Pack yak Posted November 21, 2013 Share Posted November 21, 2013 my bad for using not free game space. I inserted the new ORG as ORG 0xDA5A20, which the hex showed to be unoccupied, and is between the two, but still nothing. Did I by any chance save over more important game data? I already had the events set to chapter 1, so I have Zugu and the bandits but still no castle (just a lot of green tiles that no one can move on) Quote Link to comment Share on other sites More sharing options...
ShadielTH Posted November 21, 2013 Share Posted November 21, 2013 (edited) EventPointerTable(0x01,Pointers) Uhm... That ID corresponds to the Sacae Plains tiles. If you're thinking of overwriting Ch.1 events you should have put that ID as 0x09. Something like this: EventPointerTable(0x09,Pointers) So yeah, you overwrited important data. Revert to a backup. Edited November 21, 2013 by ShadielTH Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 Alright before I edit anything I wanna make sure this works so I don't waste anymore of your time on this one problem. ORG hasn't been used yet map of chapter 1 has been edited to be 16 Events edited to chapter 1, but unsure how to remove the part of Lyn meeting Kent/Sain in Bulgar and being chased Graphical glitch usually still occurs after editing the map. If I'm missing anything that will cause/prevent any of these problems, please inform me so I don't whine about it not working to you guys for a while. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0xDA5A20 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 0x00 Turn1 [01,00] 0x8 0x00 TURN 0x00 Turn2 [02,00] 0x8 0x00 TURN 0x00 Turn3 [03,00] 0x8 0x00 TURN 0x00 Turn8 [08,00] 0x8 0x00 Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CURF [15,2] FADI 10 BACG 0x12 FADU 10 TEX1 0x813 REMA Cam1 [13,25] TEX1 0x814 REMA LOU1 Good LOU1 Bad ENUN ENDA Turn1: CURF [13,25] FADI 10 TEX1 0x815 FADU 10 ENDA Turn2: CURF [13,25] FADI 10 TEX1 0x816 FADU 10 ENDA Turn3: CURF [13,25] FADI 10 TEX1 0x817 FADU 10 ENDA Turn8: CURF [13,25] FADI 10 TEX1 0x818 FADU 10 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...
CT075 Posted November 22, 2013 Author Share Posted November 22, 2013 honestly, don't be afraid to try things and break a ROM; by breaking things you learn what does and doesn't work likewise don't be afraid to ask for help if you're stuck. it's good to read documentation and relevant tutorials (there should be a good guide to events somewhere in the tutorials section) but always come ask for help if you're stuck (wrt the script a quick skim didn't show any problems) Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 You have no allies.... Also I'd recommend against using unit ID 0xCD as it has the weird ability to move again after waiting Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 ^Didn't insert a lot yet Also still unsure if I should insert in group or just individuals under good Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 Also still unsure if I should insert in group or just individuals under good This statement confuses me Quote Link to comment Share on other sites More sharing options...
blyegg Posted November 22, 2013 Share Posted November 22, 2013 I think he means whether or not all the chapter should be in one file. If it is, the answer is no (well, I'm pretty sure...). Each Chapter should have its own file. Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 I think he's talking about units actually Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 So the chapter works, no game breaking or anything. I loaded in the units blah blah blah blah. I was speaking of the units. But I do have one question left for now. On the FEditor, portrait 95 has someone I am using, however I do not know his name or any info of him (as I changed him A LOT) So I was wondering if anyone knew who he was, so that I could code for him to be an enemy unit. (If too large of a request/obvious answer just tell me I'm stupid for asking) Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 it's a generic enemy (glass recolor) Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 Can he be inserted in the game, including a portrait and new name? -Also not 100% sure how to edit names or character descriptions yet, but I'm attempting to learn (though I don't see them in the written or video tutorials) Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 of course. You use feditor for text editing Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 I'll guess that I enter their description/name into the search box and then edit that? Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 yep or find the text slots used in the character editor that way Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 And for the portraits replacing the one on the sprites? Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 English please Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 To replace the characters portriats, I go to portriat selection and replace them with mine? Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 yep Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 ^So how would I get mine into the game after editing them into the portriat selection? Also for some reason, character descriptions don't change. but names work fine. Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2013 Share Posted November 22, 2013 (edited) insert portrait into an index in feditor and note the index. save and close open up your rom in nightmare and load character editor. go to portrait and change whatever's there to the index of the new portrait. when editing text, you need to apply then save ps: this shouldn't be in an event assembler question thread Edited November 22, 2013 by The Booty Wawriah Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 (edited) Sorry. Its just the last time I asked about portriats, I was redirected to here. Also I know for apply then save - I may be bad, but I have some knowledge. Edited November 22, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 (edited) Alright so the portrait began to randomly work at the cost of two things: 1- the opening cutscene for the chapter's sprites and conversation have been replaced. 2- Camara glitch of map (some parts will be repeated, but as soon as you take a look at another section/any option screen it resets to normal. Glitch #2 occurs until about the third turn. Edit: #1 has been solved (Should have looked before posting this) the convos and such were reset for some reason. #2 remains at large. Edited November 22, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 22, 2013 Author Share Posted November 22, 2013 define camera glitch Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 22, 2013 Share Posted November 22, 2013 3 things will happen The first will be that some of the tiles on the map will be repeated past the limit of the X-axis The second is that near the boss of the stage (who shouts battle quotes and such) many tiles will glitch out. Finally, everything stops on turn 3 (but will probably go furthur due no events taking place on turn 3) Quote Link to comment Share on other sites More sharing options...
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