CT075 Posted November 21, 2013 Author Share Posted November 21, 2013 if you LOU1 then it automatically loads their inventory and stats from memory if they exist, otherwise they'll load with the values specified Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 (edited) 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 November 21, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 21, 2013 Share Posted November 21, 2013 You have to rewrite what units go into what group you can't load unit groups from other chapters. Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 ^alright thanks again Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 Last question for now (Its probably extremly obvious) Do I use only one, or multiple text files for coding each chapter? Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 21, 2013 Share Posted November 21, 2013 Just one Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 So I code all of my chapters in one text file? oh jebus Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 21, 2013 Share Posted November 21, 2013 (edited) One file per chapter Edited November 21, 2013 by The Booty Wawriah Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 Problem - the text for chapter 2 keeps saving over the data in chapter 1. Unsure how to solve Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 21, 2013 Share Posted November 21, 2013 Change the offset after the org code Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 Purly because I feel I'll somehow manage to mess this up, I ask you how. (If this is the offset on the Assembler application itself I'm going to cry) Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 21, 2013 Author Share Posted November 21, 2013 ORG 0xNUMBER change the number Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 I'll take the wild guess that I enter said number in the GBA memory and find the empty ones divisable by 4? Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 21, 2013 Share Posted November 21, 2013 No not memory, you find free space in the rom not the ram via a hex editor Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 21, 2013 Author Share Posted November 21, 2013 no you literally just change the line that says ORG [whatever] to the offset of some free space Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 Thank you. I apologize for my ignorance. Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 (edited) *Sigh* I managed to do it again. For some reason, after changing my code to ORG 0x000090, the game refuses to load. I know I did something wrong, I'm just still not that good with HxD Edited November 21, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 21, 2013 Share Posted November 21, 2013 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. Quote Link to comment Share on other sites More sharing options...
Agro Posted November 21, 2013 Share Posted November 21, 2013 (edited) 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 November 21, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 So time to start a clean rom then? :/ Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 21, 2013 Share Posted November 21, 2013 or copy/write data from a clean rom into the data you ruined Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 21, 2013 Author Share Posted November 21, 2013 backups they are a thing Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 21, 2013 Share Posted November 21, 2013 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 Quote Link to comment Share on other sites More sharing options...
Agro Posted November 21, 2013 Share Posted November 21, 2013 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 Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 21, 2013 Share Posted November 21, 2013 Capitalise all the letters when using those 4 letter codes. Quote Link to comment Share on other sites More sharing options...
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