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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 by Agro
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you can use the "org" command

for 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

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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

zNGbmDw.png

Edited by Eldinnnn
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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?

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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 by Eldinnnn
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  • 2 weeks later...

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.

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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.

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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.
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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 by Vennobennu
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//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.

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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"
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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.

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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?

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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?

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  • 2 weeks later...

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

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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?

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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.

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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

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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
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