dondon151 Posted August 12, 2012 Share Posted August 12, 2012 it doesn't work quite as well with characters, though; it doesn't center them on the screen (whereas it does with coordinates) Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted August 12, 2012 Share Posted August 12, 2012 I think I figuerd out what was wrong, I'm gonna re-write it. Thanks for the help and tips Cam, if it still doesn't work I'll post here again. Quote Link to comment Share on other sites More sharing options...
W.W.R.D. Posted August 26, 2012 Share Posted August 26, 2012 I am new to hacking and following Arch's bootcamp videos on youtube in order to learn how to make events. I inserted a map without any issues but have not been able to get the game to work after changing the events for the prologue. There is an attatchment of my event text file, and I am using the template included by nintenlord with his event assembler. Any help would be very much appreciated I cant figure out what I am doing wrong. Thanks again. Prologue Events.txt Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 26, 2012 Author Share Posted August 26, 2012 i don't know what you're doing wrong how do you know it doesn't work Quote Link to comment Share on other sites More sharing options...
W.W.R.D. Posted August 26, 2012 Share Posted August 26, 2012 when I open up the ROM after using the event assembler I get a black screen and nothing happens, after a while the chapter screen appears and then the game loops to the main menu. when assembling i get the message that events end at offset 0xD800CD, but in nightmare I am using the pointer 0x8D80000 could this be the issue? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 26, 2012 Author Share Posted August 26, 2012 it wouldn't be the issue i can't see anything immediately wrong though //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event 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 Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [13,6] [12,5] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1Event [01,00] 0x8 0x00 TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Turn1Event: MOVE Lyn_t [13,6] ENDA // need this Ending_event: ENDA // need this BallistaData: BLST Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 26, 2012 Share Posted August 26, 2012 (edited) Uhh... isn't the prologue of FE7 initially set to "Fade to black" on the Chapter Data Editor? Edited August 26, 2012 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
W.W.R.D. Posted August 26, 2012 Share Posted August 26, 2012 (edited) I changed the "fade in" in the chapter editor, but I am still getting a black screen with no sound. Thanks for the quick responses also. Edited August 26, 2012 by W.W.R.D. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 26, 2012 Share Posted August 26, 2012 If it's "Fade to Map"... it should... show the map before any events actually happen. Quote Link to comment Share on other sites More sharing options...
W.W.R.D. Posted August 26, 2012 Share Posted August 26, 2012 (edited) I removed the line disabling the tutorial and now the game is working... I am going to reinsert the line and test to see if this is the issue. I have no idea why but after reinserting the line the game works fine. Thanks for the help...I am sure I will need more soon enough. Edited August 26, 2012 by W.W.R.D. Quote Link to comment Share on other sites More sharing options...
Ema Skye Posted August 27, 2012 Share Posted August 27, 2012 Here's my problem. I've got this sorta lovely map. Inserted it with the MAR inserter and tested. Map loads. All is well. So then I make my event script. Ran it through event assembler. I was told no errors. So I go to open up my ROM and went to go play the map. Started a new game, but I don't even get to see the same say "Prologue: A Girl from the Plains". It goes black. I don't think it crashed, because it didn't make the loud, screeching noise. In fact, no noise at all. Went into Nightmare and into the chapter data editor, changed "Fade to Black" to "Fade to Map", but nothing changed. I also tried doing what the guy above me did with removing the disable tutorials line, but nothing changed. The map's offset is 0x8DA0000 and the offset for events is 0x8D80000 (yeah, pretty much copied Arch's video on that). [spoiler=Event Script] //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Batta Brigand 0x00 Level(1,Enemy,False) [2,8] [2,8] [ironAxe,HandAxe,Vulnerary] [0x00,0x03,0x00,0x00] UNIT 0x8F Brigand Batta Level(1,Enemy,False) [2,7] [2,7] [ironAxe,HandAxe] [0x00,0x03,0x00,0x00] UNIT 0x8F Brigand Batta Level(1,Enemy,False) [1,7] [1,7] [ironAxe,HandAxe] [0x00,0x03,0x00,0x00] UNIT 0x91 Thief Batta Level(1,Enemy,False) [5,9] [5,9] [ironSword,WindSword] [0x00,0x03,0x00,0x00] UNIT 0x90 Archer Batta Level(1,Enemy,False) [4,8] [4,8] [ironBow,Longbow] [0x00,0x03,0x00,0x00] UNIT 0x92 Mage Batta Level(1,Enemy,False) [3,8] [3,8] [Fire,Elfire] [0x00,0x03,0x00,0x00] UNIT 0x8F Brigand Batta Level(1,Enemy,False) [9,2] [9,2] [ironAxe,HandAxe] [0x00,0x03,0x00,0x00] UNIT 0x8F Brigand Batta Level(1,Enemy,False) [9,4] [9,4] [ironAxe,HandAxe] [0x00,0x03,0x00,0x00] UNIT 0x91 Thief Batta Level(1,Enemy,False) [8,2] [8,2] [ironSword,WindSword] [0x00,0x03,0x00,0x00] UNIT 0x90 Archer Batta Level(1,Enemy,False) [8,4] [8,4] [ironBow,Longbow] [0x00,0x03,0x00,0x00] UNIT 0x8F Brigand Batta Level(1,Enemy,False) [6,3] [6,3] [ironAxe,HandAxe] [0x00,0x00,0x00,0x00] UNIT 0x8F Brigand Batta Level(1,Enemy,False) [4,1] [4,1] [ironAxe,HandAxe] [0x00,0x00,0x00,0x00] UNIT 0x91 Thief Batta Level(1,Enemy,False) [6,0] [6,70] [ironSword,WindSword] [0x00,0x00,0x00,0x00] UNIT 0x92 Mage Batta Level(1,Enemy,False) [1,1] [1,1] [Fire,Thunder] [0x00,0x00,0x00,0x00] UNIT Empty Good: UNIT Eliwood Prince 0x00 Level(1,Ally,False) [14,2] [14,2] [Fire,Thunder,Elfire,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Marcus Sage_F Eliwood Level(1,Ally,False) [13,2] [13,2] [Fire,Thunder,Heal,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Lowen Knight Eliwood Level(6,Ally,False) [13,1] [13,1] [ironSpear,ShortSpear,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Rebecca Myrmidon_F Eliwood Level(1,Ally,False) [14,1] [14,1] [ironSword,WindSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Dorcas Pirate Eliwood Level(1,Ally,False) [12,3] [12,3] [ironAxe,HandAxe,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Bartre WyvernKnight Eliwood Level(1,Ally,False) [14,4] [14,4] [ironSpear,Javelin,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good LOU1 Bad OOBB ENUN ENDA Ending_event: //MoveToChapter(NextChapter) TrapData: ENDTRAP MESSAGE Events end at offset CURRENTOFFSET //The map for this chapter is at offset: 0xDA0000 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 27, 2012 Share Posted August 27, 2012 It works with prologue map (inserting events straight to unmodified ROM), so the problem is probably with your map or something else you inserted. Quote Link to comment Share on other sites More sharing options...
Ema Skye Posted August 27, 2012 Share Posted August 27, 2012 (edited) I tried it again on a unmodified ROM without the map, and nothing changed. Edited August 27, 2012 by Lucina Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 27, 2012 Share Posted August 27, 2012 Nothing changed compared to what? Quote Link to comment Share on other sites More sharing options...
W.W.R.D. Posted August 29, 2012 Share Posted August 29, 2012 My maps have gotten buggy lately and it doesnt seem like the problem is related my map insertion process but with the event script I am using. The script had been applied earlier to another map and not caused any issues, and when I assemble it I dont get any error messages. I used a clean rom and inserted a test map without issue. Then when i applied the event changes that had previously worked I either got a messed up map or the game loops to the main menu.Should I just start a whole new event file and use that? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 29, 2012 Author Share Posted August 29, 2012 i don't know is this event file invisible? Quote Link to comment Share on other sites More sharing options...
W.W.R.D. Posted August 29, 2012 Share Posted August 29, 2012 I apologize for not including the event doc. the one I am using is below thanks again CT Chapter1.txt Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 29, 2012 Author Share Posted August 29, 2012 without seeing your map i can't really help you the events look fine so the problem is most likely on your end Quote Link to comment Share on other sites More sharing options...
W.W.R.D. Posted August 29, 2012 Share Posted August 29, 2012 here is the map the tile set i am using is 1000B712(Object set is Towns & Docks, Palette is Town Ships and Stone Road unusable, and Tile configuration is Towns and Docks) Chapter 1scrn.BMP Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 29, 2012 Share Posted August 29, 2012 1. Did you assemble the events while Nightmare was open at the same time? 2. What's the offset that you inserted your map on? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 29, 2012 Share Posted August 29, 2012 (edited) I apologize for not including the event doc. the one I am using is below thanks again CT Here's some of my issues, unlikely to have anything to do with the problem you are asking help in, though. Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1Event[01,00] 0x0 0x00 TURN Add space between Turn1Event and [01,00], EA may be able to parse this correctly, but it's still better to always have space between parameters. DorcasLyn: MUS1 0x0044 Tex1 0x801 REMA ENDA It's TEX1, not Tex1. Village1: FADI 10 BACG 0x02 TEX1 0x0810 FADU 10 REMA ENDA Village2: FADI 10 BACG 0x02 TEX1 0x0811 FADU 10 REMA ENDA There are several things wrong here. You should just use these macros: VillageEventItem(textID,background,item VillageEventMoney(textID,background,money) HouseEvent(textID,background) /code] like this: [code] Village1: HouseEvent(0x0810,0x2) Village2: HouseEvent(0x0811,0x2) You could shorten this even further by using pool: Location_events: Village(0x06, AddToPool(HouseEvent(0x0810, 0x2)), 16, 2) Village(0x07, AddToPool(HouseEvent(0x0811,0x2)), 8, 2) LOCA ... //near the end of your file #pool and remove the Village1 things completely. Edited August 29, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
W.W.R.D. Posted August 29, 2012 Share Posted August 29, 2012 (edited) i did have nightmare open when I assembled my events. When I export the map I get a message saying "I have used over 1024 block structures, only use this .MAR with FMP1.0 compatible editors/libraries" Edited August 29, 2012 by W.W.R.D. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 29, 2012 Share Posted August 29, 2012 i did have nightmare open when I assembled my events. If you assembled your events, then changed something in nightmare, then saved in nightmare, your events won't be there anymore. It's because you opened your ROM in nightmare before assembling your events, and that "image" of the ROM is what nightmare saves... the one without your events. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 29, 2012 Share Posted August 29, 2012 (edited) When I export the map I get a message saying "I have used over 1024 block structures, only use this .MAR with FMP1.0 compatible editors/libraries" This is a problem as well. Pretty sure the GBA can't handle over 1024 blocks in a tileset. Mappy sometimes adds blocks if you import too many tilesets trying to find one you like. I would start over and make a new map deciding on a tileset ahead of time. You could just cut the extra stuff from the end but starting over is the sure fire way. Edit: looks like you got this answered in another topic but oh well. Edited August 29, 2012 by Primefusion Quote Link to comment Share on other sites More sharing options...
Treats Posted September 2, 2012 Share Posted September 2, 2012 I remember seeing this somewhere else some time ago, but I can't seem to find it now. How can I make a character dissapear after finishing a chapter without erasing his/her data? I remember something about CUSI and then KILL, but I tried it and it didn't work. CUSI Lyn_t $47 KILL Lyn_t MNCH 0x01 ENDA Quote Link to comment Share on other sites More sharing options...
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