Agro Posted November 24, 2013 Share Posted November 24, 2013 Does it say "fade to black" in the chapter data editor? Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 24, 2013 Share Posted November 24, 2013 Yes... and now I feel like an over cautious moron Quote Link to comment Share on other sites More sharing options...
Agro Posted November 24, 2013 Share Posted November 24, 2013 I trust you've changed it to "fade to map", then? Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 24, 2013 Share Posted November 24, 2013 (edited) yeah -For some reason it still only goes to black (probably because I haven't edited in the opening event yet...) Edit- Finished opening event, as well as most of chapter. inserted it. Still is a pitch black screen. So apparantly I need a "BIOS file" to get correct behavior. "Unsupported BIOS function b1 called from 06000034. A BIOS file is needed to get correct behavior." 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) tell me exactly what you have done to your ROM you're not very good at this "giving the troubleshooter the information he needs" thing are you 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) *Sigh* I've done the exact same thing I've described. prolouge was already described to you, so unsure if you want me to repeat that. Chap 1 I didn't import a map, instead using replacing chap 1s map with chap 16/17 (all info on nightmare is accurate and this chapter works fine) Chap 2- Exported map to 00D91870, map address in nightmare put as 0x8D89000. ORG put as 0xD91870 Events as 0x8D91870. Thats pretty much everything. Although I did save over text in the FEditor (055C-055E) I'm unsure if its important data or not Edited November 24, 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 Chap 2- Exported map to 00D91870, map address in nightmare put as 00D89000. 2 different offsets mentioned for the map? Is it 0xD91870 or 0xD89000? Regardless of which one it is, the thing you put in nightmare is the POINTER not the offset so you put 8 at the beginning of whatever it is. eg offset 0xD00000 is 0x8D00000 in nightmare Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 24, 2013 Share Posted November 24, 2013 (edited) Both pointers already began with 0x8, and one is for maps one is for events I made an error by saying 00D89000 for here (sorry about that) Edited November 24, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 25, 2013 Author Share Posted November 25, 2013 (edited) Chap 2- Exported map to 00D91870, map address in nightmare put as 0x8D89000.the pointer to the map data is not actually pointing to the map i'd wager that's the problem Edited November 25, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 25, 2013 Share Posted November 25, 2013 (edited) Changed the pointer map address to 0xD891870, as well as event data (apparantly I mixed the two up) Instead of staying on a black screan, the game opens to the opening credits instead of playing the map. So progress or a step back? Also changed ORG to 0xD89000 Edited November 25, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 25, 2013 Author Share Posted November 25, 2013 (edited) alright follow my instructions exactly Assemble your events. If you have a line in your event file that says "EventPointerTable" near the top, you're done with the events. Insert your map (SOMEWHERE OTHER THAN THE OFFSET OF THE EVENT FILE). In nightmare, change the pointer to your chapter's map to the offset that you just used (for the map). Alternatively you can read this If that still doesn't work it's a problem with your script. EDIT wait please tell me you're not pointing your events and your map data to the same place EDIT 2: Chap 2- Exported map to 00D91870, map address in nightmare put as 0x8D89000. ORG put as 0xD91870 Events as 0x8D91870. wait wat how did i not catch this you assembled your map to an offset and then wrote your events to that same offset don't do that Edited November 25, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 25, 2013 Share Posted November 25, 2013 Yeah I did that accidentally and then changed the offsets/ORG as soon as I realized. Unsure if the fact I did it means the problem will never go away, or if I can somehow fix it. Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 25, 2013 Author Share Posted November 25, 2013 both of those errors are caused by something in the internal game code fucking up; typically i've only encountered the BIOS error when i end up corrupting data in some way or other (like trying to parse event data as a map or fucking with the values some other way) the resetting issue is more likely to be caused by the events themselves (VBA's behavior is to just reset upon a crash because the alternative is a very unpleasant noise that basically only people who play cartridge will ever hear); if you've followed my instructions correctly and it still happens i'll need to see your script Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 25, 2013 Share Posted November 25, 2013 ROM still resets. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) ORG 0xD89000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Good: UNIT Kent_t 0x28 0x00 Level(6,Ally,False) [5,28][5,28] [steelSword,IronSpear] [0x00] UNIT Oswin Knight 0x00 Level(5,Ally,False) [5,29] [5,29] [ironSpear] [0x00] UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1 [01,00] 0x8 0x00 END_MAIN Turn1: SHOWMAP STAL 20 OOBB ENDA Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: BACG 0x1C TEX1 0x814 REMA ENDA Ending_event: MoveToChapter(03) TrapData: ENDTRAP MESSAGE Events end at offset currentOffset Haven't worked on script as much due to the errors. Nightmare values: events: 0x8D89000 map: 0x8D91870 ORG listed in spoiler. Mar 00D91870 if anymore info needed inform me Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 25, 2013 Author Share Posted November 25, 2013 why are you calling OOBB in an enemy phase event if it goes anywhere it typically only goes into the opening event don't think that would fuck anything up though Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 25, 2013 Share Posted November 25, 2013 (edited) My bad, didn't notice. Edited November 25, 2013 by Pack yak Quote Link to comment Share on other sites More sharing options...
blyegg Posted November 25, 2013 Share Posted November 25, 2013 (edited) OK, so... i can change A Girl from the Plains to Cleric Bob, but not Prologue: A Girl from the Plains to Versus: Cleric BobHere's what I did: Inserted map at D00000. Changed the event references to the prologue map is at 0x8D00000. Changed the tilesets and stuff in the Chapter Data Editor to the proper things. Checked the ROM - it worked fine. Changed A Girl from the Plains (in slot 55C in FEditor Adv) to Cleric Bob (don't ask, not my idea). Checked ROM, everything worked fine. Changed Prologue: A Girl from the Plains (in slot 58C) to Versus: Cleric Bob. Checked ROM - after the title screen, it hanged for a bit, then froze. Got someone elses Feditor Adv (through the magical powers of Dropbox), tried all the above, everything happened the same. Any help? (I know this isn't actually EA problem. But it feels to small of a problem to make a thread...) Edited November 25, 2013 by Kurix Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 25, 2013 Share Posted November 25, 2013 (edited) Those chapter name slots are tricky to work with, for some reason they can destroy the whole game if you're not careful with them. Revert to a backup and make sure there are NO other programs open. Search "The Girl" or whatever in feditor and cycle through all the results carefully before editing anything. Then change just one, note the slot, apply and save and check the rom. If it worked, great. If not, repeat the above but avoid the dangerous slot. Do this until you have the desired effect. For the future, only post EA related issues in the EA question thread. It's cluttered enough already. Edited November 25, 2013 by Brendor the Hungry Quote Link to comment Share on other sites More sharing options...
blyegg Posted November 25, 2013 Share Posted November 25, 2013 (edited) NEVERMIND, IGNORE THIS. FIGURED IT OUT. Edited November 25, 2013 by Kurix Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted November 25, 2013 Share Posted November 25, 2013 (edited) what the heck are those /*#*/'s oh they're comments, those only work in C, C++, and other normal programming languages use // for commenting a line some people are also loading on the wall and thus can't move(which will cause an error) Edited November 25, 2013 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
blyegg Posted November 25, 2013 Share Posted November 25, 2013 what the heck are those /*#*/'s oh they're comments, those only work in C, C++, and other normal programming languages use // for commenting a line some people are also loading on the wall and thus can't move(which will cause an error) I thought for sure it would have worked in EA as well, but guess not @_@ But yeah, i was testing on lyns map earlier (because of issues with FEditor) and i forgot to take those out sorry Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 25, 2013 Author Share Posted November 25, 2013 /**/ should work with EA too Quote Link to comment Share on other sites More sharing options...
42_ Posted December 3, 2013 Share Posted December 3, 2013 (edited) Hey, I have a question that I posted a long time ago and it never got answered. (overlooked perhaps?) In my FE7 hack, I set Matthew (NPC) to talk to Erk (Player) using the AI recruitment module in Nightmare and set Matthew's AI to [0x06,0x0B,0x0A,0x00] (I set the AI to that a long time ago, so I don't actually remember where I got the source for it.) Anyways, during the NPC turn, Matthew follows Erk and triggers a conversation once he is in range. After the conversation, Matthew is converted to the Player's side (using CUSI 0x00), but he just vanishes from the map entirely right after. The weird part is when scrolling through the Player character stat pages, Matthew appears there with nothing out of the ordinary. Another thing is that when Matthew's stat page is cancelled to return to the map, the cursor hovers over where he vanished in the first place. I've played around with a bunch of stuff, seeing if I may have left something out, but I don't see anything that seems incorrect, from a novice's point of view. Here's the code for the entire chapter, with bolded elements that relate to Matthew: #define DISABLE_TUTORIALS #include EAstdlib.event #include "Definitions.txt" #include "Macros.txt" EventPointerTable(0x25,Pointers) ORG 0xD80CA0 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x96 Mage 0x00 Level(7,Enemy,True) [16,2] [16,2] [bolting] [0x00,0x00,0x00,0x00] UNIT Empty Good: UNIT xx Myrmidon_F 0x00 Level(1,Ally,False) [0,19] [4,19] [ironSword, Vulnerary] [NOAI] UNIT xx Cavalier xx Level(3,Ally,False) [0,19] [5,19] [slimSpear, IronSword, Vulnerary] [NOAI] UNIT xx Knight xx Level(4,Ally,False) [0,19] [7,18] [steelSpear] [NOAI] UNIT xx Nomad xx Level(3,Ally,False) [0,19] [10,19] [steelBow, IronBow] [NOAI] UNIT xx Mercenary xx Level(3,Ally,False) [0,19] [9,18] [steelSword, Elixir, Vulnerary] [NOAI] UNIT xx Priest xx Level(6,Ally,False) [0,19] [7,19] [Heal, Barrier, Vulnerary] [NOAI] UNIT xx Archer xx Level(1,Ally,False) [0,19] [5,18] [ironBow] [NOAI] UNIT Erk Mage xx Level(10,Ally,False) [0,19] [16,18] [Elfire] [NOAI] UNIT Empty NPCMatthew: UNIT Matthew Thief xx Level(8,NPC,False) [0,19] [16,11] [ironSword] [0x06,0x0B,0x0A,0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) END_MAIN Character_events: CharacterEvent(0x06,MatthewErk,Matthew,Erk) END_MAIN MatthewErk: MUEN 0x05 STAL 20 MUS1 0x42 Text(0x0F,0x81A) CUSI Matthew 0x00 MUEN 0x05 MUS1 0x30 ENDA Location_events: END_MAIN Misc_events: DefeatAll(Ending_event) CauseGameOverIfLordDies END_MAIN Opening_event: LOMA 0x06 [0,0] LOU1 Bad ENUN LOU1 Good ENUN LOU1 NPCMatthew ENUN ENDA Ending_event: MoveToChapter(0x07) ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset If there are any other details that need to be known, just ask away. Any help on this matter is appreciated. Thanks! Edited December 3, 2013 by 42_ Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 3, 2013 Share Posted December 3, 2013 Are you able to make a simple Erk-talk-to-Matthew event and get Matthew to switch sides normally? It would help to know if it's the AI causing the issue. Also, what's with the 'xx' I'm seeing in the unit data. A definition on your end? Quote Link to comment Share on other sites More sharing options...
42_ Posted December 3, 2013 Share Posted December 3, 2013 Oh, the 'xx' is just me blanking out the character names, lol. I also just tested the aforementioned Erk-talk-to-Matthew event and Matthew does in fact switch sides without vanishing. (Using the exact same code in "MatthewErk") Perhaps different code is needed, since the CharacterEvent macro (I would assume) is used for player characters to interact with other units. Quote Link to comment Share on other sites More sharing options...
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