Zath of the Sword Posted April 21, 2011 Share Posted April 21, 2011 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. Thanks I go it working But on a new topic I can't seem to get the AI to work right In the Chapter Event file I try Changing were by default it says [NoAI] for enemies but I can't seem to find numbers that work there. The numbers in Nightmare don't work. And some other ones I found in Tutorials either have no effect or glitch. Can someone point me to a place that lists the numbers that go there (I tried the ones in Nightmare) Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 23, 2011 Share Posted April 23, 2011 Last 2 questions, and then I should *hopefully* be good. First off, the little sub-maps, as I call them. They appear before and after a chapter, but you never actually play on them. All I see is LOMA, because Arch hasn't updated the topic since He first posted. How does that work if I want a map to appear before the actual playing map(the one that the EA is pointing to)? Secondly, how do you determine how many characters to use in a chapter? I know it has to do with loading good units, but do you have them load just before the preparations screen, or can you do it anytime? Also, if my first chapter has my main lord loading using the good unit pointer, do I have to do it again, or is that when it gets set in nightmare? Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 23, 2011 Author Share Posted April 23, 2011 Try using HIDEMAP LOMA blah [stuff] SHOWMAP [moreblah] ENDA If that doesn't work, you may have to disassemble FE7 events and see how they did it. Secondly, the number of units in the "good" label is the number of units you can choose from the prep screen. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 23, 2011 Share Posted April 23, 2011 I should have worded my question differently. what I mean is, suppose I only need to load 3 units using the good unit pointer, but I want 12 deployable characters for the chapter. Do I do 2 seperate pointers, with one loading just before the prep screen? My other concern is, i've already introduced the main lord to the game using the pointer. So from that point on, do I just set him up where I need him using nightmare, or can I use the pointer to put him on the field without overwriting the current lord? Confused? I'll explain. I once hacked Pent into chapter 11, and when chapter 22 came around, the Pent I hacked in disappeared, and was replaced by the original Pent with his base stats. I want to make sure I prevent that with my other characters. Quote Link to comment Share on other sites More sharing options...
Zath of the Sword Posted April 23, 2011 Share Posted April 23, 2011 In the Chapter Event file I try Changing were by default it says [NoAI] for enemies but I can't seem to find numbers that work there. The numbers in Nightmare don't work. And some other ones I found in Tutorials either have no effect or glitch. Can someone point me to a place that lists the numbers that go there (I tried the ones in Nightmare) Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 24, 2011 Author Share Posted April 24, 2011 I should have worded my question differently. what I mean is, suppose I only need to load 3 units using the good unit pointer, but I want 12 deployable characters for the chapter. Do I do 2 seperate pointers, with one loading just before the prep screen? You would use a different unit group for your three, leaving the "Good" label for the 12. Opening_event: [blah] LOU1 cutsceneunits ENUN [moreblah] ENDA cutsceneunits: UNIT UNIT UNIT UNIT Empty Good: [12 UNIT codes] UNIT Empty My other concern is, i've already introduced the main lord to the game using the pointer. So from that point on, do I just set him up where I need him using nightmare, or can I use the pointer to put him on the field without overwriting the current lord? I actually never mess with lord pointers (I just use 0x03 [Lyn_t] as the lord slot). Confused? I'll explain. I once hacked Pent into chapter 11, and when chapter 22 came around, the Pent I hacked in disappeared, and was replaced by the original Pent with his base stats. I want to make sure I prevent that with my other characters. That is why you don't fuck with unit pointers unless you've actually written the events for whatever chapter you want. To prevent this, you use a different unit slot. The reason this happens is because Pent is turned into an NPC in that chapter, which resets everyone's stats. In the Chapter Event file I try Changing were by default it says [NoAI] for enemies but I can't seem to find numbers that work there. The numbers in Nightmare don't work. And some other ones I found in Tutorials either have no effect or glitch. Can someone point me to a place that lists the numbers that go there (I tried the ones in Nightmare) You can find the lists by actually disassembling chapters. I'm sorry, but if the NM numbers don't work, that's like the best way. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) org 0x00CA0720 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 Wil Archer 0x00 Level(1,Enemy,False) [11,9] [11,9] [ironBow] [0x03, 0x00, 0x00, 0x00] UNIT 0x88 Soldier Wil Level(1,Enemy,False) [5,7] [5,7] [ironSpear] [0x00, 0x02, 0x00, 0x00] UNIT 0x88 Fighter Wil Level(1,Enemy,False) [9,7] [9,7] [ironAxe] [0x00, 0x02, 0x00, 0x00] UNIT 0x88 Mercenary Wil Level(1,Enemy,False) [7,8] [7,8] [ironSword] [0x00, 0x02, 0x00, 0x00] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [10,3] [10,3] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Help: UNIT Matthew Thief Eliwood Level(1,Ally,False) [10,9] [10,6] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT Empty Good2: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [6,2] [6,2] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: House(0x06,House1,9,5) House(0x07,House2,12,6) LOCA Misc_events: DefeatAll(Ending_event) CauseGameOverIfLordDies AFEV Opening_event: HIDEMAP LOMA 836AF00 LOU1 Good SHOWMAP FADI 10 CAM1 Eliwood FADU 10 BACG 0x1B FADI 10 TEX1 0x0801 FADU 10 LOU1 Help FADI 10 BACG 0x1B FADU 10 TEX1 0x0000 FADU HIDEMAP LOMA 836AE00 LOU1 Good2 SHOWMAP ENDA Ending_event: MNCH 0x01 ENDA House1: MUSI FADU 10 BACG 0x01 TEX1 0x07FF REMA MUNO FADI 10 ENDA House2: MUSI FADU 10 BACG 0x01 TEX1 0x0800 REMA MUNO FADI 10 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 836AE00 LOMA is not being recognized, FADU for some reason is not being recognized, and I need to know if it's possible to trigger a tile change on the sub-map before the game loads the actual chapter map. And here I thought I was past my questions and problems phase. Quote Link to comment Share on other sites More sharing options...
Psych Posted April 24, 2011 Share Posted April 24, 2011 So um Cam....why is this happening still? :/ Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 24, 2011 Author Share Posted April 24, 2011 Firstly, you're NEVER past your questions/problems phase. You're always going to encounter random glitches and shit. Secondly, LOMA does not work that way. You need a 0x__ number, not an offset. If you go into the Chapter Data Editor, you should notice that every chapter has a 0x__ number next to it. This is what you're looking for. You see the red arrow? You change that to whatever map you need to use. As for tile changes on those maps, I'd have to say I don't know. I don't see why you'd need it, honestly. --- House2: MUSI FADU 10 BACG 0x01 TEX1 0x0800 REMA MUNO FADI 10 ENDA Here's your problem. You want to use FADI 0x0A BACG 0x01 FADU 0x0A TEX1 blah in there, instead of what you have. --- @Psych: I have no idea. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 Firstly, you're NEVER past your questions/problems phase. You're always going to encounter random glitches and shit. Secondly, LOMA does not work that way. You need a 0x__ number, not an offset. If you go into the Chapter Data Editor, you should notice that every chapter has a 0x__ number next to it. This is what you're looking for. You see the red arrow? You change that to whatever map you need to use. As for tile changes on those maps, I'd have to say I don't know. I don't see why you'd need it, honestly. --- Here's your problem. You want to use FADI 0x0A BACG 0x01 FADU 0x0A TEX1 blah in there, instead of what you have. --- @Psych: I have no idea. Cam, i'm not quite sure I fall into the simple question or having a problem guy. Don't you remember any of my bajillion topics from before? FADU works now, but I think I might have too much fading going on. Maybe it's just me not being quite sure how it works. LOMA still refuses to be recognized, so i disassembled chapter 11, and well, i'm trying to figure out what the hell i'm reading. Chapter 11 doesn't even have a second map, so I don't know why I did that. Yes, ATM for story purposes, it is necessary to have a tile change in the first map. If it's not possible for whatever reason, i'll have to find some way to work around it, but i'd really hate to have to change it since i've been working on the story flow for awhile now. If you want details, feel free to PM me. @Psych: i'm no expert, but are you sure you edited, inserted, and pointed your text? Just sayin', cuz that happened to me my first time. Quote Link to comment Share on other sites More sharing options...
Psych Posted April 24, 2011 Share Posted April 24, 2011 I didn't mess with Text yet, but I'm pretty sure text wouldn't cause the rest of that stuff to happen. Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 24, 2011 Author Share Posted April 24, 2011 (edited) Are you sure? Try LOMA 0x__ [0,0] DO remember that you need coordinates. EDIT: Okay, I know it's possible, and I think I can figure out how. HOWEVER, tile changes are hardly my area of expertise, so it'd be best to ask someone like Arch or Astra. Edited April 24, 2011 by Camtech075 Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 Coordinates? The hell for? What would I put, just [0,0], or my lord's coordinates, or what? My guess is that the tile change would simply have to be scripted to happen on the sub-map (AKA prologue map, since that's where I pointed the map to). If that's true, then I might be able to figure something out on my own for once. I will PM Astra, since Arch doesn't seem to like me. Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 24, 2011 Author Share Posted April 24, 2011 The map has to put somewhere. The coordinates work like the CAM1 command. Whatever coordinate is used will be used as the top left corner when the new map is loaded. I could do a screenshot explanation if you need it. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 (edited) So, in other words, it would just be [0,0], since that's always the upper-left part of the map, but could be changed if you wanted the opening scene to start in the middle or lower corner of the map, with a good example being whereabouts unknown, where everyone starts at the bottom of the map. Am I right or wrong? Actually, CoD makes a better example of this. Edited April 24, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 24, 2011 Author Share Posted April 24, 2011 Exactly. Quote Link to comment Share on other sites More sharing options...
Shin Posted April 24, 2011 Share Posted April 24, 2011 It's me again. I'm still having no luck with DefeatAll (or even DefeatBoss). I've made my event file a little more reader friendly, it's still disassembled code because I'm not sharp enough to make my own from scratch - so they're edited versions of extracted code. However, there are a good few definitions in there. Also attached are links to an IPS patch and a save file. Basically, upon selecting Chapter 2, it shows the "Chapter screen" and then loads to black. http://www.2shared.com/file/ot5EocvJ/fe7e.html http://www.2shared.com/file/IbOc69DE/fe7e.html // Disassembled with Nintenlord's Event Assembler // // Version: 8.1.0.0 // // Game: FE7 // // File: fe7e.gba // // Offset: $CA0B08 // // // //////////////////////////////////////////////////// #include EAstdlib.event ORG $CA09B4 TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 AFEV //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA09D8 and the new ending offset is CURRENTOFFSET ORG $CA09FC CharacterBasedEvents: AFEV LocationBasedEvents: LOCA 0x0 villageone [8,2] 0xE LOCA 0x0 villagetwo [14,5] 0xE VILL 0x0 villageaskea [16,15] 0xE AFEV //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0A34 and the new ending offset is CURRENTOFFSET ORG $CA0ABC MiscBasedEvents: CauseGameOverIfLordDies DefeatAll(EndingScene) AFEV PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN BallistaEliwoodMode BallistaHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene //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 //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 stillmoving: MOMA 0xC 0x18 0x0 0x3 moving: MOMA 0xC 0x8 0x3 0x0 0xC 0x30 0x0 0x0 0x0 0x0 moving2: MOMA 0xC 0x20 0x0 moving3: MOMA 0xC 0x10 0x3 moving4: 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 civ1 LOU1 civ2 ENUN OOBB STAL 64 LOU1 AllyUnitsENM ENUN MOVE Lyn [2,3] MOVE 0x18 [1,4] MOVE 0x17 [0,4] LOU1 elder ENUN FADI 16 HIDEMAP BACG 0x22 FADU 16 SHOWMAP TEX1 0x881 REMA LOU1 badguys ENUN MOVE Glass stillmoving ENUN MUS1 0x32 FADI 16 HIDEMAP BACG 0x4F STAL 32 FADU 16 SHOWMAP TEX1 0x882 REMA ENUN STAL 32 MOVE Glass [10,10] ENUN STAL 64 FADI 16 HIDEMAP BACG 0x4F FADU 16 SHOWMAP TEX1 0x883 REMA SOUN 0xB1 MAC1 0x1 0x0 MOVE Glass [10,10] ENUN ENUN DISA 0xDA MOVE Glass [15,14] ENUN SOUN 0xB1 MAC1 0x0 0x8 STAL 60 MOVE Glass [12,17] ENUN FADI 16 HIDEMAP BACG 0x4F FADU 16 SHOWMAP TEX1 0x884 REMA STAL 64 MOVE 0xDB moving ENUN FADI 16 HIDEMAP BACG 0x22 DISA 0xDB FADU 16 SHOWMAP TEX1 0x885 REMA ASMC 0x18889 MOVE Lyn [0,4] ENUN MOVE 0xCD moving2 ENUN DISA 0xCD MOVE 0x17 0x10 [0x1,0x5] moving3 MOVE 0x18 0x10 [0x1,0x3] moving4 ENUN ASMC 0x7A7D9 ASMC 0x7CF69 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA92E0 and the new ending offset is CURRENTOFFSET ORG $CA9370 villageone: _0xA1 0x0 MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x89C REMA MUNO ENDA villagetwo: _0xA1 0x0 MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x89D REMA MUNO ENDA villageaskea: _0xA1 0x0 MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x89E REMA MUNO LOU1 Askea ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA9420 and the new ending offset is CURRENTOFFSET ORG $CA97A4 EndingScene: _0xA3 MUS1 0x38 STAL 64 FADI 16 HIDEMAP ASMC 0x7A8B9 LOU1 civ1 REPOS Lyn [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 _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 //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 Lyn 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 civ1: UNIT 0xDA 0x1E 0x0 0xA [11,1] [11,1] [0x0,0x0,0x0,0x0] [0x6,0x3,0x1,0x0] UNIT civ2: UNIT 0xDB 0x48 0x0 0xA [7,5] [7,5] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Askea: UNIT 0xD 0xC 0x3 0x10 [16,16] [16,16] [0xB,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT elder: UNIT 0xCD 0x51 0x0 0xA [1,0] [1,3] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnitsENM: UNIT badguys: UNIT Glass 0x12 0x0 0x1C [15,15] [15,15] [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 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC5E28 and the new ending offset is CURRENTOFFSET Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 Bingo! Now, don't get too excited, cuz I still have one concern. As I said, i think i'm overdoing it with the fading in and out parts. Does there have to be a fade in between every piece of text? Look at my layout again and you'll see what i've done. Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 24, 2011 Author Share Posted April 24, 2011 It's me again. I'm still having no luck with DefeatAll (or even DefeatBoss). I've made my event file a little more reader friendly, it's still disassembled code because I'm not sharp enough to make my own from scratch - so they're edited versions of extracted code. However, there are a good few definitions in there. Also attached are links to an IPS patch and a save file. Basically, upon selecting Chapter 2, it shows the "Chapter screen" and then loads to black. I'm honestly not going to search through a shitton of disassembled code just to find a reason why the macro isn't working. Bingo! Now, don't get too excited, cuz I still have one concern. As I said, i think i'm overdoing it with the fading in and out parts. Does there have to be a fade in between every piece of text? Look at my layout again and you'll see what i've done. Whenever you have a BACG or LOMA code, you should use a FADI/FADU code. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 Alright. Thanks for the help, cam. Let me get the tile change out of the way, and test everything, and I should finally have that video i've been promising everyone on my Youtube page. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 (edited) Alright, the problems just keep on comin'! This time, the game freezes in every mode when it asks me about the tactician. here's what I got: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) org 0x00CA0720 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 Wil Archer 0x00 Level(1,Enemy,False) [11,9] [11,9] [ironBow] [0x03, 0x00, 0x00, 0x00] UNIT 0x88 Soldier Wil Level(1,Enemy,False) [5,7] [5,7] [ironSpear] [0x00, 0x02, 0x00, 0x00] UNIT 0x88 Fighter Wil Level(1,Enemy,False) [9,7] [9,7] [ironAxe] [0x00, 0x02, 0x00, 0x00] UNIT 0x88 Mercenary Wil Level(1,Enemy,False) [7,8] [7,8] [ironSword] [0x00, 0x02, 0x00, 0x00] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [10,3] [10,3] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Help: UNIT Matthew Thief Eliwood Level(1,Ally,False) [10,9] [10,6] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT Empty Good2: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [6,2] [6,2] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: House(0x06,House1,9,5) House(0x07,House2,12,6) LOCA Misc_events: DefeatAll(Ending_event) CauseGameOverIfLordDies AFEV Opening_event: LOMA 0x00 [0,0] LOU1 Good FADI 0x0A CAM1 Eliwood FADU 0x0A BACG 0x1B FADI 0x0A TEX1 0x0801 FADU 0x0A LOU1 Help FADU 0x0A BACG 0x1B FADI 0x0A TEX1 0x0802 FADU 0x0A MOVE Matthew [5,10] TEX1 0x0803 MOVE Eliwood [5,0] FADU 0x0A LOMA 0x01 [0,0] LOU1 Good2 FADI 0x0A CURF Eliwood TEX1 0x0804 CURF [5,7] MUS1 0x0032 TEX1 0x0805 CURF Eliwood TEX1 0x0806 ENDA Ending_event: MUS1 0x0038 FADU 0x0A BACG 0x1C FADI 0x0A TEX1 0x0807 FADU 0x0A MNCH 0x02 ENDA House1: MUSI FADU 0x0A BACG 0x01 TEX1 0x07FF REMA MUNO FADI 0x0A ENDA House2: MUSI FADU 0x0A BACG 0x01 TEX1 0x0800 REMA MUNO FADI 0x0A ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 836AE00 With no error messages from any of the editors. I have everything inserted so it should overwrite Lyn's first chapter. I don't see what the problem is. Edited April 24, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 24, 2011 Author Share Posted April 24, 2011 I don't know, this time. I have no idea what could be fucking up the tact name screen. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 Good news: I think I figured it out. Bad news: I can't fix it 'till tomorrow. I overwrote the prologue map with the sub-map, while the chapter 1 map was overwritten with the field map, while the event pointers were still pointing at the prologue. So what i'm going to do, is overwrite one of the actual sub-maps from the game, and just set the prologue chapter as chapter 1. If that doesn't fix it, then I don't know what will either. Quote Link to comment Share on other sites More sharing options...
Krad Posted April 24, 2011 Share Posted April 24, 2011 (edited) I don't know what is messing with the tactician select screen, but I do notice that you have some(or should I say, a lot of) errors in the opening event. After LOU1s, you need to put an ENUN, otherwise the game will continue loading units and it may make the game crash. This also applies to MOVE. Also, after most text you want to have REMA. For text, the correct order is FADI, BACG, and then FADU. For the beginning of your code, you have the order messed up. This should work. Opening_event: LOMA 0x00 [0,0] LOU1 Good ENUN FADU 10 CAM1 Eliwood FADI 10 BACG 0x1B FADU 10 TEX1 0x0801 REMA LOU1 Help ENUN FADI 10 BACG 0x1B FADU 10 TEX1 0x0802 REMA MOVE Matthew [05,10] ENUN TEX1 0x0803 REMA MOVE Eliwood [05,0] ENUN FADI 10 LOMA 0x01 [0,0] LOU1 Good2 ENUN FADU 10 CURF Eliwood TEX1 0x0804 REMA CURF [5,7] MUS1 0x0032 TEX1 0x0805 REMA CURF Eliwood TEX1 0x0806 REMA ENDA EDIT: Actually, I think I know your problem. You are writing your Prologue events over the original Prologue ones. You shouldn't do that, instead put them at some empty space in your rom. Otherwise you will end up screwing up your rom. Edited April 24, 2011 by Krad Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted April 24, 2011 Share Posted April 24, 2011 (edited) DAMNIT!!!*sigh*I think it's just the whole second map thing that's screwing me over. I've had it working when there was only one map involved. Guess I should re-think my first chapter then. EDIT: Unless it's because i'm trying to start from Lyn mode, but I thought that's what Disable_Tutorials was for? Edited April 24, 2011 by Claude_C_Kenny Quote Link to comment Share on other sites More sharing options...
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