Primefusion Posted September 2, 2012 Share Posted September 2, 2012 Well if a character changes allegiance or gets killed their data is erased from RAM. If you want someone to leave and come back later, the only workaround (That I know of) is to not load them the chapters they're not present and not use the prep screen (Since they'll show up in the prep screen if they're still on your side). Quote Link to comment Share on other sites More sharing options...
Agro Posted September 2, 2012 Share Posted September 2, 2012 Alternatively you could use the character banner hack to make them greyed out in the battle preparations screen. Not the most graceful method and you can still trade items with them, but it's there if you need it. Quote Link to comment Share on other sites More sharing options...
Treats Posted September 4, 2012 Share Posted September 4, 2012 I see... That's quite a dissapointment. Well thanks for the help anyway. Quote Link to comment Share on other sites More sharing options...
BrainFreeze Posted September 4, 2012 Share Posted September 4, 2012 Hello. I'm new to the eventing scene and I have a quick question for you veterans. I have the newest version of the Event Assembler or at least I downloaded the one from this page: Event Hacking for Dummies ^ Just to clear up any confusion. I want to use the 'IFCA' code but I keep getting the same error: Incorrect parameters in code IFCA Atom Atom I was wondering if there had been some changes in the Assembler's language that would prevent this from working. Could anyone explain to me why this is happening? Thank you kindly. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted September 4, 2012 Share Posted September 4, 2012 FE7: IFCA Unknown *Conditional ID* Character Do you have three values after IFCA? Quote Link to comment Share on other sites More sharing options...
BrainFreeze Posted September 4, 2012 Share Posted September 4, 2012 No, I'm only using two values. That must be where I'm running into issues. What would I fill the "Unknown" with? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted September 4, 2012 Share Posted September 4, 2012 0x01 would work. Quote Link to comment Share on other sites More sharing options...
BrainFreeze Posted September 4, 2012 Share Posted September 4, 2012 Thank you! I'm no longer getting that error. Back to work. Quote Link to comment Share on other sites More sharing options...
Brendor Posted September 10, 2012 Share Posted September 10, 2012 //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD50000 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: Heartbreak1: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [24,9] [24,9] [ironSword] [NoAI] UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CAM1 [22,8] OOBB CURF [24,9] FADI 10 BACG 0x02 MUS1 0x33 TEX1 0x815 REMA FADU 10 LOU1 Heartbreak1 ENUN CURF [24,9] MOVE Eliwood [4,3] //DISA [4,3] CURF [4,3] FADI 10 BACG 0x02 MUS1 0x3D TEX1 0x805 FADU 10 ENDA Ending_event: MoveToChapter(0x01) BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? It says "Didn't reach end, currently at LeftSquareBracket" at Line 27 which is Eliwood's unit. I'm not sure what didn't reach end means or how to fix it. Any help would be appreciated Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 10, 2012 Share Posted September 10, 2012 UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [24,9] [24,9] [ironSword] [NoAI] Oh hey it's [NoAI] Change it to just NoAI without any brackets. EA reads it as an error now IIRC. Quote Link to comment Share on other sites More sharing options...
Brendor Posted September 10, 2012 Share Posted September 10, 2012 thank you sire Quote Link to comment Share on other sites More sharing options...
Agro Posted September 12, 2012 Share Posted September 12, 2012 Quick questions on NPC units and event IDs. 1. If an NPC unit dies, does the game actually recognise them as dead? I'm trying to construct a scene where two NPC units appear but you can only talk to one to recruit them. The other unit is supposed to appear in the conversation as well depending on whether or not she's alive. I tried this with IFCD and it didn't seem to work. LiselleHenrick: MUS1 TogetherWeRide TEX1 0x8BF//Henrick talks to Liselle IFCD 0x10 Hera//If Hera died MORETEXT 0x8C1//Liselle laments ELSE 0x11 ENIF 0x10 MUEN 3 MUS1 FunnyPeople//Hera appears MORETEXT 0x8C0//Henrick is shocked MUS1 TogetherWeRide//continues as normal ENIF 0x11 MORETEXT 0x8C2 REMA STAL 30 TurnAlly(Liselle) TurnAlly(Hera) ENUT 0x21 ENDA Then I tried attaching an event ID to Hera's death quote instead: LiselleHenrick: MUS1 TogetherWeRide TEX1 0x8BF//Henrick talks to Liselle IFEF 0x10 0x64//If Hera's death quote was triggered MORETEXT 0x8C1//Liselle laments ELSE 0x11 ENIF 0x10 MUEN 3 MUS1 FunnyPeople//Hera appears MORETEXT 0x8C0//Henrick is shocked MUS1 TogetherWeRide//continues as normal ENIF 0x11 MORETEXT 0x8C2 REMA STAL 30 TurnAlly(Liselle) TurnAlly(Hera) ENUT 0x21 ENDA still no dice anyone know what's up? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 12, 2012 Share Posted September 12, 2012 NPCs and Enemies are not stored in RAM so IFCD won't work (I know, I've tried). Have you tried an AFEV to set a second ID after the death quote is triggered? That might work since I don't know why the death quote ID isn't working unless it conflicts with something else. Quote Link to comment Share on other sites More sharing options...
Agro Posted September 12, 2012 Share Posted September 12, 2012 I just tried it, and it seems that dead NPCs don't trigger their death quote IDs at all. I also tried IFUF, and it didn't work, either. wth NPCsssssssssssssssssssssss Quote Link to comment Share on other sites More sharing options...
dondon151 Posted September 12, 2012 Share Posted September 12, 2012 (edited) wait, how do NPCs not trigger their death quote IDs? if you set it to 0x65, it'll still game over on you, for example. Edited September 12, 2012 by dondon151 Quote Link to comment Share on other sites More sharing options...
Agro Posted September 12, 2012 Share Posted September 12, 2012 (edited) It... didn't for me? I just tried it :| okay, scratch that: none of my death trigger IDs for these two characters seem to be working, period. It's still a game over when my lord dies, though, so I'm going to do some more digging around. Edited September 12, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted September 12, 2012 Share Posted September 12, 2012 Maybe you have the death quotes in wrong table? There are 2 in FE7, IIRC. Quote Link to comment Share on other sites More sharing options...
Agro Posted September 12, 2012 Share Posted September 12, 2012 Maybe you have the death quotes in wrong table? There are 2 in FE7, IIRC. If you're referring to Part 1/Part 2, I've tried using both, and they don't seem to have worked :( Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 13, 2012 Share Posted September 13, 2012 Make sure that the 2 parts aren't conflicting. If you zero'd out the pointer in part one you've killed the death quote since the ROM won't be able to find anything from the pointer. NPCs and enemies can definitely activate death quote IDs (Zephiel uses 0x65, the Caelin soldiers from Ch 16 use IDs 0x0E-0x10, etc.) Quote Link to comment Share on other sites More sharing options...
Agro Posted September 13, 2012 Share Posted September 13, 2012 Make sure that the 2 parts aren't conflicting. If you zero'd out the pointer in part one you've killed the death quote since the ROM won't be able to find anything from the pointer. Uh, wait, but I thought Part 1 was just for Lyn's mode? Or is this another Blazer!oversight? I'm in Eliwood mode, for the record. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted September 13, 2012 Share Posted September 13, 2012 Tutorial character quotes are at the start of part 1, but it contains some important Eliwood mode character quotes separated by few null entries. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 13, 2012 Share Posted September 13, 2012 Uh, wait, but I thought Part 1 was just for Lyn's mode? Or is this another Blazer!oversight? I'm in Eliwood mode, for the record. I'm pretty sure death quotes are independent of mode. It can't hurt to double check that there isn't anything conflicting. Quote Link to comment Share on other sites More sharing options...
LunaSaint Posted September 15, 2012 Share Posted September 15, 2012 (edited) Well, that lasted long. Having some fun trying to work out map changes - or some location events, could be either. I thought I had it, but clearly I'm not there yet. :D In my current map, there are three different kinds of map change. Chests (There are 2) Village (Which is working!) Hidden Entrance (1x4 wall, triggered by moving to 2 tiles with switches (AREA trigger)) Also of note are a shop and armoury, both of which work fine. Currently, the chests aren't making any change, leading to them being repeatably lootable. And the AREA triggers don't seem to be showing any form of activation at all, so I don't think it's the map change there. [spoiler=Location Events] Location_events: Village(0x5,Village1,15,11) Armory(Armor,8,11) Vendor(Vendor,22,13) AREA 0x6 CheckButtons1 [4,4] [4,4] AREA 0x7 CheckButtons2 [20,5] [20,5] Chest(Mend,4,5) ChestMoney(5000,4,8) LOCA Village1: FADI 4 BACG 0x01 MUS2 0x42 FADU 4 TEX1 0x8B5 REMA MURE 6 LOU1 Flash1 ENUN ENDA CheckButtons1: TEX1 0x8B3 REMA IFEF 0x33 0x7 MAC1 0x3 0x0 ENIF 0x33 ENDA CheckButtons2: TEX1 0x8B3 REMA IFEF 0x33 0x6 MAC1 0x3 0x0 ENIF 0x33 ENDA Armor: SHLI IronSword SteelSword IronSpear SteelSpear IronAxe SteelAxe IronBow ALIGN 4 SHORT 0x0000 Vendor: SHLI Heal Lightning Vulnerary ALIGN 4 SHORT 0x0000 ALIGN 4 I'm not at all surprised the AREA codes don't work - but there's a ton of things that could be wrong about them. D: [spoiler=Tile Changes] ORG 0xC9C9C8+(4*0x14) POIN TileChanges ORG 0x1003700 TileChanges: TileMap(0x0,0x4,0x5,0x1,0x1,ChestT1) TileMap(0x1,0x4,0x8,0x1,0x1,ChestT1) TileMap(0x2,0xF,0xB,0x1,0x1,VillageGate) TileMap(0x3,0xA,0x9,0x4,0x1,ManorWall) ALIGN 4 BYTE 0xFF ALIGN 4 BYTE 0x00 ALIGN 4 BYTE 0x00 ALIGN 4 ChestT1: WORD 0x00 0x01 0x00 VillageGate: WORD 0x80 0x00 0x00 ManorWall: WORD 0x1C 0x07 0x10 0x09 WORD 0x10 0x09 0x10 0x07 BYTE 0x00 I'm wondering if the Aligns are messing with these, since I noticed the VillageGate change only worked after I'd fiddled with the positioning a couple of times. [spoiler=Map] Edited September 15, 2012 by LunaSaint Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 19, 2012 Author Share Posted September 19, 2012 AREA goes in MiscEvents not LocationEvents also i'd format the entire thing like this // first thing Armor: SHLI IronSword SteelSword IronSpear SteelSpear IronAxe SteelAxe IronBow ALIGN 4 SHORT 0x0 // SHORT will turn one byte into two bytes - 0x0 becomes 00 00 Vendor: SHLI Heal Lightning Vulnerary ALIGN 4 SHORT 0x0 // tile changes ORG 0xC9C9C8+(4*0x14) POIN TileChanges ORG 0x1003700 TileChanges: TileMap(0x0,0x4,0x5,0x1,0x1,ChestT1) TileMap(0x1,0x4,0x8,0x1,0x1,ChestT1) TileMap(0x2,0xF,0xB,0x1,0x1,VillageGate) TileMap(0x3,0xA,0x9,0x4,0x1,ManorWall) /* ALIGN 4 BYTE 0xFF ALIGN 4 BYTE 0x00 ALIGN 4 BYTE 0x00 I haven't the slightest idea what's with those ALIGNs (well i sorta do but that was more directed towards nl) */ SHORT 0xFF00 BYTE 0x00 ALIGN 4 ChestT1: SHORT 0x0100 // i'm not actually sure this is the right tile SHORT 0x00 VillageGate: //WORD 0x80 0x00 0x00 SHORT 0x0080 // WORD 0x80 writes 80 00 00 00 which is bad. You want to write 80 00, which is either two BYTES or one SHORT SHORT 0x00 ManorWall: //WORD 0x1C 0x07 0x10 0x09/ //WORD 0x10 0x09 0x10 0x07 SHORT 0x071C 0x0910 SHORT 0x0910 0x0710 BYTE 0x00 Quote Link to comment Share on other sites More sharing options...
LunaSaint Posted September 19, 2012 Share Posted September 19, 2012 (edited) Aah, being in misc would explain it. :| Thanks for the help on word/short management too, I was aware of it filling the rest with zeroes, but must have overlooked good old GBA hex reversal. I miss it just being "CODE". >.< EDIT: Well, the events are trying to trigger, but after some investigation, the event assembler I'm using really doesn't seem to enjoy making map changes. It's still complaining about alignment after each short. And it's also repeating a lot of figures it shouldn't, which is really odd. Edited September 19, 2012 by LunaSaint Quote Link to comment Share on other sites More sharing options...
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