA Reinforcements3: LOU1 Badreinforcements3 ENUN CAM1 [11,4] ENDA Village1: VillageEventMoney(0x803,0x02,1000) Village2: VillageEventItem(0x804,0x02,RedGem) House1: HouseEvent(0x805,0x01) House2: HouseEvent(0x806,0x01) ArmoryData: SHLI IronSword IronSpear VendorData: SHLI Vulnerary MESSAGE Events end at offset currentOffset [spoiler='Tile Changing Events] #define TileMap(TCN,X1,Y1,L1,L2,TilePointer) "CODE TCN X1 Y1 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" #include EAstdlib.event EventPointerTable(0x0E,TileChanges) POIN TileChanges org 0xDC1000 TileChanges: TileMap(0x00,0x07,0x03,0x03,0x02,Village1Dead) TileMap(0x01,0x07,0x03,0x03,0x02,Village1) TileMap(0x02,0x0D,0x0A,0x03,0x02,Village2Dead) TileMap(0x03,0x0D,0x0A,0x03,0x02,Village2) CODE $FF CODE $00 CODE $00 Village1Dead: CODE 0x80 0x0C 0x84 0x0C 0x84 0x0B 0x00 0x0D 0x04 0x0D 0x04 0x0C Village1: CODE 0x80 0x0E 0x84 0x0E 0xA8 0x0C 0x00 0x0F 0x80 0x00 0x0C 0x0C Village2Dead: CODE 0x80 0x0C 0x84 0x0C 0x98 0x0B 0x00 0x0D 0x04 0x0D 0x10 0x0D Village2: CODE 0x80 0x0E 0x84 0x0E 0x88 0x0E 0x00 0x0F 0x80 0x00 0x08 0x0F
  12. Well, my problem is that I am not sure how to tell the game whether a player unit is on the village, or an enemy is on it. At the moment, the village is turned to ruins, regardless of which unit is on there. Am I supposed to use an if statement in the village event or something?
  13. Hello. I am fairly new when it comes Fire Emblem hacking, so I ask how one would change the tiles for a village (to turn into ruins) after it has been attacked by an enemy Brigand. (For FE7) I understand how to change tiles based upon player actions, but I'm not sure how to replicate such changes based on enemy actions.
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