AlecChan Posted December 12, 2015 Share Posted December 12, 2015 Assuming you mean the edited text, here [OpenLeft][LoadFace][0x02][0x01][OpenRight][LoadFace][0x16][0x01][OpenLeft] Lyn...[A][OpenRight] What is it Eliwood?[A][OpenLeft] Have you ever noticed that our life is a never ending adventure? How many times have we met, and yet no one seems to remember?[A][OpenRight] Eliwood? Are you feeling alright?[A][X] Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 12, 2015 Share Posted December 12, 2015 Hmm, I'm not sure what to tell you. I'm able to insert the events and have the opening scene play out just fine. The only thing amiss about the text is a few missing [A] commands, but that doesn't affect the portraits loading.Try inserting the events on a fresh ROM to see if you can duplicate the behavior. Quote Link to comment Share on other sites More sharing options...
AlecChan Posted December 12, 2015 Share Posted December 12, 2015 (edited) Hm...did you add any of the changes you gave me? Or did you just copy and paste my original post? Either way, I'll try again momentarily. EDIT: Well, tried on a new ROM, and seemed to have worked. Thanks a bunch! Edited December 12, 2015 by AlecChan Quote Link to comment Share on other sites More sharing options...
AlecChan Posted December 16, 2015 Share Posted December 16, 2015 New question, and apologies for posting so much, however I honestly find asking questions here significantly more helpful than most tutorials, as I personally find most convoluted. Anywho, onto the questions 1) Setting up a seize event I've tried what is said in the Ultimate tutorial, and I get an error telling me "No code named Sieze found.", is it done through misc events? or Locations? A brief description and maybe a small snippet from an already working hack would be wonderful. 2)Defining the lord What am I mean by this, in order to get the "GameOverIfLordDies" code to work, the game has to realize who the lord is...how on earth is that done? Through nightmare or eventing? Thanks again for everything thus far Quote Link to comment Share on other sites More sharing options...
Agro Posted December 16, 2015 Share Posted December 16, 2015 From Arch's Guide to Chapter Construction: Seize(X,Y) //This will automatically load EndingScene Seize(eventID,SceneLabel,X,Y) //This can be used for multiple-seize chapters ala FE4. GameOverIfLordDies is an event that is triggered when event ID 0x66 is triggered. To trigger this when a character dies, set their death quote ID to 0x66. Quote Link to comment Share on other sites More sharing options...
AlecChan Posted December 16, 2015 Share Posted December 16, 2015 I managed to get the death quote to trigger, however the game didn't end. Instead, Lyn just said her quote then faded away and the game continued as if she was a regular unit. Does this fix require fixing in nightmare? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 16, 2015 Share Posted December 16, 2015 GameOverIfLordDies is an event that is triggered when event ID 0x66 is triggered. To trigger this when a character dies, set their death quote ID to 0x66. It's ID 0x65 that triggers a game over. Quote Link to comment Share on other sites More sharing options...
escotanner Posted December 17, 2015 Share Posted December 17, 2015 I have a problem with event assembler. Everytime I try to put this in my hack: [OpenRight] [LoadFace] [0x02] [0x01] Hi, I'm Percy. [A] [X] it keeps saying there's an error. Is there anything I'm doing wrong? Quote Link to comment Share on other sites More sharing options...
Agro Posted December 17, 2015 Share Posted December 17, 2015 Show us your events please It's ID 0x65 that triggers a game over. also thanks, just shows how long I haven't been hacking for now >_> Quote Link to comment Share on other sites More sharing options...
escotanner Posted December 18, 2015 Share Posted December 18, 2015 Show us your events please I thought I just did show you my events???? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 18, 2015 Author Share Posted December 18, 2015 FEditor isn't the same thing as event assembler Quote Link to comment Share on other sites More sharing options...
escotanner Posted December 21, 2015 Share Posted December 21, 2015 I've been trying to plug in my text into my hack, but it always says it doesn't reach end. I also gives me the line and column number, but i didn't find anything wrong. The text I'm trying to put in is: [OpenRight][LoadFace][0x02][0x01] Hi there.[.][A][X] And it always says: Line #, Column #: Didn't reach end, currently at blah blah blah Can someone please help me????? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 21, 2015 Author Share Posted December 21, 2015 you don't use event assembler for this use FEditor Adv Quote Link to comment Share on other sites More sharing options...
marlon0024 Posted December 22, 2015 Share Posted December 22, 2015 (edited) One cuestion, is there a way to dissasemble a Vanilla chapter with the macros?? Cause every time when i dissasemble a chapter it is a bit hard for me to figure it out the raws, it is hard to read, is there a way to disassemble a vanilla chapter with the macross applied to it? I want to add some units, and set new recruitments. Is there a tutorial for it? and, if i modify a Vanilla chapter, is it better to repoint it if i just add some units, or can i leave it at its offset? Also, I used the event assembler twice on my rom, and then, Feditor stoped to loading it. Just added units to a vanilla chapter. Edited December 22, 2015 by marlon0024 Quote Link to comment Share on other sites More sharing options...
escotanner Posted December 22, 2015 Share Posted December 22, 2015 you don't use event assembler for this use FEditor Adv Oh okay. The thing is, I wanna patch my txt into the game like input it in so I think you must be talking about something else Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 22, 2015 Author Share Posted December 22, 2015 (edited) Oh okay. The thing is, I wanna patch my txt into the game like input it in so I think you must be talking about something elsei know exactly what i'm talking about, and if i'm reading you right, you have a text file with FEditor-formatted text that you're trying to insert with event assembler this is the wrong tool for this job. Event Assembler (the small little window) is used for inserting chapters, in which you specify your units, etc. an event file looks like this: // XXX - this is not an actual chapter and won't work; i ripped it from arch's tutorial and modded it a bit #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x6,Chapter) ORG StartOffset Chapter: POIN TurnEvents POIN TalkEvents POIN LocationEvents POIN MiscEvents POIN TerrainEvents TerrainEvents POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningScene EndingScene Bad: UNIT Good: UNIT Lyn LynLord 0x0 Level(1, Ally, False) [0,0] [1,1] [ironSword] 0 UNIT TurnEvents: TurnEventPlayer(OpeningEvent, 0, 1) TURN CharacterEvents: CHAR LocationEvents: LOCA MiscEvents: CauseGameOverIfLordDies AFEV TerrainEvents: BLST ALIGN 4 Opening_event: MUS1 0x0034 //Plays music 0x0034 CMOF //Tells the camera to not follow unit movement/loading. LOU1 Cornwell Araphen //Loads units under the headers "Cornwell "and "Araphen" BACG 0x10 //Sets the Background to 0x01, which displays without a FADU thanks to the 'fade to black' TEX1 0x0820 //Displays text at index 0820 CAM1 Raven //Puts the camera on Raven before the REMA, when the game wipes the screen the camera will already be on Raven. REMA //Wipes the screen of backgrounds, portraits and text. MUEN 0x01 //Ends the music at speed 0x01 (basically instantly). STAL 0x10 //Stalls the game for 0x10 CURF Raven //Cursor-flash on Raven TEX1 0x0821 REMA MUS1 0x0033 CMOF LOU1 Heath1 //Loads the unit under header "Heath1," which is, as the name implies, Heath. ENUN //Tells the game to wait until unit movement has ceased to continue with events. MOVE Lucius [2,2] //Moves Lucius to coordinate 2,2 ENUN FADI 10 //Fade in at speed 10 BACG 0x04 FADU 10 TEX1 0x0822 MUS1 0x0057 //This is a more advanced feature. The previous text cuts off at a point, then the game reads this code to change music mid-dialogue. MORETEXT 0x0824 //Continues text using previous text's portraits. This is the other half of the dialogue, but now with song 0x57 playing. REMA ENDA //Ends the event. EndingScene: MoveToChapter(NextChapter) MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? What you want is a tool called FEditor Advance that looks like this: Edited December 22, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 23, 2015 Share Posted December 23, 2015 One cuestion, is there a way to dissasemble a Vanilla chapter with the macros?? Cause every time when i dissasemble a chapter it is a bit hard for me to figure it out the raws, it is hard to read, is there a way to disassemble a vanilla chapter with the macross applied to it? I want to add some units, and set new recruitments. Is there a tutorial for it? and, if i modify a Vanilla chapter, is it better to repoint it if i just add some units, or can i leave it at its offset? Also, I used the event assembler twice on my rom, and then, Feditor stoped to loading it. Just added units to a vanilla chapter. EA is unable to add macros to disassembled chapters. If you are looking to add additional stuff to vanilla chapters, always repoint. Adding things almost always results in the new events being larger than the original, and causes data overwrite. Quote Link to comment Share on other sites More sharing options...
escotanner Posted December 23, 2015 Share Posted December 23, 2015 i know exactly what i'm talking about, and if i'm reading you right, you have a text file with FEditor-formatted text that you're trying to insert with event assembler this is the wrong tool for this job. Event Assembler (the small little window) is used for inserting chapters, in which you specify your units, etc. an event file looks like this: // XXX - this is not an actual chapter and won't work; i ripped it from arch's tutorial and modded it a bit #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x6,Chapter) ORG StartOffset Chapter: POIN TurnEvents POIN TalkEvents POIN LocationEvents POIN MiscEvents POIN TerrainEvents TerrainEvents POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningScene EndingScene Bad: UNIT Good: UNIT Lyn LynLord 0x0 Level(1, Ally, False) [0,0] [1,1] [ironSword] 0 UNIT TurnEvents: TurnEventPlayer(OpeningEvent, 0, 1) TURN CharacterEvents: CHAR LocationEvents: LOCA MiscEvents: CauseGameOverIfLordDies AFEV TerrainEvents: BLST ALIGN 4 Opening_event: MUS1 0x0034 //Plays music 0x0034 CMOF //Tells the camera to not follow unit movement/loading. LOU1 Cornwell Araphen //Loads units under the headers "Cornwell "and "Araphen" BACG 0x10 //Sets the Background to 0x01, which displays without a FADU thanks to the 'fade to black' TEX1 0x0820 //Displays text at index 0820 CAM1 Raven //Puts the camera on Raven before the REMA, when the game wipes the screen the camera will already be on Raven. REMA //Wipes the screen of backgrounds, portraits and text. MUEN 0x01 //Ends the music at speed 0x01 (basically instantly). STAL 0x10 //Stalls the game for 0x10 CURF Raven //Cursor-flash on Raven TEX1 0x0821 REMA MUS1 0x0033 CMOF LOU1 Heath1 //Loads the unit under header "Heath1," which is, as the name implies, Heath. ENUN //Tells the game to wait until unit movement has ceased to continue with events. MOVE Lucius [2,2] //Moves Lucius to coordinate 2,2 ENUN FADI 10 //Fade in at speed 10 BACG 0x04 FADU 10 TEX1 0x0822 MUS1 0x0057 //This is a more advanced feature. The previous text cuts off at a point, then the game reads this code to change music mid-dialogue. MORETEXT 0x0824 //Continues text using previous text's portraits. This is the other half of the dialogue, but now with song 0x57 playing. REMA ENDA //Ends the event. EndingScene: MoveToChapter(NextChapter) MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? What you want is a tool called FEditor Advance that looks like this: Okay, but how do I input the text into my hack? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 23, 2015 Share Posted December 23, 2015 (edited) Okay, but how do I input the text into my hack? By using the tool that Cam has been telling you to use: FEditor Adv. In FEditor, open the Text Editor, go to the text slot you want to change, and edit the text. Once you're done, press the 'Apply' button, and then do File->Save. Voila, the text is now in the ROM. Edited December 23, 2015 by Primefusion Quote Link to comment Share on other sites More sharing options...
escotanner Posted December 24, 2015 Share Posted December 24, 2015 okay. thx n sorry Quote Link to comment Share on other sites More sharing options...
escotanner Posted December 24, 2015 Share Posted December 24, 2015 okay. thx n sorry Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted January 3, 2016 Share Posted January 3, 2016 Small question, what is the max event/condition IDs possible? Where does it stop? 0x7F? Quote Link to comment Share on other sites More sharing options...
Agro Posted January 4, 2016 Share Posted January 4, 2016 I believe it stops at 0xFF, but there are certain specific IDs that don't work as they should (e.g. IDs 0x40-0x64). It wouldn't surprise me if some of the IDs beyond 0x66 were a bit broken as well. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted January 6, 2016 Share Posted January 6, 2016 Is there some way to make IFUF work for NPC units? I've heard that the first parameter is supposed to be the unit's allegeance, but all my experiments have been fruitless so far: Whenever I change it, the conditional just seems to return true every time... Quote Link to comment Share on other sites More sharing options...
Agro Posted January 6, 2016 Share Posted January 6, 2016 Don't think so. NPC and enemy units are not loaded into the RAM the same way okayer units are so codes relating to their alive/dead or deployed statuses don't usually work. You'd have to find a more creative way to check if the unit is still alive. You could attach a trigger ID to the death quote, for example, and then make the condition check for the death quote ID. Quote Link to comment Share on other sites More sharing options...
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