Lagfile Posted September 3, 2015 Share Posted September 3, 2015 (edited) Well, progress was made. Instead of going to a black screen, the game simply erases Eliwood, escapes into Enemy Phase, Harken comes and it's the Player Phase. But no black screen is a nice change. Here's what I did, and I changed the Prologue chapter to include the Preparations Screen, if programmed. EDIT2: Finally! I did it! I decided to give Chapter 1 a try, and it worked perfectly! Here's the map and Script, just for reference and in case someone near the future has similar problems. Map: http://postimg.org/image/uvn3fscut/ The Village is supposed to be open, but I didn't turn off that layer because I got lazy :< Script: EventPointerTable(0x09,Pointers) ORG 0x01000540 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 Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [17,21] [17,20] [ironSword, Vulnerary] NoAI UNIT Harken Hero Eliwood Level(1, Ally, 0) [14,21] [16,20] [braveAxe, BraveSword, Elixir] NoAI UNIT Bad: UNIT Glass Mercenary 0x00 Level(2, Enemy, 0) [5,3] [8,3] [ironSword, LockPick] Guard UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [8,3] [7,6] [ironSpear] PursueWithoutHeed UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [8,3] [8,6] [Javelin] PursueWithoutHeed UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [8,3] [9,6] [ironSpear] PursueWithoutHeed UNIT Bern Cavalier 0x00 Level(3, Enemy, 1) [8,3] [8,5] [Javelin] AttackInRange UNIT Bern Nomad 0x00 Level(2, Enemy, 1) [0,6] [2,6] [ironBow] PursueWithoutHeed UNIT Turn_events: TurnEventPlayer(0x0,EventAfterExitingPrepScreen,1) TurnEventPlayer(0x0,GoodGuysR,2) TurnEventEnemy(0x0,BadGuysR,3) End_MAIN Opening_event: OOBB LOU1 Good ENUN CAM1 [11,16] CURF [17,20] FADI 10 BACG 0x02 FADU 10 TEX1 0x820 REMA LOU1 Bad ENUN ENDB EventAfterExitingPrepScreen: OOBB ENDA Thanks to everyone who helped me. I hope my experience helps anyone having troubles inserting the PrepScreen, and remember, you have to turn them on on Nightmare too! (is saying on on gramatically correct?). EDIT3: Ermh...does using two spoilers in the same post is impossible to do? Ah well, gonna erase the first one. Why aren't my spoilers working? If this doesn't work, forgive me for having this big wall of events :< EDIT4: I can't believe I can't make a spoiler tag work. Pardon me, I just can't make this thing work. I'm gonna cut it to the necessary parts, I left the "Good" and "Bad" as they're the ones that appear on the PrepScreen. Edited September 3, 2015 by Lagfile Quote Link to comment Share on other sites More sharing options...
Squeegee Posted September 7, 2015 Share Posted September 7, 2015 Strange. The first condition works perfectly, but the second condition, which is essentially a copy of the first, is going in some infinite loop in which my character gets like a million lockpicks. Anyone know why the second loop is going crazy? //First Condition IFUF 0x00 0x01 Serra CUMO [12,08] STAL 60 CURE Text(0x09,0x826) ELSE 0x01 CUMO [13,08] STAL 60 CURE Text(0x09,0x828) ENIF 0x01 ENUF 0x01 ENIF 0x01 //Second Condition IFUF 0x00 0x02 Matthew MOVE Matthew [12,10] CUMO [12,10] STAL 60 CURE Text(0x09,0x827) ITGC Matthew LockPick ELSE 0x01 ENIF 0x01 ENUF 0x01 ENIF 0x01 Quote Link to comment Share on other sites More sharing options...
Agro Posted September 7, 2015 Share Posted September 7, 2015 Probably because all your ELSEs and ENIFs using condition ID 0x01? Quote Link to comment Share on other sites More sharing options...
Squeegee Posted September 7, 2015 Share Posted September 7, 2015 (edited) Ah, that was what it was. Thanks Agro. ConditionIDs are still something I'm rather iffy on, unfortunately. Also, would anyone happen to know why when I run the code below, the units literally appear on the map for a split second before disappearing? Longer stalls haven't seemed to help. I tried to see if ENUN would have the same effect as it does on unit loading, but that didn't work. REMA FADI 0x10 STAL 100 UnitClear STAL 100 MUS1 0x0038 FADU 0x10 LOU1 GoodCutscene Edited September 7, 2015 by Squeegee Quote Link to comment Share on other sites More sharing options...
Agro Posted September 7, 2015 Share Posted September 7, 2015 Whole event file please. Quote Link to comment Share on other sites More sharing options...
Squeegee Posted September 7, 2015 Share Posted September 7, 2015 [spoiler=EA File]#define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x09,Pointers)ORG 0xDD1DB0Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventBad:UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [14,00] [13,01] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [15,00] [15,01] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [19,09] [18,08] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,10] [18,11] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [12,19] [11,18] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [13,19] [14,18] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]UNITGood:UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [15,00] [12,10] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [16,00] [13,09] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]UNITNeutral:UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [08,12] [12,09] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT Serra Cleric 0x00 Level(1,NPC,False) [08,12] [11,10] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]UNITDeezNuts:UNIT Matthew Thief 0x00 Level(1,NPC,False) [19,19] [12,11] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]UNITBadReinforcements1:UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [14,00] [13,01] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [15,00] [15,01] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [19,09] [18,08] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,10] [18,11] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [12,19] [11,18] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [13,19] [14,18] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]UNITBadReinforcements2:UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [00,09] [05,10] [steelAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [00,10] [05,11] [HandAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNITPeePants:UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,09] [15,08] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]UNITGoodCutscene:UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [08,12] [13,09] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [08,12] [14,09] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT Serra Cleric 0x00 Level(1,Ally,False) [08,12] [12,08] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]UNIT Matthew Thief 0x00 Level(1,Ally,False) [08,12] [13,10] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT MorphLloyd Swordmaster 0x00 Level(20,NPC,False) [08,12] [12,09] [LightBrand,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [08,12] [13,08] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]UNITTurn_events:TurnEventPlayer(0x05,Opening_event,1)TURN 0x00 Reinforcements1 [3,3] 0x00 0x00TURN 0x00 Reinforcements2 [4,4] 0x00 0x00TURN 0x00 Ending_event [5,5] 0x00 0x00TURNCharacter_events:CHARLocation_events:LOCAMisc_events:CauseGameOverIfLordDiesAFEVOpening_event:MUS1 0x0026Text(0x09,0x81D)LOU1 GoodENUNLOU1 NeutralENUNCUMO [12,09]STAL 60CUREMUS1 0x0032Text(0x09,0x81E)MOVE 0xD3 [08,12]ENUNDISA 0xD3CUMO [11,10]STAL 60CUREText(0x09,0x820)CUSI Serra AllyLOU1 DeezNutsENUNCUMO [12,11]STAL 60CUREText(0x09,0x821)CUSI Matthew AllyMOVE Lowen [08,12]ENUNDISA LowenMOVE Lyn_t [08,12]MOVE Matthew [07,11]MOVE Serra [09,11]ENUNLOU1 BadMUEN 2ENDAEnding_event:LOU1 PeePantsENUNCUMO [15,08]STAL 60CURETEX1 0x822REMAFADI 0x10STAL 100UnitClearSTAL 100MUS1 0x0038FADU 0x10LOU1 GoodCutsceneCUMO [13,09]STAL 60CUREText(0x09,0x824)ITGC Lyn_t WhiteGemWarpOut(MorphLloyd)WarpOut(0xD3)MOVE Lyn_t [12,09]MOVE Lowen [13,08]ENUNCUMO [12,09]STAL 60CURETEX1 0x825REMAIFUF 0x00 0x01 SerraCUMO [12,08]STAL 60CUREText(0x09,0x826)ELSE 0x03ENIF 0x01ENUF 0x03CUMO [13,08]STAL 60CUREText(0x09,0x828)ENIF 0x03IFUF 0x00 0x02 MatthewMOVE Matthew [12,10]CUMO [12,10]STAL 60CUREText(0x09,0x827)ITGC Matthew LockPickELSE 0x02ENIF 0x02ENUF 0x02ENIF 0x02MNCH 0x02ENDABallistaData:BLSTALIGN 4VillageBreak:IFCA 0x0 0x01 0x3EGameOverELSE 0x01ENIF 0x01ENUF 0x01ENIF 0x01IFCA 0x0 0x01 0x42GameOverELSE 0x01ENIF 0x01ENUF 0x01ENIF 0x01ENDAReinforcements1:LOU1 BadReinforcements1ENUNReinforcements2:LOU1 BadReinforcements2ENUNMESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 7, 2015 Share Posted September 7, 2015 You really should be using an ENUN after loading units. It's a best practice for a reason.I'm also curious about why you're using the CUMO/CURE combo. CURF does the same thing, and is less error prone. Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 8, 2015 Author Share Posted September 8, 2015 Ah, that was what it was. Thanks Agro. ConditionIDs are still something I'm rather iffy on, unfortunately.think of it this way: When you attach a conditional ID to an IF statement, the game first checks the condition. If the condition is true, it just ignores the command and keeps going. If the condition is false, it will search all the way down to the first ENIF it finds with the same ID. ELSE works basically the same way; it's just the same thing as a JUMP to an ENIF with the same ID. Quote Link to comment Share on other sites More sharing options...
Lagfile Posted September 10, 2015 Share Posted September 10, 2015 Question, how do I make a unit be able to be the "Merlinus" or convoy character in FE7, without that character being Merlinus? (Because he is a bother for me, personally.) I read this, but I couldn't figure out the "how to". http://feuniverse.us/t/item-storage-without-merlinus/520 I assume it's with a Hex Editor, right? The one I'm using is GoldFinger, but I couldn't figure out how to change the values. Is this convoy business do-able in Nightmare only? Or do you have to use a combination of a Hex Editor + Nightmare? For example, can I go to Nightmare, choose Eliwood (The character) give him the 0x02 value in one of his character slot skills (Like the Lord "skill" or the "UnlockRapier/Durandal") and it'll be done? For the other changes (the ones below the images), I could only locate them in the Hex Editor, but again, I didn't know how to change them. So, what am I missing? Pardon me if the question is already answered/off-topic. Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted September 10, 2015 Share Posted September 10, 2015 Goto the offset you want e.g. 022D5A. The byte you want is highlighted. Just type the value you want to change it to and save your changes. Easy. Quote Link to comment Share on other sites More sharing options...
Lagfile Posted September 10, 2015 Share Posted September 10, 2015 (edited) Oh my gee, it was so easy, and I couldn't even figure that one...that's what I get for not trying things on my own... Thanks. EDIT1: Worked perfectly! Now, Eliwood is my convoy master. However, something totally cosmetic, but where do I find how to change the title of the chapter? For example, I want to change "Another Journey" to, say, "Castle Ambush". How do I do that? I don't know how to search that specific bit in this forums. Anyone got a link and/or knows a way to do it? Edited September 11, 2015 by Lagfile Quote Link to comment Share on other sites More sharing options...
Agro Posted September 11, 2015 Share Posted September 11, 2015 The easiest way to do it is to use FEditor to search for "Another Journey" and find the text entry that way Quote Link to comment Share on other sites More sharing options...
Lagfile Posted September 11, 2015 Share Posted September 11, 2015 Oh, it's do-able in FEditor? Then I guess it's no problem. I had no idea it was in there. Well, that was easy! Thanks. Quote Link to comment Share on other sites More sharing options...
Anthony N Posted September 13, 2015 Share Posted September 13, 2015 quick question, how do I generate the white flash effect? (FE7) Quote Link to comment Share on other sites More sharing options...
Agro Posted September 13, 2015 Share Posted September 13, 2015 FAWI/FAWU and some smarts with the time parameter. The higher the parameter, the faster the flash. Quote Link to comment Share on other sites More sharing options...
Homasa Posted September 23, 2015 Share Posted September 23, 2015 Hi there, I have a bit of a problem making conditional events work, despite reading/watching Arch's tutorials. Having coded my chapter 2, I want to give player access to a gaiden chapter under the two following conditions. - Visit village A - Keep specified character alive (in this case, Matthew). Now I have not tested whether the condition killing Matthew or not is triggered, but just for the other condition, my code just won't work. Additionally, when I choose to refuse to go to chapter 2x, the game will redirect me to this chapter, regardless of my choice. Maybe I have missed something regarding IFXX conditions, but so far, I'm stuck. Is this code viable (EA does compile and everything) to achieve what I have mentioned ? Thanks. Ending_event: MUS1 0x0038 FADI 10 BACG 0x22 FADU 10 TEX1 0x084B REMA ITGC Eliwood Rapier IFET 0x01 0x10 // If Village A visited IFCD 0x02 Matthew // If Matthew died -> Go to Ch3 MoveToChapter(0x03) ELSE 0x03 // Else ask if Ch2x ENIF 0x02 FADI 10 BACG 0x22 FADU 10 TEX1 0x084C REMA TEX6 0x7 [0,0] 0x09A5 _ASM0x42 0x83181 IFYN 0x04 // Choose to go to Ch2x FADI 10 BACG 0x22 FADU 05 TEX1 0x084D REMA MoveToChapter(0x08) // Ch2x ELSE 0x05 // Choose not to go to Ch2x ENIF 0x04 FADI 10 BACG 0x22 FADU 05 TEX1 0x084E REMA ENIF 0x05 ENIF 0x03 ENIF 0x01 MoveToChapter(0x03) Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 24, 2015 Share Posted September 24, 2015 I've always had rotten luck trying to use IFCD. I would give Matthew a death quote unique to the chapter, and check that it hasn't been triggered.Something like this: IFET 0x01 0x10 // If Village A visited IFEF 0x02 MatthewDeathQuoteID // If Matthew didn't die CALL GaidenCode ENIF 0x02 ELSE 0x03 ENIF 0x01 CALL Chapter3Code ENIF 0x03 ENDA GaidenCode: FADI 10 BACG 0x22 FADU 10 TEX1 0x084C REMA TEX6 0x7 [0,0] 0x09A5 _ASM0x42 0x83181 IFYN 0x04 // Choose to go to Ch2x FADI 10 BACG 0x22 FADU 05 TEX1 0x084D REMA MoveToChapter(0x08) // Ch2x ENIF 0x04 // If they didn't choose yes, // the code will just return // to where the CALL GaidenCode was, and // continue on to the next thing (i.e. moving to chapter 3) ENDA Chapter3Code: // Stuff prior to going to 3 here MoveToChapter(0x03) ENDA Quote Link to comment Share on other sites More sharing options...
Homasa Posted September 24, 2015 Share Posted September 24, 2015 @Primefusion: Thanks for the help. However, I still have some issues... I tested the first (village) condition and it does work. I also ignored the IFET and linked ENIF for now (I'll see later, I just put slashes for the moment), but my problem comes from the IFYN. Whether I put yes or no, the game indistinctively runs the code as if I chose yes (or rather, should I say, I think the game totally ignores the IFYN condition) and I end up at chapter 2x. Is there something I missed with IFYN conditions ? (Note: I simply copied/pasted your code and removed blank spaces). Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted September 25, 2015 Share Posted September 25, 2015 Hello! I'm currently working on a mod where I would like to take the chapter data from Fire Emblem 8 and add more units. To do so, I had disassembled the chapter data using the Event Assembler. I thought that I might be able to simply find where the units were loaded and add new lines where I might want to add new units. The disassembled code looks like this: ORG $8B40A0 Units1: UNIT 0x1 0x2 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4008 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x8 [14,9] 0b 0x0 0x1 0x8B4010 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT label30: UNIT 0x46 0x9 0x46 0x24 [2,9] 0b 0x0 0x1 0x8B4018 [0x14,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x80 0x4E 0x46 0x15 [1,9] 0b 0x0 0x1 0x8B4020 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x46 0x15 [2,9] 0b 0x0 0x2 0x8B4028 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x80 0x4E 0x46 0x1D [2,9] 0b 0x0 0x1 0x8B4038 [0x14,0x0,0x0,0x0] [0x3,0x12,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [1,9] 0b 0x0 0x1 0x8B4040 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [2,9] 0b 0x0 0x1 0x8B4048 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0] UNIT 0x80 0x3F 0x46 0x15 [2,9] 0b 0x0 0x1 0x8B4050 [0x1F,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT label35: UNIT 0x4 0x5 0x1 0x8 [5,0] 0b 0x0 0x1 0x8B4058 [0x1,0x14,0x6C,0x6C] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x20 [6,0] 0b 0x0 0x1 0x8B4060 [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B41B8 and the new ending offset is CURRENTOFFSET The issue I'm having is that I can't just re-insert the code after i've added lines under label30 (or anywhere, for that matter). I'm pretty sure the issue has something to do with the layout of the disassembled code, because it reassembles with no errors, and it will start but freezes eventually. I think this method overwrites some other portion of the event data. Unfortunately, removing the ORG and MESSAGE lines throughout the code and placing the event data within free space generates the same issue. Is there a way that I can change chapter data without having to rewrite the chapter entirely? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 25, 2015 Share Posted September 25, 2015 (edited) You need to stick your modified data into free space. By adding more units, but inserting into the spot the original events are at, you're overwriting other game data. Edit: Haven't forgotten about you, Homasa. I did a little testing and it seems the game doesn't like having a MoveToChapter code in a label that get's CALL'd. Try something like this instead: SomeLabel: // stuff TEX6 0x7 [0,0] 0x09A5 _ASM0x42 0x83181 IFYN 0x04 CALL GaidenScene MoveToChapter(0x08) // Ch2x ENIF 0x04 CALL NotGaidenScene MoveToChapter(0x01) // Continue as normal ENDA GaidenScene: // stuff ENDA NotGaidenScene: // stuff ENDA Note: You don't have to use CALL at all. I just feel like it makes it easier to focus on the conditional if you move the other scene code elsewhere and, as a bonus, makes it easier to read. Edited September 25, 2015 by Primefusion Quote Link to comment Share on other sites More sharing options...
Homasa Posted September 25, 2015 Share Posted September 25, 2015 The problem doesn't seem to come from CALL for me. I proceeded as you said (BTW, I agree, using CALL makes the code easier to read), but still, regardless of my choice when the Y/N panel appears (TEX6 0x09A5), the code will just run the events linearly - thus calling GaidenScene and MoveToChapter(0x08). Maybe I messed something while copying/pasting your code. I'll just join my EA script. Ending_event: MUS1 0x0038 FADI 10 BACG 0x22 FADU 10 TEX1 0x084B REMA ITGC Eliwood Rapier IFET 0x01 0x10 // If Village A visited // IFCD 0x02 Matthew // If Matthew didn't die CALL GaidenCode // If conditions fulfilled, trigger GaidenCode // ENIF 0x02 ELSE 0x03 ENIF 0x01 MoveToChapter(0x03) // If not go to chapter 3 ENIF 0x03 ENDA GaidenCode: FADI 10 BACG 0x22 FADU 10 TEX1 0x084C REMA TEX6 0x7 [0,0] 0x09A5 _ASM0x42 0x83181 IFYN 0x04 // Choose to go to Ch2x CALL GaidenScene MoveToChapter(0x08) // Ch2x ENIF 0x04 CALL NotGaidenScene // Choose not to got to Ch2x MoveToChapter(0x03) ENDA GaidenScene: FADI 10 BACG 0x22 FADU 05 TEX1 0x084D REMA ENDA NotGaidenScene: FADI 10 BACG 0x22 FADU 05 TEX1 0x084E REMA ENDA Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted September 25, 2015 Share Posted September 25, 2015 You need to stick your modified data into free space. By adding more units, but inserting into the spot the original events are at, you're overwriting other game data. Thank you for responding. I figured that much and had been trying that method, but still had no success. Leaving the ORG and MESSAGE lines throughout the events .txt file and placing it in the free space means it doesn't run at all when the chapter starts (even after making sure that the event data table has the correct pointer). I get a better result when I remove said lines and place it in free space but it still eventually freezes on me, and I have no idea why that might be. Is there a specific order the events have to be in that the ORG and MESSAGE lines took care of? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 26, 2015 Share Posted September 26, 2015 (edited) The problem doesn't seem to come from CALL for me. I proceeded as you said (BTW, I agree, using CALL makes the code easier to read), but still, regardless of my choice when the Y/N panel appears (TEX6 0x09A5), the code will just run the events linearly - thus calling GaidenScene and MoveToChapter(0x08). I don't know what to tell you, bud. I copy/pasted your events into my test code and it worked perfectly. If I didn't trigger event id 0x10, I would go to chapter 0x03. If I did trigger event id 0x10, but chose No, I would go to chapter 0x03. If I did trigger event id 0x10, but chose Yes, I would go to chapter 0x08. Maybe you're not properly triggering 0x10 somewhere? For reference, here's the test code I used: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD00000 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 0xA0 General 0x00 Level(5,Enemy,0) [04,04] [04,04] [IronSpear] Guard UNIT Batta Druid Glass Level(10,Enemy,0) [08,07] [08,07] [Flux] Guard UNIT Good: UNIT Eliwood EliwoodLord 0x00 Level(10,Ally,True) [3,3] [3,3] [Rapier, KillingEdge, BodyRing, Elixir] NoAI UNIT Lyn_t LynLord Eliwood Level(10,Ally,True) [12,06] [12,06] [ManiKatti,EmblemSword,Elixir] NoAI UNIT Canas Shaman Eliwood Level(18,Ally,True) [12,08] [12,08] [Flux,Vulnerary] NoAI UNIT Turn_events: OpeningTurnEvent(Opening_event) END_MAIN Character_events: CharacterEventBothWays(0x10, SomeTalk, Lyn_t, Canas) END_MAIN Location_events: Seize(03,02) END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: OOBB LOU1 Good ENUN STAL 16 LOU1 Bad ENUN ENDA SomeTalk: CURF Canas CURF Lyn_t ENDA Ending_event: MUS1 0x0038 FADI 10 BACG 0x22 FADU 10 TEX1 0x084B REMA ITGC Eliwood Rapier IFET 0x01 0x10 // If Village A visited // IFCD 0x02 Matthew // If Matthew didn't die CALL GaidenCode // If conditions fulfilled, trigger GaidenCode // ENIF 0x02 ELSE 0x03 ENIF 0x01 MoveToChapter(0x03) // If not go to chapter 3 ENIF 0x03 ENDA GaidenCode: FADI 10 BACG 0x22 FADU 10 TEX1 0x084C REMA TEX6 0x7 [0,0] 0x09A5 _ASM0x42 0x83181 IFYN 0x04 // Choose to go to Ch2x CALL GaidenScene MoveToChapter(0x08) // Ch2x ENIF 0x04 CALL NotGaidenScene // Choose not to got to Ch2x MoveToChapter(0x03) ENDA GaidenScene: FADI 10 BACG 0x22 FADU 05 TEX1 0x084D REMA ENDA NotGaidenScene: FADI 10 BACG 0x22 FADU 05 TEX1 0x084E REMA ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Thank you for responding. I figured that much and had been trying that method, but still had no success. Leaving the ORG and MESSAGE lines throughout the events .txt file and placing it in the free space means it doesn't run at all when the chapter starts (even after making sure that the event data table has the correct pointer). I get a better result when I remove said lines and place it in free space but it still eventually freezes on me, and I have no idea why that might be. Is there a specific order the events have to be in that the ORG and MESSAGE lines took care of? A more sure fire way is to: 1) Find enough free space to house a whole new set of events. 2) Remove all 'ORG $offset' lines in the event file you want to edit. 3) Move the PointerList to the top of the file. 4) Put a 'ORG $yourFreeSpaceOffset' before the PointerList 5) Put an ALIGN 4 after the trap data, or move the trap data to the end of the file (your choice). 6) Edit to your heart's content. Example file of the prologue where I added Gilliam in, plus an extra fighter: #include EAstdlib.event // this let's me use things like 'Eirika' and 'IronAxe', instead of '0x01' or '0x1F' ORG 0xB2E800 // A free space offset I found, choose whatever is appropriate for you. PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene label35: _0x1020 0x1 _0x0220 0x2 _0x0320 0x8 _SETCONDITION 0x0 0xC 0x0 FADU 16 ENIF 0x0 _0x1020 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591F64 and the new ending offset is CURRENTOFFSET label20: _0x1020 0x4 ASMC 0x85375 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET Units1: UNIT 0x2 0x7 0x0 0x8 [13,9] 0b 0x0 0x6 0x8B3BC4 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Gilliam Knight 0 0x8 [1,1] 0b 0x0 0x0 0x0000000 [IronLance,Vulnerary] NoAI UNIT label36: UNIT 0x68 0x3F 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B3BFC [0x1F,0x0,0x0,0x0] [0x6,0x3,0x0,0x0] UNIT 0x82 0x3F 0x0 0xC [14,7] 0b 0x0 0x1 0x8B3C04 [0x1F,0x0,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0x80 0x3F 0x0 0x14 [14,7] 0b 0x0 0x1 0x8B3C0C [0x1F,0x0,0x0,0x0] [0x0,0x12,0x2,0x0] UNIT 0x80 0x3F 0x0 0x14 [14,7] 0b 0x0 0x0 0x8B3C0C [0x1F,0x0,0x0,0x0] [0x0,0x12,0x2,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B3CA0 and the new ending offset is CURRENTOFFSET label28: UNIT 0xC5 0x73 0x0 0x8 [13,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x8 [14,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [15,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0xB 0x0 0x8 [11,7] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0xB 0x0 0x8 [15,7] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x8 [7,14] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xC0 0x9 0x0 0x8 [10,14] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [11,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label29: UNIT 0xF 0x4E 0x0 0x8 [9,15] 0b 0x0 0x3 0x8B3CA0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label32: UNIT 0x6B 0xB 0x0 0xC [13,10] 0b 0x0 0x1 0x8B3CB8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x40 0x4F 0x0 0xC [12,11] 0b 0x0 0x1 0x8B3CC0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label30: UNIT 0x80 0x2D 0x0 0xC [5,1] 0b 0x0 0x1 0x8B3CC8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x2D 0x0 0xC [5,2] 0b 0x0 0x1 0x8B3CD0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x2F 0x0 0xD [19,10] 0b 0x0 0x1 0x8B3CD8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x2F 0x0 0xD [20,10] 0b 0x0 0x1 0x8B3CE0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label31: UNIT 0x83 0x35 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3CE8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x83 0x35 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3CF0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x84 0x7 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3CF8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x84 0x7 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3D00 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x85 0x29 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3D08 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x85 0x29 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3D10 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B3F20 and the new ending offset is CURRENTOFFSET label33: UNIT 0x2 0x7 0x0 0x8 [9,3] 0b 0x0 0x2 0x8B3F20 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [9,3] 0b 0x0 0x2 0x8B3F30 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x8 [6,5] 0b 0x0 0x1 0x8B3F40 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label34: UNIT 0x45 0x23 0x0 0x2C [14,5] 0b 0x0 0x2 0x8B3F48 [0x17,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x1F 0x0 0xD [14,4] 0b 0x0 0x1 0x8B3F58 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x1F 0x0 0xD [14,6] 0b 0x0 0x1 0x8B3F60 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x1F 0x0 0xD [14,6] 0b 0x0 0x0 0x8B3F60 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B4008 and the new ending offset is CURRENTOFFSET TurnBasedEvents: TURN 0x0 label15 [1,0] 0x8 TURN 0x0 label16 [2,0] 0x0 TURN 0x0 label17 [3,0] 0x0 TURN 0x8 label18 [1,255] 0x8 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x2 AFEV 0x7 label19 0x0 AFEV 0x0 label20 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: WORD 0x89EF2B0 0x89EF328 0x89EF388 0x89EF398 WORD 0x89EF46C 0x89EF4EC 0x89EF50C 0x89EF53C WORD 0x89EF56C 0x89EF5A8 0x89EF6E0 0x89EF758 WORD 0x89EF7B8 0x89EF7C8 0x89EF7FC END_MAIN label24: _0x1927 _SETCONDITION 0x0 0xC 0x0 _CALL_HELL ENIF 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET label22: _0x0320 0x8 _SETCONDITION2 0x80BD 0xC 0x0 FADI 16 ENIF 0x80BD TEXTSTART _0x2220 FADU 16 ENDA label21: _0x0320 0x8 _SETCONDITION2 0x80D2 0xC 0x0 FADI 16 ENIF 0x80D2 _0x1A21 _0x2140 0xFFFF 0x0 0x0 FADU 16 ENDA label25: CALL label21 _0x0620 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label22 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET BeginningScene: CALL label23 _SETVAL 0x2 0x89EF1BC CALL label24 _0x1927 _SETCONDITION2 0x0 0xC 0x0 ASMC 0xCF461 ENIF 0x0 _0x0229 0x8 _LOAD1 0x1 Units1 ENUN _SETVAL 0x1 0xD _0x3425 0x2 CUMO 0x1 STAL 60 CURE MUNO _SETVAL 0x2 0x1D _SETVAL 0x3 0x90D CALL label25 MUSI _MOVE 0x18 0x2 [4,4] ENUN CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90E TEXTEND REMA _SETVAL 0x2 0x89EF27C CALL label24 _WARP 0x0 0x1 [4,5] ENUN CALL label26 CALL label27 _0x0228 0x7 ENDA label23: _SETVAL 0xB 0xA000E LOMA 0x10 _LOAD2 0x1 label28 ENUN FADU 16 MUS1 0x26 TEX8 0x664 [8,8] _LOAD1 0x1 label29 ENUN _0x2620 0xE CUMO 0xF STAL 60 CURE TEXTSTART TEXTSHOW 0x903 TEXTEND REMA MOVE 0xF [13,11] ENUN DISA 0xF _MOVE2 0x0 0x1 0x0 ENUN CUMO 0x1 STAL 60 CURE TEXTSTART TEXTSHOW 0x904 TEXTEND REMA _MOVE1 0x0 0x2 0x1 ENUN DISA 0x1 CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x905 TEXTEND REMA MOVE 0x2 [13,11] _SETVAL 0xD 0x0 _SETVAL 0x1 0x10C _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x2CC _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _MOVE3 0x0 0x4 0x0 ENUN DISA 0x2 DISA 0x4 MOVE 0x5 [11,4] MOVE 0x6 [15,4] ENUN _MOVE2 0x0 0x5 0x1 _MOVE2 0x0 0x6 0x0 ENUN _LOAD1 0x1 label30 ENUN _LOAD1 0x1 label31 ENUN _LOAD1 0x1 label32 ENUN CUMO 0xC5 STAL 60 CURE TEXTSTART TEXTSHOW 0x906 TEXTEND FADI 2 REMA _0x0220 0x2 _0x342A 0x0 _0x342C 0x0 _0x342B 0x0 _SETVAL 0xB 0x0 LOMA 0x40 FADU 16 _LOAD2 0x1 label33 ENUN CUMO 0x2 STAL 60 CURE _SETVAL 0x2 0x1D _SETVAL 0x3 0x907 CALL label25 _SETVAL 0xD 0x0 _SETVAL 0x1 0x104 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x84 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x80 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _MOVE3 0x0 0x4 0x0 ENUN DISA 0x4 CUMO 0x2 STAL 60 CURE _SETVAL 0x2 0x1D _SETVAL 0x3 0x908 CALL label25 _LOAD1 0x1 label34 ENUN _MOVE2 0x0 0x2 0x1 ENUN _MOVE2 0x0 0x1 0x0 ENUN CUMO 0x45 STAL 60 CURE _SETVAL 0x2 0x1D _SETVAL 0x3 0x909 CALL label25 _MOVE2 0x0 0x45 0x0 ENUN _SETVAL 0xD 0x0 _SETVAL 0x1 0x20000 _SAVEFORBATTLE _SETVAL 0x1 0x1 _SAVEFORBATTLE _SETVAL 0x1 0xFFFFFFFF _SAVEFORBATTLE FIG1 0x2 0x45 0x0 CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90B TEXTEND REMA _MOVE2 0x8 0x2 0x0 ENUN DISA 0x1 _SETVAL 0xD 0x0 _SETVAL 0x1 0x18104 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x18084 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x18080 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _MOVE3 0x0 0x2 0x0 ENUN DISA 0x2 CUMO 0x45 STAL 60 CURE TEXTSTART TEXTSHOW 0x90C TEXTEND REMA FADI 16 _0x0220 0x2 _0x342A 0x0 _0x342C 0x0 _0x342B 0x0 _SETVAL 0xB 0x0 LOMA 0x0 FADU 16 ENDA label26: CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90F TEXTEND REMA CALL label35 _SETVAL 0x3 0x9 _GIVEITEMTO 0x1 _SETVAL 0x2 0x89EF828 CALL label24 ENDA label27: _LOAD1 0x1 label36 ENUN CUMO 0x68 STAL 60 CURE MUS1 0x13 TEXTSTART TEXTSHOW 0x910 TEXTEND REMA _0x0221 0x4 ENDA label19: _0x1924 _SETVAL 0x7 0x1 _SETCONDITION2 0x0 0xC 0x7 CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x913 TEXTEND REMA _0x0221 0x8 ELSE 0x1 ENIF 0x0 _0x1929 _0x0620 0xC2 _0x0221 0xFFFF ENIF 0x1 _0x0228 0x7 ENDA label18: MUS1 0x13 TEXTSTART TEXTSHOW 0x914 TEXTEND REMA _0x1927 _SETCONDITION2 0x0 0xC 0x0 _SETVAL 0x1 0x0 _0x3920 0x68 ENIF 0x0 _0x0228 0x7 ENDA EndingScene: MUS1 0x31 _SETVAL 0x2 0x1D CALL label21 TEXTSHOW 0x918 TEXTEND FADI 16 REMA _0x0229 0xE0 _0x0229 0xE1 _0x0229 0xB7 _0x0229 0xB4 _0x0229 0xB5 _0x0229 0xDC _0x0229 0xB9 _0x0229 0xC2 _0x0229 0xC3 _0x0229 0xE7 _0x0229 0xC9 MNC2 0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EF1BC and the new ending offset is CURRENTOFFSET label15: _SETVAL 0x2 0x89EF0A4 CALL label24 _SETVAL 0x2 0x89EF3B4 CALL label24 _0x0228 0x7 ENDA label16: _SETVAL 0x2 0x89EF3D8 CALL label24 _0x0228 0x7 ENDA label17: _SETVAL 0x2 0x89EF610 CALL label24 _SETVAL 0x2 0x89EF670 CALL label24 _0x0228 0x7 ENDA Traps1: ENDTRAP Traps2: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EF27C and the new ending offset is CURRENTOFFSET Oh, and you can take out those comments about not deleting certain lines. I was too lazy to delete them all. Edited September 26, 2015 by Primefusion Quote Link to comment Share on other sites More sharing options...
Homasa Posted September 27, 2015 Share Posted September 27, 2015 (edited) Well I finally managed to fix the problem in a lesser elegant way. I can't tell why your Ending_event worked and not mine despite having the same code. Anyway, I just replaced CALL by JUMP and modified slightly the code to be sure there weren't two MNCH in the same offset, and that seemed to work. Thanks a lot anyway ! FYI here's the piece of code that finally got to work with me. I still have to check the condition over Matthew's death, though. Ending_event: MUS1 0x0038 FADI 10 BACG 0x22 FADU 10 TEX1 0x084B REMA ITGC Eliwood Rapier IFET 0x01 0x10 // If Village A visited // IFCD 0x02 Matthew // If Matthew didn't die JUMP GaidenCode // If conditions fulfilled, trigger GaidenCode // ENIF 0x02 ELSE 0x03 ENIF 0x01 MoveToChapter(0x03) // If not go to chapter 3 ENIF 0x03 ENDA GaidenCode: FADI 10 BACG 0x22 FADU 10 TEX1 0x084C REMA TEX6 0x7 [0,0] 0x09A5 _ASM0x42 0x83181 IFYN 0x04 // Choose to go to Ch2x JUMP GaidenScene ENIF 0x04 JUMP NotGaidenScene // Choose not to got to Ch2x ENDA GaidenScene: FADI 10 BACG 0x22 FADU 05 TEX1 0x084D REMA MoveToChapter(0x08) // Ch2x ENDA NotGaidenScene: FADI 10 BACG 0x22 FADU 05 TEX1 0x084E REMA MoveToChapter(0x03) ENDA Edited September 27, 2015 by Homasa Quote Link to comment Share on other sites More sharing options...
BrightVega Posted September 27, 2015 Share Posted September 27, 2015 (edited) Edit: SOLVED. Ignore this message I have a problem making EA work. Opening "Event Assembler.exe" causes this error: You need to install .NET Framework v4.0.30319 Going to the properties of Mscoree.dll it says that MicrosoftTM.NET Framework is version 4.0.40305.0 How can I fix that? Does it have to be the specific v4.0.30319? Because there's nowhere to be found on the net. Edited September 27, 2015 by BrightVega Quote Link to comment Share on other sites More sharing options...
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