Gradivus Posted February 7, 2011 Share Posted February 7, 2011 I've enclosed a copy of my (incomplete) chapter events, and a picture of the map for the chapter. I have two units appear in the bottom left room on turn 2, one of which is a thief, with a lockpick. The option "Door" comes up, the sound plays, but the door remains unlocked. I have also been unable to get by the broken wall in the upper right portion of the map, even if I "break" it. Am I missing out on something big here? Prolougue Events OF.txt Prologue Mapscrn.BMP Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted February 7, 2011 Share Posted February 7, 2011 You have to learn and apply tile changes. And for that you need the macro and the tile changes in a different txt file. Look here: http://www.feuniverse.net/forums/index.php?s=&showtopic=7677&view=findpost&p=148858 Quote Link to comment Share on other sites More sharing options...
Gradivus Posted February 7, 2011 Author Share Posted February 7, 2011 All right, I'm still a bit foggy on the tile changes, even with the tutorial, and I probably did the txt file wrong, so i've included it in this post. The door still will not open. And I do not know what to do with the broken wall still as well. tilesprologue.txt Quote Link to comment Share on other sites More sharing options...
The_Steel_Lance Posted February 7, 2011 Share Posted February 7, 2011 Did you remember to add your tileset to the ROM itself? Quote Link to comment Share on other sites More sharing options...
Gradivus Posted February 7, 2011 Author Share Posted February 7, 2011 Yeah, I did, and I am 100% sure I did it at the right offset too... I just can't get it to work. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted February 7, 2011 Share Posted February 7, 2011 org 0xC9C9CC+(4*0x0E) is 0x0E the right event ref? TileMap(0x00,0x03,0x14,0x01,0x01,SmallDoor) are those the right co-ordinates (3,20)? Just making sure you accounted for the hex part Also, walls need tile-changes too. Also remember not to just change the one tile that's being broken, but also to change the tiles around the breakable wall to the appropriate tiles (keep in mind how walls look when the door is open and not-opened, and any floor shading that might be present). and the EA isn't giving out any errors, is it? Quote Link to comment Share on other sites More sharing options...
Gradivus Posted February 8, 2011 Author Share Posted February 8, 2011 Thanks, now I have a few more questions. I don't exactly understand what to put in the spot where I put 0x0E, I just copied what Arch put in his tutorial. How do you determine what to put there? For the TileMap(0x00,0x03,0x14,0x01,0x01,SmallDoor), would the second and third values be the x and y points, making the door at 3,14? If not, how did you get 3,20? Where I have labelled "SmallDoor" in the string above, what would I put for a broken wall? How would I change how much "HP" it has? And the EA was not giving out any errors. Thanks for your help, I apologize for my lack of knowledge. Quote Link to comment Share on other sites More sharing options...
Meteor Posted February 8, 2011 Share Posted February 8, 2011 (edited) 0x14 is not the same as 14. The 0x prefix indicates a hexidecimal value (base 16), which means that 1 is actually counting as +16 to the value. 14 in hex would be 0x0E, which I believe is what you want. [EDIT: corrected hex number. Doh!] Edited February 8, 2011 by Meteor Quote Link to comment Share on other sites More sharing options...
Gradivus Posted February 8, 2011 Author Share Posted February 8, 2011 (edited) According to Arch's tutorial, it says this. TileMap(TCN,X1,Y1,L1,L2,TilePointer) In his video, he says that X1 is the X co-ordinate of the door, and Y1 is the Y co-ordinate. For a door he had at 7,3, he had the X1 value as 0x07, and the Y1 value as 0x03. Or did he do something that I was unaware of? Edited February 8, 2011 by Gradivus Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted February 8, 2011 Share Posted February 8, 2011 (edited) Read the tutorial >_> 2nd and 3rd bytes are X and Y co-ordinates of the top-left tile to change, yes. It is NOT necessarily the tile where the door or location event is. "SmallDoor" is just a name to a pointer to tiles. For a breakable wall, you could call it whatever (e.g. BreakableWall) and have a list of tiles for that area of the map that has to change (you'd change it to an open wall, of course). Just remember that if the area being changed isn't 1 tile, change the 3rd and 4th bytes accordingly (which control how large horizontally (X) and vertically (Y) the area is, respectively). (0x03,0x14) is another way of saying (3,20). You can use MS calculator or google to convert from decimal (base 10) to hexadecimal (base 16). And, as a general rule, don't copy examples and expect them to work. Ever. Examples are just to show you how something works, and are for a specific case, and it's highly unlikely that case is the same as yours. Just saying to make it easier on yourself, no offense or anything. I apologize for my lack of knowledge. lol, IMO (not that anyone asked), that's not something to apologize for, unless you don't try and fix that lack of knowledge since we aren't born knowing everything EDIT: Responding to the above post that I missed^ hopefully I cleared up Arch's mistake, X co-ordinate is of top-left tile, which may or may not be the door, depending on how big the area of your tile change is (same for Y) 0x07 = 7, 0x03 = 3, but 0x10 != 10, I guess you assumed that all hexadecimal is is adding the '0x' because he didn't use co-ordinates that had numbers greater than 10 in decimal, but nah, 0x0A = 10, and 0x10 = 16, and if you can't convert in your head, then use MS calc or google or something else, like I said. ^_^ Edited February 8, 2011 by Luffy Quote Link to comment Share on other sites More sharing options...
Gradivus Posted February 8, 2011 Author Share Posted February 8, 2011 (edited) Thanks a lot, you cleared up the whole hexadecimal thing for me. I finally understand. is 0x0E the right event ref? As stupid as this sounds, how do you find the event ref? That may be the final problem, I'll enclose my updated txt files so you can see what i've done wrong. Prolougue Events OF.txt tilesprologue.txt Edited February 8, 2011 by Gradivus Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 8, 2011 Share Posted February 8, 2011 Go into Nightmare and the Chapter Data Editor. Remember where you found the 0x06 (or whatever) that points to the events for the chapter? Look for something like that, except it will say "Chapter __ Tile Changes" or whatever. Quote Link to comment Share on other sites More sharing options...
Gradivus Posted February 8, 2011 Author Share Posted February 8, 2011 In the Chapter Data Editor? I couldn't find anything that resembled Chapter Tiles Changes, unless you are referring to the Triggerable Map changes. Any value except 0x0E causes the game to crash before loading the prologue, so I believe that is right, I just don't know why :/ Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted February 8, 2011 Share Posted February 8, 2011 0x0E Ch.2 Map Changes Yes, that's right. Map changes, tile changes, same thing. "Triggerable" just means that the tile changes are caused (triggered) by some event (like the 'door' or 'chest' codes...). Hope that clears things up. Quote Link to comment Share on other sites More sharing options...
Gradivus Posted February 8, 2011 Author Share Posted February 8, 2011 So, wait, how come I have to use the code for the Ch.2 Map changes for the Prologue? Is it because originally, the Prologue and Chapter 1 have no doors/breakable walls/chests? Or do I have to replace chapter 2's Map? And for whatever reason, it still will not work. [spoiler=Events] //Made by markyjoe1990 of Youtube //Modified by Nintenlord #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 BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Batta Paladin 0x00 Level(4,Enemy,True) [12,2] [12,2] [silverSpear,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Bandit Knight 0x87 Level(3,Enemy,True) [12,14] [12,14] [steelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Archer 0x87 Level(3,Enemy,True) [22,16] [22,16] [steelBow] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier 0x87 Level(3,Enemy,True) [20,9] [20,9] [steelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier 0x87 Level(5,Enemy,True) [22,9] [22,9] [steelSpear,Javelin] [0x00,0x00,0x00,0x00] UNIT Bandit Knight 0x87 Level(3,Enemy,True) [19,3] [19,3] [steelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Knight 0x87 Level(3,Enemy,True) [21,3] [21,3] [steelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Archer 0x87 Level(2,Enemy,True) [12,8] [12,8] [ironBow] [0x00,0x00,0x00,0x00] UNIT Bandit Knight 0x87 Level(5,Enemy,True) [12,3] [12,5] [silverSpear,ShortSpear] [0x00,0x00,0x00,0x08] UNIT Empty Good: UNIT Hector HectorLord 0x00 Level(1,Ally,False) [12,15] [12,15] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Reinforcements: UNIT Kent_t Cavalier 0x00 Level(3,Ally,False) [2,16] [2,16] [KillingEdge,Javelin,IronSpear,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Matthew Thief 0x00 Level(2,Ally,False) [3,16] [3,15] [steelSword,LanceReaver,LockPick,WolfBeil] [0x00,0x00,0x00,0x00] UNIT Empty EnemyReinforcements: UNIT Bandit Cavalier 0x87 Level(5,Enemy,True) [11,19] [11,19] [ironSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier 0x87 Level(7,Enemy,True) [12,19] [12,19] [silverSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier 0x87 Level(5, Enemy,True) [13,19] [13,19] [ironSpear] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 TURN 0x00 Turn5 [05,00] 0x8 0x00 CODE $00 Character_events: CODE $00 Location_events: Door(3,14) Door(3,5) Door(12,6) Chest(Elixir,4,2) Chest(HandAxe,2,2) CODE $00 Misc_events: CauseGameOverIfLordDies CODE $00 Opening_event: CURF [12,15] FADI 10 BACG 0x12 FADU 10 TEX1 0x0800 REMA LOU1 Good ENUN MOVE Hector [12,17] ENUN LOU1 Bad ENUN TEX1 0x0801 REMA ENDA Turn2: MUS1 0x0042 LOU1 Reinforcements ENUN TEX1 0x0802 REMA ENDA Turn5: LOU1 EnemyReinforcements ENUN ENDA Ending_event: //MNCH 0x?? //STAL 1 //_0x1 //ENDA BallistaData: BLST [spoiler=TileChanges] //Prologue Map Changes #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" org 0xC9C9CC+(4*0x0E) POIN TileChanges org 0xD801A0 TileChanges: TileMap(0x00,0x03,0x0E,0x01,0x01,SmallDoor) TileMap(0x01,0x03,0x05,0x01,0x01,SmallDoor) TileMap(0x02,0x0C,0x06,0x01,0x01,SmallDoor1) TileMap(0x03,0x04,0x02,0x01,0x01,ChestOpened) TileMap(0x04,0x02,0x02,0x01,0x01,ChestOpened) CODE $FF CODE $00 CODE $00 SmallDoor: CODE 0x80 0x07 0x00 0x00 CODE $00 SmallDoor1: CODE 0x00 0x07 0x00 0x00 CODE $00 ChestOpened: CODE 0x04 0x00 0x00 0x00 CODE $00 MESSAGE Map changes end at offset currentOffset I believe I have done everything right, but it still will not work. There has to be something wrong somewhere in the above code, I just don't know what it is. I would be greatly appreciated if someone could find the mistake. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted February 8, 2011 Share Posted February 8, 2011 (edited) Your doors are 1x1 but you coded them as 1x2 Could be an issue, since I'm pretty sure 0x00 0x00 is another tile Scratch that, EVERYTHING you coed is only 1x1(doors and chests) and they are all coded as 1x2. try fixing that and see what you get. These aren't vertical doors right? They are coded differently btw Edited February 8, 2011 by Hero of Time Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted February 9, 2011 Share Posted February 9, 2011 I just assumed you were on chapter 2, but yeah, as you said, p/ch1 don't have map changes, so you just have to use the next one in the list. However, that also means you have to update the triggerable map changes byte in the Chapter Data Editor, or else the game wont know which map changes to do. Which, by the way, might be part of your problem, if it's not the only problem left altogether (btw, IIRC the EA doesn't like those line breaks in the middle of UNIT data, isn't it giving errors? or am I remembering wrong?) Quote Link to comment Share on other sites More sharing options...
Gradivus Posted February 9, 2011 Author Share Posted February 9, 2011 (edited) @ Hero of Time, when you said coded 1x2, do you mean the bolded part below? Or am I just misunderstanding you? All the doors are horizontal, as shown in the map in the OP SmallDoor: CODE 0x80 0x07 0x00 0x00 CODE $00 @ Luffy, you mean change the triggerable map changes in the Chapter Data Editor of Nightmare for the Prologue, to 0x0E, right? And those line breaks aren't actually there, they just showed up when I copied/pasted for some reason. No errors. Edited February 9, 2011 by Gradivus Quote Link to comment Share on other sites More sharing options...
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