Nintenlord Posted October 23, 2012 Share Posted October 23, 2012 ALIGN 4 TileChanges: TileMap(0x01, 5, 2, 3, 3,Ruins) TileMap(0x00, 6, 4, 1, 1,Gate) TileMap(0x02, 2, 5, 1, 3,Snags) TileMap(0x03, 12, 9, 1, 3,Snags) ALIGN 4 TileMapEnd ALIGN 4 The ALIGN before TileMapEnd is useless and possibly harmful. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted October 23, 2012 Share Posted October 23, 2012 The ALIGN before TileMapEnd is useless and possibly harmful. IIRC I was getting the "Not divisible by 4" error message without it. This was the only way to let EA accept it. These changes work correctly in game and I've yet to see any adverse effects. Quote Link to comment Share on other sites More sharing options...
Agro Posted October 23, 2012 Share Posted October 23, 2012 (edited) Yeah, that's the reason I had a bunch of those in my tile changes text as well. James, what else have you edited in the meantime? Have you checked your item editor to see if the ranges have been changed? Stuff like Javelins should be 0x12 and the steel weapons should all be 0x11. Also, when is "halfway through"? On a certain turn? After you do something? No recognisable pattern? Edited October 23, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 23, 2012 Share Posted October 23, 2012 Yeah, that's the reason I had a bunch of those in my tile changes text as well. James, what else have you edited in the meantime? Have you checked your item editor to see if the ranges have been changed? Stuff like Javelins should be 0x12 and the steel weapons should all be 0x11. Also, when is "halfway through"? On a certain turn? After you do something? No recognisable pattern? it was a clean rom nothing edited except the prologue map,events and tilechanges, ranges are all normal and it seems to happen when the character visits a village in the bottom left of the map after that the following turn his attacks can hit one space or 3-10 and the ranged enemies can attack 3-10 as well which freezes the game Quote Link to comment Share on other sites More sharing options...
Agro Posted October 24, 2012 Share Posted October 24, 2012 All of your ITGVs randomly have a REMA after them. Try taking that out. It's not needed--actually, I don't think it's meant to be there at all. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 24, 2012 Share Posted October 24, 2012 IIRC I was getting the "Not divisible by 4" error message without it. This was the only way to let EA accept it. These changes work correctly in game and I've yet to see any adverse effects. Ok, how's that even possible? Only way that could happen is if TileMap had non-divisible by 4 length, in which case it would throw errors itself since BYTE used to require 4-byte-alignment (though not in the latest version). Quote Link to comment Share on other sites More sharing options...
Agro Posted October 24, 2012 Share Posted October 24, 2012 While we're on the topic of Not divisible by 4 I had the same error with the SHLI code. Just to see what it would do, I put a bunch of 0x00s after it to make the shop inventories 4 bytes long. It seemed to get rid of the problem but is this a valid way of solving it? Or am I just getting lucky? Error version: ArmoryStuff: SHLI IronSword IronBow IronAxe VendorStuff: SHLI Vulnerary Heal Non-error version: ArmoryStuff: SHLI IronSword IronBow IronAxe 0x00 VendorStuff: SHLI Vulnerary Heal 0x00 0x00 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 24, 2012 Share Posted October 24, 2012 ^I can't get that to produce any sorts of errors with any version of EA. Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 24, 2012 Share Posted October 24, 2012 All of your ITGVs randomly have a REMA after them. Try taking that out. It's not needed--actually, I don't think it's meant to be there at all. I took them all out along with the ALIGN 4's and it works fine now no errors either so thanks. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted October 28, 2012 Share Posted October 28, 2012 (edited) FE8: WarpIn(Char,Class,X,Y) WarpIn(UnitPtr,X,Y) FE8: WarpOut(X,Y) WarpOut(Char) I think these are outdated, they don't work. Error: - No code named WarpOut found- Incorrect parameters in code _WARP Atom [Atom,Atom] For the WarpIn I guess I just have to put in a different way _WARP Character [x,y] maybe. I'll try this now, but I don't know how to WarpOut. ALSO, stupid question: is changing the chapter order supposed to screw up the game? For example, if I go from chapter 1 to chapter 3? Or if I skip map events, or things that are supposed to be between one chapter and another? Edited October 28, 2012 by AlfredKamon Quote Link to comment Share on other sites More sharing options...
Mikado Posted October 30, 2012 Share Posted October 30, 2012 So I was trying to make a recruit one unit by talking to them thing.... [spoiler=Character events] Character_events: CHAR CharacterEvent(0x00,Pickme1,Eliwood,0xF4) CHAR CharacterEvent(0x00,Pickme2,Eliwood,0xF5) CHAR CharacterEvent(0x00,Pickme3,Eliwood,0xF6) CHAR Pickme1: MUS2 0x24 TEX1 0x0845 REMA CUSI 0xF4 0x00 MURE 0x02 ENDA Pickme2: MUS2 0x24 TEX1 0x0845 REMA CUSI 0xF5 0x00 MURE 0x02 ENDA Pickme3: MUS2 0x24 TEX1 0x0845 REMA CUSI 0xF6 0x00 MURE 0x02 ENDA But I somehow get this error. [spoiler=Error] File pickahero.txt, Line 36, Column 1: Incorrect parameters in code CHAR Atom Atom Atom [Atom, Atom] Atom File pickahero.txt, Line 37, Column 1: Incorrect parameters in code CHAR Atom Atom Atom [Atom, Atom] Atom File pickahero.txt, Line 38, Column 1: Incorrect parameters in code CHAR Atom Atom Atom [Atom, Atom] Atom Also if someone knows how to end the chapter after I've picked my unit that would be great Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 30, 2012 Author Share Posted October 30, 2012 CHAR CharacterEvent(0x00,Pickme1,Eliwood,0xF4) CHAR CharacterEvent(0x00,Pickme2,Eliwood,0xF5) CHAR CharacterEvent(0x00,Pickme3,Eliwood,0xF6) this is wrong should just be CharacterEvent(blah) // CHAR CharacterEvent(blah) is read as CHAR CHAR blah also just go straight to the ending event after picking the character with JUMP or something Quote Link to comment Share on other sites More sharing options...
Mikado Posted October 31, 2012 Share Posted October 31, 2012 (edited) Okay, I try it and I get this error now. File pickahero.txt, Line 36, Column 10: Didn't reach end, currently at Comma(,) Also, did I did it right? :/ Character_events: CHAR Eliwood, 0xF4(Pickme1) CHAR Eliwood, 0xF5(Pickme2) CHAR Eliwood, 0xF6(Pickme3) CHAR Edited October 31, 2012 by Kempf Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 31, 2012 Author Share Posted October 31, 2012 Character_events: CHAR Eliwood, 0xF4(Pickme1) CHAR Eliwood, 0xF5(Pickme2) CHAR Eliwood, 0xF6(Pickme3) CHAR Character_events: CharacterEvent(EVENT_ID, Eliwood, FirstCharacter, Pickme1) CharacterEvent(EVENT_ID2, Eliwood, SecondCharacter, Pickme2) CharacterEvent(EVENT_ID3, Eliwood, ThirdCharacter, Pickme3) CHAR i'm assuming Pickme1 is the name of an event which would mean your character events have the wrong number of parameters, since oyu need to specify two characters Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 31, 2012 Share Posted October 31, 2012 Character_events: CharacterEvent(Event_ID1, Eliwood, FirstCharacter, Pickme1) CharacterEvent(Event_ID2, Eliwood, SecondCharacter, Pickme2) CharacterEvent(Event_ID3, Eliwood, ThirdCharacter, Pickme3) END_MAIN A) Use END_MAIN to end lists of main codes, such as character events. B) All caps is reserved for codes. Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 31, 2012 Author Share Posted October 31, 2012 EVENT_IDx was meant to be a placeholder for whoever to replace with the actual event ID, it wasn't a label Quote Link to comment Share on other sites More sharing options...
Mikado Posted October 31, 2012 Share Posted October 31, 2012 I'm still getting this error. 3 errors encountered: File pickahero.txt, Line 35, Column 1: Incorrect parameters in code CHAR Atom Atom Atom [Atom, Atom] Atom File pickahero.txt, Line 36, Column 1: Incorrect parameters in code CHAR Atom Atom Atom [Atom, Atom] Atom File pickahero.txt, Line 37, Column 1: Incorrect parameters in code CHAR Atom Atom Atom [Atom, Atom] Atom Character_events: CHAR CharacterEvent(0x00,Eliwood,MorphLloyd,Pickme1) CHAR CharacterEvent(0x00,Eliwood,MorphLinus,Pickme2) CHAR CharacterEvent(0x00,Eliwood,MorphBrendan,Pickme3) CHAR Changed the morph names btw Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 31, 2012 Author Share Posted October 31, 2012 still wrong copy this exactly Character_events: CharacterEvent(0x00,Eliwood,MorphLloyd,Pickme1) CharacterEvent(0x00,Eliwood,MorphLinus,Pickme2) CharacterEvent(0x00,Eliwood,MorphBrendan,Pickme3) CHAR Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 1, 2012 Share Posted November 1, 2012 EVENT_IDx was meant to be a placeholder for whoever to replace with the actual event ID, it wasn't a label Character_events is the only label in the code. Eliwood and the rest are definitions. Quote Link to comment Share on other sites More sharing options...
Mikado Posted November 2, 2012 Share Posted November 2, 2012 Okay the thing worked, but in game Eliwood would not talk to the NPCs for some reason. [spoiler=The events] Character_events: CharacterEvent(0x01,Eliwood,MorphLloyd,Pickme1) CharacterEvent(0x02,Eliwood,MorphLinus,Pickme2) CharacterEvent(0x03,Eliwood,MorphBrendan,Pickme3) CHAR Pickme1: MUS2 0x24 TEX1 0x0845 REMA CUSI MorphLloyd 0x00 MURE 0x02 ENDA Pickme2: MUS2 0x24 TEX1 0x0845 REMA CUSI MorphLinus 0x00 MURE 0x02 ENDA Pickme3: MUS2 0x24 TEX1 0x0845 REMA CUSI MorphBrendan 0x00 MURE 0x02 ENDA Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 2, 2012 Author Share Posted November 2, 2012 don't use 0x1 0x2 and 0x3 as event IDs and 'wouldn't talk' meaning what Quote Link to comment Share on other sites More sharing options...
Mikado Posted November 2, 2012 Share Posted November 2, 2012 and 'wouldn't talk' meaning what This Basically, I want Eli to talk to the NPCs. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 3, 2012 Share Posted November 3, 2012 Are you loading the right units? And do show all of the events. Quote Link to comment Share on other sites More sharing options...
18Luxpain Posted November 3, 2012 Share Posted November 3, 2012 Everything works but when the game reaches the point where the text should start it freezes. Anyone know why? BeginningScene: FADU 10 STAL 20 CAM1 [12,10] STAL 10 _load1 Dunno Units1 ENUN MOVE Seth [17,10] MOVE Frantz [16,11] ENUN TEXTSTART TEXTSHOW 0x0903 TEXTEND ENDA Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 3, 2012 Share Posted November 3, 2012 Do the units load? Quote Link to comment Share on other sites More sharing options...
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