Malice Posted April 1, 2014 Share Posted April 1, 2014 How does one enable the Fortune option in the Preparations Screen? (FE7) Quote Link to comment Share on other sites More sharing options...
MarkyJoe1990 Posted April 4, 2014 Share Posted April 4, 2014 Heya Nintenlord, I'm currently working on a method to mass insert events and maps that would save a lot of space, AND change their pointers to accomodate to streamline the process of inserting maps and events. However, I'm coming across an issue. When I try to insert a raw binary file (in theory, this would be a raw map created in tiled), I get this error. my code looks like this #define DISABLE_TUTORIALS #include EAstdlib.event ORG 0xD00000 #incbin derp.bin Quote Link to comment Share on other sites More sharing options...
Fateborn Posted April 6, 2014 Share Posted April 6, 2014 (edited) Nevermind Edited April 6, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 7, 2014 Share Posted April 7, 2014 If my code for doors/chests looked like this(using evential to get this): Location_events: //SecretShop(Secret,1,11) Seize(47,14) Door(6,14) Door(4,10) Door(4,7) Door(4,4) Door(4,2) Door(10,3) Door(10,7) Door(17,6) Door(22,6) Door(20,1) Door(24,17) Door(25,16) Door(25,14) Door(26,10) Door(19,10) Door(28,16) Door(44,13) Door(44,17) Chest(0x70,1,1) ChestMoney(10000,14,16) Chest(0x0B,15,16) Chest(0x43,23,8) Chest(0x8C,23,1) END_MAIN where would I put the tile ID? Quote Link to comment Share on other sites More sharing options...
Agro Posted April 7, 2014 Share Posted April 7, 2014 You mean the tile changes? Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 7, 2014 Share Posted April 7, 2014 I think i'm a bit confused here. If you scroll up a bit you will see my question I asked. The answer I got was that each tile/chest change should have a tile ID. I don't quite know what that means/is referring to. Quote Link to comment Share on other sites More sharing options...
Agro Posted April 7, 2014 Share Posted April 7, 2014 Tile change IDs go in the tile changes section, which is outlined in Arch's event tutorial and also in the Ultimate Tutorial. You should only need to do those if you're doing them manually (and not with the Tiled method). Have a read of them, and report back if you still don't understand. Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 7, 2014 Share Posted April 7, 2014 I'm doing the tiled method that's why I'm confused. Quote Link to comment Share on other sites More sharing options...
Solum Posted April 9, 2014 Share Posted April 9, 2014 The Tiled method needs you to enter an ID for each map change layer Height ID >>This<< Width X Y So yeah. If you wanna use a code like MAC1 for a specific map change, you'll have to use his Tiled ID MAC1 0x01 0x0 And get something like this for example. Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 10, 2014 Share Posted April 10, 2014 Yeah I have a tiled ID in the program but does this mean the Door(X,Y) code not work for tiled then? Quote Link to comment Share on other sites More sharing options...
Solum Posted April 10, 2014 Share Posted April 10, 2014 It works. The doors automatically trigger the tile change when you open it with a key in_game, it does work with Tiled. But you still have to specify the ID. Beside, there's some things that need the code I put before. Like vertical doors. ( cf arch's Tuto ) Chests also don't need a forced map change to trigger when you use the "Chest" command ingame. Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 11, 2014 Share Posted April 11, 2014 So do I put Door(X,Y) 0xID? Quote Link to comment Share on other sites More sharing options...
Agro Posted April 11, 2014 Share Posted April 11, 2014 (edited) Seriously, fucking look at the tutorials and they'll tell you what to do. If that fails, just try it. Stop asking stupid questions and just do it. Edited April 11, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 11, 2014 Share Posted April 11, 2014 The reason I keep asking is because I have it as it says in the tutorial and I have the ID in tiled and it still doesn't work. Quote Link to comment Share on other sites More sharing options...
Darkelont Posted April 13, 2014 Share Posted April 13, 2014 Hello, i have another problem xD When i inserted the code of the Chapter 1 in event assembler, the Rom was screwed because FEditor says "There was an error processing one or more file streams". Luckyly, i had a Backup of the Rom. When i tried again, the same problem triggered. Then, with another Backup, i tried again, with a different ORG for the events. And the rom was screwed by FEditor again. My code is still a "beta" so it it just a little try which will be edited, but i don't know why FEditor don't open the rom after i assemble it. I don't think it's an offset problem because, as i wrote, i tried with another. Can you help me, please? Here is the code: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,ThisChapter) ORG 0x100F8C0 ThisChapter: 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 0x88 Mercenary 0x00 Level(2,Enemy,False) [10,4] [9,12] [ironSword] NoAI UNIT Empty Good: UNIT Jaffar Assassin 0x00 Level(5,NPC,True) [1,2] [3,3] [KillingEdge,SilverSword,Elixir] GuardTile UNIT Florina Shaman 0x00 Level(1,Ally,True) [10,0] [4,3] [Flux,Vulnerary] NoAI UNIT Empty Reinforcements: UNIT 0x8A Soldier 0x00 Level(1,Enemy,False) [1,13] [2,12] [Javelin] NoAI UNIT 0x8A Soldier 0x00 Level(1,Enemy,True) [1,12] [2,11] [Javelin] NoAI UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1 [02,00] 0x0 0x00 TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) AFEV Opening_event: LOU1 Good TEX1 0x805 ENUN LOU1 Bad OOBB ENUN ENDA Turn1: LOU1 Reinforcements ENUN TEX1 0x806 REMA ENDA Ending_event: TEX1 0x804 MNCH 0x01 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Agro Posted April 13, 2014 Share Posted April 13, 2014 Did you check to see if there was anything at 0x100F8C0? It's one thing to say "I don't think that there's anything there" and another to say "there is nothing I'm overwriting at 0x100F8C0". You need to actually check if anything is there and if FEditor is writing anything to that address. It could be that the other address you tried was overwriting important FEditor data as well. Often you'll get a file stream error if the ROM has been opened in more than one program at a time and it becomes "locked" from being edited by other programs. Quote Link to comment Share on other sites More sharing options...
Darkelont Posted April 13, 2014 Share Posted April 13, 2014 Did you check to see if there was anything at 0x100F8C0? It's one thing to say "I don't think that there's anything there" and another to say "there is nothing I'm overwriting at 0x100F8C0". You need to actually check if anything is there and if FEditor is writing anything to that address. It could be that the other address you tried was overwriting important FEditor data as well. Often you'll get a file stream error if the ROM has been opened in more than one program at a time and it becomes "locked" from being edited by other programs. I "expanded" the rom with HxD and i saw 100F8C0, so i don't think there was already anything in that space. (maybe i'm failing here) I tried with 100F8B0, too... But it was the same :\ I opened FEditor without any other programs with the Rom opened. Quote Link to comment Share on other sites More sharing options...
Agro Posted April 13, 2014 Share Posted April 13, 2014 (edited) So you changed the address by... 0x10 bytes. Not a big difference, and especially since you moved it further back in the ROM I'm not surprised it didn't make a difference. Try making some changes with FEditor and see if anything at 0x100F8C0 changes. If it does, then you should have your answer Edited April 13, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Darkelont Posted April 13, 2014 Share Posted April 13, 2014 So you changed the address by... 0x10 bytes. Not a big difference, and especially since you moved it further back in the ROM I'm not surprised it didn't make a difference. Try making some changes with FEditor and see if anything at 0x100F8C0 changes. If it does, then you should have your answer It works now!! Thanks a lot! :D Quote Link to comment Share on other sites More sharing options...
Agro Posted April 13, 2014 Share Posted April 13, 2014 It works now!! Thanks a lot! :DAwesome. Just remember to keep track of what's going where and leave a reasonable amount of free space for your events and you shouldn't run into this kind of issue again. The reason I keep asking is because I have it as it says in the tutorial and I have the ID in tiled and it still doesn't work. Alright, post your whole events file--need to see you're doing everything right. Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 14, 2014 Share Posted April 14, 2014 Events: #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 // Units Chests: UNIT 0x3E 0x0A 0x00 Level(5, Enemy, 0) [1,4] [1,4] [0x03, 0x6A] PursueWithoutHeed UNIT 0x3E 0x0A 0x00 Level(5, Enemy, 0) [12,10] [12,10] [0x03, 0x88] PursueWithoutHeed UNIT 0x3E 0x18 0x00 Level(10, Enemy, 0) [40,18] [40,18] [0x2C] NoAI UNIT 0x3E 0x18 0x00 Level(10, Enemy, 0) [39,17] [39,17] [0x2C] NoAI UNIT Gaurdian: UNIT 0x53 0x3B 0x00 Level(5, Enemy, 0) [2,11] [2,11] [0x29, 0x2A, 0x24] PursueWithoutHeed UNIT Jailed: UNIT 0x06 0x34 0x00 Level(15, NPC, 0) [12,4] [12,4] [0x1C, 0x1B, 0x14, 0x67] NoAI UNIT 0x08 0x1C 0x00 Level(15, NPC, 0) [19,7] [19,7] [0x3F, 0x40, 0x66] NoAI UNIT 0x0B 0x0C 0x00 Level(5, NPC, 0) [1,7] [1,7] [0x07, 0x23, 0x89] NoAI UNIT Good: UNIT 0x03 0x02 0x00 Level(1, Ally, 0) [13,7] [13,7] [0x0A, 0x6A, 0x02] NoAI UNIT 0x36 0x3C 0x03 Level(1, Ally, 0) [0,14] [3,15] [0x01, 0x69, 0x69] NoAI UNIT Bad: UNIT 0x01 0x07 0x00 Level(10, Enemy, 0) [47,14] [47,14] [0x84, 0x09, 0x1D] Guard UNIT 0x61 0x0C 0x01 Level(10, Enemy, 0) [46,16] [46,16] [0x0B, 0x24] AttackInRange UNIT 0x61 0x10 0x01 Level(10, Enemy, 0) [48,16] [48,16] [0x0B, 0x0C] AttackInRange UNIT 0x61 0x3B 0x01 Level(10, Enemy, 0) [47,17] [47,17] [0x29, 0x2A] AttackInRange UNIT Bad2: UNIT 0x61 0x26 0x01 Level(10, Enemy, 0) [46,13] [46,13] [0x48, 0x45, 0x4B] HealUnits UNIT 0x61 0x22 0x01 Level(10, Enemy, 0) [48,13] [48,13] [0x3D, 0x3B, 0x4B] AttackInRange UNIT 0x61 0x1E 0x01 Level(10, Enemy, 0) [47,12] [47,12] [0x43, 0x42, 0x4C] HealUnits UNIT Ney: UNIT 0x1A 0x5A 0x00 Level(20, Ally, 0) [17,3] [17,3] [0x3C, 0x43, 0x4E] NoAI UNIT Anti: UNIT 0x24 0x3E 0x00 Level(20, Enemy, 0) [18,3] [18,3] [0x0E] Guard UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) TurnEventPlayer(0x5,JoinRNG,10) TurnEventPlayer(0x5,RNGLeave,11) End_MAIN Character_events: End_MAIN Location_events: //SecretShop(Secret,1,11) Seize(47,14) Door(6,14) Door(4,10) Door(4,7) Door(4,4) Door(4,2) Door(10,3) Door(10,7) Door(17,6) Door(22,6) Door(20,1) Door(24,17) Door(25,16) Door(25,14) Door(26,10) Door(19,10) Door(28,16) Door(44,13) Door(44,17) Chest(0x70,1,1) ChestMoney(10000,14,16) Chest(0x0B,15,16) Chest(0x43,23,8) Chest(0x8C,23,1) END_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: GAST [36,17] 0x2 [1,1] FIRE [11,10] 0x0 [1,1] FIRE [28,13] 0x0 [1,1] FIRE [30,13] 0x0 [1,1] FIRE [32,13] 0x0 [1,1] FIRE [34,13] 0x0 [1,1] FIRE [36,13] 0x0 [1,1] FIRE [38,13] 0x0 [1,1] FIRE [40,13] 0x0 [1,1] FIRE [42,13] 0x0 [1,1] FIRE [9,7] 0x0 [1,1] FIRE [5,10] 0x0 [1,1] FIRE [5,7] 0x0 [1,1] FIRE [5,4] 0x0 [1,1] FIRE [5,2] 0x0 [1,1] FIRE [9,3] 0x0 [1,1] FIRE [19,1] 0x0 [1,1] GAST [16,5] 0x1 [1,1] GAST [23,5] 0x0 [1,1] ALIGN 4 End_MAIN Opening_event: VCBF 1 OOBB LOU1 Good LOU1 Bad LOU1 Bad2 LOU1 Chests LOU1 Jailed LOU1 Gaurdian ENUN CAM1 0x36 FADI 0x10 HIDEMAP BACG 0x3C FADU 0x10 SHOWMAP CAM1 0x03 STAL 15 TEX1 0x0810 REMA FADI 0x10 HIDEMAP BACG 0x3C FADU 0x10 SHOWMAP TEX1 0x0811 REMA ALIGN 4 ENDA Ending_event: ENDA // Events GuyTalk: TurnAlly(0x06) ENDA DorcTalk: TurnAlly(0x08) ENDA WinTalk: TurnAlly(0x0B) ENDA JoinRNG: WarpIn(Ney,17,3) ENUN LOU1 Anti _0xE3 0xCB401C [18*0x10-1,3*0x10-1] SOUN 0x2F6 ENUN ENDA RNGLeave: Scripted_fight(Jaffar,Marcus,Lol) ENUN ENDA // Manual Movement // Scripted Fights Lol: AttackerSilencer(60,1) BLDT // Shop Data MESSAGE Events end at offset currentOffset There may tiny error I haven't noticed yet that don't have to do with the doors but that's because I haven't been worrying an]bout more than the tile changes right now. Quote Link to comment Share on other sites More sharing options...
Solum Posted April 17, 2014 Share Posted April 17, 2014 So... Did you set a different ID for all the Doors and chests in Tiled ? Like... In your events there's no problem about doors and chests. So if it's screwed up it's in Tiled that you have to search. Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 17, 2014 Share Posted April 17, 2014 No I just double checked all 24 of my tiled changes and their ID are seperate and set in order starting with 0 at 1,1. Quote Link to comment Share on other sites More sharing options...
Agro Posted April 17, 2014 Share Posted April 17, 2014 (edited) Just so we're clear, you did the whole "write pointer" thing with the Tiled map inserter as well, right? And you double checked that the pointers have all been written correctly? Edited April 17, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 18, 2014 Share Posted April 18, 2014 Hmm not sure I will re insert it with pointers. Does it matter what pointers i use? I never understood the difference even after reading all the tutorials. Quote Link to comment Share on other sites More sharing options...
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