Solum Posted April 18, 2014 Share Posted April 18, 2014 (edited) Tile Change Pointers Map Pointers With this, you should be able to do it the right way in Tiled Map Inserter without any doubt on what you do. Be sure you set the right pointer in chapter data editor in Nightmare. Edited April 18, 2014 by Solum Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 18, 2014 Share Posted April 18, 2014 No I have those I don't know what the difference between them is. Which should I use for prologue door and chest tile changes? Quote Link to comment Share on other sites More sharing options...
Solum Posted April 18, 2014 Share Posted April 18, 2014 .Which should I use for prologue door and chest tile changes? ... The first pointer for Tile changes? The Sword of Spirits C9CA00 And you put Sword of spirits as Triggerable map changes in nightmare module for the prologue. What I just detailed you is in the tutorial. Oh well. Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 18, 2014 Share Posted April 18, 2014 Oh I see I was overthinking it. Thanks! Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 20, 2014 Share Posted April 20, 2014 It works now! New problem. When I got rid of theif vision on a character it also got rid of the ability to use lock picks. Is there a way to just have one? Quote Link to comment Share on other sites More sharing options...
Solum Posted April 20, 2014 Share Posted April 20, 2014 Try to play with the 0x0C and 0x08 (Thief Key) in Class ability 1 in Class editor. You also have the 0x08 TK in the Character editor. Else ASM ? Quote Link to comment Share on other sites More sharing options...
Agro Posted April 20, 2014 Share Posted April 20, 2014 I'm quite sure they come as a package deal unfortunately Quote Link to comment Share on other sites More sharing options...
Shamison Posted April 20, 2014 Share Posted April 20, 2014 Alright I guess I will just have to go with theif key. I guess that balances out his blindness. Quote Link to comment Share on other sites More sharing options...
Brendor Posted April 30, 2014 Share Posted April 30, 2014 Is there any doc for the experimental fe8 codes? I can't seem to find any information on what the codes do Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 30, 2014 Author Share Posted April 30, 2014 you could always try them Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted April 30, 2014 Share Posted April 30, 2014 I've documented a few of them, if there's anything in particular you want to do. A lot of them have ambiguous uses or are complicated, plus I never had time to finish working out what they did so my own list isn't complete. Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 2, 2014 Share Posted May 2, 2014 How about _setval? It looked interesting because it sounds like you can edit memory with it but I have a feeling it doesn't do what I think it does Quote Link to comment Share on other sites More sharing options...
Aleph Posted May 2, 2014 Share Posted May 2, 2014 you could always try them Yeah where are all the fun people who try new things these days? You might crash the game with horribly obnoxious high pitched beeps, but at least you don't have to sell your soul to me Lucifer to acquire god-like power. I think it's worth the risk. Besides, pinstripe freezes look pretty swanky. Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted May 2, 2014 Share Posted May 2, 2014 Setval is pretty interesting, it sets the value of four bytes in the $030004BC area to anything you want; so _SETVAL 0x2 0xABCDEFGH will write GHEFCDAB at ($030004BC+ 4*1 = $030004C0). Some commands will automatically use values from a fixed memory slot (LOAD_WHATEVER 0x1 uses slot 0x2, coordinate-based commands like tile changes, MOVE and LOMA will use slot 0xB...), while some commands require that you define the slot to read from. It was probably introduced to save space, since the event used to load reinforcements in this game is pretty bulky and it'd take up a lot of space to write it out for every reinforcement. So, instead each reinforcement just says _SETVAL 0x2 0x(unit pointer) and calls the reinforcement loader at the same place. For events which use up a lot of different values at once (for instance, ones that change the AI of many units at once), the _SAVEFORBATTLE command is also used; this stores the value in slot 0x1 in a list, and you can have multiple values stored at one this way. This is useful for loops (like the AI changing). You also see it in scripted battles and in Rennac's recruitment, if you talk to him with your Lord. Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted May 3, 2014 Share Posted May 3, 2014 Aha, so that's what the _SAVEFORBATTLE commands do... Hmmmmmmmmm... I wonder if setcondition is similar (I've been attempting to figure out branching conditionals for a while) will probably try in the morning Quote Link to comment Share on other sites More sharing options...
Darkelont Posted May 11, 2014 Share Posted May 11, 2014 (edited) Hello, is there a way to give Lyn_t a promotion in her mode? Edit: Resolved, nvm Edited May 11, 2014 by Darkelont Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted May 18, 2014 Share Posted May 18, 2014 (edited) Hi, i'm having trouble getting Map changes to work with the Tiled/Event Assembler programs. Following the tutorial located at https://dl.dropboxusercontent.com/u/35795576/TutorialsAndResources/Eventing%20Tutorial%20References.zip I've inserted my map and am capable of making changes with the EA such as loading/moving units and whatnot, but i can't seem to get a simple chest to open on the map. The actual chest event works properly, mind you, and i can get what's inside it, but i can't get the tile to change. Edit: and yes, i have made sure my the Map Changes pointer is correct. Edited May 18, 2014 by TytoCorvus Quote Link to comment Share on other sites More sharing options...
Agro Posted May 18, 2014 Share Posted May 18, 2014 Which method of doing tile changes did you try using? Tiled or Mappy? Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted May 18, 2014 Share Posted May 18, 2014 Which method of doing tile changes did you try using? Tiled or Mappy? Tiled Quote Link to comment Share on other sites More sharing options...
Agro Posted May 18, 2014 Share Posted May 18, 2014 ... And what exactly have you done? Where's your events? The Tiled file? etc. Quote Link to comment Share on other sites More sharing options...
Solum Posted May 18, 2014 Share Posted May 18, 2014 (edited) Before any looong explanation. I'd like to link you the precedent page of this thread. Tiled Map Changes We've been doing a "live tuto" Shamison about this 124th page. Maybe it could help you. Just remember that you can't have a Map changes ID in tiled to be the same as an event in your chapter ( like a character event ID for example) Make sure you don't have something like Map Ch ID event : 0x02 and char event 0x02. Because it wont work. Edited May 18, 2014 by Solum Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 3, 2014 Share Posted June 3, 2014 Hmm. I have an issue. I was taking it step by step to make sure they works without doing what I needed to have for everything in the chapter. So far, it load fine, the map works fine, the definitions works. But the text. It just doesn't happen (the actual text anyway) in its place it just load the map units then make this weird text thing top left corner that you can hardly see then starts the map. My event doc is below. //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.event#include definitions.txtEventPointerTable(0x06,ThisChapter)ORG 0xD80000ThisChapter:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN NemlyisArmyPOIN MaroonForcePOIN Opening_event Ending_eventNemlyisArmy:UNIT Allvaria Myrmidon_F 0x00 Level(3, Enemy, 0) [2,2] [2,2] [slimSword] Guard // DeleteUNIT Nemlyis Soldier Allvaria Level(3, Enemy, 1) [2,2] [3,5] [ironSpear] AttackInRange // DeleteUNIT Nemlyis Soldier Allvaria Level(2, Enemy, 1) [2,2] [1,7] [ironSpear] PursueWithoutHeed // DeleteUNIT Nemlyis Soldier Allvaria Level(2, Enemy, 1) [2,2] [7,6] [ironSpear] PursueWithoutHeed // DeleteUNIT Nemlyis Fighter Allvaria Level(3, Enemy, 1) [2,2] [4,8] [ironAxe] PursueWithoutHeed // DeleteUNIT Nemlyis Fighter Allvaria Level(3, Enemy, 1) [2,2] [10,7] [ironAxe] PursueWithoutHeed // DeleteUNIT Nemlyis Knight Allvaria Level(3, Enemy, 1) [2,2] [10,9] [Javelin] Guard // DeleteUNIT Nemlyis Archer Allvaria Level(5, Enemy, 1) [11,4] [12,5] [ironBow] AttackInRange // DeleteUNIT EmptyMaroonForce:UNIT Metztli Guardian 0x00 Level(1, Ally, 0) [22,14] [21,14] [ManiKatti, Vulnerary] NoAI // DeleteUNIT Kanon Archer_F Metztli Level(1, Ally, 0) [23,13] [23,13] [ironBow, Vulnerary] NoAI // DeleteUNIT Sean Cavalier Lyn_t Level(1, Ally, 0) [22,15] [22,15] [ironSword, IronSpear, Vulnerary] NoAI // DeleteUNIT EmptyTurn_events:TurnEventPlayer(0x00,Opening_event,1)TURNCharacter_events:CHARLocation_events:Seize(0x01,Ending_event,2,2)LOCAMisc_events:CauseGameOverIfLordDiesAFEVBallistaData:BLSTALIGN 4Opening_event:Text(0800)STAL (0x30)LOU1 MaroonForceENUNOOBBCAM1 [4,5]LOU1 NemlyisArmyENUNENDAEnding_event:MNCH 0x01ENDAMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: ???????? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 3, 2014 Share Posted June 3, 2014 (edited) Text IDs need to be given in hex. Text(0800) -> Text(0x800). You can leave off the first 0 of the ID (Instead of 0800, 800) and EA will take care of it. Also, double check your text is properly formatted. Edited June 3, 2014 by Primefusion Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted June 3, 2014 Share Posted June 3, 2014 Also place REMA after the Text(0x800). Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 4, 2014 Share Posted June 4, 2014 Also place REMA after the Text(0x800). The Text(id) macro has REMA built in. #ifdef _FE7_ #define Text(text) "TEX1 text; REMA" #define Text(background,text) "FADI 0x10; HIDEMAP; BACG background; FADU 0x10; SHOWMAP; TEX1 text; REMA" #define ClearBrownBox "_ASM0x42 0x83181" #endif Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.