Nintenlord Posted July 21, 2012 Share Posted July 21, 2012 From World map helpers: #define Style 0 #define 1 #define 2 #define 3 Well fuck me. Will fix shortly, in the meantime, comment those lines out in EAstdlib and it'll fix those issues. Quote Link to comment Share on other sites More sharing options...
HeyItsKyo Posted July 21, 2012 Share Posted July 21, 2012 I never would have thought to check World Map helpers for the issue. Thanks! And thanks to everyone else who tried to help. Quote Link to comment Share on other sites More sharing options...
Mikado Posted July 30, 2012 Share Posted July 30, 2012 So I got into FE hacking (AGAIN) and I'm reading a tutorial so I'm going step by step to see if stuff works. [spoiler=Events]//Made by Camtech075 of SerenesForest //Modified by Nintenlord #include EAstdlib.event #include Definitions.txt EventPointerTable(0x07,ThisChapter) ORG $B2A6EC ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TurnEventPlayer(0x00,BeginningScene,1) TURN CharacterBasedEvents: CHAR LocationBasedEvents: LOCA MiscBasedEvents: AFEV Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: ENDTRAP ALIGN 4 Units: UNIT Adam Outlaw Adam Level(2,Ally,False) [14,14] 0x00 0x00 0x01 Adammove [Vulnerary] NoAI UNIT Adammove: REDA [08,07] 0x2 0x00 0x00 0 BeginningScene: _SETVAL 0x2 (Units|0x8000000); GOTO $9EE290; _0x0228 0x7 ENUN ENDA EndingScene: MoveToChapter(NextChapter) MESSAGE Events end at offset currentOffset However... [spoiler=Errors]2 errors encountered: File: Definitions.txt, Line: 7: Redefining Vulnerary: #define Vulnerary 0x6C File FE8#1.txt, Line 61, Column 0: Symbol NextChapter isn't in scope And when I load up the chapter, it goes to game over Also, what's the deal with "Redefining Vulnerary"? :\ Quote Link to comment Share on other sites More sharing options...
uguu Posted July 30, 2012 Share Posted July 30, 2012 File: Definitions.txt, Line: 7: Redefining Vulnerary: #define Vulnerary 0x6C Looks like you're defining Vulnerary when it's already defined in the EAstdlib. Try changing its name or just using "vulnerary" since it's case sensitive. File FE8#1.txt, Line 61, Column 0: Symbol NextChapter isn't in scope "NextChapter" isn't defined as anything. Replace it. If you don't want to do that right now, change MoveToChapter(NextChapter) to //MoveToChapter(NextChapter) (or just ignore it for now since it doesn't actually matter right now and it looks like you don't have the version of the event assembler which doesn't assemble when there are errors) no idea on the game over thing though, I don't do fe8 events. Try making sure you followed the tutorial exactly again? Quote Link to comment Share on other sites More sharing options...
Mikado Posted July 31, 2012 Share Posted July 31, 2012 (edited) Alright, so I change some of the things like you said and I got no errors! However, I'm still getting the game over screen for some reason. :x I'm following Arch's tutorials on event hacking. EDIT: Figured it out! Forgot to add "CauseGameOverIfLordDies" EDIT2: NVM, I fixed it! ^^ Edited August 1, 2012 by Passive Knight Quote Link to comment Share on other sites More sharing options...
PKL Posted August 11, 2012 Share Posted August 11, 2012 I was editing Ch3's chests with chest editor and erased everything. It seems that I accidentally also erased something related to Eirika seizing and now nothing will happen when i choose the seize option. Help? Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 11, 2012 Share Posted August 11, 2012 (edited) what you could probably try doing to revert chapter 3 back to its original condition is to disassemble chapter 3's events from a clean FE8 ROM and assemble it back into your edited ROM but that's kind of a massive pain in the butt if you've never disassembled or assembled before EDIT: or, wait, try opening 2 instances of nightmare (one with a clean FE8 ROM) and try copying back over the data in the chapter 3 chest editor. Edited August 11, 2012 by dondon151 Quote Link to comment Share on other sites More sharing options...
PKL Posted August 11, 2012 Share Posted August 11, 2012 what you could probably try doing to revert chapter 3 back to its original condition is to disassemble chapter 3's events from a clean FE8 ROM and assemble it back into your edited ROM but that's kind of a massive pain in the butt if you've never disassembled or assembled before I wouldnt know how to do that since Im still getting started and all. But Im willing to put the time to learn. Could you PM me with an simple explanation of what I have to do? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 12, 2012 Share Posted August 12, 2012 I was editing Ch3's chests with chest editor and erased everything. It seems that I accidentally also erased something related to Eirika seizing and now nothing will happen when i choose the seize option. Help? From Ch3 events: LocationBasedEvents: CHES 0x0 0x14 [6,3] 0x14 CHES 0x0 0x28 [8,3] 0x14 CHES 0x0 0x1 [10,3] 0x14 CHES 0x0 0x1C [6,12] 0x14 LOCA 0x3 [14,1] 0x11 DOOR 0x0 [6,10] 0x12 DOOR 0x0 [10,5] 0x12 DOOR 0x0 [2,3] 0x12 AFEV When you erase aka zero out a chest completely, you end up with this: LocationBasedEvents: CHES 0x0 0x14 [6,3] 0x14 CHES 0x0 0x28 [8,3] 0x14 CHES CHES 0x0 0x1C [6,12] 0x14 LOCA 0x3 [14,1] 0x11 DOOR 0x0 [6,10] 0x12 DOOR 0x0 [10,5] 0x12 DOOR 0x0 [2,3] 0x12 AFEV And CHES == LOCA == AFEV with no parameters, meaning the game will end reading at that point. Quote Link to comment Share on other sites More sharing options...
PKL Posted August 12, 2012 Share Posted August 12, 2012 From Ch3 events: LocationBasedEvents: CHES 0x0 0x14 [6,3] 0x14 CHES 0x0 0x28 [8,3] 0x14 CHES 0x0 0x1 [10,3] 0x14 CHES 0x0 0x1C [6,12] 0x14 LOCA 0x3 [14,1] 0x11 DOOR 0x0 [6,10] 0x12 DOOR 0x0 [10,5] 0x12 DOOR 0x0 [2,3] 0x12 AFEV When you erase aka zero out a chest completely, you end up with this: LocationBasedEvents: CHES 0x0 0x14 [6,3] 0x14 CHES 0x0 0x28 [8,3] 0x14 CHES CHES 0x0 0x1C [6,12] 0x14 LOCA 0x3 [14,1] 0x11 DOOR 0x0 [6,10] 0x12 DOOR 0x0 [10,5] 0x12 DOOR 0x0 [2,3] 0x12 AFEV And CHES == LOCA == AFEV with no parameters, meaning the game will end reading at that point. So, its not linking properly to the end of the map? How do i fix it? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 12, 2012 Share Posted August 12, 2012 By reordering. You can't do that/it's very hard in Nightmare, use EA (or hex editor >_>). Quote Link to comment Share on other sites More sharing options...
PKL Posted August 12, 2012 Share Posted August 12, 2012 I fixed the seizing problem thanks to Shin. He guided me through the diassembly and aseembly. Its actually not that hard but I obviously would be clueless if I was on my own. So, I copied a normal FE8 rom's events to the damaged ch3's events and it works fine, except for THIS: Any idea what changed the spawning positions? At least I can end the chapter now... Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 12, 2012 Author Share Posted August 12, 2012 an older version of ea had this weird problem where coordinates got screwed up drastically (this was tested by disassembling and then re-assembling events unchanged re-download and see if that fixes anything Quote Link to comment Share on other sites More sharing options...
PKL Posted August 12, 2012 Share Posted August 12, 2012 an older version of ea had this weird problem where coordinates got screwed up drastically (this was tested by disassembling and then re-assembling events unchanged re-download and see if that fixes anything Can i change the spawn locations manually? If that doesnt work, Ill re-download. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 12, 2012 Author Share Posted August 12, 2012 you can but it's probably more work than it's worth Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted August 12, 2012 Share Posted August 12, 2012 Hey, I've been trying to make an event and the event assembler says it has no errors but when I open the game and start to play nothing happens it goes to a black screen. Here's the event. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Prologue) ORG 0xD00000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN Training Training Training Training POIN Trainers Trainers Trainers Trainers POIN NPC POIN trick_attack POIN Opening_event POIN Ending_event Training: UNIT Sain_t Myrmidon 0x00 Level(1,Enemy,False) [0,6] [0,6] [ironSword] 0x00 UNIT Empty Trainers: UNIT Lyn_t LynLord 0x00 Level(3,Ally,False) [4,6] [4,6] [ironSword] NoAI UNIT Kent_t Mercenary 0x00 Level(1,NPC,False) [8,7] [8,7] [ironSword] NoAI UNIT Empty Turn_events: TurnEventPlayer(0x03, Opening_event, 0) TurnEventPlayer(0x04, Ending_event, 5) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) AFEV Opening_event: MUS1 0x0002 FADI 0x01 //make screen go black LOU1 Trainers //Make lyn and kent appear ENUN //check to see if they stop moving LOU1 Training //make sain appear ENUN //check to see if they stop moving BACG 0x1C //load backround FADU 0x04 //make backround appear TEX1 0x815 // play text REMA //clear everything but map and units CAM1 Lyn_t //camera on lyn MUEN 0x01 //stop music ENDA //end event Ending_event: MUS1 0x0002 MOVE Kent_t [1,3] //move kent to 1,3 ENUN //check to see if they stop moving FADI 0x10 //make screen go black LOU1 Training //load sain agian ENUN //check to see if they stop moving BACG 0x1E //load backround FADU 0x10 //make backround show up TEX1 0x816 //play text REMA //clear stuff MOVE Lyn_t [5,6] // move lyn to 5,6 ENUN //check to see if they stop moving CAM1 Lyn_t // camera on lyn FIGH Sain_t Lyn_t trick_attack 00000000 //fight (see below) FADI 0x10 //make screen go black BACG 0x1E //load backround FADU 0x10 //show backround TEX1 0x817 //play text MNCH 0x01 //end chapter ENDA //end event trick_attack: AttackerMiss(0) //Kent misses DefenderCritical(6,1) //lyn critical EndOfBattle //end fight MESSAGE Events end at offset currentoffset //The map for this chapter is at offset: 01009100 Red is what I believe is supposed to happen. Thanks :). Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 12, 2012 Author Share Posted August 12, 2012 don't use event ID 0x3 for anything other than a seize event typically turn events use 0x0 Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted August 12, 2012 Share Posted August 12, 2012 Thanks I changed it, still doesn't work though. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 12, 2012 Author Share Posted August 12, 2012 POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN Training Training Training Training POIN Trainers Trainers Trainers Trainers POIN NPC POIN trick_attack POIN Opening_event POIN Ending_event you're not pointing the opening event properly POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted August 12, 2012 Share Posted August 12, 2012 Man why won't this event work? the only thing that happens is the music. I made the changes you suggested but it still doesn't work. Here's what it looks like now: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Prologue) ORG 0xD00000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN Bad Bad Bad Bad POIN Good Good Good Good POIN trick_attack POIN OpeningEvent EndingEvent Bad: UNIT Sain_t Myrmidon 0x00 Level(1,Enemy,False) [0,6] [0,6] [ironSword] 0x00 UNIT Empty Good: UNIT Lyn_t LynLord 0x00 Level(3,Ally,False) [4,6] [4,6] [ironSword] NoAI UNIT Kent_t Mercenary 0x00 Level(1,NPC,False) [8,7] [8,7] [ironSword] NoAI UNIT Empty Turn_events: TurnEventPlayer(0x00, OpeningEvent, 0) TurnEventPlayer(0x00, EndingEvent, 5) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies DefeatAll(EndingEvent) AFEV OpeningEvent: CMOF LOU1 Good //Make lyn and kent appear ENUN //check to see if they stop moving LOU1 Bad //make sain appear ENUN //check to see if they stop moving MUS1 0x0002 FADU 0x10 FADI 0x01 //make screen go black BACG 0x1C //load backround FADU 0x04 //make backround appear TEX1 0x815 // play text REMA //clear everything but map and units CAM1 Lyn_t //camera on lyn MUEN 0x01 //stop music ENDA //end event EndingEvent: CMOF MUS1 0x0002 MOVE Kent_t [1,3] //move kent to 1,3 ENUN //check to see if they stop moving FADI 0x10 //make screen go black LOU1 Bad //load sain agian ENUN //check to see if they stop moving BACG 0x1E //load backround FADU 0x10 //make backround show up TEX1 0x816 //play text REMA //clear stuff MOVE Lyn_t [5,6] ENUN //check to see if they stop moving CAM1 Lyn_t // camera on lyn FIGH Sain_t Lyn_t trick_attack 00000000 //fight (see below) FADI 0x10 //make screen go black BACG 0x1E //load backround FADU 0x10 // show backround TEX1 0x817 //play text MNCH 0x01 //end chapter ENDA //end event trick_attack: AttackerMiss(0) //Kent misses DefenderCritical(6,1) //lyn critical EndOfBattle MESSAGE Events end at offset currentoffset //The map for this chapter is at offset: 01009100 Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 12, 2012 Author Share Posted August 12, 2012 (edited) POIN trick_attack what the hell is this --- OpeningEvent: LOU1 Good Bad ENUN MUS1 0x0002 FADI 0x01 BACG 0x1C FADU 0x04 TEX1 0x815 REMA OOBB // turns off opening blackness CAM1 Lyn_t MUEN 0x01 ENDA --- i want you to copy this exactly POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent change nothing else (except like misc_events to miscEvents or whatever) Edited August 12, 2012 by CT075 Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted August 12, 2012 Share Posted August 12, 2012 (edited) what the hell is this I misunderstood something in Arch's tutorial OpeningEvent:LOU1 Good BadENUN MUS1 0x0002 FADI 0x01 BACG 0x1C FADU 0x04 TEX1 0x815 REMA OOBB // turns off opening blackness CAM1 Lyn_t MUEN 0x01 ENDA I tried using this instead of my opening event and the VBA started to make a weird screeching sound. Edited August 12, 2012 by Matt Snow Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 12, 2012 Author Share Posted August 12, 2012 I tried using this instead of my opening event and the VBA started to make a weird screeching sound. labels need a line of their own OpeningEvent: THIS is a code does not work, but OpeningEvent: THIS is a code does also i vaguely remember the CAM1 code using coordinates instead of characters Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 12, 2012 Share Posted August 12, 2012 labels need a line of their own OpeningEvent: THIS is a code does not work, but OpeningEvent: THIS is a code does The first does work with the post-parsing rewrite aka version 9.1. also i vaguely remember the CAM1 code using coordinates instead of characters It does both. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 12, 2012 Author Share Posted August 12, 2012 The first does work with the post-parsing rewrite aka version 9.1. does it really ok that is kind of neat Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.