18Luxpain Posted November 3, 2012 Share Posted November 3, 2012 Do the units load? yep. They load and move, but when the game reaches the point where the text should start it freezes. Quote Link to comment Share on other sites More sharing options...
Mikado Posted November 3, 2012 Share Posted November 3, 2012 Are you loading the right units? And do show all of the events. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD00180 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Good: Unit Eliwood 0x01 0x00 Level(8,Ally,False) [5,5] [5,5] [ironSword, Vulnerary] NoAI Unit MorphLloyd 0x06 0x00 Level(1,NPC,False) [8,3] [5,6] [ironSword, Vulnerary] NoAI Unit MorphLinus 0x05 0x00 Level(1,NPC,False) [8,3] [3,4] [ironSword, Vulnerary] NoAI Unit MorphBrendan 0x03 0x00 Level(1,NPC,False) [8,3] [3,4] [ironSword, Vulnerary] NoAI UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Character_events: CharacterEvent(0x00,Eliwood,MorphLloyd,Pickme1) CharacterEvent(0x00,Eliwood,MorphLinus,Pickme2) CharacterEvent(0x00,Eliwood,MorphBrendan,Pickme3) CHAR Location_events: LOCA Misc_events: //DefeatAll(Ending_event) //CauseGameOverIfLordDies AFEV Opening_event: OOBB LOU1 Good ENUN TEX1 0x0816 REMA ENDA Pickme1: MUS2 0x24 TEX1 0x0845 REMA CUSI MorphLloyd 0x00 MURE 0x02 ENDA Pickme2: MUS2 0x24 TEX1 0x0845 REMA CUSI MorphLinus 0x00 MURE 0x02 ENDA Pickme3: MUS2 0x24 TEX1 0x0845 REMA CUSI MorphBrendan 0x00 MURE 0x02 ENDA Ending_event: //MNCH 0x01 ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? I think I did it right... Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 4, 2012 Share Posted November 4, 2012 You have the order of parameters wrong: CharacterEvent(eventID,pointer,char1,char2) Meaning you'd need to have: Character_events: CharacterEvent(0x00,Pickme1,Eliwood,MorphLloyd) CharacterEvent(0x00,Pickme2,Eliwood,MorphLinus) CharacterEvent(0x00,Pickme3,Eliwood,MorphBrendan) CHAR Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted November 4, 2012 Share Posted November 4, 2012 I've got some trouble wiht my hacking code lately. It show me no error or so but i can't enter a village, shop, armory or a normal house. Same ist with the Location of the sezie coordinates. (Default was 2,10 I can't move them. if I move them just 1 coordniate via nightmare they're completly gone) ORG $6677BC TurnBasedEvents: TURN 0x0 label9 [1,0] 0x0 TURN 0x0 label10 [2,0] 0x0 CHAR CharacterBasedEvents: CHAR 0x5 label11 [0x1,0x18] CHAR 0x5 label11 [0x18,0x1] CHAR LocationBasedEvents: SHOP 0x0 label12 [7,9] 0x14 SHOP 0x0 label13 [6,1] 0x13 VILL 0x0 label14 [3,4] 0xE LOCA 0x0 [3,3] 0x1D LOCA 0x0 label15 [6,7] 0xE LOCA 0x0 label16 [0,4] 0xE LOCA 0x0 label17 [5,7] 0xE LOCA 0x3 [16,3] 0xF CHAR MiscBasedEvents: AFEV 0x0 label18 0x65 CHAR PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN EnemyUnits AllyUnits POIN EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $667884 and the new ending offset is CURRENTOFFSET ORG $66A81C label12: SHLI 0x68 label13: SHLI 0x1 0x10 0x16 0x27 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $66A82A and the new ending offset is CURRENTOFFSET ORG $66AC6C label18: _0x41 STAL 30 ASMC 0x6C609 STAL 10 ASMC 0x146BD STAL 80 ASMC 0x608D5 IFAF 0x1 0x6C62D ASMC 0x1EA1D ENIF 0x1 ASMC 0x987B9 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $66ACCC and the new ending offset is CURRENTOFFSET ORG $66B9C4 label25: MOMA 0xC 0x12 0x3 0x3 0x3 label26: MOMA 0xC 0x16 0x3 0x0 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $66B9CF and the new ending offset is CURRENTOFFSET ORG $66B9D0 label9: CAM1 [18,0] CMOF LOU1 label19 ENUN LOU1 label20 ENUN TEX1 0x4D REMA MOVE 0x4B [17,4] ENUN MOVE 0x37 [13,-1] ENUN DISA 0x37 STAL 16 MOVE 0x4B [16,4] ENUN STAL 16 LOU1 label21 MUS1 0x2 TEX1 0x4E REMA STAL 16 MOVE [0x10,0x3] [0x11,0xB] ENUN MOVE 0x4B [16,3] ENUN CMOF LOU1 label22 ENUN MUEN 1 STAL 16 MUS1 0x24 LOU2 AllyUnits ENUN LOU1 label23 ENUN STAL 16 CAM1 0x1 STAL 16 MOVE 0x9 [2,11] ENUN TEX1 0x4F REMA LOU1 label24 ENUN MOVE 0x11 label25 ENUN STAL 16 MOVE 0x11 label26 ENUN TEX1 0x50 MUS1 0x23 _0xA REMA LOU1 label27 STAL 16 CAM1 [0,14] CMOF ENUN TEX1 0x51 REMA LOU1 label28 ENUN LOU1 label29 ENUN CAM1 0x1 TEX1 0x52 REMA MOVE 0x9 [1,11] MOVE 0x11 [4,10] ENUN ASMC 0x6BAF1 ENDA label10: STAL 32 MUS2 0x33 CAM1 [20,18] STAL 32 LOU1 label30 LOU1 label31 ENUN TEX1 0x53 REMA CMOF MOVE 0x31 [0,13] ENUN MOVE 0x21 [13,16] ENUN MOVE 0x22 [13,18] ENUN TEX1 0x54 REMA MOVE 0x31 [12,17] ENUN TEX1 0x55 REMA MOVE 0x21 [12,16] MOVE 0x22 [12,18] MOVE 0x31 [14,17] ENUN MURE ENDA label11: MUS2 0x33 TEX1 0x56 REMA MURE ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $66BCC0 and the new ending offset is CURRENTOFFSET ORG $66BD08 label14: MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0x58 REMA MUNO _0x40 ITGV 0xA ENDA label15: MUSI FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP TEX1 0x59 REMA MUNO ENDA label16: MUSI FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP TEX1 0x5A REMA MUNO ENDA label17: MUSI FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP TEX1 0x5B REMA MUNO ENDA EndingScene: MUS1 0x27 FADI 16 HIDEMAP BACG 0x5 FADU 16 SHOWMAP TEX1 0x5E IFAT 0x1 0x6C1C5 MORETEXT 0x5F ENIF 0x1 MORETEXT 0x60 IFAT 0x2 0x6C1C5 MORETEXT 0x61 ENIF 0x2 MUS1 0x2B MORETEXT 0x62 _0xA REMA STAL 64 MNCH 0x3 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $66BEB0 and the new ending offset is CURRENTOFFSET ORG $679DEC AllyUnits: UNIT 0x1 0x1 0x0 0x11 [2,10] [2,10] [0x1,0xB,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1F 0x22 0x1 0x9 [2,8] [2,8] [0x12,0x68,0x68,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1B 0x20 0x1 0x19 [3,9] [3,9] [0x1,0x10,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x20 0x1 0x11 [3,11] [3,11] [0x1,0x16,0x68,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xC 0x1 0x11 [1,9] [2,9] [0x10,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xD 0x10 0x1 0x9 [0,10] [0,10] [0x27,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label23: UNIT 0x42 0x42 0x1 0x8 [1,11] [1,10] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnits: UNIT label22: UNIT 0x6C 0xA 0x4B 0x15 [17,13] [17,6] [0x1B,0x0,0x0,0x0] [0xC,0x11,0x9,0x0] UNIT 0x6C 0x10 0x4B 0x1D [18,14] [17,4] [0x27,0x0,0x0,0x0] [0xC,0x12,0x29,0x0] UNIT 0x6D 0x30 0x4B 0x1D [16,15] [18,6] [0x16,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0x6C 0xA 0x4B 0xD [17,12] [17,11] [0x1B,0x0,0x0,0x0] [0x0,0x6,0x9,0x0] UNIT 0x6C 0xA 0x4B 0x15 [18,12] [18,10] [0x1B,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x6D 0x30 0x4B 0x1D [18,12] [17,9] [0x16,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x6C 0x30 0x4B 0x15 [18,12] [18,11] [0x10,0x0,0x0,0x0] [0x0,0x6,0x1,0x0] UNIT 0x6C 0xA 0x4B 0xD [18,13] [18,9] [0x1B,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0x30 0x4B 0xD [18,15] [18,8] [0x16,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0x10 0x4B 0xD [16,12] [16,5] [0x27,0x0,0x0,0x0] [0x0,0x6,0x9,0x0] UNIT 0x6C 0xA 0x4B 0x1D [16,12] [16,10] [0x1C,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x6E 0x3 0x4B 0x1D [17,9] [17,7] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label27: UNIT 0x6D 0x30 0x4B 0x1D [7,17] [3,14] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label28: UNIT 0x6D 0x30 0x4B 0x1D [8,18] [5,17] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x6D 0x30 0x4B 0x1D [8,18] [1,15] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label29: UNIT 0x6C 0xA 0x4B 0xD [11,18] [8,17] [0x1B,0x20,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0xA 0x4B 0xD [11,18] [6,18] [0x1B,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0xA 0x4B 0x15 [11,18] [4,18] [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT label30: UNIT 0x21 0xA 0x18 0x10 [15,18] [12,16] [0x1B,0x22,0x68,0x0] [0x0,0x0,0x0,0x0] UNIT 0x22 0x20 0x18 0x18 [15,18] [12,18] [0x10,0x16,0x68,0x0] [0x0,0x3,0x0,0x0] UNIT label31: UNIT 0x18 0x2 0x0 0x8 [15,18] [13,17] [0x66,0x1,0x68,0x0] [0x3,0x3,0x0,0x0] UNIT 0x31 0x22 0x18 0x8 [16,18] [14,17] [0x1C,0x16,0x68,0x0] [0x0,0x3,0x0,0x0] UNIT label20: UNIT 0x37 0x2C 0x0 0x2C [16,3] [16,3] [0x11,0x16,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT label19: UNIT 0x4B 0xC 0x0 0x2C [16,3] [16,4] [0x16,0x0,0x0,0x0] [0x3,0x3,0x1,0x20] UNIT label21: UNIT 0x6D 0x30 0x4B 0x1D [16,3] [16,3] [0x10,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT label24: UNIT 0x11 0x15 0x1 0x10 [4,14] [4,14] [0x3B,0x68,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $67A0CC and the new ending offset is CURRENTOFFSET Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 4, 2012 Share Posted November 4, 2012 Did you add new/change codes in this region: ORG $6677BC TurnBasedEvents: TURN 0x0 label9 [1,0] 0x0 TURN 0x0 label10 [2,0] 0x0 CHAR CharacterBasedEvents: CHAR 0x5 label11 [0x1,0x18] CHAR 0x5 label11 [0x18,0x1] CHAR LocationBasedEvents: SHOP 0x0 label12 [7,9] 0x14 SHOP 0x0 label13 [6,1] 0x13 VILL 0x0 label14 [3,4] 0xE LOCA 0x0 [3,3] 0x1D LOCA 0x0 label15 [6,7] 0xE LOCA 0x0 label16 [0,4] 0xE LOCA 0x0 label17 [5,7] 0xE LOCA 0x3 [16,3] 0xF CHAR MiscBasedEvents: AFEV 0x0 label18 0x65 CHAR PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN EnemyUnits AllyUnits POIN EndingScene Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted November 4, 2012 Share Posted November 4, 2012 Sry my bad, posted a script of the wrong chapter >.< That's the script i have trouble with: ORG $CA1BC4 TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 TURN 0x0 label18 [2,0] 0x0 0x0 CHAR CharacterBasedEvents: CHAR 0x5 label25 [0x1,0x18] 0x0 CHAR 0x5 label25 [0x18,0x1] 0x0 CHAR LocationBasedEvents: SHOP 0x0 label26 [7,9] 0x14 SHOP 0x0 label27 [6,1] 0x13 VILL 0x0 label23 [3,4] 0xE LOCA 0x0 [3,3] 0x1D LOCA 0x0 label17 [6,7] 0xE LOCA 0x0 label16 [0,4] 0xE LOCA 0x0 label24 [5,7] 0xE LOCA 0x3 [16,3] 0xF CHAR MiscBasedEvents: AFEV 0x0 label28 0x65 CHAR PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN BallistaEliwoodMode BallistaHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsHNM AllyUnitsENM POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA1D98 and the new ending offset is CURRENTOFFSET ORG $CA6F84 label26: SHLI 0x1 0x1C 0x28 0x2C label27: SHLI 0x6B 0x4A //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA6F94 and the new ending offset is CURRENTOFFSET ORG $CA71BD BallistaEliwoodMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71BE and the new ending offset is CURRENTOFFSET ORG $CA7319 BallistaHectorMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA731A and the new ending offset is CURRENTOFFSET ORG $CA749C label28: _0x87 STAL 30 ASMC 0x7A455 STAL 10 ASMC 0x13FA5 STAL 80 ASMC 0x6CCB9 IFAT 0x1 0x7A47D ASMC 0x20479 ENIF 0x1 ASMC 0xB2F95 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET ORG $CAF300 label32: MOMA 0xC 0x12 0x3 0x3 0x3 label33: MOMA 0xC 0x16 0x3 0x0 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CAF316 and the new ending offset is CURRENTOFFSET ORG $CAF318 BeginningScene: CAM1 [18,0] CMOF CMOF LOU1 label43 ENUN LOU1 label42 ENUN TEX1 0xA3F REMA MOVE 0x40 [17,4] ENUN MOVE 0x2C [13,-1] ENUN DISA 0x2C STAL 16 MOVE 0x40 [16,4] ENUN STAL 16 LOU1 label41 MUS1 0x64 TEX1 0xA40 REMA STAL 16 MOVE [0x10,0x3] [0x11,0xB] ENUN MOVE 0x40 [16,3] ENUN CMOF LOU1 label30 ENUN MUEN 0x1 STAL 16 MUS1 0x30 LOU1 AllyUnitsENM ENUN LOU1 label44 ENUN STAL 16 CAM1 0x1 STAL 16 ENUN TEX1 0xA41 REMA LOU1 label45 ENUN MOVE 0x11 label32 ENUN STAL 16 MOVE 0x11 label33 ENUN TEX1 0xA42 MUS1 0x32 REMA LOU1 label40 STAL 16 CAM1 [0,14] CMOF ENUN TEX1 0xA43 REMA LOU1 label39 ENUN LOU1 label31 ENUN CAM1 0x1 TEX1 0xA44 REMA MOVE 0x2D [1,11] MOVE 0x11 [4,10] ENUN ENDA label18: STAL 32 MUS2 0x42 CAM1 [11,12] STAL 32 LOU1 label35 LOU1 label37 ENUN TEX1 0xA45 REMA CMOF MOVE 0x9 [0,13] ENUN MOVE 0x8 [13,16] ENUN MOVE 0x24 [13,18] ENUN TEX1 0xA46 REMA MOVE 0x8 [12,16] MOVE 0x24 [12,18] MOVE 0x9 [14,17] ENUN TEX1 0xA47 REMA ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CAF744 and the new ending offset is CURRENTOFFSET ORG $CAF750 label23: MUSI FADI 16 HIDEMAP BACG 0x2 FADU 16 SHOWMAP TEX1 0xA4A REMA MUNO ITGV 0xE ENDA label24: MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0xA49 REMA MUNO ENDA label16: MUSI FADI 16 HIDEMAP BACG 0x1 FADU 16 SHOWMAP TEX1 0xA4C REMA MUNO ENDA label17: MUSI FADI 16 HIDEMAP BACG 0x01 FADU 16 SHOWMAP TEX1 0xA23 REMA MUNO ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CAF7FC and the new ending offset is CURRENTOFFSET ORG $CAF834 label25: TEX1 0xF2A ASMC 0x7CEE9 REMA ENDA EndingScene: MNCH 0x11 MUS1 0x27 FADI 16 HIDEMAP BACG 0x10 FADU 0x16 SHOWMAP TEX1 0xA5B MORETEXT 0xA5C ENIF 0x1 MORETEXT 0xA56 REMA STAL 64 STAL 1 _0x1 ENIF 0x9 ENDA ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CAF970 and the new ending offset is CURRENTOFFSET ORG $CC0C14 label38: ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC0E50 and the new ending offset is CURRENTOFFSET ORG $CC86D4 AllyUnitsENM: UNIT 0x1 0x1 0x0 0x21 [2,10] [2,10] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x14 0x1 0x11 [2,8] [2,8] [0x1,0x17,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x19 0x2E 0x1 0x21 [3,9] [3,9] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2D 0x2 0x1 0x21 [1,11] [2,11] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x32 0x35 0x1 0x21 [2,9] [2,9] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xE 0x19 0x2 0x8 [0,10] [0,10] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x28 0x59 0x1 0x19 [1,11] [1,10] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label44: UNIT 0x11 0x1C 0x1 0x9 [4,14] [4,14] [0x3E,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label35: UNIT 0x8 0x12 0x1 0x10 [15,18] [12,16] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x24 0x28 0x1 0x18 [15,18] [12,18] [0x14,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label37: UNIT 0x6 0xB 0x1 0x8 [15,18] [13,17] [0x80,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0x2B 0x1 0x8 [16,18] [14,17] [0x1F,0x20,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT label45: UNIT AllyUnitsHNM: UNIT EnemyUnitsENM: UNIT label29: UNIT 0x40 0x14 0x0 0x2D [6,6] [6,6] [0x16,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT label30: UNIT 0x42 0x12 0x40 0x15 [17,13] [17,6] [0x1F,0x0,0x0,0x0] [0xC,0x11,0x9,0x0] UNIT 0x42 0x18 0x40 0x1D [18,14] [17,4] [0x2C,0x0,0x0,0x0] [0xC,0x12,0x29,0x0] UNIT 0x42 0x38 0x40 0x1D [16,15] [18,6] [0x14,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0x42 0x12 0x40 0x1D [17,12] [17,11] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x42 0x12 0x40 0x15 [18,12] [17,9] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x42 0x38 0x40 0x1D [18,12] [18,11] [0x24,0x0,0x0,0x0] [0x0,0x0,0x29,0x0] UNIT 0x42 0x38 0x40 0xD [18,13] [18,9] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x42 0xA 0x40 0x15 [18,15] [18,6] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x42 0x18 0x40 0xD [16,12] [16,5] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x42 0x12 0x40 0x1D [16,12] [16,10] [0x20,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x42 0xE 0x40 0x1D [17,9] [17,7] [0x5,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label40: UNIT 0x42 0x38 0x40 0x1D [7,17] [3,14] [0x14,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label39: UNIT 0x42 0x38 0x40 0x1D [8,18] [5,17] [0x14,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x42 0x38 0x40 0x1D [8,18] [2,15] [0x14,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label31: UNIT 0x42 0x12 0x0 0xD [11,18] [8,17] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x42 0x12 0x40 0xD [11,18] [6,18] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x42 0x12 0x40 0x15 [11,18] [4,18] [0x1F,0x28,0x0,0x0] [0x0,0x3,0x29,0x0] UNIT label41: UNIT 0x42 0x38 0x40 0x35 [16,3] [16,3] [0x14,0x0,0x0,0x0] [0x0,0x0,0x11,0x0] UNIT label42: UNIT 0x40 0x14 0x0 0x6C [16,3] [16,4] [0x16,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT label43: UNIT 0x2C 0x34 0x0 0x35 [16,3] [16,3] [0x1,0x0,0x0,0x0] [0x0,0x0,0x11,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC8C64 and the new ending offset is CURRENTOFFSET Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 4, 2012 Share Posted November 4, 2012 Same question still applies. Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted November 4, 2012 Share Posted November 4, 2012 Well I deleted some lines at the turnbased events as well in the characterbased event and added 2 or 3 lines at the Locationbased evetns Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 4, 2012 Share Posted November 4, 2012 Are these events originally from disassembly? If they are, you shouldn't add or remove codes unless you really know what you are doing. Start from scratch instead. Quote Link to comment Share on other sites More sharing options...
Moocavo Posted November 6, 2012 Share Posted November 6, 2012 How do you make it so you can go to the character selection (Hector's Tale, Eliwood's Tale) after an ending event. Or is this somewhere in one of the READMEs because i couldn't find it... Quote Link to comment Share on other sites More sharing options...
Agro Posted November 6, 2012 Share Posted November 6, 2012 I believe you have to use Lyn's Mode Ending (there's a macro, or a Nightmare module, or something) and then it goes into character select. I don't think there's an easy way to do something like have a character select screen after the end of every chapter. Quote Link to comment Share on other sites More sharing options...
Moocavo Posted November 6, 2012 Share Posted November 6, 2012 Poop.... Now I'm going to have to rethink this story a bit. Oh well, thanks for the info Quote Link to comment Share on other sites More sharing options...
Moocavo Posted November 6, 2012 Share Posted November 6, 2012 (edited) Sorry for double post but.... is there a way for someone else other than Lyn/Eliwood/Hector to seize in their respective modes? Edited November 7, 2012 by Moocavo Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 19, 2012 Share Posted November 19, 2012 so I was making a chapter with a defeat all goal and everything was going ok but whenever the last enemy is killed, the character that kills him keeps showing the moving animation staying on that tile like this and will stay there until the chapter is over . Even when I have the character move it stays on the tile. It sends a separate animation to show the movement but the first one stays like so. How can I fix this? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 19, 2012 Share Posted November 19, 2012 You can use UnitClear macro to clear all units, including the one that killed the boss. Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 19, 2012 Share Posted November 19, 2012 I don't want to completely remove everyone from the map I just want the last attacker to stop moving and stay where they are Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 19, 2012 Share Posted November 19, 2012 Then that's probably one of these ASMC codes (from CH 19/20): ORG $CB4030 EndingScene: ASMC 0x79B5D MUS1 0x0 CALL label47 _0x9A FADI 16 HIDEMAP STAL 10 MUS1 0x39 ASMC 0x7AE59 STAL 30 BACG 0x46 ASMC 0x7A869 Quote Link to comment Share on other sites More sharing options...
cybaster Posted November 21, 2012 Share Posted November 21, 2012 The villagegate not close after i visit and get 2000 money. Villagegate coordinate is 16,6 This is my code. org 0xC9C9C8+(4*0x06) POIN Pointers org 0x1000100 ... .. .. . . Location_events: Village(0x07,Village1,16,6) House(0x08,House1,13,8) House(0x09,House2,18,7) CODE 0x00 Village1: FADI 0x10 BACG 0x02 FADU 0x10 TEX1 0x0802 REMA MONE 0x00 2000 ENDA org 0xC9C9C8+(4*0x0E) POIN TileChanges org 0x1000010 TileChanges: TileMap(0x00,0x10,0x06,0x01,0x01,VillageGate) CODE $FF CODE $00 CODE $00 VillageGate: CODE 0x80 0x00 How can i fix it - -* Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 21, 2012 Share Posted November 21, 2012 Show us the map and the rest of the events. Quote Link to comment Share on other sites More sharing options...
cybaster Posted November 21, 2012 Share Posted November 21, 2012 (edited) This is full CODE #define DISABLE_TUTORIALS #define TileMap(changeID,Xcoordinate,Ycoordinate,Length,Height,offset) "CODE changeID Xcoordinate Ycoordinate Length Height 0x00 0x00 0x00 offset" #include EAstdlib.event org 0xC9C9C8+(4*0x06) POIN Pointers org 0x1000100 Pointers: POIN Turn_events POIN CharacterTalk POIN Location_events POIN Misc_events POIN Ballista_events Ballista_events POIN BadEN BadEH BadEN BadEH POIN GoodEN GoodEH GoodEN GoodEH POIN Opening_event Ending_event Turn_events: TURN 0x00 Opening_event [01,00] 0x00 0x00 CODE 0x00 CharacterTalk: CODE 0x00 Location_events: Village(0x07,Village1,16,6) House(0x08,House1,13,8) House(0x09,House2,18,7) CODE 0x00 Village1: FADI 0x10 BACG 0x02 FADU 0x10 TEX1 0x0802 REMA MONE 0x00 2000 ENDA House1: FADI 0x10 BACG 0x01 FADU 0x10 TEX1 0x803 REMA ENDA House2: FADI 0x10 BACG 0x01 FADU 0x10 TEX1 0x804 REMA ENDA Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) CODE 0x00 Ballista_events: CODE 0x00 Opening_event: OOBB LOU1 GoodEN ENUN LOU1 BadEN ENUN ENDA Ending_event: MNCH 0x01 STAL 1 _0x1 ENDA GoodEN: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [18,7] [13,7] [ironSword,Vulnerary] [00000000] UNIT Empty GoodEH: UNIT Empty BadEN: UNIT 0x87 0x39 0x0 Level(2,Enemy,False) [2,2] [3,2] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [2,2] [8,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [2,2] [5,5] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x88 0x39 0x87 Level(1,Enemy,False) [2,2] [13,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT Empty BadEH: UNIT Empty org 0xC9C9C8+(4*0x0E) POIN TileChanges org 0x1000010 TileChanges: TileMap(0x00,16,6,1,1,VillageGate) TileMapEnd VillageGate: BYTE 0x80 0x00 full map Edit : OK. Now it worked i forget change paramiter in Nightmare Edited November 22, 2012 by cybaster Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted December 2, 2012 Share Posted December 2, 2012 So EA reads and assembles everything fine, and the events work fine, the only problem I'm having, is that if I add a background to one of the text commands, the ROM crashes, however if I run it with out backgrounds, it goes through the events smoothly. I tried assembling it to untouched ROMs and got the same result. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include Project76Definitions.txt EventPointerTable(0x06,Pointers) ORG 0x1008B38 Pointers: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN TerrainEvents TerrainEvents POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningScene EndingScene Bad: UNIT Jayme Soldier 0x0 Level(4,Enemy,False) [10,2] [10,2] [Javelin,IronSpear] Guard UNIT 0x88 Mercenary 0x0 Level(2,Enemy,True) [10,0] [10,0] [ironSword] AttackInRange UNIT 0x88 Fighter 0x0 Level(2,Enemy,True) [12,0] [12,0] [HandAxe,SteelAxe] Guard UNIT 0x88 Archer 0x0 Level(2,Enemy,True) [13,1] [13,1] [ironBow] NoAI UNIT 0x88 Soldier 0x0 Level(2,Enemy,True) [5,0] [5,0] [Javelin] Guard UNIT 0x88 Myrmidon 0x0 Level(2,Enemy,True) [12,2] [12,2] [slimSword] AttackInRange UNIT 0x88 Archer 0x0 Level(2,Enemy,True) [4,1] [4,1] [steelBow] NoAI UNIT 0x88 Fighter 0x0 Level(2,Enemy,True) [4,3] [4,3] [ironAxe] AttackInRange UNIT 0x88 Soldier 0x0 Level(2,Enemy,True) [5,2] [5,2] [steelSpear] NoAI UNIT Good: UNIT Riven Hero 0x0 Level(1,Ally,False) [7,1] [7,2] [ironSword,HandAxe] NoAI UNIT Harrel Archer Riven Level(2,Ally,False) [7,1] [7,3] [ironBow] NoAI UNIT Dax Fighter Riven Level(3,Ally,False) [7,1] [6,3] [ironAxe] NoAI UNIT FriendsArrive: UNIT Galton Soldier Riven Level(1,Ally,False) [0,9] [1,9] [ironSpear,Javelin] NoAI UNIT Olena Cleric Riven Level(1,Ally,False) [0,8] [0,8] [Heal] NoAI UNIT TurnEvents: TurnEventPlayer(0x00,OpeningScene,1) TurnEventEnemy(0x00,Enemy_Morale,1) TurnEventPlayer(0x00,Allies,2) TURN Allies: LOU1 FriendsArrive ENUN CURF Olena Text(0x081E) ENDA Enemy_Morale: CURF Jayme Text(0x081D) ENDA CharacterEvents: CharacterEventBothWays(0x06,Riven_And_Olena,Riven,Olena) CharacterEventBothWays(0x07,Riven_And_Galton,Riven,Galton) CHAR Riven_And_Olena: Text(0x081F) ENDA Riven_And_Galton: Text(0x0820) ENDA LocationEvents: LOCA MiscEvents: CauseGameOverIfLordDies DefeatAll(EndingScene) AFEV TerrainEvents: BLST ALIGN 4 OpeningScene: MUS1 0x000A FADI 10 OOBB CURF [7,1] STAL 0x10 Text(0x0815) LOU1 Bad ENUN OOBB CURF Jayme Text(0x0816,0x02) LOU1 Good ENUN CURF(Jayme) Text(0x0817) CURF(Riven) Text(0x0818) Move Harrel [8,2] STAL 0x20 CURF Harrel Text(0x0819) Move Harrel [7,3] STAL 0x20 CURF Harrel Text(0x081A) CURF Riven Text(0x081B) MOVE Jayme [13,9] MOVE [10,0] [10,3] MOVE [12,0] [11,1] MOVE [13,1] [10,5] MOVE [12,2] [12,6] MOVE [5,2] [5,4] MOVE [4,1] [5,8] MOVE [4,3] [3,8] MOVE [5,0] [4,1] STAL 0x50 CURF Riven Text(0x081C) MOVE Riven [7,1] MOVE Harrel [8,2] MOVE Dax [6,2] STAL 0x20 ENDA EndingScene: MoveToChapter(0x01) ENDA MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted December 2, 2012 Share Posted December 2, 2012 Are the parameters in right order? Text(background,text) Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted December 2, 2012 Share Posted December 2, 2012 Well that makes a lot of sense, when did the order get changed? (Thanks a lot it works now) Quote Link to comment Share on other sites More sharing options...
ThisProfileNoLongerUsed Posted December 2, 2012 Share Posted December 2, 2012 I'm trying to disassemble the prologue from Blazing Sword, but when I try to, it says: Finished. 1 errors encountered: Exception: System.NullReferenceException: Object reference not set to an instance of an object. at Nintenlord.Event_Assembler.Core.Code.Language.EACodeLanguageDisassembler.<FindTemplatesUntil>d__2a.MoveNext() at Nintenlord.Event_Assembler.Core.Code.Language.EACodeLanguageDisassembler.DisassembleChapter(Byte[] code, Int32 offset, ILog log, Boolean addEndingLines) at Nintenlord.Event_Assembler.Core.Program.Disassemble(String inputFile, String outputFile, String languageName, Boolean addEndGuards, DisassemblyMode mode, Int32 offset, Priority priority, Int32 size, ILog messageLog) at Nintenlord.Event_Assembler.UserInterface.MainForm.<.ctor>b__3(Object sender, DoWorkEventArgs args) No data written to output. What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted December 3, 2012 Share Posted December 3, 2012 Well that makes a lot of sense, when did the order get changed? (Thanks a lot it works now) It never got changed, it has been like that always. I'm trying to disassemble the prologue from Blazing Sword, but when I try to, it says: Finished. 1 errors encountered: Exception: System.NullReferenceException: Object reference not set to an instance of an object. at Nintenlord.Event_Assembler.Core.Code.Language.EACodeLanguageDisassembler.<FindTemplatesUntil>d__2a.MoveNext() at Nintenlord.Event_Assembler.Core.Code.Language.EACodeLanguageDisassembler.DisassembleChapter(Byte[] code, Int32 offset, ILog log, Boolean addEndingLines) at Nintenlord.Event_Assembler.Core.Program.Disassemble(String inputFile, String outputFile, String languageName, Boolean addEndGuards, DisassemblyMode mode, Int32 offset, Priority priority, Int32 size, ILog messageLog) at Nintenlord.Event_Assembler.UserInterface.MainForm.<.ctor>b__3(Object sender, DoWorkEventArgs args) No data written to output. What am I doing wrong? Use the latest version, it has that bug fixed. Quote Link to comment Share on other sites More sharing options...
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