Psych Posted June 5, 2011 Share Posted June 5, 2011 #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 LOU1 Guard1 LOU1 Guard2 LOU1 Guard3 LOU1 Guard4 LOU1 Selena LOU1 Boss 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) [14,3] [14,3] [ironSword,Fire] [00,00,00,00] UNIT Ashley Cleric 0x00 Level(1,Ally,False) [15,2] [15,2] [Heal,Vulnerary] [00,00,00,00] UNIT Empty Guard1: UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [11,13] [11,13] [ironSpear] [00,00,00,00] UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [6,5] [6,5] [ironSpear] [00,00,00,00] UNIT Empty Guard2: UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [3,5] [3,5] [ironSpear] [00,00,00,00] UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [2,9] [2,9] [ironSpear] [00,00,00,00] UNIT Empty Guard3: UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [10,6] [10,6] [ironSpear] [00,00,00,00] UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [13,9] [13,9] [ironSpear] [00,00,00,00] UNIT Empty Guard4: UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [8,15] [8,15] [ironSpear] [00,00,00,00] UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [15,14] [15,14] [ironSpear] [00,00,00,00] UNIT Empty Selena: UNIT Selena Soldier 0x00 Level(1,Enemy,False) [7,9] [7,9] [Heal,Vulnerary] [00,00,00,00] UNIT Empty Boss: UNIT 0x70 Soldier 0x00 Level(5,Enemy,True) [2,14] [2,14] [ironSpear,Vulnerary] [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 :/ Everything seems to be working, but some of the people aren't where they're supposed to be, and like, once it goes to Enemy Phase, it turns to weird lines of sprites kinda, and it glitches up. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 5, 2011 Share Posted June 5, 2011 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 Use FEditor Adv and then just assemble your events again. Done. Here's what I do: 1) Use Nightmare and do stuff 2) Copy paste ROM 3) Work with the copy and use FEditor Adv and EA (Always do FEditor and then EA) 4) Should I need to use NM again copy paste the ROM, work with copy 2 in NM, copy again and copy 3 is my new ROM. 5) Rinse and repeat For character limits I suggest dumping all the text into one file and comparing for length (You'll have to ignore all the text commands). @Psychic: Sorry, I haven't got a clue. Hopefully NL or someone else more experienced can help you. The only thing out of place is the excessive LOU1 commands. LOU1 can support multiple unit groups at once. Example: LOU1 Group1 Group2 Group3 ENUN Quote Link to comment Share on other sites More sharing options...
deranger Posted June 5, 2011 Share Posted June 5, 2011 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. Saving in FEditor like adapts it to the edited ROM? @Prime- I feel kinda dumb for asking this, but what do you mean by "rinse". Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 5, 2011 Author Share Posted June 5, 2011 Saving in FEditor tells it where the free-space is, so that it doesn't overwrite anything. IIRC it also fixes the checksums. So yes, it "adapts" it to the edited ROM. Maybe Xeld/Obviam/Alex could elaborate more. And "rinse and repeat" means "repeat until you're satisfied" Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 6, 2011 Share Posted June 6, 2011 (edited) @Psychic: There is no Chest macro that takes 4 parameters in EAStdLib. In this case, the first parameter seems to be the extra one. LOU1 RaeUnit LOU1 Guard1 LOU1 Guard2 LOU1 Guard3 LOU1 Guard4 LOU1 Selena LOU1 Boss ENUN Try adding a few ENUN's here. Loading too many units at once can cause odd things to happens sometime. Edited June 6, 2011 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted June 6, 2011 Share Posted June 6, 2011 Does anyone know what could be causing the condition events I have in this code not to work? Everything else works but that. This is for FE8 btw. The condition event is ReinforceArm5. //Made by Camtech075 of SerenesForest #include EAstdlib.event EventPointerTable(0x37,ThisChapter) ORG 0x15C2A50 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN Ballista1 Ballista2 POIN Units1 Units1 POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TurnEventPlayer(0x00,BeginningScene,0) TurnEventEnemy(0x0D,ReinforceArm3,6) TurnEventEnemy(0x0E,ReinforceArm3,10) TurnEventEnemy(0x09,ReinforceArm4,5) TurnEventEnemy(0x10,ReinforceArm3,7) TurnEventEnemy(0x11,ReinforceArm2,9) TurnEventEnemy(0x13,saved,1) TURN CharacterBasedEvents: CharacterEvent(0x12,Barrman,0x04,0x34) //Dex CharacterEvent(0x12,Barrman3,0x32,0x34) CharacterEvent(0x12,Barrman2,0x30,0x33) //Karp CharacterEvent(0x12,Barrman4,0x32,0x33) CHAR LocationBasedEvents: LOCA MiscBasedEvents: DefeatAll(EndingScene) CauseGameOverIfLordDies AREA 0x09 ReinforceArm5 [3,11] [4,13] AFEV Dunno: //DO NOT TOUCH CODE $00 Tutorial: //DO NOT TOUCH CODE $00 Ballista1: BLST Ballista2: BLST ALIGN 4 PlayerTeam: UNIT 0x01 0x30 0x00 Level(1,Ally,False) [8,0] 0b 0x00 0x01 AstreaREDA [0x01,0x09,0x6C,0x00] [0x00,0x00,0x00,0x00] UNIT 0x09 0x42 0x00 Level(5,Ally,False) [9,0] 0b 0x00 0x01 YangREDA [0x01,0x02,0x03,0x6c] [0x00,0x0,0x00,0x00] UNIT 0x08 0x44 0x09 Level(1,Ally,False) [10,0] 0b 0x00 0x01 YinREDA [0x2d,0x2e,0x30,0x6c] [0x00,0x0,0x00,0x00] UNIT Empty Deadhelp: UNIT 0x9D 0x48 0x00 Level(1,NPC,True) [5,20] 0b 0x00 0x01 Ryu8 [0x0,0x00,0x00,0x00] [0x00,0x0,0x0,0x0] //PegasusKnight UNIT Empty Ryu8: REDA [7,2] 0b 0x00 0x00 0 Units1: UNIT 0x01 0x30 0x00 Level(1,Ally,False) [8,3] 0b 0x00 0x01 AstreaREDA [0x01,0x09,0x6C,0x00] [0x00,0x00,0x00,0x00] UNIT 0x09 0x42 0x00 Level(5,Ally,False) [8,2] 0b 0x00 0x01 YangREDA [0x01,0x02,0x03,0x6c] [0x00,0x0,0x00,0x00] UNIT 0x08 0x44 0x09 Level(1,Ally,False) [9,2] 0b 0x00 0x01 YinREDA [0x2d,0x2e,0x30,0x6c] [0x00,0x0,0x00,0x00] UNIT 0x22 0x3D 0x01 Level(1,Ally,False) [11,1] 0b 0x00 0x01 KatheREDA [0x01,0x9E,0x6C,0x00] [0x00,0x00,0x00,0x00] UNIT 0x10 0x7E 0x01 Level(1,Ally,False) [10,2] 0b 0x00 0x01 UlyssaREDA [0x1F,0x28,0x6C,0x00] [0x00,0x00,0x00,0x00] UNIT 0x05 0x45 0x01 Level(1,Ally,False) [6,3] 0b 0x00 0x01 JorwaREDA [0x4b,0x6C,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT 0x06 0x37 0x01 Level(1,Ally,False) [11,3] 0b 0x00 0x01 RelinaREDA [0x15,0x6C,0x6B,0x00] [0x00,0x00,0x00,0x00] UNIT 0x18 0x41 0x01 Level(1,Ally,False) [11,0] 0b 0x00 0x01 EvanREDA [0x38,0x6C,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT 0x04 0x1F 0x01 Level(3,Ally,False) [9,1] 0b 0x00 0x01 ChunjiREDA [0x1C,0x1E,0x6C,0x00] [0x00,0x00,0x00,0x00] UNIT 0x02 0x12 0x01 Level(1,Ally,False) [9,0] 0b 0x00 0x01 NeridREDA [0x01,0x1F,0x2C,0x6C] [0x00,0x00,0x00,0x00] UNIT 0x19 0x25 0x01 Level(3,Ally,False) [8,0] 0b 0x00 0x01 BeigeREDA [0x38,0x39,0x6c,0x00] [0x00,0x0,0x00,0x00] UNIT 0x0D 0x29 0x01 Level(3,Ally,False) [11,4] 0b 0x00 0x01 PoREDA [0x4d,0x6c,0x6a,0x00] [0x00,0x00,0x0,0x0] UNIT Empty ChunjiREDA: REDA [9,1] 0b 0x05 0x00 0 AstreaREDA: REDA [8,3] 0b 0x05 0x00 0 KatheREDA: REDA [11,1] 0b 0x05 0x00 0 UlyssaREDA: REDA [10,2] 0b 0x05 0x00 0 JorwaREDA: REDA [6,3] 0b 0x05 0x00 0 RelinaREDA: REDA [11,3] 0b 0x05 0x00 0 EvanREDA: REDA [11,0] 0b 0x05 0x00 0 YangREDA: REDA [8,2] 0b 0x05 0x00 0 NeridREDA: REDA [9,0] 0b 0x05 0x00 0 YinREDA: REDA [9,2] 0b 0x05 0x00 0 BeigeREDA: REDA [8,0] 0b 0x05 0x00 0 PoREDA: REDA [11,4] 0b 0x05 0x00 0 EnemyTEAM: UNIT 0x5C 0xa1 0x00 Level(14,Enemy,False) [10,10] 0b 0x00 0x01 FangREDA [0xB0,0x0,0x0,0x00] [0x0,0x2,0x00,0x0] //Boss UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [11,12] 0b 0x00 0x01 1eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0] //Bael UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [2,8] 0b 0x00 0x01 2eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0] UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [4,14] 0b 0x00 0x01 3eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0] UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [9,19] 0b 0x00 0x01 4eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0] UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [4,24] 0b 0x00 0x01 5eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0] UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [10,22] 0b 0x00 0x01 6eREDA [0xaf,0x0,0x00,0x00] [0x0,0x022,0x0,0x0] UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [15,3] 0b 0x00 0x01 7eREDA [0xaf,0x00,0x00,0x00] [0x0,0x02,0x0,0x0] UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [2,3] 0b 0x00 0x01 8eREDA [0xaf,0x0,0x0,0x0] [0x00,0x22,0x0,0x0] UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [4,0] 0b 0x00 0x01 9eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x00,0x0] UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [0,9] 0b 0x00 0x01 10eREDA [0x1c,0x00,0x00,0x00] [0x0,0x22,0x00,0x0] //Garg UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [9,11] 0b 0x00 0x01 11eREDA [0x1c,0x00,0x00,0x00] [0x0,0x12,0x00,0x0] UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [5,10] 0b 0x00 0x01 12eREDA [0x1c,0x00,0x00,0x00] [0x00,0x12,0x00,0x00] UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [8,9] 0b 0x00 0x01 13eREDA [0x1c,0x00,0x00,0x00] [0x00,0x12,0x00,0x00] UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [4,11] 0b 0x00 0x01 14eREDA [0x1c,0x00,0x00,0x00] [0x00,0x12,0x00,0x00] UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [6,11] 0b 0x00 0x01 15eREDA [0x1c,0x00,0x00,0x00] [0x00,0x12,0x0,0x00] UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [13,13] 0b 0x00 0x01 16eREDA [0x1c,0x00,0x00,0x00] [0x0,0x2,0x0,0x00] UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [2,10] 0b 0x00 0x01 17eREDA [0x1c,0x00,0x00,0x00] [0x0,0x22,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [9,12] 0b 0x00 0x01 18eREDA [0xb3,0x00,0x00,0x00] [0x0,0x22,0x0,0x00] //Bigl UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [14,4] 0b 0x00 0x01 19eREDA [0xb3,0x00,0x00,0x00] [0x0,0x22,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [1,3] 0b 0x00 0x01 20eREDA [0xb3,0x00,0x00,0x00] [0x00,0x22,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [13,4] 0b 0x00 0x01 21eREDA [0xb3,0x00,0x00,0x00] [0x00,0x22,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [5,17] 0b 0x00 0x01 22eREDA [0xb3,0x00,0x00,0x00] [0x00,0x22,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [13,20] 0b 0x00 0x01 23eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [14,15] 0b 0x00 0x01 21eREDA2 [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [4,27] 0b 0x00 0x01 22eREDA2 [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] UNIT 0x77 0xa2 0x5c Level(12,Enemy,True) [7,14] 0b 0x00 0x01 23eREDA2 [0xb1,0x00,0x00,0x00] [0x00,0x12,0x0,0x00] //Dog UNIT 0x77 0xa2 0x5c Level(12,Enemy,True) [7,13] 0b 0x00 0x01 1eREDA2 [0xb1,0x00,0x00,0x00] [0x00,0x12,0x0,0x0] UNIT 0x77 0xa2 0x5c Level(12,Enemy,True) [6,23] 0b 0x00 0x01 2eREDA2 [0xb2,0x00,0x00,0x00] [0x00,0x12,0x0,0x0] UNIT 0x77 0x9e 0x5c Level(15,Enemy,True) [10,25] 0b 0x00 0x01 3eREDA2 [0xae,0x00,0x00,0x00] [0x00,0x22,0x0,0x0] //Zombie UNIT 0x77 0x9e 0x5c Level(15,Enemy,True) [8,25] 0b 0x00 0x01 4eREDA2 [0xae,0x00,0x00,0x00] [0x00,0x22,0x0,0x0] UNIT 0x77 0x53 0x5c Level(1,Enemy,True) [4,20] 0b 0x00 0x01 5eREDA2 [0xad,0x00,0x00,0x00] [0x00,0x22,0x0,0x0] //Mummy UNIT Empty FangREDA: REDA [10,10] 0b 0x15 0x00 0 1eREDA: REDA [11,12] 0b 0x15 0x00 0 2eREDA: REDA [2,8] 0b 0x15 0x00 0 3eREDA: REDA [4,14] 0b 0x15 0x00 0 4eREDA: REDA [9,19] 0b 0x15 0x00 0 5eREDA: REDA [4,24] 0b 0x15 0x00 0 6eREDA: REDA [10,22] 0b 0x15 0x00 0 7eREDA: REDA [15,3] 0b 0x15 0x00 0 8eREDA: REDA [2,3] 0b 0x15 0x00 0 9eREDA: REDA [4,0] 0b 0x15 0x00 0 10eREDA: REDA [0,9] 0b 0x15 0x00 0 11eREDA: REDA [9,11] 0b 0x15 0x00 0 12eREDA: REDA [5,10] 0b 0x15 0x00 0 13eREDA: REDA [8,9] 0b 0x15 0x00 0 14eREDA: REDA [4,11] 0b 0x15 0x00 0 15eREDA: REDA [6,11] 0b 0x15 0x00 0 16eREDA: REDA [13,13] 0b 0x15 0x00 0 17eREDA: REDA [2,10] 0b 0x15 0x00 0 18eREDA: REDA [9,12] 0b 0x15 0x00 0 19eREDA: REDA [14,4] 0b 0x15 0x00 0 20eREDA: REDA [1,3] 0b 0x00 0x00 0 21eREDA: REDA [13,4] 0b 0x00 0x00 0 22eREDA: REDA [5,17] 0b 0x00 0x00 0 23eREDA: REDA [13,20] 0b 0x00 0x00 0 21eREDA2: REDA [14,15] 0b 0x00 0x00 0 22eREDA2: REDA [4,27] 0b 0x00 0x00 0 23eREDA2: REDA [7,14] 0b 0x00 0x00 0 1eREDA2: REDA [7,13] 0b 0x01 0x00 0 2eREDA2: REDA [6,23] 0b 0x01 0x00 0 3eREDA2: REDA [10,25] 0b 0x01 0x00 0 4eREDA2: REDA [8,25] 0b 0x01 0x00 0 5eREDA2: REDA [4,20] 0b 0x01 0x00 0 REIN2: UNIT 0x77 0xa5 0x5c Level(10,Enemy,True) [15,5] 0b 0x00 0x01 24eREDA [0x16,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] //Garg UNIT 0x77 0xa5 0x5c Level(10,Enemy,True) [15,8] 0b 0x00 0x01 25eREDA [0x16,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] UNIT Empty REIN3: UNIT 0x77 0xa4 0x5c Level(8,Enemy,True) [0,13] 0b 0x00 0x01 26eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] //Bigl UNIT 0x77 0xa4 0x5c Level(8,Enemy,True) [0,15] 0b 0x00 0x01 27eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(8,Enemy,True) [0,17] 0b 0x00 0x01 28eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] UNIT 0x77 0xa4 0x5c Level(8,Enemy,True) [0,19] 0b 0x00 0x01 29eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] UNIT Empty 24eREDA: REDA [15,5] 0b 0x00 0x00 0 25eREDA: REDA [15,8] 0b 0x00 0x00 0 26eREDA: REDA [0,13] 0b 0x00 0x00 0 27eREDA: REDA [0,15] 0b 0x00 0x00 0 28eREDA: REDA [0,17] 0b 0x00 0x00 0 29eREDA: REDA [0,19] 0b 0x00 0x00 0 RyuAide: UNIT 0x9D 0x49 0x00 Level(1,NPC,True) [6,28] 0b 0x00 0x01 Ryu1 [0x1D,0x00,0x00,0x00] [0x00,0x0,0x0,0x0] //FalcoKnight UNIT 0x9D 0x48 0x00 Level(12,NPC,True) [6,29] 0b 0x00 0x01 Ryu2 [0x19,0x00,0x00,0x00] [0x00,0x0,0x0,0x0] //PegasusKnight UNIT 0x9D 0x48 0x00 Level(12,NPC,True) [8,29] 0b 0x00 0x01 Ryu3 [0x19,0x00,0x00,0x00] [0x00,0x0,0x0,0x0] //PegasusKnight UNIT 0x9D 0x2B 0x00 Level(1,NPC,True) [7,30] 0b 0x00 0x01 Ryu4 [0x4E,0x00,0x00,0x00] [0x0F,0x0,0x0,0x0] //BishopM UNIT 0x9B 0xa6 0x00 Level(1,NPC,True) [6,31] 0b 0x00 0x01 Ryu5 [0x6C,0x00,0x00,0x00] [0x03,0x3,0x0,0x20] //Civ UNIT 0x9C 0xa8 0x00 Level(1,NPC,True) [7,31] 0b 0x00 0x01 Ryu6 [0x6C,0x00,0x00,0x00] [0x03,0x3,0x0,0x20] UNIT 0x9E 0xaa 0x00 Level(1,NPC,True) [8,31] 0b 0x00 0x01 Ryu7 [0x6C,0x00,0x00,0x00] [0x03,0x3,0x0,0x20] UNIT Empty Ryu1: REDA [6,28] 0b 0x00 0x00 0 Ryu2: REDA [6,29] 0b 0x00 0x00 0 Ryu3: REDA [8,29] 0b 0x00 0x00 0 Ryu4: REDA [7,30] 0b 0x00 0x00 0 Ryu5: REDA [6,31] 0b 0x00 0x00 0 Ryu6: REDA [7,31] 0b 0x00 0x00 0 Ryu7: REDA [8,31] 0b 0x00 0x00 0 DexitheaU: UNIT 0x34 0x2A 0x00 Level(1,Enemy,False) [9,0] 0b 0x00 0x01 Dexithea [0x3A,0x4B,0x00,0x00] [0x00,0x2,0x0,0x0] UNIT Empty KarpoU: UNIT 0x33 0x4C 0x00 Level(1,Enemy,False) [9,0] 0b 0x00 0x01 Karpo [0x41,0x4C,0x00,0x00] [0x00,0x2,0x0,0x0] UNIT Empty Karpo: REDA [9,0] 0b 0x00 0x00 0 Dexithea: REDA [9,0] 0b 0x00 0x00 0 ReinforceArm2: CAM2 [4,7] LOU1 REIN2 ENDA ReinforceArm3: CAM2 [4,16] LOU1 REIN3 CAM2 [20,19] ENDA ReinforceArm4: CAM2 [6,4] MUS1 0x2e LOU1 DexitheaU Text(0x0A42) REMA ENDA ReinforceArm5: CAM2 [6,4] MUS1 0x2e ENIF 0x0 CODE 0x21 0x2E 0x0 0x0 IFCA 0x1 0x1 IFCA 0x9 0x2 IFCA 0x8 0x3 LOU1 KarpoU Text(0x0A43) REMA ELSE 0x9 ENIF 0x1 LOU1 KarpoU Text(0x0A43) REMA ELSE 0x9 ENIF 0x2 LOU1 KarpoU Text(0x0A43) REMA ELSE 0x9 ENIF 0x3 LOU1 DexitheaU Text(0x0A42) REMA ENIF 0x9 ENDA Barrman: MUS1 0x30 Text(0x0a44) //chun REMA TurnAlly(0x34) ENDA Barrman3: MUS1 0x30 Text(0x0a45) //kir REMA TurnAlly(0x34) ENDA Barrman2: MUS1 0x30 Text(0x0a46) //arte REMA TurnAlly(0x33) ENDA Barrman4: MUS1 0x30 Text(0x0a47) //kir REMA TurnAlly(0x33) ENDA saved: CAM2 [6,27] MUS1 0x24 Text(0x0a48) //kir REMA DISA 0x9b DISA 0x9c DISA 0x9e ENDA BeginningScene: CAM2 [6,4] LOU1 PlayerTeam STAL 0x50 FlashCursor(8,3,60) MUS1 0x47 // FADI 10 Text(0x1d,0x0a49) //Player FADU 10 LOU1 Deadhelp STAL 0x50 FlashCursor(7,2,60) MUS1 0x26 // FADI 10 Text(0x1d,0x0a4a) //Deadhelp FADU 10 DISA 0x9D LOU1 EnemyTEAM LOU1 RyuAide CAM2 [6,27] FlashCursor(7,30,60) STAL 0x20 MUS1 0x29 // FADI 10 Text(0x1d,0x0a4b) //Need help FADU 10 GotoPrepScreen EndingScene: MUS1 0x31 FADI 10 Text(0x1f,0x0a4c) FADU 10 STAL 0x01 MNC2 0x24 ENDA MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 7, 2011 Author Share Posted June 7, 2011 Hey, that's my template! What exactly are you trying to accomplish? As in, what should trigger the event to happen/not happen? I skimmed over it, but I couldn't figure it out. Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted June 7, 2011 Share Posted June 7, 2011 If one of three characters steps in a certain area, a certain unit shows up. Anyone else causes the other unit to show up. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 7, 2011 Author Share Posted June 7, 2011 IFCA 0x01 [char1] //assuming I got the parameters for IFCA right... [firstsituation] //If char1 is visiting ELSE 0x02 //if char1 is not visiting ENIF 0x01 IFCA 0x03 [char2] //if char2 is visiting and char1 is not [secondsituation] ELSE 0x04 //if neither char1 or char2 is visiting ENIF 0x03 IFCA 0x05 [char3] //if char3 is visiting and neither char1 or char2 are not [thirdsituation] ELSE 0x06 //if none of char1, char2 and char3 are visiting ENIF 0x05 [finalsituation] ENIF 0x06 ENIF 0x04 ENIF 0x02 Try that structure. It's with this kind of shit where GOTO is really helpful. Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted June 12, 2011 Share Posted June 12, 2011 (edited) I'm making an ending scene and I want to remove all units from the Map, how can I do that? Or I have to use the DISA code on all units? Edited June 12, 2011 by oracle_of_fire Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 12, 2011 Share Posted June 12, 2011 ASMC $7A8B9 Or if you have the newest definitions from Nintenlord UnitClear Definition: #define UnitClear "ASMC $7A8B9" Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted June 12, 2011 Share Posted June 12, 2011 Thanks for that. Quote Link to comment Share on other sites More sharing options...
Peachy Posted June 18, 2011 Share Posted June 18, 2011 How do you create droppable weapons/items using EA? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 18, 2011 Share Posted June 18, 2011 You don't, that's with Nightmare. Quote Link to comment Share on other sites More sharing options...
Flux_Blade Posted June 18, 2011 Share Posted June 18, 2011 How exactly do I make the chapter's goal a defend a specific tile instead of a particular unit? Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted June 18, 2011 Share Posted June 18, 2011 (edited) How exactly do I make the chapter's goal a defend a specific tile instead of a particular unit? The only thing I can think of is that you make it so that when a unit steps on the tile, it creates an event that causes someone with a gameover ID to die. Though I'm not sure if you can force gameovers like that. Edited June 18, 2011 by Blademaster! Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 18, 2011 Share Posted June 18, 2011 If you're trying to make the goal similar to that of FE7 ch 15H or ch 29E that's hardcoded IIRC. An AREA code like Blademaster was suggesting may work. You might be able to work with ASMC code used for treasure on desert maps. Quote Link to comment Share on other sites More sharing options...
Krad Posted June 18, 2011 Share Posted June 18, 2011 I haven't tested this, but it should, in theory, work. Misc_events: AREA Event_ID ProtectedZone [X,Y] [X,Y] //Replace Event_ID and the coordinates with the ones you want to use AFEV 0 0xCA749C EventIDToTriggerGameOver //Replace EventIDToTriggerGameOver with the Event ID you want to use AREA ProtectedZone: IFAF ConditionID 0x7A2F1 //This will check if the active character is an Ally or Enemy, found by Mariobro IIRC ENUT EventIDToTriggerGameOver //Has to be the same one as in the AFEV in the Misc_events //Maybe add some text here like "The castle has fallen!" or something stupid like that ELSE AnotherConditionID //A different ConditionID than the one in the IFAF ENIF ConditionID //Same ID as in the IFAF ENUF Event_ID //The same Event_ID that the AREA event uses ENIF AnotherConditionID //The same one that you used in ELSE ENDA This doesn't make enemies head for the protected space, but should make them cause a Game Over if they, by chance, were to step on that tile. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 18, 2011 Author Share Posted June 18, 2011 IIRC there's a "GameOver" code in the latest update of the EAstdlib. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 19, 2011 Share Posted June 19, 2011 Something like what Krad does works, but as said, there's no way to actually get the enemies to go to that spot, unless you either know some nice hax or use some nice manipulation, i.e. A) using the same co-ordinates as they are hard-coded in the original game B) forcing enemy units to go to a certain square by having a unit "attract" them... it's a hard to explain idea that's so complicated it's not even worth explaining, IMO... (don't ask why I even bothered to mention it) Someone should eventually find out how to change those co-ordinates though. *shrugs* Quote Link to comment Share on other sites More sharing options...
Flux_Blade Posted June 19, 2011 Share Posted June 19, 2011 Thank you very much for the help everyone. And on the spot saved, I was just thinking of having turn events moving the enemy unit to it, and when an ally is on the square, have the unit move freely. Quote Link to comment Share on other sites More sharing options...
Blademaster! Posted June 19, 2011 Share Posted June 19, 2011 Thank you very much for the help everyone. And on the spot saved, I was just thinking of having turn events moving the enemy unit to it, and when an ally is on the square, have the unit move freely. Oh, if you are doing what I think you going to do that is actually pretty smart. I don't know if it will work, so good luck. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted June 19, 2011 Share Posted June 19, 2011 Does anybody know why for some characters in Lyn mode and Eliwood mode why they need both a tutorial and non tutorial character? I think this is somewhat EA based. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 19, 2011 Share Posted June 19, 2011 They load a different set of stats based on where they would be if you played Lyn mode. Also, if you don't tell EA to load the tutorial data, it will load the regular data, including HM bonuses. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted June 19, 2011 Share Posted June 19, 2011 They load a different set of stats based on where they would be if you played Lyn mode. Also, if you don't tell EA to load the tutorial data, it will load the regular data, including HM bonuses. Huh, I never thought of that. Thanks for the information. Quote Link to comment Share on other sites More sharing options...
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