Primefusion Posted January 13, 2012 Share Posted January 13, 2012 I have been tampering with the prologue chapter for my hack, and I was having trouble getting the enemy boss to appear [he is replacing Batta], and some other generic soldiers coming with him. What deranger was saying was that no where in your text file do you even tell the game to load the enemy units. You just have "LOU1 Good". If you want the enemies to appear you need a "LOU1 Bad" in there somewhere. I was also having trouble getting the defeat boss condition to work since the EA would state that there was a error with the way I set it up. You have a space in there when there should be no spaces. 1. Force the main character to move to a certain coordinate [like in the Lyn tutorial mode]. 2. Have the boss and a few generic reinforcements appear after the forced movement, along with the defeat boss goal. FE6 & FE7: MOMA Action1 Action2 ... ActionN Move manual which controls movement of a unit. Parameters: Action = Action to to do, including moving, speed changing and other stuff. From the Event Assembler Language.txt. Err, as long as it hasn't changed since NL did the big overhaul. I kind of refused to upgrade >.>" Disassemble the prologue's events to see it in action. Quote Link to comment Share on other sites More sharing options...
Leif Posted January 13, 2012 Share Posted January 13, 2012 (edited) How do I disassemble the prologue events. I see the disassemble option, but how do I go about it? Edit: Never mind.. I found Nintenlord's tutorial. Edit 2: I successfully disassembled the prologue, but it doesn't make that much sense to me; it would make more sense for someone to write an entire example code... Sorry, this is really new to me.. Edited January 13, 2012 by Leif Quote Link to comment Share on other sites More sharing options...
deranger Posted January 13, 2012 Share Posted January 13, 2012 it would make more sense for someone to write an entire example code... Sorry, this is really new to me.. What happens if something you want to do isn't on there? To get batta (and whoever else you add to load): make Turn1Event: MOVE Lyn_t [12,7] ENDA into Turn1Event: MOVE Lyn_t [12,7] ENUN LOU1 Bad ENUN ENDA I think Enun is what's supposed to go after move, but I'd double check. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 13, 2012 Share Posted January 13, 2012 Oh, whoops. Looking through the prologue events it seems that the forced cursor thing is an ASM routine(s). Why not have the lord moving and triggering something happen during a cutscene? Or if you don't like that have it trigger it through an area event. And ya, MOVE needs an ENUN after it. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted January 13, 2012 Share Posted January 13, 2012 @Leif to make events start with a template. Templates are often included with tutorials and there should be an FE7 template with the EA itself. Make sure you understand everything there first. The actual placement of data doesn't matter *too* much if you are inserting to free space. If it's disassembled events, shifting the order of the data might end up changing where certain data is placed in-game, and may overwrite data, which could be a big problem. In any case you should probably do a bunch of more studying so that you have a stronger grasp on the material because if you just jump right in, it's going to be confusing since the EA codes are mostly new and few of them are self-explanatory if you've never dealt with such things before. (on the other hand if you're used to such things maybe half of them are self-explanatory XP) Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted January 16, 2012 Share Posted January 16, 2012 I'm having a bit of trouble getting a sound effect to play during an opening scene without cutting out the music in the scene. I've tried both MUS1 and MUS2 with MURE, but it's not returning the music. Is there a code I missed somewhere to script a sound effect during a cutscene, or am I possibly setting it up wrong? For reference, it's: MUS1 or MUS2 0x00B1 //Sound of a door unlocking MURE 5 //tried here before trying after the tile change MAC1 0x00 0x00 //the tile change for the door MURE 5 //tried here after trying before the tile change Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted January 16, 2012 Share Posted January 16, 2012 Use the command SOUN. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted January 16, 2012 Share Posted January 16, 2012 Figured it'd be something as simple as that. Thanks Astra. Quote Link to comment Share on other sites More sharing options...
Flux_Blade Posted January 20, 2012 Share Posted January 20, 2012 Question about the IFCA, it says for the code in the assembly language text file for coding it in FE7 IFCA Unknown *Conditional ID* Character Does that mean I just need to filler numbers for the Unknown? As I have tried to assembly and it gives me an error about it. Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 20, 2012 Author Share Posted January 20, 2012 IFCA 0x00 whatever whatever Quote Link to comment Share on other sites More sharing options...
Krad Posted January 27, 2012 Share Posted January 27, 2012 A small question. Does the "Rumble" code (ASMC $7D645) have any other parameters to make it stop? When I use it, it just keeps on going until it makes the game crash. Quote Link to comment Share on other sites More sharing options...
Crazycolorz5 Posted February 22, 2012 Share Posted February 22, 2012 (edited) A small question. Does the "Rumble" code (ASMC $7D645) have any other parameters to make it stop? When I use it, it just keeps on going until it makes the game crash. This is what I got when I poked around in the final chapter's code: ASMC 0x7AC55 Start Rumbling ASMC 0x7AD2D Stop Rumbling EDIT: If I destroy a village with tile changes, Do I still have to activate the event ID of the village so you can't visit the ruins? Edited February 22, 2012 by Crazycolorz5 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted February 22, 2012 Share Posted February 22, 2012 EDIT: If I destroy a village with tile changes, Do I still have to activate the event ID of the village so you can't visit the ruins? Village events only happen on a specific tile (IE, the village ungated tile maybe more after glancing at the overworld tileset). So, if the village gets destroyed and you did your tile changes correctly then the event can't happen anyway. Quote Link to comment Share on other sites More sharing options...
Crazycolorz5 Posted February 23, 2012 Share Posted February 23, 2012 Another question - You know how a unit is still selected after killing a boss(Not the question)? How do I make that unit well, go away, so I can have an event scene without someone running in place towards the place the boss used to be(That's the question)? I tried DISA, it doesn't work. Quote Link to comment Share on other sites More sharing options...
Krad Posted February 23, 2012 Share Posted February 23, 2012 Another question - You know how a unit is still selected after killing a boss(Not the question)? How do I make that unit well, go away, so I can have an event scene without someone running in place towards the place the boss used to be(That's the question)? I tried DISA, it doesn't work. Add an UnitClear in the events, which will remove all units from the map so you can do the ending event. Something like Ending_event: FADI 10 UnitClear //Unit loading or whatever you want FADU 10 //Rest of the events here Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 23, 2012 Author Share Posted February 23, 2012 That won't work, since the Defeat_Boss is an AFEV or something. I forget exactly how it's done, but there's a way. Check some disassembled scripts to see how FE7 did it. Quote Link to comment Share on other sites More sharing options...
BlackSoulou Posted February 23, 2012 Share Posted February 23, 2012 I played for a few hours with the EA trying to fix that black screen problem. Arch's video and written tutorial didn't give me a solution, neither did Krad's earlier suggestion #1658250 . Here's what I have: [spoiler=CODE] //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event 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 Empty Good: UNIT 0x63 Myrmidon 0x00 Level(1,Ally,False) [6,2] [6,3] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT 0x64 Mercenary 0x00 Level(1,Ally,False) [6,2] [5,4] [ironSword] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00// problem is probably around here TurnEventPlayer(0x00,Fadeout,1) ENDA Fadeout: //also loads NPCs OOBB ENDA AFEV Character_events: AFEV Location_events: AFEV Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Ending_event: //MNCH 0x?? //STAL 1 //_0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Quote Link to comment Share on other sites More sharing options...
Jubby Posted February 23, 2012 Share Posted February 23, 2012 I'm just spitballing here, but don't you need a TURN at the end of your turn events? Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 23, 2012 Author Share Posted February 23, 2012 (edited) //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event 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 Empty Good: UNIT 0x63 Myrmidon 0x00 Level(1,Ally,False) [6,2] [6,3] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT 0x64 Mercenary 0x00 Level(1,Ally,False) [6,2] [5,4] [ironSword] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 // Your problem is here, you need a blank TURN here. TURN //ENDA // Although technically you could get away without it if the labeled area is empty, you should end every label with a blank code just to be safe. Character_events: CHAR Location_events: // I don't do this as often, but this is equally valid. CODE $00 Misc_events: CauseGameOverIfLordDies AFEV Opening_event: // Load your NPCs and shit here. LOU1 Good ENUN // <- Try this instead of whatever you have now. OOBB //------------------------------------------------------------ ENDA Ending_event: //MNCH 0x?? //STAL 1 //_0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset Edited February 23, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
BlackSoulou Posted February 23, 2012 Share Posted February 23, 2012 (edited) @Jubby What the...? It works now... Well thanks a bunch then! EDIT: Ninja'd by Cam. @Cam How will the OOBB code affect the opening event then? Edited February 23, 2012 by BlackSoulou Quote Link to comment Share on other sites More sharing options...
Jubby Posted February 23, 2012 Share Posted February 23, 2012 lol Cam I think that's twice I got you now ;P And noooo problem, I just sorta noticed that, I'm actually not even too familiar with events, having not done a whole lot of them myself :P Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted February 23, 2012 Share Posted February 23, 2012 Okay, so for I made an event for chapter 1 that works fine, I'm starting chapter two, but for some reason the game just freezes when Eirika and company are supposed to go on the map and if I skip the cut scene, Eirika and Seth aren't on the map, even with the generic coding for chapter 2. ORG $591F40 label27: _0x1020 0x1 _0x0220 0x2 _0x0320 0x8 _SETCONDITION 0x0 0xC 0x0 FADU 16 ENIF 0x0 _0x1020 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591F64 and the new ending offset is CURRENTOFFSET ORG $592104 label25: _0x1020 0x4 ASMC 0x85375 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET ORG $8B40A0 Units1: UNIT 0x1 0x2 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4008 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4010 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x13 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4008 [0x1,0x14,0x6C,0x6C] [0x0,0x0,0x0,0x0] UNIT label30: UNIT 0x46 0x9 0x46 0x24 [2,9] 0b 0x0 0x1 0x8B4018 [0x14,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x80 0x4E 0x46 0x15 [7,4] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x46 0x15 [10,7] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x46 0x1D [2,9] 0b 0x0 0x1 0x8B4038 [0x14,0x0,0x0,0x0] [0x3,0x12,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [1,9] 0b 0x0 0x1 0x8B4040 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [2,9] 0b 0x0 0x1 0x8B4048 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [2,9] 0b 0x0 0x1 0x8B4050 [0x1F,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT label35: UNIT 0x3 0x6 0x0 0x20 [6,0] 0b 0x0 0x1 0x8B4060 [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B41B8 and the new ending offset is CURRENTOFFSET ORG $8B4208 label32: UNIT 0xC1 0x5 0x0 0xA [2,2] 0b 0x0 0x3 0x8B4080 [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xC0 0xF 0x0 0xA [2,2] 0b 0x0 0x1 0x8B4098 [0x1,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x22 0x5 0x0 0xA [11,4] 0b 0x0 0x0 0x8B4098 [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xC0 0xF 0x0 0xA [12,6] 0b 0x0 0x0 0x8B4098 [0x1,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B4244 and the new ending offset is CURRENTOFFSET ORG $9E868C TurnBasedEvents: TURN 0x0 label15 [1,1] 0x0 TURN 0x0 label16 [1,1] 0x8 TURN 0x0 label17 [2,2] 0x0 TURN 0xB label18 [1,255] 0x0 AFEV CharacterBasedEvents: CHAR 0x8 label19 [0x2,0x3] 0x0 CHAR 0x8 label19 [0x3,0x2] 0x0 CHAR 0x9 label20 [0x1,0x22] 0x0 CHAR 0x9 label20 [0x22,0x1] 0x0 AFEV LocationBasedEvents: LOCA 0x0 label21 [13,6] 0x10 LOCA 0x0 label22 [10,4] 0x10 LOCA 0x3 [2,2] 0x11 AFEV MiscBasedEvents: AFEV 0x7 label23 0x2 AREA 0xA label24 [0,0] [7,9] AFEV 0x0 label25 0x65 AFEV Dunno1: AFEV Dunno2: AFEV Dunno3: AFEV Tutorial: WORD 0x89EFC9C 0x89EFD14 0x89EFD74 0x89EFDA8 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E876C and the new ending offset is CURRENTOFFSET ORG $9E8770 WORD 0x89EFF20 0x89EFF9C 0x89EFFFC 0x89F0030 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E877C and the new ending offset is CURRENTOFFSET ORG $9E8780 WORD 0x89F0060 0x89F0130 0x89F01A8 0x89F0208 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E878C and the new ending offset is CURRENTOFFSET ORG $9E8790 WORD 0x89F023C 0x89F0270 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E8794 and the new ending offset is CURRENTOFFSET ORG $9E8798 AFEV PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E87EC and the new ending offset is CURRENTOFFSET ORG $9ED9AB Traps1: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9ED9AC and the new ending offset is CURRENTOFFSET ORG $9EDE9C Traps2: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EDE9D and the new ending offset is CURRENTOFFSET ORG $9EE0C0 label33: _0x1927 _SETCONDITION 0x0 0xC 0x0 _GOTO_HELL ENIF 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET ORG $9EE19C label36: _0x2E21 _SETCONDITION 0x0 0xC 0x2 GOTO label26 ENIF 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE1B8 and the new ending offset is CURRENTOFFSET ORG $9EE1D4 label26: _0x1929 _0x0620 0xC2 _0x0221 0xFFFF _0x0228 0x7 ENDB //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE1E8 and the new ending offset is CURRENTOFFSET ORG $9EE274 label37: _0x1020 0x4 GOTO label27 _0x0228 0x9 _LOAD_WHATEVER 0x1 ENUN _0x0220 0x9 _0x1020 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET ORG $9EE2C4 label29: _0x0320 0x8 _SETCONDITION2 0x80BD 0xC 0x0 FADI 16 ENIF 0x80BD TEXTSTART _0x2220 FADU 16 ENDA label28: _0x0320 0x8 _SETCONDITION2 0x80D2 0xC 0x0 FADI 16 ENIF 0x80D2 _0x1A21 _0x2140 0xFFFF 0x0 0x0 FADU 16 ENDA label31: GOTO label28 _0x0620 0x32 TEXTSHOW 0xFFFF TEXTEND GOTO label29 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET ORG $9EE3BC label34: _0x3322 0xFFFD _SETCONDITION 0x0 0xC 0x0 _0x3323 0xFFFD _SETCONDITION 0x0 0xC 0x0 ELSE 0x63 ENIF 0x0 _MOVE1 0x0 0xFFFD 0x0 ENUN _0x3420 0xFFFD ENIF 0x63 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE3F4 and the new ending offset is CURRENTOFFSET ORG $9EF848 BeginningScene: MUS1 0x25 _LOAD1 0x1 label30 ENUN _0x0E22 0x3C CUMO [2,2] STAL 60 CURE _SETVAL 0x2 0x26 _SETVAL 0x3 0x929 GOTO label31 _LOAD1 0x1 label32 ENUN _SETVAL 0xB 0x0 DISA 0xFFFE CUMO 0x46 STAL 60 CURE _SETVAL 0x2 0x1C _SETVAL 0x3 0x92A GOTO label31 MOVE 0x46 [2,3] ENUN _0x0229 0x1 _SETVAL 0xD 0x0 _SETVAL 0x1 0x11400 _SAVEFORBATTLE _SETVAL 0x1 0x1 _SAVEFORBATTLE _SETVAL 0x1 0xFFFFFFFF _SAVEFORBATTLE FIG1 0x46 0xC0 0x0 _0x0221 0x1 _SETVAL 0xB 0x20002 _0x342D 0xFFFE _0x342E 0xFFFE CUMO 0x46 STAL 60 CURE TEXTSHOW 0x92B TEXTEND REMA _SETVAL 0x2 0x89EFC24 GOTO label33 MOVE 0x46 [2,2] _SETVAL 0xB 0x60001 _MOVE 0x18 0xFFFE [1,3] _SETVAL 0xB 0x60003 _MOVE 0x18 0xFFFE [3,3] _SETVAL 0xB 0x80001 _MOVE 0x18 0xFFFE [9,5] _SETVAL 0xB 0x70002 _MOVE 0x18 0xFFFE [8,3] _SETVAL 0xB 0x80003 _MOVE 0x18 0xFFFE [4,7] _SETVAL 0xB 0x90002 _MOVE 0x18 0xFFFE [2,8] ENUN _0x0E22 0x3C CUMO [2,2] STAL 60 CURE _SETVAL 0x2 0x26 _SETVAL 0x3 0x92C GOTO label31 REMA _LOAD2 0x1 Units1 ENUN CUMO 0x1 STAL 60 CURE TEXTSTART TEXTSHOW 0x92D TEXTEND REMA _SETVAL 0x2 0x2 GOTO label34 _SETVAL 0x2 0x89EFDE8 GOTO label33 _0x0229 0xB _0x0228 0x7 ENDA label15: _SETVAL 0x2 0x89F00BC GOTO label33 _0x0228 0x7 ENDA label16: MUS1 0x13 CUMO 0x46 STAL 60 CURE TEXTSTART TEXTSHOW 0x930 TEXTEND REMA _0x0228 0x7 ENDA label17: MUS1 0x54 _LOAD1 0x1 label35 ENUN CUMO 0x4 STAL 60 CURE TEXTSTART TEXTSHOW 0x931 TEXTEND REMA _SETVAL 0x2 0x89EFE48 GOTO label33 _0x0228 0x7 ENDA label23: _SETVAL 0x2 0x89F0090 GOTO label33 _0x0228 0x7 ENDA EndingScene: MUS1 0x31 _SETVAL 0x2 0x26 GOTO label28 _0x3322 0x3 _SETCONDITION 0x0 0xC 0x0 TEXTSHOW 0x937 TEXTEND ELSE 0x1 ENIF 0x0 TEXTSHOW 0x938 TEXTEND ENIF 0x1 REMA FADI 16 _0x0229 0xBA _0x0229 0xCF _0x0229 0xCE _0x0229 0xB6 _0x0229 0xD7 _0x0229 0xD6 _0x0229 0xC7 _0x0229 0xC8 _0x0229 0xDD _0x3421 0x2 MNCH 0x38 ENDA label19: MUNO TEXTSTART TEXTSHOW 0x93A TEXTEND REMA MUSI _0x0228 0x7 ENDA label20: MUNO TEXTSTART TEXTSHOW 0x939 TEXTEND REMA MUSI _0x0228 0x7 ENDA label21: _0x1120 0x0 MUNO _SETVAL 0x2 0x0 _SETVAL 0x3 0x93B GOTO label31 MUSI _0x0228 0x7 ENDA label22: MUNO _SETVAL 0x2 0x0 _SETVAL 0x3 0x93C GOTO label31 MUSI _0x0228 0x7 ENDA label24: _SETVAL 0x2 0x1 GOTO label36 _0x0221 0xB _0x0228 0x7 ENDA label18: MUNO _SETVAL 0x2 0x88B41B8 GOTO label37 CUMO 0x83 STAL 60 CURE TEXTSTART TEXTSHOW 0x934 TEXTEND REMA MUSI _0x0228 0x7 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EFC24 and the new ending offset is CURRENTOFFSET Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted February 23, 2012 Share Posted February 23, 2012 Oh boy. FE8. And dissassembled events at that. That's about to the level of debugging as actual ASM. Good luck. Quote Link to comment Share on other sites More sharing options...
Crazycolorz5 Posted February 24, 2012 Share Posted February 24, 2012 (edited) For people who want to look the up in the future... I did some digging around through FE7 and finally they had to clear the screen in chapter 23 and after some trying out some of the things in the End Events here what I found: ASMC 0x7A8B9 Clears screen of moving/activated characters Edited February 24, 2012 by Crazycolorz5 Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 24, 2012 Author Share Posted February 24, 2012 That's actually kind of old (there's a macro and everything for it) Quote Link to comment Share on other sites More sharing options...
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