Fateborn Posted July 21, 2014 Share Posted July 21, 2014 (edited) The first one Edit: Still freezes, even after removing each curf one by one and by all. Edited July 21, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Agro Posted July 21, 2014 Share Posted July 21, 2014 I'm pretty sure it goes Text(textpointer,background) not Text(background,textpointer) Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 21, 2014 Share Posted July 21, 2014 (edited) I'm pretty sure it goes Text(textpointer,background) not Text(background,textpointer) It worked on other events, so it works for me. (In any relevant case, doing it the other way actually doesn't work for me.) Edited July 21, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 21, 2014 Author Share Posted July 21, 2014 background,textptr is correct you still haven't told us where it freezes Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 21, 2014 Share Posted July 21, 2014 It freezes THE instant after it loads AshenVanguards I can't see the Guide unit so I don't know if it's after that. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 21, 2014 Author Share Posted July 21, 2014 are you sure you're not loading units off the map Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 21, 2014 Share Posted July 21, 2014 Definitely not loading them off map for sure. I always use Tiled when I want to place units since it has numbered placement when you hover over a tile. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 21, 2014 Author Share Posted July 21, 2014 have you tried not spawning them all on the same spot is it possible one of the units is trying to get to an inaccessible area? Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 21, 2014 Share Posted July 21, 2014 Tried changing the spawn location for few of them and moved Alvaria up. Still freeze. I also checked, it's right after AshenVanguard loads, Guide never loads in at all. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 21, 2014 Share Posted July 21, 2014 Trying removing one of the LOU1 calls and see if the other loads without issue and vice versa. If that doesn't work, try removing the calls to both and just CURF on some random tile. By systematically removing and checking individual events you can isolate what exactly is causing the problem. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 21, 2014 Share Posted July 21, 2014 (edited) Okay, so the problem was LOU1 Guide. But just why is it being problematic? I can't load the unit in at all, even if i load it from the inside of the map. Edited July 21, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 21, 2014 Share Posted July 21, 2014 (edited) Okay. I found out why it was freezing. It was because of the class. I had replaced Bard with Phantom using Guy's special battle animation because I replaced guy's animations with Phantom animations, at same time replaced the Bard map sprite with Phantom map sprite. It worked at one point though (on other same occasion it freezes anyway) when the FIGH was able to trigger. Further investigate leads me to believe it may be the standing sprite. Edited July 21, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 22, 2014 Share Posted July 22, 2014 (edited) I was able to insert the chapter, but with these issues: Whenever a unit moves to a tile that isn't a village, the menu doesn't come up, basically freezing the game (or the game resets itself.) The text doesn't line up with the pointers (it goes to the text for promotion items.) If I press start, the units don't move to their starting locations (this one isn't that important right now, as I'll probably just change it to have them stay in the sane spot.) Anybody know what might be causing these issues? //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 BadENPOIN GoodENPOIN Opening_event Ending_eventTurn_events:TurnEventPlayer(0x00,Opening_event,1)ENDACharacter_events:ENDALocation_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)ENDAMisc_events:CauseGameOverIfLordDiesEND_MAINBadEN:UNIT EmptyGoodEN:UNIT 0x03 0x01 0x00 Level(1,Ally,False) [04,03] [04,01] [ironSword] [0x00,0x00,0x00,0x00]UNIT 0x04 0x18 0x03 Level(5,Ally,False) [05,03] [05,01] [ironBow] [0x00,0x00,0x00,0x00]UNIT 0x05 0x16 0x03 Level(20,Ally,False) [04,00] [03,02] [steelSpear,SteelAxe] [0x00,0x00,0x00,0x00]UNIT 0x06 0x1D 0x03 Level(5,Ally,False) [03,02] [03,01] [Heal] [0x00,0x00,0x00,0x00]UNIT EmptyOpening_event: UnitClear LOU1 GoodEN STAL 10 MUS1 0x0002 //Will change later. Just for testing.) OOBB Text(0x22,0813) REMA STAL 10 MOVE 0x03 [4,1]MOVE 0x04 [5,1]MOVE 0x05 [3,2]MOVE 0x06 [3,1] STAL 20ENDAEnding_event:MNCH 0x01ENDATrapData:ENDTRAPALIGN 4ShopData1:SHLI IronSword IronSpear IronBowENDAALIGN 4ShopData2:SHLI Heal Mend VulneraryENDAALIGN 4Gate1:MUSIText(0x0D,0814)MUNO REMAENDAGate2:MUSIText(0x0D,0815)MUNO REMAENDAGate3:MUSIText(0x0D,0816)MUNO REMAENDAMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: D01000 Edited July 22, 2014 by narcisprince Quote Link to comment Share on other sites More sharing options...
Fateborn Posted July 22, 2014 Share Posted July 22, 2014 (edited) Afaik, that 0x01-0x06 shouldn't be touched in eventing when it comes to location, turn, or misc events. Try putting them on different numbers. Also, you shouldn't use UnitClear at the start of opening event. It's meant to clear the map of units already on it so it's useful for transition to another map or such. Edited July 22, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 22, 2014 Author Share Posted July 22, 2014 (edited) Turn_events: TurnEventPlayer(0x00,Opening_event,1) ENDA this is wrong should be an empty TURN or END_MAIN (same with Char_events and Location_events, which is what's causing the problem) Edited July 22, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 22, 2014 Share Posted July 22, 2014 Thanks, everything works (or can be easily fixed) now. The text still points to promotion item text though, which if I remember correctly is somewhere in the 100-300 area. Is there something wrong with my text pointers? Also, village gates don't close, but I can probably figure that one out myself. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 22, 2014 Author Share Posted July 22, 2014 it's 0x813, not 813 (there is a functional difference, the latter will display the text at 0x32D) Quote Link to comment Share on other sites More sharing options...
narcisprince Posted July 24, 2014 Share Posted July 24, 2014 Okay, so now the text loads properly in the villages, but in the opening event, it doesn't load the original text, and if I change it (I copy pasted text that works in the villages) then the game freezes after the game loads the plains background. Is there anything off about the opening event that would crash the game? Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 24, 2014 Author Share Posted July 24, 2014 a) why do you have random STALs b) don't use REMA after the Text() macro because that has REMA built-in c) is it possible the text is broken? Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted July 27, 2014 Share Posted July 27, 2014 I'm trying to make a two part chapter without preparation screen between them, how do I load the units used in the previous chapter? Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted August 6, 2014 Share Posted August 6, 2014 Hey, i'm having some issues with editing chapters in vanilla FE8. I'm very familiar with Nightmare and understand the processes for editing all the values available with that program. That said, i'm having troubles adding enemies to the prologue chapter of the game. I try simply adding units (complete with REDAs) and the map goes black after the prologue cutscenes. If i attempt to place the new content at the back of the file and then reassemble it, similar issues happen. I then changed the starting offset of the file entirely to an empty position in the ROM and altered the event data pointer in Nightmare accordingly and still the screen goes black. Does anyone have any experience dealing with issues like these? Quote Link to comment Share on other sites More sharing options...
Hidan66666 Posted August 8, 2014 Share Posted August 8, 2014 Hi, I have a question, I began to create their own hack on the game Fire Emblem 8 and ran into a problem, I put the animation magic on the weapon but when you attack somebody, no animation but life from the enemy spent! Who can help ??? Quote Link to comment Share on other sites More sharing options...
Sami-Fire Posted August 13, 2014 Share Posted August 13, 2014 I'm having a variety of issues; I'll list them from most to least important. A group of reinforcements appears twice instead of the one time it's supposed to. In the script below, the units in ReinfTurn5 and ReinfTurn7 are both appearing on turn 5, and then ReinfTurn7's units appear again on turn 8. The reinforcements that are supposed to appear on turns 5 and 11 work as they should. Why is this happening? I thought it might have something to do with Event IDs, but I'm not sure what. When I send my lord to seize the throne in my custom level, the seize option doesn't appear. It might be because of some modifications I made (I'm using Tutorial Lyn, who has been changed into a mage of sorts- class is the same, but weapons/rank have been changed from swords to magic and she has been given a custom animation), but I checked and it seems I left the Lord option available in the class editor of Nightmare. I don't know why it's not happening, so maybe it's an event issue? The line under location events was originally Seize(0x08,Ending_event,22,02), but I haven't been able to test the ID I changed it to yet. Also of note is that the NPC who appears on HverEnter never moves despite having the TalkToLord AI instructions. I suspect this may have something to do with what I did to my Lord, but does anyone else have any other suggestions? Lastly, (and sorry if this is outside of the scope of this topic; I think it might be something you solve in Nightmare), but Winning Road/the no-enemies music doesn't play when there are no enemies left. I don't know if it's due to the chapter being edited from the prologue or something else. (I checked in Nightmare and I did leave the enemy count needed for Winning Road at 0.) Now, my script: #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(8, Ally, 0) [1,27] [5,27] [0x37, 0x6B] NoAI UNIT 0x2F 0x28 0x03 Level(5, Ally, 0) [0,27] [2,27] [0x01, 0x14, 0x6B] NoAI UNIT 0x1F 0x32 0x03 Level(10, Ally, 0) [0,29] [4,28] [0x14, 0x6B] NoAI UNIT 0x37 0x0F 0x03 Level(10, Ally, 0) [0,28] [3,28] [0x01, 0x0D, 0x6B] NoAI UNIT 0x10 0x1F 0x03 Level(1, Ally, 0) [2,28] [7,28] [0x3F, 0x4A, 0x6B] NoAI UNIT 0x16 0x27 0x03 Level(1, Ally, 0) [2,29] [6,28] [0x44, 0x45, 0x6B] NoAI UNIT Bad: UNIT 0x5C 0x26 0x00 Level(1, Enemy, 0) [4,4] [21,1] [0x48, 0x5B] Guard UNIT 0x8D 0x0A 0x5C Level(3, Enemy, 0) [4,4] [3,16] [0x01] AttackInRange UNIT 0x60 0x18 0x5C Level(10, Enemy, 0) [4,4] [8,9] [0x2D, 0x5D] AttackInRange UNIT 0x70 0x12 0x5C Level(5, Enemy, 1) [4,4] [12,21] [0x1F] PursueWithoutHeed UNIT 0x70 0x0E 0x5C Level(4, Enemy, 1) [4,4] [17,22] [0x01] PursueWithoutHeed UNIT 0x70 0x20 0x5C Level(6, Enemy, 1) [4,4] [7,21] [0x37] PursueWithoutHeed UNIT 0x70 0x0A 0x5C Level(6, Enemy, 1) [4,4] [2,19] [0x01] PursueWithoutHeed UNIT 0x70 0x18 0x5C Level(8, Enemy, 1) [4,4] [11,7] [0x2C] PursueWithoutHeed UNIT 0x3E 0x20 0x5C Level(8, Enemy, 1) [4,4] [17,10] [0x37] PursueWithoutHeed UNIT 0x70 0x24 0x5C Level(7, Enemy, 1) [4,4] [15,9] [0x44] AttackInRange UNIT 0x70 0x14 0x5C Level(10, Enemy, 1) [4,4] [17,5] [0x14] Guard UNIT 0x70 0x14 0x5C Level(10, Enemy, 1) [4,4] [18,6] [0x14] Guard UNIT 0x70 0x0E 0x5C Level(6, Enemy, 1) [4,4] [10,11] [0x01] AttackInRange UNIT 0x70 0x28 0x5C Level(7, Enemy, 1) [4,4] [9,15] [0x01] AttackInRange UNIT 0x70 0x28 0x5C Level(7, Enemy, 1) [4,4] [14,15] [0x14] AttackInRange UNIT 0x70 0x12 0x5C Level(8, Enemy, 1) [4,4] [2,19] [0x1F] PursueWithoutHeed UNIT 0x70 0x12 0x5C Level(8, Enemy, 1) [4,4] [14,5] [0x1F] AttackInRange UNIT Turn_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 [05,00] 0x8 0x00 TurnEventPlayer(0x5,Turn5Reinf,5) TurnEventPlayer(0x7,Turn7Reinf,8) TurnEventPlayer(0x8,Turn9Reinf,11) TurnEventEnemy(0x9,HverEnter,4) End_MAIN Character_events: // CHAR (event ID) (Name of event) (initianting char) (receiving char) (condition) CharacterEventBothWays(0x10,RecruitHver,0x03,0x25) End_MAIN Location_events: Seize(0x18,Ending_event,22,02) LOCA Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB MUS1 0x0033 CAM1 [7,24] CMOF LOU1 Good ENUN FADI 0x10 HIDEMAP BACG 0x17 FADU 0x10 SHOWMAP TEX1 0x800 REMA MUEN 0x5 CAM1 [7,4] CMOF CURF [4,4] MUS1 0x0050 FADI 0x10 HIDEMAP BACG 0x10 FADU 0x10 SHOWMAP TEX1 0x801 REMA CAM1 [11,7] STAL 5 LOU1 Bad ENUN CAM1 [7,24] MUS1 0x32 FADI 0x10 HIDEMAP BACG 0x17 FADU 0x10 SHOWMAP TEX1 0x805 REMA CAM1 [14,24] MOVE 0x03 [12,26] MOVE 0x2F [11,27] MOVE 0x1F [14,27] MOVE 0x10 [17,27] MOVE 0x16 [16,26] MOVE 0x37 [13,27] ENUN ENDA Ending_event: ENDA // Events Hver: UNIT 0x25 0x40 0x00 Level(10, NPC, 0) [24,15] [20,15] [0x7D, 0x6B] TalkToLord UNIT HverEnter: MUS2 0x0041 LOU1 Hver ENUN TEX1 0x803 REMA MURE 0x05 ENDA RecruitHver: MUS2 0x0042 TEX1 0x804 REMA MURE 0x05 TurnAlly(0x25) ENDA Turn5Reinf: LOU1 ReinfTurn5 ENUN ENDA Turn7Reinf: LOU1 ReinfTurn7 ENUN ENDA Turn9Reinf: LOU1 ReinfTurn9 ENUN ENDA // Manual Movement // Scripted Fights // Units ReinfTurn5: UNIT 0x70 0x24 0x5C Level(7, Enemy, 1) [4,4] [9,7] [0x44] PursueWithoutHeed UNIT 0x70 0x0A 0x5C Level(7, Enemy, 1) [4,4] [7,7] [0x01] PursueWithoutHeed UNIT 0x70 0x12 0x5C Level(7, Enemy, 1) [4,4] [8,8] [0x1F] PursueWithoutHeed ReinfTurn7: UNIT 0x70 0x20 0x5C Level(7, Enemy, 1) [4,4] [11,8] [0x37] PursueWithoutHeed UNIT 0x70 0x18 0x5C Level(7, Enemy, 1) [4,4] [10,8] [0x2C] PursueWithoutHeed UNIT 0x70 0x28 0x5C Level(7, Enemy, 1) [4,4] [12,8] [0x14] PursueWithoutHeed UNIT ReinfTurn9: UNIT 0x70 0x28 0x5C Level(6, Enemy, 1) [4,4] [10,4] [0x01] PursueWithoutHeed UNIT 0x70 0x28 0x5C Level(6, Enemy, 1) [4,4] [9,5] [0x14] PursueWithoutHeed UNIT // Shop Data MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Agro Posted August 13, 2014 Share Posted August 13, 2014 (edited) Also of note is that the NPC who appears on HverEnter never moves despite having the TalkToLord AI instructions. I suspect this may have something to do with what I did to my Lord, but does anyone else have any other suggestions? The talk-to-lord AI specifically searches for Hector, so unless Hector's character ID is on the map it won't do you any good. Notes Lastly, (and sorry if this is outside of the scope of this topic; I think it might be something you solve in Nightmare), but Winning Road/the no-enemies music doesn't play when there are no enemies left. I don't know if it's due to the chapter being edited from the prologue or something else. (I checked in Nightmare and I did leave the enemy count needed for Winning Road at 0.) Setting this to 0 just disables it altogether. Check the chapter data editor and change this to 1 or above. When I send my lord to seize the throne in my custom level, the seize option doesn't appear. It might be because of some modifications I made (I'm using Tutorial Lyn, who has been changed into a mage of sorts- class is the same, but weapons/rank have been changed from swords to magic and she has been given a custom animation), but I checked and it seems I left the Lord option available in the class editor of Nightmare. I don't know why it's not happening, so maybe it's an event issue? The line under location events was originally Seize(0x08,Ending_event,22,02), but I haven't been able to test the ID I changed it to yet. If you're not in Lyn mode then Lyn will not be able to seize. Have you applied the multi-lord seize patch? ReinfTurn5: UNIT 0x70 0x24 0x5C Level(7, Enemy, 1) [4,4] [9,7] [0x44] PursueWithoutHeed UNIT 0x70 0x0A 0x5C Level(7, Enemy, 1) [4,4] [7,7] [0x01] PursueWithoutHeed UNIT 0x70 0x12 0x5C Level(7, Enemy, 1) [4,4] [8,8] [0x1F] PursueWithoutHeed You need to put a UNIT at the bottom of this list, to indicate that the list has ended. The game is probably currently reading this and ReinfTurn7 as a continuous list, which it why it loads both of them on turn 5. Edited August 13, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Sami-Fire Posted August 13, 2014 Share Posted August 13, 2014 (edited) All right, the reinforcement and Winning Road issues have been solved. Thanks for that! Is there any way to make that NPC move on her own without fiddling with whatever those notes call for? She's a Dancer, so she won't be moving to attack anyone. Also, I'm pretty sure I'm in Lyn mode, but for some reason the modified Lyn can't seize the throne even with the changed event ID. Is there anything else I can do/check aside from that patch? I forgot to mention- I want to have something like this happen: finish the level, move the characters to certain spots on the map, then have a talk event with the map still showing. How do I move all the characters to their new spots after the level is done while also checking to see who's alive/recruited and who isn't? Edited August 13, 2014 by Sami-Fire Quote Link to comment Share on other sites More sharing options...
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