Crazycolorz5 Posted February 24, 2012 Share Posted February 24, 2012 You're right. That's UnitClear "#define UnitClear "ASMC $7A8B9"" Ok so that would have worked anyway... uh. Okay well thats how you deal with the selected unit. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted February 25, 2012 Share Posted February 25, 2012 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 Quote Link to comment Share on other sites More sharing options...
GeminiTheSpy Posted February 25, 2012 Share Posted February 25, 2012 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- Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 26, 2012 Author Share Posted February 26, 2012 @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. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted February 26, 2012 Share Posted February 26, 2012 i think its there, where exactly should it be? Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 26, 2012 Author Share Posted February 26, 2012 where should what be? If you want to load a unit with a macro, replace the LOU1 with it. >_> Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted February 26, 2012 Share Posted February 26, 2012 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 26, 2012 Author Share Posted February 26, 2012 Sigh... I have no idea, FE8 is not my specialty. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted February 26, 2012 Share Posted February 26, 2012 grr, thanks anyway Quote Link to comment Share on other sites More sharing options...
GeminiTheSpy Posted February 26, 2012 Share Posted February 26, 2012 @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! Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted February 26, 2012 Share Posted February 26, 2012 How do you set-up an arena in FE7? I've looked everywhere and can't seem to find anything about it. Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 26, 2012 Author Share Posted February 26, 2012 The arena tile automatically has an arena on it. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted February 26, 2012 Share Posted February 26, 2012 The arena tile automatically has an arena on it. Say wha- Well that's what I get for trying to turn a random village into an arena. Thanks Cam. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted February 29, 2012 Share Posted February 29, 2012 @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. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted March 5, 2012 Share Posted March 5, 2012 (edited) @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 March 6, 2012 by fuzz94 Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 6, 2012 Author Share Posted March 6, 2012 You never told the game to load your opening event. Make a turn event that calls the opening event on the player phase of turn 1. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted March 6, 2012 Share Posted March 6, 2012 well that was really easy. Thank you cam! Quote Link to comment Share on other sites More sharing options...
NICKTâ„¢ Posted March 10, 2012 Share Posted March 10, 2012 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. 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 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted March 10, 2012 Share Posted March 10, 2012 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 10, 2012 Author Share Posted March 10, 2012 You're missing REMA codes all over the place. Quote Link to comment Share on other sites More sharing options...
NICKTâ„¢ Posted March 11, 2012 Share Posted March 11, 2012 (edited) 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; [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 March 11, 2012 by ∑-sigma- Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 11, 2012 Author Share Posted March 11, 2012 (edited) 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 March 11, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
NICKTâ„¢ Posted March 11, 2012 Share Posted March 11, 2012 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? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted March 11, 2012 Share Posted March 11, 2012 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. Quote Link to comment Share on other sites More sharing options...
NICKTâ„¢ Posted March 11, 2012 Share Posted March 11, 2012 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. :) Quote Link to comment Share on other sites More sharing options...
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