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Event Assembler Questions Thread


CT075
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Hey guys, got another question. So I'm trying to make the Light Brand and Runesword have critical rates, but I know I can't do that unless I put it different slots. So I'm doing that, and I also want it to have the same definitions as before, but I know LightBrand and RuneSword can't point to 2 things or else weird stuff will happen. So at the top of my event file I put the #define thing to define LightBrand and RuneSword to where they are now (replacing the Emblem Sword and Emblem Lance) and I defined where LightBrand and RuneSword used to be at as Unused and Unused 2. Will get rid of all issues that involve LightBrand and RuneSword defining 2 things at once?

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i'd probably do this instead

#define unused LightBrand
#define unused2 RuneSword

#define LightBrand newLightBrand
#define RuneSword newRuneSword

although i'm not sure if name resolution is done in the same order as I think

I'd actually probably do something like this:

#define _LightBrande newLightBrand
#define _RuneSword newRuneSword

and keep the differences to a minimum

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i'd probably do this instead

#define unused LightBrand
#define unused2 RuneSword

#define LightBrand newLightBrand
#define RuneSword newRuneSword

although i'm not sure if name resolution is done in the same order as I think

I'd actually probably do something like this:

#define _LightBrande newLightBrand
#define _RuneSword newRuneSword

and keep the differences to a minimum

I'm doing the first thing you listed, but the second one is probably more safe, so I'll go with that. Thanks.

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Uhh, I am not entirely sure if this goes here or not, but I am having a problem with a thing. my question is: Why doesn't the Fire Dragon die when killed in FE7? I couldn't think of anything else to do, so I disassembled Light part 2 (I think? I am not entirely sure, though I looked at one of the text ids in feditor and it looked like it would be in light part 2) and I saw a bunch of asm things in the ending event for it, but I have no idea if they're connected to getting the fire dragon to go away or what? I mean, this is based on events right?

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Uhh, I am not entirely sure if this goes here or not, but I am having a problem with a thing. my question is: Why doesn't the Fire Dragon die when killed in FE7? I couldn't think of anything else to do, so I disassembled Light part 2 (I think? I am not entirely sure, though I looked at one of the text ids in feditor and it looked like it would be in light part 2) and I saw a bunch of asm things in the ending event for it, but I have no idea if they're connected to getting the fire dragon to go away or what? I mean, this is based on events right?

You've come to the wrong place, I'm afraid.

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there's an asm event that makes the fire ring appear or something

edit: no he actually hasn't please go away

Edited by Camtech
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You've come to the wrong place, I'm afraid.

I'm afraid he didn't. He was asking about what in the events cause that effect. It's within the realm of this discussion.

Anyways, Cam already answered the question (so that means I'll redundantly answer it too). Units are killed by an event code; the Fire Dragon's death quote must point to this event that runs all of the ASMCs, one of which has the flame effect before KILL is ultimately activated.

Edited by Arch
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I'm afraid he didn't. He was asking about what in the events cause that effect. It's within the realm of this discussion.

Anyways, Cam already answered that. Units are killed by an event code; the Fire Dragon's death quote must point to this event that runs all of the ASMCs, one of which has the flame effect before KILL is ultimately activated.

Alright. I get it. I made a mistake.

But nothing happens on my ROM still.

I. E. The units still won't load.

Edited by Bladehero22
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//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0xD00000

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 Hector HectorLord 0x00 Level(1,Enemy,True) [3,2] [3,2] [ironAxe] [0x00, 0x03, 0x00, 0x20]

UNIT Empty

Good:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [19,8] [13,8] [ironSword,Vulnerary,ChestKey] [0x00,0x00,0x00,0x00]

UNIT Matthew Thief 0x00 Level(1,Ally,False) [19,9] [14,9] [ironSword,ChestKey] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Turn_events:

TURN 0x00 Opening_event [00,00] [0x0] 0x00

TURN

Character_events:

CHAR

Location_events:

Chest(0x00,13,12)

AREA 0 GameOverEvent [13,12] [13,12]

LOCA

Misc_events: //

CauseGameOverIfLordDies

AREA 0 GameOverEvent [13,12] [13,12]

AFEV //

Opening_event:

OOBB

MUS1 0x0032

LOU1 Good Bad

ENUN

TEX1 0x0816

REMA

ENDA

GameOverEvent:

GameOver

Ending_event:

MoveToChapter(0x04)

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: 00D00000

See anything wrong?

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ORG 0xD00000

//The map for this chapter is at offset: 00D00000

Pretty sure he has the events and his map in the same place

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I'm also pretty sure that he's got his map and events in a place that they shouldn't be :P:. D80000 is where free space begins, yah?

EDIT: I am wrong.

Edited by Arch
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well he might

but that would cause much bigger problems (the map wouldn't load or would be super glitchy or the events would be fucked- even moreso than now)

edit

[9:21:43 PM] Cam: D00000 - E00000 is technically all free

[9:22:01 PM] Cam: although apparently there's something from DC0000 -> E00000 but we dunno what or where

Edited by Camtech
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