Nintenlord Posted July 6, 2011 Share Posted July 6, 2011 ^You won't mind if I add that to the next version of EAstdlib? Quote Link to comment Share on other sites More sharing options...
Onmi Posted July 6, 2011 Share Posted July 6, 2011 ^You won't mind if I add that to the next version of EAstdlib? Not at all Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 6, 2011 Share Posted July 6, 2011 I have a few more questions, if nobody minds... 1. The loading of my units takes absolutely forever. Is there anyway to speed this up? The screen ends up staying black for like 4 or 5 seconds with just a bunch of footsteps the whole time. 2. I have the tutorial disabler on, but the tutorial text still comes up. For example, "Select Lyn". Nothing happens if I don't, but how do I get those events out of there? 3. This is my real issue. In short, I think I'm basically having trouble distinguishing where event assembling ends and nightmare editing begins, in terms of units. a) How do I control generic enemy stats? Just with levels? b) My units aren't even loading the right way. I have Hector set to load, and he comes up as Ch 13 boss Boies. Sain and Kent become a generic morph and Denning. WTF? I think there's more, but that's all I can remember for now. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 6, 2011 Share Posted July 6, 2011 1) Turn Camera follow off just before units are loaded Example: CMOF LOU1 SomeUnits ENUN CMON 2) Are you sure you changed the pointer correctly? You should post your events. 3) a] Set autolevel equal to true. b] Like before, post your events. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 6, 2011 Share Posted July 6, 2011 "Which" tutorial disabler are you using? The one we tend to use is the simple one. The one built in to the Event Assembler. #define DISABLE_TUTORIALS#include EAstdlib.event Put the "#define DISABLE_TUTORIALS" at the top of your event file. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 6, 2011 Share Posted July 6, 2011 Might as well post this question on multiple sites. Do you have to be in Eliwood Mode for the PromoteMainChar macro to work? Or am I missing something? I've got this ending event: Ending_event: MUEN 0x01 FADI 0x10 ClearAllUnits STAL 10 LOU1 Ending_Ally ENUN MUS1 0x3A8 CAM1 [00,22] BACG 0x55 FADU 0x10 TEX1 0x8A0 REMA STAL 3 FAWI 0x50 FAWU 0x50 STAL 5 FAWI 0x30 FAWU 0x30 STAL 10 FAWI 0x05 BACG 0x55 STAL 0x10 FAWU 0x05 TEX1 0x8A1 MUS1 0x0 MUS1 TheArchsageAthos MORETEXT 0x8A3 REMA STAL 25 PromoteMainChar /////////////////Right here/////////////////////////// STAL 1250 _0x89 MUEN 1 MUS1 OneHeart_EliwoodsTheme Text(0x8A4,0x89E) Text(0x8A5,0x89E) STAL 10 ITGM ManiKatti MNCH 0x00 STAL 1 _0x1 ENDA The thing is all that's really happening when the PromoteMainChar macro triggers is the main character's map sprite is put at the coordinates [00,00] on the map and then the game hangs. Looking at Ch 27's events didn't help either. All they added was a fancy flash effect (The screen fades into white and then out of white very quickly). Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 7, 2011 Share Posted July 7, 2011 There is something I've never been too sure about FE7, but I figured I'd confirm it with you guys. So if I don't put the Lyn mode ending thing in a chapter then does that mean it will continue to allow Lyn/ the character replacing Lyn to keeps seizing and being auto-forced? Also if the Lyn mode ending thing isn't put in does that mean the CG for the One Year Later thing is not put in between chapters ten and eleven? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 7, 2011 Share Posted July 7, 2011 (edited) There is something I've never been too sure about FE7, but I figured I'd confirm it with you guys. So if I don't put the Lyn mode ending thing in a chapter then does that mean it will continue to allow Lyn/ the character replacing Lyn to keeps seizing and being auto-forced? Also if the Lyn mode ending thing isn't put in does that mean the CG for the One Year Later thing is not put in between chapters ten and eleven? The "One Year Later" CG is hardcoded to appear between chapter 10 and 11. You have to find the image and paste over the words with black to "remove it". If you haven't triggered Lyn's ending, then the person occupying slot 0x03 will be the one seizing/forced every chapter. Unfortunately if you plan to promote your lord with the PromoteMainChar ASMC command...it only works as intended in Eliwood and Hector mode (Learned this the hard way). Edited July 7, 2011 by Primefusion Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 7, 2011 Share Posted July 7, 2011 The "One Year Later" CG is hardcoded to appear between chapter 10 and 11. You have to find the image and paste over the words with black to "remove it". If you haven't triggered Lyn's ending, then the person occupying slot 0x03 will be the one seizing/forced every chapter. Unfortunately if you plan to promote your lord with the PromoteMainChar ASMC command...it only works as intended in Eliwood and Hector mode (Learned this the hard way). Ah, I see, thanks for the information. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted July 8, 2011 Share Posted July 8, 2011 Might as well post this question on multiple sites. Do you have to be in Eliwood Mode for the PromoteMainChar macro to work? Or am I missing something? I've got this ending event: Ending_event: MUEN 0x01 FADI 0x10 ClearAllUnits STAL 10 LOU1 Ending_Ally ENUN MUS1 0x3A8 CAM1 [00,22] BACG 0x55 FADU 0x10 TEX1 0x8A0 REMA STAL 3 FAWI 0x50 FAWU 0x50 STAL 5 FAWI 0x30 FAWU 0x30 STAL 10 FAWI 0x05 BACG 0x55 STAL 0x10 FAWU 0x05 TEX1 0x8A1 MUS1 0x0 MUS1 TheArchsageAthos MORETEXT 0x8A3 REMA STAL 25 PromoteMainChar /////////////////Right here/////////////////////////// STAL 1250 _0x89 MUEN 1 MUS1 OneHeart_EliwoodsTheme Text(0x8A4,0x89E) Text(0x8A5,0x89E) STAL 10 ITGM ManiKatti MNCH 0x00 STAL 1 _0x1 ENDA The thing is all that's really happening when the PromoteMainChar macro triggers is the main character's map sprite is put at the coordinates [00,00] on the map and then the game hangs. Looking at Ch 27's events didn't help either. All they added was a fancy flash effect (The screen fades into white and then out of white very quickly). Yes, you must be in Eliwood mode to promote him with the code. Also, try using the actual ASMC $ code (not sure what it is off the top of my head). Worked for me. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 8, 2011 Share Posted July 8, 2011 Yes, you must be in Eliwood mode to promote him with the code. Also, try using the actual ASMC $ code (not sure what it is off the top of my head). Worked for me. The macro and ASMC code are one and the same (ASMC 0x79AF5). I actually figured this out on my own later. It seems if you try to use this code in Lyn mode the last boss you defeated will promote into the character that dealt the killing blow instead O_o Going to make an educated guess and say it's safe to use in Hector Mode as well. Just that the person using Hector's character slot will promote obviously. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted July 8, 2011 Share Posted July 8, 2011 For whatever reason, I never get it as easy as just using those codes. I tried the same thing when Krad gave me the code LynModeEnding and still had to use the $ code instead. I also have to constantly use BACG and I need to use 0x0A and 0x05 when doing my fades. Doesn't bother me too much, since it's pretty much second nature now. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 8, 2011 Author Share Posted July 8, 2011 Only reason I can see that as happening is that you haven't been updating your EAstdlib often enough. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted July 8, 2011 Share Posted July 8, 2011 You're probably right, but now that i've been doing it that way for so long, i'm not gonna wanna change it. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 8, 2011 Author Share Posted July 8, 2011 Hey, I feel ya. I hardly ever use macros (besides shit like "Level(blah)" since it's too tedious to look up). Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted July 8, 2011 Share Posted July 8, 2011 As long as there's never an update that forces me to have to change things over. That would suck hard. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted July 10, 2011 Share Posted July 10, 2011 1) Turn Camera follow off just before units are loaded Example: CMOF LOU1 SomeUnits ENUN CMON Do you think that would help me fix this? Basically, this happens as the enemy units load, they load in certain groups for whatever reason, and the camera moves back and forth for each group. I've tired seperating them, but to no avail. It doesn't really effect anything, as you can't move units over there, and it clears up if you scroll to the left first. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted July 10, 2011 Share Posted July 10, 2011 (edited) Nintenlord is pretty good about reverse compatibility, even if he updates things it tends to be in a way that will keep all old scripts working just fine. ^_^ EDIT: Guess I might as well say, yes, turning the Camera off should fix that problem. In some cases though using the CAM codes too close to off-screen will result in something like what you showed, where parts of the map end up showing where they shouldn't be. I'm not sure why it would happen with loading units (unless you loaded units off-screen) but meh, turning the camera off should fix that... (CMOF is the code IIRC) Edited July 10, 2011 by Luffy Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 10, 2011 Share Posted July 10, 2011 (edited) Ok, so here's the script in question from about a page ago. #include EAstdlib.event #define DISABLE_TUTORIALS EventPointerTable(0x06,Pointers) org 0x00D80000 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 0x88 Brigand Batta Level(4,Enemy,True) [14,11] [14,11] [ironAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [19,13] [29,13] [ironAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [15,15] [15,15] [ironAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [12,31] [12,31] [HandAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [9,27] [9,27] [ironAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [22,25] [22,25] [steelAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [24,15] [24,15] [ironAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [24,17] [24,17] [ironAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [10,20] [10,20] [ironAxe] [NoAI] UNIT 0x88 Brigand Batta Level(4,Enemy,True) [14,11] [14,11] [ironAxe] [NoAI] UNIT Batta Brigand Batta Level(7,Enemy,True) [4,30] [4,30] [steelAxe,HandAxe] [0x00,0x22,0x00,0x00] UNIT Empty Good: UNIT Eliwood Mercenary Eliwood Level(3,Ally,False) [13,0] [13,0] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Lyn Archer_F Eliwood Level(2,Ally,False) [12,0] [12,1] [ironBow,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Hector Mage_F Eliwood Level(2,Ally,False) [14,0] [14,2] [Fire,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Hector: UNIT Hector Mage_F Eliwood Level(2,Ally,False) [14,10] [14,10] [Fire,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Sain: UNIT Sain Cavalier Eliwood Level(2,Ally,False) [8,12] [9,13] [ironSword,SteelSpear] [NoAI] UNIT Empty Kent: UNIT Kent Cavalier Eliwood Level(3,Ally,False) [8,12] [7,13] [steelSword,Javelin,Vulnerary] [NoAI] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) Character_events: CHAR Location_events: Village(0x11,Village1,8,12) Village(0x12,Village2,18,22) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Bad LOU1 Good ENUN OOBB MUS1 (0x004C) Text(0x04,0x0815) DISA Hector LOU1 Hector MUEN (0x05) REMA MUS1 (0x0032) CAM1 Eliwood MOVE Lyn [12,7] MOVE Eliwood [13,8] MOVE [14,11] [13,9] Tex1 0x0817 REMA FIGH 0x88 Eliwood Fight1 $00000000 KILL [13,9] ENDA Fight1: AttackerMiss(00) DefenderCritical(30,01) EndOfBattle Village1: MUS1 TogetherWeRide FADI 10 BACG 0x02 Tex1 0x0816 MORETEXT 0x0818 REMA MUEN 10 LOU1 Sain Lou1 Kent ENUN ENDA Village2: MUSI Text(0x02,0x0814) ITGV SilverSword MUNO ENDA Ending_event: MNCH 0x00 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? EDIT: CMOF+CMON don't seem to be helping. It just starts the camera off somewhere wierd. The load times are still ridiculous. Though I'm probably just doing it wrong. Edited July 10, 2011 by bigmac909 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 10, 2011 Share Posted July 10, 2011 Opening_event: LOU1 Bad LOU1 Good ENUN OOBB I don't see a CMON or CMOF in your opening event at all. Did you try this? CMOF LOU1 Bad LOU1 Good ENUN CMON CAM1 [Where ever you want to put it] OOBB Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted July 10, 2011 Share Posted July 10, 2011 You have alot wrong going on in your event there, so i'll try to help as best I can. (You can tell how long it's been since i've had to read arch's EA for dummies topic). First off, the leader of each group should be the first character in your list, and should have a leader value of 0x00. You have them set as Batta, Eliwood, etc. So that needs to be fixed. Also, I don't think you can actually use NoAI, that might have been just a placeholder. I don't know why you have Hector set to disappear and then reappear, but that needs to be changed as well. You also need to use ENUN after using MOVE or DISA. IIRC there is also a code that let's you move multiple units at once. TogetherWeRide also gave me an error, even though I have updated my EA standard library. But that might still be my fault. I also have no clue what MUEN is. Some of your text pointers say "Text" or "Tex1" with lower case letters. All those need to be changed to say TEX1, except in the case where you have MORETEXT. You're also missing a few REMA's after some of your text pointers, or they are not set in the correct spots. Since you're using OOBB, check nightmare to make sure that the chapter data is set to "fade to black". That might be the problem you're having. You also have ???????? set as your map offset, which obviously needs to be set to load a map. Finally, check nightmare to make sure you have whatever map you want to use set as the prologue map, and that the offsets are correct. If you inserted your own map, remember that you needed to add 8000000 to the offset value when setting it in nightmare. Whether or not this solves your problem, IDK, but I learned what I know from everyone here, so hopefully someone can come in and clear some of this up. This should at least eliminate some problems you would have encountered later on when playtesting the chapter. Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 10, 2011 Share Posted July 10, 2011 Yep, I tried it after I posted that. No dice. Anyone see the issue as to why Sain, Kent, and Hector load as morph, Denning, and Boies (respectively)? Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted July 10, 2011 Share Posted July 10, 2011 (edited) What map are you using? I'm going to test the events for you myself. Edited July 10, 2011 by Spy Hunter Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 10, 2011 Share Posted July 10, 2011 (edited) First off, the leader of each group should be the first character in your list, and should have a leader value of 0x00. You have them set as Batta, Eliwood, etc. So that needs to be fixed. The leader byte only affects who is displayed on the status screen. Also, I don't think you can actually use NoAI, that might have been just a placeholder. NoAI is a macro for [00000000]. If you don't want the unit to have any AI, use NoAI. (Though because it's a macro for 8 0's it can be used elsewhere). TogetherWeRide also gave me an error, even though I have updated my EA standard library. But that might still be my fault. I also have no clue what MUEN is. MUS1 TogetherWeRide is correct. MUEN fades music out (The byte after designates the speed of fading). Some of your text pointers say "Text" or "Tex1" with lower case letters. All those need to be changed to say TEX1, except in the case where you have MORETEXT. You're also missing a few REMA's after some of your text pointers, or they are not set in the correct spots. Text(textpointer) is another macro, hence why it's lower case. Though Tex1 does need to be changed to TEX1. Are you sure you have an up-to-date EA Spy Hunter? The current version is 8.5. EDIT: Bigmac, the problem you're getting with units is because "Kent" and "Sain" are already macros for the units themselves and you're trying to use them as pointers. Change it to something like "KentLoad" Example: LOU1 KentLoad ENUN KentLoad: UNIT Blah blah UNIT Edited July 10, 2011 by Primefusion Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 10, 2011 Author Share Posted July 10, 2011 (edited) First off, the leader of each group should be the first character in your list, and should have a leader value of 0x00. It doesn't matter. The leader is just the character who appears in the "status" screen on the A-menu. I don't know why you have Hector set to disappear and then reappear, but that needs to be changed as well. You also need to use ENUN after using MOVE or DISA. IIRC there is also a code that let's you move multiple units at once. You don't need ENUN after DISA. You move multiple units by having a bunch of MOVE codes and having one ENUN at the end. Having Hector disappear/reappear shouldn't cause a problem unless he's on top of someone. TogetherWeRide also gave me an error, even though I have updated my EA standard library. But that might still be my fault. I also have no clue what MUEN is. MUEN makes the music end, "MUsic ENd". Since you're using OOBB, check nightmare to make sure that the chapter data is set to "fade to black". That might be the problem you're having. You also have ???????? set as your map offset, which obviously needs to be set to load a map. The ???????? as the map offset in your file would do absolutely nothing, since it's a comment that's ignored by the EA. Now, your problem is that units take forever to load, yes? You have one unit that does this: UNIT 0x88 Brigand Batta Level(4,Enemy,True) [19,13] [29,13] [ironAxe] [NoAI] As you can see, he has to walk ten tiles across the map. While this usually shouldn't cause massive stalling, if your map is very twisty and turn-y and/or has a lot of obstacles, it might take a little longer. Post your map, and I might be able to give you a more definite fix. Edited July 10, 2011 by CT075 Quote Link to comment Share on other sites More sharing options...
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