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CT075
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// Made by markyjoe1990 of Youtube
// Modified by Nintenlord and further by Camtech
#define DISABLE_TUTORIALS
#include EAstdlib.event
#define MAP_OFFS 0xDA03A0
// Write a pointer to the map for you so you don't have to do it yourself
EventPointerTable(0x0D,MAP_OFFS)
EventPointerTable(0x0F,Chapter)
ORG 0xD804F0
Chapter:
POIN TurnEvents
POIN CharacterEvents
POIN LocationEvents
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN OpeningEvent EndingEvent
Bad:
UNIT Nergal 0x01 0x00 Level(10,Enemy,False) [6,2] [6,2] [0x07] [0x00,0x03,0x00,0x20]
UNIT 0x77 0x21 0x3A Level(9,Enemy,True) [6,2] [5,2] [0x14] [0x00,0x03,0x09,0x00]
UNIT 0x77 0x1E 0x3A Level(8,Enemy,True) [6,2] [4,2] [0x40] [0x00,0x03,0x09,0x00]
UNIT 0x77 0x1E 0x3A Level(8,Enemy,True) [6,2] [7,2] [0x40] [0x00,0x03,0x09,0x00]
UNIT 0x77 0x28 0x3A Level(7,Enemy,True) [6,2] [3,2] [0x14] [0x00,0x03,0x09,0x00]
UNIT 0x77 0x28 0x3A Level(7,Enemy,True) [6,2] [8,2] [0x14] [0x00,0x03,0x09,0x00]
UNIT 0x77 0x14 0x3A Level(6,Enemy,True) [6,2] [2,2] [0x14] [0x00,0x03,0x09,0x00]
UNIT 0x77 0x14 0x3A Level(6,Enemy,True) [6,2] [9,2] [0x14] [0x00,0x03,0x09,0x00]
UNIT
Bad2:
UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [2,3] [0x14] PursueWithoutHeed
UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [3,3] [0x14] PursueWithoutHeed
UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [4,3] [0x14] PursueWithoutHeed
UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [5,3] [0x14] PursueWithoutHeed
UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [6,3] [0x14] PursueWithoutHeed
UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [7,3] [0x14] PursueWithoutHeed
UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [8,3] [0x14] PursueWithoutHeed
UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [9,3] [0x14] PursueWithoutHeed
UNIT
Good:// double check 1st and 3rd spawns for both good and bad
UNIT Eliwood 0x01 0x00 Level(1,Ally,True) [5,10] [5,9] [ironSword] [0x00,0x00,0x00,0x00]
UNIT Oswin 0x14 0x01 Level(3,Ally,True) [5,9] [2,9] [0x1E,0x6B] [0x00,0x00,0x00,0x00]
UNIT 0x31 0x32 0x01 Level(2,Ally,True) [5,10] [6,9] [0x15,0x6B] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x1E 0x01 Level(8,Enemy,True) [5,9] [7,9] [0x40] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x1E 0x01 Level(8,Enemy,True) [5,9] [4,9] [0x40] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x28 0x01 Level(7,Enemy,True) [5,9] [3,9] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x28 0x01 Level(7,Enemy,True) [5,9] [8,9] [0x14] [0x00,0x00,0x00,0x00]
//UNIT 0x6C 0x14 0x01 Level(6,Enemy,True) [5,9] [2,9] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x14 0x01 Level(6,Enemy,True) [5,9] [9,9] [0x14] [0x00,0x00,0x00,0x00]
UNIT
Good2:
UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [3,8] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [4,8] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [5,8] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [6,8] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [7,8] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [8,8] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [9,8] [0x14] [0x00,0x00,0x00,0x00]
UNIT 0x78 0x38 0x3A Level(5,Enemy,True) [5,9] [2,8] [0x14] [0x00,0x00,0x00,0x00]
UNIT
TurnEvents:
// Comment out or remove this line if you have a prep screen.
TURN 0x0 OpeningEvent [1,0] 0x0 0x0
TURN
END_MAIN
CharacterEvents:
//CHAR
//CUSI 0xE6 0x00
//CUSI 0x6C 0x00
ENDA
END_MAIN
LocationEvents:
//LOCA
//Seize(0x13,NextLevel,13,4)
//House(0x14,FalseEnd,6,2)
END_MAIN
MiscEvents:
CauseGameOverIfLordDies
AREA 0x10 SoldierCheck [9,6] [9,6]
//AFEV
END_MAIN
OpeningEvent:
// Change to ENDB if you have prep screen.
FADI 10
BACG 0x02
FADU 10
TEX1 0x0840
REMA
LOU1 Good
LOU1 Bad
LOU1 Good2
LOU1 Bad2
ENUN
CUSI 0x6C 0x00
CUSI 0x78 0x00
ENDA
SoldierCheck:
//Put Conditional Check
IFCA 0x00 0x01 0xE6 //or is it IFCA 0x01 0xE6
MAC1 0x03 0x00
ELSE 0x02
ENIF 0x01
ENUF 0x24
ENIF 0x02
ENDA
EndingEvent:
//MNCH 0x__
//STAL 1
//_0x1
//ENDA
BallistaData:
BLST
MESSAGE Events end at offset currentOffset
MESSAGE The map for this chapter is at offset MAP_OFFS

Either my conditional code is crap or I incorrectly did a map change. Not sure how to fix it.
Also my LOMA only loads a new map and then sits there and does nothing forever.

// Made by markyjoe1990 of Youtube
// Modified by Nintenlord and further by Camtech
#define DISABLE_TUTORIALS
#include EAstdlib.event
#define MAP_OFFS 0xDA0000
// Write a pointer to the map for you so you don't have to do it yourself
EventPointerTable(0x04,MAP_OFFS)
EventPointerTable(0x06,Chapter)
//EventPointerTable(0x06,Pointers)
ORG 0xD80000
Chapter:
POIN TurnEvents
POIN CharacterEvents
POIN LocationEvents
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event
Bad:
//UNIT
Good:
UNIT Eliwood 0x01 0x00 Level(1,Ally,False) [26,25] [4,5] [ironSword] [0x00,0x00,0x00,0x00]
UNIT Oswin 0x14 0x01 Level(5,Ally,False) [26,25] [25,26] [0x1E,0x6B] [0x00,0x00,0x00,0x00]
UNIT 0x31 0x32 0x01 Level(3,Ally,False) [26,25] [27,26] [0x15,0x6B] [0x00,0x00,0x00,0x00] //Florina
//UNIT Lyn 0x0E 0x01 Level(20,Ally,False) [26,25] [29,26] [ironSword] [0x00,0x00,0x00,0x00]
UNIT
Boss:
UNIT Nergal 0x42 0x00 Level(20,Enemy,False) [3,3] [3,3] [0x27] [0x00,0x03,0x00,0x20]
UNIT
GateKeeper:
UNIT Paul 0x16 0x44 Level(10,Enemy,False) [10,10] [10,10] [0x1A,Elixir] [0x00,0x03,0x00,0x20]
UNIT
Angry:
UNIT Jasmine 0x3B 0x44 Level(20,Enemy,False) [22,24] [22,24] [0x23] [0x00,0x03,0x09,0x00]
UNIT
Woods:
UNIT Wil 0x1A 0x01 Level(20,Ally,False) [29,27] [29,29] [0x31] [0x00,0x00,0x00,0x00]
UNIT
//TrollChest:
//UNIT Wallace 0x0A 0x2C Level(10,Enemy,False) [1,28] [1,28] [0x06,0x70] [0x00,0x03,0x00,0x20]
//UNIT
Generics1:
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [6,24] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [7,25] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [3,26] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [7,22] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [4,25] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT
Generics2:
UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [22,4] [22,4] [0x20,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [21,6] [21,6] [0x20,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [23,7] [23,7] [0x20,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [20,8] [20,8] [0x20,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [22,7] [22,7] [0x20,0x6C] [0x00,0x03,0x09,0x00]
UNIT
Generics3:
UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [1,5] [0x22,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [5,4] [0x22,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [2,4] [0x22,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [3,5] [0x22,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [8,4] [0x22,0x6C] [0x00,0x03,0x09,0x00]
UNIT
Seige:
UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [15,2] [15,2] [0x3A] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [12,5] [12,5] [0x3A] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [7,9] [7,9] [0x3A] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [2,14] [2,14] [0x3A] [0x00,0x03,0x09,0x00]
UNIT
Drunkards:
UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,27] [0x21] [0x00,0x03,0x09,0x00]
UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,28] [0x21] [0x00,0x03,0x09,0x00]
UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,27] [0x21] [0x00,0x03,0x09,0x00]
UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,28] [0x21] [0x00,0x03,0x09,0x00]
UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,29] [0x21] [0x00,0x03,0x09,0x00]
UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,29] [0x21] [0x00,0x03,0x09,0x00]
UNIT
Ambush1:
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [28,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [27,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [25,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [28,29] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT
Ambush2:
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,19] [28,18] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [26,20] [25,20] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [20,25] [21,26] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [20,25] [22,27] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT
Ambush3:
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [16,27] [13,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [16,27] [17,29] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [27,13] [27,14] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [27,13] [28,14] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT
Ambush4:
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [22,21] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [21,20] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [21,21] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [22,22] [0x1F,0x6C] [0x00,0x03,0x09,0x00]
UNIT
InfSpawn:
UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,10] [29,10] [0x03] PursueWithoutHeed
UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,11] [29,11] [0x03] PursueWithoutHeed
UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,12] [29,12] [0x03] PursueWithoutHeed
UNIT 0xA7 0x28 0x44 Level(4,Enemy,True) [29,13] [29,13] [0x03] PursueWithoutHeed
UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,14] [29,14] [0x03] PursueWithoutHeed
UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,15] [29,15] [0x03] PursueWithoutHeed
UNIT
TurnEvents:
// Comment out or remove this line if you have a prep screen.
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x30 Suprise1 [02,00] 0x8 0x00
TURN 0x00 Suprise2 [03,00] 0x8 0x00
TURN 0x00 Suprise3 [04,00] 0x8 0x00
TURN 0x00 Suprise4 [05,00] 0x8 0x00
AFEV 0x00 InfHorses 0x30
//TURN 0x00 Turn4 [04,00] 0x0 0x00
//TURN
END_MAIN
CharacterEvents:
//CHAR
CharacterEventBothWays(0x31,Advance,Eliwood,Nergal)
END_MAIN
LocationEvents:
Village(0x08,Village1,26,18)
Village(0x20,Village2,18,27)
//House(0x07,ArenaTrap,29,14)
Village(0x0A,Village3,28,1)
Vendor(BuyStuff,26,29)
House(0x0B,Mad,23,24)
House(0x0C,Money,21,29)
House(0x0D,RAIN,29,20)
House(0x0E,WoodedTroll,29,26)
House(0x0F,Lose,15,26)
House(0x10,MasterSeal,14,0)
//Chest(item,X,Y)
//LOCA
END_MAIN
MiscEvents:
CauseGameOverIfLordDies
//AREA eventID SceneLabel [startX,StartY] [EndX,EndY]
AREA 0x17 UberSword [14,18] [14,18]
AREA 0x18 StopSiege [12,20] [12,20]
AREA 0x00 GG [12,14] [19,17]
AREA 0x00 GG [20,15] [20,18]
AREA 0x00 GG [10,15] [11,22]
AREA 0x00 GG [12,18] [13,19]
AREA 0x00 GG [15,18] [19,19]
AREA 0x00 GG [12,21] [15,24]
AREA 0x00 GG [16,20] [18,22]
AREA 0x00 GG [14,19] [14,19]
AREA 0x00 GG [11,23] [11,23]
AREA 0x00 GG [16,23] [16,23]
AREA 0x00 GG [1,28] [1,28]
//AFEV 0x00 InfHorses 0x06
AFEV
END_MAIN
Opening_event:
// Change to ENDB if you have prep screen.
OOBB
FADI 10
BACG 0x02
FADU 10
TEX1 0x0811
REMA
LOU1 Good
LOU1 Boss
LOU1 GateKeeper
LOU1 Generics1
LOU1 Generics2
LOU1 Generics3
//LOU1 TrollChest
LOU1 Seige
ENUN
OOBB
ENDA
//Location Events Start
Village1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0810
REMA
ITGV 0x94
ENDA
Village2:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0820
REMA
LOU1 Drunkards
ENUN
ENDA
Village3:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0813
REMA
ITGV 0x19
ENDA
RAIN:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0824
REMA
WEA1 Rain
ENDA
//ArenaTrap:
//TEX1 0x0812
//REMA
//GameOver
Mad:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0814
REMA
LOU1 Angry
ENUN
ENDA
MasterSeal:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0816
REMA
ITGV 0x8A
ENDA
Money:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0817
REMA
ITGV 0x98
ENDA
Lose:
GameOver
ENDA
WoodedTroll:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0818
REMA
LOU1 Woods
ENUN
ENDA
UberSword:
ITGV 0x84
ENDA
StopSiege:
WarpOut(15,2)
WarpOut(12,5)
WarpOut(7,9)
WarpOut(2,14)
ENDA
GG:
GameOver
ENDA
//GG2:
//GameOver
//GG3:
//GameOver
//GG4:
//GameOver
//GG5:
//GameOver
//GG6:
//GameOver
//GG7:
//GameOver
//GG8:
//GameOver
//GG9:
//GameOver
//GG10:
//GameOver
//GG11:
//GameOver
Advance:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0822
REMA
UnitClear
LOMA 0x02 [1,1]
ENUN
ENDA
Suprise1:
LOU1 Ambush1
ENUN
ENDA
Suprise2:
LOU1 Ambush2
ENUN
ENDA
Suprise3:
LOU1 Ambush3
ENUN
ENDA
Suprise4:
LOU1 Ambush4
ENUN
ENDA
InfHorses:
IFAF 0x03 0xDE0181
LOU1 InfSpawn
ENUN
ENIF 0x05
ENIF 0x04
ENDA
//Shop
BuyStuff:
SHLI 0x1E 0x14 0x15 0x16 0x6B 0x6C
Ending_event:
//MNCH 0x__
//STAL 1
//_0x1
//ENDA
//UnitClear
//LOMA 0x01 [X,Y]
BallistaData:
FIRE [0,27] 0x0 [1,1]
FIRE [1,27] 0x0 [1,1]
FIRE [2,27] 0x0 [1,1]
FIRE [0,28] 0x0 [1,1]
FIRE [2,28] 0x0 [1,1]
FIRE [0,29] 0x0 [1,1]
FIRE [1,29] 0x0 [1,1]
FIRE [2,29] 0x0 [1,1]
BLST
MESSAGE Events end at offset currentOffset
MESSAGE The map for this chapter is at offset MAP_OFFS

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What are you expecting to happen? It's past turn 1 (or the "let's check for playerphase 1 turn events" part is over), why would it play the next map's opening event?

Edited by CT075
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If you are talking about the LOMA I was expecting it to load that chapters events. If so what am I doing wrong to make that happen?

If you are talking about the conditional check I want it to activate a map change when the specific character steps on the tile but is still reuseable if another character steps on it.

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if you've already visited the house in the previous map then 0x10 will be set already (and therefore the AREA event thinks that it's already been triggered)

event IDs do not reset when you LOMA

it's worth noting that you're attempting to reset an event ID that isn't the AREA event anyway

Edited by CT075
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I think I have fixed the conditional check. Also for the MAC1 should the 0x03 correlate to what ID I put on the tile change( Since there is only one tile change I put ID=0)

SoldierCheck:
IFCA 0x00 0x01 0xE6
MAC1 0x03 0x00
ELSE 0x02
ENIF 0x01
ENUF 0x42
ENIF 0x02
ENDA
 

And LOMA( and UnitClear) only does this.

efdwxmZ.png

If it loads that maps events there should be units spawned because the opening events look like this

OpeningEvent:
// Change to ENDB if you have prep screen.
FADI 10
BACG 0x02
FADU 10
TEX1 0x0840
REMA
LOU1 Good
LOU1 Bad
LOU1 Good2
LOU1 Bad2
ENUN
CUSI 0x6C 0x00
CUSI 0x78 0x00
ENDA

And thanks for answering all my dumb questions.
Edited by Shamison
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why would LOMA run the new map's opening events?

You only told it to play the opening scene on turn 1, and it's presumably already past turn 1 by the time you spawn the new map

Edited by CT075
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uhhhhh you can try putting an AFEV that triggers off 0x31 and calls the OpeningEvent (in the second map)

otherwise i would just copy the contents of that scene and paste it into the same one that uses LOMA

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// Made by markyjoe1990 of Youtube

// Modified by Nintenlord and further by Camtech


#define DISABLE_TUTORIALS

#include EAstdlib.event

#define MAP_OFFS 0xDA0000

// Write a pointer to the map for you so you don't have to do it yourself


EventPointerTable(0x04,MAP_OFFS)


EventPointerTable(0x06,Chapter)


//EventPointerTable(0x06,Pointers)


ORG 0xD80000

Chapter:

POIN TurnEvents

POIN CharacterEvents

POIN LocationEvents

POIN MiscEvents

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event


Bad:

//UNIT


Good:

UNIT Eliwood 0x01 0x00 Level(1,Ally,False) [26,25] [4,5] [ironSword] [0x00,0x00,0x00,0x00]

UNIT Oswin 0x14 0x01 Level(5,Ally,False) [26,25] [25,26] [0x1E,0x6B] [0x00,0x00,0x00,0x00]

UNIT 0x31 0x32 0x01 Level(3,Ally,False) [26,25] [27,26] [0x15,0x6B] [0x00,0x00,0x00,0x00] //Florina

//UNIT Lyn 0x0E 0x01 Level(20,Ally,False) [26,25] [29,26] [ironSword] [0x00,0x00,0x00,0x00]

UNIT


Boss:

UNIT Nergal 0x42 0x00 Level(20,Enemy,False) [3,3] [3,3] [0x27] [0x00,0x03,0x00,0x20]

UNIT


GateKeeper:

UNIT Paul 0x16 0x44 Level(10,Enemy,False) [10,10] [10,10] [0x1A,Elixir] [0x00,0x03,0x00,0x20]

UNIT


Angry:

UNIT Jasmine 0x3B 0x44 Level(20,Enemy,False) [22,24] [22,24] [0x23] [0x00,0x03,0x09,0x00]

UNIT


Woods:

UNIT Wil 0x1A 0x01 Level(20,Ally,False) [29,27] [29,29] [0x31] [0x00,0x00,0x00,0x00]

UNIT


//TrollChest:

//UNIT Wallace 0x0A 0x2C Level(10,Enemy,False) [1,28] [1,28] [0x06,0x70] [0x00,0x03,0x00,0x20]

//UNIT


Generics1:

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [6,24] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [7,25] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [3,26] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [7,22] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [4,25] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT


Generics2:

UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [22,4] [22,4] [0x20,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [21,6] [21,6] [0x20,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [23,7] [23,7] [0x20,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [20,8] [20,8] [0x20,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [22,7] [22,7] [0x20,0x6C] [0x00,0x03,0x09,0x00]

UNIT


Generics3:

UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [1,5] [0x22,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [5,4] [0x22,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [2,4] [0x22,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [3,5] [0x22,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [8,4] [0x22,0x6C] [0x00,0x03,0x09,0x00]

UNIT


Seige:

UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [15,2] [15,2] [0x3A] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [12,5] [12,5] [0x3A] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [7,9] [7,9] [0x3A] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [2,14] [2,14] [0x3A] [0x00,0x03,0x09,0x00]

UNIT


Drunkards:

UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,27] [0x21] [0x00,0x03,0x09,0x00]

UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,28] [0x21] [0x00,0x03,0x09,0x00]

UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,27] [0x21] [0x00,0x03,0x09,0x00]

UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,28] [0x21] [0x00,0x03,0x09,0x00]

UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,29] [0x21] [0x00,0x03,0x09,0x00]

UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,29] [0x21] [0x00,0x03,0x09,0x00]

UNIT


Ambush1:

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [28,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [27,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [25,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [28,29] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT


Ambush2:

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,19] [28,18] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [26,20] [25,20] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [20,25] [21,26] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [20,25] [22,27] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT


Ambush3:

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [16,27] [13,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [16,27] [17,29] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [27,13] [27,14] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [27,13] [28,14] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT


Ambush4:

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [22,21] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [21,20] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [21,21] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [22,22] [0x1F,0x6C] [0x00,0x03,0x09,0x00]

UNIT


InfSpawn:

UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,10] [29,10] [0x03] PursueWithoutHeed

UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,11] [29,11] [0x03] PursueWithoutHeed

UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,12] [29,12] [0x03] PursueWithoutHeed

UNIT 0xA7 0x28 0x44 Level(4,Enemy,True) [29,13] [29,13] [0x03] PursueWithoutHeed

UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,14] [29,14] [0x03] PursueWithoutHeed

UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,15] [29,15] [0x03] PursueWithoutHeed

UNIT


ChessB:

UNIT Nergal 0x01 0x00 Level(10,Enemy,False) [6,2] [6,2] [0x07] [0x00,0x03,0x00,0x20]

UNIT 0x77 0x21 0x3A Level(9,Enemy,True) [6,2] [5,2] [0x14] [0x00,0x03,0x09,0x00]

UNIT 0x77 0x1E 0x3A Level(8,Enemy,True) [6,2] [4,2] [0x40] [0x00,0x03,0x09,0x00]

UNIT 0x77 0x1E 0x3A Level(8,Enemy,True) [6,2] [7,2] [0x40] [0x00,0x03,0x09,0x00]

UNIT 0x77 0x28 0x3A Level(7,Enemy,True) [6,2] [3,2] [0x14] [0x00,0x03,0x09,0x00]

UNIT 0x77 0x28 0x3A Level(7,Enemy,True) [6,2] [8,2] [0x14] [0x00,0x03,0x09,0x00]

UNIT 0x77 0x14 0x3A Level(6,Enemy,True) [6,2] [2,2] [0x14] [0x00,0x03,0x09,0x00]

UNIT 0x77 0x14 0x3A Level(6,Enemy,True) [6,2] [9,2] [0x14] [0x00,0x03,0x09,0x00]

UNIT


ChessB2:

UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [2,3] [0x14] PursueWithoutHeed

UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [3,3] [0x14] PursueWithoutHeed

UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [4,3] [0x14] PursueWithoutHeed

UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [5,3] [0x14] PursueWithoutHeed

UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [6,3] [0x14] PursueWithoutHeed

UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [7,3] [0x14] PursueWithoutHeed

UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [8,3] [0x14] PursueWithoutHeed

UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [9,3] [0x14] PursueWithoutHeed

UNIT


ChessG:// double check 1st and 3rd spawns for both good and bad

UNIT Eliwood 0x01 0x00 Level(1,Ally,True) [5,10] [5,9] [ironSword] [0x00,0x00,0x00,0x00]

UNIT Oswin 0x14 0x01 Level(3,Ally,True) [5,9] [2,9] [0x1E,0x6B] [0x00,0x00,0x00,0x00]

UNIT 0x31 0x32 0x01 Level(2,Ally,True) [5,10] [6,9] [0x15,0x6B] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x1E 0x01 Level(8,Enemy,True) [5,9] [7,9] [0x40] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x1E 0x01 Level(8,Enemy,True) [5,9] [4,9] [0x40] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x28 0x01 Level(7,Enemy,True) [5,9] [3,9] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x28 0x01 Level(7,Enemy,True) [5,9] [8,9] [0x14] [0x00,0x00,0x00,0x00]

//UNIT 0x6C 0x14 0x01 Level(6,Enemy,True) [5,9] [2,9] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x14 0x01 Level(6,Enemy,True) [5,9] [9,9] [0x14] [0x00,0x00,0x00,0x00]

UNIT


ChessG2:

UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [3,8] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [4,8] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [5,8] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [6,8] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [7,8] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [8,8] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [9,8] [0x14] [0x00,0x00,0x00,0x00]

UNIT 0x78 0x38 0x3A Level(5,Enemy,True) [5,9] [2,8] [0x14] [0x00,0x00,0x00,0x00]

UNIT



TurnEvents:

// Comment out or remove this line if you have a prep screen.

TURN 0x00 Opening_event [01,00] 0x0 0x00

TURN 0x30 Suprise1 [02,00] 0x8 0x00

TURN 0x00 Suprise2 [03,00] 0x8 0x00

TURN 0x00 Suprise3 [04,00] 0x8 0x00

TURN 0x00 Suprise4 [05,00] 0x8 0x00

AFEV 0x00 InfHorses 0x30

//TURN 0x00 Turn4 [04,00] 0x0 0x00

//TURN

END_MAIN


CharacterEvents:

//CHAR

CharacterEventBothWays(0x31,Advance,Eliwood,Nergal)

END_MAIN


LocationEvents:

Village(0x08,Village1,26,18)

Village(0x20,Village2,18,27)

//House(0x07,ArenaTrap,29,14)

Village(0x0A,Village3,28,1)

Vendor(BuyStuff,26,29)

House(0x0B,Mad,23,24)

House(0x0C,Money,21,29)

House(0x0D,RAIN,29,20)

House(0x0E,WoodedTroll,29,26)

House(0x0F,Lose,15,26)

House(0x10,MasterSeal,14,0)

//Chest(item,X,Y)

//LOCA

END_MAIN


MiscEvents:

CauseGameOverIfLordDies

//AREA eventID SceneLabel [startX,StartY] [EndX,EndY]

AREA 0x17 UberSword [14,18] [14,18]

AREA 0x18 StopSiege [12,20] [12,20]

AREA 0x00 GG [12,14] [19,17]

AREA 0x00 GG [20,15] [20,18]

AREA 0x00 GG [10,15] [11,22]

AREA 0x00 GG [12,18] [13,19]

AREA 0x00 GG [15,18] [19,19]

AREA 0x00 GG [12,21] [15,24]

AREA 0x00 GG [16,20] [18,22]

AREA 0x00 GG [14,19] [14,19]

AREA 0x00 GG [11,23] [11,23]

AREA 0x00 GG [16,23] [16,23]

AREA 0x00 GG [1,28] [1,28]

//AFEV 0x00 InfHorses 0x06

AFEV

END_MAIN


Opening_event:

// Change to ENDB if you have prep screen.

OOBB

MUS1 0x30

FADI 10

BACG 0x02

FADU 10

TEX1 0x0811

REMA

LOU1 Good

LOU1 Boss

LOU1 GateKeeper

LOU1 Generics1

LOU1 Generics2

LOU1 Generics3

//LOU1 TrollChest

LOU1 Seige

ENUN

OOBB

ENDA


//Location Events Start

Village1:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0810

REMA

ITGV 0x94

ENDA


Village2:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0820

REMA

LOU1 Drunkards

ENUN

ENDA


Village3:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0813

REMA

ITGV 0x19

ENDA


RAIN:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0824

REMA

WEA1 Rain

ENDA


//ArenaTrap:

//TEX1 0x0812

//REMA

//GameOver


Mad:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0814

REMA

LOU1 Angry

ENUN

ENDA


MasterSeal:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0816

REMA

ITGV 0x8A

ENDA


Money:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0817

REMA

ITGV 0x98

ENDA


Lose:

GameOver

ENDA


WoodedTroll:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0818

REMA

LOU1 Woods

ENUN

ENDA


UberSword:

ITGV 0x84

ENDA


StopSiege:

WarpOut(15,2)

WarpOut(12,5)

WarpOut(7,9)

WarpOut(2,14)

ENDA


GG:

GameOver

ENDA


//GG2:

//GameOver


//GG3:

//GameOver


//GG4:

//GameOver


//GG5:

//GameOver


//GG6:

//GameOver


//GG7:

//GameOver


//GG8:

//GameOver


//GG9:

//GameOver


//GG10:

//GameOver


//GG11:

//GameOver


Advance:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0822

REMA

UnitClear

MUS1 0x45

FADI 10

BACG 0x02

FADU 10

TEX1 0x0840

REMA

LOU1 ChessG

LOU1 ChessB

LOU1 ChessG2

LOU1 ChessB2

ENUN

CUSI 0x6C 0x00

CUSI 0x78 0x00

LOMA 0x02 [1,1]

ENUN

ENDA


Suprise1:

LOU1 Ambush1

ENUN

ENDA


Suprise2:

LOU1 Ambush2

ENUN

ENDA


Suprise3:

LOU1 Ambush3

ENUN

ENDA


Suprise4:

LOU1 Ambush4

ENUN

ENDA


InfHorses:

IFAF 0x03 0xDE0181

LOU1 InfSpawn

ENUN

ENIF 0x05

ENIF 0x04

ENDA


//Shop

BuyStuff:

SHLI 0x1E 0x14 0x15 0x16 0x6B 0x6C



Ending_event:

//MNCH 0x__

//STAL 1

//_0x1

//ENDA

//UnitClear

//LOMA 0x01 [X,Y]


BallistaData:

FIRE [0,27] 0x0 [1,1]

FIRE [1,27] 0x0 [1,1]

FIRE [2,27] 0x0 [1,1]

FIRE [0,28] 0x0 [1,1]

FIRE [2,28] 0x0 [1,1]

FIRE [0,29] 0x0 [1,1]

FIRE [1,29] 0x0 [1,1]

FIRE [2,29] 0x0 [1,1]

BLST



MESSAGE Events end at offset currentOffset

MESSAGE The map for this chapter is at offset MAP_OFFS


I changed advance to include the opening events for the next map. It did the opening events but the map didnt load correctly.

5UPaajK.png

Do both the maps have to have the same palette?


And AFEV did not work. Not sure why but possibly loading a new map made it forget the last event triggered? Or it just didnt load the AFEV for some reason.

Edited by Shamison
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i would probably try to loma first

i'm not actually sure what's going on with the palette, i vaguely remember being bitten by that before but i've also seen it work so idk

play around with it, put the LOMA in different places or something. try doing something like ENUT 0x25 at the end of Advance and then with an AFEV set to trigger on that

Edited by CT075
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Hmm I played around with it for a bit but now LOMA is only loading that glitched map for some reason.

Edit1: now it just takes me back to the home screen "2003 NINTENDO"

Edit again: I think it has to do something with the way I am assembling it. When I assemble chapter 1 it works fine but LOMA takes me me to Edit1. If I then assemble part 2 or part3 then it loads the map of chapter 1 but is almost completely darkened but nothing happens.

Edited by Shamison
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Does anyone know if its possible to do a slow fade out from a text conversation to the map?

I tried various combinations of FADI and FADU but it seems I will always need to have REMA to get rid of the dialog background.

I managed to do a fade out from a conversation fading in to another background, then brown text box, then text.

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That is what I tried to do.

TEX1 0x85F
FADI 06
ENUN
HIDEMAP
REMA
STAL 0x64
SHOWMAP
STAL 0x32
This is the last combination I used. The REMA always overrides the already faded in screen. It makes the background reappear before disappearing.
If I don't use REMA, the background will still be there after fading back in.
Edited by Rickochet
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  • 2 weeks later...

When I try to change the chapter objective for the FE7 prologue, things are breaking. I'm trying to change it from "Seize" to "Rout."

So, I deleted the Location event for seize, and changed the MiscBasedEvents to be this:

ORG $CA0710
MiscBasedEvents:
AFEV 0x0 label15 0x65
DefeatAll(EndingScene)
END_MAIN

When I assemble that and try to launch the ROM, I just get a blackscreen immediately after the chapter title screen.
I don't think it's a memory issue, since adding other things like villages and shops doesn't cause the problem. I'm also fairly certain that the problem is caused by the new line; if I remove the "DefeatAll" line but also remove the Seize line, it works fine (apart from the fact that I can't complete the chapter).
Here's the full .txt file if needed:

#include EAstdlib.event
EventPointerTable(0x06,Chapter)
ORG $CA0540
TurnBasedEvents:
TURN 0x0 BeginningScene [1,0] 0x0 0x0
TURN 0x0 label12 [1,0] 0x0 0x0
TURN 0x0 label13 [2,0] 0x8 0x0
TURN 0x0 label14 [4,0] 0x8 0x0
END_MAIN
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA0584 and the new ending offset is CURRENTOFFSET
ORG $CA05C8
CharacterBasedEvents:
END_MAIN
LocationBasedEvents:
END_MAIN
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA05E8 and the new ending offset is CURRENTOFFSET
ORG $CA0710
MiscBasedEvents:
AFEV 0x0 label15 0x65
DefeatAll(EndingScene)
END_MAIN
PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN TrapsEliwoodMode TrapsHectorMode
POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM
POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM
POIN BeginningScene EndingScene
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA0760 and the new ending offset is CURRENTOFFSET
ORG $CA71A8
TrapsEliwoodMode:
ENDTRAP
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA71A9 and the new ending offset is CURRENTOFFSET
ORG $CA730A
TrapsHectorMode:
ENDTRAP
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA730B and the new ending offset is CURRENTOFFSET
ORG $CA749C
label15:
_0x87
STAL 30
ASMC 0x7A455
STAL 10
ASMC 0x13FA5
STAL 80
ASMC 0x6CCB9
IFAT 0x1 0x7A47D
ASMC 0x20479
ENIF 0x1
ASMC 0xB2F95
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET
ORG $CA79FC
label16:
MOMA 0x0
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA79FE and the new ending offset is CURRENTOFFSET
ORG $CA7A40
BeginningScene:
CMOF
LOU1 EnemyUnitsENM
ENUN
ASMC 0x7A939 0x7A9D5
FADUCG 2
SHOWMAP
TEXTCG 0x813 0x1
STAL 2
MUS1 0x3F
STAL 2 2 2 2
STAL 2 2 2 2
STAL 2
FADI 4
HIDEMAP
ASMC 0x7A95D
STAL 32
BACG 0x0
FADU 4
SHOWMAP
TEX1 0x815
REBU
MUEN 4
REMA
STAL 32
LOU1 AllyUnitsENM
ENUN
STAL 64
MOVE 0x3 [14,9]
ENUN
REPA 0x3
FADI 16
HIDEMAP
BACG 0x0
FADU 16
SHOWMAP
MUS1 0x32
TEX1 0x816
REMA
LOU1 AllyUnitsENM
ENUN
LOEV 0xCD 0x51 [14,9]
ENDA
label12:
SHOWMAP
MOVE 0xCD [14,7]
ENUN
TEX1 0x817
REMA
STAL 2 2 2 2
STAL 2 2 2 2
STAL 2 2 2
MOVE 0xCD label16
ENUN
DISA 0xCD
STAL 2 2 2 2
STAL 2 2 2 2
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA7BD0 and the new ending offset is CURRENTOFFSET
ORG $CA7C28
label13:
STAL 2 2 2 2
STAL 2 2 2
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA7C4C and the new ending offset is CURRENTOFFSET
ORG $CA7CDC
label14:
STAL 2 2 2 2
STAL 2 2 2
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA7D00 and the new ending offset is CURRENTOFFSET
ORG $CA81E4
EndingScene:
_0xA3
MUS1 0x38
TEX1 0x833
REMA
MUEN 6
FADICG 3
HIDEMAP
ASMC 0x7A939 0x7A8B9 0x7A9D5
STAL 30
MUS1 0x3AB
FADUCG 2
SHOWMAP
STAL 60
TEXTCG 0x834 0x1
MUEN 4
FADI 16
HIDEMAP
ASMC 0x7A95D
BACG 0x0
MUS1 0x3F
FADU 16
SHOWMAP
TEX1 0x835
MUEN 2
STAL 32
MUS3 0x51 0x4
MORETEXT 0x836
MUEN 2
STAL 32
MUS1 0x3F
MORETEXT 0x837
STAL 64
MORETEXT 0x838
STAL 2 2 2 2
STAL 2 2 2 2
STAL 2 2 2 2
STAL 2 2 2 2
STAL 2
FADI 4
HIDEMAP
BACG 0x5B
STAL 2 2
MNCH 0x1
STAL 1
_0x1
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA830C and the new ending offset is CURRENTOFFSET
ORG $CC5B50
AllyUnitsENM:
UNIT 0x3 0x24 0x0 0x8 [14,9] [13,7] [0x44,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1 0xA 0x3 0x8 [13,8] [12,8] [0x1,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
EnemyUnitsENM:
UNIT 0x87 0x39 0x0 0x14 [3,2] [3,2] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]
UNIT 0x2 0x18 0x3 0x8 [11,9] [11,9] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x4 0x1D 0x3 0x8 [14,8] [14,8] [0x6B,0x4A,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x5 0x35 0x3 0x8 [10,9] [11,9] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x3E 0x39 0x87 0xC [4,5] [4,5] [0x1F,0x0,0x0,0x0] [0x0,0x2,0x0,0x0]
UNIT 0x3E 0x39 0x87 0xC [5,5] [5,5] [0x1F,0x0,0x0,0x0] [0x0,0x2,0x0,0x0]
UNIT 0x3E 0xE 0x87 0xC [6,4] [6,4] [0x1,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0]
UNIT 0x3E 0x18 0x87 0xC [3,3] [3,3] [0x2C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0]
UNIT 0x0 0x0 0x0 0x24 [0,0] [13,1] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x1,0x0]
UNIT
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC5C10 and the new ending offset is CURRENTOFFSET

Edited by Roosterton
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Hey all, I'm having a problem of my own. For some reason I have a particularly hard time with crafting cutscenes. Here, I'm just trying to make a simple opening:

//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 BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event
Bad:
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [5,29] [5,29] [ironSpear] NoAI
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [6,29] [6,29] [ironSword] NoAI
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [7,29] [7,29] [ironSpear] NoAI
UNIT Batta Paladin Batta Level(5,Enemy,True) [6,28] [6,28] [spear] [0x00, 0x03, 0x00, 0x20]
UNIT Empty
Good:
UNIT Dorcas Fighter Dorcas Level(6,Ally,False) [9,4] [9,5] [ironAxe,Vulnerary] NoAI
UNIT Kent Cavalier Dorcas Level(5,Ally,False) [9,4] [8,5] [steelSword,IronSpear,Vulnerary] NoAI
UNIT Sain Cavalier Dorcas Level(5,Ally,False) [9,4] [10,5] [ironSword,Javelin,Vulnerary] NoAI
UNIT Oswin Knight Dorcas Level(4,Ally,False) [9,4] [9,6] [steelSpear,Vulnerary] NoAI
UNIT Raven Mercenary Dorcas Level(3,Ally,False) [9,4] [8,6] [slimSword,Vulnerary] NoAI
UNIT Florina PegasusKnight Dorcas Level(4,Ally,False) [9,4] [11,5] [slimSpear,Javelin,Vulnerary] NoAI
UNIT Rebecca Archer_F Dorcas Level(4,Ally,False) [9,4] [10,6] [ironBow,Longbow,Vulnerary] NoAI
UNIT Empty
Reinforce_Pirate1:
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,13] [ironAxe] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,15] [ironAxe] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,11] [ironAxe] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,13] [ironAxe] NoAI
UNIT Empty
Turn_events:
TurnEventPlayer(0x00,Opening_event,1)
TurnEventEnemy(0x00,Reinforce_Pirate1,2)
TURN
Character_events:
CHAR
Location_events:
LOCA
Misc_events:
CauseGameOverIfLordDies
AFEV
Opening_event:
CURF [9,4]
FADI 10
BACG 0x12
TEX1 0x07F3
MUS1 0x003D
FADU 10
MUEN 0x05
REMA
LOU1 Good
ENUN
ENDA
Ending_event:
MNCH 0x0
STAL 1
_0x1
ENDA
BallistaData:
FIRE [9,4] 0x0 [1,1]
BLST
MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

And well, where to start...

First of all, before I even set that up, the map would load and be extremely dark (fixed by checking on a unit and exiting).

Then I experimented with different setups of text, fades, loads, etc. to get my desired effect. At first, the game would crash when I tried using custom inserted text. So I figured I'd use some default text. I managed to get the whole thing to work with 0059 (by accident - I forgot to save my changes), but since then have been unsuccessful. Using any kind of custom text causes the game to crash, which is probably the result of my inability to use FEditor.

Now, even game text doesn't work. It doesn't crash, but it only briefly shows my chosen background with the chosen music, then loads the units and starts the chapter. Oh, and the Cursor Flash doesn't happen at all.

Any help would be greatly appreciated. I feel like there are some basic commands I'm simply unaware of, but this most recent setup was basically directly from Arch's bootcamp, and it still won't work. Thanks in advance.

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When I try to change the chapter objective for the FE7 prologue, things are breaking. I'm trying to change it from "Seize" to "Rout."

So, I deleted the Location event for seize, and changed the MiscBasedEvents to be this:

ORG $CA0710
MiscBasedEvents:
AFEV 0x0 label15 0x65
DefeatAll(EndingScene)
END_MAIN

When I assemble that and try to launch the ROM, I just get a blackscreen immediately after the chapter title screen.

I don't think it's a memory issue, since adding other things like villages and shops doesn't cause the problem. I'm also fairly certain that the problem is caused by the new line; if I remove the "DefeatAll" line but also remove the Seize line, it works fine (apart from the fact that I can't complete the chapter).

This really does sound like you overwrote some other things by adding the DefeatAll. You can change the offset the MiscBasedEvents are written to by changing the offset after ORG. Try writing to freespace and see if that fixes things (also try it on a fresh ROM).

Hey all, I'm having a problem of my own. For some reason I have a particularly hard time with crafting cutscenes. Here, I'm just trying to make a simple opening:

//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 BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event
Bad:
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [5,29] [5,29] [ironSpear] NoAI
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [6,29] [6,29] [ironSword] NoAI
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [7,29] [7,29] [ironSpear] NoAI
UNIT Batta Paladin Batta Level(5,Enemy,True) [6,28] [6,28] [spear] [0x00, 0x03, 0x00, 0x20]
UNIT Empty
Good:
UNIT Dorcas Fighter Dorcas Level(6,Ally,False) [9,4] [9,5] [ironAxe,Vulnerary] NoAI
UNIT Kent Cavalier Dorcas Level(5,Ally,False) [9,4] [8,5] [steelSword,IronSpear,Vulnerary] NoAI
UNIT Sain Cavalier Dorcas Level(5,Ally,False) [9,4] [10,5] [ironSword,Javelin,Vulnerary] NoAI
UNIT Oswin Knight Dorcas Level(4,Ally,False) [9,4] [9,6] [steelSpear,Vulnerary] NoAI
UNIT Raven Mercenary Dorcas Level(3,Ally,False) [9,4] [8,6] [slimSword,Vulnerary] NoAI
UNIT Florina PegasusKnight Dorcas Level(4,Ally,False) [9,4] [11,5] [slimSpear,Javelin,Vulnerary] NoAI
UNIT Rebecca Archer_F Dorcas Level(4,Ally,False) [9,4] [10,6] [ironBow,Longbow,Vulnerary] NoAI
UNIT Empty
Reinforce_Pirate1:
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,13] [ironAxe] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,15] [ironAxe] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,11] [ironAxe] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,13] [ironAxe] NoAI
UNIT Empty
Turn_events:
TurnEventPlayer(0x00,Opening_event,1)
TurnEventEnemy(0x00,Reinforce_Pirate1,2)
TURN
Character_events:
CHAR
Location_events:
LOCA
Misc_events:
CauseGameOverIfLordDies
AFEV
Opening_event:
CURF [9,4]
FADI 10
BACG 0x12
TEX1 0x07F3
MUS1 0x003D
FADU 10
MUEN 0x05
REMA
LOU1 Good
ENUN
ENDA
Ending_event:
MNCH 0x0
STAL 1
_0x1
ENDA
BallistaData:
FIRE [9,4] 0x0 [1,1]
BLST
MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

And well, where to start...

First of all, before I even set that up, the map would load and be extremely dark (fixed by checking on a unit and exiting).

Sounds like the map is set to fade to black in the Chapter Data Editor. You can either add OOBB to the start of the opening scene or change the chapter to fade to map.

Then I experimented with different setups of text, fades, loads, etc. to get my desired effect. At first, the game would crash when I tried using custom inserted text. So I figured I'd use some default text. I managed to get the whole thing to work with 0059 (by accident - I forgot to save my changes), but since then have been unsuccessful. Using any kind of custom text causes the game to crash, which is probably the result of my inability to use FEditor.

It's hard to say what the problem is, but maybe explain the steps you take to insert custom text (and post the actual text), and maybe we can identify the problem.

Now, even game text doesn't work. It doesn't crash, but it only briefly shows my chosen background with the chosen music, then loads the units and starts the chapter. Oh, and the Cursor Flash doesn't happen at all.

If the screen isn't faded in, you won't see the cursor flash. If it is faded in, maybe try adding a STAL to make sure the cursor flash isn't occurring too early. Also, instead of writing the fades and text manually you could do:

MUS1 <musicID>
Text(Background_ID, Text_ID)

This takes care of the fading and background/text loading for you.

Replies in bold.

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This really does sound like you overwrote some other things by adding the DefeatAll. You can change the offset the MiscBasedEvents are written to by changing the offset after ORG. Try writing to freespace and see if that fixes things (also try it on a fresh ROM).

Thanks for your help. I changed the offset to the start of a bunch of free space, and everything seemed to work fine... I was able to play through the chapter, but after routing all the enemies, the chapter still didn't end :/

I disassembled the event again to find that it had somehow changed back to the old offset, and the DefeatAll line was nowhere to be seen. Do I have to change something else to force the game to use the new offset? It seems intent on using the old one.

EDIT: Nevermind, I found the offset for "Other events" in the Nightmare prologue event editor and changed it, and it worked. Thanks a ton!

Edited by Roosterton
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Thanks for the reply Prime. That stuff should all help me in the future, but I still can't get it to work now.

Events:

//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 BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad:

UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [5,29] [5,29] [ironSpear] NoAI

UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [6,29] [6,29] [ironSword] NoAI

UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [7,29] [7,29] [ironSpear] NoAI

UNIT Batta Paladin Batta Level(5,Enemy,True) [6,28] [6,28] [spear] [0x00, 0x03, 0x00, 0x20]

UNIT Empty

Good:

UNIT Dorcas Fighter Dorcas Level(6,Ally,False) [9,4] [9,5] [ironAxe,Vulnerary] NoAI

UNIT Kent Cavalier Dorcas Level(5,Ally,False) [9,4] [8,5] [steelSword,IronSpear,Vulnerary] NoAI

UNIT Sain Cavalier Dorcas Level(5,Ally,False) [9,4] [10,5] [ironSword,Javelin,Vulnerary] NoAI

UNIT Oswin Knight Dorcas Level(4,Ally,False) [9,4] [9,6] [steelSpear,Vulnerary] NoAI

UNIT Raven Mercenary Dorcas Level(3,Ally,False) [9,4] [8,6] [slimSword,Vulnerary] NoAI

UNIT Florina PegasusKnight Dorcas Level(4,Ally,False) [9,4] [11,5] [slimSpear,Javelin,Vulnerary] NoAI

UNIT Rebecca Archer_F Dorcas Level(4,Ally,False) [9,4] [10,6] [ironBow,Longbow,Vulnerary] NoAI

UNIT Empty

Reinforce_Pirate1:

UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,13] [ironAxe] NoAI

UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,15] [ironAxe] NoAI

UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,11] [ironAxe] NoAI

UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,13] [ironAxe] NoAI

UNIT Empty

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TurnEventEnemy(0x00,Reinforce_Pirate1,2)

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

Opening_event:

STAL 1

CURF [9,4]

MUS1 0x003D

Text(0x12,0x0800)

MUEN 0x05

REMA

LOU1 Good

ENUN

ENDA

Ending_event:

MNCH 0x0

STAL 1

_0x1

ENDA

BallistaData:

FIRE [9,4] 0x0 [1,1]

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: ????????

Here's an example of text that isn't working. Literally, all I did was change the portraits to Dorcas and Guy. Makes the game freeze up.

b4a45ece20.png

EDIT: I started from scratch with a new ROM, and am getting this stuff now, but on the bright side, the map is loading properly, CURF and all.

3d1393b500.png

Edited by Completely InShane
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i really hope your map is 30 tiles tall

did you save with FEditor before editing text? This is not useless and does have a very tangible effect

Edited by CT075
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