CT075 Posted July 11, 2014 Author Share Posted July 11, 2014 0x8D3XXXX is a memory address, not a ROM offset (aka way out of the range of where you want it to be) just get rid of the first 8 actually i'm surprised that the game even starts Quote Link to comment Share on other sites More sharing options...
Sami-Fire Posted July 12, 2014 Share Posted July 12, 2014 (edited) I want to make an NPC spawn on the map, head for a certain area (set of tiles, not just one), and then leave the map when they reach that area (unless they're recruited first). Does anyone have any suggestions as to how I can do that? Also, how do I spawn generic enemy units? I think it's something in the chapter data editor, but I'm not sure. EDIT: Now I'm having another problem. The opening events will load just fine... and then the game will crash upon trying to load the text. This happens whether I edit the portraits of who's supposed to appear or not. Does anyone have any idea what could be happening? My script, just in case (heads up, I used mostly instructions from Arch's boot camp videos with some pieces of coding from the eventing tool here: http://tebrigade.b1.jcink.com/index.php?act=Pages&pid=2): #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_eventGood:UNIT 0x14 0x21 0x14 Level(8, Ally, 0) [4,27] [13,26] [0x37, 0x6B] NoAIUNIT 0x2F 0x28 0x14 Level(5, Ally, 0) [5,28] [15,26] [0x01, 0x14, 0x6B] NoAIUNIT 0x1F 0x32 0x14 Level(10, Ally, 0) [3,28] [12,27] [0x14, 0x6B] NoAIUNIT 0x10 0x1F 0x14 Level(1, Ally, 0) [5,28] [14,27] [0x3F, 0x6B] NoAIUNIT 0x16 0x27 0x14 Level(1, Ally, 0) [4,29] [16,27] [0x44, 0x6B] NoAIUNIT 0x06 0x0F 0x14 Level(10, Ally, 0) [2,29] [11,27] [0x01, 0x6B] NoAIUNITBad:UNIT 0x13 0x26 0x13 Level(8, Enemy, 0) [4,4] [21,1] [0x44, 0x5D] GuardUNIT 0x37 0x0F 0x37 Level(5, Enemy, 0) [4,4] [3,15] [0x01, 0x6B] AttackInRangeUNIT 0x2E 0x18 0x13 Level(10, Enemy, 0) [4,4] [8,9] [0x01, 0x6B] AttackInRangeUNITTurn_events:// TURN (event ID) (name of event) [starting turn,endingturn] (phase)TURN 0x00 Opening_event [01,00] 0x0 0x00//TurnEventPlayer(0x0,Opening_event,1)TURN 0x00 HverEnter [03,00] 0x8 0x00End_MAINCharacter_events:// CHAR (event ID) (Name of event) (initianting char) (receiving char) (condition)CHAR 0x05 RecruitHver Nino Ninian $00000000CHAR 0x06 RecruitHver Ninian Nino $00000000End_MAINLocation_events:Seize(0x08,Ending_event,22,02)LOCAMisc_events:CauseGameOverIfLordDiesEnd_MAINTrapData:End_MAINOpening_event:OOBBCAM1 [11,23]CMOFLOU1 GoodENUNFADI 0x10MUS1 0x0033HIDEMAPBACG 0x17FADU 0x10SHOWMAPTEX1 0x0800REMACAM1 [13,6]CMOFLOU1 BadENUNENDAEnding_event:ENDA// EventsHver:UNIT 0x25 0x40 0x00 Level(10, NPC, 0) [22,27] [18,26] [0x7D, 0x6B] TalkToLordUNITHverEnter:MUS2 0x0041LOU1 HverENUNTEX1 0x0801REMAMURE 0x05ENDARecruitHver:MUS2 0x0042TEX1 0x0802REMAMURE 0x05TurnAlly(0x25)ENDA// Manual Movement// Scripted Fights// Units// Shop DataMESSAGE Events end at offset currentOffset Edited July 12, 2014 by Sami-Fire Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 12, 2014 Share Posted July 12, 2014 For the text problem try changing TEX1 0x0800 to TEX1 0x800 If that doesn't work post what the text ID looks like. What do you mean by spawn generic enemies? You load them like you would other units. LOU1 Bad ENUN Not sure about making an NPC head for an area. Sounds like an AI thing, though you might be able to use the thief stuff (not that that's very well known either). Quote Link to comment Share on other sites More sharing options...
Sami-Fire Posted July 12, 2014 Share Posted July 12, 2014 For the text problem try changing TEX1 0x0800 to TEX1 0x800 If that doesn't work post what the text ID looks like. What do you mean by spawn generic enemies? You load them like you would other units. LOU1 Bad ENUN Not sure about making an NPC head for an area. Sounds like an AI thing, though you might be able to use the thief stuff (not that that's very well known either). Got rid of the extra 0 in the TEX1s and it still crashes. Here's what the text at ID 0x0800 looks like: [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] As you can see, I haven't edited it from the initial text (though I think I still had a crash when I changed the 0xFFs to 0x39- Nino's portrait- and 0x01 respectively). So there's no shortcut to placing generic enemies? I'd just load the "Bandit" (or otherwise titled) enemies that are listed in the character editor, tweaking stats and classes as I go? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 12, 2014 Share Posted July 12, 2014 (edited) Are you sure the text crashed when you modified the portrait and new line values? 0xFF probably would crash the game because that's reserved for getting the portrait of the 'active' character. The only time you have an active character is if said person is initiating some action (visit, talk, etc.). If you just want to load someone there's always: FE7: LOEV Character Class [Position X, Position Y] Loads a unit. Parameters: Character = Character to load. Class = Class of the unit to load. Position = Position to load the unit to. Though looking it at it, it might not give you the results you want since you can't specify allegiance, level, or inventory. Otherwise, you'll have to load units the traditional way. SomeScene: LOU1 Enemies ENUN ENDA Enemies: UNIT Bandit Class Leader Level Coordinates Inventory // Rinse and repeat UNIT Edited July 12, 2014 by Primefusion Quote Link to comment Share on other sites More sharing options...
Sami-Fire Posted July 12, 2014 Share Posted July 12, 2014 Huh. I changed the actual speaking text from the default and suddenly it works without crashing again. That's weird. Well, I guess the problem is solved (unless we can figure out just why the original text was crashing things)? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 12, 2014 Share Posted July 12, 2014 The original conversation was meant for a house event, hence the [0xFF][0xFF]. The FF essentially says to get the portrait of the currently active unit, which isn't a problem when a unit visits a house/village. You were simply calling the text outside its intended use. At least I'm pretty darn sure that was the issue. Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 18, 2014 Share Posted July 18, 2014 (edited) I get this error every time I try to insert my file into the EA. I've tried getting a fresh copy and it doesn't change anything. Finished.1 errors encountered:Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at Nintenlord.Event_Assembler.Core.Program.Assemble(String inputFile, String outputFile, String languageName, ILog messageLog) at Nintenlord.Event_Assembler.UserInterface.MainForm.<.ctor>b__1(Object sender, DoWorkEventArgs args)No data written to output. I'm not sure what this message means. Could it have something to do with where I'm placing the text file? Could it be that my Parameters are screwed up? Maybe the Macros (even though I replaced most of them with raw code in a futile effort to fix this?) Edited July 18, 2014 by narcisprince Quote Link to comment Share on other sites More sharing options...
Agro Posted July 18, 2014 Share Posted July 18, 2014 how about you show us the file you're trying to assemble Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 18, 2014 Share Posted July 18, 2014 (edited) Sorry if this is a onslaught of improper parameters. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #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 Bad: UNIT Empty Good: UNIT 0x03 0x01 0x00 Level(1,Ally,False) [4,0] [4,1] [ironSword] [NoAI] UNIT 0x04 0x18 0x03 Level(5,Ally,False) [4,0] [5,1] [ironBow] [NoAI] UNIT 0x05 0x16 0x03 Level(20,Ally,False) [4,0] [3,2] [steelSpear,SteelAxe] [NoAI] UNIT 0x06 0x1D 0x03 Level(5,Ally,False) [4,0] [3,1] [Heal,Vulnerary] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) ENDA Character_events: ENDA Location_events: Village(0x04,Gate1,1,2) Village(0x05,Gate2,11,8) Village(0x06,Gate3,1,17) Seize(0x07,Ending_event,17,27) Vendor(ShopData1,3,23) Armory(ShopData2,11,3) ENDA Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: MUS1 0x0002 //Will change later. Just for testing. Text(0813,0x22) FADI 10 LOU1 Good MOVE 0x03 [4,1] MOVE 0x04 [5,1] MOVE 0x05 [3,2] MOVE 0x06 [3,1] 0x1 OOBB ENDA Ending_event: MNCH 0x01 ENDA TrapData: ENDTRAP ShopData1: SHLI IronSword IronSpear IronBow ENDA ShopData2: SHLI Heal Mend Vulnerary ENDA Gate1: MUSI Text(0814,0x0D) MUNO ENDA Gate2: MUSI Text(0815,0x0D) MUNO ENDA Gate3: MUSI Text(0816,0x0D) MUNO ENDA MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: D01000 Edited July 19, 2014 by narcisprince Quote Link to comment Share on other sites More sharing options...
Agro Posted July 19, 2014 Share Posted July 19, 2014 Hm... everything looks pretty sound at a glance. Is Eastdlib.event in the same folder as the event assembler? Have you moved any files around? Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 19, 2014 Author Share Posted July 19, 2014 that looks to me like you moved EA out of it's original folder Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 19, 2014 Share Posted July 19, 2014 The EA hasn't been moved outside of the folder. Do the ROM and Text files have to be in a specific location relative to the EA? Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 19, 2014 Author Share Posted July 19, 2014 try putting the event file in the same folder as EA Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 19, 2014 Share Posted July 19, 2014 Same error. Putting the ROM in the same folder doesn't help either. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 19, 2014 Author Share Posted July 19, 2014 (edited) are you sure that's the right download is there a folder called "Language Raws" there Edited July 19, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 19, 2014 Share Posted July 19, 2014 The download is the one from Nintenlord's page. Language Raws is there, next to the EA Standard Library. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 19, 2014 Author Share Posted July 19, 2014 show me all the files in that directory Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 19, 2014 Share Posted July 19, 2014 (edited) E:\Event assembler-5 EA Standard Library Language Raws Scripts Core EA.Scheme EAstdlib EAstdlib Macro and command list Event assembler Event assembler language FE6 template FE7 Template FE8 Template Nintenlord.dll Nintenlord.forums.dll README Chapter 1 Events ROMHacking.dll fe7.gba Bold is folders (I haven't touched them so the contents should be standard) Italics is EA Underline is dll Everything else is .txt or .gba Edited July 19, 2014 by narcisprince Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 19, 2014 Author Share Posted July 19, 2014 try assembling a file without any errors (like a blank template file or something) Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 19, 2014 Share Posted July 19, 2014 I've been ignoring this because I assumed this was par for the course, but this appears whenever I try to open the EA Microsoft .NET Framework Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Index was outside the bounds of the array. Maybe it's the computer I'm running this on, because the template didn't work either. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 19, 2014 Author Share Posted July 19, 2014 (edited) that is probably exactly the problem try reinstalling NET framework Edited July 19, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 19, 2014 Share Posted July 19, 2014 (edited) Well, I'm even more lost than before. NET Framework's redownload didn't help (unless I got the wrong version, 4.) Edited July 19, 2014 by narcisprince Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 21, 2014 Share Posted July 21, 2014 So, my units load fine, the cursor flash happen then the game just freezes. //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.event#include definitions.txtEventPointerTable(0x09,ThisChapter)ORG 0xDAD1E0ThisChapter:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Bad Bad Bad BadPOIN AshenVanguards GuidePOIN Opening_event Ending_eventBad:UNITAshenVanguards:UNIT Metztli Guardian 0x00 Level(1, Ally, 0) [6,17] [7,15] [ManiKatti, Vulnerary] NoAIUNIT Kanon Archer_F Metztli Level(1, Ally, 0) [6,17] [7,16] [ironBow, ShortBow, Vulnerary] NoAIUNIT Sean Cavalier Metztli Level(1, Ally, 0) [6,17] [5,16] [ironSword, IronSpear, Vulnerary] NoAIUNIT Heath WyvernLord_F Metztli Level(1, Ally, 0) [6,17] [8,17] [steelSpear] NoAIUNIT Alvaria Myrmidon_F Metztli Level(3, Ally, 0) [6,17] [8,15] [slimSword] NoAIUNIT EmptyGuide:UNIT Nils Bard 0x00 Level(2, NPC, 0) [0,15] [0,15] [WolfBeil, Vulnerary] NoAIUNIT EmptyTurn_events:OpeningTurnEvent(Opening_event)TURNCharacter_events:CHARLocation_events:Seize(0x07,Ending_event,13,1)LOCAMisc_events:CauseGameOverIfLordDiesAFEVSkirmish:AttackerMiss(0)DefenderHit(0,1)BLDTOpening_event:OOBBLOU1 AshenVanguardsENUNLOU1 GuideENUNCURF MetztliText(0x55,0x826)MOVE Nils [6,14]MOVE Heath [7,14]FIGH Nils Heath Skirmish $00000000UNCR Nils 0x02CURF HeathText(0x55,0x827)CAM1 NilsCURF NilsText(0x55,0x828)TurnAlly(Nils)ENDAEnding_event:GameOverENDABallistaData:BLSTALIGN 4MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: ???????? I tried what I could, switching up few pointers, change texts in case, etc from what I know, nothing worked. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 21, 2014 Author Share Posted July 21, 2014 you have three CURFs there which one freezes Quote Link to comment Share on other sites More sharing options...
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