LunaSaint Posted June 23, 2013 Share Posted June 23, 2013 Haha, fair enough. I'm not opposed to chunky, dirty methods. That's one of the very definitions of a hack. I didn't realise the allegiance had a range of spaces, that explains a fair bit. They did all change from a single use of the command though, so that might also be why. I'll play around with different values and see what happens. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 23, 2013 Author Share Posted June 23, 2013 there are only slots for 0x48 (maybe even less) units per affiliation i think there are less for NPC though Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 23, 2013 Share Posted June 23, 2013 the data suggests - 62 for player - 20 for NPC - 50 for enemy - 5 for the last allegiance* *presumably because it's only used in the Arena where there is a max of 5 units However keep in mind that this only includes how many units will be loaded and not necessarily how many are saved. Also this is just what the data suggests, I make no guarantees. You can also probably get away with putting more units using CUSI and stuff as it may... bypass the normal restriction. Quote Link to comment Share on other sites More sharing options...
LunaSaint Posted June 28, 2013 Share Posted June 28, 2013 (edited) Hmm, finally got round to trying it. Started at 0x50, and a few knights and the boss were green instead of red. Incremented up to 54, until everything was eventually green. Thanks a lot! Edited June 28, 2013 by LunaSaint Quote Link to comment Share on other sites More sharing options...
NICKTâ„¢ Posted June 30, 2013 Share Posted June 30, 2013 Found it funny, my last post in this topic was back on page 44. So long ago..Anyways, been trying my hand at this junk again, anyone any idea why every time I load up my game and begin the very first chapter, after it displays the chapter name it basically just sits there at a blank black screen? //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x06,0)ORG 0x8D80000Pointers:POIN TurnEventsPOIN CharacterEventsPOIN LocationEventsPOIN MiscEventsPOIN TerrainEvents TerrainEventsPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN OpeningEvent EndingEventBad:UNIT 0x87 0x12 0x0 Level(1,Enemy,0) [10,1] [10,1] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]UNIT EmptyGood:UNIT 0x3 0x2 0x0 Level(1,Ally,0) [1,6] [1,6] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT EmptyEden:UNIT 0x17 0x12 0x3 Level(1,Ally,0) [0,5] [2,4] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UNIT EmptyKnoll:UNIT 0x39 0x24 0x3 Level(20,NPC,0) [2,6] [2,6] [0x44,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]UnIT EmptyBlagglefar:UNIT 0x8A 0x38 0x87 Level(1,Enemy,0) [10,6] [6,4] [0x6B,0x0,0x0,0x0] [0x0,0x19,0x1,0x0]UNIT 0x8B 0x38 0x87 Level(1,Enemy,0) [10,6] [8,2] [0x6B,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]UNIT 0x8B 0x12 0x87 Level(1,Enemy,0) [10,6] [7,6] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]UNIT 0x88 0x12 0x87 Level(1,Enemy,0) [10,6] [12,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT EmptyTurnEvents:TurnEventEnemy(0x05,Proclammation,1)TURNCharacterEvents:CharacterEventBothWays(0x08,WeissEden,0x3,0x17)CharacterEvent(0x09,TalkBoss,0x3,0x88)CHARLocationEvents:LOCAMiscEvents:DefeatAll(EndingEvent)CauseGameOverIfLordDiesAFEVTerrainEvents:BLSTALIGN 4OpeningEvent:CMOFOOBBLOU1 Bad Good KnollENUNBACG 0x0BMUS1 0x3FSTAL 60TEX1 0x815MORETEXT 0x816FADI 16REBUMUEN 4REMAFADU 16MUS1 0x32STAL 32LOU1 EdenENUNSTAL 64FADI 16BACG 0x0BTEX1 0x817FADU 16MOVE 0x39 [0,5]ENUNREPA 0x39FADI 16HIDEMAPBACG 0x0BFADU 16SHOWMAPTEX1 0x816REMALOU1 BlagglefarENUNENDAEndingEvent:MNCH 0x1STAL 1_0x1ENDA//MoveToChapter(NextChapter)Proclammation:CURF 0x88TEX1 0x819ENDAWeissEden:TEX1 0x818ENDATalkBoss:TEX1 0x81AENDAMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 0x8DA0000 Much appreciated, many thanks in advance. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 30, 2013 Author Share Posted June 30, 2013 ORG 0x8D80000should be 0xD80000 Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted July 7, 2013 Share Posted July 7, 2013 So I have this weird thing happening. I've set an event that activates when an unit dies. Said event loades a new unit on the map. However, when the event ends, the unit loaded teleports where the one who had to die to trigger the event previously was. BUT This happens only if I had the animations ON. If I have the battle animations turned OFF, everything works smoothly and the loaded unit stays where it should be. Any idea? Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 8, 2013 Author Share Posted July 8, 2013 idk, what does your event say Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted July 8, 2013 Share Posted July 8, 2013 Made it short: MiscBasedEvents:AFEV 0x2A DudeArrives 0x02 AFEV DudeArrives: CAM1 somewhere _LOAD1 0x1 Dude ENUN Text bla bla ENDA What bugs me is that it works when the battle animations are off but it doesn't when they're on. lol And when they're on, the event "DudeArrives" works fine anyway, but at the end of it the Dude teleports where the previous unit (the one who died with a death quote of 0x02 that triggered the event) was. I'm starting to believe this is just the game works for some reason and I have to find a workaround. Quote Link to comment Share on other sites More sharing options...
EldinnerPlate Posted July 8, 2013 Share Posted July 8, 2013 Yah if you are hacking FE8 there are a lot of screwy things, and usually some really random ways to fix them. I have never been able to use "_LOAD1" but I see a some other people use it. Try using LOU1 instead. Don't know if that would help but I guess it's worth a shot? And there is usually REMA after text. That's a really weird error you got there. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted July 8, 2013 Share Posted July 8, 2013 I'm using the macro Text(etc) so REMA is already included. Anyway I tried to also write the normal code with TEXTSTART TEXTSHOW TEXTEND REMA and it's still the same. Always used _LOAD1 0x1 Unit and never had problems with that. In my version LOU1 doesn't work, maybe it's an old version of EA where it is not included in the macros list for FE8 yet. This is completely illogical, I'm pretty sure I'm not doing anything wrong. I'll just have to deal with it and find another way around. Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted July 8, 2013 Share Posted July 8, 2013 I think you can work around this problem by loading the replacement unit on the turn after the first guy dies. When the unit loading happens directly after death, the game fails to do something unkowable with the memory. Quote Link to comment Share on other sites More sharing options...
EldinnerPlate Posted July 8, 2013 Share Posted July 8, 2013 Yah I had a problem when hacking fire emblem 8 where my units wouldn't load any lower than the 3rd y-coord. I just got around it by using MOVE to get them where I wanted. You could do that in this situation but I'll admit it looks a little weird having him move across the map, maybe just use FADI while he moves. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted July 8, 2013 Share Posted July 8, 2013 Tried again, and this time worked also with animations on. I just changed the AFEV ID from 0x2A to 0x2B. Just what. The game is trolling me. I'll try it out few more times just to make sure it doesn't happen again, but this is fucking strange. Anyway: I think you can work around this problem by loading the replacement unit on the turn after the first guy dies. When the unit loading happens directly after death, the game fails to do something unkowable with the memory. This is the workaround I had in mind. However, I can't know when and IF the player will kill that character, so that would mean setting a conditional event at the beginning of each turn. Which is boring, mostly because even if an event is "empty", the only fact it should happen makes the screen briefly go on FADI + FADU, which isn't pleasant to the player's eyes. Yes, I also think about these things. Anyway if the problem should persist, I'll have no choice but doing so. Yah I had a problem when hacking fire emblem 8 where my units wouldn't load any lower than the 3rd y-coord. I just got around it by using MOVE to get them where I wanted. You could do that in this situation but I'll admit it looks a little weird having him move across the map, maybe just use FADI while he moves. This also is an interesting solution, thanks for suggesting. ;) ... Also I think I was the one who suggested that FADI + MOVE thing to you in the first place, ahah. Quote Link to comment Share on other sites More sharing options...
EldinnerPlate Posted July 8, 2013 Share Posted July 8, 2013 Tried again, and this time worked also with animations on. I just changed the AFEV ID from 0x2A to 0x2B. Just what. The game is trolling me. I'll try it out few more times just to make sure it doesn't happen again, but this is fucking strange. Anyway: This is the workaround I had in mind. However, I can't know when and IF the player will kill that character, so that would mean setting a conditional event at the beginning of each turn. Which is boring, mostly because even if an event is "empty", the only fact it should happen makes the screen briefly go on FADI + FADU, which isn't pleasant to the player's eyes. Yes, I also think about these things. Anyway if the problem should persist, I'll have no choice but doing so. This also is an interesting solution, thanks for suggesting. ;) ... Also I think I was the one who suggested that FADI + MOVE thing to you in the first place, ahah. Yup you definitely were xD Quote Link to comment Share on other sites More sharing options...
Agro Posted July 26, 2013 Share Posted July 26, 2013 I'm sure I already know the answer to this, but is there a way to get NPC units to show up on the map during battle preparations? or is that strictly for player/enemy units? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted July 26, 2013 Share Posted July 26, 2013 Put npcs in bad Quote Link to comment Share on other sites More sharing options...
SaurianGuy Posted July 27, 2013 Share Posted July 27, 2013 I have been trying to have a scripted fight occur during the opening events but the game always end up glitching. If I take that section out, everything else works fine which means I'm missing something. //Made by markyjoe1990 of Youtube//Modified by Nintenlord#define DISABLE_TUTORIALS#include RevolutionDefinitions.txt#include EAstdlib.eventEventPointerTable(0x06,Pointers)ORG 0xD80000Pointers:POIN TurnEventsPOIN CharacterEventsPOIN LocationEventsPOIN MiscEventsPOIN TerrainEvents TerrainEventsPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN OpeningEvent EndingEventGood:UNIT Adel(T) Prince 0x00 Level(1,Ally,False) [13,6] [13,6] [Rapier, Vulnerary] NoAIUNIT Clara(T) Pupil 0x00 Level(1,Ally,False) [13,4] [13,4] [Fire,Vulnerary] NoAIUNIT Bort Paladin 0x00 Level(10,Ally,False) [13,8] [13,8] [silverSpear, IronAxe, Vulnerary] NoAIUNIT EmptyBad:UNIT 0x87 Soldier 0x00 Level(1,Enemy,False) [12,5] [12,5] [ironSpear] NoAIUNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [12,7] [12,7] [ironSpear] NoAIUNIT EmptyBad2:UNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [10,9] [10,9] [ironSpear] NoAIUNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [8,11] [8,11] [ironSpear] NoAIUNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [5,10] [5,10] [ironSpear] NoAIUNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [4,12] [4,12] [ironSpear] NoAIUNIT EmptyReinforcements:UNIT Beatrice Swordmaster 0x00 Level(1,Enemy,False) [13,0] [13,0] [ironSword] NoAIUNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [14,0] [14,0] [ironSpear] NoAIUNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [14,1] [14,1] [ironSpear] NoAIUNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [14,2] [14,2] [ironSpear] NoAIUNIT 0x88 Soldier 0x00 Level(1,Enemy,False) [14,3] [14,3] [ironSpear] NoAIUNIT EmptyTurnEvents:TurnEventPlayer(0x00,OpeningEvent,1)TurnEventEnemy(0x00,ReinforcementsCome,2)TURNCharacterEvents:CharacterEventBothWays(0x05,AdelClara,Adel(T),Clara(T))CharacterEventBothWays(0x06,AdelBort,Adel(T),Bort)CharacterEvent(0x07,ClaraBort,Clara(T),Bort,0x06)CharacterEvent(0x07,ClaraBort,Bort,Clara(T),0x06)CHARAdelClara:MUS1 0x0006 //Music:Raise Your SpiritsTEX1 0x0813REMAMUEN 0x0002ENDAAdelBort:MUS1 0x0006 //Music:Raise Your SpiritsTEX1 0x0814REMAMUEN 0x0002ENDAClaraBort:MUS1 0x0006 //Music:Raise Your SpiritsTEX1 0x0815REMAMUEN 0x0002ENDALocationEvents:LOCAMiscEvents:CauseGameOverIfLordDiesAFEVTerrainEvents:BLSTALIGN 4OpeningEvent:MUS1 0x0012 //Music:RaidLou1 Good BadENUN //Stops LoadingFADI 10 //Fade InBACG 0x11FADU 10 //Fade OutTex1 0x817REMA //Return from ConvoFIGH 0x87 Clara ClaraSoldier $00000000FADI 10 //Fade InLOU1 Bad2BACG 0x11FADU 10 //Fade OutTex1 0x0816REMAENUNENDAClaraSoldier:AttackerMiss(00)DefenderHit(15,01)DefenderHit(15,02)EndOfBattleReinforcementsCome:MUS1 0x0008 //Music:Binding TiesLOU1 ReinforcementsTex1 0x0818REMAENUNENDAEndingEvent:ENDAMNCH 0x09 //Chapter 1 Event PointerMESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 0xDA1000 Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 27, 2013 Author Share Posted July 27, 2013 how does it break Quote Link to comment Share on other sites More sharing options...
SaurianGuy Posted July 27, 2013 Share Posted July 27, 2013 As soon as that event starts, most of the screen becomes a white pixalated mess but the fight scene still plays out (just map animation though). After that, the pixalated mess remains on the screen and hangs the game, just leaving the music working. Sometime a random unit appears on the top left corner despite not being loaded in. Quote Link to comment Share on other sites More sharing options...
kagnus Posted July 27, 2013 Share Posted July 27, 2013 You didn't load Clara, you loaded Clara(T) and you should move the soldier next to Clara/Clara(T) or give him a Javelin. I noticed that your ending events are incorrect : MNCH should be before ENDA and the values for MNCH are defined in 'EA Standard library\Chapter Definitions.txt'. Use 'MNCH Ch1' for this chapter. Also nothing triggers your ending events. Quote Link to comment Share on other sites More sharing options...
SaurianGuy Posted July 27, 2013 Share Posted July 27, 2013 You were right, I loaded the wrong character for the fight scene. Now it works like a charm. I haven't done much with my ending events yet since I am still following some tutorial guidelines. However I'll make the following adjustments. Thanks for helping out kagnus. Quote Link to comment Share on other sites More sharing options...
Agro Posted July 28, 2013 Share Posted July 28, 2013 (edited) EDIT: never mind, I didn't realise you could use DISA [location]--I just tried it, and it works fine. I guess the game thought the generic was a clone or something. So I'm having this problem where a character who was previously a playable character has to become an NPC on another chapter. However, they need to appear in battle preparations as an NPC without resetting their stats. To this end I made a "clone" of the character with their base stats and after battle preps want to switch them with the real character. I'm doing it this way: AfterPreps: CMOF DISA BriellaClone LOU1 ReplacingBriella ENUN //TurnAlly(Briella) OOBB LOU1 IrisUnit ENUN CMOF //LOU1 TheImprisoned //ENUN ENDA ReplacingBriella: UNIT Briella LightMage Henrick Level(1,Ally,False) [8,11] [8,11] [Shine,Vulnerary] Guard UNIT For some reason this doesn't work, and the clone version remains on the map. I tried loading the real Briella into another location, and that bit certainly works. So something seems to be wrong with DISA. Am I doing something wrong, or is this just another hacking! moment? EDIT: never mind, I didn't realise you could use DISA [location]--I just tried it, and it works fine. I guess the game thought the generic was a clone or something. Edited July 28, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
Agro Posted July 29, 2013 Share Posted July 29, 2013 (edited) Double post, but my MAC1 seems to be a bit iffy. It certainly lets the first tile change happen, but it won't reverse it. Here are the relevant parts: BriellaTaken: MUEN 3 CAM1 [8,11] MUS1 TheProudCommander LOU1 AugustBriellaTaken ENUN MOVE August [8,14] 0x10 MOVE Erella [9,15] 0x10 ENUN MAC1 0x10 0x00 MOVE August [8,12] 0x10 MOVE Erella [9,12] 0x10 ENUN STAL 20 MUSI FADI 10 BACG 0x1B FADU 10 TEX1 0x8BA MUNO REMA MoveOff(August,8,16) MoveOff(Erella,9,16) //MoveOff(LunaChar,9,17) MOVE [10,11] [9,14] 0x10 ENUN DISA [9,14] MOVE Briella [8,14] 0x10 ENUN UNCM Briella 0x05 //CALL LeftDoorChange MAC1 0x10 0x08 ENDA LocationEvents: Chest(Shine,8,7) Chest(Axereaver,18,16) Chest(Dragonshield,21,16) Door(8,13) Door(12,10) Door(24,7) //DOOR 0x17 LeftDoorChange [8,13] 0x10 LOCA OpeningEvent: CAM1 [7,11] VCWF 0 OOBB LOMA 0x06 [7,11] LOU1 OpeningSceneUnits ENUN STAL 50 FADI 10 BACG 0x04 FADU 10 TEX1 0x8B2 MUEN 3 STAL 30 MUS1 0x00DB//windy with birds REMA CMOF LOU1 OpeningSceneVillains ENUN CAM1 [7,5] TEX1 0x8B3 REMA CAM1 [7,11] TEX1 0x8B4 REMA CMOF MUEN 3 STAL 30 MUS1 OneWhoChallengesFate LOU1 OpeningSceneIris ENUN TurnNPC(Iris) MOVE Iris [7,13] 0x13 ENUN TEX1 0x8B5 MUEN 3 STAL 30 MUS1 0x00AD MORETEXT 0x8B6 MUEN 5 FADI 5 TurnAlly(Iris) UnitClear LOMA 0x07 [20,5] LOU1 OpeningSceneCamilla ENUN FADU 5 MUS1 TheProudCommander BrownBox(0x8BF) LOU1 OpeningSceneAugust TheImprisoned ENUN MOVE August [23,4] 0x10 MOVE Erella [22,3] 0x10 ENUN RETB CURF Camilla MUSI FADI 10 BACG 0x1A FADU 10 TEX1 0x8B7 MUNO REMA MOVE August [24,6] 0x10 MOVE Erella [24,5] 0x10 ENUN MAC1 0x02 0x08 MoveOff(August,24,10) MoveOff(Erella,24,9) MAC1 0x02 0x00 STAL 50 CAM1 [8,11] CURF [8,11] MUSI FADI 10 BACG 0x1B FADU 10 TEX1 0x8B8 MUNO REMA STAL 50 MUEN 3 VCBF 3//causes black fog CAM1 [9,4] MUS1 0x0042 LOU1 OpeningDungeonHenrick ENUN TEX1 0x8B9 REMA MUEN 3 GotoPrepScreen TileChanges: TileMap(0x10,0x08,0x0D,0x02,0x01,LeftDoor) TileMap(0x01,0x0C,0x0A,0x01,0x01,OtherDoors) TileMap(0x02,0x18,0x07,0x01,0x01,OtherDoors) TileMap(0x03,0x08,0x07,0x01,0x01,OpenChests) TileMap(0x04,0x12,0x10,0x01,0x01,OpenChests) TileMap(0x05,0x15,0x10,0x01,0x01,OpenChests) TileMapEnd LeftDoor: BYTE 0xB0 0x0D 0x24 0x0D// 0x10 0x07 0x14 0x07 OtherDoors: BYTE 0xD0 0x0C OpenChests: BYTE 0x04 0x00 Edited July 29, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
LunaSaint Posted July 31, 2013 Share Posted July 31, 2013 Having this recurring problem with Seize(). Seize(0x3,Ending_event,5,1) Seize(5,1)Either way I present it, it seems to trigger the ending event when an any unit steps on the tile, as if it were a common AREA event.I could probably just manually make the trigger (Just need to check what specifies the seize command for LOCA), but this seems like a problem I shouldn't just leave lying around. Quote Link to comment Share on other sites More sharing options...
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