Chocolate Kitty Posted June 10, 2012 Share Posted June 10, 2012 (edited) No they would be overwriting each other ninja Edited June 10, 2012 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 10, 2012 Author Share Posted June 10, 2012 ...what? 0xD00000 is the offset you write your events to 0x08D00000 is stupidly far past the end of the ROM Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted June 11, 2012 Share Posted June 11, 2012 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? Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 Nothing happened. Again. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 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 Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted June 11, 2012 Share Posted June 11, 2012 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. Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 Nothing happened. Again. I inserted the events into the new ROM and nothing happened. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 a) did you change the ORG like i said earlier because those events work for me Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 Yes. Quote Link to comment Share on other sites More sharing options...
uguu Posted June 11, 2012 Share Posted June 11, 2012 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? Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 (edited) there's an asm event that makes the fire ring appear or something edit: no he actually hasn't please go away Edited June 11, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 Oh, my mistake. Quote Link to comment Share on other sites More sharing options...
Arch Posted June 11, 2012 Share Posted June 11, 2012 (edited) 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 June 11, 2012 by Arch Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 (edited) 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 June 11, 2012 by Bladehero22 Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted June 11, 2012 Share Posted June 11, 2012 Alright. I get it. I made a mistake. But nothing happens on my ROM still. I. E. The units still won't load. post the new events so we can make sure you're not making the same mistakes. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 protip - if you get no responses it means we have no idea with the info you've given us Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 //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? Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 no Quote Link to comment Share on other sites More sharing options...
uguu Posted June 11, 2012 Share Posted June 11, 2012 ORG 0xD00000 //The map for this chapter is at offset: 00D00000 Pretty sure he has the events and his map in the same place Quote Link to comment Share on other sites More sharing options...
Arch Posted June 11, 2012 Share Posted June 11, 2012 (edited) I'm also pretty sure that he's got his map and events in a place that they shouldn't be . D80000 is where free space begins, yah? EDIT: I am wrong. Edited June 11, 2012 by Arch Quote Link to comment Share on other sites More sharing options...
Jubby Posted June 11, 2012 Share Posted June 11, 2012 (edited) again? And I thought the free space starts at D00000, but I could be wrong since i tend to just expand the rom and start there Edited June 11, 2012 by eJubs Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 (edited) 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 June 11, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted June 11, 2012 Share Posted June 11, 2012 Then why the hell is nothing loading? Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2012 Author Share Posted June 11, 2012 i don't know Quote Link to comment Share on other sites More sharing options...
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