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if the EA bugged out at the first line of code then it means you wrote your code wrong. you could have troubleshot it here

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Nah, no need, figured out how to get Tiled to work.

EDIT: found out what I did wrong

EDIT2: now for some reason, the map tile changes won't trigger automatically like they're supposed to with the chest events.

Here's my event file.

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
#define DISABLE_TUTORIALS
#include EAstdlib.event
ORG $0D29010
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 Marcus Paladin 0x6D 0x2D [9,14] [9,14] [silverSpear,SilverSword,Elixir,Javelin] [0x00,0x03,0x09,0x20]
UNIT 0x52 Cavalier 0x6D 0x0C [8,14] [6,13] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x0C [10,14] [7,13] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x0C [8,14] [11,12] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x14 [9,14] [12,12] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x6E Cavalier 0x6D 0x14 [10,14] [15,9] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x0C [8,14] [15,10] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x0C [10,14] [4,6] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x0C [8,14] [4,7] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x14 [9,14] [15,2] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x6E Cavalier 0x6D 0x14 [10,14] [4,2] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT
Reinforcements:
UNIT 0x6E Cavalier 0x6D 0x14 [18,7] [18,7] [ironAxe,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x0C [0,9] [0,9] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x0C [5,14] [5,14] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT 0x52 Cavalier 0x6D 0x0C [6,14] [6,14] [ironSword,0x0,0x0,0x0] [0x00,0x03,0x09,0x00]
UNIT
Good:
UNIT Eliwood Archer 0x00 0x19 [9,11] [9,11] [ironBow,Vulnerary,SteelBow,0x00] [0x00,0x00,0x00,0x00]
UNIT Hector Mercenary 0x00 0x19 [8,13] [8,13] [ironSword,Vulnerary,LanceReaver,0x00] [0x00,0x00,0x00,0x00]
UNIT Serra Cleric Eliwood 0x11 [10,11] [10,11] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT Matthew Thief Eliwood 0x11 [8,14] [8,14] [ironSword,LockPick,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT
Turn_events:
OpeningTurnEvent(Opening_event)
END_MAIN
Character_events:
END_MAIN
Location_events:
Chest(Mend,16,3)
Chest(Elixir,2,5)
Chest(Vulnerary,10,6)
Chest(Vulnerary,8,7)
Chest(KillerBow,17,11)
END_MAIN
Misc_events:
CauseGameOverIfLordDies
END_MAIN
Opening_event:
LOU1 Good
ENUN
FADI 16
BACG 0x04
FADU 16
TEX1 0x09FB
REMA
MOVE Hector [8,11]
FADI 16
BACG 0x04
FADU 16
TEX1 0x09FC
REMA
MOVE Hector [7,9]
MOVE Eliwood [9,8]
MOVE Serra [9,6]
MOVE Matthew [9,4]
ENUN
TEX1 0x9FD
LOU1 Bad
ENUN
TEX1 0x9FE
ENUN
ENDA
Ending_event:
FADI 16
MOVE Eliwood [9,11] 0xFF
MOVe Marcus [9,13] 0xFF
MOVE Serra [7,10] 0xFF
MOVE Hector [11,10] 0xFF
MOVE Matthew [6,10] 0xFF
ENUN
FADU 16
TEX1 0x9FF
REMA
FIGH Eliwood Marcus MarcusDies $00000000
KILL Marcus
FADI 16
BACG 0x04
FADU 16
TEX1 0xA00
IFEV 0x50 0x1F
FADI 16
REMA
BACG 0x04
FADU 16
TEX1 0xA01
ENIF 0x50
TheEnd
ENDA
MarcusDies:
AttackerCritical(60,0x00)
BLDT
TrapData:
ENDTRAP

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: 00FD88D0
Edited by RandomSwordmaster
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WHY DO MY x94 CHAR DONT GET TALK COMMAND WITH CHAR x06 help plox

ORG $1379B70
TurnBasedEvents:
TURN 0x0 BeginningScene [1,0] 0x0 0x0
TURN 0x0 label14 [3,4] 0x0 0x1
TURN 0x0 label15 [5,6] 0x0 0x1
TURN 0x0 label16 [7,0] 0x0 0x1
TURN 0x0 label14 [3,4] 0x0 0x2
TURN 0x0 label15 [5,6] 0x0 0x2
TURN 0x0 label17 [7,0] 0x0 0x2
TURN 0x0 label18 [5,0] 0x8 0x2
TURN 0x0 label14 [2,4] 0x0 0x5
TURN 0x0 label15 [5,6] 0x0 0x5
TURN 0x0 label16 [6,8] 0x0 0x3
TURN 0x0 label19 [6,0] 0x0 0x4
TURN 0x0 label17 [7,0] 0x0 0x4
TURN 0x0 label19 [8,0] 0x0 0x4
TURN 0x0 label18 [5,0] 0x8 0x4
AFEV

CharacterBasedEvents:
CHAR 0x7 label20 [0x23,0x6] 0x0
CHAR 0x20 label45 [0x94,0x6] 0x0
AFEV

LocationBasedEvents:
LOCA 0x0 label21 [10,6] 0xE
LOCA 0x0 label22 [15,1] 0xE
LOCA 0x0 label23 [2,15] 0xE
VILL 0x8 label24 [12,9] 0xE
LOCA 0x8 [12,8] 0x1D
VILL 0x9 label25 [1,2] 0xE
LOCA 0x9 [1,1] 0x1D
SHOP 0x0 label26 [5,5] 0x13
SHOP 0x0 label27 [6,5] 0x14
LOCA 0x3 [2,10] 0xF
AFEV

MiscBasedEvents:
AFEV 0x0 label28 0x65
AFEV

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN TrapsEliwoodMode TrapsHectorMode
POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsHNM EnemyUnitsENM
POIN AllyUnitsENM AllyUnitsENM AllyUnitsHNM AllyUnitsENM
POIN BeginningScene EndingScene

ORG $1379D70
BeginningScene:
CMOF
TEX8 0x5DB [120,12]
STAL 100
RETB
CURF [2,10]
FADI 16
HIDEMAP
BACG 0x12
FADU 16
SHOWMAP
TEX1 0xA3F
SOUN 0xD3
MORETEXT 0xA40
REMA
MUEN 4
_ASM0x5A 0x1 0x7A3B9
LOEV 0xCD 0x51 [9,3]
IFEM 0xB
LOUFILTERED2 0x2 AllyUnitsENM
ENUN
CAM2 [17,0]
MOVE 0x2 [9,5] 16
ENUN
STAL 16
MUS1 0x33
FADI 16
HIDEMAP
BACG 0x1D
FADU 16
SHOWMAP
TEX1 0xA41
MUEN 1
MORETEXT 0xA42
MUS1 0x53
MORETEXT 0xA43
LOU1 label29
REMA
ENUN
CMON
MOVE 0x40 [2,10]
ENUN
CMOF
LOU1 label30
ENUN
CAM2 [8,15]
CURF [8,15]
MUSI
FADI 16
HIDEMAP
BACG 0x36
FADU 16
SHOWMAP
TEX1 0xA46
REMA
MUNO
STAL 16
LOU1 label31
ENUN
CAM1 0x1
STAL 16
IFAF 0x5 0x7A3B9
MOVE 0xCD label32
ENUN
DISA 0xCD
ENIF 0x5
MOVE 0x1 label33
MOVE 0x2 label34
ENUN
STAL 16
LOUFILTERED 0x10002 label35
IFAF 0x7 0x7A3B9
IFUF 0x0 0x7 0x19
STAL 60
MUEN 4
CAM1 0x19
CURF 0x19
MUS1 0x1
TEX1 0xA47
REMA
ENIF 0x7
ELSE 0xC
ENIF 0xB
LOUFILTERED2 0x3 AllyUnitsHNM
ENUN
REPOS 0x1 [10,4]
CAM2 [17,0]
MOVE 0x2 [10,5] 16
ENUN
STAL 16
FADI 16
HIDEMAP
BACG 0x1D
FADU 16
SHOWMAP
TEX1 0xA44
MUS1 0x53
MORETEXT 0xA45
LOU1 label29
REMA
ENUN
CMON
MOVE 0x40 [2,10]
ENUN
CMOF
CAM1 0x40
FADI 16
HIDEMAP
DISA 0x40
LOU1 EnemyUnitsHNM
ENUN
FADU 16
SHOWMAP
CAM2 [8,15]
CURF [8,15]
MUSI
FADI 16
HIDEMAP
BACG 0x36
FADU 16
SHOWMAP
TEX1 0xA46
REMA
MUNO
STAL 16
LOU1 label31
ENUN
CAM1 0x1
STAL 16
IFAF 0xF 0x7A3B9
MOVE 0xCD label36
ENUN
DISA 0xCD
ENIF 0xF
MOVE 0x2 [13,5]
ENUN
STAL 16
LOUFILTERED 0x10003 label37
IFAF 0xC 0x7A3B9
IFUF 0x0 0xC 0x23
STAL 60
MUEN 4
CAM1 0x23
CURF 0x23
MUS1 0x3
TEX1 0xA48
REMA
ENIF 0xC
ENDA

label20:
MUS2 0x42
TEX1 0xA49
REMA
CUSI 0x6 0x0
MURE 0x6
ENDA

label45:
MUS2 0x42
TEX1 0x1360
REMA
CUSI 0x6 0x0
MURE 0x6
ENDA

label18:
CHAI 0x6 [0x0,0x0,0x0,0x0]
ENDA

label21:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0xA55
REMA
MUNO
ENDA

label22:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0xA56
REMA
MUNO
ENDA

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Only works if i replace the first convo...It is chapter 13 by the way, it looks like it wiil only accept one convo...does anyone know why? I i add an extra convo, even if i remove some events like ai change, and it hass less space than before, the chapter will just stall...Does anyone know how the LOUFILTERED WORK?? It is a headache

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  • 3 weeks later...

Hello, problem with my tutorial chapter, if one of you could spare a minute.

So, I'm making a tutorial level for one of my friends who has never played a FE game before (I suggested for him to try 7 or 8 first, but I digress). So, I would like to offer a yes/no choice before the level starts on whether to skip it or not. However, the game goes to the world map events before Hector's Ch 11, then goes back to the opening screen for the game. I would like to determine if this is an eventing problem or not. I don't think the mistake lies in the below... but then again I only got into this hacking thing 2 months ago.

NOTES:

Hector Hard Mode Set

Events written to 0xD80000 (Ch.11 events go to here)

Map written to 0xDA0000

Map pointer written to 0xC9CAB4

//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 Taylor Lancer 0x00 Level(13,Enemy,False) [2,4] [4,4] [ironLance] GuardTile
UNIT
Good:
UNIT Verdan Mercenary Verdan Level(11,Ally,False) [1,4] [3,4] [ironSword] NoAI
UNIT
Turn_events:
OpeningTurnEvent(Opening_event)
DefeatAll(Ending_event)
END_MAIN
Character_events:
END_MAIN
Location_events:
END_MAIN
Misc_events:
CauseGameOverIfLordDies
END_MAIN
Opening_event:
TEX8 0x80D [3,4]
RETB
IFYN 0x01
MNCH 0x01
ELSE 0x02
ENIF 0x01
JUMP StartTutorial
ENDA
StartTutorial:
OOBB
LOU1 Bad
LOU1 Good
ENUN
FADI 10
BACG ForestEdge
FADU 10
TEX1 0x80E
REMA
TEX6 0x01 [3,4] 0x80F
_ASM0x42 0x83181
ENDA
Ending_event:
MoveToChapter(0x02)
ENDA
TrapData:
ENDTRAP
MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

Also, one last thing. How do you switch whether or not Str or Mg shows for a unit? Some of my physical generics are showing Mg instead of Str. Thanks a bunch.
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your events look okay to me, are you sure the map was inserted correctly? what happens if you simply remove all event commands in the opening event? does it still force a reset?

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Thank you for the help, but unfortunately it is still resetting to the start screen, even with a cleared opening_event and one that immediately starts with OOBB. As if it's not finding either the map or events... but that doesn't make any sense.

Let me just check some things. The game, on HHM, will go to Ch. 11, and look for its map and events. I have both pointers, the map pointer located at C9CAB4, pointing to 0x8DA0000 and 0x8D80000 respectively, I checked on Nightmare, and the pointer to the events is to 0x8D80000, so that should be fine. The map contains no tile changes; it's just a tutorial. If it goes to where the Ch.11 map would be, then I'm not sure why it isn't going there. *sigh*

In order to change it to HHM I changed 15 1C to 03 25 at 0x0A06D0, although I don't think that's the problem because it's showing the world map events before Ch.11 just fine, just after those are done, it goes back to start screen. Maybe I need to change some other bytes as well?

Not sure what the heck to do other than make do with Lyn Mode, but I would rather not.

Also, I found that I had missed an ENIF, but that didn't really matter insofar as making it work.

Edited by Bamstacks
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if it's resetting before the chapter even starts I'm almost certain it's a problem with the map. can you visit the address the map was written to in a hex editor and make sure there is actually map data there?

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Yup, it's got map data at 0x8DA0000.

I re-inserted with tiled map inserter to DA0000

In HxD, I hit goto DA0000, there is definitely data there.

Maybe something in Nightmare Chapter Data Editor? Maybe an issue with pointers? I don't know, I'm stumped. I'll report back after I try a few things.

EDIT: Map pointer for Ch.11 is 00 00 DA 08, everything looks good there...

EDIT: Also, my VBA is suddenly playing everything super fast... It's like it doubled its own speed or something, it's ridiculous. It says it's not throttling... I know it's not issues with the game because it does the same thing with normal FE7. Ugh, issues are compounding.

EDIT: Not an issue with the map itself, it inserts fine into regular FE7. I'll try changing base FE7 to HHM and see if it has the same problems. If I have to, I'll start over and re-insert everything. However, I really, REALLY don't want to do that. Also I would've had no idea how I messed it up so badly...

EDIT: Alright, got it to not reset. However, the screen ends up being black. Is it required to start the map off with an OOBB? It's not showing me that brown text I want with TEX8.

Edited by Bamstacks
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If you don't want to use OOBB, try opening the Chapter Data Editor and changing the relevant setting to "Fade to Map" (I don't remember what the setting is called and don't have access to Nightmare right now).

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It was the

EventPointerTable(0x06,Pointers)

That points to the Prologue Events. On HHM we need it to go to Ch.11 Another Journey events. Pretty much I had just completely forgotten about changing the EventPointerTable when I changed it to HHM... I realized it after re-looking at Arch's tutorial when he went over that.

Nightmare says those are 0x38-39. I tried out 0x38, being unsure which one to put down, and it seemed to work, so... yeah. Well, not entirely working, because it just became a black screen, but I assumed that it was finally reading the events file. I just need to fix that black issue now.

Edited by Bamstacks
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Nightmare says those are 0x38-39. I tried out 0x38, being unsure which one to put down, and it seemed to work, so... yeah. Well, not entirely working, because it just became a black screen, but I assumed that it was finally reading the events file. I just need to fix that black issue now.

You should be using 0x39. Nightmare is 0 based, but the Event References table/array is 1 based, which is why there's duplicate numbers 1 value apart. Go with the 1-based value.

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So Imported a whole bunch of classes and inserted the map icons (starting @ D00000) I need and wrote a simple event to check what worked and what didn't but instead I got some really weird errors. Some of the classes wouldn't even play their battle animations (like the soldier). I thought maybe I inserted something wrong or something but then I assembled a clean rom with the same events and I got the same results :o. Just to make sure I checked a backup (without assembled events) to see if the imported animations would play and they all did. Idk whats wrong :'(.

mx4T9M5.png

//////////////////////////////////////////////////////////////////
/// <3 Practice <3 ///
//////////////////////////////////////////////////////////////////
//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
#define DISABLE_TUTORIALS
#include EAstdlib.event
#include Teehee.txt
EventPointerTable(0x06,Pointers)
ORG 0xDA0000
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 Raven Mercenary 0x00 Level(10,Enemy,False) [10,0][10,0] [ironSword] NoAI
UNIT Limstella FalcoKnight 0x00 Level(10,Enemy,False) [11,0][11,0] [0x00] NoAI
UNIT Empty
Good:
UNIT Lyn LynLord 0x00 Level(10,Ally,False) [4,6][4,6] [ironSpear,IronBow,IronSword] NoAI
UNIT Lowen Knight_F 0x00 Level(10,Ally,False) [5,6][5,6] [ironSpear,Heal] NoAI
UNIT Harken WyvernKnight_F 0x00 Level(1,Ally,False) [6,6][6,6] [ironAxe,IronSword,IronSpear] NoAI
UNIT Eliwood EliwoodLord 0x00 Level(10,Ally,False) [7,6][7,6] [ironSpear,IronBow,IronSword] NoAI
UNIT Heath WyvernLord_F 0x00 Level(1,Ally,False) [8,6][8,6] [ironSpear,IronAxe,IronSword] NoAI
UNIT Hector BladeLord 0x00 Level(10,Ally,False) [9,6][9,6] [ironSpear,IronBow,IronSword] NoAI
UNIT Sain General_F 0x00 Level(10,Ally,False) [10,6][10,6] [ironSpear,IronAxe,IronSword] NoAI
UNIT Erk Archsage 0x00 Level(10,Ally,False) [11,6][11,6] [Fire,Lightning,Flux] NoAI
UNIT Lucius Soldier 0x00 Level(10,Ally,False) [12,6][12,6] [ironSpear] NoAI
UNIT Serra PegasusKnight 0x00 Level(1,Ally,False) [4,7][4,7] [Fire,FlameTongue] NoAI
UNIT Athos Cleric 0x00 Level(1,Ally,False) [5,7][5,7] [sleep,Warp,Heal] NoAI
UNIT Marcus ArcherinBallista 0x00 Level(1,Ally,False) [6,7][6,7] [ironBow] NoAI
UNIT Leila Corsair 0x00 Level(1,Ally,False) [7,7][7,7] [ironBow] NoAI
UNIT Nils Berserker 0x00 Level(1,Ally,False) [8,7][8,7] [ironAxe] NoAI
UNIT Isadora Shaman_F 0x00 Level(1,Ally,False) [9,7][9,7] [Flux] NoAI
UNIT Empty
Turn_events:
//OpeningTurnEvent(Opening_event)
TURN 0x00 Opening_event [01,00] 0x00 0x00
END_MAIN
Character_events:
END_MAIN
Location_events:
Seize(0x01,Ending_event,3,2)
END_MAIN
Misc_events:
CauseGameOverIfLordDies
//AFEV 0x00 Ending_event 0x11
//AFEV
DefeatBoss(Ending_event)
END_MAIN
//////////////////////////////////////////////////////////////////
/// <3 Opening <3 ///
//////////////////////////////////////////////////////////////////
Opening_event:
OOBB
//VCBF 3
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDA
//////////////////////////////////////////////////////////////////
/// <3 Ending <3 ///
//////////////////////////////////////////////////////////////////
Ending_event:
ENDA
//TrapData:
//GAST [29,14] 0x3 [1,1]
//ALIGN 4
//ENDTRAP
MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????



I figured out why Raven gets poisoned but not why my soldier animation doesn't play or why some of them play the wrong animation.


Oh wow! Nvm I found out the reason by accident lol :wtf:

Edited by Sweet_Basil
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For some reason the game didn't work with near-empty events :s, but when I assembled more detailed events all of the animations played correctly. I have no idea why it happened.

Edited by Sweet_Basil
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what did you change? i've never heard of anything of the sort happening (from personal experience, near-empty events don't have anything to do with animations playing?)

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For my project I've done the following:
-I imported several map sprites but I put them in empty space.

Starting at D00000

-I also replaced several animations in FEditor.
-Inserted character bases in nightmare.
-Eliwood mode bytes
-Fog of War bytes.

but I also tried writing those events in a clean rom and I still got the same end results with the soldier animations not playing.

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This is vanilla chapter 18 eliwood mode, my D0 char is not getting the talk command, here is the char, properly reppointed.

ORG $137F150
TurnBasedEvents:
TURN 0x0 label16 [1,0] 0x0 0x0
TURN 0x0 label17 [2,0] 0x4 0x0
TURN 0x0 label18 [3,5] 0x0 0x1
TURN 0x0 label19 [3,5] 0x0 0x2
TURN 0x0 label20 [3,5] 0x0 0x1
TURN 0x0 label20 [3,5] 0x0 0x2
TURN 0x0 label20 [2,6] 0x0 0x5
TURN 0x0 label21 [3,6] 0x0 0x5
TURN 0x0 label18 [3,6] 0x0 0x3
TURN 0x0 label19 [3,6] 0x0 0x4
AFEV

CharacterBasedEvents:
CHAR 0x7 label22 [0x31,0x1E] 0x0
CHAR 0x8 label41 [0xFF,0xD0] 0x0
AFEV

LocationBasedEvents:
AFEV

MiscBasedEvents:
AFEV 0x0 EndingScene 0x2
AFEV 0x0 label23 0x65
AFEV

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN TrapsEliwoodMode TrapsHectorMode
POIN EnemyUnitsENM EnemyUnitsEHM EnemyUnitsHNM EnemyUnitsHHM
POIN AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsEHM
POIN BeginningScene EndingScene

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA2DF0 and the new ending offset is CURRENTOFFSET

ORG $CA71C5
TrapsEliwoodMode:
ENDTRAP

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA71C6 and the new ending offset is CURRENTOFFSET

ORG $CA732D
TrapsHectorMode:
ENDTRAP

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA732E and the new ending offset is CURRENTOFFSET

ORG $CA749C
label23:
_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 $137F9A0
label25:
BLDT 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 0b 1b 0b 0b 0b 0b 1b 0b 0b 0b 0b 0b 0b 0b 30
BLDT

label33:
MOMA 0x0

label32:
MOMA 0x0 0x2

label31:
MOMA 0x0 0x0 0x2 0x2 0x2

label30:
MOMA 0x2 0x0 0x0 0x0 0x2 0x2

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CB29BA and the new ending offset is CURRENTOFFSET

ORG $137F9BC
BeginningScene:
CMOF
FADI 16
HIDEMAP
MUS1 0x4A
LOMA 0x2E [9,9]
VCBF 0
LOU1 label24
ENUN
BACG 0x44
FADU 4
SHOWMAP
TEX8 0x5D8 [136,12]
STAL 100
RETB
STAL 32
TEX1 0xB4E
SOUN 0xD3
MORETEXT 0xB4F
MUEN 4
FADI 16
HIDEMAP
BACG 0x46
FADU 16
SHOWMAP
TEX1 0xB50
MUS1 0x64
MORETEXT 0xB51
MORETEXT 0xB52
_IF0x4A 0x1
MUS2 0x31
_0x95 0x4 0x0 0x0
HIDEMAP
SCRO
ENIF 0x1
REMA
SHOWMAP
FIGH 0x24 0x39 label25 [0x0,0x0,0x0,0x0]
UNCR 0x24 10b
TEX1 0xB53
REMA
SOUN 0x2D9
DISA 0x39
LOU1 label26
ENUN
MURE 0x6
TEX1 0xB54
REMA
MUEN 6
FADI 4
HIDEMAP
ASMC 0x7A8B9
LOMA 0x17 [0,0]
VCBF 3
LOU1 label27
ENUN
_ASM0x5A 0x1 0x7A3B9
LOEV 0xCD 0x51 [8,2]
IFEF 0x2 0x88
LOU1 label28
ENUN
ENIF 0x2
MUS1 0x3AC
BACG 0x2C
FADU 4
SHOWMAP
TEX8 0x5D9 [144,12]
STAL 100
RETB
STAL 32
TEX1 0xB55
FADI 4
HIDEMAP
BACG 0x2C
STAL 48
FADU 16
SHOWMAP
TEX1 0xB56
REMA
LOU1 label29
ENUN
_ASM0x5A 0x1 0x7A3B9
MOVE 0xCD label30
MOVE 0x1 label31
MOVE 0x2 [6,7]
MOVE 0x2D [5,6]
MOVE 0x25 label32
ENUN
STAL 60
MUEN 4
FADI 16
HIDEMAP
BACG 0x2C
FADU 16
SHOWMAP
TEX1 0xB57
IFAF 0x5 0x79DBD
FADI 4
HIDEMAP
MUS3 0x21 0x6
STAL 32
BACG 0x2C
FADU 4
SHOWMAP
TEX1 0xB58
DISA 0x39
STAL 32
FADI 16
HIDEMAP
BACG 0x2C
FADU 16
SHOWMAP
ELSE 0x6
ENIF 0x5
FADI 4
HIDEMAP
MUS3 0x21 0x6
STAL 60
BACG 0x2C
FADU 4
SHOWMAP
TEX1 0xB59
DISA 0x39
STAL 32
FADI 16
HIDEMAP
BACG 0x2C
FADU 16
SHOWMAP
ENIF 0x6
TEX1 0xB5A
MUEN 2
FADI 4
HIDEMAP
BACG 0x2C
STAL 15
FADU 16
SHOWMAP
TEX1 0xB5B
STAL 30
REMA
MOVE 0x4B [4,6]
ENUN
MOVE 0x4B [3,6]
MOVE 0x2D label33
ENUN
MUS1 0x32
FADI 16
HIDEMAP
BACG 0x2C
FADU 16
SHOWMAP
TEX1 0xB5C
REMA
MOVE 0x4B [3,8]
ENUN
STAL 60
FADI 16
HIDEMAP
BACG 0x2C
FADU 16
SHOWMAP
TEX1 0xB5D
REMA
MOVE 0x4B [13,22]
ENUN
ENUN
ENDB

label16:
MUEN 4
LOUMODE2 AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsEHM
IFEF 0x2 0x88
LOU1 label28
ENUN
ENIF 0x2
OOBB
IFEM 0xC
MUS1 0x7
ELSE 0xD
ENIF 0xC
MUS1 0x7
ENIF 0xD
IFAF 0x7 0x7A3B9
IFEM 0x5
IFUF 0x0 0x7 0x33
CAM1 0x33
CURF 0x33
TEX1 0xB5E
ELSE 0x6
ENIF 0x5
IFUF 0x0 0x7 0xE
CAM1 0xE
CURF 0xE
TEX1 0xB5F
ENIF 0x6
REMA
STAL 60
ENIF 0x7
IFUF 0x0 0xA 0x23
CAM1 0x23
STAL 0
CURF 0x23
IFUF 0x0 0xB 0x2
TEX1 0xB60
ELSE 0xA
ENIF 0xB
TEX1 0xB61
ENIF 0xA
REMA
ENDA

label17:
MUS1 0x8
LOUMODE1 label34 label35 label34 label35
TEX1 0xB62
REMA
ENDA

label22:
MUS2 0x42
TEX1 0xB63
MORETEXT 0xB64
REMA
MURE 0x6
CUSI 0x1E 0x0
ENDA

label41:
MUS2 0x42
TEX1 0x1362
REMA
MURE 0x6
CUSI 0xD0 0x0
ENDA

EndingScene:
ASMC 0x79B5D
MUS1 0x39
STAL 60
FADI 4
HIDEMAP
ASMC 0x7A869
BACG 0x2C
FADU 4
SHOWMAP
TEXTIFEM 0xB6B 0xB6C
IFAF 0xC 0x79DBD
IFUF 0x1 0xC 0x23
FADI 4
HIDEMAP
STAL 16
BACG 0x2C
FADU 4
SHOWMAP
TEX1 0xB6D
ENIF 0xC
GOTO label36
_0x9A
IFTU 0x5 16
FADI 4
HIDEMAP
_0x87
BACG 0x5B
FADU 128
SHOWMAP
STAL 2
ASMC 0x15591
TEX6 0x7 [0,0] 0xB6E
_ASM0x42 0x83181
_0x89
IFYN 0x6
MNCH 0x18
STAL 1
_0x1
ELSE 0x9
ENIF 0x5
FADI 4
HIDEMAP
BACG 0x5B
ENIF 0x6
MNCH 0x1A
STAL 1
_0x1
ENIF 0x9
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CB3050 and the new ending offset is CURRENTOFFSET

ORG $CC0C14
label36:
ENUF 0x9D
IFCD 0x1 0x1A 0x7E
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7C8
ENIF 0x1
IFCD 0x2 0x26 0x7B
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7FB
ENIF 0x2
IFCD 0x3 0x25 0x7F
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7E2
ENIF 0x3
IFCD 0x4 0x27 0x80
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7FE
ENIF 0x4
IFCD 0x5 0xB 0x92
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7CE
ENIF 0x5
IFCD 0xB 0x7 0x93
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7F3
ENIF 0xB
IFCD 0xC 0x14 0x94
IFAT 0xC 0x7EEE9
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7F6
ENIF 0xC
IFCD 0xD 0x32 0x78
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7E5
ENIF 0xD
IFCD 0xE 0x9 0x95
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7CB
ENIF 0xE
IFCD 0xF 0x37 0x96
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7F9
ENIF 0xF
IFET 0x63 0x9D
MURE 0x6
ENUF 0x9D
ENIF 0x63
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC0E50 and the new ending offset is CURRENTOFFSET

ORG $CCCEB4
AllyUnitsENM:
UNIT 0x1 0x1 0x0 0x49 [3,6] [3,6] [0x9,0x1,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x3 0x0 0x41 [7,3] [7,3] [0x1F,0x28,0x26,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2E 0x18 0x0 0x18 [7,4] [7,4] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2D 0x2 0x0 0x41 [1,5] [1,5] [0xA,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xB 0x14 0x0 0x49 [3,5] [3,5] [0x14,0x1C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xE 0x19 0x0 0x51 [6,5] [6,5] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x20 0x0 0x49 [4,6] [4,6] [0x9,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x16 0x24 0x0 0x41 [6,6] [6,6] [0x37,0x38,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x30 0x28 0x0 0x49 [3,7] [3,7] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x19 0x28 0x0 0x51 [5,7] [5,7] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1B 0x2C 0x0 0x29 [6,7] [6,7] [0x4A,0x4B,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x31 0x32 0x0 0x39 [2,8] [2,8] [0x15,0x1C,0x14,0x6B] [0x0,0x0,0x0,0x0]
UNIT

AllyUnitsEHM:
UNIT 0x1 0x1 0x0 0x49 [3,6] [3,6] [0x9,0x1,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x3 0x0 0x41 [6,5] [6,5] [0x1F,0x28,0x26,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2D 0x2 0x0 0x41 [6,7] [6,7] [0xA,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x30 0x28 0x0 0x49 [7,3] [7,3] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x16 0x24 0x0 0x41 [1,5] [1,5] [0x37,0x38,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xE 0x19 0x0 0x51 [3,5] [3,5] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1B 0x2C 0x0 0x29 [4,6] [4,6] [0x4A,0x4B,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x20 0x0 0x49 [7,6] [7,6] [0x9,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xB 0x14 0x0 0x49 [5,7] [5,7] [0x14,0x1C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x19 0x28 0x0 0x51 [2,8] [2,8] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x31 0x32 0x0 0x39 [4,3] [4,3] [0x15,0x1C,0x14,0x6B] [0x0,0x0,0x0,0x0]
UNIT 0x23 0x3C 0x0 0x29 [5,4] [5,4] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

EnemyUnitsENM:
UNIT 0x4B 0x30 0x0 0x3C [13,22] [13,22] [0x3,0x33,0x32,0x65] [0x3,0x3,0x9,0x0]
UNIT 0x6E 0x2E 0x4B 0x3D [4,16] [4,16] [0x2C,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6E 0x2E 0x4B 0x45 [11,12] [11,12] [0x33,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6E 0x3C 0x4B 0x2D [12,4] [12,4] [0x1,0x55,0x0,0x0] [0x6,0xC,0x9,0x0]
UNIT 0x6E 0x24 0x4B 0x35 [14,9] [14,9] [0x46,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x35 [10,13] [10,13] [0x3,0x7A,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x3A 0x4B 0x3D [11,3] [11,3] [0x20,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x2D [9,21] [9,21] [0x14,0x79,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x35 [11,22] [11,22] [0x1,0x14,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [6,20] [6,20] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x2D [16,10] [16,10] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x2D [6,22] [6,22] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x2D [3,16] [3,16] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x1C 0x4B 0x2D [14,16] [14,16] [0x3E,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0xE 0x4B 0x65 [15,19] [15,19] [0x2,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x3A 0x4B 0x35 [14,10] [14,10] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [9,22] [9,22] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x18 0x4B 0x35 [4,12] [4,12] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x35 [9,20] [9,20] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [12,22] [12,22] [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [13,21] [13,21] [0x32,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT

EnemyUnitsHNM:
UNIT 0x4B 0x30 0x0 0x3C [13,22] [13,22] [0xD,0x33,0x32,0x65] [0x3,0x3,0x9,0x0]
UNIT 0x6E 0x2E 0x4B 0x3D [15,17] [15,17] [0x2C,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6E 0x2E 0x4B 0x45 [11,12] [11,12] [0x33,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6E 0x3C 0x4B 0x2D [1,15] [1,15] [0x1,0x55,0x0,0x0] [0x6,0xC,0x9,0x0]
UNIT 0x6E 0x24 0x4B 0x35 [14,9] [14,9] [0x46,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x35 [10,13] [10,13] [0x3,0x7A,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x3A 0x4B 0x3D [11,3] [11,3] [0x20,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x35 [11,20] [11,20] [0x1,0x14,0x79,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [13,5] [13,5] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x32 0x4B 0x2D [14,2] [14,2] [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x2D [6,22] [6,22] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x2D [3,16] [3,16] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x1C 0x4B 0x2D [14,16] [14,16] [0x3E,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0xE 0x4B 0x65 [15,19] [15,19] [0x2,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x3A 0x4B 0x35 [14,10] [14,10] [0x20,0x0,0x0,0x0] [0x0,0x1B,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [15,7] [15,7] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x35 [4,12] [4,12] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x35 [7,17] [7,17] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x32 0x4B 0x3D [16,8] [16,8] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [12,22] [12,22] [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [13,21] [13,21] [0x32,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT

EnemyUnitsEHM:
UNIT 0x4B 0x30 0x0 0x3C [13,22] [13,22] [0x3,0x33,0x32,0x65] [0x3,0x3,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [6,20] [6,20] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x2D [6,22] [6,22] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x2D [3,16] [3,16] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x1C 0x4B 0x2D [14,16] [14,16] [0x3E,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x28 0x4B 0x35 [10,13] [10,13] [0x3,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0xE 0x4B 0x65 [15,19] [15,19] [0x2,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x6D 0x3A 0x4B 0x35 [14,10] [14,10] [0x1F,0x0,0x0,0x0] [0x0,0x1B,0x9,0x0]
UNIT 0x6E 0x3A 0x4B 0x3D [11,3] [11,3] [0x20,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6E 0x2E 0x4B 0x3D [4,16] [4,16] [0x2C,0x6F,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x2E 0x4B 0x35 [9,22] [9,22] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x6D 0x18 0x4B 0x35 [4,12] [4,12] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
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//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CCD8D4 and the new ending offset is CURRENTOFFSET

ORG $CCD990
label18:
LOU1 label37
ENUN
ENDA

label19:
LOU1 label38
ENUN
ENDA

label20:
LOU1 label39
ENUN
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label21:
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ENUN
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CCD9E0 and the new ending offset is CURRENTOFFSET


Edited by marlon0024
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If you switch out the 0xFF character with someone else does it work?

Also, in the future, please put large events like this in a spoiler.

Sorry bout that. Got that in spoilers

But it does not work...i erased the part of fiora, but it still works O.o ...there is something kinky here

Edit:

By some strange reason, if i change the data at original offset it changes only one, if i change two the game wont start, so i guess it just ignores when i reppoint the first offset...now how do i fix this? my beggining scene is reppointed tooo, i dont understand what is wrong

Edit 2:

Fixed it by erasing one turn event that loaded a Unit

Edited by marlon0024
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