Fateborn Posted June 30, 2014 Share Posted June 30, 2014 (edited) Ah! That clears thing better. Thanks! I was thinking of something stupid like AFEV 0x00 0x00 0x00. and was wondering how do I make the event read the event after. Edited June 30, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted June 30, 2014 Share Posted June 30, 2014 Hi there, Yesterday I've updated my Event Assembler with the one in Nintenlords hacking utilities. The Event Assembler now gives me a error (Incorrect parameters in Code IFCA Atom Atom) It's refering to this line: "IFCA 0x02 0x1C" Before the update it worked quite fine so I wonder why get this error now. Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 30, 2014 Share Posted June 30, 2014 (edited) IFCA 0x00 0x02 0x1C There's a parameter (unknown as far as I know...?) between IFCA and the conditional ID Edited June 30, 2014 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted June 30, 2014 Share Posted June 30, 2014 Ah, it's working now. Thank you. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 2, 2014 Share Posted July 2, 2014 Curious... Is it possible to loot a chest during an event at same time triggering map tile changes? Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted July 2, 2014 Share Posted July 2, 2014 (edited) I'm fairly certain using MAC1 0xZZ 0x00 with CHES 0xZZ ChestEvent Item [XX,YY] 0x12 you should be able to. Although I'm confused to why you need to do this; chests tilechange on their own if they have tile changes to call from. Edited July 2, 2014 by Skitty of Time Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 2, 2014 Share Posted July 2, 2014 I'm fairly certain using MAC1 0xZZ 0x00 with CHES 0xZZ ChestEvent Item [XX,YY] 0x12 you should be able to. Although I'm confused to why you need to do this; chests tilechange on their own if they have tile changes to call from. It's to broaden my experiment and see which one fits. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 2, 2014 Share Posted July 2, 2014 (edited) Okay, the chest code isn't working right. Can I get a bit more explanation to it? Edit: Another problem rose. The chapter simply doesn't start after world map event. //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.event#include definitions.txtEventPointerTable(0x0F,ThisChapter)WorldMapPointerTable(0x03,WorldMapEvents) //Add this here to auto-write the pointerORG 0xDA5060ThisChapter:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Darksteels Lieutenant PillagersPOIN AshenVanguards Rogue SneakPOIN Opening_event Ending_eventLieutenant:UNIT Batta General 0x00 Level(8, Enemy, 0) [0,0] [15,1] [uberSpear] GuardUNIT EmptyDarksteels:UNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,5] [14,6] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,5] [15,8] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,18] [14,17] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,18] [13,18] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [13,0] [13,4] [ironSpear] PursueWithoutHeedUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [11,0] [14,3] [ironBow] AttackInRangeUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [12,0] [14,1] [shortBow] PursueWithoutHeedUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [15,7] [14,9] [ironBow] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,9] [10,9] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,9] [11,12] [ironSpear] PursueWithoutHeedUNIT EmptyPillagers:UNIT Pirate Brigand 0x00 Level(6, Enemy, 1) [0,11] [0,11] [ironAxe] AttackWallUNIT Pirate Brigand 0x00 Level(6, Enemy, 1) [0,9] [0,9] [HandAxe] AttackWallUNIT EmptyAshenVanguards:UNIT Metztli Guardian 0x00 Level(1, Ally, 0) [0,0] [9,2] [ManiKatti, Vulnerary] NoAIUNIT Kanon Archer_F Metztli Level(1, Ally, 0) [0,0] [8,1] [ironBow, ShortBow, Vulnerary] NoAIUNIT Sean Cavalier Metztli Level(1, Ally, 0) [0,0] [8,3] [ironSword, IronSpear, Vulnerary] NoAIUNIT Heath WyvernLord_F Metztli Level(1, Ally, 0) [0,0] [11,0] [steelSpear] NoAIUNIT Uhai Monk Metztli Level(1, Ally, 0) [0,0] [9,0] [Lightning] NoAIUNIT EmptyRogue:UNIT Farina Thief_F 0x00 Level(2, NPC, 0) [0,9] [0,9] [ironSword, LockPick, Vulnerary] NoAIUNIT EmptySneak:UNIT Farina Thief_F 0x00 Level(2, NPC, 0) [4,14] [4,14] [ironSword, LockPick, Vulnerary, RedGem] NoAIUNIT EmptyBloodculler:UNIT Serra BladeLord 0x00 Level(17, Enemy, 0) [12,0] [13,1] [WoDao, RegalBlade] NoAIUNIT EmptyTurn_events:TurnEventPlayer(0x00,Opening_event,0)TurnEventPlayer(0x00,ThiefArrive,3)TurnEventEnemy(0x00,Beheading,9)TurnEventPlayer(0x00,Ending_event,11)TURNCharacter_events:CHARLocation_events:LOCAMisc_events:CauseGameOverIfLordDiesAFEVThiefArrive:CAM1 [3,7]LOU1 RogueENUNCURF FarinaText(0x817)MOVE Farina [0,7]Text(0x818)MAC1 0x05 0x00CHES 0x05 ChestEvent RedGem [0,7] 0x12Text(0x819)MOVE Farina [-1,7]LOU1 PillagersENUNText(0x81A)CAM1 MetztliText(0x81B)FancyThiefEntry(4,14)LOU1 SneakENUNASMC 0x7D645ASMC 0x7D689Text(0x81C)TurnAlly(Farina)ENDAOpening_event:LOMA 0x0D [3,5]LOU1 AshenVanguardsENUNCURF MetztliText(0x3F,0x814)CMOFMOVE Metztli [1,19]MOVE Heath [6,19]MOVE Uhai [2,14]MOVE Kanon [4,18]MOVE Sean [6,17]CAM1 [11,5]LOU1 LieutenantENUNCMONCURF BattaText(0x815)LOU1 DarksteelsENUNENDABeheading:CAM1 BattaCURF BattaText(0x816)LOU1 BloodcullerENUNCURF SerraText(0x81D)KILL BattaCURF SerraText(0x81E)TurnNPC(Serra)ENDAEnding_event:MNCH 0x04ENDABallistaData:BLSTALIGN 4MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: ????????WorldMapEvents:StartWorldMap(LyciaBernSacaeMap, 0, 0, 0x64)EndWorldMap Edit2: This was without the CHES code when I assembled the event, just to test what were already in place Edited July 2, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 2, 2014 Share Posted July 2, 2014 The chapter not starting is often a sign that the events/something critical was overwritten. I don't see an offset for where your world map events are going. I recommend keeping the world map stuff in a separate file if only so that you aren't trying to debug two things at the same time. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 3, 2014 Share Posted July 3, 2014 (edited) Alright. I'll get a re-do on the event assemble on another copy. (i always have copies.) Any information on CHES? :c Edited July 3, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 3, 2014 Author Share Posted July 3, 2014 how is it not working it's fairly straightforward >_> Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 3, 2014 Share Posted July 3, 2014 I don't know. World map shows, fades, then black. no Chapter 1B: Thingyajamia. popping up. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 3, 2014 Share Posted July 3, 2014 CHES has nothing to do with world map events. To solve your chest problem try setting the world map events for the chapter to none using the Chapter Data editor. Instead of CHES, use the macro in the EAstdlib #define Chest(item,X,Y) "CHES 0 item [X,Y] 0x12" Example: Chest(SilverSword, 01, 01) Make sure your tile changes include a tile change for the coordinate your chest is at. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 3, 2014 Share Posted July 3, 2014 I wasn't saying CHES was causing problem for the game. It just had an error when i assembled using ches. Thanks though. -Also- I tried setting World Map event to none and it didn't go to chapter either way, giving me black screen. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 3, 2014 Share Posted July 3, 2014 Okay. So. I fixed it. But. Instead of the opening event, it gives me an event that happens on a later turn. What do? Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted July 3, 2014 Share Posted July 3, 2014 (edited) Okay. So. I fixed it. But. Instead of the opening event, it gives me an event that happens on a later turn. What do? TurnEventPlayer(0x00,Opening_event,1) Use this instead of what you have for Opening_event (I don't think there is a turn 0, though someone can correct me on that) Or, you could also do: OpeningTurnEvent(Opening_event) Edited July 3, 2014 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 3, 2014 Share Posted July 3, 2014 (edited) I tried using turn 1 before it didn't work. I'll try using the other one. IT WORKS! Okay new problem. On a later turn event, the event happens, then when it reach the part about CHEST event, it goes back to start menu. Edited July 3, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Agro Posted July 3, 2014 Share Posted July 3, 2014 please post your events Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 4, 2014 Share Posted July 4, 2014 I took another way around it. I'm good for now. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 4, 2014 Author Share Posted July 4, 2014 care to tell us so other people who have your problem can figure out what's wrong? Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 4, 2014 Share Posted July 4, 2014 (edited) I-I can't remember my previous event. I'll do my best to rewrite code for code on the single event. //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.event#include definitions.txtEventPointerTable(0x0F,ThisChapter)WorldMapPointerTable(0x03,WorldMapEvents) //Add this here to auto-write the pointerORG 0xD99000ThisChapter:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Darksteels Lieutenant PillagersPOIN AshenVanguards Rogue SneakPOIN Opening_event Ending_eventLieutenant:UNIT Batta General 0x00 Level(8, Enemy, 0) [0,0] [15,1] [uberSpear] GuardUNIT EmptyDarksteels:UNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,5] [14,6] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,5] [15,8] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,18] [14,17] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,18] [13,18] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [13,0] [13,4] [ironSpear] PursueWithoutHeedUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [11,0] [14,3] [ironBow] AttackInRangeUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [12,0] [14,1] [shortBow] PursueWithoutHeedUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [15,7] [14,9] [ironBow] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,9] [10,9] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,9] [11,12] [ironSpear] PursueWithoutHeedUNIT EmptyPillagers:UNIT Merc Brigand 0x00 Level(6, Enemy, 1) [0,11] [0,11] [ironAxe] AttackWallUNIT Merc Brigand 0x00 Level(6, Enemy, 1) [0,9] [0,9] [HandAxe] AttackWallUNIT EmptyAshenVanguards:UNIT Metztli Guardian 0x00 Level(1, Ally, 0) [0,0] [9,2] [ManiKatti, Vulnerary] NoAIUNIT Kanon Archer_F Metztli Level(1, Ally, 0) [0,0] [8,1] [ironBow, ShortBow, Vulnerary] NoAIUNIT Sean Cavalier Metztli Level(1, Ally, 0) [0,0] [8,3] [ironSword, IronSpear, Vulnerary] NoAIUNIT Heath WyvernLord_F Metztli Level(1, Ally, 0) [0,0] [11,0] [steelSpear] NoAIUNIT Uhai Monk Metztli Level(1, Ally, 0) [0,0] [9,0] [Lightning] NoAIUNIT EmptyRogue:UNIT Farina Thief_F 0x00 Level(2, NPC, 0) [0,9] [0,9] [ironSword, LockPick, Vulnerary] NoAIUNIT EmptyBloodculler:UNIT Serra BladeLord 0x00 Level(17, Enemy, 0) [12,0] [13,1] [WoDao, RegalBlade] NoAIUNIT EmptyTurn_events:OpeningTurnEvent(Opening_event)TurnEventPlayer(0x00,ThiefArrive,4)TurnEventEnemy(0x00,Beheading,9)TurnEventPlayer(0x00,Ending_event,11)TURNCharacter_events:CHARLocation_events:LOCAMisc_events:CauseGameOverIfLordDiesAFEVOpening_event:LOMA 0x02 [3,5]LOU1 AshenVanguardsENUNCURF MetztliText(0x3F,0x814)CMOFMOVE Metztli [1,19]MOVE Heath [6,19]MOVE Sean [6,17]MOVE Kanon [4,18]MOVE Uhai [2,14]CAM1 [8,5]LOU1 LieutenantENUNCURF BattaText(0x815)LOU1 DarksteelsENUNENDAThiefArrive:CAM1 [3,7]LOU1 RogueENUNCURF FarinaText(0x817)MOVE Farina [0,7]Text(0x818) MAC1 0x05 0x00 CHEST(RedGem, 0, 7)Text(0x819)MOVE Farina [-1,7]DISA FarinaLOU1 PillagersENUNText(0x81A)CAM1 MetztliText(0x81B)FancyAssasinEntry(4,14)WarpIn(Farina, 4, 14)ENUNText(0x81C)TurnAlly(Farina)ENDABeheading:CAM1 BattaCURF BattaText(0x816)LOU1 BloodcullerENUNCURF SerraText(0x81D)KILL BattaCURF SerraText(0x81E)TurnNPC(Serra)ENDAEnding_event:MNCH 0x04ENDABallistaData:BLSTALIGN 4MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: ????????WorldMapEvents:StartWorldMap(LyciaBernSacaeMap, 0, 0, 0x64)EndWorldMap I think that's it. (I removed few of the events to keep it private and did not exist on the previous event so, they're straightforward one so don't worry about them, they're fine) The fancy entry one and warp in doesn't seems to work together that well so I threw it out and came up with another way that worked better, though i wish you could change the fancy entry colors for both so it fits for better than just work. Edit: The event is ThiefArrive one. Edited July 4, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Darkace's Pack Posted July 4, 2014 Share Posted July 4, 2014 How do I use this with Klok's randomizer? Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 4, 2014 Share Posted July 4, 2014 (edited) Hmm. This is an interesting problem. //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.event#include definitions.txtEventPointerTable(0x0F,ThisChapter)WorldMapPointerTable(0x03,WorldMapEvents) //Add this here to auto-write the pointerORG 0xD99000ThisChapter:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Darksteels Lieutenant PillagersPOIN AshenVanguards Rogue SneakPOIN Opening_event Ending_eventLieutenant:UNIT Beyard General 0x00 Level(8, Enemy, 0) [0,0] [15,1] [uberSpear] GuardUNIT EmptyDarksteels:UNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,5] [14,6] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,5] [15,8] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,18] [14,17] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,18] [13,18] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [13,0] [13,4] [ironSpear] PursueWithoutHeedUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [11,0] [14,3] [ironBow] AttackInRangeUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [12,0] [14,1] [shortBow] PursueWithoutHeedUNIT Nemlyis Archer Batta Level(6, Enemy, 1) [15,7] [14,9] [ironBow] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,9] [10,9] [ironSpear] PursueWithoutHeedUNIT Nemlyis Soldier Batta Level(6, Enemy, 1) [15,9] [11,12] [ironSpear] PursueWithoutHeedUNIT EmptyPillagers:UNIT Merc Brigand 0x00 Level(6, Enemy, 1) [0,9] [0,9] [HandAxe] AttackWallUNIT Merc Brigand 0x00 Level(6, Enemy, 1) [0,11] [0,11] [ironAxe] AttackWallUNIT EmptyAshenVanguards:UNIT Metztli Guardian 0x00 Level(1, Ally, 0) [0,0] [9,2] [ManiKatti, Vulnerary] NoAIUNIT Kanon Archer_F Metztli Level(1, Ally, 0) [0,0] [8,1] [ironBow, ShortBow, Vulnerary] NoAIUNIT Sean Cavalier Metztli Level(1, Ally, 0) [0,0] [8,3] [ironSword, IronSpear, Vulnerary] NoAIUNIT Heath WyvernLord_F Metztli Level(1, Ally, 0) [0,0] [11,0] [steelSpear] NoAIUNIT Uhai Monk Metztli Level(1, Ally, 0) [0,0] [9,0] [Lightning] NoAIUNIT EmptyRogue:UNIT Farina Thief_F 0x00 Level(2, NPC, 0) [0,9] [0,9] [ironSword, LockPick, Vulnerary] NoAIUNIT EmptySneak:UNIT Farina Thief_F 0x00 Level(2, NPC, 0) [4,14] [4,15] [ironSword, LockPick, Vulnerary, RedGem] NoAIUNIT EmptyBloodculler:UNIT Serra BladeLord 0x00 Level(17, Enemy, 0) [12,0] [13,1] [WoDao, RegalBlade] NoAIUNIT EmptyTurn_events:OpeningTurnEvent(Opening_event)TurnEventPlayer(0x00,ThiefArrive,4)TurnEventEnemy(0x00,Beheading,9)TurnEventPlayer(0x00,Ending_event,0)TURNCharacter_events:CharacterEvent(0x01,Concern,Sean,Metztli)CharacterEvent(0x02,Wyvern,Metztli,Heath)CharacterEventBothWays(0x03,Sisterly,Kanon,Metztli)CharacterEvent(0x04,DarkProphet,Metztli,Uhai)CHARLocation_events:Chest(Elixir, 0, 7)LOCAMisc_events:CauseGameOverIfLordDiesAFEVOpening_event:LOMA 0x02 [3,5]LOU1 AshenVanguardsENUNCURF MetztliText(0x3F,0x814)CMOFMOVE Metztli [2,17]MOVE Heath [6,19]MOVE Sean [6,17]MOVE Kanon [4,18]MOVE Uhai [2,14]CAM1 [8,5]LOU1 LieutenantENUNCURF BeyardText(0x815)LOU1 DarksteelsCAM1 MetztliText(0x81F)ENUNENDAThiefArrive:CAM1 [3,7]LOU1 RogueENUNCURF FarinaText(0x817)MOVE Farina [0,7]Text(0x818)Text(0x819)MOVE Farina [-1,7]DISA FarinaLOU1 PillagersENUNText(0x81A)CAM1 MetztliText(0x81B)FancyAssasinEntry(4,14)LOU1 SneakENUNText(0x81C)TurnAlly(Farina)ENDABeheading:CAM1 BeyardCURF BeyardText(0x816)MOVE Beyard [14,1]LOU1 BloodcullerENUNCURF SerraText(0x81D)KILL BeyardCURF SerraText(0x81E)TurnNPC(Serra)ENDAConcern:Text(0x821)ITGC Metztli SteelSwordENDAWyvern:Text(0x822)ITGC Heath JavelinENDASisterly:Text(0x823)ITGC Kanon LongbowENDADarkProphet:Text(0x824)ITGC Uhai VulneraryENDAEnding_event:CAM1 MetztliCURF MetztliText(0x820)MNCH 0x04ENDABallistaData:BLSTALIGN 4MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: ????????WorldMapEvents:StartWorldMap(LyciaBernSacaeMap, 0, 0, 0x64)EndWorldMap On the Sisterly event, the text happens, and she receive the longbow, only to have the game reset to back to starting the game into the main menu. Considering the other ones are fine, something's strange. The only difference is that the event is bothway while the other three are one way. Edit: Tried to do the 'oneway' it still happens. I'm suspecting it may be the 0x03 one but I don't see the other trigger for that. Edit2: Bingo, it was 0x03. Guess this is a lesson well learned. Edited July 4, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Agro Posted July 4, 2014 Share Posted July 4, 2014 If you paid attention to the event tutorials you would know that using 0x01 - 0x04 for event IDs is a no-no Quote Link to comment Share on other sites More sharing options...
blyegg Posted July 10, 2014 Share Posted July 10, 2014 Problem: EA shows no errors, but upon starting the game, after the chapter title fades out, it stays black. -------------------------------------------------------------------------------- Code: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0x8D391F0 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 Batta Brigand 0x00 Level(2, Enemy, 1) [0,10] [2,5] [ironAxe] Guard // Delete UNIT 0x81 Brigand 0x00 Level(1, Enemy, 1) [0,9] [3,10] [ironAxe] AttackInRange // Delete UNIT 0x82 Brigand 0x00 Level(1, Enemy, 1) [0,10] [2,16] [ironAxe] AttackInRange // Delete UNIT 0x83 Brigand 0x00 Level(1, Enemy, 1) [0,11] [9,12] [ironAxe] PursueWithoutHeed // Delete UNIT 0x84 Brigand 0x00 Level(1, Enemy, 1) [0,10] [13,10] [ironAxe] PursueWithoutHeed // Delete UNIT Good: UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [14,5] [14,5] [ironSpear, Vulnerary] NoAI UNIT Locke_Rein: UNIT Florina PegasusKnight 0x00 Level(1, Ally, 0) [2,3] [2,3] [slimSpear, Vulnerary] NoAI // Delete UNIT Turn_events: OpeningTurnEvent(Opening_event) END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: OOBB TEX6 0x5 [0,0] 0x800 RETB _0x89 FADI 0x10 HIDEMAP BACG 0x04 FADU 0x10 SHOWMAP TEX1 0x801 REMA LOU1 Good Locke_Rein ENUN MOVE 0x01 [13,7] ENUN LOU1 Bad ENUN CAM1 0x87 CURF 0x87 FADI 0x10 HIDEMAP BACG 0x04 FADU 0x10 SHOWMAP TEX1 0x802 REMA CAM1 0x01 CURF 0x01 FADI 0x10 HIDEMAP BACG 0x04 FADU 0x10 SHOWMAP TEX1 0x803 REMA ENDA Ending_event: MoveToChapter(0x01) ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? I've already: Changed Eliwood's stats and name (and descriptions). Changed Eliwood Lord into Ephraim Lord (Map Sprite and Animation). Changed Florina's stats. Changed Prologue's map. Up till this, everything worked. Then I assembled the events and boom, black screen after chapter titled fades out. This is where I put all the new data, if it's relevant. Ephraim Standing Unpromoted Map Sprite - 0x8D0B1C0 ^, Misc Graphics - 0x8D0B370 P-1 Map - 0x8D39000 P-1 Events - 0x8D391F0 Trying to get back into hacking and obviously failing miserably. Quote Link to comment Share on other sites More sharing options...
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