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Event Assembler Questions Thread


CT075
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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).

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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.

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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.

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//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

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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?

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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.

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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

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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 by Agro
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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 :(

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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.)

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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.

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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.

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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]Ch03Mapscrn.png

Edited by LunaSaint
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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

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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.

FM9Vx.png

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 by LunaSaint
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