CT075 Posted July 22, 2011 Author Share Posted July 22, 2011 Probably means you fucked something up with the map. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 22, 2011 Share Posted July 22, 2011 I fixed all the errors, and also inserted a couple maps for insertion with the Tiled inserter. Now VBA is freaking out about not having a BIOS file, when it never needed one before, ever. Could it be I inserted the map wrong, or something else? I inserted the events at D400000, and the two maps at D800000, so accidental overlap shouldn't be a problem there... ? If you inserted the maps at exact same offset, then it shouldn't cause any problems. Compare the start of ROM to the start of an unedited ROM. If there's a huge amount of difference, then your ROM is borked. Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 22, 2011 Share Posted July 22, 2011 I can't seem to get my FIGH code working right. FIGH Serra Hector Sleep1 Using the format in Arch's tutorial. That points to... Sleep1: AttackerMiss(False) DefenderHit(20,False) AttackerNoDamage(True) EndOfBattle Why won't it work? I believe it's this: FIGH Serra Hector Sleep1 $00000000 I fixed all the errors, and also inserted a couple maps for insertion with the Tiled inserter. Now VBA is freaking out about not having a BIOS file, when it never needed one before, ever. Could it be I inserted the map wrong, or something else? I inserted the events at D400000, and the two maps at D800000, so accidental overlap shouldn't be a problem there... ? You know, I had this same exact problem. Unfortunately, I can't remember how I fixed it, but I do remember this: I needed a new ROM afterwards. @Nintenlord: Thanks for that awesome response. Though I think I'll stay away from World Maps for now. Quote Link to comment Share on other sites More sharing options...
Onmi Posted July 27, 2011 Share Posted July 27, 2011 So I want to make a whole bunch of custom maps and chapters for my hack that are pretty much pure background exploration with rewards 'Spotlight' chapters if you will. However I don't seem to be able to handle the important part, giving the player a character on the map, and then removing the character when the map is over. EXAMPLE: Spotlight - Cath would focus on Caths first 'job' when she left the ruins of her village so she would deploy as a level 1 thief. Easy enough, just make a seperate character 'Cath' to deploy instead of the main party one, and be unable to deploy anyone (or skip the deployment page) the problem is how to make it so when the chapter is over you DON'T have another Cath anymore. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 27, 2011 Share Posted July 27, 2011 So I want to make a whole bunch of custom maps and chapters for my hack that are pretty much pure background exploration with rewards 'Spotlight' chapters if you will. However I don't seem to be able to handle the important part, giving the player a character on the map, and then removing the character when the map is over. EXAMPLE: Spotlight - Cath would focus on Caths first 'job' when she left the ruins of her village so she would deploy as a level 1 thief. Easy enough, just make a seperate character 'Cath' to deploy instead of the main party one, and be unable to deploy anyone (or skip the deployment page) the problem is how to make it so when the chapter is over you DON'T have another Cath anymore. Fade in darkness, change alliance to enemy, end the chapter? Quote Link to comment Share on other sites More sharing options...
Onmi Posted July 27, 2011 Share Posted July 27, 2011 Fade in darkness, change alliance to enemy, end the chapter? I'll try it, see if it works. Thanks Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted July 28, 2011 Share Posted July 28, 2011 I was wondering if somebody could look this over and see what I did wrong. Every time I try to insert it, it crashes the program. It gives me a "Values do not fall into the specified range." error. [spoiler=whole chapter file] //Made by Camtech075 of SerenesForest #include EAstdlib.event #include RoDDefinitions.txt EventPointerTable(0x00,Prologue) ORG 0x9E863C Prologue: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN Ballista1 Ballista2 POIN GoodGuys BadGuys POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TURN CharacterBasedEvents: CHAR GoodGuys: UNIT Ryen RyenLord Ryen Level(1,Ally,false) [8,6] 0x00 0x00 0x00 0x00 [YouthSword, Vulnerary, 0x00, 0x00] [NoAI] UNIT Jason Cavalier Rye* Level(4,Ally,false) [8,7] 0x00 0x00 0x00 0x00 [ironSword, SteelLance, Vulnerary, 0x00] [NoAI] UNIT LocationBasedEvents: House(03,HouseConvo,4,13) LOCA HouseConvo: FADI 5 BACG 0x00 FADU 5 Text 0x921 REMA ENDA MiscBasedEvents: DefeatBoss(EndingScene] CauseGameOverIfLordDies AFEV Dunno: //DO NOT TOUCH CODE $00 Tutorial: //DO NOT TOUCH CODE $00 Ballista1: BLST Ballista2: BLST ALIGN 4 BadGuys: UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move1 [FireFang,0x00,0x00,0x00] [NoAI] //break UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move2 [FireFang,0x00,0x00,0x00] [NoAI] //break UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move3 [FireFang,0x00,0x00,0x00] [NoAI] //break UNIT ONeill Fighter ONeill Level(4,Enemy,False) [16,1] 0x00 0x00 0x00 0x00 [ironAxe,0x00,0x00,0x00] [NoAI] Baddie_Move1: // X/Y Spd Resc Delay REDA [3,7] 0x5 0x00 0x20 Baddie_Move2: REDA [15,8] 0x5 0x00 0x10 Baddie_Move3: REDA [8,13] 0x5 0x00 0x10 BeginningScene: MUS1 0x52 LOMA 0x40 //Loads Triannos map TEX6 0x5 [0,0] 0x0664 //"Triannos Castle" LOU1 GoodGuys ENUN FlashCursor(Ryen,60) //flashes cursor on Ryen before convo Text(0x0907) // "Franz, ride ahead and..." // WARP START LOU1 GoodGuys WarpOut(Ryen) WarpOut(Jason) FAWI 10 //Fade-in with white LOMA 0x00 //Loads prologue map FAWU 10 //Fade-out with white WarpIn(Ryen, 0, 15) WarpIn(Eirika, 2, 16) //WARP END FlashCursor(Jason,60) Text(0x090D, 0x22) // "Princess! This way! I can see..." //Introduce bad guys FlashCursor(16,1,60) //flash on temple Text(090F) // "Your highness, I won't lie..." MUS1 0x25 //Tension LOU1 BadGuys FlashCursor(Ryen,60) Text(0x0910) // "Renais dogs! Where do you think..." ENDA EndingScene: Text(0x0907, 0x0x22) STAL 0x01 MNCH 0x__ ENDA MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 28, 2011 Share Posted July 28, 2011 (edited) [NoAI] It's NoAI, not [NoAI]. Why do people keep doing this? UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move1 [FireFang,0x00,0x00,0x00] [NoAI] //break Also, the whole UNIT thing needs to be on one line. Once I fix those, I get these errors: Finished.Messages: Events end at offset $9E8840 25 errors encountered: File: test.txt, Line: 4, Column: 1: File System.String[] not found.: #include RoDDefinitions.txt File: test.txt, Line: 28, Column: 1: No code named UNIT found: UNIT Ryen RyenLord Ryen Level(1,Ally,false) [8,6] 0x00 0x00 0x00 0x00 [YouthSword, Vulnerary, 0x00, 0x00] NoAI File: test.txt, Line: 29, Column: 1: No code named UNIT found: UNIT Jason Cavalier Rye* Level(4,Ally,false) [8,7] 0x00 0x00 0x00 0x00 [ironSword, SteelLance, Vulnerary, 0x00] NoAI File: test.txt, Line: 40, Column: 1: No code named Text found: Text 0x921 File: test.txt, Line: 65, Column: 1: No code named UNIT found: UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move1 [FireFang,0x00,0x00,0x00] NoAI File: test.txt, Line: 67, Column: 1: No code named UNIT found: UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move2 [FireFang,0x00,0x00,0x00] NoAI File: test.txt, Line: 69, Column: 1: No code named UNIT found: UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move3 [FireFang,0x00,0x00,0x00] NoAI File: test.txt, Line: 71, Column: 1: No code named UNIT found: UNIT ONeill Fighter ONeill Level(4,Enemy,False) [16,1] 0x00 0x00 0x00 0x00 [ironAxe,0x00,0x00,0x00] NoAI File: test.txt, Line: 75, Column: 1: No code named REDA found: REDA [3,7] 0x5 0x00 0x20 File: test.txt, Line: 78, Column: 1: No code named REDA found: REDA [15,8] 0x5 0x00 0x10 File: test.txt, Line: 81, Column: 1: No code named REDA found: REDA [8,13] 0x5 0x00 0x10 File: test.txt, Line: 85, Column: 1: No code named LOMA found: LOMA 0x40 //Loads Triannos map File: test.txt, Line: 96, Column: 1: No code named LOMA found: LOMA 0x00 //Loads prologue map Ryen is not a valid number. Ryen is not a valid number. Ryen is not a valid number. Jason is not a valid number. Jason is not a valid number. Ryen is not a valid number. Eirika is not a valid number. Jason is not a valid number. 090F is not a valid number. Ryen is not a valid number. 0x0x22 is not a valid number. 0x__ is not a valid number. You can ignore those that are caused by my lack of your definition file. Edited July 28, 2011 by Nintenlord Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted July 28, 2011 Share Posted July 28, 2011 The unit codes are all on the same line? ._.; Or do you mean all four units have to be on one line together? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 29, 2011 Share Posted July 29, 2011 One full code and all of it's parameters need to be on the same line. Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted July 29, 2011 Share Posted July 29, 2011 They are on one line, I guess the forum booted them to the next for some reason. and what does it mean "No code found: REDA"? I copied it from Arch's tutorial. It should work? Okay I fixed those errors and the 0x__ but now it's tleling me "Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: startIndex" Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 29, 2011 Share Posted July 29, 2011 Always check the Event assembler language.txt when you get the unknown code error. As for the IndexOutOfRange, make sure you have the latest version. If you have, then the problem is in your definitions, since I got your script to compile without that error. Also, always repost your script when you change it. Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted July 29, 2011 Share Posted July 29, 2011 Okay, downloaded the latest version and got it to insert, at least. um...does the event assembler have to be in the standard library folder for the codes to work? It doesn't seem to be recognizing codes that I copied right out of Arch's tutorial. :/ //Made by Camtech075 of SerenesForest #define file EAstdlib.event #define file RoDDefinitions.txt EventPointerTable(0x00,Prologue) ORG 0xE471E0 Prologue: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN Ballista1 Ballista2 POIN GoodGuys BadGuys POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TURN CharacterBasedEvents: CHAR GoodGuys: UNIT Ryen RyenLord Ryen Level(1,Ally,false) [8,6] 0x00 0x00 0x00 0x00 [YouthSword, Vulnerary, 0x00, 0x00] NoAI UNIT Jason Cavalier Rye* Level(4,Ally,false) [8,7] 0x00 0x00 0x00 0x00 [ironSword, SteelLance, Vulnerary, 0x00] NoAI UNIT LocationBasedEvents: House(03,HouseConvo,4,13) LOCA HouseConvo: FADI 5 BACG 0x00 FADU 5 Text 0x921 REMA ENDA MiscBasedEvents: DefeatBoss[EndingScene] CauseGameOverIfLordDies AFEV Dunno: //DO NOT TOUCH CODE $00 Tutorial: //DO NOT TOUCH CODE $00 Ballista1: BLST Ballista2: BLST ALIGN 4 BadGuys: UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move1 [FireFang,0x00,0x00,0x00] NoAI UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move2 [FireFang,0x00,0x00,0x00] NoAI UNIT 0xAA Bloodhound ONeill Level(1,Enemy,False) [16,1] 0x00 0x00 0x01 Baddie_Move3 [FireFang,0x00,0x00,0x00] NoAI UNIT ONeill Fighter ONeill Level(4,Enemy,False) [16,1] 0x00 0x00 0x00 0x00 [ironAxe,0x00,0x00,0x00] NoAI UNIT Baddie_Move1: // X/Y Spd Resc Delay REDA [3,7] 0x5 0x00 0x20 Baddie_Move2: REDA [15,8] 0x5 0x00 0x10 Baddie_Move3: REDA [8,13] 0x5 0x00 0x10 BeginningScene: MUS1 0x52 LOMA 0x40 //Loads Triannos map TEX6 0x5 [0,0] 0x0664 //"Triannos Castle" LOU1 GoodGuys ENUN FlashCursor(Ryen,60) //flashes cursor on Ryen before convo Text(0x0907) // "Franz, ride ahead and..." // WARP START LOU1 GoodGuys WarpOut(Ryen) WarpOut(Jason) FAWI 10 //Fade-in with white LOMA 0x00 //Loads prologue map FAWU 10 //Fade-out with white WarpIn(Ryen, 0, 15) WarpIn(Eirika, 2, 16) //WARP END FlashCursor(Jason,60) Text(0x090D, 0x22) // "Princess! This way! I can see..." //Introduce bad guys FlashCursor(16,1,60) //flash on temple Text(090F) // "Your highness, I won't lie..." MUS1 0x25 //Tension LOU1 BadGuys FlashCursor(Ryen,60) Text(0x0910) // "Renais dogs! Where do you think..." ENDA EndingScene: Text(0x0907, 0x0x22) STAL 0x01 MNCH 0x01 ENDA MESSAGE Events end at offset currentOffset Even with the definitions file for my game, I'm still getting errors. I don't see why as I'm using the codes exactly how the other guys did. >_< Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 30, 2011 Share Posted July 30, 2011 Post the definitions and the errors. um...does the event assembler have to be in the standard library folder for the codes to work? No, in fact, don't add or remove or edit any files in the EA folder. It doesn't seem to be recognizing codes that I copied right out of Arch's tutorial. :/ Check the Event assembler language.txt for those codes. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 30, 2011 Author Share Posted July 30, 2011 Some of the codes in Arch's tutorial are out of date. Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted July 30, 2011 Share Posted July 30, 2011 (edited) *sigh* This is way more trouble than it's worth. *reverts all the data to hex numbers and sees if that gets the codes to work* *still gets the "No code found" error* -_- Check the Event assembler language.txt for those codes. Warp FE7: WARP [Location X' date= Location Y] *In or out* WARP Character *In or out* CAuses warp animation on a unit. Unit isn't actually moved by this code. Parameters: Location = Location of the warp animation. In or out = Weather warp animation is for warping in (animation goes from up to down) or out (other way around) Character = Character to do the warp animation on. ...Is there no warp function for FE8? Heck, is there even enough functioning codes in this thing to make a chapter in FE8? I don't see many codes for FE8 at all...or at least the codes I thought I would need to make this stupid prologue look right. (in particular, the codes to make it seem like Ryen and Jason were warped from their homeland to the new one) Edited July 30, 2011 by MagicTiger Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 30, 2011 Share Posted July 30, 2011 If you look in the Unit Helpers.txt you'll find this: #ifdef _FE8_ #define WarpIn(Char,X,Y) "_SETVAL 2 Char; _WARP -1 -3 [X,Y]; GOTO $9EE4F8" #define WarpOut(Char,X,Y) "_SETVAL 2 Char; _WARP -1 -3 [X,Y]; GOTO $9EE4F8" #endif It would seem FE8 does indeed have a warp in and warp out macro. On a side note, the regular warp commands (I.E., the commands the macro uses) in FE8 seem really strange. Quote Link to comment Share on other sites More sharing options...
ShinKuma Posted July 30, 2011 Share Posted July 30, 2011 I gave her the same answer back on Shrine of Seals maybe she's just having a bad time understanding how it works. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 31, 2011 Share Posted July 31, 2011 Well... there is the fact that FE8 Event Assembler has issues period. For example, at one point, when I got the latest one, disassembling and reassembling it period screwed up coordinates and rendered the first chapter unplayable. That was without changes. Has Nintenlord fixed that issue already? Haven't tested FE8 at all since that happened with Trent's FE4R Events. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 31, 2011 Share Posted July 31, 2011 (edited) ^That (hasn't been fixed in any released version, but only affects REDA codes as far as I can see) and the lack of codes are the only issues I know of, everything else is shared between all 3 GBA games, so it wouldn't be FE8 only problem. And I'm 97% sure that Leafys problems are caused by her, not by me. Feel free to prove me wrong, though. Edited July 31, 2011 by Nintenlord Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted August 1, 2011 Share Posted August 1, 2011 I gave her the same answer back on Shrine of Seals maybe she's just having a bad time understanding how it works. It was giving a 'code not found' error for a while, but my recent changes must have fixed it because ti's not giving errors anymore. :/ And I'm 97% sure that Leafys problems are caused by her, not by me. Feel free to prove me wrong, though. I blame Arch for having out-of-date codes, and for not explaining to remove the parenthesis from the codes. *brick'd* Okay, so I figured I needed to study a WORKING (FE8) chapter to get this straight, and extracted Chapter 1 from the ROM. I've been converting all the codes I see. I've been reducing the amount of errors this way. But uh...how do FE8 text codes work? It won't recognize the macros Arch used, and I don't understand how the TEXTSTART etc. codes work. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 1, 2011 Share Posted August 1, 2011 In FE7, does anyone know the macro for thieves to warp in and out? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 2, 2011 Share Posted August 2, 2011 It's not in the current release, but will be in the next: #define FancyAssasinEntry(X,Y) "_0xE3 0xCB401C [X*0x10-1,Y*0x10-1]; SOUN 0x2F6" #define FancyThiefEntry(X,Y) "_0xE3 0xCAE5F8 [X*0x10-1,Y*0x10-1]; SOUN 0x2F6" Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted August 2, 2011 Share Posted August 2, 2011 It's not in the current release, but will be in the next: #define FancyAssasinEntry(X,Y) "_0xE3 0xCB401C [X*0x10-1,Y*0x10-1]; SOUN 0x2F6" #define FancyThiefEntry(X,Y) "_0xE3 0xCAE5F8 [X*0x10-1,Y*0x10-1]; SOUN 0x2F6" So wait, it was figured out how Thieves AI works and after they are done stealing they leave? Or am I misinterpreting things? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 2, 2011 Share Posted August 2, 2011 Do you see anything relating to AI in that post you quoted? Quote Link to comment Share on other sites More sharing options...
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