MarkyJoe1990 Posted March 31, 2012 Share Posted March 31, 2012 (edited) I tried event IDs 0x2C, 0x60, 0x10, and 0xFF. None of them fixed the problem. Edited March 31, 2012 by MarkyJoe1990 Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted April 15, 2012 Share Posted April 15, 2012 Now for my question of the month I'm trying to insert tile changes that will open doors in the chapter. I first tried the old method (Mappy fan :3) and assembled this to 0xD00B9C: #define DISABLE_TUTORIALS #include EAstdlib.event ORG 0xC9C9C8+(4*0x0E) POIN TileChanges ORG 0xD00B9C TileChanges: TileMap(0x01,0x02,0x0D,0x02,0x03,MacCell) TileMap(0x02,0x0E,0x03,0x03,0x02,HadvarCell) TileMap(0x03,0x15,0x0E,0x01,0x02,JacksonCell) TileMap(0x04,0x12,0x00,0x02,0x02,BreakWall) WORD $FF WORD $00 WORD $00 MacCell: WORD 0xB4 0x06 0xD0 0x0C WORD 0xE0 0x0C 0xD4 0x0C WORD 0xD4 0x0C 0xD8 0x0C HadvarCell: WORD 0xB4 0x06 0xD0 0x0C 0xAC 0x07 WORD 0xE0 0x0C 0xD4 0x0C 0xAC 0x07 JacksonCell: WORD 0xD0 0x0C WORD 0xD4 0x0C BreakWall: WORD 0xA8 0x07 0xD0 0x0C WORD 0xE4 0x0C 0xD8 0x0C MESSAGE Tile changes end at offset currentOffset (Note that I'm using the reference tileset for 0A009B0C) When I tried to open a door, the tiles change into the wrong tiles (Some black ones and grass). So then I tried accomplishing tile changes through Tiled after getting over my stubbornness. This time, no tiles changed. Main events: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include LOJDefinitions.txt //Con. Ids: 0x1, 0x2, 0x3, 0x4, 0x5, 0x6, 0x7, 0x8, 0x9, 0x10 EventPointerTable(0x06,Pointers) ORG $D0057C Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Guards Guards POIN Good Good Raiders Raiders POIN Opening_event Ending_event Bad: UNIT Adoglos2_J Soldier 0x0 Level(12,Enemy,True) [12,0] [12,0] [steelLance,0x0,0x0,0x0] AttackInRange UNIT Adoglos2_J Soldier 0x0 Level(6,Enemy,True) [10,13] [10,13] [ironLance,0x0,0x0,0x0] PursueWithoutHeed UNIT Adoglos2_J Soldier 0x0 Level(7,Enemy,True) [9,4] [9,4] [steelLance,0x0,0x0,0x0] AttackInRange UNIT Adoglos2_J Soldier 0x0 Level(8,Enemy,True) [7,6] [7,6] [ironLance,0x0,0x0,0x0] PursueWithoutHeed UNIT Adoglos2_J KnightM 0x0 Level(8,Enemy,True) [20,6] [20,6] [Javelin,0x0,0x0,0x0] PursueWithoutHeed UNIT Adoglos2_J KnightM 0x0 Level(7,Enemy,True) [7,15] [7,15] [ironLance,Vulnerary,0x0,0x0] Guard UNIT Adoglos2Drop_J KnightM 0x0 Level(15,Enemy,True) [15,2] [15,2] [shortSpear,SteelLance,DoorKey,0x0] Guard UNIT Adoglos2Drop_J Fighter 0x0 Level(7,Enemy,True) [23,15] [23,15] [steelAxe,DoorKey,0x0,0x0] PursueWithoutHeed UNIT Adoglos2_J Fighter 0x0 Level(6,Enemy,True) [17,13] [17,13] [ironAxe,0x0,0x0,0x0] PursueWithoutHeed UNIT Adoglos2_J Mercenary 0x0 Level(7,Enemy,True) [11,14] [11,14] [ironSword,0x0,0x0,0x0] PursueWithoutHeed UNIT Adoglos2_J Mercenary 0x0 Level(7,Enemy,True) [14,14] [14,14] [steelSword,0x0,0x0,0x0] PursueWithoutHeed UNIT Adoglos2_J Mercenary 0x0 Level(6,Enemy,True) [21,16] [21,16] [ironSword,0x0,0x0,0x0] AttackInRange UNIT Adoglos2_J ArcherM 0x0 Level(6,Enemy,True) [3,8] [3,8] [steelBow,0x0,0x0,0x0] AttackInRange UNIT Adoglos2_J ArcherF 0x0 Level(7,Enemy,True) [8,9] [8,9] [LongBow,0x0,0x0,0x0] Guard UNIT Adoglos2_J MageM 0x0 Level(9,Enemy,True) [4,8] [4,8] [Elfire,0x0,0x0,0x0] Guard UNIT Adoglos2_J Monk 0x0 Level(10,Enemy,True) [17,4] [17,4] [shine,0x0,0x0,0x0] AttackInRange UNIT Adoglos2_J Monk 0x0 Level(9,Enemy,True) [8,16] [8,16] [Lightning,0x0,0x0,0x0] Guard UNIT Adoglos2_J CavalierM 0x0 Level(8,Enemy,True) [24,7] [24,7] [steelSword,SteelLance,0x0,0x0] AttackInRange UNIT Adoglos2_J CavalierM 0x0 Level(8,Enemy,True) [4,16] [4,16] [Javelin,IronSword,0x0,0x0] PursueWithoutHeed UNIT Good: UNIT Jackson PaladinM Leader Level(1,Ally,False) [21,11] [21,11] [NoItems] NoAI UNIT Hadvar_J PaladinM Jackson Level(1,Ally,False) [14,5] [14,5] [NoItems] NoAI UNIT Raiders: UNIT KentCavalier CavalierM Jackson Level(10,Ally,False) [13,22] [13,19] [steelSword,Javelin,Vulnerary,0x0] NoAI UNIT TarvosGuy Tarvos Jackson Level(10,Ally,False) [12,22] [12,19] [steelAxe,Swordreaver,DoorKey,0x0] NoAI UNIT SainSoldier Soldier Jackson Level(8,Ally,False) [13,22] [13,20] [steelLance,Javelin,Vulnerary,0x0] NoAI UNIT Prisoners: UNIT Mac_P Civilian_2 0x0 Level(12,NPC,False) [0,14] [0,14] [NoItems] GuardTile UNIT Naeji_J Nomad 0x0 Level(10,NPC,True) [0,10] [0,10] [NoItems] GuardTile UNIT NaejiCaptain_J CavalierM 0x0 Level(13,NPC,True) [21,0] [21,0] [NoItems] GuardTile UNIT Guards: UNIT Adoglos_J Soldier 0x0 Level(9,Enemy,True) [11,7] [11,7] [steelLance,0x0,0x0,0x0] PursueWithoutHeed UNIT Adoglos_J CavalierM 0x0 Level(9,Enemy,True) [3,18] [3,18] [steelLance,0x0,0x0,0x0] PursueWithoutHeed UNIT Adoglos_J CavalierM 0x0 Level(9,Enemy,True) [24,5] [24,5] [steelSword,0x0,0x0,0x0] PursueWithoutHeed UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) TurnEventPlayer(0x0,GuardsWokeUp,8,10) TURN Character_events: CharacterEventBothWays(0x5,GiveJacksonWeapons1,KentCavalier,Jackson) CharacterEventBothWays(0x6,GiveJacksonWeapons2,TarvosGuy,Jackson) CharacterEventBothWays(0x7,GiveJacksonWeapons3,SainSoldier,Jackson) CharacterEvent(0x8,FirstMeeting,Jackson,Mac) CharacterEventBothWays(0xA,Ending_event_talk,Jackson,Hadvar_J) CHAR Location_events: Door(22,14) Door(15,3) DOOR 0xB MacDoor [2,14] 0x10 //Vertical door LOCA Misc_events: CauseGameOverIfLordDies AREA 0x9 HiddenTreasure [7,9] [7,9] AFEV Opening_event: LOU1 Good ENUN LOU1 Bad ENUN LOU1 Prisoners ENUN CAM1 [12,18] STAL 10 OOBB LOU1 Raiders ENUN Text(InsideCastleDarker,0x7FE) REMA ENDA GuardsWokeUp: ReinforcementEvent(Guards) GiveJacksonWeapons1: IFEF 0x1 0x6 IFEF 0x2 0x7 MUS1 RaiseYourSpirits ENIF 0x2 ENIF 0x1 Text(0x7FE) REMA ITGC Jackson IronSword ENDA GiveJacksonWeapons2: IFEF 0x3 0x5 IFEF 0x4 0x7 MUS1 RaiseYourSpirits ENIF 0x4 ENIF 0x3 Text(0x7FE) REMA ITGC Jackson JeiganAxe ENDA GiveJacksonWeapons3: IFEF 0x5 0x5 IFEF 0x6 0x6 MUS1 RaiseYourSpirits ENIF 0x6 ENIF 0x5 Text(0x7FE) REMA ITGC Jackson SilverLance ENDA FirstMeeting: MUS1 SilentGround Text(0x7FE) ENUT 0x66 ENDA MacDoor: MAC1 0x01 0x0 ENDA HiddenTreasure: IFCA 0x0 0x7 Jackson Text(0x7FE) REMA ITGV DragonAxe ELSE 0x8 ENIF 0x7 Text(0x7FE) REMA //Resets it so Jackson can activate ENUF 0x9 ENIF 0x8 ENDA Ending_event_talk: FADI 10 BACG InsideCastleDarker FADU 10 Text(0x800) IFET 0x9 0x9 MORETEXT 0x7FE ITGC Hadvar_J SilverLance ITGC Hadvar_J SilverSword ITGC Hadvar_J Javelin REMA ELSE 0x10 ENIF 0x9 MORETEXT 0x7FE ITGC Hadvar_J SteelLance ITGC Hadvar_J SteelSword ITGC Hadvar_J Javelin REMA ENIF 0x10 JUMP Ending_event ENDA Ending_event: MoveToChapter(Jack3) STAL 1 _0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? 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Aura Wolf Posted April 15, 2012 Share Posted April 15, 2012 (edited) Unintentional double post. Mods please delete~ Edited April 15, 2012 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
42_ Posted April 17, 2012 Share Posted April 17, 2012 Hello. I am fairly new when it comes Fire Emblem hacking, so I ask how one would change the tiles for a village (to turn into ruins) after it has been attacked by an enemy Brigand. (For FE7) I understand how to change tiles based upon player actions, but I'm not sure how to replicate such changes based on enemy actions. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted April 17, 2012 Share Posted April 17, 2012 (edited) #define DISABLE_TUTORIALS #include EAstdlib.event ORG 0xC9C9C8+(4*0x0E) POIN TileChanges ORG 0xD00B9C TileChanges: TileMap(0x01,0x02,0x0D,0x02,0x03,MacCell) TileMap(0x02,0x0E,0x03,0x03,0x02,HadvarCell) TileMap(0x03,0x15,0x0E,0x01,0x02,JacksonCell) TileMap(0x04,0x12,0x00,0x02,0x02,BreakWall) WORD $FF WORD $00 WORD $00 MacCell: WORD 0xB4 0x06 0xD0 0x0C WORD 0xE0 0x0C 0xD4 0x0C WORD 0xD4 0x0C 0xD8 0x0C HadvarCell: WORD 0xB4 0x06 0xD0 0x0C 0xAC 0x07 WORD 0xE0 0x0C 0xD4 0x0C 0xAC 0x07 JacksonCell: WORD 0xD0 0x0C WORD 0xD4 0x0C BreakWall: WORD 0xA8 0x07 0xD0 0x0C WORD 0xE4 0x0C 0xD8 0x0C MESSAGE Tile changes end at offset currentOffset For the tiles, you are supposed to use BYTE instead of WORD. Better yet, use one SHORT per tile after you get everything working. Text(InsideCastleDarker,0x7FE) REMA Text macro has REMA. Ending_event: MoveToChapter(Jack3) STAL 1 _0x1 ENDA MoveToChapter has the 3 codes you have after them. As for your Tiled method, hard to say as you didn't show the Tiled file. Hello. I am fairly new when it comes Fire Emblem hacking, so I ask how one would change the tiles for a village (to turn into ruins) after it has been attacked by an enemy Brigand. (For FE7) I understand how to change tiles based upon player actions, but I'm not sure how to replicate such changes based on enemy actions. As long as the tile change itself is there, it should activate automatically if you used the Village macro. Edited April 17, 2012 by Vergil Quote Link to comment Share on other sites More sharing options...
42_ Posted April 17, 2012 Share Posted April 17, 2012 As long as the tile change itself is there, it should activate automatically if you used the Village macro. Well, my problem is that I am not sure how to tell the game whether a player unit is on the village, or an enemy is on it. At the moment, the village is turned to ruins, regardless of which unit is on there. Am I supposed to use an if statement in the village event or something? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted April 18, 2012 Share Posted April 18, 2012 No, the Village Macro will take care of that for you. All you need to do is make sure the game finds correct tile change. You do have the destruction tile change before the village closing tile change in the tile change list? Quote Link to comment Share on other sites More sharing options...
42_ Posted April 18, 2012 Share Posted April 18, 2012 (edited) Okay. I have switched the position of the destruction tile event and the gate closing tile event and now the gate always closes regardless of whether a player or an enemy is on it. I will post the code I have for the chapter and tile changing events, so that you might be able to tell me what I'm doing wrong. [spoiler=Chapter Events] #define DISABLE_TUTORIALS #include EAstdlib.event #include "Definitions.txt" #include "Macros.txt" EventPointerTable(0x06,Pointers) org 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x8E Brigand 0x00 Level(8,Enemy,False) [18,15] [18,15] [steelAxe,HandAxe] [0x03,0x03,0x09,0x20] UNIT 0x8F Brigand 0x00 Level(2,Enemy,True) [7,5] [7,5] [ironAxe] [0x08,0x03,0x01,0x00] UNIT 0x8F Brigand 0x00 Level(3,Enemy,True) [5,8] [5,8] [ironAxe] [0x08,0x03,0x01,0x00] UNIT 0x8F Brigand 0x00 Level(2,Enemy,True) [9,9] [9,9] [HandAxe] [0x08,0x03,0x01,0x00] UNIT 0x90 Mercenary 0x00 Level(10,Enemy,False) [12,6] [12,6] [steelSword,DragonShield] [0x03,0x03,0x09,0x20] UNIT 0x8F Brigand 0x00 Level(4,Enemy,True) [12,12] [12,12] [ironAxe,HandAxe] [0x08,0x03,0x01,0x00] UNIT 0x8F Archer 0x00 Level(4,Enemy,True) [3,11] [3,11] [ironBow,Vulnerary] [0x08,0x03,0x01,0x00] UNIT Empty Badreinforcements1: UNIT 0x8F Brigand 0x00 Level(3,Enemy,True) [18,5] [18,5] [ironAxe] [0x00,0x04,0x01,0x00] UNIT 0x8F Fighter 0x00 Level(4,Enemy,True) [18,6] [18,6] [ironAxe] [0x00,0x00,0x09,0x00] UNIT Empty Badreinforcements2: UNIT 0x8F Brigand 0x00 Level(3,Enemy,True) [18,5] [18,5] [ironAxe] [0x00,0x04,0x01,0x00] UNIT 0x8F Archer 0x00 Level(4,Enemy,True) [18,6] [18,6] [ironBow] [0x00,0x00,0x09,0x00] UNIT Empty Badreinforcements3: UNIT 0x8F Brigand 0x00 Level(3,Enemy,True) [18,5] [18,5] [ironAxe] [0x00,0x04,0x01,0x00] UNIT 0x8F Mercenary 0x00 Level(5,Enemy,True) [18,6] [18,6] [ironSword,Vulnerary] [0x00,0x00,0x09,0x00] UNIT Empty Thieves: UNIT 0x91 Thief 0x00 Level(3,Enemy,True) [0,15] [0,15] [PoisonSword,Elixir] [0x10,0x05,0x09,0x00] UNIT Empty Good: UNIT Marina Myrmidon_F 0x00 Level(1,Ally,False) [0,2] [0,2] [ironSword, Vulnerary] [NOAI] UNIT Max Cavalier 0x00 Level(2,Ally,False) [0,3] [0,3] [slimSpear, IronSword, Vulnerary] [NOAI] UNIT Mitch Knight 0x00 Level(4,Ally,False) [1,2] [1,2] [steelSpear] [NOAI] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventPlayer(0x00,Reinforcements1,5) TurnEventPlayer(0x00,Reinforcements2,8) TurnEventEnemy(0x00,Thiefrein,10) TurnEventPlayer(0x00,Reinforcements3,11) TURN Character_events: CHAR Location_events: Village(0x06,Village1,8,4) Village(0x07,Village2,14,11) House(0x08,House1,10,4) House(0x09,House2,9,8) Armory(ArmoryData,4,7) Vendor(VendorData,15,8) CODE 0x00 Misc_events: DefeatBoss(Ending_event) CauseGameOverIfLordDies CODE 0x00 BallistaData: BLST ALIGN 4 Opening_event: LOU1 Good ENUN LOU1 Bad ENUN OOBB ENDA Ending_event: MNCH 0x08 ENDA Reinforcements1: LOU1 Badreinforcements1 ENUN CAM1 [11,4] ENDA Thiefrein: LOU1 Thieves ENUN CAM1 [4,11] ENDA Reinforcements2: LOU1 Badreinforcements2 ENUN CAM1 [11,4] ENDA Reinforcements3: LOU1 Badreinforcements3 ENUN CAM1 [11,4] ENDA Village1: VillageEventMoney(0x803,0x02,1000) Village2: VillageEventItem(0x804,0x02,RedGem) House1: HouseEvent(0x805,0x01) House2: HouseEvent(0x806,0x01) ArmoryData: SHLI IronSword IronSpear VendorData: SHLI Vulnerary MESSAGE Events end at offset currentOffset [spoiler='Tile Changing Events] #define TileMap(TCN,X1,Y1,L1,L2,TilePointer) "CODE TCN X1 Y1 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" #include EAstdlib.event EventPointerTable(0x0E,TileChanges) POIN TileChanges org 0xDC1000 TileChanges: TileMap(0x00,0x07,0x03,0x03,0x02,Village1Dead) TileMap(0x01,0x07,0x03,0x03,0x02,Village1) TileMap(0x02,0x0D,0x0A,0x03,0x02,Village2Dead) TileMap(0x03,0x0D,0x0A,0x03,0x02,Village2) CODE $FF CODE $00 CODE $00 Village1Dead: CODE 0x80 0x0C 0x84 0x0C 0x84 0x0B 0x00 0x0D 0x04 0x0D 0x04 0x0C Village1: CODE 0x80 0x0E 0x84 0x0E 0xA8 0x0C 0x00 0x0F 0x80 0x00 0x0C 0x0C Village2Dead: CODE 0x80 0x0C 0x84 0x0C 0x98 0x0B 0x00 0x0D 0x04 0x0D 0x10 0x0D Village2: CODE 0x80 0x0E 0x84 0x0E 0x88 0x0E 0x00 0x0F 0x80 0x00 0x08 0x0F Edited April 18, 2012 by 42_ Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted April 18, 2012 Share Posted April 18, 2012 Gate closing changes need to be 1x1 changes in order for this to work. Quote Link to comment Share on other sites More sharing options...
42_ Posted April 18, 2012 Share Posted April 18, 2012 Awesome, it works now. Thank you for the help Vergil. :) Quote Link to comment Share on other sites More sharing options...
Ninja Caterpie Posted April 19, 2012 Share Posted April 19, 2012 (edited) Man I haven't been here in ages. Er, I can't get MURE to work. [spoiler=code] #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x13,0xD01000) EventPointerTable(0x14,TileChanges) EventPointerTable(0x15,Chapter) ORG 0xD01350 Chapter: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent Bad: UNIT 0x92 Mercenary Migal Level(2,Enemy,False) [13,16] [09,11] [ironSword] [0x00, 0x03, 0x09, 0x00] UNIT 0x92 Mercenary Migal Level(1,Enemy,False) [13,16] [10,13] [ironSword] [0x00, 0x03, 0x09, 0x00] UNIT 0x93 Cavalier Migal Level(2,Enemy,True) [13,16] [12,10] [ironSword] [0x00, 0x03, 0x09, 0x00] UNIT 0x93 Cavalier Migal Level(1,Enemy,False) [13,16] [12,13] [ironSword] [0x00, 0x03, 0x09, 0x00] UNIT 0x93 Cavalier Migal Level(2,Enemy,False) [13,16] [13,16] [ironSword] [0x00, 0x03, 0x09, 0x00] UNIT 0x92 Mercenary Migal Level(2,Enemy,True) [19,12] [15,11] [ironSword] [0x00, 0x03, 0x09, 0x00] UNIT 0x92 Mercenary Migal Level(1,Enemy,False) [19,12] [19,9] [ironSword] [0x00, 0x03, 0x09, 0x00] UNIT 0x93 Cavalier Migal Level(2,Enemy,True) [19,12] [17,07] [ironSpear] [0x00, 0x03, 0x09, 0x00] UNIT 0x93 Cavalier Migal Level(1,Enemy,False) [19,12] [12,14] [ironSpear] [0x00, 0x03, 0x09, 0x00] UNIT 0x93 Cavalier Migal Level(2,Enemy,False) [19,12] [19,12] [ironSpear] [0x00, 0x03, 0x09, 0x00] UNIT 0x91 Brigand Migal Level(2,Enemy,False) [24,17] [21,17] [ironAxe] [0x00, 0x04, 0x01, 0x00] UNIT 0x91 Brigand Migal Level(2,Enemy,False) [24,17] [18,16] [ironAxe] [0x00, 0x04, 0x01, 0x00] UNIT Good: UNIT Lyn_t 0x00 0x00 0x00 [06,05] [05,04] [0x00] [0x00] UNIT Marcus 0x00 Lyn_t 0x00 [06,05] [04,05] [0x00] [0x00] UNIT Florina_t PegasusKnight Lyn_t Level(1,Ally,False) [06,05] [06,05] [slimSpear,Javelin,Vulnerary] [0x00] UNIT Cavaliers: UNIT Sain_t Cavalier Lyn_t Level(1,Ally,False) [04,03] [03,04] [ironSword,IronSpear,Vulnerary] [0x00] UNIT Kent_t Cavalier Lyn_t Level(1,Ally,False) [04,03] [04,03] [ironSword,IronSpear,Vulnerary] [0x00] UNIT FirstBad: UNIT Migal Brigand 0x00 Level(5,Enemy,False) [23,19] [23,13] [steelAxe, HandAxe, Vulnerary] [0x00, 0x03, 0x00, 0x20] UNIT 0x91 Brigand Migal Level(2,Enemy,False) [23,19] [22,14] [ironAxe] [0x00, 0x04, 0x01, 0x00] UNIT 0x91 Brigand Migal Level(2,Enemy,False) [23,19] [24,14] [ironAxe] [0x00, 0x04, 0x01, 0x00] UNIT RestOfGood: UNIT Wil_t 0x00 0x00 0x00 [08,05] [08,05] [0x00] [0x00] UNIT TurnEvents: TURN 0x0 OpeningEvent [1,0] 0x0 0x0 TURN CharacterEvents: CHAR LocationEvents: Village(0x05,Village,0x17,0x7) Armory(ArmoryList,0x11,0x2) Vendor(VendorList,0x12,0x3) House(0x00,House1,0x15,0x03) House(0x00,House2,0x0B,0x0F) LOCA MiscEvents: CauseGameOverIfLordDies DefeatAll(EndingEvent) AFEV OpeningEvent: MUS1 HectorsTheme LOU1 Good BACG 0x1D FADU 0x10 TEX1 0x829 REMA CURF [04,03] Text(0x82A,0x10) Text(0x82B,0x1D) MUS2 AnUnexpectedCaller CMOF LOU1 Cavaliers FADI 0x10 BACG 0x1D FADU 0x10 TEX1 0x82C MURE 0x5 MORETEXT 0x82D REMA MOVE Sain_t [07,04] MOVE Kent_t [06,05] MOVE Florina_t [09,04] MOVE Lyn_t [10,05] MOVE Marcus [09,06] ENUN Text(0x82E,0x1D) MOVE Florina_t [20,07] ENUN CMOF MUS2 ShadowApproaches LOU1 FirstBad ENUN CAM1 Migal CURF Migal Text(0x82F) MOVE Migal [23,12] ENUN CURF [23,12] Text(0x830,0x02) MAC1 0x00 0x00 Text(0x831) CMON MOVE [22,14] [20,11] CAM1 Florina_t Text(0x832) MOVE Florina_t [09,04] Text(0x833,0x1D) CMOF LOU1 Bad ENUN MURE 0x10 TEX1 0x834 CAM1 [23,07] CURF [23,07] MORETEXT 0x835 REMA LOU1 RestOfGood ENUN ENDA EndingEvent: Text(0x836,0x09) MoveToChapter(0x04) ENDA Village: VillageEventItem(0x837,0x02,BlueGem) ENDA ArmoryList: SHLI IronSword IronSpear IronBow VendorList: SHLI Vulnerary House1: HouseEvent(0x838,0x01) ENDA House2: HouseEvent(0x839,0x01) ENDA BallistaData: BLST TileChanges: //will do MESSAGE Events end at offset currentOffset It's in the OpeningEvent section; I MUS2 into something else, but when I try to use MURE, it just stops the music. :| Edited April 19, 2012 by Ninja Caterpie Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted April 19, 2012 Share Posted April 19, 2012 Try setting the original music with MUS3 instead of MUS1. And use the same value for MUS3 second parameter as for MURE's parameter. Quote Link to comment Share on other sites More sharing options...
Ninja Caterpie Posted April 19, 2012 Share Posted April 19, 2012 (edited) that, uh, kinda worked. at least there's no silence now. How the music commands are ordered: MUS3 HectorsTheme 0x05 ... MUS2 AnUnexpectedCaller ... MURE 0x05 ... MUS2 ShadowApproaches ... MURE 0x05 At the moment, it plays Hector's Theme, then swaps over to the second piece (AUC) fine. The first MURE then does nothing, the second MUS2 changes the music, then the next MURE changes it back to AUC. If i cut out the last MURE, it plays Hector's Theme, then swaps over to AUC, then goes silent on the MURE. :| For some weird reason the first MURE just doesn't work. no wait weird stuff going on. that didn't work. i'll just swap back and forth using mus1 for now. Edited April 19, 2012 by Ninja Caterpie Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted April 27, 2012 Share Posted April 27, 2012 (edited) I've tried some Eventhacking today by following Archsages Tutorial for Evenhacking, but after inserting the Script I've got a black screen after the chapter screen shows up until i look at a unit's stats. When I played it again with sound it plays the BGM of the original chapter til the player phase begin. The Enemy Phase has no sound at all. I also noticed that I can't load the rom in FEditor Adv after I inserted the Script. EDIT: And why the heck isn't the worldmap played :/ ventcode: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #include EAstdlib.event EventPointerTable(0x40,Pointers) ORG 0x10119A0 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 Zagan Fighter 0x00 Level(5,Enemy,False) [5,0] [5,6] [steelAxe] [0x3,0x3,0x9,0x20] UNIT Bandit Archer 0x3F Level(1,Enemy,False) [1,0] [1,2] [ironBow] [0x0,0x6,0x29,0x0] UNIT Bandit Fighter 0x3F Level(1,Enemy,False) [2,6] [1,3] [ironAxe] [0x0,0x0,0x9,0x0] UNIT Bandit Fighter 0x3F Level(1,Enemy,False) [3,10] [4,5] [ironAxe] [0x0,0x0,0x9,0x0] UNIT Bandit Fighter 0x3F Level(1,Enemy,False) [12,10] [6,5] [ironAxe] [0x0,0x0,0x9,0x0] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [1,20] [2,18] [Rapier,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Marcus Knight 0x01 Level(1,Ally,False) [2,20] [1,17] [ironSpear,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Lowen Nomad 0x01 Level(1,Ally,False) [0,20] [3,17] [ironBow,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Lyn LynLord 0x01 Level(1,Ally,False) [1,20] [3,19] [ManiKatti,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Rath WyvernKnight 0x01 Level(1,Ally,False) [2,20] [2,16] [ironSpear, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Bad ENUN LOU1 Good ENUN ENDA Ending_event: //MNCH 0x?? ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 1011750 Edited April 27, 2012 by Sephie-chan Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 27, 2012 Author Share Posted April 27, 2012 Opening_event: LOU1 Bad ENUN LOU1 Good ENUN ENDA goes to Opening_event: OOBB LOU1 Bad Good ENUN ENDA Quote Link to comment Share on other sites More sharing options...
Ninja Caterpie Posted April 28, 2012 Share Posted April 28, 2012 (edited) alternatively, go to the chapter data editor and change the "fade into black" option somewhere to "fade into map" although yeah sure put the unit loadings together. Edited April 28, 2012 by Ninja Caterpie Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted April 28, 2012 Share Posted April 28, 2012 Opening_event: LOU1 Bad ENUN LOU1 Good ENUN ENDA goes to Opening_event: OOBB LOU1 Bad Good ENUN ENDA Just to nitpick, LOU1 Bad ENUN LOU1 Good ENUN isn't the EXACT same as LOU1 Bad Good ENUN But in this case it should be similar enough. LOU1 Bad Good ENUN is the exact same as LOU1 Bad LOU1 Good ENUN Quote Link to comment Share on other sites More sharing options...
0 - The Fool Posted May 3, 2012 Share Posted May 3, 2012 Alright. I'm admittedly an idiot, but I've no idea what I'm doing wrong. Any help would be appreciated. For reference, I'm hacking the prologue of FE8 and trying to make a simple set of events to load units on the map so I can walk around and test it. (Also, can you place something in place of DropItem to just have no effect?) [spoiler=Events]//Made by Camtech075 of SerenesForest //Modified by Nintenlord #include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0x00B2F620 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Good Bad POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TURN CharacterBasedEvents: CHAR LocationBasedEvents: LOCA MiscBasedEvents: AFEV Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: ENDTRAP ALIGN 4 Good: UNIT Eirika EirikaLord 0x00 Level(1,Ally,False) [1,4] DropItem 0x00 0x01 EIRIKAREDA [RedGem, 0x00, 0x00, 0x00] [NoAI] UNIT Bad: UNIT Seth Paladin 0x00 Level(1,Enemy,False) [2,4] DropItem 0x00 0x01 SETHREDA [RedGem, 0x00, 0x00, 0x00] [NoAI] UNIT EIRIKAREDA: REDA [1,3] SETHREDA: REDA [2,3] Opening_event: _LOAD1 Good _LOAD1 Bad BeginningScene: ENDA EndingScene: MoveToChapter(NextChapter) MESSAGE Events end at offset currentOffset [spoiler=Error]Finished. 1 errors encountered: Input was not parsed from File Attempted Test Event.txt, Line 47, Column 86 to File Attempted Test Event.txt, Line 47, Column 86 Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted May 3, 2012 Share Posted May 3, 2012 Line 47. It's the next thing after "ALIGN 4". Something's screwing up with that. Quote Link to comment Share on other sites More sharing options...
0 - The Fool Posted May 3, 2012 Share Posted May 3, 2012 (edited) The formatting was a little messed up from using Notepad. I got Notepad++, prettied up some formatting silliness, and tried again. Still an error on Line 47, which is Eirika's definition: UNIT Eirika EirikaLord 0x00 Level(1,Ally,False) [1,4] DropItem 0x00 0x01 EIRIKAREDA [RedGem, 0x00, 0x00, 0x00] [NoAI] Anything stick out about that? Edited May 3, 2012 by SmashedFish Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted May 3, 2012 Share Posted May 3, 2012 (edited) The thing is, to troubleshoot, if there's a line that's screwing up, I try deleting/commenting it out (and any references to it). If it doesn't error anymore, then obviously SOMETHING is wrong with it. Edited May 3, 2012 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 3, 2012 Share Posted May 3, 2012 Try updating to the latest release, I improved some error messages for some errors. Quote Link to comment Share on other sites More sharing options...
0 - The Fool Posted May 3, 2012 Share Posted May 3, 2012 (edited) Alright, I took Eirika out and got an error on Line 50, Column 83 (ie Seth's line). I then took Seth out and got five errors; one for each's REDA, one for each's _LOAD1, and "Symbol NextChapter isn't in scope". Guess I'm doing the units wrong, then. Would anyone mind looking them over? [spoiler=Eirika]UNIT Eirika EirikaLord 0x00 Level(1,Ally,False) [1,4] DropItem 0x00 0x01 EIRIKAREDA [RedGem, 0x00, 0x00, 0x00] [NoAI] [spoiler=Seth]UNIT Seth Paladin 0x00 Level(1,Enemy,False) [2,4] DropItem 0x00 0x01 SETHREDA [RedGem, 0x00, 0x00, 0x00] [NoAI] Edit: Alright NL, I'll go do that real quick, brb Double edit: Atom [spoiler=Errors]Finished. Messages: Events end at offset currentOffset 7 errors encountered: File Attempted Test Event.txt, Line 47, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] Atom Atom Atom Atom [Atom, Atom, Atom, Atom] [[Atom, Atom, Atom, Atom]] File Attempted Test Event.txt, Line 51, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] Atom Atom Atom Atom [Atom, Atom, Atom, Atom] [[Atom, Atom, Atom, Atom]] File Attempted Test Event.txt, Line 55, Column 1: Incorrect parameters in code REDA [Atom, Atom] File Attempted Test Event.txt, Line 58, Column 1: Incorrect parameters in code REDA [Atom, Atom] File Attempted Test Event.txt, Line 61, Column 1: Incorrect parameters in code _LOAD1 Atom File Attempted Test Event.txt, Line 62, Column 1: Incorrect parameters in code _LOAD1 Atom File Attempted Test Event.txt, Line 68, Column 1: Symbol NextChapter isn't in scope Edited May 3, 2012 by SmashedFish Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 3, 2012 Share Posted May 3, 2012 (edited) Should AI be [[Atom, Atom, Atom, Atom]] or [Atom, Atom, Atom, Atom] like inventory is? Also, check Event assembler language.txt to check codes have correct parameters. Edited May 3, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
0 - The Fool Posted May 3, 2012 Share Posted May 3, 2012 I fixed a few glaring errors (missing Empty in UNIT Empty, for example) and got the following: [spoiler=Errors]Finished. Messages: Events end at offset currentOffset 6 errors encountered: File Attempted Test Event.txt, Line 47, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] Atom Atom Atom Atom [Atom, Atom, Atom, Atom] [[Atom, Atom, Atom, Atom]] File Attempted Test Event.txt, Line 51, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] Atom Atom Atom Atom [Atom, Atom, Atom, Atom] [[Atom, Atom, Atom, Atom]] File Attempted Test Event.txt, Line 55, Column 1: No code named REDA found. File Attempted Test Event.txt, Line 58, Column 1: No code named REDA found. File Attempted Test Event.txt, Line 61, Column 1: No code named _LOAD1 found. File Attempted Test Event.txt, Line 62, Column 1: No code named _LOAD1 found. My personal favorite part is the "No code named REDA found." I wish, EA. I wish. No clue what to do on the characters, though. I'll end up looking around for someone's working data and pasting it over mine to see if I have any luck. Quote Link to comment Share on other sites More sharing options...
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