Brood_Star Posted January 14, 2013 Share Posted January 14, 2013 (edited) Well, I didn't actually do it for EN. It was for a separate mod, and as I said I ended up finding the item without it anyways but I think the knowledge is still useful. I do believe you can find the hidden items (at least the wait tile ones) just by looking at the event editor disassembly code because it uses the AREA function or whatever. However, since I only started looking at the event editor yesterday a lot of the ASM stuff seems jargon to me. I have no idea how any of the "if" event conditions work since the event ids seem to lead nowhere or to some _ASM stuff, and most of the stuff I just had to use intuition and reverse-engineering to recognize (like Hector visiting those two villages for a secret item). Wait tiles are a giveaway though :) Edited January 14, 2013 by Brood_Star Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 14, 2013 Share Posted January 14, 2013 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) Was there a problem with original method used in the desert chapter? Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 14, 2013 Author Share Posted January 14, 2013 not that i know of, from what arch told me he just wanted it to be a flat chance (instead of based off the character's luck) Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 14, 2013 Share Posted January 14, 2013 (edited) So you used the original method, but just changed the conditions asm routine? Because if it's so, then this: 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) is wrong if Brood_Star wants to know the position of the hidden items. Edited January 14, 2013 by Nintenlord Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 14, 2013 Author Share Posted January 14, 2013 it wasn't a modification of the original routine Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 14, 2013 Share Posted January 14, 2013 ...Sigh. I assume that, when he said that he wants to find the hidden items, he means to find their LOCATION. Not some goddamn ASM routine. Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 14, 2013 Author Share Posted January 14, 2013 i ended up just writing something to be used via ASME (i did this for practice largely so it wasn't 100% efficient) and checked the coordinates that way Quote Link to comment Share on other sites More sharing options...
GreatEclipse Posted January 18, 2013 Share Posted January 18, 2013 I feel really stupid asking about a problem this basic and this early in my attempt to event hack, but hopefully that should make it an easy one for someone here to solve. [spoiler=Full Text]#include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0xEFB3D0 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TURN CharacterBasedEvents: CHAR LocationBasedEvents: LOCA MiscBasedEvents: AFEV Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: ENDTRAP ALIGN 4 Units: UNIT Anthony Mercenary 0x00 Level(5,Ally,False) [2,8] 0x00 0x00 0x00 Anthony_Move [ironSword,SilverSword,Vulnerary,0x00] NoAI UNIT Empty Anthony_Move: REDA [2,9] 0x00 0x01 0x00 5 BeginningScene: LOU1 Units ENUN ENDA EndingScene: MoveToChapter(Ch1) MESSAGE Events end at offset currentOffset I can not even follow along with Arch's video tutorials because when I try to assemble it, I encounter the error screen telling me line 54 is the problem because "no code named LOU1 [is] found." I have gone over the differences for FE8 hacking carefully, but did not see anything about it loading units differently than you are supposed to for FE7. Does it have anything to do with the fact that you can break up FE8 units into groups? Quote Link to comment Share on other sites More sharing options...
Agro Posted January 18, 2013 Share Posted January 18, 2013 Isn't loading units for FE8 _LOAD1 [something] [pointer]? From Event assembler language.txt: FE8: _LOAD1 Dunno Pointer Parameters: Dunno Pointer FE8: _LOAD_WHATEVER Dunno Parameters: Dunno FE8: _LOAD2 Value1 Pointer Parameters: Value1 Pointer FE8: _LOAD3 Value1 Pointer Parameters: Value1 Pointer FE8: _MOVE Dunno Character [Position to move to X, Position to move to Y] Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 18, 2013 Author Share Posted January 18, 2013 LOU1 doesn't exist for FE8 in the current version of EA check the docs to find out what replaces it, i don't know offhand Quote Link to comment Share on other sites More sharing options...
GreatEclipse Posted January 18, 2013 Share Posted January 18, 2013 Yes, Argo found the problem, and for that I thank him very much. And man does it feel good to finally be taking control on your own map! Quote Link to comment Share on other sites More sharing options...
GreatEclipse Posted January 19, 2013 Share Posted January 19, 2013 Well, I'm back again with another problem having to do with FE8 differences. This time I can't figure out how to give characters items or money. The ITGC and related commands are incompatible with FE8, and I cannot find a replacement listed in the Event Assembler language file or any of the accompanying text documents. The closest I could find was _GIVEITEMTO (Character) in the "Experimental" section, but how to specify the item is never said. Both ( _GIVEITEMTO Anthony Elixir) and (_GIVEITEMTO Elixir Anthony) are rejected. There has to be something really simple I'm not getting. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted January 19, 2013 Share Posted January 19, 2013 (edited) _SETVAL 0x3 0x9 _GIVEITEMTO 0x1 ^ That should work. Replace 0x9 with whatever item you want and 0x1 with whatever character you want. I don't know what 0x3 is pointing to. Edited January 19, 2013 by ThatGuyDownTheStreet Quote Link to comment Share on other sites More sharing options...
GreatEclipse Posted January 19, 2013 Share Posted January 19, 2013 Yes, it did, and thank you. I'm sure I'll be back soon. If I didn't have some really cool stuff planned out for the branching promotions, the last few days would have been enough to get me to move this whole project to FE7. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 19, 2013 Share Posted January 19, 2013 I don't know what 0x3 is pointing to.[/size][/color] It's not a pointer, so it's not pointing to anything. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted January 24, 2013 Share Posted January 24, 2013 (edited) The Macro "PromoteMainChar" doesn't seem to be working properly, or rather, it is, but it skips past an ENUN I place after it. It doesn't work when I use the ASMC either. For reference, the ASMC is ASMC 0x79AF5. Ending_event: LevelMerlinus UnitClear MUS1 0x0038 ITGM 0xDD ENUN FADI 0x10 LOU1 RenairCrimson BACG 0x42 FADU 0x10 TEX1 0x800 REMA GOTO promotehnng ENUN FADI 0x10 BACG 0x42 FADU 0x10 TEX1 0x800 MNCH 0x1D ENDA promotehnng: ASMC 0x79AF5 ENUN ENDA If I remove the text and background at the end of that event, when Renair is about to promote, as the lightning is hitting her, the screen blacks out and the music keeps playing. If I have the text there, then she is able to promote, but the next appears in a battle quote fashion that I can advance and end the chapter because of the MNCH. So yeah, I don't know what to do to make the forced promotion work correctly, any thoughts on how to fix this? IS you're lazy as shit. To make this work, just put STAL 1250 after the promotion goddamn Edited January 25, 2013 by AstraLunaSol Quote Link to comment Share on other sites More sharing options...
Karito Posted January 26, 2013 Share Posted January 26, 2013 Hey everyone. I've been trying to load Lyn to the map but I am having trouble. When I try to assemble the event It tells me that line 7, column 22 did not reach end, currently at comma. (.) If anyone can tell me what's wrong, I would appreciate it. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable0X06,Pointers ORG 0XD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Good: UNIT Lyn_t LynLord 0x00 Level[5,Ally,False] [8,8] [10,8] [ironSword,Vulnerary] [NoAI] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: LOU1 Good ENUN ENDA Ending_event: //MoveToChapter(NextChapter) ENDA TrapData: ENDTRAP 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 26, 2013 Author Share Posted January 26, 2013 (edited) EventPointerTable0X06,Pointers should be EventPointerTable(0x06, Pointers) (copy that exactly) also ORG 0XD80000 becomes ORG 0xD80000 Level[5,Ally,False] -> Level(5,Ally,False) (pay attention to what kind of bracket you use) Edited January 26, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Karito Posted January 26, 2013 Share Posted January 26, 2013 EventPointerTable0X06,Pointers should be EventPointerTable(0x06, Pointers) (copy that exactly) also ORG 0XD80000 becomes ORG 0xD80000 Level[5,Ally,False] -> Level(5,Ally,False) (pay attention to what kind of bracket you use) Thank you. :) That got her on the map. And, I shall. ;) Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 27, 2013 Share Posted January 27, 2013 This : [NoAI] should be NoAI Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted January 28, 2013 Share Posted January 28, 2013 #include EAstdlib.event EventPointerTable(0x0E,TileChangeList) ORG 0xD50000 TileChangeList: TileMap(0x00,0x13,0x04,0x01,0x01,ClosedVillage) TileMap(0x01,0x07,0x07,0x01,0x01,ClosedVillage2) TileMap(0x02,0x09,0x08,0x01,0x01,WallThing) TileMapEnd ClosedVillage: SHORT 0x0080 0x0080 0x0080 ClosedVillage2: SHORT 0x0080 0x0080 0x0080 WallThing: SHORT 0x03B0 0x03B0 0x03B0 I can get the 1st village to work, but the 2nd village and wall don't work. In fact, when I visit the 2nd village, it actually closes the 1st village. Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 28, 2013 Author Share Posted January 28, 2013 why don't you just have two tile changes tha tpoint to the same tile data Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted January 28, 2013 Share Posted January 28, 2013 why don't you just have two tile changes tha tpoint to the same tile data I tried that, but it didn't work. This is just what have as of this point after giving up. Either way, it doesn't seem to make a difference. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 28, 2013 Share Posted January 28, 2013 #include EAstdlib.event EventPointerTable(0x0E,TileChangeList) ORG 0xD50000 TileChangeList: TileMap(0x00,0x13,0x04,0x01,0x01,ClosedVillage) TileMap(0x01,0x07,0x07,0x01,0x01,ClosedVillage2) TileMap(0x02,0x09,0x08,0x01,0x01,WallThing) TileMapEnd ClosedVillage: SHORT 0x0080 0x0080 0x0080 ClosedVillage2: SHORT 0x0080 0x0080 0x0080 WallThing: SHORT 0x03B0 0x03B0 0x03B0 I can get the 1st village to work, but the 2nd village and wall don't work. In fact, when I visit the 2nd village, it actually closes the 1st village. What Cam said isn't supposed to help you with your problem. Anyway, are the coordinates correct? Meaning, are the coordinates in supposed to be in hex? Are the coordinates the coordinates of the gate, not something else? Quote Link to comment Share on other sites More sharing options...
Moocavo Posted February 16, 2013 Share Posted February 16, 2013 (edited) Ok 1) Have this problem where units are loading on coordinates off the map. (I didn't input any unit data for them but they show up) 2)How do you start in Eliwood mode (skip lyn mode)? 3)for scripted fights is it always FIGH ATOM ATOM ATOM $00000000 <---this 4) MOMA codes sometimes give me issues with offset not being able to divide by 4 EDIT: nevermind number 1 I just forgot to add a separator Edited February 16, 2013 by Moocavo Quote Link to comment Share on other sites More sharing options...
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