ThatGuyDownTheStreet Posted December 31, 2012 Share Posted December 31, 2012 I found it when I searched _SETVAL 0x3, but it came up with 0x90D as the item ID rather than 0x9, is there a reason it was coded this way?(it's also the reason I couldn't find it before) but I also dont see anything that looks like a give item code, I'll post the label: BeginningScene: GOTO label44 _SETVAL 0x2 0x89EF1BC GOTO label45 CODE 0x27 0x19 0x0 0x0 CODE 0x41 0xC 0x0 0x0 CODE 0xC 0x0 0x0 0x0 ASMC 0xCF461 ENIF 0x0 CODE 0x29 0x2 0x8 0x0 LOU1 Units1 ENUN _SETVAL 0x1 0xD CODE 0x25 0x34 0x2 0x0 CUMO 0x1 STAL 60 CURE MUNO _SETVAL 0x2 0x1D _SETVAL 0x3 0x90D // ***Item in question*** GOTO label46 MUSI _MOVE 0x18 0x2 [4,4] ENUN CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90E TEXTEND REMA _SETVAL 0x2 0x89EF27C GOTO label45 CODE 0x48 0x2F 0x0 0x0 CODE 0x1 0x0 0x4 0x5 ENUN GOTO label47 GOTO label48 CODE 0x28 0x2 0x7 0x0 ENDA Check label47 -> See if you can find this: _SETVAL 0x3 0x9 _GIVEITEMTO 0x1 If you do, replace 0x9 with whatever it is you want. That should do the trick. Quote Link to comment Share on other sites More sharing options...
Soldier Posted December 31, 2012 Share Posted December 31, 2012 well, I can change the item given now! so thanks much for that, but I still don't see what would be the command to look for/write in for giving the item, if _SETVAL 0x3 is all I need then that's perfect and I'll be on my way, but if not, I'd like as much info as possible, because I looked at tutorials for this and MAYBE I skipped over something about it, but I remember the ITGC, ITGM, ITGV commands and in every instance they're supposed to show up, I can't seem to find them, so I'll post label47(where the code was located) here: label47: CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90F TEXTEND REMA GOTO label54 _SETVAL 0x3 0x9 CODE 0x20 0x37 0x1 0x0 _SETVAL 0x2 0x89EF828 GOTO label45 ENDA Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted December 31, 2012 Share Posted December 31, 2012 well, I can change the item given now! so thanks much for that, but I still don't see what would be the command to look for/write in for giving the item, if _SETVAL 0x3 is all I need then that's perfect and I'll be on my way, but if not, I'd like as much info as possible, because I looked at tutorials for this and MAYBE I skipped over something about it, but I remember the ITGC, ITGM, ITGV commands and in every instance they're supposed to show up, I can't seem to find them, so I'll post label47(where the code was located) here: label47: CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90F TEXTEND REMA GOTO label54 _SETVAL 0x3 0x9 CODE 0x20 0x37 0x1 0x0 _SETVAL 0x2 0x89EF828 GOTO label45 ENDA Hmm, that's weird. Your label47 looks different from mine. Which version of EA are you using? Also, the things you listed are for FE7. _SETVAL 0x3 0x9 should always be the thing, but I'll take a look into it. Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 31, 2012 Author Share Posted December 31, 2012 iirc the labels aren't consistent between different disassemblies unless nl changed that Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted January 3, 2013 Share Posted January 3, 2013 (edited) What is the code for a broken wall event. I can't find it in Arch's tutorial. Also how do i make the last item droppable? Is it possible through event assembler. Edited January 3, 2013 by Mrbrkill Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 3, 2013 Share Posted January 3, 2013 (edited) if you update it use this instead //ORG 0xC9C9C8+(4*0x37) // not lowercase //POIN TileChanges EventPointerTable(0x37,TileChanges) // this does the same thing ORG 0xDB0250 TileChanges: TileMap(0x00,0x0E,0x01,0x03,0x03,Village1) WORD 0xFF Village1: SHORT 0x0D04 0x0D08 0x0D0C 0x0D84 0x0D88 0x0D8C 0x0E04 0x0080 0x0E0C Still can't figure out what I'm doing wrong. I think it's an EA error. :( Cam's "fixed" version didn't fix everything: #include EAstdlib.event EventPointerTable(0x37,TileChanges) ORG 0xDB0250 TileChanges: TileMap(0x00,0x0E,0x01,0x03,0x03,Village1) TileMapEnd Village1: SHORT 0x0D04 0x0D08 0x0D0C 0x0D84 0x0D88 0x0D8C 0x0E04 0x0080 0x0E0C What is the code for a broken wall event. I can't find it in Arch's tutorial. There isn't one, they happen automatically. Also how do i make the last item droppable? Is it possible through event assembler. Depends on game, in FE8 you can do that in UNIT code like this: UNIT Eirika Archer 0 Level(1,Ally,False) [1, 2] DropItem 0 0 0 [Rapier] NoAI With FE6 and FE7, you'll need to use Character Editor Module. iirc the labels aren't consistent between different disassemblies unless nl changed that I wouldn't rely on it. Though this gives me an idea for a new feature... Edited January 3, 2013 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted January 3, 2013 Share Posted January 3, 2013 Then how do you change the wall's health? It's currently set to 100, and that's way to much. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 3, 2013 Share Posted January 3, 2013 You can edit that in Chapter Data Editor. Quote Link to comment Share on other sites More sharing options...
charlie_ Posted January 6, 2013 Share Posted January 6, 2013 So whenever I try to insert, I get these two errors popping up. Finished.2 errors encountered: File: Dorcas.txt, Line: 5: File EAstdlib.event not found.: #include EAstdlib.event File Dorcas.txt, Line 7, Column 23: Didn't reach end, currently at Comma(,) No data written to output. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointer) ORG 0x8DA0000 Pointers: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN TerrainEvents TerrainEvents POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent Bad: UNIT Good: UNIT Dorcas Fighter 0x08 Level(3,Ally,False) [8,5] [8,6] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT Empty TurnEvents: TURN 0x00 Opening_Event [01,00] 0x0 0x00 TURN CharacterEvents: CHAR LocationEvents: LOCA MiscEvents: CauseGameOverIfLordDies AFEV TerrainEvents: BLST ALIGN 4 OpeningEvent: LOU1 Good ENUN ENDA EndingEvent: MoveToChapter(NextChapter) MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? I tried doing a couple of things to fix it, and I found that it doesn't work with any comma at all, it just has the same error occuring but elsewhere. This error doesn't occur with previous versions though (Well, not on 8.2, I'm using 9.8 for the record), and spaces after the commas don't do anything to remedy this on 9.8. Also, the EAstdlib.event file is in the folder, as in, right next to Event Assembler but it's not noticing it. Does anyone know whats going on? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 6, 2013 Share Posted January 6, 2013 Is the letter I or l? It should be an 'l', the name code from "Event Assembler Standard Library". And do try the latest version. The comma problems is caused by the macro's not being "unmacroed", because EAstdlib isn't found. Quote Link to comment Share on other sites More sharing options...
charlie_ Posted January 6, 2013 Share Posted January 6, 2013 It's an l. I got the same issue when updating it to 9.10, unfortunately. Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 6, 2013 Author Share Posted January 6, 2013 (edited) it's "EAstdLIB.event" (except not capped) you have EventPointerTable(0x06, Pointer) despite there being no such label in the code, the word you're looking for is Pointers also don't assemble to 0x08DA0000 unless you want your ROM to be completely unplayable Edited January 6, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 6, 2013 Share Posted January 6, 2013 I tried doing a couple of things to fix it, and I found that it doesn't work with any comma at all, it just has the same error occuring but elsewhere. This error doesn't occur with previous versions though (Well, not on 8.2, I'm using 9.8 for the record), and spaces after the commas don't do anything to remedy this on 9.8. Also, the EAstdlib.event file is in the folder, as in, right next to Event Assembler but it's not noticing it. Does anyone know whats going on? It's an l. I got the same issue when updating it to 9.10, unfortunately. The same script doesn't cause any problems with 9.10 on my PC, so it's something in your end. Try the same in some other folder. Quote Link to comment Share on other sites More sharing options...
ThisProfileNoLongerUsed Posted January 6, 2013 Share Posted January 6, 2013 *sighs* Still can't find out why the village won't close. Hopefully, someone can find out if I did something wrong or not. Here's the map changes: #include EAstdlib.event EventPointerTable(0x37,TileChanges) ORG 0x8CE2114 TileChanges: TileMap(0x00,0x0F,0x03,0x01,0x01,VillageGate) TileMapEnd VillageGate: SHORT 0x0C9C 0x0CA0 0x0CA4 0x0D1C 0x0D20 0x0D24 0x09C 0x0080 0x0DA4 0x0E And here's the event codes, too, I figured that would help too. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #define MakeItRain "WEA1 0x04" #define MakeItSnow "WEA1 0x01" #define NormalWeather "WEA1 0x00" EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN TerrainEvents TerrainEvents POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent Bad: UNIT Batta Brigand 0x00 Level(1,Enemy,False) [4,8] [4,8] [ironAxe,Vulnerary] [0x03,0x03,0x01,0x00] UNIT Bandit Brigand 0x00 Level(1,Enemy,False) [7,13] [7,13] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00] Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [15,3] [15,3] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Reinforcements: UNIT Paul Warrior 0x00 Level(10,Ally,False) [2,15] [2,15] [silverAxe] [0x00,0x00,0x00,0x00] UNIT Sain Soldier 0x00 Level(1,Ally,False) [3,15] [3,15] [ironSpear] [0x00,0x00,0x00,0x00] UNIT Empty TurnEvents: TURN 0x00 OpeningEvent [01,00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 TURN 0x00 Turn1Event [01,00] 0x8 0x00 CharacterEvents: CHAR 0x05 SainLyn Sain Lyn_t $00000000 LocationEvents: Village(0x37,Village1,15,3) MiscEvents: CauseGameOverIfLordDies AFEV TerrainEvents: BLST ALIGN 4 OpeningEvent: CURF [5,7] FADI 10 BACG 0x02 FADU 10 TEX1 0x0802 REMA LOU1 Good ENUN ITGC Lyn_t ManiKatti MONE 0x00 5000 MOVE Lyn_t [5,7] ENUN CAM1 [8,4] LOU1 Bad TEX1 0x0803 REMA ENDA Turn1Event: MOVE Lyn_t [10,3] ENDA Turn2: MUS1 0x0042 LOU1 Reinforcements ENUN TEX1 0x0800 REMA ENDA SainLyn: MUS1 0x0044 TEX1 0x0801 REMA ENDA Village1: FADI 10 BACG 0x02 FADU 10 TEX1 0x0810 REMA WEA1 0x04 ENDA EndingEvent: ENDA MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 6, 2013 Author Share Posted January 6, 2013 ORG 0x8CE2114 this is wrong Quote Link to comment Share on other sites More sharing options...
ThisProfileNoLongerUsed Posted January 6, 2013 Share Posted January 6, 2013 ORG 0x8CE2114 this is wrong Alright, then. What should I put it to? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 6, 2013 Share Posted January 6, 2013 You don't need to add 0x800000 to the offset (That's just a Nightmare thing). 0xCE2114 will do. Quote Link to comment Share on other sites More sharing options...
ThisProfileNoLongerUsed Posted January 6, 2013 Share Posted January 6, 2013 You don't need to add 0x800000 to the offset (That's just a Nightmare thing). 0xCE2114 will do. It worked!!! That was the problem! Of course, I now have another problem, though... Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 6, 2013 Share Posted January 6, 2013 It's pretty obvious, you don't have a gate there in the picture so you don't have a gate there in the code. The macro: TileMap(0x00,0x0F,0x03,0x01,0x01,VillageGate) means that the change is size 1x1 (as village gates should be), but you have all 9 tiles of village pointed in VillageGate. Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted January 9, 2013 Share Posted January 9, 2013 I'm having problems with a seize event to end the chapter. Here are the my location and end events. If you need more info I can give it. Location_events: Door(30,25) Door(28,11) Door(29,11) Door(31,1) Door(29,2) Door(18,4) Door(19,4) Door(8,4) Door(5,9) Door(16,14) Door(1,14) Door(8,20) Door(4,27) Door(5,27) Door(10,29) Door(18,25) Door(22,28) Door(22,34) Door(29,21) Door(40,23) Door(41,23) Door(38,28) ChestMoney(9001, 33, 21) Chest(IronRune, 34, 0) Chest(Elixir, 25, 0) Chest(BraveSword, 8, 0) Chest(Luna, 3, 9) Chest(BraveAxe, 12, 11) Chest(BraveSpear, 2, 12) Chest(BraveBow, 3, 20) Chest(EarthSeal, 16, 27) ChestMoney(100009, 14, 0) Chest(LockPick, 11, 12) Chest(RedGem, 26, 19) Chest(KillingEdge, 26, 33) Chest(Ballista, 25, 32) Seize(0x48, Ending_event, 42, 35) Armory(Armory1, 38, 27) Armory(Armory2, 39, 26) Vendor(Vendor1,39, 27) Vendor(Vendor2, 38, 26 //CODE 0x00 LOCA Misc_events: //CODE 0x00 AFEV Ballista_events: //CODE 0x00 Opening_event: OOBB // LOU1 Good ENUN ENDA Ending_event: MNCH 0x01 ENDA Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 9, 2013 Author Share Posted January 9, 2013 seize should use event ID 0x3 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 9, 2013 Share Posted January 9, 2013 In this case, it should work because he is manually pointing to Ending_event. As far as I know, 0x3 only causes the game to automatically go to Ending_event if no pointer is given to the Seize code. As far as I can see, there are no problems with your code, so you shouldn't be having any problems. Though: Ballista_events: BLST Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted January 9, 2013 Share Posted January 9, 2013 Also how do you let the game know what character is your lord? I currently have a myrimdon as my "lord", but how can set him as it, or on the other hand is it possible to make it so that all my units have the ability to seize. Quote Link to comment Share on other sites More sharing options...
Brood_Star Posted January 13, 2013 Share Posted January 13, 2013 (edited) I'm trying to disassemble something. The pointer starts with 0x9 (it's actually 0x9240F34). When I plug the 240F34 offset into the Event Assembler it gives me the error offset is larger than size of file. Anyone know the problem? EDIT: Well, I didn't figure out the problem but I found the secret item I was trying to disassemble for. Still useful if anyone knows I guess though. Another question: is there a way to tell which maps have replaced which?? For example, I was disassembling Elibian Nights but after Chapter 5 I don't know what links to what. Edited January 13, 2013 by Brood_Star Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 14, 2013 Author Share Posted January 14, 2013 The pointer starts with 0x9 (it's actually 0x9240F34). When I plug the 240F34 offset into the Event Assembler it gives me the error offset is larger than size of file. Anyone know the problem? 0x09240F34 is a pointer to 0x01240F34, not 0x00240F34 if EA is telling you that it's not working, that's a sign that you shouldn't be disassembling the EN ROM :P either way disassembling the EN ROM wouldn't help you a lot anyway since the hidden items were coded in via asm (i know this for a fact because the person who wrote that code was yours truly) you can check what map replaces what by lookiing at the pointers in the event references and stuff Quote Link to comment Share on other sites More sharing options...
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