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CT075
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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?

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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

post-3602-084903700 1315342926_thumb.png

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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.

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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.

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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 by Jubby
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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.

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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 by arachnidsGrip
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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... :$)

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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.

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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?

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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.

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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:

2j4225u.png

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 ;;'

23s917m.png

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 by Queen_Kittylincia
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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.

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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 by Kakarot
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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?

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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 by Kakarot
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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?

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