ThatGuyDownTheStreet Posted August 2, 2011 Share Posted August 2, 2011 Do you see anything relating to AI in that post you quoted? No, then I guess it has nothing to do with such. Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted August 3, 2011 Share Posted August 3, 2011 Okay, it's either the program or me. Finished.Messages: Events end at offset $E473A0 19 errors encountered: File: customprologue.txt' date=' Line: 5, Column: 1: No code named EventPointerTable(0x00,Prologue) found: EventPointerTable(0x00,Prologue) File: customprologue.txt, Line: 37, Column: 1: No code named Text found: Text [0x00,0x921'] File: customprologue.txt, Line: 41, Column: 1: No code named DefeatBoss[EndingScene] found: DefeatBoss[EndingScene] File: customprologue.txt, Line: 42, Column: 1: No code named GameOverIfLordDies found: GameOverIfLordDies File: customprologue.txt, Line: 70, Column: 1: No code named REDA found: REDA [3,7] 0x5 0x00 0x20 File: customprologue.txt, Line: 73, Column: 1: No code named REDA found: REDA [15,8] 0x5 0x00 0x10 File: customprologue.txt, Line: 76, Column: 1: No code named REDA found: REDA [8,13] 0x5 0x00 0x10 File: customprologue.txt, Line: 86, Column: 1: No code named TEX6 found: TEX6 0x5 [0,0] 0x0664 //"Triannos Castle" File: customprologue.txt, Line: 103, Column: 1: No code named TEXTSHOW found: TEXTSHOW (0x090D, 0x22) // "Princess! This way! I can see..." File: customprologue.txt, Line: 112, Column: 1: No code named CURF found: CURF [0x01,60] File: customprologue.txt, Line: 119, Column: 1: No code named Text(0x0907, 0x0x22) found: Text(0x0907, 0x0x22) NoAI is not a valid number. NoAI is not a valid number. NoAI is not a valid number. NoAI is not a valid number. NoAI is not a valid number. NoAI is not a valid number. NoAI is not a valid number. NoAI is not a valid number. I've tried like 15 different text codes AND formatted them in every way possible, but it's still telling me there's so such code. I even copy/pasted the text commands from Chapter 1 and it gave me an error. (Hence the TEXTSHOW error message) or maybe I'm misunderstanding the program, and it doesn't automatically pick up the definitions in the EA Standard Library folder? Do I have to make it do so manually? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 3, 2011 Share Posted August 3, 2011 Did you put "#include EAstdlib.event" at the beginning of your event file? And please post your events. It helps us help you much more easily. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 4, 2011 Share Posted August 4, 2011 Got another question. I'm trying to script 2 tile changes for 2 villages in the same chapter, but for some reason, the second village refuses to close. Here's my script: #ifdef _FE7_ #define TileMap(TCN,X1,Y1,L1,L2,TilePointer) "CODE TCN X1 Y1 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" #endif org 0xC9C9CC+(4*0x0E) POIN TileChanges org 0xD12500 TileChanges: TileMap(0x00,0x05,0x02,0x01,0x01,Village1) TileMap(0x01,0x13,0x07,0x01,0x01,Village2) CODE $FF CODE $00 CODE $00 Village1: CODE 0x80 0x00 Village2: CODE 0x80 0x00 Do I have to restart from a fresh file for tile changes to take place, or should they still work regardless? Or do I just have a variable screwed up somewhere? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 4, 2011 Share Posted August 4, 2011 Are the coordinates correct? Where's the destruction tile changes? Also, I recommend you use Tiled instead of EA to make tile changes. Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted August 4, 2011 Share Posted August 4, 2011 Can you tell me why the reinforcements won't work? BadGuys: //UNIT ID Class Lder Misc [X,Y]Flags Byte1 REDA *pointer* Items AI UNIT 0xAA 0x5B 0x68 0x04 [16,1] 0x00 0b 0x01 Baddie_Move1 [0xB1,0x00,0x00,0x00] NoAI UNIT 0xAA 0x5B 0x68 0x04 [16,1] 0x00 0b 0x01 Baddie_Move2 [0xB1,0x00,0x00,0x00] NoAI UNIT 0xAA 0x5B 0x68 0x04 [16,1] 0x00 0b 0x01 Baddie_Move3 [0xB1,0x00,0x00,0x00] NoAI UNIT 0x68 0x3F 0x68 0x04 [16,1] 0x00 0b 0x00 0x00 [0x1F,0x00,0x00,0x00] NoAI UNIT Baddie_Move1: // X/Y Spd Resc Delay REDA [3,7] 0b 0x0 0x10 0 Baddie_Move2: REDA [15,8] 0b 0x0 0x5 Baddie_Move3: REDA [8,13] 0b 0x0 0x5 It says there's no such code as REDA. :/ Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 4, 2011 Share Posted August 4, 2011 ^Why do some REDA's have 4 parameters and some 3? Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted August 4, 2011 Share Posted August 4, 2011 ^Why do some REDA's have 4 parameters and some 3? I was seeing if i could solve the issue by copying the format of default Chapter 1's reinforcement data, but it didn't work. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 4, 2011 Share Posted August 4, 2011 (edited) In FE7, does anyone know the macro for thieves to warp in and out? 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" I have something to add to that. Assassin Entry Palette options: CB402C (Default "0x0B" = Enemy Palette) Changed to "0x0A" for Player Palette, 0x0C for NPC Palette Don't remember where it was for the Thief one. Edited August 4, 2011 by shadowofkitty Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 4, 2011 Share Posted August 4, 2011 Are the coordinates correct? Where's the destruction tile changes? Also, I recommend you use Tiled instead of EA to make tile changes. Coordinates should be correct, only problem would be if the byte should be 0x13 or 0x0D. There are no bandits in this chapter, so no destruction tiles are needed. what is Tiled, and how does it work with tile change events? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 4, 2011 Author Share Posted August 4, 2011 Depends on where the village is on the map. If it's at (13,7) it should be (0x0D,0x07) If it's at (19,7) it should be (0x13,0x07) Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 4, 2011 Share Posted August 4, 2011 It would definitely be 0x0D then. Let me try again. anything else that might seem out of place in my event file? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 4, 2011 Author Share Posted August 4, 2011 (edited) First off, are you sure you're counting the tiles right? The tile my cursor is on is (0,0). Also, why do you have two different tile changes that both do the same thing? Why not just direct both of them to Village1? Edited August 4, 2011 by CT075 Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted August 5, 2011 Share Posted August 5, 2011 Okay, so I finally just excluded all the REDA and simply loaded the units normally, but now I have a new problem. (Even though Event Assembler told me there was no errors...) It's supposed to load the Outside Castle Renais map first, show the lord and guy next to him in front of the castle, then display the text scene. After that it's supposed to fade out the screen, load the prologue map, load the units at the correct coordinates and fade back in. BeginningScene: MUS1 0x52 LOMA 0x40 //Loads Renais map TEX8 0x0664 [0,0] //" Renais Castle" LOU1 GoodGuys ENUN CUMO 0x01 //flashes cursor on Ryen before convo Text(0x0907) // "Franz, ride ahead and..." // AND NOW RYEN AND JASON GET WARPED. FADU 10 //Fade-in with white DISA 0x01 DISA 0x02 LOMA 0x00 //Loads prologue map LOU1 GoodGuys2 ENUN FADU 10 //Fade-out with white However, when the map loads, it loads PROLOGUE'S map, no units appear and the conversation comes up anyway. After the text finishes there's a flash of black and then the game resets. :( Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 5, 2011 Share Posted August 5, 2011 (edited) First off, are you sure you're counting the tiles right? Probably not. But I also had the wrong byte anyway. Also, why do you have two different tile changes that both do the same thing? Why not just direct both of them to Village1? They're for 2 different villages that both close after visiting. Problem is, I don't know if I even have the second one set correctly. I thought I did based on Arch's video, but apparently not. Also, the first village closes despite only scripting the gate tile. I have no clue why he scripts the tiles for the entire village When just closing it, unless someone points out that would be causing the problem. @ Magickitty: You need to set coordinates for your loaded map. LOMA 0x40 [0,0], with the [0,0] being the upper-left corner of the map. And that can be used to load at any part of the map, whether it be the middle or bottom or whatever. I am terrible at explaining things, so if someone could explain deeper, that would help. Edited August 5, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 6, 2011 Author Share Posted August 6, 2011 (edited) Dude, that doesn't matter. I could have one village, or a million, and as long as all the tiles changed to the same thing (IE, the finished tile is the same for all of them), then I can just point them all to the same thing. For example: #define Tilemap(TCN,X1,Y1,L1,L2,TilePointer) "CODE TCN X1 Y1 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" ORG 0xC9C9C8+(4*0x14) // - Pointer to tile map changes (change the 0x59) POIN TileChanges // - puts a pointer to "event" TileChanges ORG 0xDA08E0 // - where to place the data for tile changes TileChanges: // - name of event Tilemap(0x00,0x01,0x11,0x01,0x01,ChestOpened) Tilemap(0x01,0x02,0x0F,0x01,0x01,ChestOpened) Tilemap(0x02,0x03,0x11,0x01,0x01,ChestOpened) Tilemap(0x03,0x15,0x11,0x01,0x01,ChestOpened) Tilemap(0x04,0x18,0x11,0x01,0x01,ChestOpened) // - (Insert as many as you need) CODE $FF // - Needed to end a list of tile changes, do not remove these 3 CODE things CODE $00 CODE $00 ChestOpened: // - name of list of tiles to replace old tiles CODE 0x04 0x00 // - tiles to use (use the CODE to just insert hex, get the tile #s from reference tilesets or some other method) MESSAGE Events end at offset currentOffset Four different chests, one actual change. Edited August 6, 2011 by CT075 Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 6, 2011 Share Posted August 6, 2011 Oh, I see what you're saying. Let me try it that way then. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 6, 2011 Share Posted August 6, 2011 (edited) Hate to be a pain, but that still didn't do it. I still think it's because I keep restarting the chapter, but no one has disproven that yet. Here's what it looks like now: #ifdef _FE7_ #define TileMap(TCN,X1,Y1,L1,L2,TilePointer) "CODE TCN X1 Y1 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" #endif org 0xC9C9CC+(4*0x0E) POIN TileChanges org 0xD12500 TileChanges: TileMap(0x00,0x05,0x02,0x01,0x01,Village) TileMap(0x01,0x0D,0x07,0x01,0x01,Village) CODE $FF CODE $00 CODE $00 Village: CODE 0x80 0x00 The coordinates are correct after re-checking, although I noticed you have 0xC9C9C8. In the video, Arch uses 0xC9C9CC. Which one is current/should I be using? Edited August 6, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 6, 2011 Author Share Posted August 6, 2011 (edited) Well... I think you should be using $C9C9C8. It's just a difference of where the table is pointed to, IIRC. If the list you're going off of has the prologue events at 0x06, use $C9C9C8. If it says 0x05, use $C9C9CC. Try doing it the way Arch does it, since I think the village tile change event calls for the entire village being changed. EDIT: And restarting the chapter should do absolutely nothing. Edited August 6, 2011 by CT075 Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 6, 2011 Share Posted August 6, 2011 (edited) Nothing as in I won't see the changes, or as in it shouldn't matter as long as I insert the event? I'll try C9C9C8, since my prologue events do start at 0x06. If that doesn't work, i'll go back to scripting the whole village again. EDIT: Well, i'll be. It worked! Thank you CT! Edited August 6, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 6, 2011 Author Share Posted August 6, 2011 Nothing as in "it shouldn't affect you inserting anything" Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 6, 2011 Share Posted August 6, 2011 The only other problem I would have is figuring out how to make conditions for gaiden chapters. I don't need one yet, but some info on how to get the conditions to work would be helpful, as I haven't seen anything about them mentioned yet. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 6, 2011 Author Share Posted August 6, 2011 It's fairly simple. Just set up a condition, and if it's triggered go to one chapter, if it's not go to a different one. Like so: Ending_event: [stuff] IFTT 0x0A 0x10 //Turn 16 [morestuff] MNCH 0x12 //chapter 11x STAL 1 _0x1 ELSE 0x0B ENIF 0x0A [evenmorestuff] MNCH 0x13 //chapter 12 STAL 1 _0x1 ENIF 0x0B ENDA Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 6, 2011 Share Posted August 6, 2011 One more thing that I also forgot. How do you set up a yes or no question when asked to go to the gaiden, or for things like Hector recruiting Farina? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 6, 2011 Author Share Posted August 6, 2011 In the text: Is the answer to this question no? [Yes] In the events: IFYN ID Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.