Pack yak Posted November 23, 2013 Share Posted November 23, 2013 Thats the thing- I don't think it has anything to do with the script (as it has worked perfectly before) But here it is #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 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 Batta 0x39 0x00 Level(4,Enemy,False) [11,11] [11,11] [steelAxe] [0x03,0x03,0x09,0x20] UNIT 0x88 0x39 0x00 Level(1,Enemy,False) [12,12] [12,12] [ironAxe] [0x00,0x00,0x09,0x00] UNIT 0x88 0x39 0x00 Level(1,Enemy,False) [10,10] [10,10] [ironAxe] [0x00,0x00,0x09,0x00] UNIT 0x88 0x39 0x00 Level(1,Enemy,False) [10,12] [10,12] [ironAxe] [0x00,0x00,0x09,0x00] UNIT 0x88 0x39 0x00 Level(1,Enemy,False) [12,10] [12,10] [ironAxe] [0x00,0x00,0x09,0x00] UNIT Good: UNIT 0x17 0x28 0x00 Level(1,Ally,False) [9,4] [9,4] [ironSword,ChestKey,IronSpear] [0x00] UNIT Merc 0x33 0x00 Level(5,NPC,False) [19,0] [19,0] [silverSpear,0x70,Elixir] [0x03,0x03,0x09,0x20] UNIT Reinforcements: UNIT Oswin Knight 0x00 Level(2,Ally,False) [4,4] [8,5] [ironSpear] [0x00] UNIT Hector HectorLord 0x00 Level(1,Ally,False) [4,4] [7,5] [steelAxe,Vulnerary] [0x00] UNIT Reinforcements2: UNIT Bandit Nomad 0x00 Level(2,Enemy,False) [5,12] [5,12] [steelBow] [0x03,0x03,0x09,0x20] UNIT Bandit Nomad 0x00 Level(2,Enemy,False) [3,12] [3,12] [steelBow] [0x03,0x03,0x09,0x20] UNIT Glass Mercenary 0x00 Level(4,Enemy,False) [4,12] [4,12] [steelSword] [0x03,0x03,0x09,0x20] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [4,11] [4,11] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [6,12] [6,12] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [3,11] [3,11] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [5,11] [5,11] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [6,10] [6,10] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [3,10] [3,10] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [5,10] [5,10] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [6,9] [6,9] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [3,9] [3,9] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [5,9] [5,9] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [6,11] [6,11] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [4,10] [4,10] [ironBow] [0x00,0x00,0x09,0x00] UNIT Bandit Nomad 0x00 Level(1,Enemy,False) [4,9] [4,9] [ironBow] [0x00,0x00,0x09,0x00] UNIT Reinforcements3: UNIT Citizen Soldier 0x00 Level(1,NPC,False) [16,5] [16,5] [ironSpear] [0x00] UNIT Citizen Soldier 0x00 Level(1,NPC,False) [15,5] [15,5] [ironSpear] [0x00] UNIT Heath WyvernKnight 0x00 Level(1,NPC,False) [17,5] [17,5] [AxeReaver,IronSpear] [0x00] UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1Event [01, 00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 TURN 0x00 Turn3 [03,00] 0x0 0x00 Character_events: CHAR 0x05 KentHector Kent_t Hector $00000000 CHAR 0x04 KentHeath Kent_t Heath $00000000 Location_events: Village(0x06,village1,4,4) Village(0x24,village2,16,4) Chest(Elixir,10,0) ChestMoney(5000,8,0) LOCA Misc_events: DefeatAll(Ending_event) CauseGameOverIfLordDies AFEV Opening_event: BACG 0x15 TEX1 0x800 REMA FADI 10 BACG 0x12 FADU 10 TEX1 0x801 REMA LOU1 Good LOU1 Bad ENUN CURF [11,11] FADI 10 BACG 0x09 FADU 10 TEX1 0x802 REMA CAM1 [19,0] TEX1 0x803 REMA ENDA Turn1Event: TEX1 0x804 REMA ENDA Turn2: LOU1 Reinforcements ENUN Tex1 0x805 REMA ENDA KentHector: Tex1 0x806 REMA ENDA KentHeath: Tex1 0x807 REMA CUSI Heath $00 ENDA Turn3: TEX1 0x808 REMA LOU1 Reinforcements2 ENUN CURF [4,12] FADI 10 BACG 0x22 FADU 10 TEX1 0x809 REMA ENDA village1: FADI 10 BACG 0x02 FADU 10 TEX1 0x80A REMA ITGV Vulnerary ENDA village2: FADI 10 BACG 0x02 FADU 10 TEX1 0x80B REMA LOU1 Reinforcements3 ENUN ENDA AFEV 0x11 0x8CC0808 0x65 Ending_event: FADI 10 BACG 0x0E FADU 10 Tex1 0x80C REMA MNCH 0x01 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 23, 2013 Author Share Posted November 23, 2013 (edited) you're missing an empty TURN and an empty CHAR at the end of the turn/char event lists why is there a random AFEV in the middle of the script what else have yo udone Edited November 23, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 23, 2013 Share Posted November 23, 2013 I darn goofed. On a serious note, I'm not sure how any of these would affect the text freezing (if they do I'll feel stupid) Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 23, 2013 Author Share Posted November 23, 2013 what else have yo udone Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 23, 2013 Share Posted November 23, 2013 (edited) Besides that coding, I did nightmare (nothing is wrong with that I assure you) and the text. The text has worked for me many times and has no reason not too, but I may have overlooked something. Edit- just tried hecking text, was given an error stating that it could not process one or more file streams Edited November 23, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 23, 2013 Share Posted November 23, 2013 If You get that error, that means your rom is fucked so resort to a backup or start on a clean rom Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 23, 2013 Author Share Posted November 23, 2013 what have you been doing editing the rom in three different programs at once??? Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 23, 2013 Share Posted November 23, 2013 No . For whatever reason it simply says it with nothing else open Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 23, 2013 Author Share Posted November 23, 2013 doesn't really matter whether there's anything open now; you're already fucked Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 23, 2013 Share Posted November 23, 2013 ^Well I restarted (again) Although the opening ROM problem is solved (and I never did it 2/3 at a time) the original problem of the text/portaits loading is still occuring Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 23, 2013 Author Share Posted November 23, 2013 (edited) what else have yo udone tell me exactly what you have done to your ROM in order Edited November 23, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 23, 2013 Share Posted November 23, 2013 (edited) Currently: Extracted Rom Exported map as MAR changed settings of prolouge map to that ideal settings Changed eventpointer to 0x8DA0000 Changed portraits, text, descriptions,etc. Assembeled Prolouge works perfectly now, the thing is I simply dont know what causes the error to occur Edited November 23, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 23, 2013 Author Share Posted November 23, 2013 and the background/text is just not displaying? because it works for me Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 23, 2013 Share Posted November 23, 2013 As I said, its fixed itself (somehow) Unsure why it wouldn't work, still unsure why it fixed itself. Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 23, 2013 Share Posted November 23, 2013 (edited) Well I have another problem (completely unrelated to any of the others) For a scripted fight, instead of fighting, the game crashes due to graphical glitches (such as a merc getting 4 feet spread out and black squares, looks like he's attacking from a distance etc.) INFO Units fighting: UNIT 0x5F Mercenary 0x00 Level(5,Enemy,False) [10,26] [10,26] [steelSword] [0x03,0x03,0x09,0x20] UNIT 0x46 0x0C 0x00 Level(5,Enemy,False) [11,26] [11,26] [silverSword] [0x03,0x03,0x09,0x20] FIGH 0x46 0x5F Fight $00000000 Fight: AttackerCritical(30,03) DefenderNoDamage(00) EndOfBattle Its also supposed to be a OHKO or 1 hit kill Edited November 23, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 24, 2013 Share Posted November 24, 2013 Change the 03 in the attacker critical to 00 and remove the defender no damage all together Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 24, 2013 Share Posted November 24, 2013 ^Glitch remains Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 24, 2013 Share Posted November 24, 2013 - Script fight has been solved - Ran into a new glitch, boss and 7 closest soldiers turn pixilated and game crashes. Nothing out of the ordinary is done in the turn. Turn5: LOU1 Reinforcements4 ENUN ENDA Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 24, 2013 Share Posted November 24, 2013 goddamn man, this game hates you What events occur before this glitch occurs? Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 24, 2013 Author Share Posted November 24, 2013 (edited) i'm going to blindly guess that you're loading units off the map Edited November 24, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 24, 2013 Share Posted November 24, 2013 (edited) No units are being loaded off of the map And only the LOU1 occurs that turn. Edited November 24, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
Agro Posted November 24, 2013 Share Posted November 24, 2013 Can you post the whole event file? Tip: put it in spoilers like this: [spoiler]EVENT TEXT[/spoiler] Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 24, 2013 Share Posted November 24, 2013 (edited) #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 0x5F 0x16 0x00 Level(20,Enemy,False) [10,24] [10,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0x5F 0x16 0x00 Level(20,Enemy,False) [11,24] [11,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0x5F 0x16 0x00 Level(20,Enemy,False) [12,24] [12,24] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0x46 0x0C 0x00 Level(5,Enemy,False) [11,26] [11,26] [silverSword] [0x03,0x03,0x09,0x20] UNIT Batta Brigand 0x00 Level(4,Enemy,False) [14,8] [14,8] [Nothing] [0x03,0x03,0x09,0x20] UNIT 0x5F Soldier 0x00 Level(2,Enemy,False) [0,4] [0,4] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Soldier 0x00 Level(2,Enemy,False) [0,5] [0,5] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [9,0] [9,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [8,0] [8,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [7,0] [7,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Archer 0x00 Level(2,Enemy,False) [0,14] [0,14] [steelBow] [0x00,0x00,0x00,0x00] UNIT 0x5F Archer 0x00 Level(2,Enemy,False) [0,15] [0,15] [steelBow] [0x00,0x00,0x00,0x00] UNIT Glass Mercenary 0x00 Level(4,Enemy,False) [15,8] [15,8] [Nothing] [0x03,0x03,0x09,0x20] UNIT Bandit Brigand 0x00 Level(2,Enemy,False) [16,12] [16,11] [steelAxe] [0x00,0x00,0x00,0x00] UNIT 0xE6 Mercenary 0x00 Level(5,Enemy,False) [10,26] [10,26] [steelSword] [0x03,0x03,0x09,0x20] UNIT Good: UNIT 0xE5 0x16 0x00 Level(20,NPC,False) [12,23] [12,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xE5 0x16 0x00 Level(20,NPC,False) [10,23] [10,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT 0xE5 0x16 0x00 Level(20,NPC,False) [11,23] [11,23] [slimSpear] [0x03,0x03,0x09,0x20] UNIT Kent_t 0x28 0x00 Level(4,Ally,False) [14,4] [14,4] [steelSword,IronSword,IronSpear,Elixir] [0x00] UNIT Hector HectorLord 0x00 Level(2,Ally,False) [14,2] [14,2] [steelAxe,Vulnerary] [0x00] UNIT Heath WyvernKnight 0x00 Level(3,Ally,False) [13,4] [13,4] [ironSpear,AxeReaver] [0x00] UNIT Oswin Knight 0x00 Level(4,Ally,False) [12,4] [12,4] [ironSpear] [0x00] UNIT 0xE5 0x16 0x00 Level(1,NPC,False) [10,4] [10,4] [ironSpear] [0x03,0x03,0x09,0x20] UNIT 0xE5 0x38 0x00 Level(2,NPC,False) [13,2] [13,2] [ironSpear] [0x03,0x03,0x09,0x20] UNIT 0xE5 0x38 0x00 Level(2,NPC,False) [15,2] [15,2] [ironSpear] [0x03,0x03,0x09,0x20] UNIT 0xE5 Knight 0x00 Level(1,NPC,False) [6,5] [6,5] [ironSpear] [0x03,0x03,0x09,0x20] UNIT 0xE5 Knight 0x00 Level(1,NPC,False) [6,4] [6,4] [ironSpear] [0x03,0x03,0x09,0x20] UNIT 0xE5 Knight 0x00 Level(1,NPC,False) [1,10] [1,10] [ironSpear] [0x03,0x03,0x09,0x20] UNIT 0xE5 Knight 0x00 Level(1,NPC,False) [0,10] [0,10] [ironSpear] [0x03,0x03,0x09,0x20] UNIT Eliwood EliwoodLord 0x00 Level(1,NPC,False) [14,1] [14,1] [Nothing] [0x03,0x03,0x09,0x20] Reinforcements1: UNIT 0x5F Soldier 0x00 Level(2,Enemy,False) [0,4] [0,4] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Soldier 0x00 Level(2,Enemy,False) [0,5] [0,5] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [9,0] [9,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [8,0] [8,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [7,0] [7,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Archer 0x00 Level(2,Enemy,False) [0,14] [0,14] [steelBow] [0x00,0x00,0x00,0x00] UNIT 0x5F Archer 0x00 Level(2,Enemy,False) [0,15] [0,15] [steelBow] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand 0x00 Level(2,Enemy,False) [16,12] [16,11] [steelAxe] [0x00,0x00,0x00,0x00] UNIT Reinforcements2: UNIT Bandit Brigand 0x00 Level(2,Enemy,False) [16,12] [16,11] [steelAxe] [0x00,0x00,0x00,0x00] UNIT 0x5F Soldier 0x00 Level(2,Enemy,False) [0,4] [0,4] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Soldier 0x00 Level(2,Enemy,False) [0,5] [0,5] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [9,0] [9,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [8,0] [8,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [7,0] [7,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Archer 0x00 Level(2,Enemy,False) [0,14] [0,14] [steelBow] [0x00,0x00,0x00,0x00] UNIT 0x5F Archer 0x00 Level(2,Enemy,False) [0,15] [0,15] [steelBow] [0x00,0x00,0x00,0x00] UNIT Reinforcements3: UNIT 0x5F Soldier 0x00 Level(2,Enemy,False) [0,4] [0,4] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Soldier 0x00 Level(2,Enemy,False) [0,5] [0,5] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [9,0] [9,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [8,0] [8,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [7,0] [7,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Archer 0x00 Level(2,Enemy,False) [0,14] [0,14] [steelBow] [0x00,0x00,0x00,0x00] UNIT 0x5F Archer 0x00 Level(2,Enemy,False) [0,15] [0,15] [steelBow] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(5,Enemy,False) [9,1] [9,1] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(3,Enemy,False) [8,1] [8,1] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [7,1] [7,1] [steelSword] [0x00,0x00,0x00,0x00] UNIT Reinforcements4: UNIT 0x5F Soldier 0x00 Level(3,Enemy,False) [0,4] [0,4] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Soldier 0x00 Level(3,Enemy,False) [0,5] [0,5] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(4,Enemy,False) [9,0] [9,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(5,Enemy,False) [8,0] [8,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(3,Enemy,False) [7,0] [7,0] [steelSword] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand 0x00 Level(4,Enemy,False) [0,14] [0,14] [steelAxe] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand 0x00 Level(4,Enemy,False) [0,15] [0,15] [steelAxe] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand 0x00 Level(2,Enemy,False) [16,12] [16,11] [steelAxe] [0x00,0x00,0x00,0x00] UNIT 0x5F Soldier 0x00 Level(3,Enemy,False) [1,4] [1,4] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Soldier 0x00 Level(4,Enemy,False) [1,5] [1,5] [steelSpear] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(5,Enemy,False) [9,1] [9,1] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(3,Enemy,False) [8,1] [8,1] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [7,1] [7,1] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(3,Enemy,False) [1,14] [1,14] [steelSword] [0x00,0x00,0x00,0x00] UNIT 0x5F Mercenary 0x00 Level(2,Enemy,False) [1,15] [1,15] [steelSword] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand 0x00 Level(2,Enemy,False) [16,11] [16,11] [steelAxe] [0x00,0x00,0x00,0x00] Turn_events: TURN 0x00 (Opening_event) [01,00] 0x0 0x00 TurnEventPlayer(0x00,Ending_event,08) TURN 0x00 Turn1 [01,00] 0x8 0x00 TURN 0x00 Turn2 [02,00] 0x8 0x00 TURN 0x00 Turn3 [03,00] 0x8 0x00 TURN 0x00 Turn4 [04,00] 0x8 0x00 TURN 0x00 Turn5 [05,00] 0x8 0x00 TURN 0x00 Turn6 [06,00] 0x8 0x00 TURN 0x00 Turn7 [07,00] 0x8 0x00 Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV 0x11 0x8CC0754 0x65 AFEV Opening_event: CURF [15,2] FADI 10 BACG 0x0D FADU 10 TEX1 0x80D REMA TEX1 0x80F REMA LOU1 Good ENUN OOBB CMOF LOU1 Bad ENUN ENDA Turn1: TEX1 0x80E ENDA Turn2: FADI 10 TEX1 0x810 FADU 10 LOU1 Reinforcements1 ENUN ENDA Turn3: LOU1 Reinforcements2 ENUN TEX1 0x811 REMA FIGH 0x46 0xE6 Fight $00000000 DISA [10,26] ENDA Turn4: LOU1 Reinforcements3 ENUN ENDA Turn5: LOU1 Reinforcements4 ENUN ENDA Turn6: LOU1 Reinforcements4 ENUN ENDA Turn7: LOU1 Reinforcements4 ENUN ENDA Ending_event: TEX1 0x812 FADI 10 BACG 0x12 FADU 10 TEX1 0x813 MNCH 0x02 STAL 1 _0x1 ENDA Fight: AttackerCritical(30,00) EndOfBattle BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset Edited November 24, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 24, 2013 Author Share Posted November 24, 2013 (edited) what is the size of the map never mind that change the loading coordinates so that units don't start and end on the same tile Edited November 24, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 24, 2013 Share Posted November 24, 2013 Thank you. Finished chapter works perfectly. Bad news- While inserting the map for the next chapter, our old friend mr. black screan struck. This time I didn't use the same code for map + events (as I didn't insert any events yet) but the screan goes black instantly (although this may be due to it cutting directly to the map and skipping the worldmap scene) Quote Link to comment Share on other sites More sharing options...
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