CT075 Posted June 19, 2015 Author Share Posted June 19, 2015 LOMA will load the other chapter's scenes and triggers but not until the current scene ends. Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 19, 2015 Share Posted June 19, 2015 // Made by markyjoe1990 of Youtube // Modified by Nintenlord and further by Camtech #define DISABLE_TUTORIALS #include EAstdlib.event #define MAP_OFFS 0xDA03A0 // Write a pointer to the map for you so you don't have to do it yourself EventPointerTable(0x0D,MAP_OFFS) EventPointerTable(0x0F,Chapter) ORG 0xD804F0 Chapter: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent Bad: UNIT Nergal 0x01 0x00 Level(10,Enemy,False) [6,2] [6,2] [0x07] [0x00,0x03,0x00,0x20] UNIT 0x77 0x21 0x3A Level(9,Enemy,True) [6,2] [5,2] [0x14] [0x00,0x03,0x09,0x00] UNIT 0x77 0x1E 0x3A Level(8,Enemy,True) [6,2] [4,2] [0x40] [0x00,0x03,0x09,0x00] UNIT 0x77 0x1E 0x3A Level(8,Enemy,True) [6,2] [7,2] [0x40] [0x00,0x03,0x09,0x00] UNIT 0x77 0x28 0x3A Level(7,Enemy,True) [6,2] [3,2] [0x14] [0x00,0x03,0x09,0x00] UNIT 0x77 0x28 0x3A Level(7,Enemy,True) [6,2] [8,2] [0x14] [0x00,0x03,0x09,0x00] UNIT 0x77 0x14 0x3A Level(6,Enemy,True) [6,2] [2,2] [0x14] [0x00,0x03,0x09,0x00] UNIT 0x77 0x14 0x3A Level(6,Enemy,True) [6,2] [9,2] [0x14] [0x00,0x03,0x09,0x00] UNIT Bad2: UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [2,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [3,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [4,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [5,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [6,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [7,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [8,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [9,3] [0x14] PursueWithoutHeed UNIT Good:// double check 1st and 3rd spawns for both good and bad UNIT Eliwood 0x01 0x00 Level(1,Ally,True) [5,10] [5,9] [ironSword] [0x00,0x00,0x00,0x00] UNIT Oswin 0x14 0x01 Level(3,Ally,True) [5,9] [2,9] [0x1E,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x31 0x32 0x01 Level(2,Ally,True) [5,10] [6,9] [0x15,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x1E 0x01 Level(8,Enemy,True) [5,9] [7,9] [0x40] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x1E 0x01 Level(8,Enemy,True) [5,9] [4,9] [0x40] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x28 0x01 Level(7,Enemy,True) [5,9] [3,9] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x28 0x01 Level(7,Enemy,True) [5,9] [8,9] [0x14] [0x00,0x00,0x00,0x00] //UNIT 0x6C 0x14 0x01 Level(6,Enemy,True) [5,9] [2,9] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x14 0x01 Level(6,Enemy,True) [5,9] [9,9] [0x14] [0x00,0x00,0x00,0x00] UNIT Good2: UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [3,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [4,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [5,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [6,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [7,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [8,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [9,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x78 0x38 0x3A Level(5,Enemy,True) [5,9] [2,8] [0x14] [0x00,0x00,0x00,0x00] UNIT TurnEvents: // Comment out or remove this line if you have a prep screen. TURN 0x0 OpeningEvent [1,0] 0x0 0x0 TURN END_MAIN CharacterEvents: //CHAR //CUSI 0xE6 0x00 //CUSI 0x6C 0x00 ENDA END_MAIN LocationEvents: //LOCA //Seize(0x13,NextLevel,13,4) //House(0x14,FalseEnd,6,2) END_MAIN MiscEvents: CauseGameOverIfLordDies AREA 0x10 SoldierCheck [9,6] [9,6] //AFEV END_MAIN OpeningEvent: // Change to ENDB if you have prep screen. FADI 10 BACG 0x02 FADU 10 TEX1 0x0840 REMA LOU1 Good LOU1 Bad LOU1 Good2 LOU1 Bad2 ENUN CUSI 0x6C 0x00 CUSI 0x78 0x00 ENDA SoldierCheck: //Put Conditional Check IFCA 0x00 0x01 0xE6 //or is it IFCA 0x01 0xE6 MAC1 0x03 0x00 ELSE 0x02 ENIF 0x01 ENUF 0x24 ENIF 0x02 ENDA EndingEvent: //MNCH 0x__ //STAL 1 //_0x1 //ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset MESSAGE The map for this chapter is at offset MAP_OFFS Either my conditional code is crap or I incorrectly did a map change. Not sure how to fix it. Also my LOMA only loads a new map and then sits there and does nothing forever. // Made by markyjoe1990 of Youtube // Modified by Nintenlord and further by Camtech #define DISABLE_TUTORIALS #include EAstdlib.event #define MAP_OFFS 0xDA0000 // Write a pointer to the map for you so you don't have to do it yourself EventPointerTable(0x04,MAP_OFFS) EventPointerTable(0x06,Chapter) //EventPointerTable(0x06,Pointers) ORG 0xD80000 Chapter: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: //UNIT Good: UNIT Eliwood 0x01 0x00 Level(1,Ally,False) [26,25] [4,5] [ironSword] [0x00,0x00,0x00,0x00] UNIT Oswin 0x14 0x01 Level(5,Ally,False) [26,25] [25,26] [0x1E,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x31 0x32 0x01 Level(3,Ally,False) [26,25] [27,26] [0x15,0x6B] [0x00,0x00,0x00,0x00] //Florina //UNIT Lyn 0x0E 0x01 Level(20,Ally,False) [26,25] [29,26] [ironSword] [0x00,0x00,0x00,0x00] UNIT Boss: UNIT Nergal 0x42 0x00 Level(20,Enemy,False) [3,3] [3,3] [0x27] [0x00,0x03,0x00,0x20] UNIT GateKeeper: UNIT Paul 0x16 0x44 Level(10,Enemy,False) [10,10] [10,10] [0x1A,Elixir] [0x00,0x03,0x00,0x20] UNIT Angry: UNIT Jasmine 0x3B 0x44 Level(20,Enemy,False) [22,24] [22,24] [0x23] [0x00,0x03,0x09,0x00] UNIT Woods: UNIT Wil 0x1A 0x01 Level(20,Ally,False) [29,27] [29,29] [0x31] [0x00,0x00,0x00,0x00] UNIT //TrollChest: //UNIT Wallace 0x0A 0x2C Level(10,Enemy,False) [1,28] [1,28] [0x06,0x70] [0x00,0x03,0x00,0x20] //UNIT Generics1: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [6,24] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [7,25] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [3,26] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [7,22] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [4,25] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT Generics2: UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [22,4] [22,4] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [21,6] [21,6] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [23,7] [23,7] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [20,8] [20,8] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [22,7] [22,7] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT Generics3: UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [1,5] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [5,4] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [2,4] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [3,5] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [8,4] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT Seige: UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [15,2] [15,2] [0x3A] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [12,5] [12,5] [0x3A] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [7,9] [7,9] [0x3A] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [2,14] [2,14] [0x3A] [0x00,0x03,0x09,0x00] UNIT Drunkards: UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,27] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,28] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,27] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,28] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,29] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,29] [0x21] [0x00,0x03,0x09,0x00] UNIT Ambush1: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [28,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [27,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [25,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [28,29] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT Ambush2: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,19] [28,18] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [26,20] [25,20] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [20,25] [21,26] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [20,25] [22,27] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT Ambush3: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [16,27] [13,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [16,27] [17,29] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [27,13] [27,14] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [27,13] [28,14] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT Ambush4: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [22,21] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [21,20] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [21,21] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [22,22] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT InfSpawn: UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,10] [29,10] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,11] [29,11] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,12] [29,12] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(4,Enemy,True) [29,13] [29,13] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,14] [29,14] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,15] [29,15] [0x03] PursueWithoutHeed UNIT TurnEvents: // Comment out or remove this line if you have a prep screen. TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x30 Suprise1 [02,00] 0x8 0x00 TURN 0x00 Suprise2 [03,00] 0x8 0x00 TURN 0x00 Suprise3 [04,00] 0x8 0x00 TURN 0x00 Suprise4 [05,00] 0x8 0x00 AFEV 0x00 InfHorses 0x30 //TURN 0x00 Turn4 [04,00] 0x0 0x00 //TURN END_MAIN CharacterEvents: //CHAR CharacterEventBothWays(0x31,Advance,Eliwood,Nergal) END_MAIN LocationEvents: Village(0x08,Village1,26,18) Village(0x20,Village2,18,27) //House(0x07,ArenaTrap,29,14) Village(0x0A,Village3,28,1) Vendor(BuyStuff,26,29) House(0x0B,Mad,23,24) House(0x0C,Money,21,29) House(0x0D,RAIN,29,20) House(0x0E,WoodedTroll,29,26) House(0x0F,Lose,15,26) House(0x10,MasterSeal,14,0) //Chest(item,X,Y) //LOCA END_MAIN MiscEvents: CauseGameOverIfLordDies //AREA eventID SceneLabel [startX,StartY] [EndX,EndY] AREA 0x17 UberSword [14,18] [14,18] AREA 0x18 StopSiege [12,20] [12,20] AREA 0x00 GG [12,14] [19,17] AREA 0x00 GG [20,15] [20,18] AREA 0x00 GG [10,15] [11,22] AREA 0x00 GG [12,18] [13,19] AREA 0x00 GG [15,18] [19,19] AREA 0x00 GG [12,21] [15,24] AREA 0x00 GG [16,20] [18,22] AREA 0x00 GG [14,19] [14,19] AREA 0x00 GG [11,23] [11,23] AREA 0x00 GG [16,23] [16,23] AREA 0x00 GG [1,28] [1,28] //AFEV 0x00 InfHorses 0x06 AFEV END_MAIN Opening_event: // Change to ENDB if you have prep screen. OOBB FADI 10 BACG 0x02 FADU 10 TEX1 0x0811 REMA LOU1 Good LOU1 Boss LOU1 GateKeeper LOU1 Generics1 LOU1 Generics2 LOU1 Generics3 //LOU1 TrollChest LOU1 Seige ENUN OOBB ENDA //Location Events Start Village1: FADI 10 BACG 0x02 FADU 10 TEX1 0x0810 REMA ITGV 0x94 ENDA Village2: FADI 10 BACG 0x02 FADU 10 TEX1 0x0820 REMA LOU1 Drunkards ENUN ENDA Village3: FADI 10 BACG 0x02 FADU 10 TEX1 0x0813 REMA ITGV 0x19 ENDA RAIN: FADI 10 BACG 0x02 FADU 10 TEX1 0x0824 REMA WEA1 Rain ENDA //ArenaTrap: //TEX1 0x0812 //REMA //GameOver Mad: FADI 10 BACG 0x02 FADU 10 TEX1 0x0814 REMA LOU1 Angry ENUN ENDA MasterSeal: FADI 10 BACG 0x02 FADU 10 TEX1 0x0816 REMA ITGV 0x8A ENDA Money: FADI 10 BACG 0x02 FADU 10 TEX1 0x0817 REMA ITGV 0x98 ENDA Lose: GameOver ENDA WoodedTroll: FADI 10 BACG 0x02 FADU 10 TEX1 0x0818 REMA LOU1 Woods ENUN ENDA UberSword: ITGV 0x84 ENDA StopSiege: WarpOut(15,2) WarpOut(12,5) WarpOut(7,9) WarpOut(2,14) ENDA GG: GameOver ENDA //GG2: //GameOver //GG3: //GameOver //GG4: //GameOver //GG5: //GameOver //GG6: //GameOver //GG7: //GameOver //GG8: //GameOver //GG9: //GameOver //GG10: //GameOver //GG11: //GameOver Advance: FADI 10 BACG 0x02 FADU 10 TEX1 0x0822 REMA UnitClear LOMA 0x02 [1,1] ENUN ENDA Suprise1: LOU1 Ambush1 ENUN ENDA Suprise2: LOU1 Ambush2 ENUN ENDA Suprise3: LOU1 Ambush3 ENUN ENDA Suprise4: LOU1 Ambush4 ENUN ENDA InfHorses: IFAF 0x03 0xDE0181 LOU1 InfSpawn ENUN ENIF 0x05 ENIF 0x04 ENDA //Shop BuyStuff: SHLI 0x1E 0x14 0x15 0x16 0x6B 0x6C Ending_event: //MNCH 0x__ //STAL 1 //_0x1 //ENDA //UnitClear //LOMA 0x01 [X,Y] BallistaData: FIRE [0,27] 0x0 [1,1] FIRE [1,27] 0x0 [1,1] FIRE [2,27] 0x0 [1,1] FIRE [0,28] 0x0 [1,1] FIRE [2,28] 0x0 [1,1] FIRE [0,29] 0x0 [1,1] FIRE [1,29] 0x0 [1,1] FIRE [2,29] 0x0 [1,1] BLST MESSAGE Events end at offset currentOffset MESSAGE The map for this chapter is at offset MAP_OFFS Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 19, 2015 Author Share Posted June 19, 2015 (edited) What are you expecting to happen? It's past turn 1 (or the "let's check for playerphase 1 turn events" part is over), why would it play the next map's opening event? Edited June 19, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 19, 2015 Share Posted June 19, 2015 If you are talking about the LOMA I was expecting it to load that chapters events. If so what am I doing wrong to make that happen? If you are talking about the conditional check I want it to activate a map change when the specific character steps on the tile but is still reuseable if another character steps on it. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 19, 2015 Author Share Posted June 19, 2015 (edited) if you've already visited the house in the previous map then 0x10 will be set already (and therefore the AREA event thinks that it's already been triggered) event IDs do not reset when you LOMA it's worth noting that you're attempting to reset an event ID that isn't the AREA event anyway Edited June 19, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 19, 2015 Share Posted June 19, 2015 (edited) I think I have fixed the conditional check. Also for the MAC1 should the 0x03 correlate to what ID I put on the tile change( Since there is only one tile change I put ID=0) SoldierCheck: IFCA 0x00 0x01 0xE6 MAC1 0x03 0x00 ELSE 0x02 ENIF 0x01 ENUF 0x42 ENIF 0x02 ENDA And LOMA( and UnitClear) only does this. If it loads that maps events there should be units spawned because the opening events look like this OpeningEvent: // Change to ENDB if you have prep screen. FADI 10 BACG 0x02 FADU 10 TEX1 0x0840 REMA LOU1 Good LOU1 Bad LOU1 Good2 LOU1 Bad2 ENUN CUSI 0x6C 0x00 CUSI 0x78 0x00 ENDA And thanks for answering all my dumb questions. Edited June 19, 2015 by Shamison Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 19, 2015 Author Share Posted June 19, 2015 (edited) why would LOMA run the new map's opening events? You only told it to play the opening scene on turn 1, and it's presumably already past turn 1 by the time you spawn the new map Edited June 19, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 19, 2015 Share Posted June 19, 2015 Oh. Is there a way to manually activate the opening event? Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 19, 2015 Author Share Posted June 19, 2015 uhhhhh you can try putting an AFEV that triggers off 0x31 and calls the OpeningEvent (in the second map) otherwise i would just copy the contents of that scene and paste it into the same one that uses LOMA Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 19, 2015 Share Posted June 19, 2015 (edited) // Made by markyjoe1990 of Youtube // Modified by Nintenlord and further by Camtech #define DISABLE_TUTORIALS #include EAstdlib.event #define MAP_OFFS 0xDA0000 // Write a pointer to the map for you so you don't have to do it yourself EventPointerTable(0x04,MAP_OFFS) EventPointerTable(0x06,Chapter) //EventPointerTable(0x06,Pointers) ORG 0xD80000 Chapter: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: //UNIT Good: UNIT Eliwood 0x01 0x00 Level(1,Ally,False) [26,25] [4,5] [ironSword] [0x00,0x00,0x00,0x00] UNIT Oswin 0x14 0x01 Level(5,Ally,False) [26,25] [25,26] [0x1E,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x31 0x32 0x01 Level(3,Ally,False) [26,25] [27,26] [0x15,0x6B] [0x00,0x00,0x00,0x00] //Florina //UNIT Lyn 0x0E 0x01 Level(20,Ally,False) [26,25] [29,26] [ironSword] [0x00,0x00,0x00,0x00] UNIT Boss: UNIT Nergal 0x42 0x00 Level(20,Enemy,False) [3,3] [3,3] [0x27] [0x00,0x03,0x00,0x20] UNIT GateKeeper: UNIT Paul 0x16 0x44 Level(10,Enemy,False) [10,10] [10,10] [0x1A,Elixir] [0x00,0x03,0x00,0x20] UNIT Angry: UNIT Jasmine 0x3B 0x44 Level(20,Enemy,False) [22,24] [22,24] [0x23] [0x00,0x03,0x09,0x00] UNIT Woods: UNIT Wil 0x1A 0x01 Level(20,Ally,False) [29,27] [29,29] [0x31] [0x00,0x00,0x00,0x00] UNIT //TrollChest: //UNIT Wallace 0x0A 0x2C Level(10,Enemy,False) [1,28] [1,28] [0x06,0x70] [0x00,0x03,0x00,0x20] //UNIT Generics1: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [6,24] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [7,25] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [3,26] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [7,22] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [1,23] [4,25] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT Generics2: UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [22,4] [22,4] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [21,6] [21,6] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [23,7] [23,7] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [20,8] [20,8] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(8,Enemy,True) [22,7] [22,7] [0x20,0x6C] [0x00,0x03,0x09,0x00] UNIT Generics3: UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [1,5] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [5,4] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [2,4] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [3,5] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(13,Enemy,True) [3,3] [8,4] [0x22,0x6C] [0x00,0x03,0x09,0x00] UNIT Seige: UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [15,2] [15,2] [0x3A] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [12,5] [12,5] [0x3A] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [7,9] [7,9] [0x3A] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x22 0x22 Level(20,Enemy,True) [2,14] [2,14] [0x3A] [0x00,0x03,0x09,0x00] UNIT Drunkards: UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,27] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,28] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,27] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,28] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [19,29] [0x21] [0x00,0x03,0x09,0x00] UNIT 0x75 0x39 0x22 Level(5,Enemy,True) [18,26] [17,29] [0x21] [0x00,0x03,0x09,0x00] UNIT Ambush1: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [28,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [27,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [25,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,28] [28,29] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT Ambush2: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [28,19] [28,18] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [26,20] [25,20] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [20,25] [21,26] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [20,25] [22,27] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT Ambush3: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [16,27] [13,28] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [16,27] [17,29] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [27,13] [27,14] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [27,13] [28,14] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT Ambush4: UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [22,21] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [21,20] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [21,21] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT 0xA7 0x3A 0x44 Level(5,Enemy,True) [22,20] [22,22] [0x1F,0x6C] [0x00,0x03,0x09,0x00] UNIT InfSpawn: UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,10] [29,10] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,11] [29,11] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,12] [29,12] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(4,Enemy,True) [29,13] [29,13] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,14] [29,14] [0x03] PursueWithoutHeed UNIT 0xA7 0x28 0x44 Level(3,Enemy,True) [29,15] [29,15] [0x03] PursueWithoutHeed UNIT ChessB: UNIT Nergal 0x01 0x00 Level(10,Enemy,False) [6,2] [6,2] [0x07] [0x00,0x03,0x00,0x20] UNIT 0x77 0x21 0x3A Level(9,Enemy,True) [6,2] [5,2] [0x14] [0x00,0x03,0x09,0x00] UNIT 0x77 0x1E 0x3A Level(8,Enemy,True) [6,2] [4,2] [0x40] [0x00,0x03,0x09,0x00] UNIT 0x77 0x1E 0x3A Level(8,Enemy,True) [6,2] [7,2] [0x40] [0x00,0x03,0x09,0x00] UNIT 0x77 0x28 0x3A Level(7,Enemy,True) [6,2] [3,2] [0x14] [0x00,0x03,0x09,0x00] UNIT 0x77 0x28 0x3A Level(7,Enemy,True) [6,2] [8,2] [0x14] [0x00,0x03,0x09,0x00] UNIT 0x77 0x14 0x3A Level(6,Enemy,True) [6,2] [2,2] [0x14] [0x00,0x03,0x09,0x00] UNIT 0x77 0x14 0x3A Level(6,Enemy,True) [6,2] [9,2] [0x14] [0x00,0x03,0x09,0x00] UNIT ChessB2: UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [2,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [3,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [4,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [5,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [6,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [7,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [8,3] [0x14] PursueWithoutHeed UNIT 0x77 0x38 0x3A Level(5,Enemy,True) [6,2] [9,3] [0x14] PursueWithoutHeed UNIT ChessG:// double check 1st and 3rd spawns for both good and bad UNIT Eliwood 0x01 0x00 Level(1,Ally,True) [5,10] [5,9] [ironSword] [0x00,0x00,0x00,0x00] UNIT Oswin 0x14 0x01 Level(3,Ally,True) [5,9] [2,9] [0x1E,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x31 0x32 0x01 Level(2,Ally,True) [5,10] [6,9] [0x15,0x6B] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x1E 0x01 Level(8,Enemy,True) [5,9] [7,9] [0x40] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x1E 0x01 Level(8,Enemy,True) [5,9] [4,9] [0x40] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x28 0x01 Level(7,Enemy,True) [5,9] [3,9] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x28 0x01 Level(7,Enemy,True) [5,9] [8,9] [0x14] [0x00,0x00,0x00,0x00] //UNIT 0x6C 0x14 0x01 Level(6,Enemy,True) [5,9] [2,9] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x14 0x01 Level(6,Enemy,True) [5,9] [9,9] [0x14] [0x00,0x00,0x00,0x00] UNIT ChessG2: UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [3,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [4,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [5,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [6,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [7,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [8,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x6C 0x38 0x3A Level(5,Enemy,True) [5,9] [9,8] [0x14] [0x00,0x00,0x00,0x00] UNIT 0x78 0x38 0x3A Level(5,Enemy,True) [5,9] [2,8] [0x14] [0x00,0x00,0x00,0x00] UNIT TurnEvents: // Comment out or remove this line if you have a prep screen. TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x30 Suprise1 [02,00] 0x8 0x00 TURN 0x00 Suprise2 [03,00] 0x8 0x00 TURN 0x00 Suprise3 [04,00] 0x8 0x00 TURN 0x00 Suprise4 [05,00] 0x8 0x00 AFEV 0x00 InfHorses 0x30 //TURN 0x00 Turn4 [04,00] 0x0 0x00 //TURN END_MAIN CharacterEvents: //CHAR CharacterEventBothWays(0x31,Advance,Eliwood,Nergal) END_MAIN LocationEvents: Village(0x08,Village1,26,18) Village(0x20,Village2,18,27) //House(0x07,ArenaTrap,29,14) Village(0x0A,Village3,28,1) Vendor(BuyStuff,26,29) House(0x0B,Mad,23,24) House(0x0C,Money,21,29) House(0x0D,RAIN,29,20) House(0x0E,WoodedTroll,29,26) House(0x0F,Lose,15,26) House(0x10,MasterSeal,14,0) //Chest(item,X,Y) //LOCA END_MAIN MiscEvents: CauseGameOverIfLordDies //AREA eventID SceneLabel [startX,StartY] [EndX,EndY] AREA 0x17 UberSword [14,18] [14,18] AREA 0x18 StopSiege [12,20] [12,20] AREA 0x00 GG [12,14] [19,17] AREA 0x00 GG [20,15] [20,18] AREA 0x00 GG [10,15] [11,22] AREA 0x00 GG [12,18] [13,19] AREA 0x00 GG [15,18] [19,19] AREA 0x00 GG [12,21] [15,24] AREA 0x00 GG [16,20] [18,22] AREA 0x00 GG [14,19] [14,19] AREA 0x00 GG [11,23] [11,23] AREA 0x00 GG [16,23] [16,23] AREA 0x00 GG [1,28] [1,28] //AFEV 0x00 InfHorses 0x06 AFEV END_MAIN Opening_event: // Change to ENDB if you have prep screen. OOBB MUS1 0x30 FADI 10 BACG 0x02 FADU 10 TEX1 0x0811 REMA LOU1 Good LOU1 Boss LOU1 GateKeeper LOU1 Generics1 LOU1 Generics2 LOU1 Generics3 //LOU1 TrollChest LOU1 Seige ENUN OOBB ENDA //Location Events Start Village1: FADI 10 BACG 0x02 FADU 10 TEX1 0x0810 REMA ITGV 0x94 ENDA Village2: FADI 10 BACG 0x02 FADU 10 TEX1 0x0820 REMA LOU1 Drunkards ENUN ENDA Village3: FADI 10 BACG 0x02 FADU 10 TEX1 0x0813 REMA ITGV 0x19 ENDA RAIN: FADI 10 BACG 0x02 FADU 10 TEX1 0x0824 REMA WEA1 Rain ENDA //ArenaTrap: //TEX1 0x0812 //REMA //GameOver Mad: FADI 10 BACG 0x02 FADU 10 TEX1 0x0814 REMA LOU1 Angry ENUN ENDA MasterSeal: FADI 10 BACG 0x02 FADU 10 TEX1 0x0816 REMA ITGV 0x8A ENDA Money: FADI 10 BACG 0x02 FADU 10 TEX1 0x0817 REMA ITGV 0x98 ENDA Lose: GameOver ENDA WoodedTroll: FADI 10 BACG 0x02 FADU 10 TEX1 0x0818 REMA LOU1 Woods ENUN ENDA UberSword: ITGV 0x84 ENDA StopSiege: WarpOut(15,2) WarpOut(12,5) WarpOut(7,9) WarpOut(2,14) ENDA GG: GameOver ENDA //GG2: //GameOver //GG3: //GameOver //GG4: //GameOver //GG5: //GameOver //GG6: //GameOver //GG7: //GameOver //GG8: //GameOver //GG9: //GameOver //GG10: //GameOver //GG11: //GameOver Advance: FADI 10 BACG 0x02 FADU 10 TEX1 0x0822 REMA UnitClear MUS1 0x45 FADI 10 BACG 0x02 FADU 10 TEX1 0x0840 REMA LOU1 ChessG LOU1 ChessB LOU1 ChessG2 LOU1 ChessB2 ENUN CUSI 0x6C 0x00 CUSI 0x78 0x00 LOMA 0x02 [1,1] ENUN ENDA Suprise1: LOU1 Ambush1 ENUN ENDA Suprise2: LOU1 Ambush2 ENUN ENDA Suprise3: LOU1 Ambush3 ENUN ENDA Suprise4: LOU1 Ambush4 ENUN ENDA InfHorses: IFAF 0x03 0xDE0181 LOU1 InfSpawn ENUN ENIF 0x05 ENIF 0x04 ENDA //Shop BuyStuff: SHLI 0x1E 0x14 0x15 0x16 0x6B 0x6C Ending_event: //MNCH 0x__ //STAL 1 //_0x1 //ENDA //UnitClear //LOMA 0x01 [X,Y] BallistaData: FIRE [0,27] 0x0 [1,1] FIRE [1,27] 0x0 [1,1] FIRE [2,27] 0x0 [1,1] FIRE [0,28] 0x0 [1,1] FIRE [2,28] 0x0 [1,1] FIRE [0,29] 0x0 [1,1] FIRE [1,29] 0x0 [1,1] FIRE [2,29] 0x0 [1,1] BLST MESSAGE Events end at offset currentOffset MESSAGE The map for this chapter is at offset MAP_OFFS I changed advance to include the opening events for the next map. It did the opening events but the map didnt load correctly. Do both the maps have to have the same palette? And AFEV did not work. Not sure why but possibly loading a new map made it forget the last event triggered? Or it just didnt load the AFEV for some reason. Edited June 19, 2015 by Shamison Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 19, 2015 Author Share Posted June 19, 2015 (edited) i would probably try to loma first i'm not actually sure what's going on with the palette, i vaguely remember being bitten by that before but i've also seen it work so idk play around with it, put the LOMA in different places or something. try doing something like ENUT 0x25 at the end of Advance and then with an AFEV set to trigger on that Edited June 19, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 19, 2015 Share Posted June 19, 2015 (edited) Hmm I played around with it for a bit but now LOMA is only loading that glitched map for some reason. Edit1: now it just takes me back to the home screen "2003 NINTENDO" Edit again: I think it has to do something with the way I am assembling it. When I assemble chapter 1 it works fine but LOMA takes me me to Edit1. If I then assemble part 2 or part3 then it loads the map of chapter 1 but is almost completely darkened but nothing happens. Edited June 19, 2015 by Shamison Quote Link to comment Share on other sites More sharing options...
Rickochet Posted June 21, 2015 Share Posted June 21, 2015 Does anyone know if its possible to do a slow fade out from a text conversation to the map? I tried various combinations of FADI and FADU but it seems I will always need to have REMA to get rid of the dialog background. I managed to do a fade out from a conversation fading in to another background, then brown text box, then text. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 21, 2015 Author Share Posted June 21, 2015 i have no idea if this will work but you can try to finagle something with HIDEMAP and SHOWMAP Quote Link to comment Share on other sites More sharing options...
Rickochet Posted June 22, 2015 Share Posted June 22, 2015 I can't get it to work. REMA seems to over ride other commands. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 22, 2015 Author Share Posted June 22, 2015 you can try fading to black and then fading to map Quote Link to comment Share on other sites More sharing options...
Rickochet Posted June 22, 2015 Share Posted June 22, 2015 (edited) That is what I tried to do. TEX1 0x85F FADI 06 ENUN HIDEMAP REMA STAL 0x64 SHOWMAP STAL 0x32 This is the last combination I used. The REMA always overrides the already faded in screen. It makes the background reappear before disappearing. If I don't use REMA, the background will still be there after fading back in. Edited June 22, 2015 by Rickochet Quote Link to comment Share on other sites More sharing options...
Roosterton Posted July 3, 2015 Share Posted July 3, 2015 (edited) When I try to change the chapter objective for the FE7 prologue, things are breaking. I'm trying to change it from "Seize" to "Rout."So, I deleted the Location event for seize, and changed the MiscBasedEvents to be this: ORG $CA0710 MiscBasedEvents: AFEV 0x0 label15 0x65 DefeatAll(EndingScene) END_MAINWhen I assemble that and try to launch the ROM, I just get a blackscreen immediately after the chapter title screen. I don't think it's a memory issue, since adding other things like villages and shops doesn't cause the problem. I'm also fairly certain that the problem is caused by the new line; if I remove the "DefeatAll" line but also remove the Seize line, it works fine (apart from the fact that I can't complete the chapter). Here's the full .txt file if needed: #include EAstdlib.event EventPointerTable(0x06,Chapter) ORG $CA0540 TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 TURN 0x0 label12 [1,0] 0x0 0x0 TURN 0x0 label13 [2,0] 0x8 0x0 TURN 0x0 label14 [4,0] 0x8 0x0 END_MAIN //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0584 and the new ending offset is CURRENTOFFSET ORG $CA05C8 CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA05E8 and the new ending offset is CURRENTOFFSET ORG $CA0710 MiscBasedEvents: AFEV 0x0 label15 0x65 DefeatAll(EndingScene) END_MAIN PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN TrapsEliwoodMode TrapsHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0760 and the new ending offset is CURRENTOFFSET ORG $CA71A8 TrapsEliwoodMode: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71A9 and the new ending offset is CURRENTOFFSET ORG $CA730A TrapsHectorMode: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA730B and the new ending offset is CURRENTOFFSET ORG $CA749C label15: _0x87 STAL 30 ASMC 0x7A455 STAL 10 ASMC 0x13FA5 STAL 80 ASMC 0x6CCB9 IFAT 0x1 0x7A47D ASMC 0x20479 ENIF 0x1 ASMC 0xB2F95 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET ORG $CA79FC label16: MOMA 0x0 //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA79FE and the new ending offset is CURRENTOFFSET ORG $CA7A40 BeginningScene: CMOF LOU1 EnemyUnitsENM ENUN ASMC 0x7A939 0x7A9D5 FADUCG 2 SHOWMAP TEXTCG 0x813 0x1 STAL 2 MUS1 0x3F STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 FADI 4 HIDEMAP ASMC 0x7A95D STAL 32 BACG 0x0 FADU 4 SHOWMAP TEX1 0x815 REBU MUEN 4 REMA STAL 32 LOU1 AllyUnitsENM ENUN STAL 64 MOVE 0x3 [14,9] ENUN REPA 0x3 FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP MUS1 0x32 TEX1 0x816 REMA LOU1 AllyUnitsENM ENUN LOEV 0xCD 0x51 [14,9] ENDA label12: SHOWMAP MOVE 0xCD [14,7] ENUN TEX1 0x817 REMA STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 2 2 MOVE 0xCD label16 ENUN DISA 0xCD STAL 2 2 2 2 STAL 2 2 2 2 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7BD0 and the new ending offset is CURRENTOFFSET ORG $CA7C28 label13: STAL 2 2 2 2 STAL 2 2 2 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7C4C and the new ending offset is CURRENTOFFSET ORG $CA7CDC label14: STAL 2 2 2 2 STAL 2 2 2 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7D00 and the new ending offset is CURRENTOFFSET ORG $CA81E4 EndingScene: _0xA3 MUS1 0x38 TEX1 0x833 REMA MUEN 6 FADICG 3 HIDEMAP ASMC 0x7A939 0x7A8B9 0x7A9D5 STAL 30 MUS1 0x3AB FADUCG 2 SHOWMAP STAL 60 TEXTCG 0x834 0x1 MUEN 4 FADI 16 HIDEMAP ASMC 0x7A95D BACG 0x0 MUS1 0x3F FADU 16 SHOWMAP TEX1 0x835 MUEN 2 STAL 32 MUS3 0x51 0x4 MORETEXT 0x836 MUEN 2 STAL 32 MUS1 0x3F MORETEXT 0x837 STAL 64 MORETEXT 0x838 STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 2 2 2 STAL 2 FADI 4 HIDEMAP BACG 0x5B STAL 2 2 MNCH 0x1 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA830C and the new ending offset is CURRENTOFFSET ORG $CC5B50 AllyUnitsENM: UNIT 0x3 0x24 0x0 0x8 [14,9] [13,7] [0x44,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0xA 0x3 0x8 [13,8] [12,8] [0x1,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] EnemyUnitsENM: UNIT 0x87 0x39 0x0 0x14 [3,2] [3,2] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x2 0x18 0x3 0x8 [11,9] [11,9] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x1D 0x3 0x8 [14,8] [14,8] [0x6B,0x4A,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x35 0x3 0x8 [10,9] [11,9] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3E 0x39 0x87 0xC [4,5] [4,5] [0x1F,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x3E 0x39 0x87 0xC [5,5] [5,5] [0x1F,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x3E 0xE 0x87 0xC [6,4] [6,4] [0x1,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x3E 0x18 0x87 0xC [3,3] [3,3] [0x2C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x0 0x0 0x0 0x24 [0,0] [13,1] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC5C10 and the new ending offset is CURRENTOFFSET Edited July 3, 2015 by Roosterton Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 3, 2015 Share Posted July 3, 2015 Hey all, I'm having a problem of my own. For some reason I have a particularly hard time with crafting cutscenes. Here, I'm just trying to make a simple opening: //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 BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [5,29] [5,29] [ironSpear] NoAI UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [6,29] [6,29] [ironSword] NoAI UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [7,29] [7,29] [ironSpear] NoAI UNIT Batta Paladin Batta Level(5,Enemy,True) [6,28] [6,28] [spear] [0x00, 0x03, 0x00, 0x20] UNIT Empty Good: UNIT Dorcas Fighter Dorcas Level(6,Ally,False) [9,4] [9,5] [ironAxe,Vulnerary] NoAI UNIT Kent Cavalier Dorcas Level(5,Ally,False) [9,4] [8,5] [steelSword,IronSpear,Vulnerary] NoAI UNIT Sain Cavalier Dorcas Level(5,Ally,False) [9,4] [10,5] [ironSword,Javelin,Vulnerary] NoAI UNIT Oswin Knight Dorcas Level(4,Ally,False) [9,4] [9,6] [steelSpear,Vulnerary] NoAI UNIT Raven Mercenary Dorcas Level(3,Ally,False) [9,4] [8,6] [slimSword,Vulnerary] NoAI UNIT Florina PegasusKnight Dorcas Level(4,Ally,False) [9,4] [11,5] [slimSpear,Javelin,Vulnerary] NoAI UNIT Rebecca Archer_F Dorcas Level(4,Ally,False) [9,4] [10,6] [ironBow,Longbow,Vulnerary] NoAI UNIT Empty Reinforce_Pirate1: UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,13] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,15] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,11] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,13] [ironAxe] NoAI UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventEnemy(0x00,Reinforce_Pirate1,2) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CURF [9,4] FADI 10 BACG 0x12 TEX1 0x07F3 MUS1 0x003D FADU 10 MUEN 0x05 REMA LOU1 Good ENUN ENDA Ending_event: MNCH 0x0 STAL 1 _0x1 ENDA BallistaData: FIRE [9,4] 0x0 [1,1] BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? And well, where to start... First of all, before I even set that up, the map would load and be extremely dark (fixed by checking on a unit and exiting). Then I experimented with different setups of text, fades, loads, etc. to get my desired effect. At first, the game would crash when I tried using custom inserted text. So I figured I'd use some default text. I managed to get the whole thing to work with 0059 (by accident - I forgot to save my changes), but since then have been unsuccessful. Using any kind of custom text causes the game to crash, which is probably the result of my inability to use FEditor. Now, even game text doesn't work. It doesn't crash, but it only briefly shows my chosen background with the chosen music, then loads the units and starts the chapter. Oh, and the Cursor Flash doesn't happen at all. Any help would be greatly appreciated. I feel like there are some basic commands I'm simply unaware of, but this most recent setup was basically directly from Arch's bootcamp, and it still won't work. Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 3, 2015 Share Posted July 3, 2015 When I try to change the chapter objective for the FE7 prologue, things are breaking. I'm trying to change it from "Seize" to "Rout." So, I deleted the Location event for seize, and changed the MiscBasedEvents to be this: ORG $CA0710 MiscBasedEvents: AFEV 0x0 label15 0x65 DefeatAll(EndingScene) END_MAINWhen I assemble that and try to launch the ROM, I just get a blackscreen immediately after the chapter title screen. I don't think it's a memory issue, since adding other things like villages and shops doesn't cause the problem. I'm also fairly certain that the problem is caused by the new line; if I remove the "DefeatAll" line but also remove the Seize line, it works fine (apart from the fact that I can't complete the chapter). This really does sound like you overwrote some other things by adding the DefeatAll. You can change the offset the MiscBasedEvents are written to by changing the offset after ORG. Try writing to freespace and see if that fixes things (also try it on a fresh ROM). Hey all, I'm having a problem of my own. For some reason I have a particularly hard time with crafting cutscenes. Here, I'm just trying to make a simple opening: //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 BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [5,29] [5,29] [ironSpear] NoAI UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [6,29] [6,29] [ironSword] NoAI UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [7,29] [7,29] [ironSpear] NoAI UNIT Batta Paladin Batta Level(5,Enemy,True) [6,28] [6,28] [spear] [0x00, 0x03, 0x00, 0x20] UNIT Empty Good: UNIT Dorcas Fighter Dorcas Level(6,Ally,False) [9,4] [9,5] [ironAxe,Vulnerary] NoAI UNIT Kent Cavalier Dorcas Level(5,Ally,False) [9,4] [8,5] [steelSword,IronSpear,Vulnerary] NoAI UNIT Sain Cavalier Dorcas Level(5,Ally,False) [9,4] [10,5] [ironSword,Javelin,Vulnerary] NoAI UNIT Oswin Knight Dorcas Level(4,Ally,False) [9,4] [9,6] [steelSpear,Vulnerary] NoAI UNIT Raven Mercenary Dorcas Level(3,Ally,False) [9,4] [8,6] [slimSword,Vulnerary] NoAI UNIT Florina PegasusKnight Dorcas Level(4,Ally,False) [9,4] [11,5] [slimSpear,Javelin,Vulnerary] NoAI UNIT Rebecca Archer_F Dorcas Level(4,Ally,False) [9,4] [10,6] [ironBow,Longbow,Vulnerary] NoAI UNIT Empty Reinforce_Pirate1: UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,13] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,15] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,11] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,13] [ironAxe] NoAI UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventEnemy(0x00,Reinforce_Pirate1,2) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CURF [9,4] FADI 10 BACG 0x12 TEX1 0x07F3 MUS1 0x003D FADU 10 MUEN 0x05 REMA LOU1 Good ENUN ENDA Ending_event: MNCH 0x0 STAL 1 _0x1 ENDA BallistaData: FIRE [9,4] 0x0 [1,1] BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? And well, where to start... First of all, before I even set that up, the map would load and be extremely dark (fixed by checking on a unit and exiting). Sounds like the map is set to fade to black in the Chapter Data Editor. You can either add OOBB to the start of the opening scene or change the chapter to fade to map. Then I experimented with different setups of text, fades, loads, etc. to get my desired effect. At first, the game would crash when I tried using custom inserted text. So I figured I'd use some default text. I managed to get the whole thing to work with 0059 (by accident - I forgot to save my changes), but since then have been unsuccessful. Using any kind of custom text causes the game to crash, which is probably the result of my inability to use FEditor. It's hard to say what the problem is, but maybe explain the steps you take to insert custom text (and post the actual text), and maybe we can identify the problem. Now, even game text doesn't work. It doesn't crash, but it only briefly shows my chosen background with the chosen music, then loads the units and starts the chapter. Oh, and the Cursor Flash doesn't happen at all. If the screen isn't faded in, you won't see the cursor flash. If it is faded in, maybe try adding a STAL to make sure the cursor flash isn't occurring too early. Also, instead of writing the fades and text manually you could do: MUS1 <musicID> Text(Background_ID, Text_ID) This takes care of the fading and background/text loading for you. Replies in bold. Quote Link to comment Share on other sites More sharing options...
Roosterton Posted July 3, 2015 Share Posted July 3, 2015 (edited) This really does sound like you overwrote some other things by adding the DefeatAll. You can change the offset the MiscBasedEvents are written to by changing the offset after ORG. Try writing to freespace and see if that fixes things (also try it on a fresh ROM). Thanks for your help. I changed the offset to the start of a bunch of free space, and everything seemed to work fine... I was able to play through the chapter, but after routing all the enemies, the chapter still didn't end :/ I disassembled the event again to find that it had somehow changed back to the old offset, and the DefeatAll line was nowhere to be seen. Do I have to change something else to force the game to use the new offset? It seems intent on using the old one. EDIT: Nevermind, I found the offset for "Other events" in the Nightmare prologue event editor and changed it, and it worked. Thanks a ton! Edited July 3, 2015 by Roosterton Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 3, 2015 Share Posted July 3, 2015 (edited) Thanks for the reply Prime. That stuff should all help me in the future, but I still can't get it to work now. Events: //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 BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [5,29] [5,29] [ironSpear] NoAI UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [6,29] [6,29] [ironSword] NoAI UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [7,29] [7,29] [ironSpear] NoAI UNIT Batta Paladin Batta Level(5,Enemy,True) [6,28] [6,28] [spear] [0x00, 0x03, 0x00, 0x20] UNIT Empty Good: UNIT Dorcas Fighter Dorcas Level(6,Ally,False) [9,4] [9,5] [ironAxe,Vulnerary] NoAI UNIT Kent Cavalier Dorcas Level(5,Ally,False) [9,4] [8,5] [steelSword,IronSpear,Vulnerary] NoAI UNIT Sain Cavalier Dorcas Level(5,Ally,False) [9,4] [10,5] [ironSword,Javelin,Vulnerary] NoAI UNIT Oswin Knight Dorcas Level(4,Ally,False) [9,4] [9,6] [steelSpear,Vulnerary] NoAI UNIT Raven Mercenary Dorcas Level(3,Ally,False) [9,4] [8,6] [slimSword,Vulnerary] NoAI UNIT Florina PegasusKnight Dorcas Level(4,Ally,False) [9,4] [11,5] [slimSpear,Javelin,Vulnerary] NoAI UNIT Rebecca Archer_F Dorcas Level(4,Ally,False) [9,4] [10,6] [ironBow,Longbow,Vulnerary] NoAI UNIT Empty Reinforce_Pirate1: UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,13] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,15] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,11] [ironAxe] NoAI UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,13] [ironAxe] NoAI UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventEnemy(0x00,Reinforce_Pirate1,2) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: STAL 1 CURF [9,4] MUS1 0x003D Text(0x12,0x0800) MUEN 0x05 REMA LOU1 Good ENUN ENDA Ending_event: MNCH 0x0 STAL 1 _0x1 ENDA BallistaData: FIRE [9,4] 0x0 [1,1] BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Here's an example of text that isn't working. Literally, all I did was change the portraits to Dorcas and Guy. Makes the game freeze up. EDIT: I started from scratch with a new ROM, and am getting this stuff now, but on the bright side, the map is loading properly, CURF and all. Edited July 3, 2015 by Completely InShane Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 4, 2015 Author Share Posted July 4, 2015 (edited) i really hope your map is 30 tiles tall did you save with FEditor before editing text? This is not useless and does have a very tangible effect Edited July 4, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 4, 2015 Share Posted July 4, 2015 Hahah yeah, it's that big. So do you suggest getting another a clean ROM and, this time, saving it in FEditor before changing the text? Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 4, 2015 Author Share Posted July 4, 2015 it doesn't matter what you're doing with FEditor save (with FEditor) before you start editing (with FEditor) Quote Link to comment Share on other sites More sharing options...
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