Agro Posted October 17, 2013 Share Posted October 17, 2013 (edited) Basically repointing is this: 1. Inserting new data 2. Telling game where new data is Now, to write the new data to a new place, you can use the "org" command to tell the EA where to put the events. If you edit the first one (ORG $CA0540) to something like ORG $D10000 and then get rid of all the other ORG lines (you can just comment them out) then the EA will write all the events to $D10000. Next, you want to replace the original events with your new events, so you can do one of two things. 1. Place the line "EventPointerTable(0xYY,PointerList) where 0xYY is the number of the chapter you're changing on the Event Table Reference somewhere BEFORE the first ORG command. So if you wanted to replace the Prologue, it'd be 0x06. 2. Directly repoint to the new events via the Event Table Reference Module. To do that, open your ROM with that module, and then look for the entry that is the events of the chapter you want to replace. Then, in the "Pointer" box, write the pointer to the new event data, which will be 0x8D10000. Edited October 17, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
Arturianii Posted October 17, 2013 Share Posted October 17, 2013 Ahh... Ahh! IT WORKS! Everything's working fine now! No crashes and things like that! Thank you, both of you! Hopefully this is the last time I'll ever ask you both! I'll let you guys know if I finish! Thank you! Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 17, 2013 Author Share Posted October 17, 2013 you can use the "org" commandfor future reference "org" isn't really a command in the sense that it gets written to the ROM i'd personally actually make it a processor directive ("#org") since that's more like what it does Quote Link to comment Share on other sites More sharing options...
EldinnerPlate Posted October 20, 2013 Share Posted October 20, 2013 (edited) So if I'm using tiled, do I still have to make the separate text file for map changes? Because I am trying to make it when you unlock a door the roof disappears too, but I can't get it to work. The code: Location_events:DOOR 0x08 FirstDoorOpens [13,4] 0x10LOCA FirstDoorOpens: MAC1 0x01 0x00ENDA Edited October 20, 2013 by Eldinnnn Quote Link to comment Share on other sites More sharing options...
Brendor Posted October 20, 2013 Share Posted October 20, 2013 this code: Attack: IFUF 0xDD Bug JUMP Attackk ENIF 0xDD ENDA keeps returning the error "Incorrect parameters in code IFUF Atom Atom" what's the correct way to write it? Quote Link to comment Share on other sites More sharing options...
Krad Posted October 20, 2013 Share Posted October 20, 2013 So if I'm using tiled, do I still have to make the separate text file for map changes? Because I am trying to make it when you unlock a door the roof disappears too, but I can't get it to work. The code: Location_events: DOOR 0x08 FirstDoorOpens [13,4] 0x10 LOCA FirstDoorOpens: MAC1 0x01 0x00 ENDA IIRC, Tiled doesn't work with lateral doors. Also, Tiled in general doesn't need an extra text file for map changes. They are handled by the Tiled Inserter, as long as you defined them within the map. this code: Attack: IFUF 0xDD Bug JUMP Attackk ENIF 0xDD ENDA keeps returning the error "Incorrect parameters in code IFUF Atom Atom" what's the correct way to write it? IFUF needs three parameters. From Event Assembler language.txt Character conditions FE7: IFUF Unknown *Conditional ID* Character Executes events if character is fielded. In general, leave the unknown parameter as 0x00. So in your case it would be: IFUF 0x00 0xDD Bug Also, why do you need 221 conditions? Quote Link to comment Share on other sites More sharing options...
Brendor Posted October 20, 2013 Share Posted October 20, 2013 tried that, same thing except now it says Atom thrice in the error message Quote Link to comment Share on other sites More sharing options...
EldinnerPlate Posted October 20, 2013 Share Posted October 20, 2013 (edited) IIRC, Tiled doesn't work with lateral doors. Also, Tiled in general doesn't need an extra text file for map changes. They are handled by the Tiled Inserter, as long as you defined them within the map. I really hope that isn't true, but as of right now I can't even get the horizontal door in the previous picture to open in game. The door command just doesn't show up all together. Is there something I was missing in my code? FIXED: Well I finally got the problem and it was that the two doors I had in the top right aren't considered doors, they are considered walls. So I changed it to normal doors and it works now. Edited October 21, 2013 by Eldinnnn Quote Link to comment Share on other sites More sharing options...
ShadielTH Posted October 31, 2013 Share Posted October 31, 2013 Okay. I'm kinda new to this event hacking thing. I had a problem not too long ago that I tried to solve for a while but I can't find any solution for it. Here's my problem: I have all the events ready for the prologue on the hack that I am making, however I have a little problem. Whenever I load the prologue, after the chapter title, the screen fades to black after showing the map for about a second. I've tried everything I could find on this topic, but it still happens. Here's my event file at the moment of this post. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include EADefinitionsFE7Hack.txt EventPointerTable(0x06,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 Willam Prince 0x00 Level(2,Ally,False) [12,7] [14,9] [IronSword] AttackInRange UNIT Empty Good: UNIT Angela Princess 0x00 Level(1,Ally,False) [13,8] [14,9] [Vulnerary] NoAI UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CharacterEvent(0x01,TrainingTalk,Angela,Willam) CHAR Location_events: END_MAIN Misc_events: DefeatBoss(Ending_event) CauseGameOverIfLordDies END_MAIN Opening_event: OOBB LOU1 Willam ENUN MUS1 0x0041 Text(0813,0x22) REMA LOU1 Angela ENUN Text(0814,0x22) REMA MOVE Willam [9,5] ENUN MUS1 0x0030 Text(0815) REMA TurnNPC(Willam) ENDA Ending_event: MoveToChapter(0x01) ENDA TrainingTalk: Text(0816) REMA ITGC Angela IronSword Text(0817) REMA MOVE Willam [3,1] ENUN TurnEnemy(Willam) ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset I'd appreciate any help, thanks in advance. PD: Sorry if my English is not perfect, it's not my native language. Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted October 31, 2013 Share Posted October 31, 2013 Check your Chapter Data Editor in Nightmare for event slot 0x06. Does the 'Chapter Title Display Fade-out' say Fade to Map or Fade to Black? If it's Fade to Map, either change it to Fade to Black or remove the OOBB in your event file. Quote Link to comment Share on other sites More sharing options...
blyegg Posted October 31, 2013 Share Posted October 31, 2013 Er.... #define DISABLE_TUTORIALS #include EAstdlib.event #include Definitions.txt #include PrologueTileChanges.txt EventPointerTable(0x06,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 Good: UNIT Calum NobleArcher 0x00 Level(1, Ally, 0) [5,0] [5,0] [RoyalBow, Potion, DoorKey] NoAI // Delete UNIT Bad: UNIT Arri Veteran Calum Level(1, Ally, 0) [6,6] [6,6] [SteelAxe, Potion] NoAI // Delete UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN TrapData: END_MAIN Opening_event: OOBB LOU1 Good ENUN TEX1 0x800 REMA MAC1 0x00 0x0 MOVE Calum [14,8] //DISA Calum //LOMA 0x08 //LOU1 Bad //ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset //Prologue Map Changes #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" org 0xC9C9CC+(4*0x06) POIN TileChanges org 0xD29000 TileChanges: TileMap(0x00,0x06,0x02,0x02,0x01,DoorOpens) CODE $00 CODE $00 DoorOpens: CODE 0x40 0x0B 0x44 0x0B CODE $00 MESSAGE Map changes end at offset currentOffset I have no idea how to fix this. BTW, the error in EA: Finished. Messages: Tutorials disabled Map changes end at offset 0xC9EAE4 Events end at offset 0xD800EC 9 errors encountered: File: PrologueTileChanges.txt, Line: 2: Redefining TileMap: #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" File PrologueTileChanges.txt, Line 4, Column 1: No code named org found. File PrologueTileChanges.txt, Line 8, Column 1: No code named org found. File PrologueTileChanges.txt, Line 11, Column 1: No code named CODE found. File PrologueTileChanges.txt, Line 11, Column 2: No code named CODE found. File PrologueTileChanges.txt, Line 12, Column 1: No code named CODE found. File PrologueTileChanges.txt, Line 13, Column 1: No code named CODE found. File PrologueTileChanges.txt, Line 16, Column 1: No code named CODE found. File PrologueTileChanges.txt, Line 17, Column 1: No code named CODE found. No data written to output. Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 31, 2013 Author Share Posted October 31, 2013 CODE doesn't exist in recent builds of EA, change it to BYTE (or SHORT but that would take a bit more finagling to work as intended) and it's ORG, not org Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted October 31, 2013 Share Posted October 31, 2013 (edited) You can't define something that has been defined previously. Use a different name for your macro if you must. Also, CODE has been deprecated and been replaced with BYTE, SHORT and WORD. In your case, you want to replace CODE with BYTE. edit:dang ninja Edited October 31, 2013 by Vennobennu Quote Link to comment Share on other sites More sharing options...
blyegg Posted November 1, 2013 Share Posted November 1, 2013 //Prologue Map Changes #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" ORG 0xC9C9CC+(4*0x06) POIN TileChanges ORG 0xD29000 TileChanges: TileMap(0x00, 0x06, 0x02, 0x02, 0x01, DoorOpens) BYTE $00 BYTE $00 DoorOpens: BYTE 0x40 0x0B 0x44 0x0B BYTE $00 MESSAGE Map changes end at offset currentOffset Still had EA complain; Finished. Messages: Tutorials disabled Map changes end at offset 0xD2900B Events end at offset 0xD800EC 3 errors encountered: File: PrologueTileChanges4.txt, Line: 2: Redefining TileMap: #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" File PrologueTileChanges4.txt, Line 11, Column 1: No code named CODE found. File PrologueTileChanges4.txt, Line 11, Column 2: No code named CODE found. No data written to output. You can't define something that has been defined previously. Use a different name for your macro if you must. I know this is a stupid question, but could you explain? Also, thanks for the quick replies. Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 1, 2013 Author Share Posted November 1, 2013 You can't define something that has been defined previously.yes you can #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "BYTE TCN X1 X2 L1; BYTE L2 0x00 0x00 0x00; POIN TilePointer" Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted November 1, 2013 Share Posted November 1, 2013 (edited) Oh. I just thought the 'Redefinig TileMap' error looked suspicious. Edited November 1, 2013 by Vennobennu Quote Link to comment Share on other sites More sharing options...
Agro Posted November 1, 2013 Share Posted November 1, 2013 Actually, that whole TileMap macro is included in the latest version of the EA, so you don't have to put it in. For future reference, if you want to use something that the EA already has defined--for example, one of my characters is named "Luna" which is the same as an item--you can use #redefine to overwrite it. Quote Link to comment Share on other sites More sharing options...
blyegg Posted November 1, 2013 Share Posted November 1, 2013 Removing the whole TileMap defining thing got rid of EA errors, but when it hit the door opening code, it glitched. Wait, if its just a door opening in a cutscene, I don't need the location event... right? Quote Link to comment Share on other sites More sharing options...
Agro Posted November 2, 2013 Share Posted November 2, 2013 Your MOVE thingy needs an ENUN after it, which might be causing an error I'm not sure about the MAC1 thing though, I remember having a lot of issues with using it, though. Try putting in a Door location event as well? Quote Link to comment Share on other sites More sharing options...
LordUmbra Posted November 11, 2013 Share Posted November 11, 2013 I'm trying to make an event in order to test making events, and I've hit a dead end. The game freezes right when it asks if you want to change the tact. I have no clue what to do, so any suggestions would be helpful. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event POIN Pointers EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies DefeatBoss(EndingScene) END_MAIN BeginningScene: MUS1 0x000E CAM1 [00,00] LOU1 EnemyUnitsENM AllyUnitsENM TEX1 0x00E5 ENUN REMA MOVE 0x16 [07,09] ENUN ENDA EndingScene: MNCH 0x01 ENDA AllyUnitsENM: UNIT 0x16 0x4D 0x00 Level(20,Ally,False)[07,09][07,02][silverSword][0x00,0x00,0x00,0x00] UNIT Empty EnemyUnitsENM: UNIT 0x62 0x16 0x27 Level(1,Enemy,False)[08,01][08,01][ironSpear][0x00,0x03,0x00,0x00] UNIT 0x62 0x16 0x27 Level(1,Enemy,False)[06,01][06,01][ironSpear][0x00,0x03,0x00,0x00] UNIT 0x27 0x42 0x00 Level(20,Enemy,False)[07,01][07,01][Gespenst][0x00,0x03,0x00,0x00] UNIT Empty MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 0x01009100 Quote Link to comment Share on other sites More sharing options...
Agro Posted November 11, 2013 Share Posted November 11, 2013 LOU1 EnemyUnitsENM AllyUnitsENM TEX1 0x00E5 ENUN This probably won't solve the issue, but that should be: LOU1 EnemyUnitsENM AllyUnitsENM ENUN TEX1 0x00E5 As for the tactician screen issue, you might have overwritten some important text or data otherwise related to the tactician screen. Have you tried testing it with a fresh ROM? Quote Link to comment Share on other sites More sharing options...
LordUmbra Posted November 11, 2013 Share Posted November 11, 2013 I changed the bit you pointed out, and I moved my map to another spot. Moving my map fixed the problem I was having with the tact screen. Now, however, the screen just goes black as soon as the chapter begins. I was able to get the event to run before I actually inserted the map (albeit I couldn't actually see anything), so I think the problem lies in the map itself. I just don't know what that problem is yet. Quote Link to comment Share on other sites More sharing options...
ShadielTH Posted November 11, 2013 Share Posted November 11, 2013 Your event is missing an OOBB at the beginning of the Opening Scene. It should be like this: BeginningScene: OOBB MUS1 0x000E CAM1 [00,00] LOU1 EnemyUnitsENM AllyUnitsENM ENUN TEX1 0x00E5 REMA MOVE 0x16 [07,09] ENUN ENDA You can either do that or set the chapter to "Fade to map" in the Chapter Data Nightmare Module. And a note regarding the problem before: 1009100 is NOT free space in the ROM. Seems like FEEditor repoints some text to that offset, if I'm looking at it the right way. On a clean rom it just doesn't exist :I Quote Link to comment Share on other sites More sharing options...
Pack yak Posted November 19, 2013 Share Posted November 19, 2013 Hi So my question deals with the FEditor text editor /Assembler Turn2: LOU1 Reinforcements ENUN Tex1 0x0800 REMA ENDA So in my opinion the above commands look normal, but my opinion doesn't matter so I'm asking if there is anything wrong with it. My problem is when the event takes place, instead of the sprites and text coming up, the game crashes. As for the editor, I am unsure how to apply the text to the chapter. I was told to input 0xzz, but i'm unsure what value to place, and where to place it. Please help and thank you Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 19, 2013 Share Posted November 19, 2013 Put "TEX1 0x800" Quote Link to comment Share on other sites More sharing options...
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