RedAbsol0 Posted January 16, 2014 Share Posted January 16, 2014 Welp, I'm back again. After a long period doing nothing short break from miserably failing rom hacking I've messed something else up. Code: #include EAstdlib.event#define DISABLE_TUTORIALS#include "defenitions.txt"EventPointerTable(0x0C,Pointers)org 0x01003390Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventBad:UNIT 0x87 Gunslinger 0x87 Level(1, Enemy, False) [14, 9] [14, 9] [AK47] [00000000]UNITGood:UNIT Red Gunslinger Level(1, Ally, False) [14, 9] [14, 9] [AK47] [00000000]UNITTurn_events:TURN 0 JustinArrives [1,1] 0x00 0x00TURNCharacter_events:CHARLocation_events:LOCAMisc_events:CauseGameOverIfLordDiesDefeatBoss Ending_eventAFEVOpening_event:LOU1 BadLOU1 GoodMUS1 0x0018TEX1 0x0815MUEN 0x05REMAENDAEnding_event:MNCH 0x01ENDABallistaData:BLSTJustinArrives:MUS1 0x0042TEX1 0x817REMALOU1 JustinMUEN 0x05ENDAJustin:UNIT JustinC Gunslinger Level(3, Ally, False) [14, 9] [14, 9] [AK47] [00000000]UNIT EmptyMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: ???????? (Defenitions.txt) #define Red 0x03#define JustinC 0x04#define Gunslinger 0x18#define Tank 0x1A#define AK47 0x33 Errors: Finished.Messages:Events end at offset 0xC9CB0511 errors encountered:File First prologue events etc.txt, Line 7, Column 1: No code named org found.File First prologue events etc.txt, Line 23, Column 1: Incorrect parameters in code UNIT Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] [Atom]File First prologue events etc.txt, Line 38, Column 1: No code named DefeatBoss found.File First prologue events etc.txt, Line 66, Column 1: Incorrect parameters in code UNIT Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] [Atom]File First prologue events etc.txt, Line 58, Column 1: Code MUS1's offset $C9CAD1 is not divisible by 4File First prologue events etc.txt, Line 59, Column 1: Code TEX1's offset $C9CAD5 is not divisible by 4File First prologue events etc.txt, Line 60, Column 1: Code REMA's offset $C9CADD is not divisible by 4File First prologue events etc.txt, Line 61, Column 1: Code LOU1's offset $C9CAE1 is not divisible by 4File First prologue events etc.txt, Line 62, Column 1: Code MUEN's offset $C9CAE9 is not divisible by 4File First prologue events etc.txt, Line 63, Column 1: Code ENDA's offset $C9CAED is not divisible by 4File First prologue events etc.txt, Line 67, Column 1: Code UNIT's offset $C9CAF5 is not divisible by 4No data written to output. Rom is FE7, dumb names are complicated. Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted January 16, 2014 Share Posted January 16, 2014 Change org to ORG. You're missing the units leader in the UNIT stuff. "DefeatBoss Ending_event" should be "DefeatBoss(Ending_event)" iirc. Put ALIGN 4, in the line above "JustinArrives:" to solve the "divisible by 4" stuff. Quote Link to comment Share on other sites More sharing options...
RedAbsol0 Posted January 17, 2014 Share Posted January 17, 2014 Change org to ORG. You're missing the units leader in the UNIT stuff. "DefeatBoss Ending_event" should be "DefeatBoss(Ending_event)" iirc. Put ALIGN 4, in the line above "JustinArrives:" to solve the "divisible by 4" stuff. God I'm an idiot. Thanks so much. Quote Link to comment Share on other sites More sharing options...
Baldrick Posted January 21, 2014 Share Posted January 21, 2014 I have an AREA event that keeps being triggered by the enemy. I want it to be player-phase only. AREA 0x14 Knights1 [13,0] [20,13] Knights1: IFAT 0x0 0x7A2F1Tex1(0x23,0x803) LOU1 Enemy_KENIF 0x0ENDA I have tried it with IFAF and changing the 0x0 to 0x1. It either does nothing or stops the event from triggering at all. Quote Link to comment Share on other sites More sharing options...
Agro Posted January 21, 2014 Share Posted January 21, 2014 First of all... Tex1(0x23,0x803) Should be: Text(0x23,0x803) And LOU1 needs an ENUN after it. With that out of the way, try making an ELSE section where nothing happens? Quote Link to comment Share on other sites More sharing options...
Baldrick Posted January 23, 2014 Share Posted January 23, 2014 Thanks. ELSE 0x1, ENUF 0x14, ENIF 0x1 did the trick. Quote Link to comment Share on other sites More sharing options...
LunaSaint Posted January 29, 2014 Share Posted January 29, 2014 (edited) Hiya. Small, relatively clean question. I'm trying to turn this: (never mind that unsightly path, it won't last into release) into something like this: I'm currently getting the boxes to show thanks to an ASM Code, but I'm pretty sure that this isn't the method I need to be using. At the very least, I'm delving into something beyond my understanding; perhaps a different ASM code would have the box centered. Opening_event: OOBB TEX6 0x1 [7,5] 0x8A5 // These seem to be the best parameters I can get. Location seems to do nothing. RETB _ASM0x42 0x83181 TEX6 0x1 [7,5] 0x8E2 RETB _ASM0x42 0x83181 TEX6 0x1 [7,5] 0x8E3 RETB _ASM0x42 0x83181 STAL 32 FADI 10 //Dream (rest of events follow from here) The other issue is, I have no idea how to set a black background or start a chapter straight into a conversation background; OOBB goes straight to a map and clears anything else you set up. I've yet to find a use for hidemap, either. I think I'm missing something with that one. Edited January 29, 2014 by LunaSaint Quote Link to comment Share on other sites More sharing options...
Agro Posted January 29, 2014 Share Posted January 29, 2014 (edited) TEX6 0x1 [7,5] 0x8A5 // These seem to be the best parameters I can get. Location seems to do nothing. Does this mean it doesn't work at all, or you just don't know what coordinates to use? In any case, whenever I want to centre a textbox, I just open up a screenshot in Paint and select the space between the right edge of the textbox and the right and the right edge of the GBA screen. Whatever that distance in pixels is twice the number of X coordinates that need to be added (so half the number that you get) and you can do the same thing for the bottom edges. To start on a black background, you can simply get the chapter to Fade to black rather than Fade to map, and then do the following: HIDEMAP BACG 0x01 TEX1 0x800 SHOWMAP REMA Hide/show map are mostly useful because sometimes a "dark" beginning that you need to use OOBB to recover from will result in the units being slightly barely visible whereas you might want the screen to be completely black. Edited January 29, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 29, 2014 Author Share Posted January 29, 2014 (edited) chapter should fade to black in the chapter data editor and then take out the first OOBB EDIT or agro Edited January 29, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
LunaSaint Posted January 29, 2014 Share Posted January 29, 2014 Whatever that distance in pixels is twice the number of X coordinates that need to be added (so half the number that you get) and you can do the same thing for the bottom edges.Oh my god, it's pixels, not tiles. I think I need to go cry about how stupid I am. Of course it wouldn't be goddamn tiles, that makes no sense for text. I already set it to fade to black, so I'll take out the OOBB. Many thanks, both of you!but mostly agro Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted February 3, 2014 Share Posted February 3, 2014 Is there some way to have a conditional where some event happens iff two characters have an A support (like the Ninian dying chapter)? Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 3, 2014 Author Share Posted February 3, 2014 i don't know but the easy way to find out is to disassemble and look for it Quote Link to comment Share on other sites More sharing options...
Agro Posted February 3, 2014 Share Posted February 3, 2014 or you could, you know, use that support hack that I paid for Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted February 3, 2014 Share Posted February 3, 2014 I tried searching for this support hack but couldn't find it ? :\ Quote Link to comment Share on other sites More sharing options...
Agro Posted February 3, 2014 Share Posted February 3, 2014 Sorry man, meant to link it to you before.Here you go. I suppose it's worth noting that the main use of this hack is for "chocolate" hacks (i.e. hacks with original material) rather than "reskin" hacks (i.e. those that simply replace character data). If you need an explanation of how exactly to use it, I'm happy to give you one. Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted February 4, 2014 Share Posted February 4, 2014 Hmm, this is all I could find on supports in Hex's doc http://dl.dropboxusercontent.com/u/336940/Software/Hextator%27s%20Doc/Media/Games/Reverse%20Engineering/Console/NGBA/Fire%20Emblem/Game%20Doc/7%20-%20Blazing%20Sword/Supports/Notes.txt (and I'm not sure how it works). (The original link is broken :O ) Quote Link to comment Share on other sites More sharing options...
Agro Posted February 4, 2014 Share Posted February 4, 2014 http://dl.dropboxusercontent.com/u/336940/Software/Hextator%27s%20Doc/Media/Games/Reverse%20Engineering/Console/NGBA/Fire%20Emblem/Apps/FEditor%20Adv/asm/FE7/Event%20Supports/folDIR.html Quote Link to comment Share on other sites More sharing options...
Kobazco Posted February 5, 2014 Share Posted February 5, 2014 So everything has allways gone fine for me when making meh events, but now for somereason I'm having trouble with text events. It has always worked for me b4 and I've tried getting a new rom several times ect. Opening_event: OOBB LOU1 Good ENUN LOU1 Bad ENUN TEX1 0x800 REMA ENDA I've tried it with a background as well, and the background will load but no text will appear. Without background the text doesnt appear and the game practically freezes. Quote Link to comment Share on other sites More sharing options...
Agro Posted February 5, 2014 Share Posted February 5, 2014 We need to see the full event file as well as the actual text you have at 0x800, thanks Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted February 5, 2014 Share Posted February 5, 2014 @Agro: Thanks! Quote Link to comment Share on other sites More sharing options...
Kobazco Posted February 6, 2014 Share Posted February 6, 2014 (edited) We need to see the full event file as well as the actual text you have at 0x800, thanks The text 0x800 is just the default 0x800 right now and the whole text 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 TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT 0x03 0x02 0x00 Level(1, Ally, 0) [17,12] [17,12] [0x01] NoAI UNIT Bad: UNIT 0x5F 0x38 0x00 Level(1, Enemy, 0) [4,12] [4,12] [0x14] NoAI UNIT 0x5F 0x38 0x00 Level(1, Enemy, 0) [4,13] [4,13] [0x14] NoAI UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN LOU1 Bad ENUN TEX1 0x800 REMA ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Edited February 6, 2014 by Kobazco Quote Link to comment Share on other sites More sharing options...
Agro Posted February 6, 2014 Share Posted February 6, 2014 (edited) [OpenMidLeft][LoadFace][0xB6][0x01][OpenMidRight][LoadFace][0xFF][0xFF][OpenMidLeft] One of the main rules of combat is never to rush.[A] It looks like your tactician knows that well.[A][X] This is the reason your text isn't loading. [LoadFace][0xFF][0xFF] collectively means "load the portrait of the activating character of the house/village event". However, since the text is not attached to a house or village, the game doesn't know which portrait to load. You will need to change this to something else to get the text to work properly. Edited February 6, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Solum Posted February 14, 2014 Share Posted February 14, 2014 (edited) Hello ! I Have some problem with An AREA event which triggers when it shouldn't. What happends exactly is that The text scene attached to the " Zone " AREA event triggers right at the 2nd turn without having a unit wainting in the specified area. I tried many things but well... Didn't find my way out since multiple hours. //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x06,Pointers)ORG 0xD80000Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN TrapData TrapDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventBad:UNIT Wire General 0x00 Level(4,Enemy,False) [5,3] [5,3] [ironSpear] [0x03,0x03,0x00,0x00]UNIT Bandit Hero Wire Level(2,Enemy,False) [3,4] [3,4] [ironAxe,IronSword] [0x03,0x03,0x00,0x00]UNIT Bandit Hero Wire Level(2,Enemy,False) [7,4] [7,4] [ironAxe,IronSword] [0x03,0x03,0x00,0x00]UNIT Bandit Mercenary Wire Level(1,Enemy,False) [10,9] [10,9] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00]UNIT Bandit Mercenary Wire Level(2,Enemy,False) [8,10] [8,10] [ironSword] [0x00,0x00,0x00,0x00]UNIT Bandit Mercenary Wire Level(1,Enemy,False) [11,4] [11,4] [ironSword] [0x00,0x00,0x00,0x00]UNIT Bandit Archer Wire Level(1,Enemy,False) [7,7] [7,7] [ironBow] [0x00,0x00,0x00,0x00]UNIT EmptyGood:UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [16,0] [16,3] [ironSpear,Vulnerary] [0x00,0x00,0x00,0x00]UNIT EmptyHelp:UNIT Karel Swordmaster Lyn_t Level(9,Ally,False) [16,0] [17,4] [KillingEdge] [0x00,0x00,0x00,0x00]UNIT EmptyTurn_events:TurnEventPlayer(0x00,Opening_event,1)TURNCharacter_events:CHARLocation_events:LOCAMisc_events:CauseGameOverIfLordDiesDefeatAll(Ending_event)AREA 0x10 Zone [0,0] [8,10]AFEVZone:MUS1 0x03A9FADI 0x10BACG 0x11FADU 0x10TEX1 0x0816MUEN 0x05REMAENDAOpening_event:MUS1 0x03A9FADI 0x10BACG 0x11FADU 0x10TEX1 0x0815MUEN 0x05REMALOU1 Bad GoodENUNREMALOU1 HelpENDAEnding_event:MNCH Ch1ENDATrapData:ENDTRAPMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: DA0000 Edited February 14, 2014 by Solum Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted February 14, 2014 Share Posted February 14, 2014 (edited) I think you need to check for a player unit; the way it is now it will trigger for any unit, including enemies. Try something like this: IFAT 0x1 0x7A2F1 (Checks for a player unit; will skip to ENIF 0x1 if it is)ENUF 0x(EventID) (otherwise, reset the event ID)ELSE 0x2ENIF 0x1(Stuff to do if a player unit steps in)ENIF 0x2 You need to use IFAT because FE7 conditionals suck. Edited February 14, 2014 by Vennobennu Quote Link to comment Share on other sites More sharing options...
Solum Posted February 15, 2014 Share Posted February 15, 2014 (edited) Thank you for your help ! I tried to put this on a POIN and in the "Zone" POIN But as FE7 conditionals... I sucked XD Or maybe it just didn't sloved the problem =/ Edited February 15, 2014 by Solum Quote Link to comment Share on other sites More sharing options...
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