Blitzzurger96 Posted April 16, 2013 Share Posted April 16, 2013 I think you're missing an ENUN after the MOVE here. I can't seem to find anything else wrong with your events. Is this the turn that it screws up? No, I'm talking about the LOU1 Bad units not loading onto the map. Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 25, 2013 Share Posted April 25, 2013 So here's a question. I want the game to check to see if an NPC survived on one chapter. and if they survived on say Chapter 3. Then they would join on Chapter 13. Is there a way to do that strictly in events, or is that partially ASM? Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 25, 2013 Author Share Posted April 25, 2013 make their death quote a permanent ID (i'm sure fe6 has some) and just check if that was triggered Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 25, 2013 Share Posted April 25, 2013 Okay I think I got it, so I would basically have the NPC on Chapter 3, and then NPCalivedead: ENUT NPCdeathquote And then every later chapter that calls into question the NPCs survival runs IFET 0x0 NPCdeathquote And IFET will look up if the permanent ID was triggered on Chapter 3. So an example EndingScene: MUS1 0x27 FADI 16 HIDEMAP BACG 0x5 FADU 16 SHOWMAP TEX1 0x11 IFET 0x0 NPCdeathquote MORETEXT 0x12 ENIF 0x0 MORETEXT 0x13 Am I getting that right? Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 25, 2013 Author Share Posted April 25, 2013 i'm pretty sure you can just have the death quote itself be the permaID Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 25, 2013 Share Posted April 25, 2013 (edited) i'm pretty sure you can just have the death quote itself be the permaID So I set the characters deathquote as 0x66 Now I'm trying to set it up so in C1 he spawns, so if we kill him, he'll not spawn in the next chapter. So for the record I'm not playing any events in Chapter 1. Then in Chapter 2, I'll put this under Good NPCSpawn: IFEF 0x66 0xF NPC Character Data Now if he died, he just wont load, but if he lived, he'll deploy? Is that correct or am I going about this the wrong way? EDIT: Okay yeah I don't know what the hell I'm doing. units not loading either way, do I have to define this elsewhere? Edited April 25, 2013 by Onmi Quote Link to comment Share on other sites More sharing options...
Primefusion Posted April 25, 2013 Share Posted April 25, 2013 (edited) Your structure looks too basic at the moment. Conditionals follow the IF ELSE format. LoadSomeNPC: IFEF 0x66 0x0F LOU1 SomeNPC ENUN ELSE 0x10 ENIF 0x0F // End previous IF //Do nothing ENIF 0x10 // End the ELSE ENDA Make sure to actually call this function or put it in the opening event. Your events may or may not be reaching it currently. Edited April 25, 2013 by Primefusion Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 25, 2013 Share Posted April 25, 2013 Okay so what I did was went to my opening event and added IFEF 0x66 0xF LOU1 NPCspawn ENUN ELSE 0x10 ENIF 0x0F ENIF 0x10 ENUN NPC Spawn calls towards this NPCSpawn: UNIT Data UNIT This not only is not looking up what I want it to, but for some odd reason if someone dies, it spawns a second Roy. Hell I went and removed the events and I still have this odd Roy spawning if you have a gap in your army. I tried having the IFEF and everything in it's own little label under NPCSpawncheck, but that still didn't work. Quote Link to comment Share on other sites More sharing options...
PKL Posted April 26, 2013 Share Posted April 26, 2013 (edited) So I was once again trying to learn events for a hack im doing. This time, Shin was helping me with turnbasedevents. It looked like it would work, changed the offset to an unused one in: http://gyazo.com/9529e4fc8ea8cf22ed710a2827459c95 but when I went to play it, I got a black screen with the screeching sound when I start Chapter 3 (not in the world map, its when I have Eirika enter the chapter)(just after I thought It couldnt fail and I had learned this happens ._.). Anyway, was hoping you could identify the problem as Shin and I couldn't. (and believe me when I say ive tried to think of the cause of the black screen). And please, dont be rough if its a noobish mistake. Im not very experienced with the ways of FE8 events but Im doing my best to learn them, mainly because my hack would benefit a lot from events. Once I learn events once, ill know how to do it for the rest of them. I feel like Im almost there in understanding how they work since Shin gave me a good explanation, but hes not very expereinced with the ways of FE8 either...Anyway, Bold = custom events [spoiler=Chapter 3 events] ////////////////////////////////////////////////////// //// Disassembled with Nintenlord's Event Assembler //// Version: 9.8.4585.20791 //// Game: FE8 //// File: Lunatic FE8 (3).GBA //// Offset: $9E8A38 //// //////////////////////////////////////////////////////ORG $592104label18:_0x1020 0x4ASMC 0x85375ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSETORG $8B4574Units1:UNIT 0x1 0x2 0x0 0x8 [0,11] 0b 0x0 0x1 0x8B44D4 [0x9,0x6C,0x6C,0x0] [0x0,0x0,0x0,0x0]UNIT 0x5 0x45 0x0 0x8 [0,12] 0b 0x0 0x1 0x8B44DC [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x7 0x3D 0x0 0x8 [0,10] 0b 0x0 0x1 0x8B44E4 [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x6 0x48 0x0 0x10 [0,12] 0b 0x0 0x1 0x8B44EC [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x3 0x9 0x0 0x28 [0,10] 0b 0x0 0x1 0x8B44F4 [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x4 0x5 0x0 0x8 [0,11] 0b 0x0 0x1 0x8B44FC [0x1,0x14,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x8 0x1A 0x0 0x30 [0,10] 0b 0x0 0x1 0x8B4504 [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x2 0x7 0x0 0x8 [0,12] 0b 0x0 0x1 0x8B450C [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]UNIT 0xA 0x3F 0x0 0x20 [0,10] 0b 0x0 0x1 0x8B4514 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNITlabel20:UNIT 0x48 0x13 0x0 0x2C [14,1] 0b 0x0 0x1 0x8B451C [0xA1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x8F 0x41 0x0 0x25 [7,2] 0b 0x0 0x1 0x8B4524 [0x20,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x8F 0x41 0x0 0x24 [9,8] 0b 0x0 0x1 0x8B452C [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x93 0xD 0x0 0x25 [15,2] 0b 0x0 0x1 0x8B4534 [0x3,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x91 0x19 0x0 0x25 [12,9] 0b 0x0 0x1 0x8B453C [0x2E,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x8F 0x41 0x0 0x25 [14,6] 0b 0x0 0x1 0x8B4544 [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x92 0x25 0x0 0x24 [9,11] 0b 0x0 0x1 0x8B454C [0x38,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x93 0xD 0x0 0x25 [14,11] 0b 0x0 0x1 0x8B4554 [0x3,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x8F 0x41 0x0 0x25 [5,9] 10b 0x0 0x1 0x8B455C [0x28,0x6A,0x0,0x0] [0x0,0x3,0x9,0x0]UNIT 0x8F 0x41 0x0 0x25 [7,11] 10b 0x0 0x1 0x8B4564 [0x28,0x4B,0x0,0x0] [0x0,0x3,0x9,0x0]UNITlabel23:UNIT 0x9 0xD 0x0 0x42 [0,5] 0b 0x0 0x1 0x8B456C [0x1,0x6B,0x6C,0x0] [0x6,0x5,0x8,0x0]UNIT//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $8B4740 and the new ending offset is CURRENTOFFSETORG $8B476Clabel27:UNIT 0x6B 0xB 0x6B 0xD [14,2] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x40 0x4F 0x6B 0xD [15,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x1D 0x35 0x0 0xD [14,5] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x69 0x21 0x0 0xD [13,5] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x44 0x2A 0x6B 0xD [15,5] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNITlabel28:UNIT 0x57 0x2B 0x0 0xD [14,10] 0b 0x0 0x1 0x8B4740 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x53 0x11 0x0 0xD [15,10] 0b 0x0 0x1 0x8B4748 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT 0x43 0x23 0x0 0xD [13,10] 0b 0x0 0x1 0x8B4750 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]UNITlabelturn:UNIT 0x93 0xD 0x0 0x25 [14,11] 0b 0x0 0x1 0x8B4554 [0x3,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x93 0xD 0x0 0x25 [14,12] 0b 0x0 0x1 0x8B4554 [0x3,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $8B4834 and the new ending offset is CURRENTOFFSETORG $9E8984TurnBasedEvents:TURN 0x7 label15 [1,1] 0x4TURN 0x8 label16 [2,2] 0x0TURN 0x7 label30 [5,5] 0x0AFEVCharacterBasedEvents:CHAR 0x9 label17 [0x8,0x9] 0x0AFEVLocationBasedEvents:CHES 0x0 0x5D [6,3] 0x14CHES 0x0 0x5F [8,3] 0x14CHES 0x0 0xA1 [10,3] 0x14CHES 0x0 0x56 [6,12] 0x14LOCA 0x3 [14,1] 0x11DOOR 0x0 [6,10] 0x12DOOR 0x0 [10,5] 0x12DOOR 0x0 [2,3] 0x12AFEVMiscBasedEvents:AFEV 0x0 label18 0x65AFEVDunno1:AFEVDunno2:AFEVDunno3:AFEVTutorial:AFEVPointerList:POIN TurnBasedEventsPOIN CharacterBasedEventsPOIN LocationBasedEventsPOIN MiscBasedEventsPOIN Dunno1 Dunno2 Dunno3 TutorialPOIN Traps1 Traps2POIN Units1 Units1POIN $0 $0 $0POIN $0 $0 $0POIN BeginningScene EndingScene//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9E8A88 and the new ending offset is CURRENTOFFSETORG $9ED9ADTraps1:ENDTRAP//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9ED9AE and the new ending offset is CURRENTOFFSETORG $9EDE9ETraps2:ENDTRAP//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9EDE9F and the new ending offset is CURRENTOFFSETORG $9EE0C0label21:_0x1927_SETCONDITION 0x0 0xC 0x0_CALL_HELLENIF 0x0ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSETORG $9EE2E8label19:_0x0320 0x8_SETCONDITION2 0x80D2 0xC 0x0FADI 16ENIF 0x80D2_0x1A21_0x2140 0xFFFF 0x0 0x0FADU 16ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9EE310 and the new ending offset is CURRENTOFFSETORG $9EE3BClabel22:_0x3322 0xFFFD_SETCONDITION 0x0 0xC 0x0_0x3323 0xFFFD_SETCONDITION 0x0 0xC 0x0ELSE 0x63ENIF 0x0_MOVE1 0x0 0xFFFD 0x0ENUN_0x3420 0xFFFDENIF 0x63ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9EE3F4 and the new ending offset is CURRENTOFFSETORG $9EE4A0label24:_0x3320 0xFFFD_SETCONDITION 0x0 0xC 0x0_0x3325 0xFFFD_SETVAL 0x1 0x0_SETCONDITION 0x1 0xC 0x1CUSA 0xFFFDELSE 0x1ENIF 0x0_0x3240 0xFFFD 0x0_SETVAL 0x1 0x0_0x3425 0xFFFD_0x3420 0xFFFD_SETVAL 0x1 0x0_0x3428 0xFFFDENIF 0x1ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9EE4F8 and the new ending offset is CURRENTOFFSETORG $9EE5BClabel25:_0x3320 0xFFFD_SETCONDITION2 0x0 0xC 0x0_0x3240 0xFFFD 0x0_0x3420 0xFFFDELSE 0x1ENIF 0x0_0x3325 0xFFFD_SETVAL 0x1 0x0_SETCONDITION 0x2 0xC 0x1CUSA 0xFFFDENIF 0x1_SETVAL 0x1 0x0_0x3425 0xFFFD_0x3420 0xFFFD_SETVAL 0x1 0x0_0x3428 0xFFFDENIF 0x2ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9EE61C and the new ending offset is CURRENTOFFSETORG $9EEA58label26:_0x0320 0x8_SETCONDITION2 0x801B 0xC 0x0FADI 16ENIF 0x801B_0x342A 0x0_0x342C 0x0_0x342B 0x0_SETVAL 0xB 0x0LOMA 0x3FFADU 16TEX8 0x662 [8,8]CUMO [10,4]STAL 60CUREFADI 16_0x0620 0x2BLOMA 0x1BENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9EEAAC and the new ending offset is CURRENTOFFSETORG $9F1200BeginningScene:MUS1 0x25_SETVAL 0x2 0x18CALL label19TEXTSHOW 0x98BTEXTENDREMA_SETVAL 0x2 0x1DCALL label19TEXTSHOW 0x98CTEXTENDREMAFADI 16_0x2220_LOAD1 0x1 label20ENUNFADU 16_LOAD2 0x1 Units1ENUN_SETVAL 0x2 0x89F15A0CALL label21_0x1927_SETCONDITION2 0x0 0xC 0x0CUMO 0x8STAL 60CURETEXTSTARTTEXTSHOW 0x98ETEXTENDREMAENIF 0x0_SETVAL 0x2 0x89F16ECCALL label21_SETVAL 0x2 0x2CALL label22FADI 16_LOAD1 0x0 Units1ENUN_0x1927_SETCONDITION2 0x1 0xC 0x0ELSE 0x2ENIF 0x1_MOVE 0xFFFF 0x8 [3,9]ENIF 0x2CAM1 0x48FADU 16_0x1927_SETCONDITION2 0xA 0xC 0x0MUS1 0x13CUMO 0x48STAL 60CURETEXTSTARTTEXTSHOW 0x990TEXTENDREMAENIF 0xA_SETVAL 0x2 0x89F1658CALL label21_SETVAL 0x2 0x89F16CCCALL label21_0x0228 0x7ENDAlabel15:_0x2620 0x0STAL 15_LOAD1 0x1 label23ENUNMUS1 0xFCUMO 0x9STAL 60CURETEXTSTARTTEXTSHOW 0x992TEXTENDREMA_SETVAL 0x2 0x89F1690CALL label21_WARP 0x0 0x9 [2,4]ENUN_SETVAL 0x2 0x89F16B0CALL label21_0x0228 0x7ENDAlabel16:_SETVAL 0x2 0x89F1784CALL label21_0x0228 0x7ENDAlabel30:_LOAD1 0x1 labelturnENUNENDAEndingScene:MUS1 0x31_0x3322 0x9_SETCONDITION 0x0 0xC 0x0_0x3322 0x8_SETCONDITION 0x0 0xC 0x0_SETVAL 0x2 0x28CALL label19TEXTSHOW 0x995TEXTENDREMAFADI 16_SETVAL 0x2 0x9CALL label24ELSE 0x1ENIF 0x0_SETVAL 0x2 0x9CALL label25ENIF 0x1_SETVAL 0x2 0x29CALL label19TEXTSHOW 0x996TEXTENDREMA_0x1326 0x7FFFFADI 4_SETVAL 0x2 0x2000FCALL label26_SETVAL 0x2 0xCCALL label19TEXTSHOW 0x997TEXTENDREMAFADI 16_0x2220_LOAD1 0x1 label27ENUNFADU 16MUS1 0x2ECUMO 0x6BSTAL 60CURETEXTSTARTTEXTSHOW 0x998TEXTENDREMA_0x1620 0xB1_0x2720 0x0_SETVAL 0xD 0x0_SETVAL 0x1 0x1010E_SAVEFORBATTLE_SETVAL 0x1 0x0_SAVEFORBATTLE_SETVAL 0x1 0x1010C_SAVEFORBATTLE_SETVAL 0x1 0x0_SAVEFORBATTLE_MOVE3 0x0 0x1D 0x0_MOVE2 0x10 0x69 0x0_MOVE2 0x10 0x44 0x1ENUN_LOAD1 0x1 label28ENUNCUMO 0x6BSTAL 60CURETEXTSTARTTEXTSHOW 0x999TEXTENDREMAFADI 16_0x0229 0xD3_0x0229 0xD1_0x0229 0xE9_0x0229 0xD8_0x0229 0xD9_0x0229 0xC6_0x3421 0x2MNCH 0x4ENDAlabel17:MUS2 0x30STAL 33TEXTSTARTTEXTSHOW 0x99ATEXTENDREMAMURE 0x2CUSA 0x9_SETVAL 0x2 0x89F1760CALL label21_0x0228 0x7ENDA//The next line is for re-assembling purposes. Do not delete!MESSAGE Original ending offset is $9F15A0 and the new ending offset is CURRENTOFFSET What im trying is to have thief reinforcements show up in a certain turn. I used 0x93 which is the thief ID for my hack. Edited April 26, 2013 by Peekayell Quote Link to comment Share on other sites More sharing options...
Primefusion Posted April 26, 2013 Share Posted April 26, 2013 This not only is not looking up what I want it to, but for some odd reason if someone dies, it spawns a second Roy. Hell I went and removed the events and I still have this odd Roy spawning if you have a gap in your army. I tried having the IFEF and everything in it's own little label under NPCSpawncheck, but that still didn't work. Post your whole event file. Sounds like an event didn't get terminated properly and it "bled" over into some other data. So I was once again trying to learn events for a hack im doing. This time, Shin was helping me with turnbasedevents. It looked like it would work, changed the offset to an unused one in: http://gyazo.com/9529e4fc8ea8cf22ed710a2827459c95 Try getting rid of the extra offsets that pop up throughout the file and reorganized everything to match the template. EA might be trying to lay things out at the different offsets but its better to have everything in one spot (Try on a clean ROM to double check). Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 26, 2013 Share Posted April 26, 2013 Post your whole event file. Sounds like an event didn't get terminated properly and it "bled" over into some other data. [spoiler=Chapter 2 Test Event] #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x10,Pointers) ORG $1002AB0 Pointers: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN Good Bad POIN EndingEvent Good: UNIT 0x1 0x1 0x0 0x11 [02,10] [02,10] [0x1,0xB,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xCF 0x22 0x1 0x9 [02,08] [02,8] [0x12,0x68,0x68,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1B 0x20 0x1 0x19 [03,09] [03,9] [0x1,0x10,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x20 0x1 0x11 [03,11] [03,11] [0x1,0x16,0x68,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xC 0x1 0x11 [01,11] [01,11] [0x10,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xD 0x10 0x1 0x9 [00,10] [00,10] [0x27,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label23: UNIT 0x42 0x42 0x1 0x8 [02,09] [01,09] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT NPCspawn: UNIT 0xCF 0x0 0x22 0x8 [00,00] [00,00] [0x1,0x12,0x1B,0x68] [0x0,0x0,0x0,0x0] UNIT Bad: UNIT label22: UNIT 0x6C 0xA 0x4B 0x15 [17,13] [15,06] [0x1B,0x0,0x0,0x0] [0xC,0x11,0x9,0x0] UNIT 0x6C 0x10 0x4B 0x1D [18,14] [17,04] [0x27,0x0,0x0,0x0] [0xC,0x12,0x29,0x0] UNIT 0x6D 0x30 0x4B 0x1D [16,15] [18,06] [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] [17,09] [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] [18,09] [0x1B,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0x30 0x4B 0xD [18,15] [18,08] [0x16,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0x10 0x4B 0xD [16,12] [16,07] [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 0x2 0x4B 0x1D [17,09] [17,07] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label27: UNIT 0x6D 0x30 0x4B 0x1D [07,17] [03,14] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label28: UNIT 0x6D 0x30 0x4B 0x1D [08,18] [05,16] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x6D 0x30 0x4B 0x1D [08,18] [01,16] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label29: UNIT 0x6C 0xA 0x4B 0xD [11,18] [08,17] [0x1B,0x20,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0xA 0x4B 0xD [11,18] [06,18] [0x1B,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0xA 0x4B 0x15 [11,18] [04,18] [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 0xA 0x18 0x18 [15,18] [12,18] [0x1B,0x1C,0x20,0x0] [0x0,0x3,0x0,0x0] UNIT label31: UNIT 0x18 0x2 0x0 0x28 [15,18] [13,17] [0x2,0x1,0x1B,0x0] [0x3,0x3,0x0,0x0] UNIT 0x31 0x2A 0x18 0x8 [16,18] [14,17] [0x13,0x16,0x1,0x68] [0x0,0x3,0x0,0x0] UNIT label20: UNIT 0x37 0x2C 0x0 0x2C [16,03] [16,03] [0x11,0x16,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT label19: UNIT 0x4B 0xC 0x0 0x2C [16,03] [16,04] [0x16,0x0,0x0,0x0] [0x3,0x3,0x1,0x20] UNIT label21: UNIT 0x6D 0x30 0x4B 0x1D [16,03] [16,03] [0x10,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT label24: UNIT 0x11 0x15 0x1 0x10 [04,14] [04,14] [0x43,0x68,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT TurnEvents: TURN 0x0 OpeningEvent [1,0] 0x0 TURN 0x0 label10 [02,00] 0x0 TURN CharacterEvents: CHAR 0x5 label11 [0x1,0x18] CHAR 0x5 label11 [0x18,0x1] CHAR LocationEvents: SHOP 0x0 label12 [07,09] 0x14 SHOP 0x0 label13 [06,01] 0x13 VILL 0x0 label14 [03,04] 0xE LOCA 0x0 [03,03] 0x1D LOCA 0x0 label15 [06,07] 0xE LOCA 0x0 label16 [00,04] 0xE LOCA 0x0 label17 [05,07] 0xE LOCA 0x3 [16,03] 0xF LOCA MiscEvents: AFEV 0x0 label18 0x65 AFEV label12: SHLI 0x68 label13: SHLI 0x1 0x10 0x16 0x27 label18: ALIGN 4 _0x41 STAL 30 ASMC 0x6C609 STAL 10 ASMC 0x146BD STAL 80 ASMC 0x608D5 IFAF 0x1 0x6C62D ASMC 0x1EA1D ENIF 0x1 ASMC 0x987B9 ENDA label25: MOMA 0xC 0x12 0x3 0x3 0x3 label26: MOMA 0xC 0x16 0x3 0x0 ALIGN 4 OpeningEvent: CAM1 [18,0] CMOF IFEF 0x66 0xF LOU1 NPCspawn ENUN ELSE 0x10 ENIF 0x0F ENIF 0x10 ENUN 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 Good ENUN LOU1 label23 ENUN STAL 16 CAM1 0x1 STAL 16 MOVE 0x42 [2,9] 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 0x42 [1,9] MOVE 0x11 [4,10] ENUN ASMC 0x6BAF1 ENDA label10: STAL 32 MUS2 0x33 CAM1 [20,18] STAL 32 LOU1 label30 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 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 EndingEvent: 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 26, 2013 Author Share Posted April 26, 2013 label13: SHLI 0x1 0x10 0x16 0x27 label18: ALIGN 4 _0x41 align goes before labels only real issue i can see although i'll admit i'm skimming it Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 27, 2013 Share Posted April 27, 2013 Well I changed the align, but nothings changed, the recruit doesn't spawn when his deathquote hasn't triggered, he doesn't spawn if it has been triggered. he just doesn't spawn. Even patched to a clean rom it still has the same issues. Someone dies in the first chapter? spawn a second roy. I loaded the version literally before the inserted chapter 2. No Roy spawn, so it's definitly not something I've done in the past. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted April 27, 2013 Share Posted April 27, 2013 [spoiler=Chapter 2 Test Event] #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x10,Pointers) ORG $1002AB0 Pointers: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN Good Bad POIN EndingEvent Good: UNIT 0x1 0x1 0x0 0x11 [02,10] [02,10] [0x1,0xB,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xCF 0x22 0x1 0x9 [02,08] [02,8] [0x12,0x68,0x68,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1B 0x20 0x1 0x19 [03,09] [03,9] [0x1,0x10,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x20 0x1 0x11 [03,11] [03,11] [0x1,0x16,0x68,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xC 0x1 0x11 [01,11] [01,11] [0x10,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xD 0x10 0x1 0x9 [00,10] [00,10] [0x27,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label23: UNIT 0x42 0x42 0x1 0x8 [02,09] [01,09] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT NPCspawn: UNIT 0xCF 0x0 0x22 0x8 [00,00] [00,00] [0x1,0x12,0x1B,0x68] [0x0,0x0,0x0,0x0] UNIT Bad: UNIT label22: UNIT 0x6C 0xA 0x4B 0x15 [17,13] [15,06] [0x1B,0x0,0x0,0x0] [0xC,0x11,0x9,0x0] UNIT 0x6C 0x10 0x4B 0x1D [18,14] [17,04] [0x27,0x0,0x0,0x0] [0xC,0x12,0x29,0x0] UNIT 0x6D 0x30 0x4B 0x1D [16,15] [18,06] [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] [17,09] [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] [18,09] [0x1B,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0x30 0x4B 0xD [18,15] [18,08] [0x16,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0x10 0x4B 0xD [16,12] [16,07] [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 0x2 0x4B 0x1D [17,09] [17,07] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label27: UNIT 0x6D 0x30 0x4B 0x1D [07,17] [03,14] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label28: UNIT 0x6D 0x30 0x4B 0x1D [08,18] [05,16] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0x6D 0x30 0x4B 0x1D [08,18] [01,16] [0x10,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT label29: UNIT 0x6C 0xA 0x4B 0xD [11,18] [08,17] [0x1B,0x20,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0xA 0x4B 0xD [11,18] [06,18] [0x1B,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6C 0xA 0x4B 0x15 [11,18] [04,18] [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 0xA 0x18 0x18 [15,18] [12,18] [0x1B,0x1C,0x20,0x0] [0x0,0x3,0x0,0x0] UNIT label31: UNIT 0x18 0x2 0x0 0x28 [15,18] [13,17] [0x2,0x1,0x1B,0x0] [0x3,0x3,0x0,0x0] UNIT 0x31 0x2A 0x18 0x8 [16,18] [14,17] [0x13,0x16,0x1,0x68] [0x0,0x3,0x0,0x0] UNIT label20: UNIT 0x37 0x2C 0x0 0x2C [16,03] [16,03] [0x11,0x16,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT label19: UNIT 0x4B 0xC 0x0 0x2C [16,03] [16,04] [0x16,0x0,0x0,0x0] [0x3,0x3,0x1,0x20] UNIT label21: UNIT 0x6D 0x30 0x4B 0x1D [16,03] [16,03] [0x10,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT label24: UNIT 0x11 0x15 0x1 0x10 [04,14] [04,14] [0x43,0x68,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT TurnEvents: TURN 0x0 OpeningEvent [1,0] 0x0 TURN 0x0 label10 [02,00] 0x0 TURN CharacterEvents: CHAR 0x5 label11 [0x1,0x18] CHAR 0x5 label11 [0x18,0x1] CHAR LocationEvents: SHOP 0x0 label12 [07,09] 0x14 SHOP 0x0 label13 [06,01] 0x13 VILL 0x0 label14 [03,04] 0xE LOCA 0x0 [03,03] 0x1D LOCA 0x0 label15 [06,07] 0xE LOCA 0x0 label16 [00,04] 0xE LOCA 0x0 label17 [05,07] 0xE LOCA 0x3 [16,03] 0xF LOCA MiscEvents: AFEV 0x0 label18 0x65 AFEV label12: SHLI 0x68 label13: SHLI 0x1 0x10 0x16 0x27 label18: ALIGN 4 _0x41 STAL 30 ASMC 0x6C609 STAL 10 ASMC 0x146BD STAL 80 ASMC 0x608D5 IFAF 0x1 0x6C62D ASMC 0x1EA1D ENIF 0x1 ASMC 0x987B9 ENDA label25: MOMA 0xC 0x12 0x3 0x3 0x3 label26: MOMA 0xC 0x16 0x3 0x0 ALIGN 4 OpeningEvent: CAM1 [18,0] CMOF IFEF 0x66 0xF LOU1 NPCspawn ENUN ELSE 0x10 ENIF 0x0F ENIF 0x10 ENUN 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 Good ENUN LOU1 label23 ENUN STAL 16 CAM1 0x1 STAL 16 MOVE 0x42 [2,9] 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 0x42 [1,9] MOVE 0x11 [4,10] ENUN ASMC 0x6BAF1 ENDA label10: STAL 32 MUS2 0x33 CAM1 [20,18] STAL 32 LOU1 label30 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 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 EndingEvent: 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 MOVE 0x37 [13,-1] ENUN DISA 0x37 Why is someone moving to a negative coordinate? That can't be good. LOU2 Good ENUN What's the difference between LOU1 and LOU2? EA language file gives the same description for both... Other than that I'm not really seeing anything jump out. Strange. Are you able to load this NPC without the conditional? Does the death quote ID you're using override something else using that same ID? 0x66 is right at the beginning of the permanent ID list, so it's definitely possible something else has claimed that already. Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 27, 2013 Share Posted April 27, 2013 MOVE 0x37 [13,-1] ENUN DISA 0x37 Why is someone moving to a negative coordinate? That can't be good. LOU2 Good ENUN What's the difference between LOU1 and LOU2? EA language file gives the same description for both... Other than that I'm not really seeing anything jump out. Strange. Are you able to load this NPC without the conditional? Does the death quote ID you're using override something else using that same ID? 0x66 is right at the beginning of the permanent ID list, so it's definitely possible something else has claimed that already. I believe moving to a negative coordinate is someone moving offscreen. That would most likely be Miledy I know no difference between LOU2 and LOU1. Let me check if I can load the NPC without a conditional. and if I can, then I'll try changing the permaID to something further back, like FE Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 27, 2013 Author Share Posted April 27, 2013 don't move people offscreen it tends to make things break Quote Link to comment Share on other sites More sharing options...
Onmi Posted April 27, 2013 Share Posted April 27, 2013 don't move people offscreen it tends to make things break I didn't, that's what FE6 already did to Miledy. Quote Link to comment Share on other sites More sharing options...
42_ Posted May 14, 2013 Share Posted May 14, 2013 Hey there. In my hack, I used the CUSI code to bring <NPC No.1> onto the player side with success. However, <NPC No.2> is programmed identically to the other NPC, but for some reason, this one disappears. Some things to note about <NPC No.2> - He programmed to recruit himself (like Clarine in FE6) - After he disappears, he is still shown on the character stat window. (like, I can see his stats, but he's not on the map at all) - For this particular chapter, I decided to re-download the Event Assembler, since I had a rather old version. (Older version did not have the "CharacterEvent" macro) Any help is appreciated. Quote Link to comment Share on other sites More sharing options...
Agro Posted May 15, 2013 Share Posted May 15, 2013 event text pls Also, what do you mean NPC No.2 "disappears"? does he just disappear off the map entirely? what game are you hacking? do you have his AI set to TalkToLord or something? we need more details before we can help you. Quote Link to comment Share on other sites More sharing options...
42_ Posted May 16, 2013 Share Posted May 16, 2013 Event Text: http://pastebin.com/pnXQb9yu (I just started working on this chapter, so maybe I left out some sort of important code somewhere?) -When I say my NPC character disappears, I mean he leaves the map entirely, but I can still see his stats if I scroll through the stats screen via some other unit. -Hacking FE7 Blazing Sword. This chapter replaces "Chapter 6: Blood of Pride" from the original game -I do have his AI set to TalktoLord. I used these notes by Arch here to get my NPC to talk to the player unit. (Followed the instructions carefully and the bytes in the specific offsets are correct) https://dl.dropboxusercontent.com/u/19964863/Fire%20Emblem/Documentation/talktocharacterai.htm If there is anything else I need to specify, just ask away. Thanks. Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted May 28, 2013 Share Posted May 28, 2013 Hello. Um, in my opening events for my prologue, I used this [spoiler=Text Problem]Opening_event: FADI 10 BACG 0x03 FADU 10 TEX1 0x0813 MUS1 0x0032 MORETEXT 0x0814 REMA LOU1 Bad ENUN LOU1 Good ENUN ENDA and when i was testing, it would glitch the text for the Tactician name and crap and when you try to shop in the vendor the text is glitched as well. Did I do something wrong? Quote Link to comment Share on other sites More sharing options...
EldinnerPlate Posted May 29, 2013 Share Posted May 29, 2013 (edited) Try using this macro "Text(textpointer,background)" Sometimes weird things happen and there are weird fixes. This probably won't help but it's worth a shot. Edited May 29, 2013 by Eldinnnn Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 29, 2013 Share Posted May 29, 2013 Is there a code or macro or anything to make it so that you can't skip a certain event? Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted May 29, 2013 Share Posted May 29, 2013 Isn't there a macro to show the map? Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 29, 2013 Share Posted May 29, 2013 ShowMap?.. Quote Link to comment Share on other sites More sharing options...
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