Crimson Red Posted April 14, 2011 Share Posted April 14, 2011 You guys happen to know what causes the error, so I don't trigger it again? I lol'd If we did, we probably could have fixed it, or told you how to. It's kind of difficult to tell you why your game crashes... there are so many possible causes and you've made so many changes. Unless we had a list of all of them and patches and savestates to go along with them we couldn't really find out. Which is why ultimately, you have to be more careful in the beginning to prevent problems, because getting someone familiar with the situation enough for them to help you fix a major game-breaking problem or something similar is a very hard and time-consuming task. This is probably sounding jerkish, in which case my apologies for causing such a feeling, but I have a good reason--I don't hate you so I wouldn't want your ROM to get ****ed up again. ...Wait a sec. you never did say if you just tried what Rey said (essentially restarting your computer and trying to open it in FEditor again, and then the implied "if-you-get-that-far-tell-us-what-happens-with-the-Event Assembler"). Did you? It'd be stupid to restart if nothing actually happened and FEditor Adv was just being silly (which is nonsensical, but possible...). Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 14, 2011 Share Posted April 14, 2011 (edited) No, it's screwed. both of them are. I'll just be more careful from now on. At least your right about me having more knowledge about what i'm doing, so I shouldn't screw up again. EDIT: No, everything's not working properly Hector. Shut the hell up!!! I think I figured out how I F'd my ROM. Unless you guys tell me otherwise, I might have gotten my event layout mixed up with the text i'm using for the chapter. Not very smart on my part. apparently, as luffy pointed out, I had to add 0x to the text. every one of my text pointers. I thought you didn't have to do that, unless I don't have it set-up to do that. Sorry if I always sound like I never listen to you guys. You have helped me alot, no matter how annoying I may be. I say this, because with a few more technical things, I should actually have a working chapter! I need to figure out how exactly to do tile changes, but the things I was most worried about seem to be working fine. Edited April 14, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
Shin Posted April 15, 2011 Share Posted April 15, 2011 Hey, it's me again. I've somehow managed to work it so the chapter won't end after all enemies have been defeated. I'll spoiler what I've done, hopefully somebody can make sense of it. //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0B48 and the new ending offset is CURRENTOFFSET ORG $CA71AA BallistaEliwoodMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71AB and the new ending offset is CURRENTOFFSET ORG $CA730C BallistaHectorMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA730D and the new ending offset is CURRENTOFFSET ORG $CA749C label20: _0x87 STAL 30 ASMC 0x7A455 STAL 10 ASMC 0x13FA5 STAL 80 ASMC 0x6CCB9 IFAT 0x1 0x7A47D ASMC 0x20479 ENIF 0x1 ASMC 0xB2F95 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET ORG $CA9040 label26: MOMA 0xC 0x18 0x0 0x3 label27: MOMA 0xC 0x8 0x3 0x0 0xC 0x30 0x0 0x0 0x0 0x0 label28: MOMA 0xC 0x20 0x0 label29: MOMA 0xC 0x10 0x3 label30: MOMA 0xC 0x10 0x0 0x3 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA905D and the new ending offset is CURRENTOFFSET ORG $CA9060 BeginningScene: CMOF ASMC 0x18831 LOU1 label22 LOU1 label23 ENUN OOBB STAL 64 LOU1 AllyUnitsENM ENUN MOVE 0x3 [2,3] MOVE 0x18 [1,1] MOVE 0x17 [1,2] LOU1 label24 ENUN FADI 16 HIDEMAP BACG 0x22 FADU 16 SHOWMAP TEX1 0x881 REMA CAM1 [11,9] LOU1 label25 ENUN MOVE 0x8D [11,9] ENUN MUS1 0x32 FADI 16 HIDEMAP BACG 0x4F STAL 32 FADU 16 SHOWMAP TEX1 0x882 REMA ENUN FIGH 0x8D 0xDA labelpie $00000000 ENUN DISA 0xDA STAL 32 MOVE 0x8D [10,10] ENUN STAL 64 FADI 16 HIDEMAP BACG 0x4F FADU 16 SHOWMAP TEX1 0x883 REMA SOUN 0xB1 MAC1 0x1 0x0 MOVE 0x8D [10,10] ENUN ENUN ENUN STAL 60 MOVE 0x8D [12,17] ENUN FADI 16 HIDEMAP BACG 0x4F FADU 16 SHOWMAP TEX1 0x884 REMA STAL 64 MOVE 0xDB label27 ENUN FADI 16 HIDEMAP BACG 0x22 DISA 0xDB FADU 16 SHOWMAP TEX1 0x885 REMA ASMC 0x18889 MOVE 0x3 [0,4] ENUN MOVE 0xCD label28 ENUN DISA 0xCD MOVE 0x17 0x10 [0x1,0x5] label29 MOVE 0x18 0x10 [0x1,0x3] label30 ENUN ASMC 0x7A7D9 ASMC 0x7CF69 ENDA label12: _IFTT2 0x1 0x63 MUS1 0x30 IFTT 0x32 _0x8A STAL 8 TEX6 0x5 [0,0] 0x886 _ASM0x42 0x83181 ENIF 0x32 TEX1 0x887 REMA IFTT 0x32 STAL 8 ENIF 0x32 ENUF 0x7 ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA9300 and the new ending offset is CURRENTOFFSET ORG $CA9370 label13: _0xA1 0x0 MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x89C REMA MUNO ENDA label14: _0xA1 0x0 MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x89D REMA MUNO ENDA label15: _0xA1 0x0 MUSI FADI 16 HIDEMAP MUS2 0x42 BACG 0x1 FADU 16 SHOWMAP TEX1 0x89E REMA MUNO LOU1 labelb ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA9418 and the new ending offset is CURRENTOFFSET ORG $CA97A4 label16: _0x8A ASMC 0x1CD51 _0xA1 0x0 _0xA3 IFET 0x5 0x77 IFTT 0x32 CURF 0x18 STAL 8 TEX6 0x5 [0,0] 0x88B _ASM0x42 0x83181 ENIF 0x32 _IFTT2 0x1 0x63 ENUF 0x8 _0xA4 0x71 ELSE 0x63 ENIF 0x5 IFET 0x63 0x76 IFTT 0x33 CURF 0x17 STAL 8 TEX6 0x5 [0,0] 0x88C _ASM0x42 0x83181 ENIF 0x33 _IFTT2 0x1 0x63 ENUF 0xA _0xA4 0x71 ENIF 0x63 ENDA label17: _0x8A _0xA3 IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x896 _ASM0x42 0x83181 ENUF 0x16 ENIF 0x32 ENDA label18: _0x8A ASMC 0x1CD51 IFET 0x63 0x76 IFTT 0x32 CURF 0x17 STAL 8 TEX6 0x5 [0,0] 0x898 _ASM0x42 0x83181 ENIF 0x32 ENUF 0xA _0xA4 0x71 ENIF 0x63 ENDA label19: _0x8A _0xA3 IFET 0x32 0x16 IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x897 _ASM0x42 0x83181 ENIF 0x32 ENDA label21: _0x8A IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x8A3 _ASM0x42 0x83181 ENIF 0x32 ENDA EndingScene: _0xA3 MUS1 0x38 STAL 64 FADI 16 HIDEMAP ASMC 0x7A8B9 LOU1 label22 REPOS 0x3 [11,2] REPOS 0x17 [10,5] REPOS 0x18 [12,5] BACG 0x4F FADU 16 SHOWMAP TEX1 0x8A4 MUEN 4 STAL 60 STAL 32 SOUN 0x26C FAWI 16 HIDEMAP REBU STAL 3 FAWU 16 SHOWMAP MORETEXT 0x8A5 SOUN 0x2EB FAWI 4 HIDEMAP REBU STAL 10 FAWU 4 SHOWMAP MORETEXT 0x8A6 FAWI 16 HIDEMAP ASMC 0xECFD SOUN 0x2DA STAL 32 SHCG 0x2 FAWU 16 SHOWMAP STAL 60 TEX5 0x8A7 MURE 0x6 _TEXTCG 0x8A8 0x1 _TEXTCG 0x8A9 0x1 _0x4 0x3C FADI 16 HIDEMAP ASMC 0x7A95D BACG 0x4F FADU 4 SHOWMAP MUS1 0x3F TEX1 0x8AA REMA _FADU2 SHOWMAP ITGC 0x3 0xA _0x89 STAL 32 FADI 4 HIDEMAP STAL 64 BACG 0x22 FADU 4 SHOWMAP TEX1 0x8AB MORETEXT 0x8AC MUEN 8 GOTO label31 _0x9A FADI 4 HIDEMAP ASMC 0x7A8B9 LOMA 0xB [2,16] STAL 128 MUS1 0x53 FADU 2 SHOWMAP TEX8 0x5DF [16,12] STAL 100 RETB STAL 16 CURF [2,16] STAL 32 FADI 16 HIDEMAP BACG 0x10 FADU 16 SHOWMAP TEX1 0x8AD FADI 4 HIDEMAP BACG 0x5B _0x85 0x2 MNCH 0x3 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA9BAC and the new ending offset is CURRENTOFFSET ORG $CC0928 label31: ENUT 0x9D IFCD 0x5 0x17 0x76 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AA ENIF 0x5 IFCD 0x6 0x18 0x77 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AC ENIF 0x6 IFCD 0x7 0x1D 0x79 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AE ENIF 0x7 IFCD 0x8 0xD 0x72 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B0 ENIF 0x8 IFCD 0x9 0x23 0x7A _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BB ENIF 0x9 IFCD 0xA 0x26 0x7B _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BF ENIF 0xA IFCD 0xB 0x8 0x71 IFAT 0xB 0x7EEAD _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B2 ENIF 0xB IFCD 0x16 0x11 0x74 IFAT 0x16 0x7EEC1 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP IFEF 0x15 0x75 TEX1 0x7B4 ELSE 0x16 ENIF 0x15 TEX1 0x7B5 ENIF 0x16 IFCD 0xD 0x13 0x75 IFAT 0xD 0x7EEC1 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B7 ENIF 0xD IFCD 0xE 0x1C 0x78 IFAT 0xE 0x7EED5 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B9 ENIF 0xE IFCD 0xF 0x10 0x73 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BD ENIF 0xF IFCD 0x10 0x2C 0x7C _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7C1 ENIF 0x10 IFEF 0x63 0x9D MURE 0x6 ENUT 0x9D ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC0C14 and the new ending offset is CURRENTOFFSET ORG $CC5CE8 AllyUnitsENM: UNIT 0x3 0x2 0x0 0x10 [2,0] [2,0] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x28 0x3 0x8 [1,0] [1,0] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x17 0x28 0x3 0x8 [0,0] [0,0] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT label24: UNIT 0xCD 0x51 0x0 0xA [1,0] [1,3] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnitsENM: UNIT label25: UNIT 0x8D 0x12 0x0 0x1C [12,12] [12,12] [0x29,0x6B,0x0,0x0] [0x3,0x3,0x2,0x20] UNIT 0x8A 0x39 0x8D 0xD [7,0] [2,18] [0x28,0x0,0x0,0x0] [0x8,0x0,0x1,0x0] UNIT 0x8B 0x39 0x8D 0x15 [11,9] [11,3] [0x20,0x0,0x0,0x0] [0x8,0x3,0x1,0x0] UNIT 0x8A 0x39 0x8D 0xD [10,9] [7,9] [0x1F,0x0,0x0,0x0] [0x8,0x0,0x1,0x0] UNIT 0x8A 0x39 0x8D 0xD [11,9] [11,9] [0x1F,0x0,0x0,0x0] [0x8,0x0,0x1,0x0] UNIT 0x8B 0x39 0x8D 0x15 [12,9] [13,8] [0x1F,0x0,0x0,0x0] [0x8,0x3,0x1,0x0] UNIT label22: UNIT 0xDA 0x1E 0x0 0xA [11,8] [11,8] [0x0,0x0,0x0,0x0] [0x6,0x3,0x1,0x0] UNIT label23: UNIT 0xDB 0x48 0x0 0xA [7,5] [7,5] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT labelb: UNIT 0xD 0x0C 0x3 0x10 [16,16] [16,16] [0x0B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT labelpie: BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 15 BLDT 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0 BLDT 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 15 BLDT 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 15 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC5E08 and the new ending offset is CURRENTOFFSET Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 15, 2011 Author Share Posted April 15, 2011 ...disassembled code... ...fuck that... Sorry, but if you've lost your original event file (the un-disassembled one), then I can't really help you. I reeeeeally don't want to go digging through that for something that could go wrong, not with all the label31 and raw code shit. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 15, 2011 Share Posted April 15, 2011 @Dokutayuu, it looks like you didn't include all of your code. The code that makes the chapter end when all enemies are defeated is in the Miscellaneous events section (usually referred to as "Misc_events"), which isn't in what you posted--at least, I don't see it, and it makes sense that it's not there because Misc_events are usually before ballista events. XP @Claude, good luck Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted April 15, 2011 Share Posted April 15, 2011 I reeeeeally don't want to go digging through that for something that could go wrong, not with all the label31 and raw code shit. I feel your pain >_>; I had to do that for Trent's thing that he abandoned. XD Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 15, 2011 Share Posted April 15, 2011 Hey, it's me again. I've somehow managed to work it so the chapter won't end after all enemies have been defeated. I'll spoiler what I've done, hopefully somebody can make sense of it. //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0B48 and the new ending offset is CURRENTOFFSET ORG $CA71AA BallistaEliwoodMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71AB and the new ending offset is CURRENTOFFSET ORG $CA730C BallistaHectorMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA730D and the new ending offset is CURRENTOFFSET ORG $CA749C label20: _0x87 STAL 30 ASMC 0x7A455 STAL 10 ASMC 0x13FA5 STAL 80 ASMC 0x6CCB9 IFAT 0x1 0x7A47D ASMC 0x20479 ENIF 0x1 ASMC 0xB2F95 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET ORG $CA9040 label26: MOMA 0xC 0x18 0x0 0x3 label27: MOMA 0xC 0x8 0x3 0x0 0xC 0x30 0x0 0x0 0x0 0x0 label28: MOMA 0xC 0x20 0x0 label29: MOMA 0xC 0x10 0x3 label30: MOMA 0xC 0x10 0x0 0x3 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA905D and the new ending offset is CURRENTOFFSET ORG $CA9060 BeginningScene: CMOF ASMC 0x18831 LOU1 label22 LOU1 label23 ENUN OOBB STAL 64 LOU1 AllyUnitsENM ENUN MOVE 0x3 [2,3] MOVE 0x18 [1,1] MOVE 0x17 [1,2] LOU1 label24 ENUN FADI 16 HIDEMAP BACG 0x22 FADU 16 SHOWMAP TEX1 0x881 REMA CAM1 [11,9] LOU1 label25 ENUN MOVE 0x8D [11,9] ENUN MUS1 0x32 FADI 16 HIDEMAP BACG 0x4F STAL 32 FADU 16 SHOWMAP TEX1 0x882 REMA ENUN FIGH 0x8D 0xDA labelpie $00000000 ENUN DISA 0xDA STAL 32 MOVE 0x8D [10,10] ENUN STAL 64 FADI 16 HIDEMAP BACG 0x4F FADU 16 SHOWMAP TEX1 0x883 REMA SOUN 0xB1 MAC1 0x1 0x0 MOVE 0x8D [10,10] ENUN ENUN ENUN STAL 60 MOVE 0x8D [12,17] ENUN FADI 16 HIDEMAP BACG 0x4F FADU 16 SHOWMAP TEX1 0x884 REMA STAL 64 MOVE 0xDB label27 ENUN FADI 16 HIDEMAP BACG 0x22 DISA 0xDB FADU 16 SHOWMAP TEX1 0x885 REMA ASMC 0x18889 MOVE 0x3 [0,4] ENUN MOVE 0xCD label28 ENUN DISA 0xCD MOVE 0x17 0x10 [0x1,0x5] label29 MOVE 0x18 0x10 [0x1,0x3] label30 ENUN ASMC 0x7A7D9 ASMC 0x7CF69 ENDA label12: _IFTT2 0x1 0x63 MUS1 0x30 IFTT 0x32 _0x8A STAL 8 TEX6 0x5 [0,0] 0x886 _ASM0x42 0x83181 ENIF 0x32 TEX1 0x887 REMA IFTT 0x32 STAL 8 ENIF 0x32 ENUF 0x7 ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA9300 and the new ending offset is CURRENTOFFSET ORG $CA9370 label13: _0xA1 0x0 MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x89C REMA MUNO ENDA label14: _0xA1 0x0 MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x89D REMA MUNO ENDA label15: _0xA1 0x0 MUSI FADI 16 HIDEMAP MUS2 0x42 BACG 0x1 FADU 16 SHOWMAP TEX1 0x89E REMA MUNO LOU1 labelb ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA9418 and the new ending offset is CURRENTOFFSET ORG $CA97A4 label16: _0x8A ASMC 0x1CD51 _0xA1 0x0 _0xA3 IFET 0x5 0x77 IFTT 0x32 CURF 0x18 STAL 8 TEX6 0x5 [0,0] 0x88B _ASM0x42 0x83181 ENIF 0x32 _IFTT2 0x1 0x63 ENUF 0x8 _0xA4 0x71 ELSE 0x63 ENIF 0x5 IFET 0x63 0x76 IFTT 0x33 CURF 0x17 STAL 8 TEX6 0x5 [0,0] 0x88C _ASM0x42 0x83181 ENIF 0x33 _IFTT2 0x1 0x63 ENUF 0xA _0xA4 0x71 ENIF 0x63 ENDA label17: _0x8A _0xA3 IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x896 _ASM0x42 0x83181 ENUF 0x16 ENIF 0x32 ENDA label18: _0x8A ASMC 0x1CD51 IFET 0x63 0x76 IFTT 0x32 CURF 0x17 STAL 8 TEX6 0x5 [0,0] 0x898 _ASM0x42 0x83181 ENIF 0x32 ENUF 0xA _0xA4 0x71 ENIF 0x63 ENDA label19: _0x8A _0xA3 IFET 0x32 0x16 IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x897 _ASM0x42 0x83181 ENIF 0x32 ENDA label21: _0x8A IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x8A3 _ASM0x42 0x83181 ENIF 0x32 ENDA EndingScene: _0xA3 MUS1 0x38 STAL 64 FADI 16 HIDEMAP ASMC 0x7A8B9 LOU1 label22 REPOS 0x3 [11,2] REPOS 0x17 [10,5] REPOS 0x18 [12,5] BACG 0x4F FADU 16 SHOWMAP TEX1 0x8A4 MUEN 4 STAL 60 STAL 32 SOUN 0x26C FAWI 16 HIDEMAP REBU STAL 3 FAWU 16 SHOWMAP MORETEXT 0x8A5 SOUN 0x2EB FAWI 4 HIDEMAP REBU STAL 10 FAWU 4 SHOWMAP MORETEXT 0x8A6 FAWI 16 HIDEMAP ASMC 0xECFD SOUN 0x2DA STAL 32 SHCG 0x2 FAWU 16 SHOWMAP STAL 60 TEX5 0x8A7 MURE 0x6 _TEXTCG 0x8A8 0x1 _TEXTCG 0x8A9 0x1 _0x4 0x3C FADI 16 HIDEMAP ASMC 0x7A95D BACG 0x4F FADU 4 SHOWMAP MUS1 0x3F TEX1 0x8AA REMA _FADU2 SHOWMAP ITGC 0x3 0xA _0x89 STAL 32 FADI 4 HIDEMAP STAL 64 BACG 0x22 FADU 4 SHOWMAP TEX1 0x8AB MORETEXT 0x8AC MUEN 8 GOTO label31 _0x9A FADI 4 HIDEMAP ASMC 0x7A8B9 LOMA 0xB [2,16] STAL 128 MUS1 0x53 FADU 2 SHOWMAP TEX8 0x5DF [16,12] STAL 100 RETB STAL 16 CURF [2,16] STAL 32 FADI 16 HIDEMAP BACG 0x10 FADU 16 SHOWMAP TEX1 0x8AD FADI 4 HIDEMAP BACG 0x5B _0x85 0x2 MNCH 0x3 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA9BAC and the new ending offset is CURRENTOFFSET ORG $CC0928 label31: ENUT 0x9D IFCD 0x5 0x17 0x76 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AA ENIF 0x5 IFCD 0x6 0x18 0x77 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AC ENIF 0x6 IFCD 0x7 0x1D 0x79 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7AE ENIF 0x7 IFCD 0x8 0xD 0x72 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B0 ENIF 0x8 IFCD 0x9 0x23 0x7A _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BB ENIF 0x9 IFCD 0xA 0x26 0x7B _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BF ENIF 0xA IFCD 0xB 0x8 0x71 IFAT 0xB 0x7EEAD _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B2 ENIF 0xB IFCD 0x16 0x11 0x74 IFAT 0x16 0x7EEC1 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP IFEF 0x15 0x75 TEX1 0x7B4 ELSE 0x16 ENIF 0x15 TEX1 0x7B5 ENIF 0x16 IFCD 0xD 0x13 0x75 IFAT 0xD 0x7EEC1 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B7 ENIF 0xD IFCD 0xE 0x1C 0x78 IFAT 0xE 0x7EED5 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7B9 ENIF 0xE IFCD 0xF 0x10 0x73 _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7BD ENIF 0xF IFCD 0x10 0x2C 0x7C _FADI2 HIDEMAP _0x8 FADU 4 SHOWMAP TEX1 0x7C1 ENIF 0x10 IFEF 0x63 0x9D MURE 0x6 ENUT 0x9D ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC0C14 and the new ending offset is CURRENTOFFSET ORG $CC5CE8 AllyUnitsENM: UNIT 0x3 0x2 0x0 0x10 [2,0] [2,0] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x28 0x3 0x8 [1,0] [1,0] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x17 0x28 0x3 0x8 [0,0] [0,0] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT label24: UNIT 0xCD 0x51 0x0 0xA [1,0] [1,3] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnitsENM: UNIT label25: UNIT 0x8D 0x12 0x0 0x1C [12,12] [12,12] [0x29,0x6B,0x0,0x0] [0x3,0x3,0x2,0x20] UNIT 0x8A 0x39 0x8D 0xD [7,0] [2,18] [0x28,0x0,0x0,0x0] [0x8,0x0,0x1,0x0] UNIT 0x8B 0x39 0x8D 0x15 [11,9] [11,3] [0x20,0x0,0x0,0x0] [0x8,0x3,0x1,0x0] UNIT 0x8A 0x39 0x8D 0xD [10,9] [7,9] [0x1F,0x0,0x0,0x0] [0x8,0x0,0x1,0x0] UNIT 0x8A 0x39 0x8D 0xD [11,9] [11,9] [0x1F,0x0,0x0,0x0] [0x8,0x0,0x1,0x0] UNIT 0x8B 0x39 0x8D 0x15 [12,9] [13,8] [0x1F,0x0,0x0,0x0] [0x8,0x3,0x1,0x0] UNIT label22: UNIT 0xDA 0x1E 0x0 0xA [11,8] [11,8] [0x0,0x0,0x0,0x0] [0x6,0x3,0x1,0x0] UNIT label23: UNIT 0xDB 0x48 0x0 0xA [7,5] [7,5] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT labelb: UNIT 0xD 0x0C 0x3 0x10 [16,16] [16,16] [0x0B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT labelpie: BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 15 BLDT 0b 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0 BLDT 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 15 BLDT 1b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 15 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC5E08 and the new ending offset is CURRENTOFFSET is all this something that I will eventually have to do as well, or is he doing something completely different? in other words, can I manage with the way mine is now? Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 15, 2011 Share Posted April 15, 2011 you're making scripts from scratch... he's either disassembling the game's original events or he made a script, inserted it, and then disassembled it for some weird reason. idk which, but, you're not doing either, so I wouldn't worry about it too much... Quote Link to comment Share on other sites More sharing options...
Shin Posted April 16, 2011 Share Posted April 16, 2011 (edited) It looks like I forgot to include that :P. I've just figured out how to include definitions, hopefully that'll let me sort some stuff out. It's easier to remember them than tidbits of code. Thanks! EDIT: What am I meant to be pointing to with DefeatAll? I'm really not great at this ^^. Edited April 16, 2011 by Dokutayuu Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 16, 2011 Share Posted April 16, 2011 Put it in the Misc_events. Either the code works just like that, or you may have to dictate which event to use (DefeatAll(Ending_event)). Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 16, 2011 Share Posted April 16, 2011 Looks like i'm screwed. Whatever is causing the error looks like it's definitely in my event layout somewhere. I might try re-downloading FEditor and EA just in case there happens to be a missing file or something, and I guess i'll let you guys know what happens. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 17, 2011 Share Posted April 17, 2011 Nope. I'm screwed. It still does it everytime. If I can't figure out what's causing the problem, then I can't continue. Only thing I can think of is writing a new script and seeing if it still does it. Quote Link to comment Share on other sites More sharing options...
Shin Posted April 17, 2011 Share Posted April 17, 2011 DefeatAll gives me nasty blackscreens upon starting the chapter. Thankfully the others are fine. Even having an empty ending event means it happens, although it's all fine without it. I've probably botched something up somewhere, any advice. Redoing it won't be too much hassle, the map and script's fine. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 17, 2011 Share Posted April 17, 2011 We don't have enough information. We'd need: - your event script at minimum, but preferably - your event script - a video of the problem and 5 seconds before it occurs, and, if possible, 5 seconds after but to fully analyze, we'd probably need at least - your event script - a video of the problem and 5 seconds before it occurs, and, if possible, 5 seconds after - a patch - a savestate close to the problem Quote Link to comment Share on other sites More sharing options...
Zath of the Sword Posted April 17, 2011 Share Posted April 17, 2011 So I need some help Opening_event: LOU1 Good ENUN OOBB //Allies are loaded before map is displayed. STAL 0x20 //Stalls the game for ___ amount of time. CMOF //Stops camera from seeing enemy units load. LOU1 Bad Text(0817,0x02) CAM1 [06,05] ENDA The text conversation is not working. The screen just goes black and nothing happens. Also what is the "Map tile changes" under chapter data editor in nightmare? Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted April 17, 2011 Share Posted April 17, 2011 So I need some help Opening_event: LOU1 Good ENUN OOBB //Allies are loaded before map is displayed. STAL 0x20 //Stalls the game for ___ amount of time. CMOF //Stops camera from seeing enemy units load. LOU1 Bad Text(0817,0x02) CAM1 [06,05] ENDA The text conversation is not working. The screen just goes black and nothing happens. Also what is the "Map tile changes" under chapter data editor in nightmare? From what I can tell, I believe it should be TEX1 and not Text. Quote Link to comment Share on other sites More sharing options...
Zath of the Sword Posted April 17, 2011 Share Posted April 17, 2011 I tried that and got an error Quote Link to comment Share on other sites More sharing options...
Krad Posted April 17, 2011 Share Posted April 17, 2011 (edited) Opening_event: LOU1 Good ENUN OOBB //Allies are loaded before map is displayed. STAL 0x20 //Stalls the game for ___ amount of time. CMOF //Stops camera from seeing enemy units load. LOU1 Bad Text(0x0817,0x02) CAM1 [06,05] ENDA That should work. If it doesn't, try to do it macro-less. Opening_event: LOU1 Good ENUN OOBB STAL 0x20 CMOF LOU1 Bad ENUN FADI 10 BACG 0x02 FADU 10 TEX1 0x0817 REMA CAM1 [6,5] ENDA EDIT: Woops, forgot an ENUN in the second code. Edited April 17, 2011 by Krad Quote Link to comment Share on other sites More sharing options...
Zath of the Sword Posted April 18, 2011 Share Posted April 18, 2011 Didn't work the screen flashes black but no text. Quote Link to comment Share on other sites More sharing options...
Krad Posted April 18, 2011 Share Posted April 18, 2011 (edited) Didn't work the screen flashes black but no text. Can you show me the text you want to use? Because the code I posted should work, since I edited it from one of my own event files that I know that are working. Edited April 18, 2011 by Krad Quote Link to comment Share on other sites More sharing options...
Zath of the Sword Posted April 18, 2011 Share Posted April 18, 2011 I really don't care what Text I use im just testing it to try and make it work Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted April 18, 2011 Share Posted April 18, 2011 It's possible the text is being loaded, but there isn't any text to load, or the text isn't uh... "formatted" properly... Quote Link to comment Share on other sites More sharing options...
Kyaro Posted April 18, 2011 Share Posted April 18, 2011 Isn't it the other way around? >.> As in... Text(0x02,0x817) Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 20, 2011 Share Posted April 20, 2011 Alright, let me be a little more specific in the hopes that we can figure this out. I'm thinking maybe i'm using the wrong version of the event assembler. I think mine is 8.0. Not sure if this is current. I also never disassembled FE7's events, I just wrote up my own event text document. I tried overwriting chapter 11's events, and tried putting the events in an empty part of the ROM. I also think that maybe I have my pointers confused. If i'm reading correctly, there's like 2 or 3 different ways of setting up pointers. Maybe I have them mixed. I am seriously out of options here. If none of these are the problem, then I am seriously done this time. Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 20, 2011 Author Share Posted April 20, 2011 You shouldn't be changing pointers at all if you're using the EventPointerTable(0x__,Pointers) macro. Also, if you don't know which version is most recent, just go onto Shrine of Seals and get it yourself. >_< Quote Link to comment Share on other sites More sharing options...
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