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Posts posted by TytoCorvus
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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!
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Forgive me, accidentally submitted the post twice.
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It was indeed solved on FEU.
It was a super simple fix, actually. Simply opening up the ROM in FEditor Adv and saving it, then reopening it made the text editor available again. Go figure.
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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?
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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?
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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!
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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?
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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?
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I really, really like a lot of these portraits. Even as someone who can't make sprites of peoples faces that well, i can recognize that a lot of these faces weren't copy-pasted, and bring their own uniqueness to the character. I can't wait to see more!
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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?
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all that does is force the palette to get written to the ROM in a certain order
(it also makes it very easy to see if you're using the wrong color)
really? huh. I'm currently just parroting what the Ultimate Tutorial says (which worked perfectly for me)
Use this if you aren't already, starting at chapter 56: http://www.feshrine.net/ultimatetutorial/
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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.
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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!
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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?
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Which method of doing tile changes did you try using? Tiled or Mappy?
Tiled
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Hi, i'm having trouble getting Map changes to work with the Tiled/Event Assembler programs. Following the tutorial located at
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.
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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?
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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.
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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!
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Unfortunately that doesn't seem to be what i'm looking for.
Off the top of your head, do you by chance know anyone who is experienced in hacking FE8 that i could ask?
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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. :\
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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.
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That would certainly make more sense. The issue being now I have no idea where what I need to change is located.
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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.
Event Assembler Questions Thread
in Questions
Posted
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
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label28:
EVBIT_MODIFY 0x4
ASMC 0x85375
ENDA
//The next line is for re-assembling purposes. Do not delete!
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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
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