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Event Assembler Questions Thread


CT075
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So just

Opening_event:

LOU1 Good

ENUN

ENDA

with the LOU1 good units being all of the characters from the last chapter? (Sorry I seem so noob, its because I am) Or do I just not fill out Good Unit?

Edited by Pack yak
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offset 0x90 is crucial game data. NEVER overwrite data at the beginning of a ROM. In HxD, look for free space ie a field of 0's. offsets 0xD00000-0xE00000 are free to use in FE7 provided you didn't put anything there yet.

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0x000090 is not free space, you just over wrote important game data

free space is generally between d00000 and e00000 and 0x1000000 and beyond but you have to expand the rom to get to that

also feditor writes stuff there so be careful

edit: booty ninja

Edited by Agro
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Alright so I'm finally back to where I was before. (Took so long due to an error when Hector would enter during animated combat)

So I did what was previously suggested in turning the code to ORG 0xE00000 as well as replacing chapter 2 map and with 16, and 16s events with 2.

The problems are-

1 huge graphical glitch (although I may solve this on my own in time, I still face the possibility of whining to you guys later)

i think this problem is due to either incorrect info put on Nightmare, or because of the offset,

2- Unable to load my own commands, as it simply gives me the event data of chapter 2 without any of my selected units showing up, which is probably a problem with the offset

3- Unable to display my own text, and must go through the chapter 2 cutscenes as opposed to my own, which could be either nightmare or offset.

#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x01,Pointers)
ORG 0xE00000
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 0xCD 0x16 0x00 Level(20,Enemy,False) [13,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20]
UNIT 0xCD 0x16 0x00 Level(20,Enemy,False) [11,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20]
UNIT 0xCD 0x16 0x00 Level(20,Enemy,False) [12,24] [13,24] [slimSpear] [0x03,0x03,0x09,0x20]
UNIT 0x34 0x33 0x00 Level(5,Enemy,False) [12,25] [12,25] [silverSpear] [0x03,0x03,0x09,0x20]
UNIT
Good:
UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [12,23] [12,23] [slimSpear] [0x03,0x03,0x09,0x20]
UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [13,23] [13,23] [slimSpear] [0x03,0x03,0x09,0x20]
UNIT 0xCD 0x16 0x00 Level(20,NPC,False) [11,23] [13,23] [slimSpear] [0x03,0x03,0x09,0x20]
UNIT
Turn_events:
TURN 0x00 (Opening_event) [01,00] 0x0 0x00
TURN
Character_events:
CHAR
Location_events:
LOCA
Misc_events:
CauseGameOverIfLordDies
AFEV
Opening_event:
CURF [15,2]
FADI 10
BACG 0x12
FADU 10
Tex1 0x842
REMA
Cam1 [13,25]
Tex1 0x843
REMA
LOU1 Good
LOU1 Bad
ENUN
ENDA
Ending_event:
MNCH 0x02
STAL 1
_0x1
ENDA
BallistaData:
BLST
ALIGN 4
MESSAGE Events end at offset currentOffset
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EventPointerTable(0x01,Pointers)

Did you set the Event data in Nightmare for this chapter to 0x01?

ORG 0xE00000

This isn't free space, we already told you that free space was between 0xD00000 and 0xE00000

Tex1 0x842
REMA
Cam1 [13,25]
Tex1 0x843
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