Jump to content

Event Assembler Questions Thread


CT075
 Share

Recommended Posts

  • Replies 3.3k
  • Created
  • Last Reply

Top Posters In This Topic

The tutorial said it needs an event ID.

Sieze(event#,x-coordinate,y-coordinate)

This is the reference I was using from Arch's tutorial

If I take it out it gives me 9 errors

File Chapter 2 Events.txt, Line 20, Column 1: Symbol Ending_event isn't in scope

File Chapter 2 Events.txt, Line 102, Column 1: Code FADI's offset $D8028D is not divisible by 4

File Chapter 2 Events.txt, Line 102, Column 2: Code HIDEMAP's offset $D80291 is not divisible by 4

File Chapter 2 Events.txt, Line 102, Column 2: Code BACG's offset $D80295 is not divisible by 4

File Chapter 2 Events.txt, Line 102, Column 2: Code MNCH's offset $D80299 is not divisible by 4

File Chapter 2 Events.txt, Line 102, Column 2: Symbol NextChapter isn't in scope

File Chapter 2 Events.txt, Line 102, Column 2: Code STAL's offset $D8029D is not divisible by 4

File Chapter 2 Events.txt, Line 102, Column 2: Code _0x1's offset $D802A1 is not divisible by 4

File Chapter 2 Events.txt, Line 102, Column 2: Code ENDA's offset $D802A5 is not divisible by 4

I know I'm supposed to do ALIGN 4 or something but idk where it goes.

Link to comment
Share on other sites

Oh :facepalm: ARCHIBAAAAAAAAAAAAALD I have told him to fix that but he hasn't been bothered to, I suppose.

It's giving you those errors because before the EA stopped reading after line 70 because it found an error with it, which is where your Seize thingie was. It's a good thing to note that if the EA says "Didn't reach end" it means that it hasn't checked anything after that line. Since that's now fixed, the EA has continued to read on and found more errors.

If you're getting "not divisible by 4" errors, I think you place an ALIGN 4 after each of the lines that the EA has an issues with.

So like:

FADI 10
ALIGN 4
MNCH 0x03
ALIGN 4

It really shouldn't be but idk this is nintenlord's field

File Chapter 2 Events.txt, Line 20, Column 1: Symbol Ending_event isn't in scope
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

EA is searching for "Ending_event" as you've put at the top of the txt file, but the one you havehere:

Ending_Event:

FADI 10

BACG 0x02

FADU 10

MNCH 0x01

ENDA

says "Ending_Event".

File Chapter 2 Events.txt, Line 102, Column 2: Symbol NextChapter isn't in scope

You need to specify which chapter the game will go afterwards.

Edited by Agro
Link to comment
Share on other sites

Ya I need help with this as well I can't get my chests to open.

#include EAstdlib.event

ORG 0xC9C9CC+(4*0x0E)

POIN TileChanges

ORG 0x8CE1D20

TileChanges:

TileMap(0x00,0x04,0x0E,0x01,0x01,ChestOpened)

TileMap(0x01,0x01,0x0E,0x01,0x01,ChestOpened)

TileMap(0x02,0x0D,0x02,0x01,0x01,ChestOpened)

WORD $FF

WORD $00

WORD $00

ChestOpened:

WORD 0x04 0x00

MESSAGE Map changes end at offset currentOffset

Idk how to show my map tho. None of my programs will let me view them except mappy

Link to comment
Share on other sites

^You repeated the same mistakes as the previous person asking for help. Fix those for starters.

Just a few fixes to your code, Cam:

//The macros are already in EA Standard Library.
#include EAstdlib.event

//More readable than pointing manually
EventPointerTable(0x0E, TileChanges)


ORG 0x8CE1D20

TileChanges:
//Use decimal for coordinates and sizes unless you are really adept with hexadecimal.
TileMap(0x00,1,13,3,2,House)
TileMapEnd 

House:
//Format parameters, so that they are is same formation as the tiles are, for better readability.
//SHORT AA BB is the same as SHORT AA; SHORT BB and ; is the same as starting a new line.
SHORT 0x0E80 0x0E84 0x0E88 
SHORT 0x0F00 0x0080 0x0F08

Link to comment
Share on other sites

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include CircleofSix.txt.txt

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 Galen Fighter 0x00 Level(5,Enemy,False) [16,0] [16,0] [steelAxe,Vulnerary]

[0x00 0x03 0x00 0x20]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [5,14] [6,13] [ironAxe] [0x00 0x03

0x09 0x00]

UNIT Bandit Brigand Galen Level(4,Enemy,True) [5,14] [9,12] [HandAxe] [0x00 0x03

0x09 0x00]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [0,14] [0,12] [ironAxe] [0x00 0x03

0x09 0x00]

UNIT Bandit Brigand Galen Level(4,Enemy,True) [0,14] [0,9] [HandAxe] [0x00 0x03

0x09 0x00]

UNIT Bandit Fighter Galen Level(5,Enemy,True) [16,4] [10,5] [HandAxe] [0x00,

0x00, 0x00, 0x00]

UNIT Bandit Fighter Galen Level(5,Enemy,True) [16,5] [10,6] [HandAxe] [0x00,

0x00, 0x00, 0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [4,3] [HandAxe] [0x00 0x03

0x09 0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [9,0] [steelAxe] [0x00 0x03

0x09 0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [11,2] [HandAxe] [0x00 0x03

0x09 0x00 ]

UNIT Empty

Good:

UNIT Alastor Myrmidon 0x00 Level(5,Ally,True) [16,14] [14,14] [ironSword,

Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Silvaan Archer Alastor Level(4,Ally,True) [16,14] [15,13] [ironBow] [0x00,

0x00, 0x00, 0x00]

UNIT Hogan Fighter Alastor Level(5,Ally,True) [16,14] [13,13] [ironAxe, HandAxe]

[0x00, 0x00, 0x00, 0x00]

UNIT Redder Brigand Alastor Level(5,Ally,True) [16,14] [12,14] [steelAxe] [0x00,

0x00, 0x00, 0x00]

UNIT Kyrie Cleric Alastor Level(3,Ally,True) [16,14] [13,14] [Heal, Vulnerary]

[0x00, 0x00, 0x00, 0x00]

UNIT Empty

Reinforcements:

UNIT Bandit Fighter Galen Level(4,Enemy,True) [15,14] [15,14] [PoisonAxe] [0x00,

0x00, 0x00, 0x00]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [16,13] [16,13] [PoisonAxe] [0x00,

0x00, 0x00, 0x00]

UNIT Empty

Thieves:

UNIT Bandit Thief Galen Level(5,Enemy,True) [16,4] [16,14] [PoisonSword] [0x06

0x05 0x09 0x00]

UNIT Bandit Thief Galen Level(5,Enemy,True) [16,5] [16,5] [PoisonSword] [0x06

0x05 0x09 0x00 ]

Unit Empty

Turn_events:

Turn 0x00 Opening_event [01,00] 0x0 0x00

TURN 0x00 Turn3 [03,00] 0x0 0x00

TURN 0x00 Turn4 [04,00] 0x0 0x00

TURN

Character_events:

CHAR

Location_events:

Chest(BlueGem,13,2)

Chest(SteelSword,1,14)

Chest(Antitoxin,4,14)

LOCA

Misc_events:

CauseGameOverIfLordDies

Sieze(0x05,16,0)

AFEV

Opening_event:

OOBB

LOU1 Good

LOU1 Bad

ENUN

ENDA

Turn3:

LOU1 Reinforcements

ENUN

ENDA

Turn4:

LOU1 Thieves

ENUN

ENDA

Ending_Event:

FADI 10

BACG 0x02

FADU 10

MNCH 0x01

ENDA

BallistaData:

BLST

MoveToChapter(NextChapter)

MESSAGE Events end at offset currentOffset

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

MoveToChapter(NextChapter) should be at the end of Ending_Event, but if you use it you won't need MNCH at all, unless you have gaidens.

AFAIK there shouldn't be any spaces inbetween these: [0x00, 0x03, 0x09, 0x20].

EA can handle space in there quite easily, it won't cause any errors.

If you're getting "not divisible by 4" errors, I think you place an ALIGN 4 after each of the lines that the EA has an issues with.

So like:

FADI 10
ALIGN 4
MNCH 0x03
ALIGN 4

It really shouldn't be but idk this is nintenlord's field

You A) shouldn't B) don't need to add ALIGN between codes of same event/scene/routine/whateveryoucallit. In fact, it's usually a bad idea, since the game expects the codes to be right after each other, so if ALIGN causes any alignment to happen, then the game may not find the next code where it expects it to. In short, only have ALIGN codes right before labels. If you still get errors about alignments, then you are likely mixing codes that shouldn't be mixed.

Link to comment
Share on other sites

Just a few fixes to your code, Cam:

//The macros are already in EA Standard Library.
#include EAstdlib.event

//More readable than pointing manually
EventPointerTable(0x0E, TileChanges)


ORG 0x8CE1D20

TileChanges:
//Use decimal for coordinates and sizes unless you are really adept with hexadecimal.
TileMap(0x00,1,13,3,2,House)
TileMapEnd 

House:
//Format parameters, so that they are is same formation as the tiles are, for better readability.
//SHORT AA BB is the same as SHORT AA; SHORT BB and ; is the same as starting a new line.
SHORT 0x0E80 0x0E84 0x0E88 
SHORT 0x0F00 0x0080 0x0F08

Tried it and I get this.

Finished.

1 errors encountered:

File Map changes pro.txt, Line 14, Column 1: Code SHORT's offset $8CE1D3E is not divisible by 4

[spoiler=The changes]#include EAstdlib.event

EventPointerTable(0x0E, TileChanges)

ORG 0x8CE1D20

TileChanges:

TileMap(0x00,1,13,3,2,House)

TileMapEnd

House:

SHORT 0x0E80 0x0E84 0x0E88

SHORT 0x0F00 0x0080 0x0F08

Link to comment
Share on other sites

I'm not getting any errors but, the chests are not opening.

#include EAstdlib.event

EventPointerTable(0x0E, TileChanges)

ORG 0xCE1D20

TileChanges:

TileMap(0x00,4,14,1,1,ChestOpened)

TileMap(0x01,1,14,1,1,ChestOpened)

TileMap(0x02,13,2,1,1,ChestOpened)

TileMapEnd

ChestOpened:

SHORT 0x04 0x00

Edited by Jamesiluce
Link to comment
Share on other sites

ya its still not working

#include EAstdlib.event

EventPointerTable(0x0E, TileChanges)

ORG 0x8CE1D20

TileChanges:

TileMap(0x00,4,14,1,1,ChestOpened)

TileMap(0x01,1,14,1,1,ChestOpened)

TileMap(0x02,13,2,1,1,ChestOpened)

TileMapEnd

ChestOpened:

SHORT 0x0004

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include CircleofSix.txt.txt

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 Galen Fighter 0x00 Level(5,Enemy,False) [16,0] [16,0] [steelAxe,Vulnerary][0x00,0x03,0x00,0x20]

UNIT Bandit Brigand Galen Level(4,Enemy,True) [16,11] [9,12] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [5,14] [6,13] [ironAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Brigand Galen Level(4,Enemy,True) [0,14] [0,9] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [0,14] [0,12] [ironAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Fighter Galen Level(5,Enemy,True) [16,4] [10,5] [HandAxe] [0x00,0x00,0x00,0x00]

UNIT Bandit Fighter Galen Level(5,Enemy,True) [16,5] [10,6] [HandAxe] [0x00,0x00,0x00,0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [4,3] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [9,0] [steelAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [11,2] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT Empty

Good:

UNIT Alastor Myrmidon 0x00 Level(5,Ally,True) [16,14] [14,14] [ironSword, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Silvaan Archer Alastor Level(4,Ally,True) [16,14] [15,13] [ironBow] [0x00,0x00,0x00,0x00]

UNIT Hogan Fighter Alastor Level(5,Ally,True) [16,14] [13,13] [ironAxe, HandAxe] [0x00,0x00,0x00,0x00]

UNIT Redder Brigand Alastor Level(5,Ally,True) [16,14] [12,14] [steelAxe] [0x00,0x00,0x00,0x00]

UNIT Kyrie Cleric Alastor Level(3,Ally,True) [16,14] [13,14] [Heal, Vulnerary, ChestKey] [0x00,0x00,0x00,0x00]

UNIT Empty

Reinforcements:

UNIT Bandit Fighter Galen Level(4,Enemy,True) [15,14] [15,14] [PoisonAxe] [0x00,0x00,0x00,0x00]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [16,13] [16,13] [PoisonAxe] [0x00,0x00,0x00,0x00]

UNIT Empty

Thieves:

UNIT Bandit Thief Galen Level(5,Enemy,True) [16,4] [16,4] [PoisonSword,LockPick] [0x06,0x05,0x09,0x00]

UNIT Bandit Thief Galen Level(5,Enemy,True) [16,5] [16,5] [PoisonSword, LockPick] [0x06,0x05,0x09,0x00 ]

Unit Empty

Turn_events:

Turn 0x00 Opening_event [01,00] 0x0 0x00

TURN 0x00 Turn3 [03,00] 0x0 0x00

TURN 0x00 Turn4 [04,00] 0x0 0x00

TURN

Character_events:

CHAR

Location_events:

Chest(SteelSword,1,14)

Chest(Antitoxin,4,14)

Chest(BlueGem,13,2)

LOCA

Misc_events:

CauseGameOverIfLordDies

Seize(16,0)

AFEV

Opening_event:

OOBB

LOU1 Good

LOU1 Bad

ENUN

ENDA

Turn3:

LOU1 Reinforcements

ENUN

ENDA

Turn4:

LOU1 Thieves

ENUN

ENDA

Ending_event:

FADI 10

BACG 0x02

FADU 10

MNCH 0x01

ENDA

BallistaData:

BLST

Link to comment
Share on other sites

put something completely random (like a grass tile) and try it

if that doesn't work then something is wrong with the way you're pointing your tile changes

have you pointed the tile changes correctly in the chapter data editor

Link to comment
Share on other sites

put something completely random (like a grass tile) and try it

if that doesn't work then something is wrong with the way you're pointing your tile changes

have you pointed the tile changes correctly in the chapter data editor

no only in the event table references

what do i change in chapter data editor

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...