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Event Assembler Questions Thread


CT075
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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)

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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 by ShadielTH
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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
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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)

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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)

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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 by The Booty Wawriah
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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 by Pack yak
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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)

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