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Mrbrkill

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Everything posted by Mrbrkill

  1. If the frames were to be flawed, what should I look for? They all seem to be order, they are all the correct size (248 x 160), except the pierce frame, attack5.pmg, that is bigger because its two frames in one (488x 160). I used paint to create them, so i all the frames have a lime green background. I'm keeping all the frames in the same folder as the text, but i do have another folder filled with images that have the same name (attack, stand dodge, ect). So is there anything i should check or is there a problem with the above mentioned details? Edit: removed mode 2 + 4, still getting an error
  2. I am trying to insert a custom animation into FE editor advanced following the guidance of the "Ultimate fire emblem hacking tutorial" , but when i put my code into FE editor, i get this error "Unexpected error loading or reading the script" Why? I am making a piercing animation for the record. The code /// - Mode 1 C03 - C07 - 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - Mode 2 C03 - C07 - 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ /// - Mode 3 C03 - C07 - 3 p- standing.png 3 p- crit1.png 3 p- crit2.png 3 p- crit3.png 3 p- crit4.png 3 p- crit5.png 3 p- crit6.png 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - Mode 4 C03 - C07 - 3 p- standing.png 3 p- crit1.png 3 p- crit2.png 3 p- crit3.png 3 p- crit4.png 3 p- crit5.png 3 p- crit6.png 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - Mode 5 C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - Mode 6 C03 - C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - Mode 7 C02 2 p- standing.PNG C0E 3 p- dodge1.PNG 3 p- dodge2.PNG 3 p- standing.PNG C01 3 p- dodge2.PNG 2 p- standing.PNG C06 2 p- standing.png C0D ~~~ - Mode 8 C02 2 p- standing.PNG C0E 3 p- dodge1.PNG 3 p- dodge2.PNG 3 p- standing.PNG C01 3 p- dodge2.PNG 2 p- standing.PNG C06 2 p- standing.png C0D ~~~ - Mode 9 3 p- standing.png C01 - ~~~ - Mode 10 3 p- standing.png C01 - ~~~ - Mode 11 3 p- standing.png C01 - ~~~ - Mode 12 C03 - C07 - 3 p- standing.png /// - Attack-That-Will-Miss Frames 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png 3 p- standing.png C06 C0D ~~~ - End Animation Data
  3. My chapter isn't suppose to have a preparations screen. I did what you suggested and it still goes blank until I hit options. Code #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) org 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN Ballista_events POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT Erk Mage 0x00 Level(1,Ally,False) (27,23) (36,24) (Fire, Vulnerary) (0x00, 0x00, 0x00, 0x00) UNIT Serra Cleric 0x01 Level(1,Ally,False) (31,18) (31, 18) (0x4A, Vulnerary) (0x00, 0x00, 0x00, 0x00) UNIT Matthew 0x3D 0x02 Level(1,Ally,False) (35,12) (35,12) (IronSword, 0x6A) (0x00, 0x00, 0x00, 0x00) UNIT Oswin Knight 0x03 Level(1,Ally,False) (36,19) (36,19) (IronSpear, Vulnerary) (0x00, 0x00, 0x00, 0x00) UNIT Florina 0x35 0x04 Level(1,Ally,False) (37,15) (37,15) (IronSpear, Vulnerary) (0x00, 0x00, 0x00, 0x00) UNIT Bartre Fighter 0x05 Level(1,Ally,False) (28,13) (28,13) (IronAxe, Vulnerary) (0x00, 0x00, 0x00, 0x00) UNIT Rebecca Archer 0x06 Level(1,Ally,False) (34,17) (34,17) (IronBow, Vulnerary) (0x00, 0x00, 0x00, 0x00) UNIT Empty Bad: UNIT Empty Turn_events: TURN 0 Opening_event (01, 00) 0x0 0x00 CODE 0x00 Character_events: CODE 0x00 Location_events: CODE 0x00 Misc_events: CODE 0x00 Ballista_events: CODE 0x00 Opening_event: LOU1 Good ENUN ENDA Ending_event: MNCH 0x00 ENDA MESSAGE Events end at offset currentOffset
  4. Couldn't find out how to delete this post
  5. My screen starts out black and dark untill i check the options and it lights up again Good: UNIT Serra Cleric 0x00 Level(1,Ally,False) (31,18) (31, 18) (0x4a, Vulnerary) (0x00, 0x00, 0x00, 0x00) UNIT Empty Bad: UNIT Empty Turn_events: TURN 0 Opening_event (01, 00) 0x0 0x00 CODE 0x00 Character_events: CODE 0x00 Location_events: CODE 0x00 Misc_events: CauseGameOverIfLordDies CODE 0x00 Ballista_events: CODE 0x00 Opening_event: LOU1 Good ENUN ENDB Ending_event: MNCH 0x00 ENDA MESSAGE Events end at offset currentOffset
  6. I'm sorry if this isn't the place to put this put I've been having some trouble with event codes. I've just started learning how to create events, so I'm following Arch's video tutorial series, but I've ran into a problem. I'm trying to spawn a player unit, and since this is a non preparations screen level I've been told to place it in TURN_events. My question comes down to, is I'm copying everything but i keep getting this error spat at me: opening_event is not a valid number. My code is Turn_events: TURN 0 Opening_event (01, 00) 0x0 0x00 CODE 0x00 can someone explain what I'm doing wrong?
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