Blitzzurger96 Posted September 18, 2016 Share Posted September 18, 2016 (edited) i don't about double post right now but I have a scripted fight problem: the error comes out as this Finished. Messages: Tutorials disabled Events end at offset 0xD8029D 3 errors encountered: File FE7 Prologue test.txt, Line 121, Column 1: Code BLDT's offset $D80291 is not divisible by 4 File FE7 Prologue test.txt, Line 122, Column 1: Code BLDT's offset $D80295 is not divisible by 4 File FE7 Prologue test.txt, Line 123, Column 1: Code BLDT's offset $D80299 is not divisible by 4 No data written to output. on this //Made by markyjoe1990 of Youtube //Modified by Nintenlord //Modified by Crazycolorz5 and Arch #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN EliwoodNM EliwoodHM HectorNM HectorHM POIN Good Good Good Good POIN Opening_event Ending_event EliwoodNM: EliwoodHM: HectorNM: HectorHM: UNIT Good: UNIT Lyn_t 0x61 0x00 Level(1,Ally,False) [0,0] [0,0] [Fire,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Actual: UNIT Lyn_t 0x61 0x00 Level(1,Ally,False) [8,6] [8,6] [Fire,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Allies: UNIT Florina_t PegasusKnight 0x00 Level(1,Ally,False) [8,0] [5,8] [slimLance,Vulnerary] [0x00,0x00,0x00,0x00] UNIT AlliesRein: UNIT Sain_t Mercenary 0x00 Level(1,Ally,False) [15,15] [13,13] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Kent_t WyvernKnight 0x00 Level(1,Ally,False) [15,15] [12,12] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Bad: UNIT Batta Mage 0x00 Level(1,Enemy,False) [8,6] [9,9] [Fire] [0x00,0x00,0x00,0x00] UNIT Hired: UNIT 0x88 Assassin 0x00 Level(1,Enemy,False) [8,6] [6,8] [KillingEdge] [0x00,0x00,0x00] UNIT BadRein: UNIT 0x8A Mage 0x00 Level(1,Enemy,False) [8,6] [6,5] [Fire] [0x00,0x00,0x00,0x00] UNIT 0x8B Soldier 0x00 Level(1,Enemy,False) [8,6] [10,10] [ironLance] [0x00,0x00,0x00,0x00] UNIT 0x8C Brigand 0x00 Level(1,Enemy,False) [8,6] [11,11] [ironAxe] [0x00,0x00,0x00,0x00] UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: DefeatBoss(Ending_event) CauseGameOverIfLordDies END_MAIN Opening_event: OOBB LOU1 Good ENUN STAL 0x20 CURF [0,0] FADI 10 BACG 0x05 FADU 10 TEX1 0x0813 REMA MOVE Lyn_t [8,6] ENUN DISA Lyn_t CURF [8,6] STAL 0x20 FADI 10 BACG 0x01 FADU 10 TEX1 0x0814 REMA LOU1 Actual ENUN MOVE Lyn_t [5,9] ENUN LOU1 Bad ENUN TEX1 0x0815 REMA LOU1 Hired ENUN LOU1 Allies ENUN FIGH 0x88 Florina_t Fight $00000000 KILL 0x88 TEX1 0x0815 REMA ENDA Ending_event: MNCH 0x01 ENDA TrapData: ENDTRAP Fight: AttackerMiss(00) DefenderCritical(17,01) EndOfBattle MESSAGE Events end at offset CURRENTOFFSET //The map for this chapter is at offset: DA0000 Edited September 18, 2016 by Blitzzurger96 Quote Link to comment Share on other sites More sharing options...
InvdrZim13 Posted September 18, 2016 Share Posted September 18, 2016 i don't about double post right now but I have a scripted fight problem: the error comes out as this Finished. Messages: Tutorials disabled Events end at offset 0xD8029D 3 errors encountered: File FE7 Prologue test.txt, Line 121, Column 1: Code BLDT's offset $D80291 is not divisible by 4 File FE7 Prologue test.txt, Line 122, Column 1: Code BLDT's offset $D80295 is not divisible by 4 File FE7 Prologue test.txt, Line 123, Column 1: Code BLDT's offset $D80299 is not divisible by 4 No data written to output. on this //Made by markyjoe1990 of Youtube //Modified by Nintenlord //Modified by Crazycolorz5 and Arch #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN EliwoodNM EliwoodHM HectorNM HectorHM POIN Good Good Good Good POIN Opening_event Ending_event EliwoodNM: EliwoodHM: HectorNM: HectorHM: UNIT Good: UNIT Lyn_t 0x61 0x00 Level(1,Ally,False) [0,0] [0,0] [Fire,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Actual: UNIT Lyn_t 0x61 0x00 Level(1,Ally,False) [8,6] [8,6] [Fire,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Allies: UNIT Florina_t PegasusKnight 0x00 Level(1,Ally,False) [8,0] [5,8] [slimLance,Vulnerary] [0x00,0x00,0x00,0x00] UNIT AlliesRein: UNIT Sain_t Mercenary 0x00 Level(1,Ally,False) [15,15] [13,13] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Kent_t WyvernKnight 0x00 Level(1,Ally,False) [15,15] [12,12] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Bad: UNIT Batta Mage 0x00 Level(1,Enemy,False) [8,6] [9,9] [Fire] [0x00,0x00,0x00,0x00] UNIT Hired: UNIT 0x88 Assassin 0x00 Level(1,Enemy,False) [8,6] [6,8] [KillingEdge] [0x00,0x00,0x00] UNIT BadRein: UNIT 0x8A Mage 0x00 Level(1,Enemy,False) [8,6] [6,5] [Fire] [0x00,0x00,0x00,0x00] UNIT 0x8B Soldier 0x00 Level(1,Enemy,False) [8,6] [10,10] [ironLance] [0x00,0x00,0x00,0x00] UNIT 0x8C Brigand 0x00 Level(1,Enemy,False) [8,6] [11,11] [ironAxe] [0x00,0x00,0x00,0x00] UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: DefeatBoss(Ending_event) CauseGameOverIfLordDies END_MAIN Opening_event: OOBB LOU1 Good ENUN STAL 0x20 CURF [0,0] FADI 10 BACG 0x05 FADU 10 TEX1 0x0813 REMA MOVE Lyn_t [8,6] ENUN DISA Lyn_t CURF [8,6] STAL 0x20 FADI 10 BACG 0x01 FADU 10 TEX1 0x0814 REMA LOU1 Actual ENUN MOVE Lyn_t [5,9] ENUN LOU1 Bad ENUN TEX1 0x0815 REMA LOU1 Hired ENUN LOU1 Allies ENUN FIGH 0x88 Florina_t Fight $00000000 KILL 0x88 TEX1 0x0815 REMA ENDA Ending_event: MNCH 0x01 ENDA TrapData: ENDTRAP Fight: AttackerMiss(00) DefenderCritical(17,01) EndOfBattle MESSAGE Events end at offset CURRENTOFFSET //The map for this chapter is at offset: DA0000 Don't you just need an ALIGN 4 to fix that? Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted September 18, 2016 Share Posted September 18, 2016 geh i tried and it still gave me the same error and so when I tried the fight without the error giving crap it loaded the battle with no damage whatsoever, and I didn't even do anything Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 18, 2016 Share Posted September 18, 2016 (edited) For the divisible by 4 error: Trying moving the TrapData after the fight. Not sure why ALIGN 4 doesn't work for you. Edited September 18, 2016 by Primefusion Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted September 18, 2016 Share Posted September 18, 2016 (edited) For the divisible by 4 error: Trying moving the TrapData after the fight. Not sure why ALIGN 4 doesn't work for you. I'm an idiot but i was sure that i was able to do that before when I knew what I was doing Edit: a bit unrelated but when I open the character editor module, the scroll bar thingy gives me "t value for 0x01" Edited September 18, 2016 by Blitzzurger96 Quote Link to comment Share on other sites More sharing options...
JacobTJP Posted October 17, 2016 Share Posted October 17, 2016 How does one attach an event to a door cos eventiel is giving me lemons Quote Link to comment Share on other sites More sharing options...
InvdrZim13 Posted October 17, 2016 Share Posted October 17, 2016 (edited) How does one attach an event to a door cos eventiel is giving me lemons It's just Door(X,Y) in your location events, provided it isn't a vertical door. Edited October 17, 2016 by InvdrZim13 Quote Link to comment Share on other sites More sharing options...
JacobTJP Posted October 18, 2016 Share Posted October 18, 2016 (edited) It's just Door(X,Y) in your location events, provided it isn't a vertical door. Thanks but I already know how to do that and it works, (probably should have made it clearer before) I want to have an event happen when the door opens like a convo or units moving or enemies spawning Edited October 18, 2016 by JacobTJP Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 18, 2016 Author Share Posted October 18, 2016 if you write out the whole trigger instead of using the macro, you can attach an event ID to it that triggers an AFEV Quote Link to comment Share on other sites More sharing options...
JacobTJP Posted November 5, 2016 Share Posted November 5, 2016 (edited) I want to do a scripted fight using just map animations, how would I do this using EA? Edited November 5, 2016 by JacobTJP Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 5, 2016 Author Share Posted November 5, 2016 Give one unit a weapon they cannot use Quote Link to comment Share on other sites More sharing options...
Galap Posted November 14, 2016 Share Posted November 14, 2016 (edited) After adding map tile changes (FE7), the tiles in question (and some other tiles, like castles and bridges) have incorrect palette/coloration. And this affects other maps that don't have tile changes. In the event file I have the following (I abridged out all the other stuff not pertaining to tile changes for this post): EventPointerTable(0x00,TileChanges) Pointers: POIN TileChanges TileChanges: TileMap(0x00,9,11,1,1,VillageGate) TileMap(0x01,8,9,3,3,VillageDestroyed) TileMapEnd VillageGate: SHORT 0x0080 VillageDestroyed: SHORT 0x0E1C SHORT 0x0E20 SHORT 0x0E24 SHORT 0x0E9C SHORT 0x0EA0 SHORT 0x0EA4 SHORT 0x0F1C SHORT 0x0F20 SHORT 0x0F24 I double checked the coordinates and they are correct. Does anyone know why this is happening? EDIT: don't worry about this, I'm using Tiled for map changes now, and that doesn't have this problem. Edited November 17, 2016 by Galap Quote Link to comment Share on other sites More sharing options...
Galap Posted November 21, 2016 Share Posted November 21, 2016 (edited) if you write out the whole trigger instead of using the macro, you can attach an event ID to it that triggers an AFEV Can you explain this in more detail? I'm also trying to have opening doors or chests trigger a conversation. Apparently you can't just: Chest: ITGV 0xXX FADI 0xXX BACG 0xXX MUS1 0xXX FADU 0xXX TEX1 0x8XX REMA ENDA and doors only appear in the index and don't call their own event block. Edited November 21, 2016 by Galap Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 22, 2016 Share Posted November 22, 2016 "Chest(X,Y)" and "Door(X,Y)" are macros (ie shortcuts). The event code to create a door is actually "DOOR 0x?? [X,Y] 0x10", where ?? is replaced with an event ID of your choosing. The macro defaults this to 00.If you write out the whole door line and assign your own ID, you can use an AFEV that's associated with that ID. You can find out what a macro translates to in the EA Standard Library folder that comes with Event Assembler (Doors and chests are defined in "Main Code Helpers.txt"). As for your chest event: - You can't call the label 'Chest'. That's already reserved by the Chest macro. Name it something else. - Like the door thing, you'll probably want to write out the full code instead of using a macro, assign the chests/doors their own IDs, and use some AFEVs. Quote Link to comment Share on other sites More sharing options...
Galap Posted November 22, 2016 Share Posted November 22, 2016 Thanks! that works :) for others in the future, the code explicitly is: Location_events: CHES 0xAA 0xYY [x,y] 0x12 end_MAIN Misc_events: AFEV 0xBB ChestConvo 0xAA End_MAIN ChestConvo: FADI 0xXX BACG 0xXX MUS1 0xXX FADU 0xXX TEX1 0xXXX REMA ENDA where replace YY with item hex, AA with a temp ID for the chest, and BB with a temp ID for the convo Quote Link to comment Share on other sites More sharing options...
Galap Posted November 24, 2016 Share Posted November 24, 2016 (edited) I've been having some problems with multi-turn reinforcements. If I give event id 0x00, the reinforcements never stop spawning, but if I give an ID, they only spawn for once turn as opposed to however many they're supposed to. I have: TurnEventEnemy(0x09,spawn1,4,2) and they only spawn on turn 4. I've gotten around it by just making separate ones for each turn and loading the same unit set in each, but that's tedious. Edited November 24, 2016 by Galap Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 24, 2016 Author Share Posted November 24, 2016 (edited) you can have all the triggers point to the same scene that loads the units i'm also reasonably sure that it's "start turn, end turn" instead of "start turn, duration" Edited November 24, 2016 by CT075 Quote Link to comment Share on other sites More sharing options...
Tactician Aria Posted November 25, 2016 Share Posted November 25, 2016 (edited) So iv'e been having trouble with EA and i don't know whats going on. If i input the events for C1, the prologue and C1 work fine, but C2 crashes. If i load C2's events, The prologue and C2 work but C1 crashes. It didn't even happen right away either. It worked fine for a while but now i'm having the problem. Has this happened to anyone else? I have the events under a spoiler if maybe that's the problem. [spoiler=Ch1] #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0x1CA0974 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 Lyn_t Cavalier 0x00 Level(1, Ally, 0) [9,0] [9,0] [0x00] NoAI UNIT Raven Cleric 0x00 Level(3, Ally, 0) [10,0] [10,0] [Heal, Mend, Lightning, Vulnerary] NoAI UNIT Bad: UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [9,29] [9,25] [ironSpear] AttackInRange UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [10,29] [10,25] [ironSpear] AttackInRange UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [9,29] [9,26] [ironSpear] AttackInRange UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [10,29] [10,26] [ironSpear] AttackInRange UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [9,29] [8,22] [Flux] AttackInRange UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [9,29] [9,22] [Flux] AttackInRange UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [10,29] [10,22] [Flux] AttackInRange UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [10,29] [11,22] [Flux] AttackInRange UNIT Merc Monk 0x00 Level(3, Enemy, 0) [9,29] [8,18] [Lightning] AttackInRange UNIT Merc Monk 0x00 Level(3, Enemy, 0) [9,29] [9,18] [Lightning] AttackInRange UNIT Merc Monk 0x00 Level(3, Enemy, 0) [10,29] [10,18] [Lightning] AttackInRange UNIT Merc Monk 0x00 Level(3, Enemy, 0) [10,29] [11,18] [Lightning] AttackInRange UNIT Merc Knight 0x00 Level(3, Enemy, 0) [9,29] [4,12] [steelSpear] AttackInRange UNIT Merc Knight 0x00 Level(3, Enemy, 0) [9,29] [5,13] [steelSpear] AttackInRange UNIT Merc Knight 0x00 Level(3, Enemy, 0) [10,29] [13,12] [steelSpear] AttackInRange UNIT Merc Knight 0x00 Level(3, Enemy, 0) [10,29] [12,13] [steelSpear] AttackInRange UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [11,7] [11,7] [steelSpear] Guard UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [10,7] [10,7] [steelSpear] Guard UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [9,7] [9,7] [steelSpear] Guard UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [8,7] [8,7] [steelSpear] Guard UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: CharacterEventBothWays(0x0,Talk1,0x03,0x04) End_MAIN Location_events: Armory(Armory1,8,18) Vendor(Vendor1,8,18) End_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) End_MAIN Opening_event: OOBB LOU1 Good FADI 10 MUS1 0x03 BACG 0x4C TEX1 0x818 REMA ENUN LOU1 Bad ENUN ENDA TrapData: Ending_event: MNCH 0x02 ENDA // Events Talk1: TEX1 0x819 ENUN MONE 0x1 3000 ENUN ENDA // Manual Movement // Scripted Fights // Units // Shop Data Armory1: SHLI 0x01 0x03 0x14 0x16 0x1C 0x1F 0x20 0x28 0x3E 0x3F Vendor1: SHLI 0x20 0x4A 0x68 0x69 0x6B MESSAGE Events end at offset currentOffset [spoiler=Ch2] #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) ORG 0x1CA0B08 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 Lyn_t Cavalier 0x00 Level(1, Ally, 0) [0,8] [0,8] [0x00] NoAI UNIT Raven Cleric 0x00 Level(1, Ally, 0) [0,9] [0,9] [0x00] NoAI UNIT Guy Thief 0x00 Level(3, NPC, 0) [29,6] [9,5] [ironSword, Vulnerary, LockPick] StealFromUnits UNIT Bad: UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [22,4] [22,4] [ironSword] AttackInRange UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [22,11] [22,11] [ironSword] AttackInRange UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [27,11] [27,11] [steelSword] AttackInRange UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [27,4] [27,4] [steelSword] AttackInRange UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,8] [13,8] [steelAxe] AttackInRange UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,6] [13,6] [ironAxe] AttackInRange UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,10] [13,10] [ironAxe] AttackInRange UNIT Merc Monk 0x00 Level(3, Enemy, 0) [21,10] [21,10] [Lightning, Shine] AttackInRange UNIT Merc Monk 0x00 Level(3, Enemy, 0) [21,5] [21,5] [Lightning, Shine] AttackInRange UNIT Merc Mage 0x00 Level(3, Enemy, 0) [22,6] [22,6] [Fire] AttackInRange UNIT Merc Mage 0x00 Level(3, Enemy, 0) [22,9] [22,9] [Fire] AttackInRange UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [21,7] [21,7] [Flux] AttackInRange UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [21,8] [21,8] [Flux] AttackInRange UNIT Merc Myrmidon 0x00 Level(3, Enemy, 0) [27,9] [27,9] [ironSword, SteelSword] AttackInRange UNIT Merc Myrmidon 0x00 Level(3, Enemy, 0) [27,7] [27,7] [ironSword, SteelSword] AttackInRange UNIT Dorcas Archer 0x00 Level(3, Enemy, 0) [26,8] [26,8] [ironBow, SteelBow, Vulnerary] AttackInRange UNIT Zugu WyvernKnight 0x00 Level(3, Enemy, 0) [29,8] [29,8] [Javelin, SteelSpear, Vulnerary] AttackInRange UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: CharacterEvent(0x0,Recruit1,Raven,Guy) CharacterEvent(0x0,Recruit2,Lyn_t,Dorcas) CharacterEvent(0x0,Talk1,Raven,Guy) End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN LOU1 Bad ENUN ENDA Ending_event: MNCH 0x03 ENDA // Events Recruit1: TEX1 0x822 TurnAlly(Guy) ENUN ENDA Recruit2: TEX1 0x823 TurnAlly(Dorcas) ENUN ENDA Talk1: TEX1 0x824 ENUN ENDA // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Edited November 26, 2016 by Primefusion Fixed broken spoilers Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 26, 2016 Share Posted November 26, 2016 So iv'e been having trouble with EA and i don't know whats going on. If i input the events for C1, the prologue and C1 work fine, but C2 crashes. If i load C2's events, The prologue and C2 work but C1 crashes. It didn't even happen right away either. It worked fine for a while but now i'm having the problem. Has this happened to anyone else? I have the events under a spoiler if maybe that's the problem. Your events for Ch1 end at 0x1CA0C2E, but your events for ch2 begin at 0x1CA0B08. When you insert ch2 after 1, you overwrite 1. When you insert 1 after 2, you overwrite 2. Quote Link to comment Share on other sites More sharing options...
Tactician Aria Posted November 26, 2016 Share Posted November 26, 2016 Your events for Ch1 end at 0x1CA0C2E, but your events for ch2 begin at 0x1CA0B08. When you insert ch2 after 1, you overwrite 1. When you insert 1 after 2, you overwrite 2.So which offset should it end at? Should C2s events start at 0X1CA0C2F? (I don't want to accidentally overwrite something important.) Quote Link to comment Share on other sites More sharing options...
Tactician Aria Posted November 26, 2016 Share Posted November 26, 2016 Your events for Ch1 end at 0x1CA0C2E, but your events for ch2 begin at 0x1CA0B08. When you insert ch2 after 1, you overwrite 1. When you insert 1 after 2, you overwrite 2.So which offset should it end at? Should C2s events start at 0X1CA0C2F? (I don't want to accidentally overwrite something important.) Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 26, 2016 Share Posted November 26, 2016 (edited) Chapter 2's events should start somewhere after where chapter 1 ends. Where exactly is up to you. 0xD00000 through 0xD80000 is known free space. Edited November 26, 2016 by Primefusion Quote Link to comment Share on other sites More sharing options...
striker456 Posted November 28, 2016 Share Posted November 28, 2016 (edited) Sorry I posted the same thing multiple times by accident! Edited November 28, 2016 by striker456 Quote Link to comment Share on other sites More sharing options...
striker456 Posted November 28, 2016 Share Posted November 28, 2016 (edited) Sorry. i'd remove this post but I don't know how... Edited November 28, 2016 by striker456 Quote Link to comment Share on other sites More sharing options...
striker456 Posted November 28, 2016 Share Posted November 28, 2016 Sorry to be a noob and all but I've got a problem with my events. Whenever I assemble it the chapter proceeds as normal except whenever the Eliwood lord dies there's no game over! I have no idea what I've done and was hoping to find some guidance. Thanks #define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x06,Pointers)ORG 0xD81234Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN TrapData TrapDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_event//Offset for this maps events end at D80332//Offset for this map is D81234Good:UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [5,1] [5,1] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]UNIT Sain Soldier Eliwood Level(2, Ally, 1) [2,7] [2,7] [0x14, 0x15, Vulnerary] [0x00,0x00,0x00,0x00]UNITBad:UNIT Bern Soldier 0x00 Level(2, Enemy, 0) [7,9] [7,9] [0x14, Vulnerary] [0x00,0x03,0x09,0x00]UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [11,6] [11,6] [0x14, Javelin, Vulnerary] [0x00,0x03,0x09,0x00]UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [9,9] [9,9] [0x14, Javelin] [0x00,0x02,0x02,0x00]UNIT Bern Fighter 0x00 Level(2, Enemy, 0) [6,0] [6,0] [ironAxe, HandAxe] [0x00,0x02,0x02,0x00]UNIT Bern 0x21 0x00 Level(2, Enemy, 0) [7,7] [7,7] [0x37] [0x00,0x03,0x09,0x00]UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,5] [15,5] [ironSword] [0x00,0x02,0x02,0x00]UNIT Bern 0x18 0x00 Level(2, Enemy, 0) [12,3] [12,3] [0x2C] [0x00,0x02,0x02,0x00]UNITRE1:UNIT Bern Soldier 0x00 Level(2, Enemy, 0) [15,1] [15,1] [Javelin, Vulnerary] [0x00,0x02,0x02,0x00]UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,5] [15,5] [ironSword] [0x00,0x02,0x02,0x00]UNITRE2:UNIT Bern Fighter 0x00 Level(1, Enemy, 0) [15,1] [4,7] [ironAxe, HandAxe] [0x00,0x02,0x02,0x00]UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,7] [15,7] [ironSword] [0x00,0x02,0x02,0x00]UNITTHE_Jeigan:UNIT Marcus Paladin 0x00 Level(1, NPC, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] NoAIUNITThe_Jeigan:UNIT Marcus Paladin 0x00 Level(1, Enemy, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] [0x03,0x03,0x09,0x20]UNITTurn_events:TurnEventPlayer(0x0,Opening_event,1)TurnEventPlayer(0x0,Bring_Out_The_Troops,3)TurnEventPlayer(0x0,Enemy_Reinforcements_Wave1,3)TurnEventPlayer(0x0,Enemy_Reinforcements_Wave2,4)End_MAINCharacter_events:Bring_Out_The_Troops:TEX1 0x819REMAENDAEnd_MAINLocation_events:Misc_events:Seize(1,1)CauseGameOverIfLordDiesAFEVTrapData:End_MAINOpening_event:MUSC 0x0025OOBBLOU1 GoodSTAL 10 //stalls for 10 thingsENUNLOU1 The_JeiganENUNSTAL 10 //stalls for 10 thingsCURF Eliwood //Flash cursor on specified characterSTAL 10 //stalls for 10 thingsCURF Marcus //Flash cursor on specified characterBACG 0x04 //displays the road to villageTEX1 0x815 //displays the text at input index 0815FADU 10LOU1 BadENUNREMAMOVE Eliwood [1,8] //Moves character to specified coordinates.MOVE Sain [2,7]STAL 10 //stalls for 10 thingsMOVE Marcus [1,1] //Moves character to specified coordinates.STAL 10 //stalls for 10 thingsENUNFADI 10TEX1 0x816REMAENDAEnding_event:MUSC 0x0AFADI 10STAL 10LOU1 THE_JeiganENUNFADU 10CURF EliwoodBACG 0x04TEX2 0x817REMAWEA1 RainTEX1 0x818MOVE Eliwood MoveDataENUNSTAL 10MOVENEXTTO Marcus EliwoodENUNSTAL 5MOVENEXTTO Sain MarcusENUNFADU 10MNCH 0x01ENDA// EventsEnemy_Reinforcements_Wave1:LOU1 RE1ENUNENDAEnemy_Reinforcements_Wave2:LOU1 RE2ENUNENDA// Manual MovementMoveData:MOMA left left left leftMOMA left left left leftMOMA left left left leftMOMA left left// Scripted Fights// Units// Shop Data Quote Link to comment Share on other sites More sharing options...
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