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Event Assembler Questions Thread


CT075
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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

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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?

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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

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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 by W.W.R.D.
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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

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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?

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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 by Nintenlord
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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 by W.W.R.D.
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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.

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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 by Primefusion
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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

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