AstraLunaSol Posted June 1, 2011 Share Posted June 1, 2011 Use another fake unit group for show. Quote Link to comment Share on other sites More sharing options...
Peachy Posted June 1, 2011 Share Posted June 1, 2011 Probably a really stupid question, but how do I get enemies to load. I tried to load some enemy brigands in the same way units are loaded. But upon assembling, I get an error message saying that the code UNIT isn't found. Here's the enemy section of my event table. I think it's the only part that will be needed. Bad: UNIT Batta Brigand 0x00 Level(18,Enemy,True) [0,0] [steelAxe,HandAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(14,Enemy,True) [9,5] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(14,Enemy,True) [13,7] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(14,Enemy,True) [4,5] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(14,Enemy,True) [9,14] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(14,Enemy,True) [5,1] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(15,Enemy,True) [14,1] [HandAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(15,Enemy,True) [13,6] [HandAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(15,Enemy,True) [8,7] [HandAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(16,Enemy,True) [1,0] [steelAxe] [0x00, 0x00, 0x00, 0x00] UNIT Bandit Brigand Batta Level(16,Enemy,True) [0,1] [steelAxe] [0x00, 0x00, 0x00, 0x00] UNIT Empty How do I load enemy units? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 1, 2011 Share Posted June 1, 2011 (edited) ....You didn't even make the unit line correctly. Bad: UNIT 0x3F Swordmaster 0x0 Level(1, Enemy, True) [20,20] [20,20] [KillingEdge,AngelicRobe] [03,03,09,00] UNIT Empty You forgot the second set of coordinates. Edited June 1, 2011 by AstraLunaSol Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted June 2, 2011 Share Posted June 2, 2011 If I were to put a unit in Lyn mode, and I then put it in Eliwood mode, would it have the same stats as it did when Lyn Mode ended? Do I need specific characters to do that? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 2, 2011 Share Posted June 2, 2011 Yes, they would, the same applies for Tutorial characters. They are also all "revived"if they died, albeit at base stats. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted June 2, 2011 Share Posted June 2, 2011 Ok, thank you very much. Quote Link to comment Share on other sites More sharing options...
Asumi Posted June 3, 2011 Share Posted June 3, 2011 (edited) Location_events: Chest (BlueGem,14,14) LOCA What's wrong here? Two thieves steal from the same chest multiple times thus getting lot of Blue Gems... Oh, and how can i make an "exit" area for enemy thieves to escape chapter? Edited June 3, 2011 by Asumi Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 3, 2011 Share Posted June 3, 2011 Do you have the map change done? Quote Link to comment Share on other sites More sharing options...
Asumi Posted June 3, 2011 Share Posted June 3, 2011 (edited) Nope...does it matter? PS. Okay no problem, already solved in two hours of tutorial: just a question, though: event assembler is getting me errors whenever I store mapchanges data on an offset beyond the 0x0 border. 1x425218 for example seems bad to him, any help? Edited June 3, 2011 by Asumi Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 3, 2011 Share Posted June 3, 2011 You mean 0x1425218? Quote Link to comment Share on other sites More sharing options...
Asumi Posted June 3, 2011 Share Posted June 3, 2011 (edited) Gently as he goes Arrr...No. org 0x10004D6 // - where to place the data for tile changes gives File: Prologue MapChanges.txt, Line: 12, Column: 52: Code POIN's offset 16778462 is not divisible by 4: TileMap(0x00, 0x0E, 0x0E, 0x01, 0x01, Chest) Edited June 3, 2011 by Asumi Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 3, 2011 Share Posted June 3, 2011 If it's not divisible by 4 add an "ALIGN 4" code just before the start of your tile changes. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 4, 2011 Share Posted June 4, 2011 If you are going to ask help because of an error, atleast post the damn error. Quote Link to comment Share on other sites More sharing options...
Asumi Posted June 4, 2011 Share Posted June 4, 2011 Sorry Guys...acually i got that to work 5 minutes after my post, but I forgot to edit, i'm sorry seriously i'll pay more attention next time Quote Link to comment Share on other sites More sharing options...
Psych Posted June 5, 2011 Share Posted June 5, 2011 How do I do location events similar to the bones in deserts where they can just wait and get an item? That doesn't seem to be in the Tutorial of Arch's. Quote Link to comment Share on other sites More sharing options...
Krad Posted June 5, 2011 Share Posted June 5, 2011 AREA events. They go under Misc_events, and are like this: Misc_events: ... AREA 0x12 MelgenRein [0,19] [12,35] ... AFEV EventID, Event Pointer, Top Left corner, Bottom Right corner. Quote Link to comment Share on other sites More sharing options...
Psych Posted June 5, 2011 Share Posted June 5, 2011 (edited) Where can I find that list of values and things for making definitions? :/ I had it, but then I edited it, and now I can't find a clean one. Edit: Nevermind, I found it. Though is there any reason why this just gives me a black screen, not even messed up graphics? #define DISABLE_TUTORIALS #include EAstdlib.event #include "definitions.txt" 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 Good: UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Character_events: CHAR 0x05 SelenaAshley Selena Ashley 0x00 CHAR Location_events: Chest(0x06,Elixir,11,1) CODE $00 Misc_events: CauseGameOverIfLordDies DefeatBoss(0x0C) AFEV Opening_event: CURF [14,3] FADI 0x10 BACG 0x3D MUS1 0x0053 TEX1 0x0801 FADU 0x010 FADI 0x010 BACG 0x3D MUS1 0x0051 TEX1 0x0802 REMA LOU1 RaeUnit ENUN ENDA Ending_event: FADI 0x10 MUS1 0x0034 BACG 0x3D FADU 0x10 TEX1 0x0803 REMA STAL 0x05 MNCH 0x01 ENDA BallistaData: BLST ALIGN 4 RaeUnit: UNIT Rae LynLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,Fire] [00,00,00,00] UNIT Ashley Cleric 0x00 Level(1,Ally,False) [7,18] [7,18] [Heal,Vulneary] [00,00,00,00] UNIT Empty SelenaAshley: MUS2 0x0042 TEX1 0x0800 MUEN 0x05 REMA MURE 5 ENDA Robe: FADI 0x10 BACG 0x02 FADU 0x10 TEX1 0x0804 REMA ENDA MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: DA0000 Edited June 5, 2011 by Psychic Quote Link to comment Share on other sites More sharing options...
Mariobro3828 Posted June 5, 2011 Share Posted June 5, 2011 (edited) How do I do location events similar to the bones in deserts where they can just wait and get an item? That doesn't seem to be in the Tutorial of Arch's. label35: IFAT 0x1 0x7D2B1 ENUF 0xC ELSE 0x9 ENIF 0x1 _FADU2 SHOWMAP ITGV 0x47 ENIF 0x9 ENDA Here's an example of one of those area events from the desert chapter. That particular ASM routine it calls does the whole luck thing (don't know the specifics) but it matches up with what the original game does. Definitely give the AREA event an ID so it doesn't reoccur if the item is obtained, but restores the event to FALSE if the item is not obtained. Also, note the orientation of the IFAT, and the events inside it (noting that if the ASM routine returns true, the item is not obtained, ELSE, it is. Where can I find that list of values and things for making definitions? :/ I had it, but then I edited it, and now I can't find a clean one. Edit: Nevermind, I found it. Though is there any reason why this just gives me a black screen, not even messed up graphics? #define DISABLE_TUTORIALS #include EAstdlib.event #include "definitions.txt" 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 Good: UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Character_events: CHAR 0x05 SelenaAshley Selena Ashley 0x00 CHAR Location_events: Chest(0x06,Elixir,11,1) CODE $00 Misc_events: CauseGameOverIfLordDies DefeatBoss(0x0C) AFEV Ok, look at your chapter data editor. Is it set to "fade to black" or "fade to map?" If it's the former, you need to use an OOBB code to get out of the black, but I don't see why since doing so would be redundant, as the reason for fading to black is usually to load a cutscene map beforehand, or load some units in place so it looks like they're already there when the player gets to the map. Opening_event: CURF [14,3] FADI 0x10 BACG 0x3D MUS1 0x0053 TEX1 0x0801 Ok, your organization of events is off here. You're making the text event occur even though the game hasn't faded back in from dark. There could be one reason for the dark. FADU 0x010 FADI 0x010 BACG 0x3D MUS1 0x0051 TEX1 0x0802 There's not even a FADU code in sight from here, so it's definitely going to stay black. I can understand why your game is staying black, it's being told to. REMA LOU1 RaeUnit ENUN ENDA Ending_event: FADI 0x10 MUS1 0x0034 BACG 0x3D FADU 0x10 Lol, and you did it right this time TEX1 0x0803 REMA STAL 0x05 MNCH 0x01 ENDA BallistaData: BLST ALIGN 4 RaeUnit: UNIT Rae LynLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,Fire] [00,00,00,00] UNIT Ashley Cleric 0x00 Level(1,Ally,False) [7,18] [7,18] [Heal,Vulneary] [00,00,00,00] UNIT Empty SelenaAshley: MUS2 0x0042 TEX1 0x0800 MUEN 0x05 REMA MURE 5 ENDA Robe: FADI 0x10 BACG 0x02 FADU 0x10 TEX1 0x0804 REMA ENDA MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: DA0000 Comments in bold. EDIT: Should probably mention the comments are inside the spoilerized stuff. Edited June 5, 2011 by Mariobro3828 Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 5, 2011 Author Share Posted June 5, 2011 The OTHER thing I can think of is the fact that "Fade to map" probably hasn't been turned on yet. Quote Link to comment Share on other sites More sharing options...
deranger Posted June 5, 2011 Share Posted June 5, 2011 Thanks for the help on my question on back on page 12. I guess if it's not explicitly stated in Arch's tutorial I'm screwed. So basically you need to make a new copy of a clean rom everytime you want to assemble an event (no working on one rom only)? And where can I read up on the character limits for convos? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 5, 2011 Share Posted June 5, 2011 You don't have to make a new copy of the ROM for every assemble. It's just if you want to use Nightmare at some point I'd suggest making a new copy to work with. What do you mean by character limits? Like how far out the text can go on a line? Quote Link to comment Share on other sites More sharing options...
Psych Posted June 5, 2011 Share Posted June 5, 2011 (edited) Okay, so I edited my events and I got this. [spoiler=Events]#define DISABLE_TUTORIALS #include EAstdlib.event #include "definitions.txt" 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 Good: UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Character_events: CHAR 0x05 SelenaAshley Selena Ashley 0x00 CHAR Location_events: Chest(0x06,Elixir,11,1) CODE $00 Misc_events: CauseGameOverIfLordDies DefeatBoss(0x0C) AFEV Opening_event: CURF [14,3] FADI 0x10 BACG 0x3D MUS1 0x0053 FADU 0x10 TEX1 0x0801 FADI 0x10 BACG 0x3D MUS1 0x0051 FADU 0x10 TEX1 0x0802 REMA LOU1 RaeUnit ENUN ENDA Ending_event: FADI 0x10 MUS1 0x0034 BACG 0x3D FADU 0x10 TEX1 0x0803 REMA STAL 0x05 MNCH 0x01 ENDA BallistaData: BLST ALIGN 4 RaeUnit: UNIT Rae LynLord 0x00 Level(1,Ally,False) [6,19] [6,19] [ironSword,Fire] [00,00,00,00] UNIT Ashley Cleric 0x00 Level(1,Ally,False) [7,18] [7,18] [Heal,Vulneary] [00,00,00,00] UNIT Empty SelenaAshley: MUS2 0x0042 TEX1 0x0800 MUEN 0x05 REMA MURE 5 ENDA MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: DA0000 [spoiler=Warnings]9 errors encountered: EAstdlib.event: File "EA Standard library\Boolean Logic.txt" not found: #include "EA Standard library\Boolean Logic.txt" EAstdlib.event: File "EA Standard library\Backward Compability.txt" not found: #include "EA Standard library\Backward Compability.txt" EAstdlib.event: File "EA Standard library\Chapter Structure Helpers.txt" not found: #include "EA Standard library\Chapter Structure Helpers.txt" Code match for EventPointerTable(0x06,Pointers) not found: EventPointerTable(0x06,Pointers) Code match for Chest(0x06,Elixir,11,1) not found: Chest(0x06,Elixir,11,1) 1*8+0*2+False is not a valid number. 1*8+0*2+False is not a valid number. Vulneary is not a valid number. Code match for UNIT not found: UNIT Empty Edited June 5, 2011 by Psychic Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 5, 2011 Share Posted June 5, 2011 Did you move files in the EA folder around? Seems like you're getting error messages because the files aren't where they're suppose to be. Oh, and try spelling it "vulnerary". Quote Link to comment Share on other sites More sharing options...
deranger Posted June 5, 2011 Share Posted June 5, 2011 You don't have to make a new copy of the ROM for every assemble. It's just if you want to use Nightmare at some point I'd suggest making a new copy to work with. What do you mean by character limits? Like how far out the text can go on a line? I meant since every time one assembles an event that basically means one can't use FEditor on the ROM (or at least not safely). And you're saying if you're using nightmare, get a new rom, use nightmare (FEditor before or after nightmare?) then assemble events? Someone responded to my last post to watch the character limits, so I guess any limits would be good to know about. Thanks, Prime, btw Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 5, 2011 Author Share Posted June 5, 2011 I find the safest way to avoid this is to do this: 1. Assemble events 2. Open in FEditor 3. Save without doing anything 4. Proceed doing other shit. Quote Link to comment Share on other sites More sharing options...
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