CT075 Posted April 7, 2011 Author Share Posted April 7, 2011 I was responding to the above post in the post before this post. If you don't get it, for get it. =P Oh, you were talking to me. I get the question asked, I just fail to see how anyone who's supposedly read Arch's tutorial couldn't figure this out. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 8, 2011 Share Posted April 8, 2011 i'm totally sorry I didn't pick up on the concept as fast as you did. Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted April 8, 2011 Share Posted April 8, 2011 (edited) is it possible to have a Stefan like hidden item? Like in RD where you step on the tile and he gives u the Vague Katti but he's not recruited. Edited April 8, 2011 by Queen_Elincia Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 8, 2011 Author Share Posted April 8, 2011 Yeah, do an area event like the one you'd use to get an item but use LOU1 or CUSI instead. Quote Link to comment Share on other sites More sharing options...
Shin Posted April 8, 2011 Share Posted April 8, 2011 Could I have an example of a scripted battle? I'm using FE7 as a base and I'm not too sure what I'm actually doing. FIGH 0x8D 0xDA $8 0000000 but I'm not too sure about the format of what I'm pointing to. Ideally it would be a battle where the former wins. Arch's tutorial covers it briefly but I'm still stumped. Quote Link to comment Share on other sites More sharing options...
Zath of the Sword Posted April 8, 2011 Share Posted April 8, 2011 Can some one please take a look and make sure this is right for me? Thanks #include EAstdlib.event org 0xC9C9C8+(4*0x14) POIN TileChanges org 0x00CB1F00 TileChanges: TileMap(0x05,0x02,0x03,0x01,0x01,Door1) CODE $FF CODE $00 CODE $00 Door1: CODE 0x08 0x01 CODE $00 Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 8, 2011 Author Share Posted April 8, 2011 Could I have an example of a scripted battle? I'm using FE7 as a base and I'm not too sure what I'm actually doing. FIGH 0x8D 0xDA $8 0000000 but I'm not too sure about the format of what I'm pointing to. Ideally it would be a battle where the former wins. Arch's tutorial covers it briefly but I'm still stumped. Scripted battles work like this: FIGH Char1 Char2 Pointer $00000000 Now I'd wager that you're having trouble with the Pointer. The pointer can be anything you want it to be. It could be "fight" or "death" or "fgsfds" But anyway Here's an example of a fight in my own hack, just for reference: [blah] FIGH 0x62 0x8A fight $00000000 [more blah] ENDA fight: AttackerMiss(0) //You could use false, but I think 0 works better DefenderSilencer(1) EndOfBattle Now, do note that you could use the raw hex for battles instead of these macros. There's no real reason not to. But these are easier for people who are like me and too lazy to go look up all the right combinations. Quote Link to comment Share on other sites More sharing options...
Shin Posted April 8, 2011 Share Posted April 8, 2011 (edited) Thanks, Cam. I'll go give it a try. It's been bugging me for a good while now! EDIT: All sorted! Thanks! Edited April 8, 2011 by Dokutayuu Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 10, 2011 Share Posted April 10, 2011 alright, here's what I got so far: #define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x39,Pointers)org 0x01003810Pointers:POIN Turn_events POIN Character_events POIN Location_events POIN Misc_eventsPOIN BallistaData BallistaDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventBad:UNIT Batta Brigand Glass Level(1,Enemy,False) [1,9] [1,9] [ironaxe] [NoAI]UNIT Glass Mercenary_M Glass Level(1,Enemy,False) [1,11] [1,11] [ironsword] [NoAI]UNIT Zagan Fighter Glass Level(1,Enemy,False) [2,5] [2,5] [ironaxe] [NoAI]UNIT EmptyGood:UNIT Eliwood Lord Eliwood Level(1,Ally,False) [14,9] [14,9] [Durandal,Rapier,Vulnerary] [NoAI]UNIT Hector Lord Eliwood Level(1,Ally,False) [17,9] [17,9] [Armads,Wolfbeil,Vulnerary] [NoAI]UNIT EmptyTurn_events:TurnEventPlayer(0x05,Opening_Event,1)TurnEventEnemy(0x06,Reinforcements,1)TURNCharacter_events:CHARLocation_events:Village(0x07,Village1,16,2)LOCAMisc_events:DefeatAll(Ending_Event)CauseGameOverIfLordDiesAFEVOpening_event:LOU1 GoodTEX1 (07FF,0x02)REMULOU2 BadCURF GlassTEX1 (0800,0x02)REMUCURF HectorTEX1 (0801,0x02)ENDAEnding_event:tex1(0803,0x02)ENDAVillage1:MUSItex1(0802,0x02)ITGV IronSwordITGV KillingEdgeMUNOENDAReinforcements:UNIT Marcus Paladin_M Eliwood Level(10,NPC,Auto) [0,7] [0,7] [silverLance,KillerLance]UNIT EmptyBallistaData:BLSTMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 8369C90[/Code]I started up chapter 11, and all I got was the map with no units on it, and nothing going on. I know I must have done something right by the fact that it loaded up in the first place.now, I didn't actually put the units into nightmare, so that might be the problem. hopefully, someone can point out what I did wrong. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted April 10, 2011 Share Posted April 10, 2011 One MAJOR flaw, you have no opening event. Or at least you never told it to go. Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00//Opening CODE $00 That would make the event actually happen. You also have no ENUNs, and REMU isn't a code, its REMA Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 10, 2011 Share Posted April 10, 2011 (edited) One MAJOR flaw, you have no opening event. Or at least you never told it to go. Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00//Opening CODE $00 That would make the event actually happen. You also have no ENUNs, and REMU isn't a code, its REMA I got mine from the example that arch posted. how is it wrong? I looked again, and added ENUN where I saw it, and changed to REMA. Edited April 10, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 10, 2011 Author Share Posted April 10, 2011 That shows that you have either no idea what either of them mean. ENUN tells the game to check whether or not there are units moving. This is mainly used to stop crashes and glitches because something happened before a unit finished moving. IF (unit is moving) STAL 1 ELSE (unit is not moving) Continue on REMA clears the screen of face sprites, something completely different. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 10, 2011 Share Posted April 10, 2011 (edited) almost got this. just a few more issues: #define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x39,Pointers)org 0x01003810Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventBad:UNIT Glass Mercenary 0x00 Level(1,Enemy,False) [1,11] [1,11] [ironSword] [0x00, 0x00, 0x00, 0x00]UNIT Batta Brigand Glass Level(1,Enemy,False) [1,9] [1,9] [ironAxe] [0x00, 0x00, 0x00, 0x00]UNIT Zagan Fighter Glass Level(1,Enemy,False) [2,5] [2,5] [ironAxe] [0x00, 0x00, 0x00, 0x00]UNIT EmptyGood:UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [14,9] [14,9] [Durandal,Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00]UNIT Hector HectorLord Eliwood Level(1,Ally,False) [17,9] [17,9] [Armads,WolfBeil,Vulnerary] [0x00, 0x00, 0x00, 0x00]UNIT EmptyReinforcement_units:UNIT Marcus Paladin 0x00 Level(10,NPC,True) [0,7] [0,7] [silverSpear,KillerLance] [0x00, 0x00, 0x00, 0x00]UNIT EmptyTurn_events:TURN 0x00 Opening_event [1,00] 0x0 0x00TURN 0x06 Reinforcements [1,00] 0x8 0x00TURNCharacter_events:CHARLocation_events:Village(0x07,Village1,16,2)LOCAMisc_events:DefeatAll(Ending_event)CauseGameOverIfLordDiesAFEVOpening_event:LOU1 GoodENUNOOBBTEX1 0x07FFREMALOU1 BadENUNCURF GlassTEX1 0x0800REMACURF HectorTEX1 0x0801REMAENDAEnding_event:TEX1 0x0803REMAENDAVillage1:MUSITEX1 0x0802REMAITGV IronSwordITGV KillingEdgeMUNOENDAReinforcements:LOU1 Reinforcement_unitsENUNENDABallistaData:BLSTMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 8369C90[/Code]1. how to make units look like they're coming from offscreen.2. the ending event plays, but the chapter doesn't end. how do I fix that?3. the cursor won't switch to the designated units during the opening event.4. backgrounds won't load, despite doing it the way arch said to.5. how to make units appear at the end of enemy turn, and still have their phase initiate.yeah, this should be it. a few simple things, and I should be done. I had a few simple fixes that i'm surprised you guys didn't see (LOU2lol, no OOBB), so please cease the flaming, because you guys aren't perfect either. Edited April 10, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
Psych Posted April 10, 2011 Share Posted April 10, 2011 http://serenesforest.net/forums/index.php?showtopic=25551 Quote Link to comment Share on other sites More sharing options...
Kyaro Posted April 10, 2011 Share Posted April 10, 2011 (edited) @Claude: 1. I think you load them and then use the second set of coordinates in their unit data. 2. You forgot MNCH 0xwhatever chapter is next 3. Not really sure about this one. Try using CAM1 to focus on the character? 4. I don't see any background codes in your events :/ This should work, though: Text(background,text) 5. Something like: TurnEventPlayer(0,pointer,turn) TURN Pointer: LOU1 unit ENUN ENDA As for my question, is it possible to make a conversation occur directly after opening a door? And: Text(0x03,0x908) FADI 16 LOMA 0x02 It sort of flashes back to the original map after the text ends. Would removing the FADI prevent that from happening? (Hacking FE8, if it helps) Edited April 10, 2011 by Kyaro Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 10, 2011 Author Share Posted April 10, 2011 Try using HIDEMAP before the FADI. I don't know how well it would work, but I'm fairly sure it would. @Claude: You say there are no backgrounds, but you have no Background codes. YOu can use the macro specified, or you can use FADI 0x10 BACG FADU 0x10 TEX1 Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 12, 2011 Share Posted April 12, 2011 when you guys say next chapter, are you referring to the number of the next chapter, the pointer for the next chapters events, or some other pointer? Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 12, 2011 Author Share Posted April 12, 2011 [spoiler=uhwhat?]//Chapter ID definitions. #ifdef _FE6_ #define Tutorial 0x00 #define Ch1 0x01 #define Ch2 0x02 #define Ch3 0x03 #define Ch4 0x04 #define Ch5 0x05 #define Ch6 0x06 #define Ch7 0x07 #define Ch8 0x08 #define Ch9 0x09 #define Ch10Lalum 0x0A #define Ch11Lalum 0x0B #define Ch12 0x0C #define Ch13 0x0D #define Ch14 0x0E #define Ch15 0x0F #define Ch16 0x10 #define Ch17Ilia 0x11 #define Ch18Ilia 0x12 #define Ch19Ilia 0x13 #define Ch20Ilia 0x14 #define Ch21 0x15 #define Ch22 0x16 #define Ch23 0x17 #define Ch24 0x18 #define ChFinal 0x19 #define Ch10Elfin 0x1A #define Ch11Elfin 0x1B #define Ch17Sacae 0x1C #define Ch18Sacae 0x1D #define Ch19Sacae 0x1E #define Ch20Sacae 0x1F #define Ch8X 0x20 #define Ch12X 0x21 #define Ch14X 0x22 #define Ch16X 0x23 #define Ch20XIlia 0x24 #define Ch20XSacae 0x25 #define Ch21X 0x26 #define LinkArena 0x27 #define TrialMap1 0x28 #define TrialMap2 0x29 #define TrialMap3 0x2A #define TrialMap4 0x2B #define TrialMap5 0x2C #endif #ifdef _FE7_ #define Prologue 0x00 #define Ch1 0x01 #define Ch2 0x02 #define Ch3 0x03 #define Ch4 0x04 #define Ch5 0x05 #define Ch6 0x06 #define Ch7 0x07 #define Ch7x 0x08 #define Ch8 0x09 #define Ch9 0x0A #define Ch10 0x0B #define Ch11_E 0x0C #define Ch11_H 0x0D #define Ch12 0x0E #define Ch13 0x0F #define Ch13x 0x10 #define Ch14 0x11 #define Ch15 0x12 #define Ch16 0x13 #define Ch17 0x14 #define Ch17x 0x15 #define Ch18 0x16 #define Ch19 0x17 #define Ch19x 0x18 #define Ch19xpt2 0x19 #define Ch20 0x1A #define Ch21 0x1B #define Ch22 0x1C #define Ch23 0x1D #define Ch23x 0x1E #define Ch24_Lloyd 0x1F #define Ch24_Linus 0x20 #define Ch25_H 0x21 #define Ch26 0x22 #define Ch27_Kenneth 0x23 #define Ch27_Jerme 0x24 #define Ch28 0x25 #define Ch28x 0x26 #define Ch29 0x27 #define Ch28_E 0x28 #define Ch30_H 0x29 #define Ch31 0x2A #define Ch31x 0x2B #define Ch32 0x2C #define Ch32x_H 0x2D #define Final_pt1 0x2E #define Final_pt2 0x2F #endif #ifdef _FE8_ #define Prologue 0x00 #define Ch1 0x01 #define Ch2 0x02 #define Ch3 0x03 #define Ch4 0x04 #define ZahaWoods 0x04 #define Ch5x 0x05 #define Ch5 0x06 #define Ch6 0x07 #define AdlasPlains 0x07 #define Ch7 0x08 #define Ch8 0x09 #define Ch9Eirika 0x0A #define Ch10Eirika 0x0B #define TerasPlateau 0x0B #define Ch12Eirika 0x0C #define Ch13Eirika 0x0D #define Ch14Eirika 0x0E #define Ch15Eirika 0x0F #define Ch16Eirika 0x10 #define Ch17Eirika 0x11 #define NarubeRiver 0x11 #define Ch18Eirika 0x12 #define NelerasPeak 0x12 #define Ch19Eirika 0x13 #define Ch20Eirika 0x14 #define FinalCh1Eirika 0x15 #define FinalCh2Erika 0x16 #define Ch9Ephraim 0x17 #define Ch10Ephraim 0x18 #define Bethroen 0x18 #define Ch12Ephraim 0x19 #define Ch13Ephraim 0x1A #define Za_abadulMarsh 0x1A #define Ch14Ephraim 0x1B #define Ch15Ephraim 0x1C #define Ch16Ephraim 0x1D #define Ch17Ephraim 0x1E #define NarubeRiver2 0x1E #define Ch18Ephraim 0x1F #define NelerasPeak2 0x1F #define Ch19Ephraim 0x20 #define Ch20Ephraim 0x21 #define FinalCh1Ephraim 0x22 #define FinalCh2Ephraim 0x23 #define TowerofValni1 0x24 #define TowerofValni2 0x25 #define TowerofValni3 0x26 #define TowerofValni4 0x27 #define TowerofValni5 0x28 #define TowerofValni6 0x29 #define TowerofValni7 0x2A #define TowerofValni8 0x2B #define TowerofValni8Clone 0x2C #define TowerofValni8Clone2 0x2D #define LagdouRuins1 0x2E #define LagdouRuins2 0x2F #define LagdouRuins3 0x30 #define LagdouRuins4 0x31 #define LagdouRuins5 0x32 #define LagdouRuins6 0x33 #define LagdouRuins7 0x34 #define LagdouRuins8 0x35 #define LagdouRuins9 0x36 #define LagdouRuins10 0x37 #define Lordssplitup 0x38 #define MelkaenCoast 0x39 #define LinkArena 0x3A #define TheInterestingMap 0x3B #define Debugmap 0x3C #define Ch11Eirika 0x3D #define Ch11Ephraim 0x3E #define Gradocastle 0x3F #define Renaiscastle 0x40 #define CaerPelyn 0x41 #define Renaisthrone 0x42 #define Renaisaudience 0x43 #define Renvalgate 0x44 #define Gradoborders 0x45 #define Gradoprison 0x46 #define Gradoshrine_Past 0x47 #define Renaisshrine 0x48 #define Somepath 0x49 #define Somebuilding 0x4A #define Anothershrine 0x4B #define Anotherpath 0x4C #define Gradoshrine_Present 0x4D #define Ch5town_Past 0x4E #endif Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted April 12, 2011 Share Posted April 12, 2011 Well, incase you don't want to use Cam's definitions: The 0x??'s at the end are the Hex numbers you put in after MNCH. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 12, 2011 Share Posted April 12, 2011 (edited) they're basically the same thing. but I get it now. I was confused as to whether it went by nightmares event module layout or not. here's what I have now: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x39,Pointers) org 0x01003810 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 Glass Mercenary 0x00 Level(1,Enemy,False) [0,9] [1,11] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT Batta Brigand Glass Level(1,Enemy,False) [0,9] [1,9] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Zagan Fighter Glass Level(1,Enemy,False) [0,9] [2,5] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [14,9] [14,9] [Durandal,Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Hector HectorLord Eliwood Level(1,Ally,False) [17,9] [17,9] [Armads,WolfBeil,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Reinforcement_units: UNIT Marcus Paladin 0x00 Level(10,NPC,True) [0,7] [0,7] [silverSpear,KillerLance] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [1,00] 0x0 0x00 TURN 0x06 Reinforcements [1,00] 0x8 0x00 TURN Character_events: CHAR Location_events: Village(0x07,Village1,16,2) LOCA Misc_events: DefeatAll(Ending_event) CauseGameOverIfLordDies AFEV Opening_event: MUS1 0x0033 LOU1 Good ENUN CAM1 Eliwood TEX1 07FF REMA LOU1 Bad ENUN CAM1 Glass TEX1 0800 REMA CAM1 Hector TEX1 0801 REMA ENDA Ending_event: MNCH 0x0E TEX1 0803 REMA ENDA Village1: MUSI TEX1 0802 REMA ITGV IronSword ITGV KillingEdge MUNO ENDA Reinforcements: LOU1 Reinforcement_units ENUN ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 8369C90 somehow, 07FF is not a valid number now(WTF?!), and it's stopping me from seeing if the rest of my changes have worked. and my ending event just makes the screen go black and goes to the save screen. Edited April 13, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 13, 2011 Share Posted April 13, 2011 (edited) Try 0x07FF Ending_event:MNCH 0x0E TEX1 0803 REMA ENDA MNCH is first, MNCH takes you to save screen... so yes, the game is working right, you just mixed up the order--MNCH is RIGHT before ENDA. =P Edited April 13, 2011 by Luffy Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 13, 2011 Share Posted April 13, 2011 (edited) WTF is going on with this?! i've taken everyone's suggestions and gotten this: #define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x39,Pointers)org 0x01003810Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventBad:UNIT Glass Mercenary 0x00 Level(1,Enemy,False) [0,9] [1,11] [ironSword] [0x00, 0x00, 0x00, 0x00]UNIT Batta Brigand Glass Level(1,Enemy,False) [0,9] [1,9] [ironAxe] [0x00, 0x00, 0x00, 0x00]UNIT Zagan Fighter Glass Level(1,Enemy,False) [0,9] [2,5] [ironAxe] [0x00, 0x00, 0x00, 0x00]UNIT EmptyGood:UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [17,11] [14,9] [Durandal,Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00]UNIT Hector HectorLord Eliwood Level(1,Ally,False) [17,11] [17,9] [Armads,WolfBeil,Vulnerary] [0x00, 0x00, 0x00, 0x00]UNIT EmptyReinforcement_units:UNIT Marcus Paladin 0x00 Level(10,NPC,True) [0,7] [0,7] [silverSpear,KillerLance] [0x00, 0x00, 0x00, 0x00]UNIT EmptyTurn_events:TURN 0x00 Opening_event [1,00] 0x0 0x00TURN 0x06 Reinforcements [1,00] 0x8 0x00TURNCharacter_events:CHARLocation_events:Village(0x07,Village1,16,2)LOCAMisc_events:DefeatAll(Ending_event)CauseGameOverIfLordDiesAFEVOpening_event:MUS1 0x0033LOU1 GoodENUNCAM1 EliwoodBACG 0x02TEX1 0804REMALOU1 BadENUNCAM1 GlassBACg 0x02TEX1 0800REMACAM1 HectorBACG 0x02TEX1 0801REMAENDAEnding_event:BACG 0x02TEX1 0803REMAMNCH 0x0EENDAVillage1:MUSIBACG 0x02TEX1 0802REMAITGV IronSwordITGV KillingEdgeMUNOENDAReinforcements:LOU1 Reinforcement_unitsENUNENDABallistaData:BLSTMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 8369C90[/Code]I insert it, then I go to FEditor to re-insert my text. I get this message:"There was a problem processing one or more file streams." RAGEFINGFINGRAGEFINGQUITFMHITA What do I do now? At least I haven't done too much that I can't just use a fresh ROM (I wound up f'ing my backup as well), but if this happens when i'm halfway done, i'm gonna f'ing rage harder than a certain banned class. Edited April 13, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted April 13, 2011 Share Posted April 13, 2011 [4:32:16 PM] shadowofchaos (Rey): btw Dan [4:32:43 PM] shadowofchaos (Rey): for him "one or more file streams" [4:32:50 PM] shadowofchaos (Rey): that guy [4:32:53 PM] shadowofchaos (Rey): err... tell him to close everything [4:32:55 PM] shadowofchaos (Rey): restart [4:32:58 PM] shadowofchaos (Rey): and try opening it in FEditor again [4:33:05 PM] shadowofchaos (Rey): if that doesn't fix it [4:33:07 PM] shadowofchaos (Rey): his rom is screwed [4:33:10 PM] shadowofchaos (Rey): no seriously [4:33:15 PM] shadowofchaos (Rey): if that thing shows up [4:33:19 PM] shadowofchaos (Rey): you're screwed [4:33:32 PM] shadowofchaos (Rey): if it's not the "it's open in an editor, and I can't open it again without closing the other thing" [4:33:37 PM] shadowofchaos (Rey): then your ROM is just SOL Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 13, 2011 Share Posted April 13, 2011 (edited) I wound up f'ing my backup as well Well, be lots more careful. Have a better, more complete back-up system. If you really want to be safe, back-up everytime before you use FEditor Adv. and not just because game crashes seem to either be FEditor's or GBAGE's fault Unless what Rey said works, I think you'll have to restart. But at least you'll retain the hacking knowledge you've gained. :P Edited April 13, 2011 by Luffy Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 13, 2011 Share Posted April 13, 2011 (edited) Damn, that sucks. at least I didn't do anything important. You guys happen to know what causes the error, so I don't trigger it again? EDIT: and what about what I posted? does it look okay? anything there that might cause the error? Edited April 13, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
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