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CT075
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I'm trying to make code for FE8, and I am just trying to load Eirika and move her around just to make sure the code works.

4 errors encountered:

File prolouge.txt, Line 35, Column 0: No code named CODE found.

File prolouge.txt, Line 39, Column 0: No code named CODE found.

File prolouge.txt, Line 54, Column 0: Incorrect parameters in code REDA

File prolouge.txt, Line 57, Column 0: No code named LOU1 found.

Here is the full script I have for now.

//Made by Camtech075 of SerenesForest

#include EAstdlib.event

EventPointerTable(0x07,ThisChapter)

ORG 0x89E863C

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:

TURN

CharacterBasedEvents:

CHAR

LocationBasedEvents:

LOCA

MiscBasedEvents:

AFEV

Dunno:

//DO NOT TOUCH

CODE $00

Tutorial:

//DO NOT TOUCH

CODE $00

Ballista1:

BLST

Ballista2:

BLST

ALIGN 4

Units1:

UNIT 0x1 0x2 0x1 0x8 [14,9] 0b 0x0 0x1 MoveRe2 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

MoveRe2:

REDA [0,0] 0b 0x0 0x0 0

REDA

BeginningScene:

LOU1 Units1

ENDA

EndingScene:

STAL 0x01

MNCH 0x0A

ENDA

MESSAGE Events end at offset currentOffset

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Heya there,

I am trying to set up map changes for my hack using Mappy. I've been typing up the code to use in event assembler, but I keep getting errors when I try to run it through event assembler.

This is what my code looks like:

//Prologue Map Changes

#define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer"

org 0xC9C9CC+(4*0x37)

POIN TileChanges

org 0xDB0250

TileChanges:

TileMap(0x00,0x0D,0x08,0x03,0x03,Village1)

CODE $FF

CODE $00

CODE $00

Village1:

CODE 0x9C 0x0C 0xA0 0x0C 0xA4 0x0C 0x1C 0x0D 0x20 0x1C 0x24 0x1C 0x9C 0x0D 0x80 0x00 0xA4 0x0D

#ifdef _FE7_

#endif

MESSAGE Map changes end at offset currentOffset

And this is the error I keep getting in event assembler:

Finished.

Messages:

Map changes end at offset 0x8

8 errors encountered:

File Prologue Map Changes.txt, Line 4, Column 0: No code named org found.

File Prologue Map Changes.txt, Line 8, Column 0: No code named org found.

File Prologue Map Changes.txt, Line 11, Column 0: No code named CODE found.

File Prologue Map Changes.txt, Line 11, Column 1: No code named CODE found.

File Prologue Map Changes.txt, Line 12, Column 0: No code named CODE found.

File Prologue Map Changes.txt, Line 13, Column 0: No code named CODE found.

File Prologue Map Changes.txt, Line 14, Column 0: No code named CODE found.

File Prologue Map Changes.txt, Line 17, Column 0: No code named CODE found.

I think the problem is that my assembler doesn't recognize the macros, but I don't know. I could just be spewing nonsense. Can anyone help? I've been staring at this for hours. XD

-Gemini

-order and cHaos-

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@Fuzz: CODE no longer exists in the more recent builds of EA, change that in my template. Secondly, there's no blank REDA code, so don't do that*. I hvae no idea why LOU1 isn't working, check the EAstdlib if there's a macro.

*should look like this:

MoveRe2:
REDA [0,0] 0b 0x0 0x0 0
// Get rid of this blank one
//REDA

@Gemini: If you're using a more recent build of EA, change every CODE to WORD. Or BYTE. Nintenlord has a thing on this in his thread somewhere. Change org to ORG.

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I put the macro in and this came up

3 errors encountered:

File prolouge.txt, Line 54, Column 1: No code named _0x228 found.

File prolouge.txt, Line 54, Column 1: Incorrect parameters in code ENDA Atom

File prolouge.txt, Line 54, Column 0: Symbol unitPtr isn't in scope

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@Fuzz: CODE no longer exists in the more recent builds of EA, change that in my template. Secondly, there's no blank REDA code, so don't do that*. I hvae no idea why LOU1 isn't working, check the EAstdlib if there's a macro.

*should look like this:

MoveRe2:
REDA [0,0] 0b 0x0 0x0 0
// Get rid of this blank one
//REDA

@Gemini: If you're using a more recent build of EA, change every CODE to WORD. Or BYTE. Nintenlord has a thing on this in his thread somewhere. Change org to ORG.

OMG YOU ARE THE GREATEST! THANK YOU SO MUCH! I never would have figured that out! Thanks again!

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@Cam:

The way FE8 loads units is very different from other games and FE8 actually doesn't have any code similar to LOU1 of FE& and FE7. The fact that earlier versions of EA had LOU1 for FE8 was due to our poor knowledge of the system.

@fuzz94:

Post your entire code whenever you make changes, even if you feel it is pointless. As for the errors you get:

File prolouge.txt, Line 54, Column 1: No code named _0x228 found.

-Typo on my part in the library. All codes with names like _0x55 or _0x1366 always have either 2 or 4 digits after the x. To fix itreplace _0x228 with _0x0228 in these macros:


#ifdef _FE8_
#define VillageEventItem(textID,background,item) "MUSI; _SETVAL 0x2 background; _SETVAL 0x3 textID; GOTO $9EE31C; MUNO; GOTO $591F40; _SETVAL 0x3 item; _GIVEITEMTO 0xFFFF; _0x0228 0x7; ENDA"
#define VillageEventMoney(textID,background,money) "MUSI; _SETVAL 0x2 background; _SETVAL 0x3 textID; GOTO $9EE31C; MUNO; GOTO $591F40; _SETVAL 0x3 money; _GIVEITEMTO2 0; _0x0228 0x7; ENDA"
#define HouseEvent(textID,background) "MUSI; _SETVAL 2 background; _SETVAL 3 textID; GOTO $9EE31C; MUNO; _0x0228 0x7; ENDA"
#define ConvoEvent(textID) "MUSI; TEXTSTART; TEXTSHOW textID; TEXTEND; REMA; MUNO; _0x0228 0x7; ENDA"
#define ReinforcementEvent(unitPtr) "_SETVAL 0x2 (unitPtr|0x8000000); GOTO $9EE290; _0x0228 0x7; ENDA"
#endif

File prolouge.txt, Line 54, Column 1: Incorrect parameters in code ENDA Atom

-ENDA has no parameters.

File prolouge.txt, Line 54, Column 0: Symbol unitPtr isn't in scope

-No clue, post your entire script.

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@fuzz94:

Post your entire code whenever you make changes, even if you feel it is pointless. As for the errors you get:

File prolouge.txt, Line 54, Column 1: No code named _0x228 found.

-Typo on my part in the library. All codes with names like _0x55 or _0x1366 always have either 2 or 4 digits after the x. To fix itreplace _0x228 with _0x0228 in these macros:


#ifdef _FE8_
#define VillageEventItem(textID,background,item) "MUSI; _SETVAL 0x2 background; _SETVAL 0x3 textID; GOTO $9EE31C; MUNO; GOTO $591F40; _SETVAL 0x3 item; _GIVEITEMTO 0xFFFF; _0x0228 0x7; ENDA"
#define VillageEventMoney(textID,background,money) "MUSI; _SETVAL 0x2 background; _SETVAL 0x3 textID; GOTO $9EE31C; MUNO; GOTO $591F40; _SETVAL 0x3 money; _GIVEITEMTO2 0; _0x0228 0x7; ENDA"
#define HouseEvent(textID,background) "MUSI; _SETVAL 2 background; _SETVAL 3 textID; GOTO $9EE31C; MUNO; _0x0228 0x7; ENDA"
#define ConvoEvent(textID) "MUSI; TEXTSTART; TEXTSHOW textID; TEXTEND; REMA; MUNO; _0x0228 0x7; ENDA"
#define ReinforcementEvent(unitPtr) "_SETVAL 0x2 (unitPtr|0x8000000); GOTO $9EE290; _0x0228 0x7; ENDA"
#endif

File prolouge.txt, Line 54, Column 1: Incorrect parameters in code ENDA Atom

-ENDA has no parameters.

File prolouge.txt, Line 54, Column 0: Symbol unitPtr isn't in scope

-No clue, post your entire script.

Sorry i am just now seeing this. I stopped trying to hack FE8 and moved to FE7 so whatever i put is null

But now I have this code instead and it assembles fine but just black screens

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,ThisChapter)

ORG 0xD80000

ThisChapter:

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 0x87 0x39 0x0 0x14 [3,2] [3,2] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT

Good:

UNIT 0x3 0x2 0x0 0x8 [14,9] [13,7] [0x1,0x6B,0x6B,0x0] [0x0,0x0,0x0,0x0]

UNIT

Turn_events:

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

Opening_event:

LOU1 Good

ENUN

OOBB

ENDA

Ending_event:

MNCH 0x01

STAL 1

_0x1

ENDA

BallistaData:

BLST

ALIGN 4

MESSAGE Events end at offset currentOffset

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

Edited by fuzz94
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Not sure if anyone could help me on this one, but I've hit a stump on my prologue. It never seems to load the ending scene.

14npzbn.png

Basically, all that happens at the moment is that as soon as Weiss defeats the bandit it goes straight into the background scene with nothing else happening. In the background you still hear the theme of the players who had just taken their turn.

Where as, I want the music to stop, and for the mug to appear and the text to actually load, lol.

[spoiler=Event Assembler Script]

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,ThisChapter)

ORG 0xD80000

ThisChapter:

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 0x87 0x39 0x00 Level(1,Enemy,False) [13,10] [10,8] [0x1F] [0x00,0x80,0x09,0x00]

UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [13,8] [11,7] [0x1F] [0x00,0x00,0x09,0x00]

UNIT

Good:

UNIT 0x03 0x0E 0x00 Level(1,Ally,False) [11,1] [9,3] [0x05,0x6B] [0x00,0x00,0x00,0x00]

UNIT 0x17 0x29 0x00 Level(1,NPC,False) [10,7] [10,7] [0x14,0x6B] [0x00,0x00,0x00,0x00]

UNIT 0x18 0x0F 0x00 Level(1,NPC,False) [9,7] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00]

UNIT

Biggs:

UNIT 0x2A 0x36 0x00 Level(1,NPC,False) [9,3] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00]

UNIT

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

DefeatAll(Ending_event)

AFEV

Opening_event:

OOBB

MUS1 0x0057

FADI 0x10

BACG 0x0B

FADU 0x10

TEX1 0x807

TEX1 0x808

REMA

LOU1 Good

ENUN

CURF 0x03

MUS1 0x0051

FADI 0x10

BACG 0x0C

FADU 0x10

TEX1 0x7FF

REMA

CURF 0x18

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x800

TEX1 0x801

TEX1 0x802

REMA

LOU1 Bad

ENUN

FADI 0x10

BACG 0x21

FADU 0x10

MUS1 0x0032

TEX1 0x803

TEX1 0x804

REMA

MOVE 0x17 [8,14]

MOVE 0x18 [9,14]

ENUN

DISA 0x17

DISA 0x18

ENUN

CAM1 0x03

FADI 0x10

BACG 0x0C

FADU 0x10

TEX1 0x805

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x806

REMA

ENDA

Ending_event:

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x80D

REPA 0x17

REPA 0x18

ENUN

MOVE 0x17 [11,7]

MOVE 0x18 [10,8]

MOVE 0x03 [10,7]

ENUN

LOU1 Biggs

CURF 0x03

FADI 0x10

BACG 0x21

FADU 0x10

MUS1 0x0039

TEX1 0x809

TEX1 0x80A

TEX1 0x80B

TEX1 0x80C

MNCH 0x01

STAL 1

_0x1

ENDA

BallistaData:

BLST

ALIGN 4

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: 00DA0000

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Ever considered using some of the macros included with EA? You can take this:

FADI 0x10
BACG 0x0B 
FADU 0x10
TEX1 0x807

And change it into this:

Text(0x0B,0x807)

Which is a lot easier to debug. Also, I notice a TEX1 right after another TEX1. If you're trying to load one set of text after another you'll want to use the MORETEXT command. You may also have a problem on the FEditor side of things so you might want to double check that to be safe.

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Almost there.

It now plays the text that comes straight after you defeat the bad guys, the part where he says something along the lines of "That was a close one", but after that, the map icon and the sound screw up, it screeches and the icon looks like this;

2v0lkle.png

[spoiler=Event Assembler Code]

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,ThisChapter)

ORG 0xD80000

ThisChapter:

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 0x87 0x39 0x00 Level(1,Enemy,False) [13,10] [10,8] [0x1F] [0x00,0x80,0x09,0x00]

UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [13,8] [11,7] [0x1F] [0x00,0x00,0x09,0x00]

UNIT

Good:

UNIT 0x03 0x0E 0x00 Level(1,Ally,False) [11,1] [9,3] [0x05,0x6B] [0x00,0x00,0x00,0x00]

UNIT 0x17 0x29 0x00 Level(1,NPC,False) [10,7] [10,7] [0x14,0x6B] [0x00,0x00,0x00,0x00]

UNIT 0x18 0x0F 0x00 Level(1,NPC,False) [9,7] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00]

UNIT

Biggs:

UNIT 0x2A 0x36 0x00 Level(1,NPC,False) [9,3] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00]

UNIT

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

DefeatAll(Ending_event)

AFEV

Opening_event:

OOBB

MUS1 0x0057

FADI 0x10

BACG 0x0B

FADU 0x10

TEX1 0x807

TEX1 0x808

REMA

LOU1 Good

ENUN

CURF 0x03

MUS1 0x0051

FADI 0x10

BACG 0x0C

FADU 0x10

TEX1 0x7FF

REMA

CURF 0x18

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x800

TEX1 0x801

TEX1 0x802

REMA

LOU1 Bad

ENUN

FADI 0x10

BACG 0x21

FADU 0x10

MUS1 0x0032

TEX1 0x803

TEX1 0x804

REMA

MOVE 0x17 [8,14]

MOVE 0x18 [9,14]

ENUN

DISA 0x17

DISA 0x18

ENUN

CAM1 0x03

FADI 0x10

BACG 0x0C

FADU 0x10

TEX1 0x805

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x806

REMA

ENDA

Ending_event:

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x80D

REMA

<---- About here is where it screws up, just looking at it now, I'm thinking it's the REPA codes.

REPA 0x17

REPA 0x18

ENUN

MOVE 0x17 [11,7]

MOVE 0x18 [10,8]

MOVE 0x03 [10,7]

ENUN

LOU1 Biggs

CURF 0x03

FADI 0x10

BACG 0x21

FADU 0x10

MUS1 0x0039

TEX1 0x809

TEX1 0x80A

TEX1 0x80B

TEX1 0x80C

REMA

MNCH 0x01

STAL 1

_0x1

ENDA

BallistaData:

BLST

ALIGN 4

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: 00DA0000

Edited by ∑-sigma-
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REPA is broken. Don't use it.

Also, if you REPA a unit that was never DISA'd in the first place, that's another crash. REPA-ing a unit and then not using a MOVE command to get him to his destination is another one (REPA is weird and I try to avoid it altogether). Placing a unit offscreen at any time is a third crash.

Edited by Camtech
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I never remember getting REPA to work either. Maybe we have misunderstood the code? RESEARCH!!!!!!!

Results:

It seems I had it wrong. REPA makes units "disappear" so that they'll re-appear at some later point. Meaning you don't use REPA after DISA, you use it when you want the unit to disappear and it'll probably re-appear the next time you need it.

I did DISA the two characters, though it was done in the Opening Events, with the REPA being in the Ending Events, would that be a problem?

Don't do that, just reload the units in the ending events. REPA is meant for re-appearance in the same event.

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The problem I have with having to load them again is the fact that they're in the same group as the main character; "Good".

Every time, and I mean every time, that I've tried to use another group or 'pointer' I believe, it hasn't worked, as in, it doesn't load the group. I just tried it now, and because they didn't load, the curser flash happened over on the water, and when the DISA code kicked in, the game froze and started screeching.

[spoiler=Event Assembler Script]

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,ThisChapter)

ORG 0xD80000

ThisChapter:

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

POIN Npc

POIN Biggs

Bad:

UNIT 0x87 0x39 0x00 Level(1,Enemy,False) [13,10] [10,8] [0x1F] [0x00,0x80,0x09,0x00]

UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [13,8] [11,7] [0x1F] [0x00,0x00,0x09,0x00]

UNIT

Good:

UNIT 0x03 0x0E 0x00 Level(1,Ally,False) [11,1] [9,3] [0x05,0x6B] [0x00,0x00,0x00,0x00]

UNIT

Npc:

UNIT 0x17 0x29 0x00 Level(1,NPC,False) [10,7] [10,7] [0x14,0x6B] [0x00,0x00,0x00,0x00]

UNIT 0x18 0x0F 0x00 Level(1,NPC,False) [9,7] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00]

UNIT

Biggs:

UNIT 0x2A 0x36 0x00 Level(1,NPC,False) [9,3] [9,7] [0x01,0x6B] [0x00,0x00,0x00,0x00]

UNIT

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

DefeatAll(Ending_event)

AFEV

Opening_event:

OOBB

MUS1 0x0057

FADI 0x10

BACG 0x0B

FADU 0x10

TEX1 0x807

TEX1 0x808

REMA

LOU1 Good

ENUN

CURF 0x03

MUS1 0x0051

FADI 0x10

BACG 0x0C

FADU 0x10

TEX1 0x7FF

REMA

LOU1 NPC

CURF 0x18

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x800

TEX1 0x801

TEX1 0x802

REMA

LOU1 Bad

ENUN

FADI 0x10

BACG 0x21

FADU 0x10

MUS1 0x0032

TEX1 0x803

TEX1 0x804

REMA

MOVE 0x17 [8,14]

MOVE 0x18 [9,14]

ENUN

DISA 0x17

DISA 0x18

ENUN

CAM1 0x03

FADI 0x10

BACG 0x0C

FADU 0x10

TEX1 0x805

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x806

REMA

ENDA

Ending_event:

FADI 0x10

BACG 0x21

FADU 0x10

TEX1 0x80D

REMA

LOU1 NPC

ENUN

MOVE 0x17 [11,7]

MOVE 0x18 [10,7]

MOVE 0x03 [10,8]

ENUN

LOU1 Biggs

CURF 0x03

FADI 0x10

BACG 0x21

FADU 0x10

MUS1 0x0039

TEX1 0x809

TEX1 0x80A

TEX1 0x80B

TEX1 0x80C

REMA

MNCH 0x01

STAL 1

_0x1

ENDA

BallistaData:

BLST

ALIGN 4

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: 00DA0000

But on another note, I really do appreciate the help guys. :)

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