Jubby Posted September 5, 2011 Share Posted September 5, 2011 Solved the Character Event issue, I forgot to add the condition Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted September 6, 2011 Share Posted September 6, 2011 I'm having problems with this code: IFCD 0x01 0x2F FADI 10 BACG 0x18 FADU 10 TEX1 0xACE ELSE 0x02 ASMC 0xECB1 STAL 0 _DUNNO0xDA 0x41 0x2 TEX5 0xACD TEX5 0xACF TEX5 0xAD0 TEX5 0xAD1 ENIF 0x02 Basicly is a character condition, if the character is Alive a CG will be showed, if the character is dead, it only show other conversation. But when I test it, it only shows me the conversation, even the condicional character is alive, is something wrong with that code? Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 6, 2011 Author Share Posted September 6, 2011 You need an ENIF 0x01 after the ELSE. Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted September 6, 2011 Share Posted September 6, 2011 Thanks for that. Quote Link to comment Share on other sites More sharing options...
strictly skillz Posted September 6, 2011 Share Posted September 6, 2011 I was wondering how you would go about deploying Merlinus before each chapter. I've written a small event (below), but whenever I run it through, the bubble pops up asking whether or not I want to deploy Merlinus (Luigi in my hack) with the pointer black. In other words, the selector that picks yes or no is black instead of white (see picture). Also, will deploying him this way automatically allow for level ups every chapter, or do I need to program in the level up? Thanks in advance. CAM1 [13,18] _0x87 TEX6 0x7 [0,0] 0x0FCC _ASM0x42 0x83181 IFYN 0x10 LOU1 Merlinus ELSE 0x11 ENIF 0x10 ENIF 0x11 LOU1 Leo ENUN OOBB ENDA Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 6, 2011 Share Posted September 6, 2011 Leveling Merlinus actually needs to happen at the end of the previous chapter. The game has to check if Merlinus survived the whole chapter, and then level him up. Add this macro to your ending events: LevelMerlinus Yep, that's it. As long as you have his loading coordinates in the next chapter set up (See the chapter data NMM) the ROM will take care of the rest for you as long as you used the macro in the previous chapter. Quote Link to comment Share on other sites More sharing options...
strictly skillz Posted September 7, 2011 Share Posted September 7, 2011 Leveling Merlinus actually needs to happen at the end of the previous chapter. The game has to check if Merlinus survived the whole chapter, and then level him up. Add this macro to your ending events: LevelMerlinus Yep, that's it. As long as you have his loading coordinates in the next chapter set up (See the chapter data NMM) the ROM will take care of the rest for you as long as you used the macro in the previous chapter. Thanks for the help, so you're basically saying the level before I want him to first load, put "LevelMerlinus" in the Ending event, right? As far as the macro "LevelMerlinus," I downloaded the newer EAstdlib from nintenlord's utility page (or at least, I downloaded the one he has posted there with the Event Assembler), however it doesn't seem to have that macro. Did I forget to do something/ go to the wrong place to download it? Could you possibly just tell me what I could add to my own file in order to get that macro to work? Thanks a lot for the help. Quote Link to comment Share on other sites More sharing options...
Jubby Posted September 7, 2011 Share Posted September 7, 2011 (edited) Hey, last question for a while hopefully.... My events are pretty much spiffed up, but it's still showing one last error that I can't figure out... Here's the events: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) org 0xDD0000 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 Lyn_t Mercenary 0x00 Level(1,Ally,False) [9,2] [9,2] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty NPC: UNIT Isadora Thief 0x00 Level(1,NPC,False) [0,4] [0,4] [ironSword,Vulnerary,0x6A] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,0) TurnEventPlayer(0x04,Sothe_appears,2) TURN Sothe_appears: LOU1 NPC ENUN ENDA Character_events: CHAR 0x05 SotheandIan Lyn_t Isadora $00000000 CHAR SotheandIan: MUS2 0x0042 Text(824,0x16) CUSI Isadora 0x00 MURE 5 ENDA Location_events: Door(12,3) Door(12,7) Door(2,3) Chest(IronSword,6,8) Chest(IronSword,8,9) Chest(IronSword,11,9) Chest(5000,13,8) Seize(12,1) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Ending_event: MNCH 0x03 STAL 1 _0x1 ENDA BallistaData: BLST And this is the error I get: "1 errors encountered: Name 1 can't be a lable: 1:" Edited September 7, 2011 by Jubby Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 7, 2011 Share Posted September 7, 2011 Thanks for the help, so you're basically saying the level before I want him to first load, put "LevelMerlinus" in the Ending event, right? As far as the macro "LevelMerlinus," I downloaded the newer EAstdlib from nintenlord's utility page (or at least, I downloaded the one he has posted there with the Event Assembler), however it doesn't seem to have that macro. Did I forget to do something/ go to the wrong place to download it? Could you possibly just tell me what I could add to my own file in order to get that macro to work? Thanks a lot for the help. It's not in the Unit Helpers.txt? Well then add this definition to the top of your events: #define LevelMerlinus "ASMC 0x79B5D" And for leveling it should go like this: 1) Recruit Merlinus 2) At the end of that chapter use the level up macro 3) Next chapter make sure he has loading coordinates (Chapter Data Editor NMM) 4) Profit SotheandIan: MUS2 0x0042 Text(824,0x16) CUSI Isadora 0x00 MURE 5 ENDA While I don't know if this is causing the error, your text macro is incorrect. First off, you next ID lacks a 0x in front of it. Second, when using that macro, background goes before the text ID. Text(Background,TextID) Actually, Sothe_appears: LOU1 NPC ENUN ENDA This might be the issue. You really shouldn't be using NPC for a pointer name (Since "NPC" is used by a lot of macros). Rename it to something else like NPC_Load. Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 7, 2011 Author Share Posted September 7, 2011 "NPC" is already defined. DOn't use it as a label name. "NPCGroup", "NPC1" even. Or what Prime said. Quote Link to comment Share on other sites More sharing options...
Psych Posted September 7, 2011 Share Posted September 7, 2011 (edited) Would you be able to use the Merlinus Level up code on another unit? AKA, one that is not a transporter. This is totally not my new plan for a Jeigan. Edited September 7, 2011 by arachnidsGrip Quote Link to comment Share on other sites More sharing options...
Jubby Posted September 7, 2011 Share Posted September 7, 2011 While I don't know if this is causing the error, your text macro is incorrect. First off, you next ID lacks a 0x in front of it. Second, when using that macro, background goes before the text ID. Text(Background,TextID) Actually, Sothe_appears: LOU1 NPC ENUN ENDA This might be the issue. You really shouldn't be using NPC for a pointer name (Since "NPC" is used by a lot of macros). Rename it to something else like NPC_Load. "NPC" is already defined. DOn't use it as a label name. "NPCGroup", "NPC1" even. Or what Prime said. I fixed both and it's all good now, thanks guys (fail that I didn't think of NPC already being defined... :$) Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted September 7, 2011 Share Posted September 7, 2011 Would you be able to use the Merlinus Level up code on another unit? AKA, one that is not a transporter. This is totally not my new plan for a Jeigan. Would require minor ASM hack, but completely do-able. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted September 7, 2011 Share Posted September 7, 2011 Quick question. You know how sometimes KO'd units still appear in cutscenes as blue units, but disappear at the end of the event? Is that done by using IFCD for whichever KO'd characters are in the cutscene, or is there a different way the game handles this? I'm pretty sure i've seen it happen in other games, but i'm thinking for FE7, it might be something specific to Lyn mode. Quote Link to comment Share on other sites More sharing options...
Flux_Blade Posted September 10, 2011 Share Posted September 10, 2011 FE7: Question on the maps where there is required moves because of the tutorial, after using DISABLE_TUTORIALS the tutorials go away, but the player cannot choose to end turn as option instead, having to have all the players do actions. Is there a way to fix that? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted September 10, 2011 Share Posted September 10, 2011 Quick question. You know how sometimes KO'd units still appear in cutscenes as blue units, but disappear at the end of the event? Is that done by using IFCD for whichever KO'd characters are in the cutscene, or is there a different way the game handles this? I'm pretty sure i've seen it happen in other games, but i'm thinking for FE7, it might be something specific to Lyn mode. It's possibly automatic. Try it out, experiment. FE7: Question on the maps where there is required moves because of the tutorial, after using DISABLE_TUTORIALS the tutorials go away, but the player cannot choose to end turn as option instead, having to have all the players do actions. Is there a way to fix that? There's an ASMC code for it that should be in prologue. Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted September 14, 2011 Share Posted September 14, 2011 (edited) I tried assembling again but I have a new trouble ^^'. I had downloaded the EA from this site, and as I assembled it gave me alot of errors like: I re-downloaded it again from this site but it didn't work. So I downloaded EA from another site, Feplanet I think and that one did work ^^' but now I have a really weird problem. I remember the first time I Assembled, everything worked fine except I couldn't assemble the prologue. Well I tried on this one and it did work on the prologue but now my units load at the top instead of where I want them to be ;;' and for some reason EA doens't recognize UNIT EMPTY, so I only use UNIT is this normal? [spoiler=script] //Made by Camtech075 of SerenesForest #include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0x00FFFA10 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN Ballista1 Ballista2 POIN Units1 Units1 POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TurnEventPlayer(0x00,BeginningScene,0) TURN CharacterBasedEvents: CHAR LocationBasedEvents: LOCA MiscBasedEvents: DefeatAll(EndingScene) CauseGameOverIfLordDies AFEV Dunno: //DO NOT TOUCH CODE $00 Tutorial: //DO NOT TOUCH CODE $00 Ballista1: BLST Ballista2: BLST ALIGN 4 Good: UNIT 0x1 0x2 0x0 0x8 [3,9] 0b 0x00 0x01 lable15 [0x1F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [2,9] 0b 0x00 0x01 label16 [0x4D,0x6E,0x00,0x0] [0x0,0x0,0x0,0x0] UNIT Bad: UNIT 0x80 0x41 0x0 0x24 [13,0] 0b 0x00 0x01 Baddie1_Move [0x1F,0x0,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0x80 0x41 0x0 0x14 [13,0] 0b 0x00 0x01 Baddie2_Move [0x1F,0x0,0x0,0x0] [0x6,0x3,0x0,0x0] UNIT 0x80 0x41 0x0 0x14 [8,9] 0b 0x00 0x01 Baddie3_Move [0x1F,0x0,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT Baddie1_Move: REDA [10,2] 0b 0x0 0x0 0 Baddie2_Move: REDA [13,0] 0b 0x1 0x0 0 Baddie3_Move: REDA [6,7] 0b 0x0 0x0 0 Baddie4_Move: REDA [9,6] 0b 0x0 0x0 0 lable15: REDA [7,5] 1000b 0x01 0x0 0 label16: REDA [6,5] 1000b 0x01 0x0 0 BeginningScene: CAM1 [3,9] LOU1 Good STAL 0x50 FlashCursor(7,5,60) MUS1 0x11 Text(0x22,0x90D) //Player FlashCursor(13,0,60) MUS1 0x11 // Text(0x22,0x90D) //Baddies LOU1 Bad STAL 0x50 DISA 0x9D FlashCursor(7,5,60) STAL 0x20 MUS1 0x11 // Text(0x22,0x90D) //Need help ENDA EndingScene: MUS1 0x11 FADI 10 Text(0x22,0x90C) FADU 10 STAL 0x01 MNCH 0x0A ENDA MESSAGE Events end at offset currentOffset Don't mind the conversations ^^' I was simply experimenting. [spoiler=My event file] //Made by Camtech075 of SerenesForest #include EAstdlib.event EventPointerTable(0x0A,ThisChapter) ORG 0x00FFFA10 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN Ballista1 Ballista2 POIN Units1 Units1 POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TurnEventPlayer(0x00,BeginningScene,0) TURN CharacterBasedEvents: CHAR LocationBasedEvents: LOCA MiscBasedEvents: DefeatAll(EndingScene) CauseGameOverIfLordDies AFEV Dunno: //DO NOT TOUCH CODE $00 Tutorial: //DO NOT TOUCH CODE $00 Ballista1: BLST Ballista2: BLST ALIGN 4 Good: UNIT 0x1 0x2 0x0 0x8 [3,9] 0b 0x00 0x01 lable15 [0x1F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [2,9] 0b 0x00 0x01 label16 [0x4D,0x6E,0x00,0x0] [0x0,0x0,0x0,0x0] UNIT Bad: UNIT 0x80 0x41 0x0 0x24 [13,0] 0b 0x00 0x01 Baddie1_Move [0x1F,0x0,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0x80 0x41 0x0 0x14 [13,0] 0b 0x00 0x01 Baddie2_Move [0x1F,0x0,0x0,0x0] [0x6,0x3,0x0,0x0] UNIT 0x80 0x41 0x0 0x14 [8,9] 0b 0x00 0x01 Baddie3_Move [0x1F,0x0,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT Baddie1_Move: REDA [10,2] 0b 0x0 0x0 0 Baddie2_Move: REDA [13,0] 0b 0x1 0x0 0 Baddie3_Move: REDA [6,7] 0b 0x0 0x0 0 Baddie4_Move: REDA [9,6] 0b 0x0 0x0 0 lable15: REDA [7,5] 1000b 0x01 0x0 0 label16: REDA [6,5] 1000b 0x01 0x0 0 BeginningScene: CAM2 0x1 LOU1 Good STAL 0x50 FlashCursor(7,5,60) MUS1 0x11 FADI 10 Text(0x22,0x90D) //Player FADU 10 FlashCursor(13,0,60) MUS1 0x11 // FADI 10 Text(0x22,0x90D) //Baddies LOU1 Bad STAL 0x50 FADU 10 DISA 0x9D FlashCursor(7,5,60) STAL 0x20 MUS1 0x11 // FADI 10 Text(0x22,0x90D) //Need help FADU 10 ENDA EndingScene: MUS1 0x11 FADI 10 Text(0x22,0x90C) FADU 10 STAL 0x01 MNCH 0x0A ENDA MESSAGE Events end at offset currentOffset ^ my old try ^^' Edited September 14, 2011 by Queen_Kittylincia Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted September 14, 2011 Share Posted September 14, 2011 CODE has been removed in the latest version, instructions on how to convert CODE's to non-CODEs are here: http://serenesforest.net/forums/index.php?showtopic=26913&view=findpost&p=1694288 UNIT is the real code, UNIT Empty is only accepted because EAstdlib defines Empty as " ". LOU1 was removed in the great FE8 update as it was just a SETVAL code. You can use experimental code _LOAD1 like this: _LOAD1 0x1 unitLabel ENUN Or just use the old LOU1 code explicitly: _SETVAL 0x2 unitLabel GOTO $9EE274 _0x0228 0x7 Also, You need to have Units1 label somewhere, it is used by the pointers at the top. Quote Link to comment Share on other sites More sharing options...
RNG Princess Posted September 17, 2011 Share Posted September 17, 2011 Thank you so much ^^' I didn't know about the unit labels either thank you for that too. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted September 18, 2011 Share Posted September 18, 2011 (edited) I'm attempting conditions again, and after actually copy/pasting what Cam posted, with small changes, here's what I have: Ending_event: MUS1 0x0039 FADI 0x05 BACG 0x0E FADU 0x05 TEX1 0x084E REMA IFET 0x01 0x10 // the code for a triggered event condition FADI 0x0A BACG 0x0E FADU 0x0A TEX1 0x084F REMA MNCH 0x04 STAL 1 _0x1 ELSE 0x02 ENIF 0x01 MNCH 0x04 STAL 1 _0x1 ENIF 0x02 ENDA What's supposed to happen is a conversation between the main character and his Jeigan if a certain unit was allowed to show up during the chapter. The unit loads on turn 10, but the chapter can be completed a few turns before that. The problem is, while everything else works correctly, The game still plays the conversation even if the event is not triggered. So I figure the problem is probably just some code that needs to be added. I wouldn't be sure which chapter to disassemble to try and find any codes for this situation. Edited September 18, 2011 by Kakarot Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted September 18, 2011 Share Posted September 18, 2011 Try something like this: FADI 0x05 BACG 0x0E FADU 0x05 TEX1 0x084E REMA IFET 0x01 0x10 // the code for a triggered event condition FADI 0x0A BACG 0x0E FADU 0x0A TEX1 0x084F REMA ENIF 0x01 MNCH 0x04 STAL 1 _0x1 ENDA And are you sure the event is triggered properly? Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted September 19, 2011 Share Posted September 19, 2011 (edited) And are you sure the event is triggered properly? Well, here's the event: TurnEventPlayer(0x10,What,10) Am I reading this right?: IFET ConditionID EventID //If specified Event ID was triggered. [spoiler=my events] #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x4B,Pointers) org 0xD13060 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 Migal Pirate 0x00 Level(5,Enemy,False) [1,6] [1,6] [steelAxe,HandAxe] [0x03, 0x03, 0x09, 0x20] UNIT 0x8A Pirate Migal Level(3,Enemy,True) [1,6] [0,6] [steelAxe] [0x00, 0x03, 0x00, 0x00] UNIT 0x90 Pirate Migal Level(3,Enemy,True) [1,6] [2,6] [PoisonAxe] [0x00, 0x03, 0x00, 0x00] UNIT 0x90 Pirate Migal Level(4,Enemy,True) [1,6] [4,6] [ironAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT 0x8A Pirate Migal Level(3,Enemy,True) [1,6] [4,5] [ironAxe,HandAxe] [0x00, 0x03, 0x00, 0x00] UNIT 0x8A Brigand Migal Level(3,Enemy,True) [1,6] [4,7] [steelAxe] [0x00, 0x00, 0x00, 0x00] UNIT 0x8A Fighter Migal Level(3,Enemy,True) [1,6] [6,6] [ironAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT 0x8A Fighter Migal Level(4,Enemy,True) [1,6] [8,8] [steelAxe] [0x00, 0x03, 0x00, 0x00] UNIT 0x90 Fighter Migal Level(3,Enemy,True) [1,6] [9,5] [Halberd,AngelicRobe] [0x00, 0x00, 0x00, 0x00] UNIT 0x8A Fighter Migal Level(3,Enemy,True) [1,6] [8,5] [steelAxe] [0x00, 0x03, 0x00, 0x00] UNIT 0x8A Brigand Migal Level(4,Enemy,True) [1,6] [6,10] [ironAxe,HandAxe] [0x00, 0x00, 0x00, 0x00] UNIT 0x8A Myrmidon Migal Level(3,Enemy,True) [1,6] [11,13] [ironSword] [0x03, 0x03, 0x00, 0x20] UNIT 0x8A Soldier Migal Level(3,Enemy,True) [1,6] [5,14] [ironSpear] [0x00, 0x03, 0x00, 0x00] UNIT 0x8A Soldier Migal Level(4,Enemy,True) [1,6] [7,14] [Javelin,SteelSpear] [0x00, 0x03, 0x00, 0x00] UNIT 0x8A Soldier Migal Level(3,Enemy,True) [1,6] [6,15] [steelSpear,Vulnerary] [0x00, 0x03, 0x00, 0x00] UNIT 0x90 Soldier Migal Level(4,Enemy,True) [1,6] [6,14] [ironSpear,Javelin] [0x00, 0x03, 0x00, 0x00] UNIT 0x8A Mage Migal Level(2,Enemy,True) [1,6] [11,7] [Fire] [0x00, 0x03, 0x00, 0x00] UNIT 0x8A Mage Migal Level(2,Enemy,True) [1,6] [10,6] [Fire] [0x00, 0x00, 0x00, 0x00] UNIT 0x8A Archer Migal Level(3,Enemy,True) [1,6] [9,9] [steelBow] [0x00, 0x00, 0x00, 0x00] UNIT 0x8A Archer Migal Level(3,Enemy,True) [1,6] [11,5] [ironBow] [0x00, 0x00, 0x00, 0x00] UNIT 0x90 Archer Migal Level(4,Enemy,True) [1,6] [11,6] [Longbow,ShortBow] [0x00, 0x03, 0x00, 0x00] UNIT Empty Reinforcements: UNIT 0x8A Brigand Migal Level(3,Enemy,True) [1,6] [4,4] [steelAxe] [0x00, 0x04, 0x01, 0x00] UNIT 0x8A Fighter Migal Level(3,Enemy,True) [1,6] [6,6] [steelAxe,HandAxe] [0x00, 0x00, 0x00, 0x00] UNIT 0x8A Pirate Migal Level(3,Enemy,True) [1,6] [6,5] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Empty Good2: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [27,5] [23,5] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [21,5] [21,5] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [22,5] [22,5] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [23,7] [23,7] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [23,6] [23,6] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [21,7] [21,7] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [21,6] [21,6] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [22,7] [22,7] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Brock: UNIT Glass Mercenary Eliwood Level(5,Ally,False) [21,4] [21,4] [steelSword,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Help: UNIT Lowen Fighter Eliwood Level(5,Ally,False) [7,16] [7,16] [steelAxe,DragonShield] [0x00, 0x00, 0x00, 0x00] UNIT Bartre Fighter Eliwood Level(3,Ally,False) [9,16] [9,16] [ironAxe,HandAxe] [0x00, 0x00, 0x00, 0x00] UNIT Fiora PegasusKnight Eliwood Level(3,Ally,False) [8,16] [8,16] [ironSpear,Javelin,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Youcantbeserious: //the unit who loads with the event UNIT 0x92 Berserker Migal Level(5,Enemy,False) [0,0] [0,0] [KillerAxe,SwordSlayer,BraveAxe,Tomahawk] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TurnEventPlayer(0x06,Fadeout,1) TurnEventPlayer(0x07,Friends,4) TurnEventPlayer(0x08,Enemies,3) TurnEventPlayer(0x09,Enemies,6) TurnEventPlayer(0x0A,Enemies,9) TurnEventPlayer(0x10,What,10) //the event that loads the unit TURN Character_events: CHAR Location_events: House(0x0B,House1,7,3) House(0x0C,House2,22,1) House(0x0D,House3,23,1) Village(0x0E,Village1,9,2) Village(0x0F,Village2,6,14) Armory(Weapons,11,13) Vendor(Items,9,12) Seize(0x11,Ending_event,1,6) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: OOBB CURF [1,6] STAL 0x20 FADI 0x0A BACG 0x10 FADU 0x0A TEX1 0x0840 REMA LOU1 Bad ENUN MUEN 0x05 STAL 0x0F CAM1 [20,5] STAL 0x0A LOU1 Good2 MUS1 0x0033 FADI 0x0A BACG 0x04 FADU 0x0A TEX1 0x0841 REMA FADI 0x0A MUEN 0x05 LOU1 Good GotoPrepScreen Ending_event: MUS1 0x0039 FADI 0x05 BACG 0x0E FADU 0x05 TEX1 0x084E REMA IFET 0x01 0x10 //the condition ID FADI 0x0A BACG 0x0E FADU 0x0A TEX1 0x084F REMA ENIF 0x01 MNCH 0x04 STAL 1 _0x1 ENDA Fadeout: LOU1 Brock ENUN OOBB ENDA Friends: LOU1 Help MUS2 0x0042 TEX1 0x0842 REMA MURE 5 ENDA Enemies: LOU1 Reinforcements ENUN ENDA House1: MUSI FADI 0x0A BACG 0x01 FADU 0x0A TEX1 0x0843 REMA MUNO ENDA House2: MUSI FADI 0x0A BACG 0x01 FADU 0x0A TEX1 0x0845 REMA MUNO ENDA House3: MUSI FADI 0x0A BACG 0x01 FADU 0x0A TEX1 0x0847 REMA MUNO ENDA Village1: MUSI FADI 0x0A BACG 0x02 FADU 0x0A TEX1 0x0844 REMA ITGV EmblemBow MUNO ENDA Village2: MUSI FADI 0x0A BACG 0x02 FADU 0x0A TEX1 0x0846 REMA ITGV Talisman MUNO ENDA Weapons: SHLI IronSword IronAxe SteelAxe ShortBow Longbow Javelin Items: SHLI Vulnerary DoorKey ChestKey Lightning What: //the actual event from turn 10 LOU1 Youcantbeserious ENUN CURF [0,0] STAL 0x25 CAM1 Eliwood TEX1 0x084D REMA ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 36927C Are there even any chapters that use this code in FE7 that I could disassemble to try and find it on my own? Better yet, has anyone actually used a condition code successfully, who could post what they did so I can see if i'm missing anything? I disassembled chapter 7 and found the codes used for going to the gaiden chapter. Would it make sense to simply copy/paste those codes directly from chapter 7, changing what I know how to change accordingly? This is the code from chapter 7, if someone could help me make sense of it, and why a few things seem to be missing, like the actual turn limit. Some things I know, some things we've discussed, but I don't get why there seems to be 2 different condition codes in there. [spoiler=chapter 7 events] IFTT 0x32 STAL 8 TEX6 0x5 [0,0] 0x9A4 _ASM0x42 0x83181 ENIF 0x32 STAL 2 ASMC 0x15591 TEX6 0x7 [0,0] 0x9A5 _ASM0x42 0x83181 _0x89 FADI 16 HIDEMAP BACG 0x3C FADU 16 SHOWMAP IFYN 0x6 STAL 16 TEX1 0x9A6 GOTO label28 _0x9A MNCH 0x8 STAL 1 _0x1 ELSE 0x9 ENIF 0x6 TEX1 0x9A7 ENIF 0x7 GOTO label28 _0x9A MNCH 0x9 STAL 1 _0x1 ENIF 0x9 ENDA Edited September 19, 2011 by Kakarot Quote Link to comment Share on other sites More sharing options...
HF Makalov Fanboy Kai Posted September 20, 2011 Share Posted September 20, 2011 i was watching archibald's first video and i can't figure out why i don't have FE7 event references when i've downloaded everything that i needed in the video. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted September 20, 2011 Share Posted September 20, 2011 A herp and a derp later, and I manage to get IFUF and IFCA working, thanks to some help from ALS. I'm still curious about the IFET code. Is there anywhere in FE7 that even uses this code? I can't think of any event that couldn't be done another way. Also, what does the code _0x1 do? Quote Link to comment Share on other sites More sharing options...
Fitz24 Posted October 2, 2011 Share Posted October 2, 2011 Alright, so I'm adding units for a chapter, the only issue is that somehow they duplicate and there's a second unit next to it. Is this like a glitch or something? Should I start my events over? Quote Link to comment Share on other sites More sharing options...
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