Jump to content

Pack yak

Member
  • Posts

    116
  • Joined

  • Last visited

Everything posted by Pack yak

  1. So once again I managed to fail at simple instructions. After saving the Index and going to Nightmare, loading the rom etc. I go to adjust the portraits. Now the Index was saved, and appears as "Unlisted-description of character" But when saving and applying it, as well as assembling, the portrait, nor the mini portrait would change.
  2. Sorry. Its just the last time I asked about portriats, I was redirected to here. Also I know for apply then save - I may be bad, but I have some knowledge.
  3. ^So how would I get mine into the game after editing them into the portriat selection? Also for some reason, character descriptions don't change. but names work fine.
  4. To replace the characters portriats, I go to portriat selection and replace them with mine?
  5. And for the portraits replacing the one on the sprites?
  6. I'll guess that I enter their description/name into the search box and then edit that?
  7. Can he be inserted in the game, including a portrait and new name? -Also not 100% sure how to edit names or character descriptions yet, but I'm attempting to learn (though I don't see them in the written or video tutorials)
  8. So the chapter works, no game breaking or anything. I loaded in the units blah blah blah blah. I was speaking of the units. But I do have one question left for now. On the FEditor, portrait 95 has someone I am using, however I do not know his name or any info of him (as I changed him A LOT) So I was wondering if anyone knew who he was, so that I could code for him to be an enemy unit. (If too large of a request/obvious answer just tell me I'm stupid for asking)
  9. ^Didn't insert a lot yet Also still unsure if I should insert in group or just individuals under good
  10. Alright before I edit anything I wanna make sure this works so I don't waste anymore of your time on this one problem. ORG hasn't been used yet map of chapter 1 has been edited to be 16 Events edited to chapter 1, but unsure how to remove the part of Lyn meeting Kent/Sain in Bulgar and being chased Graphical glitch usually still occurs after editing the map. If I'm missing anything that will cause/prevent any of these problems, please inform me so I don't whine about it not working to you guys for a while. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0xDA5A20 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0xCD 0x16 0x00 Level(20,Enemy,False) [13,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xCD 0x16 0x00 Level(20,Enemy,False) [11,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xCD 0x16 0x00 Level(20,Enemy,False) [12,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0x34 0x33 0x00 Level(5,Enemy,False) [12,25] [12,25] [silverSpear] [0x03,0x03,0x09,0x20] UNIT Good: UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [12,23] [12,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [13,23] [13,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [11,23] [13,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT Turn_events: TURN 0x00 (Opening_event) [01,00] 0x0 0x00 TURN 0x00 Turn1 [01,00] 0x8 0x00 TURN 0x00 Turn2 [02,00] 0x8 0x00 TURN 0x00 Turn3 [03,00] 0x8 0x00 TURN 0x00 Turn8 [08,00] 0x8 0x00 Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CURF [15,2] FADI 10 BACG 0x12 FADU 10 TEX1 0x813 REMA Cam1 [13,25] TEX1 0x814 REMA LOU1 Good LOU1 Bad ENUN ENDA Turn1: CURF [13,25] FADI 10 TEX1 0x815 FADU 10 ENDA Turn2: CURF [13,25] FADI 10 TEX1 0x816 FADU 10 ENDA Turn3: CURF [13,25] FADI 10 TEX1 0x817 FADU 10 ENDA Turn8: CURF [13,25] FADI 10 TEX1 0x818 FADU 10 ENDA Ending_event: MNCH 0x02 STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset
  11. my bad for using not free game space. I inserted the new ORG as ORG 0xDA5A20, which the hex showed to be unoccupied, and is between the two, but still nothing. Did I by any chance save over more important game data? I already had the events set to chapter 1, so I have Zugu and the bandits but still no castle (just a lot of green tiles that no one can move on)
  12. Alright so I'm finally back to where I was before. (Took so long due to an error when Hector would enter during animated combat) So I did what was previously suggested in turning the code to ORG 0xE00000 as well as replacing chapter 2 map and with 16, and 16s events with 2. The problems are- 1 huge graphical glitch (although I may solve this on my own in time, I still face the possibility of whining to you guys later) i think this problem is due to either incorrect info put on Nightmare, or because of the offset, 2- Unable to load my own commands, as it simply gives me the event data of chapter 2 without any of my selected units showing up, which is probably a problem with the offset 3- Unable to display my own text, and must go through the chapter 2 cutscenes as opposed to my own, which could be either nightmare or offset. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x01,Pointers) ORG 0xE00000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0xCD 0x16 0x00 Level(20,Enemy,False) [13,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xCD 0x16 0x00 Level(20,Enemy,False) [11,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xCD 0x16 0x00 Level(20,Enemy,False) [12,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0x34 0x33 0x00 Level(5,Enemy,False) [12,25] [12,25] [silverSpear] [0x03,0x03,0x09,0x20] UNIT Good: UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [12,23] [12,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [13,23] [13,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [11,23] [13,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT Turn_events: TURN 0x00 (Opening_event) [01,00] 0x0 0x00 TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CURF [15,2] FADI 10 BACG 0x12 FADU 10 Tex1 0x842 REMA Cam1 [13,25] Tex1 0x843 REMA LOU1 Good LOU1 Bad ENUN ENDA Ending_event: MNCH 0x02 STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset
  13. So time to start a clean rom then? :/
  14. *Sigh* I managed to do it again. For some reason, after changing my code to ORG 0x000090, the game refuses to load. I know I did something wrong, I'm just still not that good with HxD
  15. Thank you. I apologize for my ignorance.
  16. I'll take the wild guess that I enter said number in the GBA memory and find the empty ones divisable by 4?
  17. Purly because I feel I'll somehow manage to mess this up, I ask you how. (If this is the offset on the Assembler application itself I'm going to cry)
  18. Problem - the text for chapter 2 keeps saving over the data in chapter 1. Unsure how to solve
  19. So I code all of my chapters in one text file? oh jebus
  20. Last question for now (Its probably extremly obvious) Do I use only one, or multiple text files for coding each chapter?
  21. So just Opening_event: LOU1 Good ENUN ENDA with the LOU1 good units being all of the characters from the last chapter? (Sorry I seem so noob, its because I am) Or do I just not fill out Good Unit?
  22. Wouldn't I have to reset the XP and such if I did LOU1? Also won't sure which will be alive for people (made the first chapter pretty hard)
  23. ^Once again thanks Now All I need to do is figure out how to load the characters from the previous chapter in the throne room
  24. ^ Thank you again. But now I need to get rid of the soldier/Raven event as it crashes the game. Update- Came across a wierd glitch. All of the enemy bosses, and most of the units from FE7 are present in the castle, lined up in rows.
×
×
  • Create New...