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TytoCorvus

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Posts posted by TytoCorvus

  1. can you please, for god's sake, post the entire event text

    I didn't post it originally because I thought it was a problem with my library files or something. Here are the events:

    #include EAstdlib.event

    ORG $E48FF0

    PointerList:

    POIN TurnBasedEvents

    POIN CharacterBasedEvents

    POIN LocationBasedEvents

    POIN MiscBasedEvents

    POIN Dunno1 Dunno2 Dunno3 Tutorial

    POIN Traps1 Traps2

    POIN Units1 Units1

    POIN SkirmishUnitsAlly1 SkirmishUnitsAlly2 SkirmishUnitsAlly3

    POIN SkirmishUnitsEnemy1 SkirmishUnitsEnemy2 SkirmishUnitsEnemy3

    POIN BeginningScene EndingScene

    label30:

    EVBIT_MODIFY 0x1

    EVBIT_F 0x2

    EVBIT_CHECK 0x8

    IFNOTEQUAL 0x0 0xC 0x0

    FADU 16

    ENIF 0x0

    EVBIT_MODIFY 0x0

    ENDA

    label21:

    EVBIT_MODIFY 0x1

    EVBIT_F 0x2

    EVBIT_CHECK 0x8

    IFEQUAL 0x0 0xC 0x0

    FADI 16

    ENIF 0x0

    EVBIT_MODIFY 0x0

    ENDA

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $591F88 and the new ending offset is CURRENTOFFSET

    label37:

    CALL label21

    _0x2220

    _0x3E20

    _0x2220

    ENDA

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $591FF0 and the new ending offset is CURRENTOFFSET

    label28:

    EVBIT_MODIFY 0x4

    ASMC 0x85375

    ENDA

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET

    Units1:

    UNIT 0x1 0x2 0x0 0x8 [5,2] 0b 0x0 0x0 0x0 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x13 0x44 0x0 0x10 [7,3] 0b 0x0 0x0 0x0 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x5 0x45 0x0 0x8 [5,1] 0b 0x0 0x0 0x0 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x0 0x0 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x6 0x48 0x0 0x8 [4,2] 0b 0x0 0x0 0x0 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x3 0x9 0x0 0x8 [3,3] 0b 0x0 0x0 0x0 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x8 0x1A 0x0 0x8 [3,1] 0b 0x0 0x0 0x0 [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x0 0x8 [6,1] 0b 0x0 0x0 0x0 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x7 0x3D 0x0 0x10 [2,2] 0b 0x0 0x0 0x0 [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    label33:

    UNIT 0x1 0x2 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B4834 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x5 0x45 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B483C [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B4844 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x6 0x48 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B484C [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x3 0x9 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B4854 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x8 0x1A 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B485C [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x0 0x8 [6,0] 0b 0x0 0x1 0x8B4864 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x7 0x3D 0x0 0x10 [2,0] 0b 0x0 0x1 0x8B486C [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    label34:

    UNIT 0xB7 0x5F 0x0 0xD [11,6] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x52 0x0 0x1D [8,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAA 0x52 0x0 0x15 [7,9] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAA 0x52 0x0 0xD [5,8] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xB7 0x5F 0x0 0x15 [13,7] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

    UNIT 0xAC 0x54 0x0 0x15 [2,7] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

    UNIT 0xAC 0x54 0x0 0x1D [3,10] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x52 0x0 0xD [0,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xB7 0x5F 0x0 0xD [12,8] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

    UNIT 0xAA 0x52 0x0 0x15 [5,13] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAA 0x52 0x0 0xD [11,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAC 0x54 0x0 0x1D [1,14] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x52 0x0 0x15 [10,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAA 0x52 0x0 0x1D [11,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0x49 0x53 0x0 0xC [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xB7 0x5F 0x0 0xD [13,11] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT

    LoadLute:

    UNIT 0x0C Mage_F 0x0 Level(1,NPC,False) [1,11] 0b 0x0 0x1 LuteMoves [Fire,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    LuteMoves:

    REDA [3,12] 0x0 0x2 0x0 0x10

    label36:

    UNIT 0x13 0x44 0x0 0x10 [9,10] 0b 0x0 0x3 0x8B4874 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    label39:

    UNIT 0xC 0x26 0x0 0x8 [1,11] 0b 0x0 0x1 0x8B488C [0x38,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $8B4C24 and the new ending offset is CURRENTOFFSET

    label38:

    UNIT 0x19 0x4B 0x1 0xB [13,0] 0b 0x0 0x1 0x8B48CC [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

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    UNIT

    label40:

    UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x0 0x8 [8,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    label41:

    UNIT 0x19 0x4B 0x1 0xB [14,5] 0b 0x0 0x2 0x8B48E4 [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

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    UNIT 0x1C 0x33 0x1 0xB [14,6] 0b 0x0 0x1 0x8B48FC [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    SkirmishUnitsAlly1:

    UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    SkirmishUnitsEnemy1:

    UNIT 0x5F 0x54 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAD 0x55 0x0 0x3D [12,14] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAC 0x54 0x0 0x3D [13,12] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

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    UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

    UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]

    UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT

    SkirmishUnitsAlly2:

    UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

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    UNIT

    SkirmishUnitsEnemy2:

    UNIT 0x5F 0x53 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

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    UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

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    UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT

    SkirmishUnitsAlly3:

    UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

    UNIT

    SkirmishUnitsEnemy3:

    UNIT 0x5F 0x58 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAF,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xB0 0x58 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xB0 0x58 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

    UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]

    UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

    UNIT

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $8B54F8 and the new ending offset is CURRENTOFFSET

    TurnBasedEvents:

    TURN 0x0 label22 [2,0] 0x4

    TURN 0x0 label23 [2,0] 0x0

    TURN 0x8 label24 [1,255] 0x0

    END_MAIN

    CharacterBasedEvents:

    END_MAIN

    LocationBasedEvents:

    Village(0x0,label25,1,11)

    Village(0x0,label26,8,2)

    END_MAIN

    MiscBasedEvents:

    AFEV 0x3 EndingScene 0x6

    AREA 0x7 Swarming [0,5] [14,14]

    AFEV 0x0 label28 0x65

    END_MAIN

    Swarming:

    CAM1 [7,10]

    LOAD1 0x1 Swarm

    STAL 70

    Write_Short(0x0202,0x8B4BA9)

    ENDA

    Swarm:

    UNIT 0xAA 0x52 0x0 0xD [14,11] 0b 0x0 0x1 Zmove1 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAA 0x52 0x0 0xD [14,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAA 0x52 0x0 0xD [10,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAA 0x52 0x0 0xD [12,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT 0xAA 0x52 0x0 0xD [14,13] 0b 0x0 0x1 Zmove2 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

    UNIT

    Zmove1:

    REDA [12,12] 0x0 0x3 0x0 0x10

    Zmove2:

    REDA [11,13] 0x0 0x3 0x0 0x10

    Dunno1:

    END_MAIN

    Dunno2:

    END_MAIN

    Dunno3:

    END_MAIN

    Tutorial:

    END_MAIN

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $9E8B70 and the new ending offset is CURRENTOFFSET

    label35:

    CHECK_TUTORIAL

    IFNOTEQUAL 0x0 0xC 0x0

    TUTORIAL_CALL

    ENIF 0x0

    ENDA

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET

    label44:

    CHECK_ALLEGIANCE 0xFFFF

    IFNOTEQUAL 0x0 0xC 0x2

    CALL label29

    ENIF 0x0

    ENDA

    label29:

    CHECK_EVENTID

    SLOTS_ADD 0xC2

    ENUF_SLOT2

    EVBIT_T 0x7

    ENDB

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $9EE1E8 and the new ending offset is CURRENTOFFSET

    label43:

    EVBIT_MODIFY 0x4

    CALL label30

    EVBIT_T 0x9

    LOAD_SLOT1 0x1

    ENUN

    EVBIT_F 0x9

    EVBIT_MODIFY 0x0

    ENDA

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET

    label32:

    EVBIT_CHECK 0x8

    IFEQUAL 0x80BD 0xC 0x0

    FADI 16

    ENIF 0x80BD

    TEXTSTART

    _0x2220

    FADU 16

    ENDA

    label31:

    EVBIT_CHECK 0x8

    IFEQUAL 0x80D2 0xC 0x0

    FADI 16

    ENIF 0x80D2

    _0x1A21

    _0x2140 0xFFFF 0x0 0x0

    FADU 16

    ENDA

    label42:

    CALL label31

    SLOTS_ADD 0x32

    TEXTSHOW 0xFFFF

    TEXTEND

    CALL label32

    ENDA

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET

    BeginningScene:

    LOAD2 0x1 label33

    ENUN

    MUS1 0x52

    CUMO 0x1

    STAL 60

    CURE

    SETVAL 0x2 0x23

    CALL label31

    TEXTSHOW 0x9A3

    TEXTEND

    REMA

    FADI 16

    _0x2220

    LOAD1 0x1 label34

    ENUN

    FADU 16

    MUS1 0x25

    CUMO 0x1

    STAL 60

    CURE

    TEXTSTART

    TEXTSHOW 0x9A4

    TEXTEND

    REMA

    FADI 16

    _0x2620 0xE00

    FADU 16

    MUNO

    CUMO [1,11]

    STAL 60

    CURE

    SETVAL 0x2 0x2

    CALL label31

    TEXTSHOW 0x9A5

    TEXTEND

    REMA

    MUSI

    SETVAL 0x2 0x89F1C60

    CALL label35

    FADI 16

    _0x2220

    _0x2620 0x0

    FADU 16

    LOAD1 0x1 label36

    ENUN

    CUMO 0x13

    STAL 60

    CURE

    TEXTSTART

    TEXTSHOW 0x9A6

    TEXTEND

    REMA

    SETVAL 0xB 0x6000B

    MOVE 0x0 0xFFFE [9,3]

    ENUN

    CUMO 0x13

    STAL 60

    CURE

    TEXTSTART

    TEXTSHOW 0x9A7

    TEXTEND

    REMA

    SETVAL 0xD 0x0

    SETVAL 0x1 0x0

    SAVETOQUEUE

    SETVAL 0x1 0x10000

    SAVETOQUEUE

    SETVAL 0x1 0xFFFFFFFF

    SAVETOQUEUE

    SETVAL 0xB 0x30009

    FIG1 0x13 0xFFFF 0x3F

    SETVAL 0xB 0x30009

    SET_SOMETHING 0xFFFE

    DISA_IF 0xFFFE

    SETVAL 0x2 0x89F1C80

    CALL label35

    CUMO 0x1

    STAL 60

    CURE

    TEXTSTART

    TEXTSHOW 0x9A8

    TEXTEND

    REMA

    SETVAL 0x2 0x89F1CA4

    CALL label35

    CALL label37

    _0x2620 0x0

    FADU 16

    MUS1 0x9

    CUMO 0x13

    STAL 60

    CURE

    TEXTSTART

    TEXTSHOW 0x9A9

    TEXTEND

    REMA

    SETVAL 0x2 0x89F1CC4

    CALL label35

    CAM1 [7,10]

    FlashCursor(1,11,60)

    //Text(0x02,0xD4C)

    _SETVAL 2 0x02

    _SETVAL 3 0xD4C

    CALL $9EE310

    REMA

    CAM1 [7,10]

    LOAD1 0x1 LoadLute

    STAL 80

    CAM1 [7,5]

    ENUT 0x8

    EVBIT_T 0x7

    ENDA

    label22:

    CAM1 [7,0]

    STAL 15

    LOAD1 0x1 label38

    ENUN

    MUS1 0x2A

    CUMO 0x19

    STAL 60

    CURE

    TEXTSTART

    TEXTSHOW 0x9AC

    TEXTEND

    REMA

    MOVE 0x18 0x19 [15,2]

    MOVE 0x18 0x1A [15,1]

    MOVE 0x18 0x1C [15,1]

    ENUN

    CLEN 0x0

    LOAD1 0x1 Swarm

    EVBIT_T 0x7

    ENDA

    EndingScene:

    MUS1 0x31

    _0x3320 0xC

    IFEQUAL 0xA 0xC 0x0

    SETVAL 0x2 0x2

    CALL label31

    CHECK_ALIVE 0x13

    IFNOTEQUAL 0x0 0xC 0x0

    SETVAL 0x2 0x9AD

    ELSE 0x1

    ENIF 0x0

    SETVAL 0x2 0x9AE

    ENIF 0x1

    TEXTSHOW 0xFFFF

    TEXTEND

    REMA

    FADI 16

    LOAD1 0x1 label39

    ENUN

    ENIF 0xA

    MUS1 0x32

    SETVAL 0x2 0x18

    CALL label31

    CHECK_ALIVE 0x13

    IFNOTEQUAL 0xB 0xC 0x0

    CHECK_ALIVE 0xC

    IFNOTEQUAL 0xB 0xC 0x0

    SETVAL 0x2 0x9AF

    ELSE 0xC

    ENIF 0xB

    SETVAL 0x2 0x9B0

    ENIF 0xC

    TEXTSHOW 0xFFFF

    TEXTEND

    REMA

    FADI 16

    _0x1324 0x7FFF

    _0x2220

    CAM1 [7,7]

    CLEA 0x0

    CLEE 0x0

    CLEN 0x0

    LOAD2 0x1 label40

    ENUN

    FADU 16

    LOAD1 0x1 label41

    ENUN

    MUS1 0x2A

    CUMO 0x19

    STAL 60

    CURE

    SETVAL 0x2 0x18

    CALL label31

    TEXTSHOW 0x9B1

    TEXTEND

    REMA

    ENUT 0xD2

    ENUT 0xBB

    ENUT 0xBE

    ENUT 0xBF

    ENUT 0xE6

    ENUT 0xCD

    MNCH 0x6

    ENDA

    label25:

    ENDA

    //label25:

    MUS2 0x30

    STAL 33

    CHECK_ACTIVE

    SETVAL 0x7 0x13

    IFNOTEQUAL 0x0 0xC 0x7

    SETVAL 0x7 0x1

    IFNOTEQUAL 0x1 0xC 0x7

    SETVAL 0x2 0x2

    SETVAL 0x3 0x9B4

    CALL label42

    ELSE 0x2

    ENIF 0x0

    SETVAL 0x2 0x2

    SETVAL 0x3 0x9B2

    CALL label42

    ELSE 0x2

    ENIF 0x1

    SETVAL 0x2 0x2

    SETVAL 0x3 0x9B3

    CALL label42

    ENIF 0x2

    MURE 0x4

    LOAD1 0x1 label39

    ENUN

    EVBIT_T 0x7

    ENDA

    label26:

    MUNO

    SETVAL 0x2 0x2

    SETVAL 0x3 0x9B5

    CALL label42

    MUSI

    CALL label30

    SETVAL 0x3 0x1F

    GIVEITEMTO 0xFFFF

    EVBIT_T 0x7

    ENDA

    label23:

    SETVAL 0x2 0x88B4C88

    CALL label43

    EVBIT_T 0x7

    ENDA

    label27:

    SETVAL 0x2 0x0

    CALL label44

    ENUF 0x8

    EVBIT_T 0x7

    ENDA

    label24:

    SETVAL 0x2 0x88B4C24

    CALL label43

    EVBIT_T 0x7

    ENDA

    Traps1:

    ENDTRAP

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $9ED9B0 and the new ending offset is CURRENTOFFSET

    Traps2:

    ENDTRAP

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $9EDEA1 and the new ending offset is CURRENTOFFSET

    //The next line is for re-assembling purposes. Do not delete!

    MESSAGE Original ending offset is $9F1C60 and the new ending offset is CURRENTOFFSET

  2. Hey, I think something in my EA Std Library is incorrect somehow. I'm getting this error when trying to assemble a chapter :

    Finished.
    Messages:
    Original ending offset is 0x591F88 and the new ending offset is 0xE49088
    Blah blah blah, all the offset stuff is normal.
    
    1 errors encountered:
    File Ch4.txt, Line 108, Column 1: Symbol Mage_F isn't in scope
    
    No data written to output.
    
    1 warnings encountered:
    #ifdef's are missing at the end
    
    

    I'm pretty sure that my EAstdlib files are fine, and I just looked through my "FE8 Definitions.txt" file and everything seems to be in order.

    I've never encountered this error before, if anyone else has and could tell me what's going on I would greatly appreciate it!

  3. Hi!

    I would like to move generic enemy units after they have been loaded in FE8, but I'm having difficulty figuring out what I should use to specify which one I would like to move. Moving units that are bosses or player characters is easier because I don't get that problem (just specifying which character number they are seems to do the trick) but I am totally lost as to how I am supposed to tell the game which of the generic units generated from char 0x8E I want to move.

    I looked at an earlier chapter where after the units were loaded and moved via REDA; they were then moved again. The code for it looks like this:

    MOVE 0x46 [2,2] // This is the boss moving.
    _SETVAL 0xB 0x60001       // This is what moves the other units post-REDA
    _MOVE 0x18 0xFFFE [1,4]   
    _SETVAL 0xB 0x60003
    _MOVE 0x18 0xFFFE [3,3]
    _SETVAL 0xB 0x80001
    _MOVE 0x18 0xFFFE [9,5]
    _SETVAL 0xB 0x70002
    _MOVE 0x18 0xFFFE [8,3]
    _SETVAL 0xB 0x80003
    _MOVE 0x18 0xFFFE [5,6]
    _SETVAL 0xB 0x90002
    _MOVE 0x18 0xFFFE [3,6]
    ENUN
    

    How do I specify which unit I want to move?

  4. Hey!


    I'm new to FE Universe but not completely new to modding FE8. I'm getting this error where I can't get the Text Editor tool to open. All of the other tools open fine for most of my ROMs, but in the one i'm trying to open, I added another text entry, increasing the total number of entries from 0xD4B to 0xD4C. I understand that when FEditor Adv adds something like that it places it at the end of the ROM, (which is where I found the data, so i know it's there).


    Is it possible to have more than the original number of text entries in a single FE8 ROM? If so, how can I change it so I can use FEditor Adv correctly?

  5. A more sure fire way is to:

    1) Find enough free space to house a whole new set of events.

    2) Remove all 'ORG $offset' lines in the event file you want to edit.

    3) Move the PointerList to the top of the file.

    4) Put a 'ORG $yourFreeSpaceOffset' before the PointerList

    5) Put an ALIGN 4 after the trap data, or move the trap data to the end of the file (your choice).

    6) Edit to your heart's content.

    Example file of the prologue where I added Gilliam in, plus an extra fighter:

    #include EAstdlib.event // this let's me use things like 'Eirika' and 'IronAxe', instead of '0x01' or '0x1F'
    
    ORG 0xB2E800 // A free space offset I found, choose whatever is appropriate for you.
    PointerList:
    POIN TurnBasedEvents
    POIN CharacterBasedEvents
    POIN LocationBasedEvents
    POIN MiscBasedEvents
    POIN Dunno1 Dunno2 Dunno3 Tutorial
    POIN Traps1 Traps2
    POIN Units1 Units1
    POIN $0 $0 $0
    POIN $0 $0 $0
    POIN BeginningScene EndingScene
    
    label35:
    _0x1020 0x1
    _0x0220 0x2
    _0x0320 0x8
    _SETCONDITION 0x0 0xC 0x0
    FADU 16
    ENIF 0x0
    _0x1020 0x0
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $591F64 and the new ending offset is CURRENTOFFSET
    
    label20:
    _0x1020 0x4
    ASMC 0x85375
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET
    
    Units1:
    UNIT 0x2 0x7 0x0 0x8 [13,9] 0b 0x0 0x6 0x8B3BC4 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT Gilliam Knight 0 0x8 [1,1] 0b 0x0 0x0 0x0000000 [IronLance,Vulnerary] NoAI
    UNIT
    
    label36:
    UNIT 0x68 0x3F 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B3BFC [0x1F,0x0,0x0,0x0] [0x6,0x3,0x0,0x0]
    UNIT 0x82 0x3F 0x0 0xC [14,7] 0b 0x0 0x1 0x8B3C04 [0x1F,0x0,0x0,0x0] [0x0,0xA,0x0,0x0]
    UNIT 0x80 0x3F 0x0 0x14 [14,7] 0b 0x0 0x1 0x8B3C0C [0x1F,0x0,0x0,0x0] [0x0,0x12,0x2,0x0]
    UNIT 0x80 0x3F 0x0 0x14 [14,7] 0b 0x0 0x0 0x8B3C0C [0x1F,0x0,0x0,0x0] [0x0,0x12,0x2,0x0]
    UNIT
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $8B3CA0 and the new ending offset is CURRENTOFFSET
    
    label28:
    UNIT 0xC5 0x73 0x0 0x8 [13,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x1 0x2 0x0 0x8 [14,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x0 0x8 [15,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x5 0xB 0x0 0x8 [11,7] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x6 0xB 0x0 0x8 [15,7] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x3 0x9 0x0 0x8 [7,14] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0xC0 0x9 0x0 0x8 [10,14] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x4 0x5 0x0 0x8 [11,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    label29:
    UNIT 0xF 0x4E 0x0 0x8 [9,15] 0b 0x0 0x3 0x8B3CA0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    label32:
    UNIT 0x6B 0xB 0x0 0xC [13,10] 0b 0x0 0x1 0x8B3CB8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x40 0x4F 0x0 0xC [12,11] 0b 0x0 0x1 0x8B3CC0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    label30:
    UNIT 0x80 0x2D 0x0 0xC [5,1] 0b 0x0 0x1 0x8B3CC8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x80 0x2D 0x0 0xC [5,2] 0b 0x0 0x1 0x8B3CD0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x80 0x2F 0x0 0xD [19,10] 0b 0x0 0x1 0x8B3CD8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x80 0x2F 0x0 0xD [20,10] 0b 0x0 0x1 0x8B3CE0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    label31:
    UNIT 0x83 0x35 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3CE8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x83 0x35 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3CF0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x84 0x7 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3CF8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x84 0x7 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3D00 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x85 0x29 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3D08 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x85 0x29 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3D10 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $8B3F20 and the new ending offset is CURRENTOFFSET
    
    label33:
    UNIT 0x2 0x7 0x0 0x8 [9,3] 0b 0x0 0x2 0x8B3F20 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x4 0x5 0x0 0x8 [9,3] 0b 0x0 0x2 0x8B3F30 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x1 0x2 0x0 0x8 [6,5] 0b 0x0 0x1 0x8B3F40 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    label34:
    UNIT 0x45 0x23 0x0 0x2C [14,5] 0b 0x0 0x2 0x8B3F48 [0x17,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x80 0x1F 0x0 0xD [14,4] 0b 0x0 0x1 0x8B3F58 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x80 0x1F 0x0 0xD [14,6] 0b 0x0 0x1 0x8B3F60 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x80 0x1F 0x0 0xD [14,6] 0b 0x0 0x0 0x8B3F60 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $8B4008 and the new ending offset is CURRENTOFFSET
    
    TurnBasedEvents:
    TURN 0x0 label15 [1,0] 0x8
    TURN 0x0 label16 [2,0] 0x0
    TURN 0x0 label17 [3,0] 0x0
    TURN 0x8 label18 [1,255] 0x8
    END_MAIN
    
    CharacterBasedEvents:
    END_MAIN
    
    LocationBasedEvents:
    END_MAIN
    
    MiscBasedEvents:
    AFEV 0x3 EndingScene 0x2
    AFEV 0x7 label19 0x0
    AFEV 0x0 label20 0x65
    END_MAIN
    
    Dunno1:
    END_MAIN
    
    Dunno2:
    END_MAIN
    
    Dunno3:
    END_MAIN
    
    Tutorial:
    WORD 0x89EF2B0 0x89EF328 0x89EF388 0x89EF398
    WORD 0x89EF46C 0x89EF4EC 0x89EF50C 0x89EF53C
    WORD 0x89EF56C 0x89EF5A8 0x89EF6E0 0x89EF758
    WORD 0x89EF7B8 0x89EF7C8 0x89EF7FC
    END_MAIN
    
    
    
    label24:
    _0x1927
    _SETCONDITION 0x0 0xC 0x0
    _CALL_HELL
    ENIF 0x0
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET
    
    label22:
    _0x0320 0x8
    _SETCONDITION2 0x80BD 0xC 0x0
    FADI 16
    ENIF 0x80BD
    TEXTSTART
    _0x2220
    FADU 16
    ENDA
    
    label21:
    _0x0320 0x8
    _SETCONDITION2 0x80D2 0xC 0x0
    FADI 16
    ENIF 0x80D2
    _0x1A21
    _0x2140 0xFFFF 0x0 0x0
    FADU 16
    ENDA
    
    label25:
    CALL label21
    _0x0620 0x32
    TEXTSHOW 0xFFFF
    TEXTEND
    CALL label22
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET
    
    BeginningScene:
    CALL label23
    _SETVAL 0x2 0x89EF1BC
    CALL label24
    _0x1927
    _SETCONDITION2 0x0 0xC 0x0
    ASMC 0xCF461
    ENIF 0x0
    _0x0229 0x8
    _LOAD1 0x1 Units1
    ENUN
    _SETVAL 0x1 0xD
    _0x3425 0x2
    CUMO 0x1
    STAL 60
    CURE
    MUNO
    _SETVAL 0x2 0x1D
    _SETVAL 0x3 0x90D
    CALL label25
    MUSI
    _MOVE 0x18 0x2 [4,4]
    ENUN
    CUMO 0x2
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x90E
    TEXTEND
    REMA
    _SETVAL 0x2 0x89EF27C
    CALL label24
    _WARP 0x0 0x1 [4,5]
    ENUN
    CALL label26
    CALL label27
    _0x0228 0x7
    ENDA
    
    label23:
    _SETVAL 0xB 0xA000E
    LOMA 0x10
    _LOAD2 0x1 label28
    ENUN
    FADU 16
    MUS1 0x26
    TEX8 0x664 [8,8]
    _LOAD1 0x1 label29
    ENUN
    _0x2620 0xE
    CUMO 0xF
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x903
    TEXTEND
    REMA
    MOVE 0xF [13,11]
    ENUN
    DISA 0xF
    _MOVE2 0x0 0x1 0x0
    ENUN
    CUMO 0x1
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x904
    TEXTEND
    REMA
    _MOVE1 0x0 0x2 0x1
    ENUN
    DISA 0x1
    CUMO 0x2
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x905
    TEXTEND
    REMA
    MOVE 0x2 [13,11]
    _SETVAL 0xD 0x0
    _SETVAL 0x1 0x10C
    _SAVEFORBATTLE
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _SETVAL 0x1 0x2CC
    _SAVEFORBATTLE
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _MOVE3 0x0 0x4 0x0
    ENUN
    DISA 0x2
    DISA 0x4
    MOVE 0x5 [11,4]
    MOVE 0x6 [15,4]
    ENUN
    _MOVE2 0x0 0x5 0x1
    _MOVE2 0x0 0x6 0x0
    ENUN
    _LOAD1 0x1 label30
    ENUN
    _LOAD1 0x1 label31
    ENUN
    _LOAD1 0x1 label32
    ENUN
    CUMO 0xC5
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x906
    TEXTEND
    FADI 2
    REMA
    _0x0220 0x2
    _0x342A 0x0
    _0x342C 0x0
    _0x342B 0x0
    _SETVAL 0xB 0x0
    LOMA 0x40
    FADU 16
    _LOAD2 0x1 label33
    ENUN
    CUMO 0x2
    STAL 60
    CURE
    _SETVAL 0x2 0x1D
    _SETVAL 0x3 0x907
    CALL label25
    _SETVAL 0xD 0x0
    _SETVAL 0x1 0x104
    _SAVEFORBATTLE
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _SETVAL 0x1 0x84
    _SAVEFORBATTLE
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _SETVAL 0x1 0x80
    _SAVEFORBATTLE
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _MOVE3 0x0 0x4 0x0
    ENUN
    DISA 0x4
    CUMO 0x2
    STAL 60
    CURE
    _SETVAL 0x2 0x1D
    _SETVAL 0x3 0x908
    CALL label25
    _LOAD1 0x1 label34
    ENUN
    _MOVE2 0x0 0x2 0x1
    ENUN
    _MOVE2 0x0 0x1 0x0
    ENUN
    CUMO 0x45
    STAL 60
    CURE
    _SETVAL 0x2 0x1D
    _SETVAL 0x3 0x909
    CALL label25
    _MOVE2 0x0 0x45 0x0
    ENUN
    _SETVAL 0xD 0x0
    _SETVAL 0x1 0x20000
    _SAVEFORBATTLE
    _SETVAL 0x1 0x1
    _SAVEFORBATTLE
    _SETVAL 0x1 0xFFFFFFFF
    _SAVEFORBATTLE
    FIG1 0x2 0x45 0x0
    CUMO 0x2
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x90B
    TEXTEND
    REMA
    _MOVE2 0x8 0x2 0x0
    ENUN
    DISA 0x1
    _SETVAL 0xD 0x0
    _SETVAL 0x1 0x18104
    _SAVEFORBATTLE
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _SETVAL 0x1 0x18084
    _SAVEFORBATTLE
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _SETVAL 0x1 0x18080
    _SAVEFORBATTLE
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _MOVE3 0x0 0x2 0x0
    ENUN
    DISA 0x2
    CUMO 0x45
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x90C
    TEXTEND
    REMA
    FADI 16
    _0x0220 0x2
    _0x342A 0x0
    _0x342C 0x0
    _0x342B 0x0
    _SETVAL 0xB 0x0
    LOMA 0x0
    FADU 16
    ENDA
    
    label26:
    CUMO 0x2
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x90F
    TEXTEND
    REMA
    CALL label35
    _SETVAL 0x3 0x9
    _GIVEITEMTO 0x1
    _SETVAL 0x2 0x89EF828
    CALL label24
    ENDA
    
    label27:
    _LOAD1 0x1 label36
    ENUN
    CUMO 0x68
    STAL 60
    CURE
    MUS1 0x13
    TEXTSTART
    TEXTSHOW 0x910
    TEXTEND
    REMA
    _0x0221 0x4
    ENDA
    
    label19:
    _0x1924
    _SETVAL 0x7 0x1
    _SETCONDITION2 0x0 0xC 0x7
    CUMO 0x2
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x913
    TEXTEND
    REMA
    _0x0221 0x8
    ELSE 0x1
    ENIF 0x0
    _0x1929
    _0x0620 0xC2
    _0x0221 0xFFFF
    ENIF 0x1
    _0x0228 0x7
    ENDA
    
    label18:
    MUS1 0x13
    TEXTSTART
    TEXTSHOW 0x914
    TEXTEND
    REMA
    _0x1927
    _SETCONDITION2 0x0 0xC 0x0
    _SETVAL 0x1 0x0
    _0x3920 0x68
    ENIF 0x0
    _0x0228 0x7
    ENDA
    
    EndingScene:
    MUS1 0x31
    _SETVAL 0x2 0x1D
    CALL label21
    TEXTSHOW 0x918
    TEXTEND
    FADI 16
    REMA
    _0x0229 0xE0
    _0x0229 0xE1
    _0x0229 0xB7
    _0x0229 0xB4
    _0x0229 0xB5
    _0x0229 0xDC
    _0x0229 0xB9
    _0x0229 0xC2
    _0x0229 0xC3
    _0x0229 0xE7
    _0x0229 0xC9
    MNC2 0x1
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EF1BC and the new ending offset is CURRENTOFFSET
    
    label15:
    _SETVAL 0x2 0x89EF0A4
    CALL label24
    _SETVAL 0x2 0x89EF3B4
    CALL label24
    _0x0228 0x7
    ENDA
    
    label16:
    _SETVAL 0x2 0x89EF3D8
    CALL label24
    _0x0228 0x7
    ENDA
    
    label17:
    _SETVAL 0x2 0x89EF610
    CALL label24
    _SETVAL 0x2 0x89EF670
    CALL label24
    _0x0228 0x7
    ENDA
    
    Traps1:
    ENDTRAP
    
    Traps2:
    ENDTRAP
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EF27C and the new ending offset is CURRENTOFFSET
     
    

    Oh, and you can take out those comments about not deleting certain lines. I was too lazy to delete them all.

    Sorry I forgot to respond, this worked perfectly for me and since i've been caught up doing work! Thank you very much for your help!

  6. You need to stick your modified data into free space. By adding more units, but inserting into the spot the original events are at, you're overwriting other game data.

    Thank you for responding.

    I figured that much and had been trying that method, but still had no success. Leaving the ORG and MESSAGE lines throughout the events .txt file and placing it in the free space means it doesn't run at all when the chapter starts (even after making sure that the event data table has the correct pointer). I get a better result when I remove said lines and place it in free space but it still eventually freezes on me, and I have no idea why that might be. Is there a specific order the events have to be in that the ORG and MESSAGE lines took care of?

  7. Hello!

    I'm currently working on a mod where I would like to take the chapter data from Fire Emblem 8 and add more units. To do so, I had disassembled the chapter data using the Event Assembler. I thought that I might be able to simply find where the units were loaded and add new lines where I might want to add new units. The disassembled code looks like this:

    ORG $8B40A0
    Units1:
    UNIT 0x1 0x2 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4008 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4010 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    label30:
    UNIT 0x46 0x9 0x46 0x24 [2,9] 0b 0x0 0x1 0x8B4018 [0x14,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]
    UNIT 0x80 0x4E 0x46 0x15 [1,9] 0b 0x0 0x1 0x8B4020 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
    UNIT 0x80 0x4E 0x46 0x15 [2,9] 0b 0x0 0x2 0x8B4028 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
    UNIT 0x80 0x4E 0x46 0x1D [2,9] 0b 0x0 0x1 0x8B4038 [0x14,0x0,0x0,0x0] [0x3,0x12,0x1,0x0]
    UNIT 0x80 0x3F 0x46 0x15 [1,9] 0b 0x0 0x1 0x8B4040 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
    UNIT 0x80 0x3F 0x46 0x15 [2,9] 0b 0x0 0x1 0x8B4048 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
    UNIT 0x80 0x3F 0x46 0x15 [2,9] 0b 0x0 0x1 0x8B4050 [0x1F,0x0,0x0,0x0] [0x0,0x12,0x1,0x0]
    UNIT
    
    label35:
    UNIT 0x4 0x5 0x1 0x8 [5,0] 0b 0x0 0x1 0x8B4058 [0x1,0x14,0x6C,0x6C] [0x0,0x0,0x0,0x0]
    UNIT 0x3 0x9 0x0 0x20 [6,0] 0b 0x0 0x1 0x8B4060 [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $8B41B8 and the new ending offset is CURRENTOFFSET
    

    The issue I'm having is that I can't just re-insert the code after i've added lines under label30 (or anywhere, for that matter). I'm pretty sure the issue has something to do with the layout of the disassembled code, because it reassembles with no errors, and it will start but freezes eventually. I think this method overwrites some other portion of the event data. Unfortunately, removing the ORG and MESSAGE lines throughout the code and placing the event data within free space generates the same issue.

    Is there a way that I can change chapter data without having to rewrite the chapter entirely?

  8. Hey, i'm having some issues with editing chapters in vanilla FE8.

    I'm very familiar with Nightmare and understand the processes for editing all the values available with that program.

    That said, i'm having troubles adding enemies to the prologue chapter of the game. I try simply adding units (complete with REDAs) and the map goes black after the prologue cutscenes. If i attempt to place the new content at the back of the file and then reassemble it, similar issues happen. I then changed the starting offset of the file entirely to an empty position in the ROM and altered the event data pointer in Nightmare accordingly and still the screen goes black.

    Does anyone have any experience dealing with issues like these?

  9. First of all, i don't see any palette in the upper right hand corner. Make SURE you have all 16 colors in a 2 x 8 pixel format in the upper right hand corner with the transparent color (green here) being in the uppermost right corner.

    Second of all, if you aren't using the program Usenti for this kind of work, you should be. It's designed for this kind of stuff and will tell you exactly how many colors you are using.

    And no, it doesn't matter if the palette is different than the one that Lyn uses.

  10. Nice! that fixed the issue immediately. I think the issue i was having was i requantized the palette to make sure i had the right number of colors in Usenti, and although it didn't appear to change the image it must have somehow.

    Thank you!

  11. I'm having an issue with Map Sprite editing. I understand that it's very similar to item icon editing where you save the bitmap of the icons used in-game, edit them with Usenti so you don't accidentally warp the palettes, and then put it back into the game. However, every time I attempt to edit a map sprite then return it to the game, it returns an error where it says the new file is larger than the old file (even though they're the same size). I followed all of the steps in the Ultimate Tutorial, and it suggests to place it somewhere else in the ROM where there is free space. I put it there (with GBAGE's reset pointers box checked) and it allows insertion but messes up the palette of what i inserted (not what was there originally, i didn't insert a palette). i'm 100% certain that what i'm inserting doesn't have any colors that aren't in the map sprites' palette, i double and triple checked using FEditor, GBAGE, and APE. Anyone know perhaps a solution to the issue i've been having?

  12. Hi, i'm having trouble getting Map changes to work with the Tiled/Event Assembler programs. Following the tutorial located at

    https://dl.dropboxusercontent.com/u/35795576/TutorialsAndResources/Eventing%20Tutorial%20References.zip

    I've inserted my map and am capable of making changes with the EA such as loading/moving units and whatnot, but i can't seem to get a simple chest to open on the map. The actual chest event works properly, mind you, and i can get what's inside it, but i can't get the tile to change.

    Edit: and yes, i have made sure my the Map Changes pointer is correct.

  13. I ended up taking a different route to get what i want in the ROM, so i ended up avoiding the issue anyway.

    A completely different issue i'm having, however, is with Map Sprite editing. I understand taht it's very similar to item icon editing where you save the bitmap of the icons used ingame, edit them with Usenti so you don't accidentally warp the palettes, and then put it back into the game. However, every time I attempt to edit a map sprite then return it to the game, it returns an error where it says the new file is larger than the old file (even though they're the same size). I followed all of the steps in the Ultimate Tutorial, and it suggests to place it somewhere else in the ROM where there is free space. I put it there (with GBAGE's reset pointers box checked) and it allows insertion but messes up the palette of what i inserted (not what was there originally, i didn't insert a palette). i'm 100% certain that what i'm inserting doesn't have any colors that aren't in the map sprites' palette, i double and triple checked using FEditor, GBAGE, and APE. Anyone know perhaps a solution to the issue i've been having?

  14. i was having no issues using the CAC in FEditor and got to a point where i added a few frames and the script loads correctly but it won't allow me to save it to a file, giving me the error:

    " Model.AnimationBuilder.create:

    RuntimeException

    OAM data overflow! "

    I initially thought it was because i had given the program too much data to insert (makes sense, right?) and so i removed all of the frames i had just added and cleaned up the rest of the script to make sure i wasn't using any unecessary frames but it's still giving me the same issue.

  15. That's perfect!

    I've been having issues getting that doc (in my FEditor it's just a text file with dropbox links that turn up 404 errors) but this completely fixes the issue.

    After testing, units reach 80 health and will reach 61+ through level ups.

    Thank you very much for all the help!

  16. The only application called anything similar to "FEditor" is by a guy name Hextator and I have it on good authority that he doesn't like having his work mis-attributed.

    Understandably so, i apologize. I was merely paraphrasing what someone said in the thread that was linked earlier, in which someone said

    "More than likely it's in Xeld's doc, check it out the FE hacking folder"

    when asked where one could find the offsets necessary in FE8. I've used FEditor for a while and am familiar with the program, but when i look inside all of the folders i don't see anything in particular that would be helpful. All search results for a Fire Emblem Editor by Xeld turn up downloads that are out of date and no longer work, or just lead me to the FEditor that i already posess. :\

  17. When i say that i mean I have gone into the ROM and edited the value at the suggested offset, then i started a new game in that same ROM after having set Seth's base HP value to be larger than 60 when added to the base HP of the Paladin Class. When I started the game, Seth had 60 HP.

  18. The Phantom Inventory editor was just what i was looking for, thank you!

    The HP cap editing stuff makes sense too, but the problem is i can't find the offsets to change in the ROM. Every link to a file or image in that thread that would tell me what to change or where to find it is out of date or doesn't seem to work. One of the people in that thread mentioned a doc in Xeld's FEditor that mentions where the offset is but i can't seem to find it. Also mentioned in the thread was a location in the FE8 ROM to change the cap ( offset: 0x802BF64) at which i did find a 3C value, but upon changing it to 50 (80 HP, in theory) then saving and loading my ROM nothing changed.

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