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Event Assembler Questions Thread


CT075
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From World map helpers:

#define Style 0
#define  1
#define  2
#define  3

Well fuck me. Will fix shortly, in the meantime, comment those lines out in EAstdlib and it'll fix those issues.

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  • 2 weeks later...

So I got into FE hacking (AGAIN) and I'm reading a tutorial so I'm going step by step to see if stuff works.

[spoiler=Events]//Made by Camtech075 of SerenesForest

//Modified by Nintenlord

#include EAstdlib.event

#include Definitions.txt

EventPointerTable(0x07,ThisChapter)

ORG $B2A6EC

ThisChapter:

POIN TurnBasedEvents

POIN CharacterBasedEvents

POIN LocationBasedEvents

POIN MiscBasedEvents

POIN Dunno Dunno Dunno

POIN Tutorial

POIN TrapData TrapData

POIN Units Units

POIN $0 $0 $0 $0 $0 $0

POIN BeginningScene EndingScene

TurnBasedEvents:

TurnEventPlayer(0x00,BeginningScene,1)

TURN

CharacterBasedEvents:

CHAR

LocationBasedEvents:

LOCA

MiscBasedEvents:

AFEV

Dunno:

//DO NOT TOUCH

WORD $00

Tutorial:

//DO NOT TOUCH

WORD $00

TrapData:

ENDTRAP

ALIGN 4

Units:

UNIT Adam Outlaw Adam Level(2,Ally,False) [14,14] 0x00 0x00 0x01 Adammove [Vulnerary] NoAI

UNIT

Adammove:

REDA [08,07] 0x2 0x00 0x00 0

BeginningScene:

_SETVAL 0x2 (Units|0x8000000); GOTO $9EE290; _0x0228 0x7

ENUN

ENDA

EndingScene:

MoveToChapter(NextChapter)

MESSAGE Events end at offset currentOffset

However...

[spoiler=Errors]2 errors encountered:

File: Definitions.txt, Line: 7: Redefining Vulnerary: #define Vulnerary 0x6C

File FE8#1.txt, Line 61, Column 0: Symbol NextChapter isn't in scope

And when I load up the chapter, it goes to game over

Also, what's the deal with "Redefining Vulnerary"? :\

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File: Definitions.txt, Line: 7: Redefining Vulnerary: #define Vulnerary 0x6C

Looks like you're defining Vulnerary when it's already defined in the EAstdlib. Try changing its name or just using "vulnerary" since it's case sensitive.

File FE8#1.txt, Line 61, Column 0: Symbol NextChapter isn't in scope

"NextChapter" isn't defined as anything. Replace it. If you don't want to do that right now, change MoveToChapter(NextChapter) to //MoveToChapter(NextChapter) (or just ignore it for now since it doesn't actually matter right now and it looks like you don't have the version of the event assembler which doesn't assemble when there are errors)

no idea on the game over thing though, I don't do fe8 events. Try making sure you followed the tutorial exactly again?

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Alright, so I change some of the things like you said and I got no errors!

However, I'm still getting the game over screen for some reason. :x

I'm following Arch's tutorials on event hacking.

EDIT: Figured it out! Forgot to add "CauseGameOverIfLordDies"

EDIT2: NVM, I fixed it! ^^

Edited by Passive Knight
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  • 2 weeks later...

I was editing Ch3's chests with chest editor and erased everything. It seems that I accidentally also erased something related to Eirika seizing and now nothing will happen when i choose the seize option. Help?

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what you could probably try doing to revert chapter 3 back to its original condition is to disassemble chapter 3's events from a clean FE8 ROM and assemble it back into your edited ROM

but that's kind of a massive pain in the butt if you've never disassembled or assembled before

EDIT: or, wait, try opening 2 instances of nightmare (one with a clean FE8 ROM) and try copying back over the data in the chapter 3 chest editor.

Edited by dondon151
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what you could probably try doing to revert chapter 3 back to its original condition is to disassemble chapter 3's events from a clean FE8 ROM and assemble it back into your edited ROM

but that's kind of a massive pain in the butt if you've never disassembled or assembled before

I wouldnt know how to do that since Im still getting started and all. But Im willing to put the time to learn. Could you PM me with an simple explanation of what I have to do?

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I was editing Ch3's chests with chest editor and erased everything. It seems that I accidentally also erased something related to Eirika seizing and now nothing will happen when i choose the seize option. Help?

From Ch3 events:

LocationBasedEvents:
CHES 0x0 0x14 [6,3] 0x14
CHES 0x0 0x28 [8,3] 0x14
CHES 0x0 0x1 [10,3] 0x14
CHES 0x0 0x1C [6,12] 0x14
LOCA 0x3 [14,1] 0x11
DOOR 0x0 [6,10] 0x12
DOOR 0x0 [10,5] 0x12
DOOR 0x0 [2,3] 0x12
AFEV

When you erase aka zero out a chest completely, you end up with this:

LocationBasedEvents:
CHES 0x0 0x14 [6,3] 0x14
CHES 0x0 0x28 [8,3] 0x14
CHES
CHES 0x0 0x1C [6,12] 0x14
LOCA 0x3 [14,1] 0x11
DOOR 0x0 [6,10] 0x12
DOOR 0x0 [10,5] 0x12
DOOR 0x0 [2,3] 0x12
AFEV

And CHES == LOCA == AFEV with no parameters, meaning the game will end reading at that point.

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From Ch3 events:

LocationBasedEvents:
CHES 0x0 0x14 [6,3] 0x14
CHES 0x0 0x28 [8,3] 0x14
CHES 0x0 0x1 [10,3] 0x14
CHES 0x0 0x1C [6,12] 0x14
LOCA 0x3 [14,1] 0x11
DOOR 0x0 [6,10] 0x12
DOOR 0x0 [10,5] 0x12
DOOR 0x0 [2,3] 0x12
AFEV

When you erase aka zero out a chest completely, you end up with this:

LocationBasedEvents:
CHES 0x0 0x14 [6,3] 0x14
CHES 0x0 0x28 [8,3] 0x14
CHES
CHES 0x0 0x1C [6,12] 0x14
LOCA 0x3 [14,1] 0x11
DOOR 0x0 [6,10] 0x12
DOOR 0x0 [10,5] 0x12
DOOR 0x0 [2,3] 0x12
AFEV

And CHES == LOCA == AFEV with no parameters, meaning the game will end reading at that point.

So, its not linking properly to the end of the map? How do i fix it?

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I fixed the seizing problem thanks to Shin. He guided me through the diassembly and aseembly. Its actually not that hard but I obviously would be clueless if I was on my own. So, I copied a normal FE8 rom's events to the damaged ch3's events and it works fine, except for THIS:

LOOOL-1.png

Any idea what changed the spawning positions? At least I can end the chapter now...

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an older version of ea had this weird problem where coordinates got screwed up drastically (this was tested by disassembling and then re-assembling events unchanged

re-download and see if that fixes anything

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an older version of ea had this weird problem where coordinates got screwed up drastically (this was tested by disassembling and then re-assembling events unchanged

re-download and see if that fixes anything

Can i change the spawn locations manually? If that doesnt work, Ill re-download.

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Hey, I've been trying to make an event and the event assembler says it has no errors but when I open the game and start to play nothing happens it goes to a black screen. Here's the event.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Prologue)

ORG 0xD00000

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN Training Training Training Training

POIN Trainers Trainers Trainers Trainers

POIN NPC

POIN trick_attack

POIN Opening_event

POIN Ending_event

Training:

UNIT Sain_t Myrmidon 0x00 Level(1,Enemy,False) [0,6] [0,6] [ironSword] 0x00

UNIT Empty

Trainers:

UNIT Lyn_t LynLord 0x00 Level(3,Ally,False) [4,6] [4,6] [ironSword] NoAI

UNIT Kent_t Mercenary 0x00 Level(1,NPC,False) [8,7] [8,7] [ironSword] NoAI

UNIT Empty

Turn_events:

TurnEventPlayer(0x03, Opening_event, 0)

TurnEventPlayer(0x04, Ending_event, 5)

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

DefeatAll(Ending_event)

AFEV

Opening_event:

MUS1 0x0002

FADI 0x01 //make screen go black

LOU1 Trainers //Make lyn and kent appear

ENUN //check to see if they stop moving

LOU1 Training //make sain appear

ENUN //check to see if they stop moving

BACG 0x1C //load backround

FADU 0x04 //make backround appear

TEX1 0x815 // play text

REMA //clear everything but map and units

CAM1 Lyn_t //camera on lyn

MUEN 0x01 //stop music

ENDA //end event

Ending_event:

MUS1 0x0002

MOVE Kent_t [1,3] //move kent to 1,3

ENUN //check to see if they stop moving

FADI 0x10 //make screen go black

LOU1 Training //load sain agian

ENUN //check to see if they stop moving

BACG 0x1E //load backround

FADU 0x10 //make backround show up

TEX1 0x816 //play text

REMA //clear stuff

MOVE Lyn_t [5,6] // move lyn to 5,6

ENUN //check to see if they stop moving

CAM1 Lyn_t // camera on lyn

FIGH Sain_t Lyn_t trick_attack 00000000 //fight (see below)

FADI 0x10 //make screen go black

BACG 0x1E //load backround

FADU 0x10 //show backround

TEX1 0x817 //play text

MNCH 0x01 //end chapter

ENDA //end event

trick_attack:

AttackerMiss(0) //Kent misses

DefenderCritical(6,1) //lyn critical

EndOfBattle //end fight

MESSAGE Events end at offset currentoffset

//The map for this chapter is at offset: 01009100

Red is what I believe is supposed to happen. Thanks :).

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POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN Training Training Training Training

POIN Trainers Trainers Trainers Trainers

POIN NPC

POIN trick_attack

POIN Opening_event

POIN Ending_event

you're not pointing the opening event properly

POIN TurnEvents 
POIN CharacterEvents 
POIN LocationEvents 
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN OpeningEvent EndingEvent

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Man why won't this event work? the only thing that happens is the music. I made the changes you suggested but it still doesn't work. Here's what it looks like now:

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Prologue)

ORG 0xD00000

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN trick_attack

POIN OpeningEvent EndingEvent

Bad:

UNIT Sain_t Myrmidon 0x00 Level(1,Enemy,False) [0,6] [0,6] [ironSword] 0x00

UNIT Empty

Good:

UNIT Lyn_t LynLord 0x00 Level(3,Ally,False) [4,6] [4,6] [ironSword] NoAI

UNIT Kent_t Mercenary 0x00 Level(1,NPC,False) [8,7] [8,7] [ironSword] NoAI

UNIT Empty

Turn_events:

TurnEventPlayer(0x00, OpeningEvent, 0)

TurnEventPlayer(0x00, EndingEvent, 5)

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

DefeatAll(EndingEvent)

AFEV

OpeningEvent:

CMOF

LOU1 Good //Make lyn and kent appear

ENUN //check to see if they stop moving

LOU1 Bad //make sain appear

ENUN //check to see if they stop moving

MUS1 0x0002

FADU 0x10

FADI 0x01 //make screen go black

BACG 0x1C //load backround

FADU 0x04 //make backround appear

TEX1 0x815 // play text

REMA //clear everything but map and units

CAM1 Lyn_t //camera on lyn

MUEN 0x01 //stop music

ENDA //end event

EndingEvent:

CMOF

MUS1 0x0002

MOVE Kent_t [1,3] //move kent to 1,3

ENUN //check to see if they stop moving

FADI 0x10 //make screen go black

LOU1 Bad //load sain agian

ENUN //check to see if they stop moving

BACG 0x1E //load backround

FADU 0x10 //make backround show up

TEX1 0x816 //play text

REMA //clear stuff

MOVE Lyn_t [5,6]

ENUN //check to see if they stop moving

CAM1 Lyn_t // camera on lyn

FIGH Sain_t Lyn_t trick_attack 00000000 //fight (see below)

FADI 0x10 //make screen go black

BACG 0x1E //load backround

FADU 0x10 // show backround

TEX1 0x817 //play text

MNCH 0x01 //end chapter

ENDA //end event

trick_attack:

AttackerMiss(0) //Kent misses

DefenderCritical(6,1) //lyn critical

EndOfBattle

MESSAGE Events end at offset currentoffset

//The map for this chapter is at offset: 01009100

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POIN trick_attack

what the hell is this

---

OpeningEvent:
LOU1 Good Bad
ENUN
MUS1 0x0002
FADI 0x01
BACG 0x1C
FADU 0x04
TEX1 0x815
REMA
OOBB  // turns off opening blackness
CAM1 Lyn_t
MUEN 0x01
ENDA

---

i want you to copy this exactly

POIN TurnEvents 
POIN CharacterEvents 
POIN LocationEvents 
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN OpeningEvent EndingEvent

change nothing else (except like misc_events to miscEvents or whatever)

Edited by CT075
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what the hell is this

Facepalm_emote_gif.gif I misunderstood something in Arch's tutorial

OpeningEvent:LOU1 Good Bad

ENUN

MUS1 0x0002

FADI 0x01

BACG 0x1C

FADU 0x04

TEX1 0x815

REMA

OOBB // turns off opening blackness

CAM1 Lyn_t

MUEN 0x01

ENDA

I tried using this instead of my opening event and the VBA started to make a weird screeching sound.

Edited by Matt Snow
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I tried using this instead of my opening event and the VBA started to make a weird screeching sound.

labels need a line of their own

OpeningEvent: THIS is a code

does not work, but

OpeningEvent:

THIS is a code

does

also i vaguely remember the CAM1 code using coordinates instead of characters

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labels need a line of their own

OpeningEvent: THIS is a code

does not work, but

OpeningEvent:

THIS is a code

does

The first does work with the post-parsing rewrite aka version 9.1.

also i vaguely remember the CAM1 code using coordinates instead of characters

It does both.

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