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Matt Snow

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Posts posted by Matt Snow

  1. Man that thief(?) is tall. Also I really like Riven's new mug, but the green bugs me... I don't know I think the difference between the two shades is too big?

    I also like the minor changes to the archer.

  2. %5B1%5DEntry%206.png

    Favorite so far.

    %5B1%5DEntry%202.png

    Like it but the opening on the middle cliff bothers me for some reason. d: Also I think those mountains in the top left are kinda repetitive, though not terribly so.

    %5B1%5DEntry%201.png

    God those mountains... so good. :O

  3. I think, not completely sure, that the walls should be higher at the black wall. See you have the walls in the back part of the garden and they are 1 tile high, but you go up to flights of stairs, so the people who go up there would end up stepping on the wall.

  4. I did use it as part of a TURN event, here when I load a character on turn 2:

    ALIGN 4
    TurnBasedEvents:
    TurnEventPlayer(0x0,BeginningScene,0)
    TurnEventPlayer(0x0,Noa_Arrives,2)
    TURN
    Noa_Arrives:
    _LOAD1 0x0 Others
    ENUN
    FlashCursor(3,0,60) //Flash Cursor on Noa
    ENUN
    Text(0x912) //Hey what's going on, why are Tyg and Garlan fighting.
    REMA
    ENDA
  5. Sorry didn't see this XD.

    Well I inserted these events and I don't really notice a fade to black when it loads units.

    #include EAstdlib.event

    #include Definitions_SH.txt
    EventPointerTable(0x07,ThisChapter)
    ORG 0x00EF8820
    ThisChapter:
    POIN TurnBasedEvents
    POIN CharacterBasedEvents
    POIN LocationBasedEvents
    POIN MiscBasedEvents
    POIN Dunno Dunno Dunno
    POIN Tutorial
    POIN TrapData TrapData
    POIN Allied Enemies
    POIN $0 $0 $0 $0 $0 $0
    POIN BeginningScene EndingScene
    ALIGN 4
    TurnBasedEvents:
    TurnEventPlayer(0x0,BeginningScene,0)
    TurnEventPlayer(0x0,Noa_Arrives,2)
    TURN
    Noa_Arrives:
    _LOAD1 0x0 Others
    ENUN
    FlashCursor(3,0,60) //Flash Cursor on Noa
    ENUN
    Text(0x912) //Hey what's going on, why are Tyg and Garlan fighting.
    REMA
    ENDA
    ALIGN 4
    Allied:
    UNIT Tyg Myrmidon 0x00 Level(1,Ally,False) [4,0] 0x00 0x00 0x00 0x00 [ironSword,SlimSword,0x0,0x0] NoAI
    UNIT Garlan Fighter Tyg Level(1,Ally,False) [3,0] 0x00 0x00 0x00 0x00 [Hatchet,IronAxe,0x0,0x0] Defend
    UNIT
    Scene_Units:
    UNIT Tyg Myrmidon 0x00 Level(1,Ally,False) [5,4] 0x00 0x00 0x00 0x00 [ironSword,SlimSword,0x0,0x0] NoAI
    UNIT Garlan Fighter Tyg Level(1,Ally,False) [3,4] 0x00 0x00 0x00 0x00 [Hatchet,IronAxe,0x0,0x0] Defend
    UNIT Noa Archer Tyg Level(1,Ally,False) [4,5] 0x00 0x00 0x00 0x00 [ironBow,ManiKatti,0x0,0x0] Defend
    UNIT
    Others:
    UNIT Noa Archer Tyg Level(1,Ally,False) [3,0] 0x00 0x00 0x00 0x00 [ironBow,ManiKatti,0x0,0x0] Defend
    UNIT
    Civ_Unit:
    UNIT 0x8E 0x6F 0x00 Level(3,NPC,True) [11,8] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] MoveGuard
    UNIT
    Enemy_Leader:
    UNIT ONeill Brigand 0x00 Level(4,Enemy,False) [11,6] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] Defend
    UNIT
    ALIGN 4
    Enemies:
    UNIT 0x55 Brigand 0x00 Level(3,Enemy,True) [12,3] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] MoveGuard
    UNIT 0x58 Brigand 0x00 Level(2,Enemy,True) [12,2] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] Wait2Turns
    UNIT 0x59 Brigand 0x00 Level(1,Enemy,False) [13,2] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] NoAI
    UNIT 0x61 Brigand 0x00 Level(1,Enemy,False) [12,1] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] Wait1Turn
    UNIT 0x62 Brigand 0x00 Level(1,Enemy,False) [11,1] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] Wait2Turns
    UNIT 0x63 Brigand 0x00 Level(1,Enemy,False) [10,1] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] NoAI
    UNIT
    ALIGN 4
    CharacterBasedEvents:
    CHAR
    LocationBasedEvents:
    LOCA
    ALIGN 4
    MiscBasedEvents:
    DefeatAll(EndingScene)
    AFEV
    Dunno:
    //DO NOT TOUCH
    WORD $00
    Tutorial:
    //DO NOT TOUCH
    WORD $00
    TrapData:
    ENDTRAP
    ALIGN 4
    ALIGN 4
    BeginningScene:
    FADI 0x20
    LOMA 0x40
    ENUN
    _LOAD1 0x0 Scene_Units //loads guys at beginning
    ENUN
    Text(0x15,0x90D) //text
    REMA
    STAL 0x20
    MOVE Tyg [14,3]
    MOVE Garlan [13,3]
    MOVE Noa [12,3]
    ENUN
    DISA Tyg
    ENUN
    MOVE Garlan [14,3]
    MOVE Noa [13,3]
    ENUN
    DISA Garlan
    ENUN
    MOVE Noa [14,3]
    ENUN
    DISA Noa
    ENUN
    STAL 0x20
    FADI 0x20
    LOMA 0x00
    ENUN
    _LOAD1 0x0 Civ_Unit //Loads civilian
    ENUN
    REMA
    STAL 0x20
    FlashCursor(11,8,60) //Flash Cursor on him
    ENUN
    Text(0x18,0x90E) //text
    REMA
    MOVE 0x8E [9,9]
    ENUN
    DISA 0x8E //make civ leave
    ENUN
    STAL 0x30
    _LOAD1 0x0 Allied //Load Tyg and Garlan
    ENUN
    FlashCursor(4,0,60) //Flash Cursor on Tyg
    ENUN
    Text(0x18,0x90F) //Text about how they have to go to the beach and back, Noa will catch up
    REMA
    MOVE Tyg [9,6]
    MOVE Garlan [8,5] //Moves them Closer to the beach
    ENUN
    FADI 0x20
    _LOAD1 0x0 Enemy_Leader
    ENUN
    Text(0x18,0x910) // Text about how they're almost there, then bandits show up
    REMA
    _LOAD1 0x0 Enemies
    MOVE 0x55 [13,5]
    MOVE 0x58 [13,8]
    MOVE 0x59 [11,8]
    MOVE 0x61 [6,0]
    MOVE 0x62 [4,2]
    MOVE 0x63 [6,4]
    ENUN
    Text(0x911) //We gotta fight them off
    REMA
    MOVE ONeill [12,3]
    ENUN
    ENDA
    ALIGN 4
    EndingScene:
    FADI 0x20
    Text(0x18,0x913)
    REMA
    MNC2(0x01)
    ENDA
    MESSAGE Events end at offset currentOffset
    //The map for this offset is at 00EF86D0

  6. Umm I have the same question as Vennobennu, what exactly are you trying to do? I mean I normally bring in reinforcements like he said, though I change the LOU1 to _LOAD1....

    I mean, it'd be nice if I was wrong and there's an easy way; but the _LOAD 1/2/3 commands are used only during cutscenes, not during actual chapters. For instance, using the _LOAD commands during a chapter causes a fade to black.

    Woah really O_O- This has never happened to me... I think, what do you mean causes a chapter to fade to black? Because I always use _LOAD1 and the chapter plays fine...

  7. Well if you used TILED and formated it correctly then I'm pretty sure that all you have to do is use the MAC1 code when you want the door to change, like if you gave the map change an ID of 7 it would be:

    Door_change_event:

    Text(0x950)

    REMA

    MAC1 0x00 0x07

    ENUN

    More stuff.

    The 0x07 is the ID number, so if it were 8 it would 0x08 and so on. Also if you want to reverse that tile change, IE close/open the door again then you use:

    MAC1 0x08 0x07

    I think.....

  8. I can't use the mug colours themselves because they're not the right colours.

    Really?, weird I just used the colors from the mug XD. I'm not really sure how most people make battle palettes, but I took Hendricks colors and I think it looks pretty sweet.

    99tq.png

  9. I liked the games portraits a lot, but I don't think some of them went well with the battle palettes. Like in Wakeley's portrait, his armour look red-brownish (at least to me), but his battle sprite is purple. Henrick is also like this, his armour is white in his portrait, but his battle sprite has blue armour.

  10. Sure, I use

    _LOAD1 0x0 Guys_Your_Gonna_Load.

    Umm an example would be....

    BeginningScene:

    _LOAD1 0x0 Allied
    _LOAD1 0x0 Enemies
    REMA
    ENUN
    Text(0x1B,0x91C)
    REMA
    ENUN
    FlashCursor(XXX,60)
    ENUN
    Text(0x1B,0x91D)
    REMA
    ENUN
    MOVE 0x90 [2,3]
    ENUN
    FlashCursor(XXX,60)
    ENUN
    Text(0x1B,0x91E)
    REMA
    ENUN
    FlashCursor(XXX,60)
    ENUN
    Text(0x1B,0x91F)
    REMA
    ENUN
    _LOAD1 0x0 XXX
    ENUN
    Text(0x1B,0x920)
    REMA
    ENUN
    MOVE XXX [7,5]
    ENUN
    FlashCursor(XXX,60)
    ENUN
    Text(0x1B,0x921)
    REMA
    ENUN
    CUSA XXX
    ENUN
    Text(0x1B,0x925)
    REMA
    ENUN
    DISA XXX
    ENDA

    The "XXX"'s are character names XD
  11. I don't know if this is correct but for me it happens automatically. For example if I have this unit block:

    Allied:
    UNIT Tyg Myrmidon 0x00 Level(1,Ally,False) [1,9] 0x00 0x00 0x00 0x00 [slimSword,0x00,0x0,0x0] NoAI
    UNIT Garlan Fighter Tyg Level(1,NPC,False) [0,9] 0x00 0x00 0x00 0x00 [Hatchet,0x00,0x0,0x0] Defend
    UNIT Noa Archer Tyg Level(1,NPC,False) [0,9] 0x00 0x00 0x00 0x00 [ironBow,ManiKatti,0x0,0x0] Defend
    UNIT
    And Noa died last chapter then it doesn't load him. I'm pretty sure it should be like this for FE7 too. Oh but make sure you write the unit with the same parameters. Like if you made them show up as a level 2 enemy, then you should write them in the new chapter as a level 2 enemy, even if they turned into an NPC or Ally unit. The game should remember that info automatically.
    Hope that helps, and that I'm not terribly wrong.
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