Claude C Kenny Posted May 30, 2011 Share Posted May 30, 2011 [OpenMidLeft][LoadFace][0x16][0x01] [OpenMidRight][LoadFace][0x2E][0x01] [OpenMidLeft] Rath.[.][A] [OpenMidRight] Yes.[.][A] [X] Change to: [OpenMidRight][LoadFace][0x2E][0x01][OpenMidLeft][LoadFace][0x16][0x01] Rath.[.][A] [OpenMidRight] Yes.[.][A][X] Same problem that had me stopped for weeks. The first person to start talking should be the last person loaded, eliminating the need for another 'Open' command. Also, keep an eye on the character limit. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 30, 2011 Share Posted May 30, 2011 Umm, I know for a fact that load order doesn't make a difference. I change the load order all the time and nothing happens that's funky. All that does is save a couple seconds of typing. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 30, 2011 Share Posted May 30, 2011 (edited) When it comes to editing a ROM with both EA and FEditor, I advise people to start with FEditor, do all of the editing with it, then find some space FEditor hasn't used yet and insert your events there. And when I say all, I mean all, you insert every portrait you are going to use in the hack, all the text and every animation to the ROM before you even load up EA. You can use EA and FEditor side-by-side, but that requires extra effort on the FEditor side of things and is beyond most peoples ability, IIRC. This is what you get from mixing automatic (FEditor) memory allocation with manual (EA). Out of curiosity, are you assembling the events before or after FEA? Because I know if I don't first use FEA and then assemble events, things go funny. (Namely FEA reverts everything back to an earlier version). So you might try that first. It's Nightmare that does that. EA only loads the ROM during assembly and disassembly an unloads immediately after the job is done, before it even reports the errors. SO if you just have EA waiting for you to do something with it, it won't cause the problem you are talking about.Also, your text can just be Text(0x800). No need for the extra 0, EA will handle that (This probably doesn't matter but it's worth trying). It doesn't matter. Edited May 30, 2011 by Nintenlord Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted May 30, 2011 Share Posted May 30, 2011 You can use EA and FEditor side-by-side, but that requires extra effort on the FEditor side of things and is beyond most peoples ability, IIRC. This is what you get from mixing automatic (FEditor) memory allocation with manual (EA). The "extra effort" being using the "memory management" default screen, fixing checksums, keeping track of your "Manual" memory allocation and making it conform to FEditor's auto memory management AFTER fixing the checksum, etc. As for what Nintenlord says, if you open a ROM in Nightmare OR in FEditor, and then Assemble in the Event Assembler, THEN you change something in one/both of the two previous programs, your Event Assembling would have "never happened" unless you click the Assemble button again. This is because the ROM loaded by Nightmare and FEditor is the ROM version that was loaded BEFORE you assembled any events. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 30, 2011 Share Posted May 30, 2011 It's Nightmare that does that. EA only loads the ROM during assembly and disassembly an unloads immediately after the job is done, before it even reports the errors. SO if you just have EA waiting for you to do something with it, it won't cause the problem you are talking about. That's odd, FEditor Adv (FEA, this may have caused some confusion sorry about that) does this to me as well but I just need to reassemble events to get what I want. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 30, 2011 Share Posted May 30, 2011 Umm, I know for a fact that load order doesn't make a difference. I change the load order all the time and nothing happens that's funky. All that does is save a couple seconds of typing. I'm just going by my recent experience. I couldn't even get to the first chapter until I fixed that. Might have to do with the amount of text you have at the pointer too. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 30, 2011 Share Posted May 30, 2011 OK, this is an issue that just came up a few minutes ago, when Eliwood died. The game doesn't seem to be treating him as a lord. I have 0x20 in all of his unit loading data in both chapters, and I have it set for both his classes and his character data, and I even checked to make sure his death quote data was pointing to 0x65. It's also effecting my seize goal. He doesn't get a seize option, but any character can wait on the space to end the chapter. I thought I was done with questions finally, but I am glad this happened early so I could get it taken care of now. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted May 30, 2011 Share Posted May 30, 2011 (edited) Are you in Eliwood mode? If not, then you can't seize with him, lords can only seize in their respective modes. Unless you have Rey/SoC's any lord seize patch applied Edited May 30, 2011 by AstraLunaSol Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 30, 2011 Share Posted May 30, 2011 I thought disable tutorials got around that? How do I get around this then? Am I only going to be able to do up to chapter 10 with one lord, then have to switch to another? (I'd prefer not to have to apply any patches at this point, though that may be my only option) Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 30, 2011 Share Posted May 30, 2011 All disable tutorials does is make it so you don't encounter tutorial events in your chapters (Like Sain obtaining an Iron Sword in ch1). To enter another mode you'll have to use the ASMC code that triggers the Lyn Mode ending scroll. (You'll have to activate this in the previous chapter IIRC). For now, Lyn is your main lord. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 30, 2011 Share Posted May 30, 2011 I'm guessing this also effects the fact that Eliwood dying doesn't cause a game over, correct? What is the code to trigger Lyn's ending? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted May 31, 2011 Share Posted May 31, 2011 Eliwood dying can create a game over, if you use one of the lyn mode "slots" with Eliwood. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 31, 2011 Share Posted May 31, 2011 What is the code to trigger Lyn's ending? Check out End of Chapter Helpers.txt in the EA Standard Library. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 31, 2011 Share Posted May 31, 2011 To make this easy, can I just use the prologue as a dummy chapter, using the Lyn ending code in the events, so that chapter 1 starts Eliwood mode? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted May 31, 2011 Share Posted May 31, 2011 You can. Looks a tad unprofessional, but it works. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 31, 2011 Share Posted May 31, 2011 As long as it will actually work, i'll do it. Quote Link to comment Share on other sites More sharing options...
Peachy Posted May 31, 2011 Share Posted May 31, 2011 (edited) I'm getting an error message from Event Assembler that says that there is no code called TURN found. I don't know what that means. Here's my text file: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: 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 Good: UNIT Lyn_t LynLord 0x00 Level(13,Ally,False) [1,23] [1,23] [Thunder,Lightning,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_Event,01,00) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Ending_event: MNCH 0x?? STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Edited May 31, 2011 by WINgull Quote Link to comment Share on other sites More sharing options...
Krad Posted May 31, 2011 Share Posted May 31, 2011 (edited) Try this: Turn_events: TurnEventPlayer(0x00,Opening_Event,1) TURN EDIT: derp on my side, try this new one. Edited May 31, 2011 by Krad Quote Link to comment Share on other sites More sharing options...
Peachy Posted May 31, 2011 Share Posted May 31, 2011 Thanks Krad. It worked. I've edited my text file in my post to match it for my next roadblock. Now I've got some problems with valid numbers. One says that Opening_event is not a valid number. The second is that 0x?? is not a valid number. What is a valid number, and now do I fix these two problems? Quote Link to comment Share on other sites More sharing options...
Krad Posted June 1, 2011 Share Posted June 1, 2011 Simple fixes: for the first error, you have to understand that Opening_event and Opening_Event are different things for the assembler. Spelling is very important. The second error is in the Ending_event, where you have MNCH 0x??. 0x?? isn't a number, so that causes an error. Here it is, fixed: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: 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 Good: UNIT Lyn_t LynLord 0x00 Level(13,Ally,False) [1,23] [1,23] [Thunder,Lightning,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,01) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Ending_event: //MNCH 0x?? STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Once you've decided what the next chapter will be, you have to remove the // next to the MNCH code, and change the 0x?? to an actual value. Quote Link to comment Share on other sites More sharing options...
Peachy Posted June 1, 2011 Share Posted June 1, 2011 Once again, thanks Krad. It's mostly working now. My final problem, now that my events have loaded, I get a black screen. I see info, like the goal, and Lyn's Chibi Portrait. But everything else is blacked out. What happened? Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 OK, here might be a tricky question. Since the game thinks i'm playing lyn's mode, I can change all of her data to Eliwood. If I don't trigger lyn's ending with the code, her mode should never end, right? Then, could I trigger the main games ending instead of lyns ending, bypassing the whole tutorial deal. Thinking right, or completely off the mark? Or you're completely confused with what I just said? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 1, 2011 Share Posted June 1, 2011 Once again, thanks Krad. It's mostly working now. My final problem, now that my events have loaded, I get a black screen. I see info, like the goal, and Lyn's Chibi Portrait. But everything else is blacked out. What happened? Are you loading to map, and not black? Since in your event file you're just loading a unit, you should go into NM and change the option to load to map. OK, here might be a tricky question. Since the game thinks i'm playing lyn's mode, I can change all of her data to Eliwood. If I don't trigger lyn's ending with the code, her mode should never end, right? Then, could I trigger the main games ending instead of lyns ending, bypassing the whole tutorial deal. Thinking right, or completely off the mark? Or you're completely confused with what I just said? Simple as can get: >First chapter (Prologue) >Have Lyn ending ASMC code stuff in the events >Edit the lyn mode ending stuff with Blazer's NM Module >Eliwood mode. And her mode does not end unless you use the lyn ending thing. Modes are not determined by chapters, but by...well modes. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 1, 2011 Author Share Posted June 1, 2011 Once again, thanks Krad. It's mostly working now. My final problem, now that my events have loaded, I get a black screen. I see info, like the goal, and Lyn's Chibi Portrait. But everything else is blacked out. What happened? Two things you can do to fix this. A) Go into the chapter data editor and check "fade to map" instead of "fade to black". B) Add the code "OOBB" at the very beginning of your Opening_event. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 So I can keep the game in Lyn mode and just switch her sprites and stuff to Eliwood? Quote Link to comment Share on other sites More sharing options...
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