Agro Posted October 9, 2012 Share Posted October 9, 2012 Why is there a 0x05 there? If you want Seize, you just put it in as Seize(X,Y) Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 9, 2012 Share Posted October 9, 2012 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. Quote Link to comment Share on other sites More sharing options...
Agro Posted October 9, 2012 Share Posted October 9, 2012 (edited) Oh 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 October 9, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 9, 2012 Share Posted October 9, 2012 Thank you for putting up with me its all fixed. Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 9, 2012 Share Posted October 9, 2012 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 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 9, 2012 Share Posted October 9, 2012 ^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 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 9, 2012 Share Posted October 9, 2012 //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. Quote Link to comment Share on other sites More sharing options...
Mikado Posted October 9, 2012 Share Posted October 9, 2012 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 9, 2012 Author Share Posted October 9, 2012 SHORT 0x0E80 0x0E84 0x0E88 0x0F00 SHORT 0x0080 0x0F08 nintenlord just fix it already ;/ Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 (edited) 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 October 10, 2012 by Jamesiluce Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 SHORT 0x0004 // Different than SHORT 0x04 0x00!!! additionally do you have the chests marked in your events Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 SHORT 0x0004 // Different than SHORT 0x04 0x00!!! additionally do you have the chests marked in your events Location_events: Chest(SteelSword,1,14) Chest(Antitoxin,4,14) Chest(BlueGem,13,2) LOCA Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 why are your tile changes marked for 14,4 and 14,1 then Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 So are they supposed to go TileMap(0x00,14,4,1,1,ChestOpened) TileMap(0x00,14,1,1,1,ChestOpened) TileMap(0x00,2,13,1,1,ChestOpened) The Coordinates are (4,14), (1,14), and (13,2) in Mappy Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 i can't tell if you pasted wrong and then corrected it or my eyes aren't working probably the latter did you fix the SHORT Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 Yes I changed it to SHORT 0x0004 Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 is it still not working Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 are you getting anything out of the chest when you use the key on it also are you sure that 0x0400 is the right tile Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 yes I am getting items from them. and if u read it x,y then yes the tiles coordinates are 0x04 0x00 Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 try SHORT 0x0400 Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 try SHORT 0x0400 It still didnt work :/ i tried it 4 times twice with x,y and twice with y,x Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 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 Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 in the chapter data editor there is an entry that says "TILE CHANGE POINTER" Quote Link to comment Share on other sites More sharing options...
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