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Event Assembler Questions Thread


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Probably a really stupid question, but how do I get enemies to load. I tried to load some enemy brigands in the same way units are loaded. But upon assembling, I get an error message saying that the code UNIT isn't found.

Here's the enemy section of my event table. I think it's the only part that will be needed.

Bad:

UNIT Batta Brigand 0x00 Level(18,Enemy,True) [0,0] [steelAxe,HandAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(14,Enemy,True) [9,5] [ironAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(14,Enemy,True) [13,7] [ironAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(14,Enemy,True) [4,5] [ironAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(14,Enemy,True) [9,14] [ironAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(14,Enemy,True) [5,1] [ironAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(15,Enemy,True) [14,1] [HandAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(15,Enemy,True) [13,6] [HandAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(15,Enemy,True) [8,7] [HandAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(16,Enemy,True) [1,0] [steelAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Bandit Brigand Batta Level(16,Enemy,True) [0,1] [steelAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

How do I load enemy units?

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....You didn't even make the unit line correctly.

Bad:

UNIT 0x3F Swordmaster 0x0 Level(1, Enemy, True) [20,20] [20,20] [KillingEdge,AngelicRobe] [03,03,09,00]

UNIT Empty

You forgot the second set of coordinates.

Edited by AstraLunaSol
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Location_events:

Chest (BlueGem,14,14)

LOCA

What's wrong here? Two thieves steal from the same chest multiple times thus getting lot of Blue Gems...

Oh, and how can i make an "exit" area for enemy thieves to escape chapter?

Edited by Asumi
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Nope...does it matter? mellow.gif

PS. Okay no problem, already solved in two hours of tutorial: just a question, though: event assembler is getting me errors whenever I store mapchanges data on an offset beyond the 0x0 border. 1x425218 for example seems bad to him, any help?

Edited by Asumi
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Gently as he goes gee_wiz_emoticon.gif

Arrr...No. org 0x10004D6 // - where to place the data for tile changes

gives File: Prologue MapChanges.txt, Line: 12, Column: 52: Code POIN's offset 16778462 is not divisible by 4: TileMap(0x00, 0x0E, 0x0E, 0x01, 0x01, Chest)

Edited by Asumi
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AREA events. They go under Misc_events, and are like this:

Misc_events:
...
AREA 0x12 MelgenRein [0,19] [12,35]
...
AFEV

EventID, Event Pointer, Top Left corner, Bottom Right corner.

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Where can I find that list of values and things for making definitions? :/

I had it, but then I edited it, and now I can't find a clean one.

Edit: Nevermind, I found it.

Though is there any reason why this just gives me a black screen, not even messed up graphics?

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include "definitions.txt"

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

Good:

UNIT

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

TURN

Character_events:

CHAR 0x05 SelenaAshley Selena Ashley 0x00

CHAR

Location_events:

Chest(0x06,Elixir,11,1)

CODE $00

Misc_events:

CauseGameOverIfLordDies

DefeatBoss(0x0C)

AFEV

Opening_event:

CURF [14,3]

FADI 0x10

BACG 0x3D

MUS1 0x0053

TEX1 0x0801

FADU 0x010

FADI 0x010

BACG 0x3D

MUS1 0x0051

TEX1 0x0802

REMA

LOU1 RaeUnit

ENUN

ENDA

Ending_event:

FADI 0x10

MUS1 0x0034

BACG 0x3D

FADU 0x10

TEX1 0x0803

REMA

STAL 0x05

MNCH 0x01

ENDA

BallistaData:

BLST

ALIGN 4

RaeUnit:

UNIT Rae LynLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,Fire] [00,00,00,00]

UNIT Ashley Cleric 0x00 Level(1,Ally,False) [7,18] [7,18] [Heal,Vulneary] [00,00,00,00]

UNIT Empty

SelenaAshley:

MUS2 0x0042

TEX1 0x0800

MUEN 0x05

REMA

MURE 5

ENDA

Robe:

FADI 0x10

BACG 0x02

FADU 0x10

TEX1 0x0804

REMA

ENDA

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: DA0000

Edited by Psychic
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How do I do location events similar to the bones in deserts where they can just wait and get an item?

That doesn't seem to be in the Tutorial of Arch's.

label35:

IFAT 0x1 0x7D2B1

ENUF 0xC

ELSE 0x9

ENIF 0x1

_FADU2

SHOWMAP

ITGV 0x47

ENIF 0x9

ENDA

Here's an example of one of those area events from the desert chapter. That particular ASM routine it calls does the whole luck thing (don't know the specifics) but it matches up with what the original game does. Definitely give the AREA event an ID so it doesn't reoccur if the item is obtained, but restores the event to FALSE if the item is not obtained. Also, note the orientation of the IFAT, and the events inside it (noting that if the ASM routine returns true, the item is not obtained, ELSE, it is.

Where can I find that list of values and things for making definitions? :/

I had it, but then I edited it, and now I can't find a clean one.

Edit: Nevermind, I found it.

Though is there any reason why this just gives me a black screen, not even messed up graphics?

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include "definitions.txt"

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

Good:

UNIT

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

TURN

Character_events:

CHAR 0x05 SelenaAshley Selena Ashley 0x00

CHAR

Location_events:

Chest(0x06,Elixir,11,1)

CODE $00

Misc_events:

CauseGameOverIfLordDies

DefeatBoss(0x0C)

AFEV

Ok, look at your chapter data editor. Is it set to "fade to black" or "fade to map?" If it's the former, you need to use an OOBB code to get out of the black, but I don't see why since doing so would be redundant, as the reason for fading to black is usually to load a cutscene map beforehand, or load some units in place so it looks like they're already there when the player gets to the map.

Opening_event:

CURF [14,3]

FADI 0x10

BACG 0x3D

MUS1 0x0053

TEX1 0x0801 Ok, your organization of events is off here. You're making the text event occur even though the game hasn't faded back in from dark. There could be one reason for the dark.

FADU 0x010

FADI 0x010

BACG 0x3D

MUS1 0x0051

TEX1 0x0802 There's not even a FADU code in sight from here, so it's definitely going to stay black. I can understand why your game is staying black, it's being told to.

REMA

LOU1 RaeUnit

ENUN

ENDA

Ending_event:

FADI 0x10

MUS1 0x0034

BACG 0x3D

FADU 0x10 Lol, and you did it right this time

TEX1 0x0803

REMA

STAL 0x05

MNCH 0x01

ENDA

BallistaData:

BLST

ALIGN 4

RaeUnit:

UNIT Rae LynLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,Fire] [00,00,00,00]

UNIT Ashley Cleric 0x00 Level(1,Ally,False) [7,18] [7,18] [Heal,Vulneary] [00,00,00,00]

UNIT Empty

SelenaAshley:

MUS2 0x0042

TEX1 0x0800

MUEN 0x05

REMA

MURE 5

ENDA

Robe:

FADI 0x10

BACG 0x02

FADU 0x10

TEX1 0x0804

REMA

ENDA

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: DA0000

Comments in bold.

EDIT: Should probably mention the comments are inside the spoilerized stuff.

Edited by Mariobro3828
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Thanks for the help on my question on back on page 12. I guess if it's not explicitly stated in Arch's tutorial I'm screwed.

So basically you need to make a new copy of a clean rom everytime you want to assemble an event (no working on one rom only)?

And where can I read up on the character limits for convos?

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You don't have to make a new copy of the ROM for every assemble. It's just if you want to use Nightmare at some point I'd suggest making a new copy to work with.

What do you mean by character limits? Like how far out the text can go on a line?

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Okay, so I edited my events and I got this.

[spoiler=Events]#define DISABLE_TUTORIALS

#include EAstdlib.event

#include "definitions.txt"

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

Good:

UNIT

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

TURN

Character_events:

CHAR 0x05 SelenaAshley Selena Ashley 0x00

CHAR

Location_events:

Chest(0x06,Elixir,11,1)

CODE $00

Misc_events:

CauseGameOverIfLordDies

DefeatBoss(0x0C)

AFEV

Opening_event:

CURF [14,3]

FADI 0x10

BACG 0x3D

MUS1 0x0053

FADU 0x10

TEX1 0x0801

FADI 0x10

BACG 0x3D

MUS1 0x0051

FADU 0x10

TEX1 0x0802

REMA

LOU1 RaeUnit

ENUN

ENDA

Ending_event:

FADI 0x10

MUS1 0x0034

BACG 0x3D

FADU 0x10

TEX1 0x0803

REMA

STAL 0x05

MNCH 0x01

ENDA

BallistaData:

BLST

ALIGN 4

RaeUnit:

UNIT Rae LynLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,Fire] [00,00,00,00]

UNIT Ashley Cleric 0x00 Level(1,Ally,False) [7,18] [7,18] [Heal,Vulneary] [00,00,00,00]

UNIT Empty

SelenaAshley:

MUS2 0x0042

TEX1 0x0800

MUEN 0x05

REMA

MURE 5

ENDA

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: DA0000

[spoiler=Warnings]9 errors encountered:

EAstdlib.event: File "EA Standard library\Boolean Logic.txt" not found: #include "EA Standard library\Boolean Logic.txt"

EAstdlib.event: File "EA Standard library\Backward Compability.txt" not found: #include "EA Standard library\Backward Compability.txt"

EAstdlib.event: File "EA Standard library\Chapter Structure Helpers.txt" not found: #include "EA Standard library\Chapter Structure Helpers.txt"

Code match for EventPointerTable(0x06,Pointers) not found: EventPointerTable(0x06,Pointers)

Code match for Chest(0x06,Elixir,11,1) not found: Chest(0x06,Elixir,11,1)

1*8+0*2+False is not a valid number.

1*8+0*2+False is not a valid number.

Vulneary is not a valid number.

Code match for UNIT not found: UNIT Empty

Edited by Psychic
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Did you move files in the EA folder around? Seems like you're getting error messages because the files aren't where they're suppose to be. Oh, and try spelling it "vulnerary".

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You don't have to make a new copy of the ROM for every assemble. It's just if you want to use Nightmare at some point I'd suggest making a new copy to work with.

What do you mean by character limits? Like how far out the text can go on a line?

I meant since every time one assembles an event that basically means one can't use FEditor on the ROM (or at least not safely). And you're saying if you're using nightmare, get a new rom, use nightmare (FEditor before or after nightmare?) then assemble events?

Someone responded to my last post to watch the character limits, so I guess any limits would be good to know about.

Thanks, Prime, btw

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I find the safest way to avoid this is to do this:

1. Assemble events

2. Open in FEditor

3. Save without doing anything

4. Proceed doing other shit.

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