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Pack yak

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Posts posted by Pack yak

  1. To Agro:

    After 2 hours, I have finally figured out what I did wrong with your macro, and it now works- resulting in the death quote showing up AND the chapter ending.

    Thank you so much.

    One last thing- For using this macro in other chapters, do I use the same ORG, or change it each chapter?

  2. ^ Its not that you are bad at explaining things.

    I did everything you said, still no results.

    Although I don't think it is, but is it possible that by switching the maps of two levels (in this case, map 6 with map 29/30) would in anyway affect how this works?

    In this case, the old boss, Bool is being switched with Oleg as the example.

    Into text doc.

    Oleg Warrior 0x00 XXXXXXX

    Misc_events

    GameOverIfLordDies

    DefeatBoss(Ending_event)

    AFEV

    Ending_event

    /stuff

    No event has the event ID of 0x02

    As for the death quote editor, I've switched Oleg's and Bool's info each way, both seperatly and independently with no results.

    So 0x34 became

    Oleg

    Blood of pride

    BFB

    0x00

    0x02

    And

    4A became

    Oleg

    Blood of Pride

    BFB

    0x00

    0x02

    No death quote showing up, even when doing Bool with his default options none would come up.

    Unless I'm doing something wrong by spawning them in the text doc/map change, I'm unsure of what I'm doing wrong.

  3. I looked at your link for death quote macros- after trying I still managed to fail.

    By "normal" I mean the default options of 0x02 for trigger ID, the bosses all on the chapters assigned, etc.

    The death quote event still does not show up.

    Maybe an example if not to hard could be given?

  4. ^Thank you.

    This will hopefully this will be the last time I bother you guys.

    After consulting each guide, video tutorial, the liberies, etc. I still have been unable to get the bosses death quote to load.

    To get this problem out of your hair, I'd like to ask if anyone could tell me whatever they can that relates to it- whether AFEV, DefeatBoss, ORG, etc.

    The more info you angrily caps lock at me, the more of a chance I can find out whats wrong, and can finally stop bothering you for a while-

    as well as releasing the beta version of my hack.

    So I beg you, tell me the most basic of info concerning the death quote, it could easily be something I haven't seen in a guide, or may have overlooked.

    I'll give you what I'm currently testing to no avail with.

    Misc_events:
    CauseGameOverIfLordDies
    AFEV 0x00 Ending_event 0x02
    I've heard of versions where offsets are used as opposed to pointers, but am unsure how I would accomplish this.
    Misc_events:
    DefeatBoss(Ending_event)
    Only macro I know of besides the one's that have been linked to me (Which I have attempted, and failed. Sorry Agro/Blazer.)
    Unsure if anything else is needed other than the info in nightmare, which is always
    0x43
    Text value 0xxxx
    0x00
    0x02.
    Any suggestions welcomed.
  5. Is it possible to remove, or to "clean" the a certain space in the hex editor? As I said, it could be writing over the original space, causing a problem. But if you think its still over writing it I'll move it farther back and tell you the results

  6. Random LOU1s were simply for myself, they dont affect the event in anyway.

    I am still having trouble with the overlap- but this may be due to the fact that I'm unsure what to do after moving it. (I may have only given it a 2nd location as opposed to moving it however)

    As said, for some reason the chapters work individually of each other- only the one reassembled before will work, while the other will not.

  7. As requested, here are both event files.

    As stated before, my keyboard hates me and makes me unable to make a spoiler warning box.

    Chapter 2

    #define DISABLE_TUTORIALS
    #include EAstdlib.event
    EventPointerTable(0x0F,Pointers)
    ORG 0xDA1180
    Pointers:
    POIN Turn_events
    POIN Character_events
    POIN Location_events
    POIN Misc_events
    POIN TrapData TrapData
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event
    Bad:
    LOU1:
    UNIT Glass 0x0A 0x00 Level(7,Enemy,False) [12,15] [12,15] [steelSword,0x60][0x00,0x03,0x00,0x20]
    UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,4] [12,4] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,6] [12,6] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x0A 0x00 Level(4,Enemy,False) [10,4] [10,4] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [13,16] [13,16] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x12 0x00 Level(4,Enemy,False) [13,14] [13,14] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [11,14] [11,14] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [11,16] [11,16] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [6,6] [6,6] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT 0x69 Archer 0x00 Level(4,Enemy,False) [4,2] [4,2] [shortBow] [0x00,0x00,0x00,0x00]
    UNIT Empty
    Reinforcements:
    LOU1:
    UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [13,16] [13,16] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x12 0x00 Level(4,Enemy,False) [13,14] [13,14] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [11,14] [11,14] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [11,16] [11,16] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT Empty
    Reinforcements2:
    LOU1:
    UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [2,0][2,0] [ironSpear] [0x00,0x00,0x00,0x00]
    UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [3,0][3,0] [ironSpear] [0x00,0x00,0x00,0x00]
    UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [4,0][4,0] [ironSpear] [0x00,0x00,0x00,0x00]
    UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [5,0][5,0] [ironSpear] [0x00,0x00,0x00,0x00]
    UNIT Empty
    Reinforcements3:
    LOU1:
    UNIT Erk 0x20 0x00 Level(5,Enemy,False) [13,4][13,4] [Fire] [0x00,0x03,0x00,0x20]
    UNIT Empty
    Good:
    LOU1:
    UNIT Kent_t 0x28 0x00 Level(1,Ally,False) [11,15] [11,15][ironSword][0x00,0x00,0x00,0x00]
    UNIT Guy 0x06 0x00 Level(1,Ally,False) [0,3] [0,3] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT 0x0A 0x3A 0x00 Level(2,Ally,False) [2,3] [2,3] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT Serra 0x1D 0x00 Level(3,Ally,False) [2,2] [2,2] [Mend,0x74,0x6B] [0x00,0x00,0x00,0x00]
    UNIT Empty
    Turn_events:
    OpeningTurnEvent(Opening_event)
    Turn 0x00 Turn5Event [05,00] 0x8 0x00
    Turn 0x00 Turn6Event [06,00] 0x8 0x00
    Turn 0x00 Turn7Event [07,00] 0x8 0x00
    Turn 0x00 Turn8Event [08,00] 0x8 0x00
    END_MAIN
    Character_events:
    CHAR 0x05 SerraErk Serra Erk 0x00
    END_MAIN
    Location_events:
    Village(0x06,village1,13,3)
    Armory(ArmoryData,1,3)
    END_MAIN
    Misc_events:
    CauseGameOverIfLordDies
    DefeatAll(Ending_event)
    END_MAIN
    Opening_event:
    FADI 10
    BACG 0x22
    FADU 10
    TEX1 0x80C
    REMA
    LOU1 Good
    ENUN
    LOU1 Bad
    ENUN
    ENDA
    Turn5Event:
    LOU1 Reinforcements
    ENUN
    LOU1 Reinforcements2
    ENUN
    TEX1 0x80D
    REMA
    ENDA
    Turn6Event:
    LOU1 Reinforcements
    ENUN
    LOU1 Reinforcements2
    ENUN
    ENDA
    Turn7Event:
    LOU1 Reinforcements
    ENUN
    LOU1 Reinforcements2
    ENUN
    ENDA
    Turn8Event:
    LOU1 Reinforcements2
    ENUN
    LOU1 Reinforcements3
    ENUN
    ENDA
    SerraErk:
    FADI 10
    BACG 0x02
    FADU 10
    TEX1 0x080E
    REMA
    CUSI (Erk) ($A7)
    DISA (Erk)
    ENDA
    village1:
    FADI 10
    BACG 0x02
    FADU 10
    TEX1 0x080F
    REMA
    ITGV SteelAxe
    ENDA
    Ending_event:
    FADI 10
    BACG 0x22
    FADU 10
    TEX1 0x0810
    REMA
    MoveToChapter(04)
    ENDA
    ArmoryData:
    SHLI IronSword IronAxe
    TrapData:
    Chapter 3
    #define DISABLE_TUTORIALS
    #include EAstdlib.event
    EventPointerTable(0x15,Pointers)
    ORG 0xDA1300
    Pointers:
    POIN Turn_events
    POIN Character_events
    POIN Location_events
    POIN Misc_events
    POIN TrapData TrapData
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event
    Bad:
    UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,4] [12,4] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT Empty
    Good:
    UNIT Kent_t 0x28 0x00 Level(1,Ally,False) [11,15] [11,15][ironSword][0x00,0x00,0x00,0x00]
    UNIT Guy 0x06 0x00 Level(1,Ally,False) [0,3] [0,3] [ironSword] [0x00,0x00,0x00,0x00]
    UNIT 0x0A 0x3A 0x00 Level(2,Ally,False) [2,3] [2,3] [ironAxe] [0x00,0x00,0x00,0x00]
    UNIT Serra 0x1D 0x00 Level(3,Ally,False) [2,2] [2,2] [Mend,0x74,0x6B] [0x00,0x00,0x00,0x00]
    UNIT Empty
    Turn_events:
    OpeningTurnEvent(Opening_event)
    END_MAIN
    Character_events:
    END_MAIN
    Location_events:
    END_MAIN
    Misc_events:
    CauseGameOverIfLordDies
    DefeatAll(Ending_event)
    END_MAIN
    Opening_event:
    HIDEMAP
    FADI 10
    BACG 0x02
    FADU 10
    TEX1 0x0811
    REMA
    SHOWMAP
    LOU1 Good
    ENUN
    LOU1 Bad
    ENUN
    ENDA
    Ending_event:
    MoveToChapter(05)
    ENDA
    TrapData:
    ENDTRAP
    Chapter 3's event ORG was moved from 00DA1300
  8. I've gotten myself into something.

    After attempting to fix my earlier problem of a possible overlap of data, I moved one of the pointers to another free space.

    After this failed to correct the error, I figured out that the chapter would reset itself as opposed to going to the next one (As soon as the ending event ended, as opposed to going to the save chapter screen, the game would reset)

    Seeing this, I thought that if I moved the chapter order I could possibly fix it.

    So now the order is 2->4->3->5.

    Only this didn't work.

    Chapter 2 and 3 only work if I assemble their scripts, causing the other to either reset at the end of the chapter, or to not load the events (2 and 3 respectively)

    4 the map doesn't load. (Didn't even insert a map, simply the script and only black comes up)

    The earlier chapters are not affected at all.

    2 and 3 are not affected when their script is loaded.

    At this point i'm unsure if its fixable, or if its time to make a new copy.

  9. Okay I've resolved the issue of DefeatBoss-by running away from it.

    But now heres an interesting one.

    After inserting the map, making sure everything is in free space, assigning offsets, etc. theres a wierd problem.

    chapter 3 will not start its opening event- unless you Reassemble it.

    For some reason, this causes chapter 2 to go to the reset screen as opposed to letting you play the chapter.

    If you reassemble chapter 2, chapter 3 will not begin its opening event.

    What do?

  10. Still not working.

    Misc_events:
    CauseGameOverIfLordDies
    AFEV 0x0 Ending_event 0x2
    END_MAIN
    Ending_event:
    MoveToChapter(03)
    ENDA
    Nightmare-
    0x30
    Text value-0x8A2
    Pointer to event 0x00
    Trigger ID 0x02
    I know the problem is that the death quote won't load, but i'm unsure to why.
  11. Alright, so this is what I have so far related to the boss.

    Misc_events:
    CauseGameOverIfLordDies
    DefeatBoss(Ending_event)
    AFEV 0x00 Ending_event 0x20
    END_MAIN
    Ending_event:
    MoveToChapter(03)
    ENDA
    Trigger ID- 0x20
    Pointer to event 0x00
    His quote
    Anything I'm missing? (Still isn't working for me :/)
  12. I'm using part 2

    Heres what I'm doing:

    Nightmare

    0x30

    Character 0x8D

    Chapter 0x02

    Text value 0x8A2

    Pointer to event(Convo is 00) 0x00

    Trigger ID 0x02

    Here I am unsure if I should change the Pointer to event or the Trigger ID- if I am that would solve one issue, but at the same time that is only what would be wrong with nightmare.

    For notepad:

    Misc_events:
    CauseGameOverIfLordDies
    DefeatBoss(Ending_event)
    END_MAIN
    DeathQuoteEvent:
    AFEV 0x0 Ending_event 0x20
    ENDA
    The problems with Notepad would be at my guess I have AFEV etc. in the wrong area, or am missing something.
    -Also forgive me for not using spoilers, as my keyboard and I are in an argument
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