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0x8D3XXXX is a memory address, not a ROM offset (aka way out of the range of where you want it to be)

just get rid of the first 8

actually i'm surprised that the game even starts

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I want to make an NPC spawn on the map, head for a certain area (set of tiles, not just one), and then leave the map when they reach that area (unless they're recruited first). Does anyone have any suggestions as to how I can do that? Also, how do I spawn generic enemy units? I think it's something in the chapter data editor, but I'm not sure.

EDIT: Now I'm having another problem. The opening events will load just fine... and then the game will crash upon trying to load the text. This happens whether I edit the portraits of who's supposed to appear or not. Does anyone have any idea what could be happening? My script, just in case (heads up, I used mostly instructions from Arch's boot camp videos with some pieces of coding from the eventing tool here: http://tebrigade.b1.jcink.com/index.php?act=Pages&pid=2):

#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 Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Good:
UNIT 0x14 0x21 0x14 Level(8, Ally, 0) [4,27] [13,26] [0x37, 0x6B] NoAI
UNIT 0x2F 0x28 0x14 Level(5, Ally, 0) [5,28] [15,26] [0x01, 0x14, 0x6B] NoAI
UNIT 0x1F 0x32 0x14 Level(10, Ally, 0) [3,28] [12,27] [0x14, 0x6B] NoAI
UNIT 0x10 0x1F 0x14 Level(1, Ally, 0) [5,28] [14,27] [0x3F, 0x6B] NoAI
UNIT 0x16 0x27 0x14 Level(1, Ally, 0) [4,29] [16,27] [0x44, 0x6B] NoAI
UNIT 0x06 0x0F 0x14 Level(10, Ally, 0) [2,29] [11,27] [0x01, 0x6B] NoAI
UNIT

Bad:
UNIT 0x13 0x26 0x13 Level(8, Enemy, 0) [4,4] [21,1] [0x44, 0x5D] Guard
UNIT 0x37 0x0F 0x37 Level(5, Enemy, 0) [4,4] [3,15] [0x01, 0x6B] AttackInRange
UNIT 0x2E 0x18 0x13 Level(10, Enemy, 0) [4,4] [8,9] [0x01, 0x6B] AttackInRange
UNIT

Turn_events:
// TURN (event ID) (name of event) [starting turn,endingturn] (phase)
TURN 0x00 Opening_event [01,00] 0x0 0x00
//TurnEventPlayer(0x0,Opening_event,1)
TURN 0x00 HverEnter [03,00] 0x8 0x00
End_MAIN

Character_events:
// CHAR (event ID) (Name of event) (initianting char) (receiving char) (condition)
CHAR 0x05 RecruitHver Nino Ninian $00000000
CHAR 0x06 RecruitHver Ninian Nino $00000000
End_MAIN

Location_events:
Seize(0x08,Ending_event,22,02)
LOCA

Misc_events:
CauseGameOverIfLordDies
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
CAM1 [11,23]
CMOF
LOU1 Good
ENUN
FADI 0x10
MUS1 0x0033
HIDEMAP
BACG 0x17
FADU 0x10
SHOWMAP
TEX1 0x0800
REMA
CAM1 [13,6]
CMOF
LOU1 Bad
ENUN
ENDA

Ending_event:
ENDA

// Events

Hver:
UNIT 0x25 0x40 0x00 Level(10, NPC, 0) [22,27] [18,26] [0x7D, 0x6B] TalkToLord
UNIT

HverEnter:
MUS2 0x0041
LOU1 Hver
ENUN
TEX1 0x0801
REMA
MURE 0x05
ENDA

RecruitHver:
MUS2 0x0042
TEX1 0x0802
REMA
MURE 0x05
TurnAlly(0x25)
ENDA

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset

Edited by Sami-Fire
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For the text problem try changing

TEX1 0x0800 to TEX1 0x800

If that doesn't work post what the text ID looks like.

What do you mean by spawn generic enemies? You load them like you would other units.

LOU1 Bad
ENUN

Not sure about making an NPC head for an area. Sounds like an AI thing, though you might be able to use the thief stuff (not that that's very well known either).

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For the text problem try changing

TEX1 0x0800 to TEX1 0x800

If that doesn't work post what the text ID looks like.

What do you mean by spawn generic enemies? You load them like you would other units.

LOU1 Bad
ENUN

Not sure about making an NPC head for an area. Sounds like an AI thing, though you might be able to use the thief stuff (not that that's very well known either).

Got rid of the extra 0 in the TEX1s and it still crashes. Here's what the text at ID 0x0800 looks like:

[OpenMidLeft][LoadFace][0xB6][0x01][OpenMidRight][LoadFace][0xFF][0xFF][OpenMidLeft]

One of the main rules of

combat is never to rush.[A]

It looks like your tactician

knows that well.[A][X]

As you can see, I haven't edited it from the initial text (though I think I still had a crash when I changed the 0xFFs to 0x39- Nino's portrait- and 0x01 respectively).

So there's no shortcut to placing generic enemies? I'd just load the "Bandit" (or otherwise titled) enemies that are listed in the character editor, tweaking stats and classes as I go?

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Are you sure the text crashed when you modified the portrait and new line values? 0xFF probably would crash the game because that's reserved for getting the portrait of the 'active' character. The only time you have an active character is if said person is initiating some action (visit, talk, etc.).

If you just want to load someone there's always:

  FE7:
   LOEV Character Class [Position X, Position Y]

   Loads a unit.

   Parameters:
    Character = Character to load.
    Class = Class of the unit to load.
    Position = Position to load the unit to.

Though looking it at it, it might not give you the results you want since you can't specify allegiance, level, or inventory.

Otherwise, you'll have to load units the traditional way.

SomeScene:
LOU1 Enemies
ENUN
ENDA
 
Enemies:
UNIT Bandit Class Leader Level Coordinates Inventory
// Rinse and repeat
UNIT
Edited by Primefusion
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Huh. I changed the actual speaking text from the default and suddenly it works without crashing again. That's weird. Well, I guess the problem is solved (unless we can figure out just why the original text was crashing things)?

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The original conversation was meant for a house event, hence the [0xFF][0xFF]. The FF essentially says to get the portrait of the currently active unit, which isn't a problem when a unit visits a house/village. You were simply calling the text outside its intended use.

At least I'm pretty darn sure that was the issue.

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I get this error every time I try to insert my file into the EA. I've tried getting a fresh copy and it doesn't change anything.

Finished.
1 errors encountered:
Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Nintenlord.Event_Assembler.Core.Program.Assemble(String inputFile, String outputFile, String languageName, ILog messageLog)
at Nintenlord.Event_Assembler.UserInterface.MainForm.<.ctor>b__1(Object sender, DoWorkEventArgs args)

No data written to output.

I'm not sure what this message means.

Could it have something to do with where I'm placing the text file?

Could it be that my Parameters are screwed up?

Maybe the Macros (even though I replaced most of them with raw code in a futile effort to fix this?)

Edited by narcisprince
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Sorry if this is a onslaught of improper parameters.

//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 TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event
Bad:
UNIT Empty
Good:
UNIT 0x03 0x01 0x00 Level(1,Ally,False) [4,0] [4,1] [ironSword] [NoAI]
UNIT 0x04 0x18 0x03 Level(5,Ally,False) [4,0] [5,1] [ironBow] [NoAI]
UNIT 0x05 0x16 0x03 Level(20,Ally,False) [4,0] [3,2] [steelSpear,SteelAxe] [NoAI]
UNIT 0x06 0x1D 0x03 Level(5,Ally,False) [4,0] [3,1] [Heal,Vulnerary]
UNIT Empty
Turn_events:
TurnEventPlayer(0x00,Opening_event,1)
ENDA
Character_events:
ENDA
Location_events:
Village(0x04,Gate1,1,2)
Village(0x05,Gate2,11,8)
Village(0x06,Gate3,1,17)
Seize(0x07,Ending_event,17,27)
Vendor(ShopData1,3,23)
Armory(ShopData2,11,3)
ENDA
Misc_events:
CauseGameOverIfLordDies
END_MAIN
Opening_event:
MUS1 0x0002 //Will change later. Just for testing.
Text(0813,0x22)
FADI 10
LOU1 Good
MOVE 0x03 [4,1]
MOVE 0x04 [5,1]
MOVE 0x05 [3,2]
MOVE 0x06 [3,1] 0x1
OOBB
ENDA
Ending_event:
MNCH 0x01
ENDA
TrapData:
ENDTRAP
ShopData1:
SHLI IronSword IronSpear IronBow
ENDA
ShopData2:
SHLI Heal Mend Vulnerary
ENDA
Gate1:
MUSI
Text(0814,0x0D)
MUNO
ENDA
Gate2:
MUSI
Text(0815,0x0D)
MUNO
ENDA
Gate3:
MUSI
Text(0816,0x0D)
MUNO
ENDA
MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: D01000

Edited by narcisprince
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Hm... everything looks pretty sound at a glance. Is Eastdlib.event in the same folder as the event assembler? Have you moved any files around?

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E:\Event assembler-5

EA Standard Library

Language Raws

Scripts

Core

EA.Scheme

EAstdlib

EAstdlib Macro and command list

Event assembler

Event assembler language

FE6 template

FE7 Template

FE8 Template

Nintenlord.dll

Nintenlord.forums.dll

README

Chapter 1 Events

ROMHacking.dll

fe7.gba

Bold is folders (I haven't touched them so the contents should be standard)

Italics is EA

Underline is dll

Everything else is .txt or .gba

Edited by narcisprince
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I've been ignoring this because I assumed this was par for the course, but this appears whenever I try to open the EA

Microsoft .NET Framework

Unhandled exception has occurred in your application. If you click

Continue, the application will ignore this error and attempt to continue. If

you click Quit, the application will close immediately.

Index was outside the bounds of the array.

Maybe it's the computer I'm running this on, because the template didn't work either.

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So, my units load fine, the cursor flash happen then the game just freezes.

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include definitions.txt

EventPointerTable(0x09,ThisChapter)

ORG 0xDAD1E0
ThisChapter:

POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN AshenVanguards Guide
POIN Opening_event Ending_event

Bad:
UNIT

AshenVanguards:
UNIT Metztli Guardian 0x00 Level(1, Ally, 0) [6,17] [7,15] [ManiKatti, Vulnerary] NoAI
UNIT Kanon Archer_F Metztli Level(1, Ally, 0) [6,17] [7,16] [ironBow, ShortBow, Vulnerary] NoAI
UNIT Sean Cavalier Metztli Level(1, Ally, 0) [6,17] [5,16] [ironSword, IronSpear, Vulnerary] NoAI
UNIT Heath WyvernLord_F Metztli Level(1, Ally, 0) [6,17] [8,17] [steelSpear] NoAI
UNIT Alvaria Myrmidon_F Metztli Level(3, Ally, 0) [6,17] [8,15] [slimSword] NoAI
UNIT Empty

Guide:
UNIT Nils Bard 0x00 Level(2, NPC, 0) [0,15] [0,15] [WolfBeil, Vulnerary] NoAI
UNIT Empty

Turn_events:
OpeningTurnEvent(Opening_event)
TURN

Character_events:
CHAR

Location_events:
Seize(0x07,Ending_event,13,1)
LOCA

Misc_events:
CauseGameOverIfLordDies
AFEV

Skirmish:
AttackerMiss(0)
DefenderHit(0,1)
BLDT

Opening_event:
OOBB
LOU1 AshenVanguards
ENUN
LOU1 Guide
ENUN
CURF Metztli
Text(0x55,0x826)
MOVE Nils [6,14]
MOVE Heath [7,14]
FIGH Nils Heath Skirmish $00000000
UNCR Nils 0x02
CURF Heath
Text(0x55,0x827)
CAM1 Nils
CURF Nils
Text(0x55,0x828)
TurnAlly(Nils)
ENDA

Ending_event:
GameOver
ENDA

BallistaData:
BLST
ALIGN 4

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

I tried what I could, switching up few pointers, change texts in case, etc from what I know, nothing worked.

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