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Event Assembler Questions Thread


CT075
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I'm pretty sure it goes Text(textpointer,background) not Text(background,textpointer)

It worked on other events, so it works for me.

(In any relevant case, doing it the other way actually doesn't work for me.)

Edited by Fateborn
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Tried changing the spawn location for few of them and moved Alvaria up.

Still freeze. I also checked, it's right after AshenVanguard loads, Guide never loads in at all.

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Trying removing one of the LOU1 calls and see if the other loads without issue and vice versa. If that doesn't work, try removing the calls to both and just CURF on some random tile. By systematically removing and checking individual events you can isolate what exactly is causing the problem.

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Okay, so the problem was LOU1 Guide. But just why is it being problematic?

I can't load the unit in at all, even if i load it from the inside of the map.

Edited by Fateborn
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Okay. I found out why it was freezing.

It was because of the class.

I had replaced Bard with Phantom using Guy's special battle animation because I replaced guy's animations with Phantom animations, at same time replaced the Bard map sprite with Phantom map sprite. It worked at one point though (on other same occasion it freezes anyway) when the FIGH was able to trigger.

Further investigate leads me to believe it may be the standing sprite.

Edited by Fateborn
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I was able to insert the chapter, but with these issues:

Whenever a unit moves to a tile that isn't a village, the menu doesn't come up, basically freezing the game (or the game resets itself.)

The text doesn't line up with the pointers (it goes to the text for promotion items.)

If I press start, the units don't move to their starting locations (this one isn't that important right now, as I'll probably just change it to have them stay in the sane spot.)

Anybody know what might be causing these issues?

//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 BadEN
POIN GoodEN
POIN Opening_event Ending_event

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

BadEN:
UNIT Empty

GoodEN:
UNIT 0x03 0x01 0x00 Level(1,Ally,False) [04,03] [04,01] [ironSword] [0x00,0x00,0x00,0x00]
UNIT 0x04 0x18 0x03 Level(5,Ally,False) [05,03] [05,01] [ironBow] [0x00,0x00,0x00,0x00]
UNIT 0x05 0x16 0x03 Level(20,Ally,False) [04,00] [03,02] [steelSpear,SteelAxe] [0x00,0x00,0x00,0x00]
UNIT 0x06 0x1D 0x03 Level(5,Ally,False) [03,02] [03,01] [Heal] [0x00,0x00,0x00,0x00]
UNIT Empty

Opening_event:

UnitClear

LOU1 GoodEN

STAL 10

MUS1 0x0002 //Will change later. Just for testing.)

OOBB

Text(0x22,0813)

REMA

STAL 10

MOVE 0x03 [4,1]
MOVE 0x04 [5,1]
MOVE 0x05 [3,2]
MOVE 0x06 [3,1]

STAL 20
ENDA

Ending_event:
MNCH 0x01
ENDA

TrapData:
ENDTRAP
ALIGN 4

ShopData1:
SHLI IronSword IronSpear IronBow
ENDA
ALIGN 4

ShopData2:
SHLI Heal Mend Vulnerary
ENDA
ALIGN 4

Gate1:
MUSI
Text(0x0D,0814)
MUNO

REMA
ENDA

Gate2:
MUSI
Text(0x0D,0815)
MUNO

REMA
ENDA


Gate3:
MUSI
Text(0x0D,0816)
MUNO

REMA
ENDA

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: D01000

Edited by narcisprince
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Afaik, that 0x01-0x06 shouldn't be touched in eventing when it comes to location, turn, or misc events. Try putting them on different numbers.

Also, you shouldn't use UnitClear at the start of opening event. It's meant to clear the map of units already on it so it's useful for transition to another map or such.

Edited by Fateborn
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Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

ENDA

this is wrong

should be an empty TURN or END_MAIN (same with Char_events and Location_events, which is what's causing the problem)

Edited by CT075
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Thanks, everything works (or can be easily fixed) now.

The text still points to promotion item text though, which if I remember correctly is somewhere in the 100-300 area. Is there something wrong with my text pointers?

Also, village gates don't close, but I can probably figure that one out myself.

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Okay, so now the text loads properly in the villages, but in the opening event, it doesn't load the original text, and if I change it (I copy pasted text that works in the villages) then the game freezes after the game loads the plains background.

Is there anything off about the opening event that would crash the game?

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  • 2 weeks later...

Hey, i'm having some issues with editing chapters in vanilla FE8.

I'm very familiar with Nightmare and understand the processes for editing all the values available with that program.

That said, i'm having troubles adding enemies to the prologue chapter of the game. I try simply adding units (complete with REDAs) and the map goes black after the prologue cutscenes. If i attempt to place the new content at the back of the file and then reassemble it, similar issues happen. I then changed the starting offset of the file entirely to an empty position in the ROM and altered the event data pointer in Nightmare accordingly and still the screen goes black.

Does anyone have any experience dealing with issues like these?

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Hi, I have a question, I began to create their own hack on the game Fire Emblem 8 and ran into a problem, I put the animation magic on the weapon but when you attack somebody, no animation but life from the enemy spent! Who can help ???

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I'm having a variety of issues; I'll list them from most to least important.

A group of reinforcements appears twice instead of the one time it's supposed to. In the script below, the units in ReinfTurn5 and ReinfTurn7 are both appearing on turn 5, and then ReinfTurn7's units appear again on turn 8. The reinforcements that are supposed to appear on turns 5 and 11 work as they should. Why is this happening? I thought it might have something to do with Event IDs, but I'm not sure what.

When I send my lord to seize the throne in my custom level, the seize option doesn't appear. It might be because of some modifications I made (I'm using Tutorial Lyn, who has been changed into a mage of sorts- class is the same, but weapons/rank have been changed from swords to magic and she has been given a custom animation), but I checked and it seems I left the Lord option available in the class editor of Nightmare. I don't know why it's not happening, so maybe it's an event issue? The line under location events was originally Seize(0x08,Ending_event,22,02), but I haven't been able to test the ID I changed it to yet.

Also of note is that the NPC who appears on HverEnter never moves despite having the TalkToLord AI instructions. I suspect this may have something to do with what I did to my Lord, but does anyone else have any other suggestions?

Lastly, (and sorry if this is outside of the scope of this topic; I think it might be something you solve in Nightmare), but Winning Road/the no-enemies music doesn't play when there are no enemies left. I don't know if it's due to the chapter being edited from the prologue or something else. (I checked in Nightmare and I did leave the enemy count needed for Winning Road at 0.)

Now, my script:

#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 0x03 0x02 0x00 Level(8, Ally, 0) [1,27] [5,27] [0x37, 0x6B] NoAI
UNIT 0x2F 0x28 0x03 Level(5, Ally, 0) [0,27] [2,27] [0x01, 0x14, 0x6B] NoAI
UNIT 0x1F 0x32 0x03 Level(10, Ally, 0) [0,29] [4,28] [0x14, 0x6B] NoAI
UNIT 0x37 0x0F 0x03 Level(10, Ally, 0) [0,28] [3,28] [0x01, 0x0D, 0x6B] NoAI
UNIT 0x10 0x1F 0x03 Level(1, Ally, 0) [2,28] [7,28] [0x3F, 0x4A, 0x6B] NoAI
UNIT 0x16 0x27 0x03 Level(1, Ally, 0) [2,29] [6,28] [0x44, 0x45, 0x6B] NoAI
UNIT

Bad:
UNIT 0x5C 0x26 0x00 Level(1, Enemy, 0) [4,4] [21,1] [0x48, 0x5B] Guard
UNIT 0x8D 0x0A 0x5C Level(3, Enemy, 0) [4,4] [3,16] [0x01] AttackInRange
UNIT 0x60 0x18 0x5C Level(10, Enemy, 0) [4,4] [8,9] [0x2D, 0x5D] AttackInRange
UNIT 0x70 0x12 0x5C Level(5, Enemy, 1) [4,4] [12,21] [0x1F] PursueWithoutHeed
UNIT 0x70 0x0E 0x5C Level(4, Enemy, 1) [4,4] [17,22] [0x01] PursueWithoutHeed
UNIT 0x70 0x20 0x5C Level(6, Enemy, 1) [4,4] [7,21] [0x37] PursueWithoutHeed
UNIT 0x70 0x0A 0x5C Level(6, Enemy, 1) [4,4] [2,19] [0x01] PursueWithoutHeed
UNIT 0x70 0x18 0x5C Level(8, Enemy, 1) [4,4] [11,7] [0x2C] PursueWithoutHeed
UNIT 0x3E 0x20 0x5C Level(8, Enemy, 1) [4,4] [17,10] [0x37] PursueWithoutHeed
UNIT 0x70 0x24 0x5C Level(7, Enemy, 1) [4,4] [15,9] [0x44] AttackInRange
UNIT 0x70 0x14 0x5C Level(10, Enemy, 1) [4,4] [17,5] [0x14] Guard
UNIT 0x70 0x14 0x5C Level(10, Enemy, 1) [4,4] [18,6] [0x14] Guard
UNIT 0x70 0x0E 0x5C Level(6, Enemy, 1) [4,4] [10,11] [0x01] AttackInRange
UNIT 0x70 0x28 0x5C Level(7, Enemy, 1) [4,4] [9,15] [0x01] AttackInRange
UNIT 0x70 0x28 0x5C Level(7, Enemy, 1) [4,4] [14,15] [0x14] AttackInRange
UNIT 0x70 0x12 0x5C Level(8, Enemy, 1) [4,4] [2,19] [0x1F] PursueWithoutHeed
UNIT 0x70 0x12 0x5C Level(8, Enemy, 1) [4,4] [14,5] [0x1F] 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 [05,00] 0x8 0x00
TurnEventPlayer(0x5,Turn5Reinf,5)
TurnEventPlayer(0x7,Turn7Reinf,8)
TurnEventPlayer(0x8,Turn9Reinf,11)
TurnEventEnemy(0x9,HverEnter,4)
End_MAIN

Character_events:
// CHAR (event ID) (Name of event) (initianting char) (receiving char) (condition)
CharacterEventBothWays(0x10,RecruitHver,0x03,0x25)
End_MAIN

Location_events:
Seize(0x18,Ending_event,22,02)
LOCA

Misc_events:
CauseGameOverIfLordDies
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
MUS1 0x0033
CAM1 [7,24]
CMOF
LOU1 Good
ENUN
FADI 0x10
HIDEMAP
BACG 0x17
FADU 0x10
SHOWMAP
TEX1 0x800
REMA
MUEN 0x5
CAM1 [7,4]
CMOF
CURF [4,4]
MUS1 0x0050
FADI 0x10
HIDEMAP
BACG 0x10
FADU 0x10
SHOWMAP
TEX1 0x801
REMA
CAM1 [11,7]
STAL 5
LOU1 Bad
ENUN
CAM1 [7,24]
MUS1 0x32
FADI 0x10
HIDEMAP
BACG 0x17
FADU 0x10
SHOWMAP
TEX1 0x805
REMA
CAM1 [14,24]
MOVE 0x03 [12,26]
MOVE 0x2F [11,27]
MOVE 0x1F [14,27]
MOVE 0x10 [17,27]
MOVE 0x16 [16,26]
MOVE 0x37 [13,27]
ENUN
ENDA

Ending_event:
ENDA

// Events

Hver:
UNIT 0x25 0x40 0x00 Level(10, NPC, 0) [24,15] [20,15] [0x7D, 0x6B] TalkToLord
UNIT

HverEnter:
MUS2 0x0041
LOU1 Hver
ENUN
TEX1 0x803
REMA
MURE 0x05
ENDA

RecruitHver:
MUS2 0x0042
TEX1 0x804
REMA
MURE 0x05
TurnAlly(0x25)
ENDA

Turn5Reinf:
LOU1 ReinfTurn5
ENUN
ENDA

Turn7Reinf:
LOU1 ReinfTurn7
ENUN
ENDA

Turn9Reinf:
LOU1 ReinfTurn9
ENUN
ENDA

// Manual Movement

// Scripted Fights

// Units
ReinfTurn5:
UNIT 0x70 0x24 0x5C Level(7, Enemy, 1) [4,4] [9,7] [0x44] PursueWithoutHeed
UNIT 0x70 0x0A 0x5C Level(7, Enemy, 1) [4,4] [7,7] [0x01] PursueWithoutHeed
UNIT 0x70 0x12 0x5C Level(7, Enemy, 1) [4,4] [8,8] [0x1F] PursueWithoutHeed

ReinfTurn7:
UNIT 0x70 0x20 0x5C Level(7, Enemy, 1) [4,4] [11,8] [0x37] PursueWithoutHeed
UNIT 0x70 0x18 0x5C Level(7, Enemy, 1) [4,4] [10,8] [0x2C] PursueWithoutHeed
UNIT 0x70 0x28 0x5C Level(7, Enemy, 1) [4,4] [12,8] [0x14] PursueWithoutHeed
UNIT

ReinfTurn9:
UNIT 0x70 0x28 0x5C Level(6, Enemy, 1) [4,4] [10,4] [0x01] PursueWithoutHeed
UNIT 0x70 0x28 0x5C Level(6, Enemy, 1) [4,4] [9,5] [0x14] PursueWithoutHeed
UNIT

// Shop Data

MESSAGE Events end at offset currentOffset
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Also of note is that the NPC who appears on HverEnter never moves despite having the TalkToLord AI instructions. I suspect this may have something to do with what I did to my Lord, but does anyone else have any other suggestions?

The talk-to-lord AI specifically searches for Hector, so unless Hector's character ID is on the map it won't do you any good. Notes

Lastly, (and sorry if this is outside of the scope of this topic; I think it might be something you solve in Nightmare), but Winning Road/the no-enemies music doesn't play when there are no enemies left. I don't know if it's due to the chapter being edited from the prologue or something else. (I checked in Nightmare and I did leave the enemy count needed for Winning Road at 0.)

Setting this to 0 just disables it altogether. Check the chapter data editor and change this to 1 or above.

When I send my lord to seize the throne in my custom level, the seize option doesn't appear. It might be because of some modifications I made (I'm using Tutorial Lyn, who has been changed into a mage of sorts- class is the same, but weapons/rank have been changed from swords to magic and she has been given a custom animation), but I checked and it seems I left the Lord option available in the class editor of Nightmare. I don't know why it's not happening, so maybe it's an event issue? The line under location events was originally Seize(0x08,Ending_event,22,02), but I haven't been able to test the ID I changed it to yet.

If you're not in Lyn mode then Lyn will not be able to seize. Have you applied the multi-lord seize patch?

ReinfTurn5:
UNIT 0x70 0x24 0x5C Level(7, Enemy, 1) [4,4] [9,7] [0x44] PursueWithoutHeed
UNIT 0x70 0x0A 0x5C Level(7, Enemy, 1) [4,4] [7,7] [0x01] PursueWithoutHeed
UNIT 0x70 0x12 0x5C Level(7, Enemy, 1) [4,4] [8,8] [0x1F] PursueWithoutHeed

You need to put a UNIT at the bottom of this list, to indicate that the list has ended. The game is probably currently reading this and ReinfTurn7 as a continuous list, which it why it loads both of them on turn 5.

Edited by Agro
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All right, the reinforcement and Winning Road issues have been solved. Thanks for that!

Is there any way to make that NPC move on her own without fiddling with whatever those notes call for? She's a Dancer, so she won't be moving to attack anyone.

Also, I'm pretty sure I'm in Lyn mode, but for some reason the modified Lyn can't seize the throne even with the changed event ID. Is there anything else I can do/check aside from that patch?

I forgot to mention- I want to have something like this happen: finish the level, move the characters to certain spots on the map, then have a talk event with the map still showing. How do I move all the characters to their new spots after the level is done while also checking to see who's alive/recruited and who isn't?

Edited by Sami-Fire
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