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Event Assembler Questions Thread


CT075
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What you want to do is put the ELSE 0x4/ENIF 0x3 after the JUMP command; I think that'll help.

Enlightening as that post is, which JUMP command are you talking about?

Also, thanks Brendor, but I did try something like that as well, which also didn't work :(

Edited by Agro
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IFET 0x02 WAKELEY_DEATH_ID

IFET 0x03 ETHAN_DEATH_ID

JUMP CHAPTER_END

JUMP DISCUSS_ETHAN_ONLY

ELSE 0x04

ENIF 0x03

ENIF 0x04

ELSE 0x05

ENIF 0x02

IFET 0x06 ETHAN_DEATH_ID

JUMP DISCUSS_WAKELEY_ONLY

ELSE 0x07

ENIF 0x06

JUMP DISCUSS_ETHAN_WAKELEY

ENIF 0x07

ENDA

Do you mean... like this? Because this doesn't seem to make any sense to me. If I do this, doesn't there mean that there's no scenario in which DISCUSS_ETHAN_ONLY take place?
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Im still having the problem with it looping back to the main title.

// Made by markyjoe1990 of Youtube

// Modified by Nintenlord and further by Camtech

#define DISABLE_TUTORIALS

#include EAstdlib.event

#define MAP_OFFS 0xDA0000

// Write a pointer to the map for you so you don't have to do it yourself

EventPointerTable(0x06,MAP_OFFS)

EventPointerTable(0x01,Chapter)

ORG 0xD80000

Chapter:

POIN TurnEvents

POIN CharacterEvents

POIN LocationEvents

POIN MiscEvents

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_Event EndingEvent

Bad:

UNIT Eliwood 0x04 0x00 Level(10,Enemy,False) [47,4] [47,4] [Durandal,Javelin,RuneSword] [0x00,0x03,0x00,0x20]

UNIT BlackFang Swordmaster 0x01 Level(5,Enemy,False) [46,6] [46,6] [WoDao,RuneSword] [0x00,0x03,0x09,0x00]

UNIT BlackFang Berserker 0x01 Level(5,Enemy,False) [47,7] [47,7] [EmblemAxe,Tomahawk] [0x00,0x03,0x09,0x00]

UNIT BlackFang Hero 0x01 Level(5,Enemy,False) [48,6] [48,6] [0x0D,KillerAxe] [0x00,0x03,0x09,0x00]

UNIT BlackFang Sage 0x01 Level(5,Enemy,False) [46,2] [46,2] [Excalibur,0x4D] [0x00,0x03,0x09,0x00]

UNIT BlackFang Druid 0x01 Level(5,Enemy,False) [48,2] [48,2] [0x49,0x4D] [0x00,0x03,0x09,0x00]

UNIT BlackFang Bishop 0x01 Level(5,Enemy,False) [47,1] [47,1] [Luce,0x4D] [0x00,0x03,0x09,0x00]

Good:

UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [14,8] [14,8] [ChestKey] [0x00,0x00,0x00,0x00]

UNIT Legault 0x3C 0x03 Level(1,Ally,False) [0,14] [1,15] [slimSword,DoorKey,DoorKey,ChestKey] [0x00,0x00,0x00,0x00]

TurnEvents:

// Comment out or remove this line if you have a prep screen.

TURN 0x0 Opening_Event [1,0] 0x0 0x0

TURN

CharacterEvents:

//CHAR

END_MAIN

LocationEvents:

//Village(0x06,Village1,46,1)

//LOCA

END_MAIN

MiscEvents:

CauseGameOverIfLordDies

//AFEV

END_MAIN

Opening_Event:

// Change to ENDB if you have prep screen.

LOU1 Good

LOU1 Bad

ENUN

FADI 10

BACG 0x13

FADU 10

TEX1 0x0810

REMA

OOBB

//VCBF 1

ENDA

EndingEvent:

//MNCH 0x__

//STAL 1

//_0x1

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//MESSAGE The map for this chapter is at offset MAP_OFFS

should I try changing the event pointer tables?

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start over on a clean ROM because i'm not sure how to fix this

0x4 is the index of prologue map

0x6 is the index of prologue events

right now you're writing your map to event data and your event data to i don't even know what

try this

EventPointerTable(0x04, MAP_OFFS)
EventPointerTable(0x06, ThisChapter)
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IFET 0x02 WAKELEY_DEATH_ID
IFET 0x02 ETHAN_DEATH_ID
JUMP CHAPTER_END
ENIF 0x02
IFET 0x03 WAKELEY_DEATH_ID
IFEF 0x03 ETHAN_DEATH_ID
JUMP DISCUSS_ETHAN_ONLY
ENIF 0x3
IFEF 0x04 WAKELEY_DEATH_ID
IFET 0x04 ETHAN_DEATH_ID
JUMP DISCUSS_WAKELEY_ONLY
ENIF 0x04
JUMP DISCUSS_ETHAN_WAKELEY
ENDA

Something like this might work better, and it takes up less space too...since you're using JUMPs, there shouldn't be a strict need for ELSE clauses. I'm not sure how FE7 handles multiple consecutive conditionals with the same ID though, so you might need to modify this.

Edited by Vennobennu
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start over on a clean ROM because i'm not sure how to fix this

EventPointerTable(0x04, MAP_OFFS)
EventPointerTable(0x06, ThisChapter)  // this thing

ORG 0xD80000
ThisChapter:  // and this thing need to be the same
POIN TurnEvents
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Gah, I finally figured out what it was. Turns out my events weren't the bad ones--one of 0x40, 0x41 or 0x42 is actually already marked as "true" by the game. I tested this by ENUFing all of them at the beginning of the chapter and found that doing that caused the game's music to stutter. Upon changing these to 0x30, 0x31 and 0x32, everything was fine. Thanks for all the help anyway.

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I have two errors: The first is that when the reinforcements of the turn 1 triggers, this happens:

14vu4xe.png

The 2nd problem happens when the 2° reinforcement event triggers. This happens:

vilm5d.png

And the game crushes.

(Don't ask me why are they all bosses, i still have to edit the chapter but first i want to resolve those two problems)

Here's the code:

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x06,ThisChapter)
ORG 0x01000210
ThisChapter:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event
Bad:
UNIT Empty
Good:
UNIT Jaffar Assassin 0x00 Level(5,Ally,True) [7,15] [9,13] [KillingEdge,SilverSword,Elixir] [0x00,0x00,0x00,0x00]
UNIT Empty
Reinforcements:
UNIT Zugu Warrior 0x00 Level(5,Enemy,True) [19,9] [16,10] [steelAxe] NoAI
UNIT Zugu Warrior 0x00 Level(6,Enemy,True) [19,10] [16,11] [KillerAxe] NoAI
UNIT Zugu Warrior 0x00 Level(5,Enemy,True) [19,11] [16,12] [steelAxe] NoAI
UNIT Zugu Berserker 0x00 Level(6,Enemy,True) [0,4] [1,4] [ironAxe,HandAxe] NoAI
UNIT Zugu Berserker 0x00 Level(6,Enemy,True) [19,4] [18,4] [steelAxe,HandAxe] NoAI
UNIT Carjiga DarkDruid 0x00 Level(15,Enemy,True) [9,0] [9,3] [Luna,Elixir] GuardTile
UNIT Zugu Swordmaster 0x00 Level(6,Enemy,True) [0,10] [2,10] [steelSword] NoAI
UNIT Zugu Swordmaster 0x00 Level(7,Enemy,True) [0,11] [2,11] [silverSword] NoAI
UNIT Zugu Sage 0x00 Level(8,Enemy,True) [8,0] [8,0] [Elfire] NoAI
UNIT Zugu Sage 0x00 Level(8,Enemy,True) [10,0] [10,0] [Elfire] NoAI
UNIT Empty
Reinforcements2:
UNIT Zugu General 0x00 Level(6,Enemy,True) [8,15] [8,15] [steelAxe] NoAI
UNIT Zugu General 0x00 Level(6,Enemy,True) [9,15] [9,15] [silverSpear] NoAI
UNIT Zugu General 0x00 Level(6,Enemy,True) [10,15] [10,15] [steelSpear] NoAI
Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x00 Turn1 [02,00] 0x0 0x00
TURN 0x00 Turn2 [03,00] 0x0 0x00
ENDA
TURN
Character_events:
ENDA
CHAR
Location_events:
LOCA
Misc_events:
CauseGameOverIfLordDies
AFEV
Opening_event:
LOU1 Good
LOU1 Bad
TEX1 0x801
OOBB
ENUN
ENDA
Turn1:
LOU1 Reinforcements
ENUN
TEX1 0x800
REMA
ENDA
Turn2:
LOU1 Reinforcements2
ENUN
ENDA
Ending_event:
//MNCH 0x??
//STAL 1
//_0x1
ENDA
BallistaData:
BLST
MESSAGE Events end at offset currentOffset

Ah, another minor thing: When i write "Batta" in the EA, the enemy is not Batta but Florina. The same happens with "BlackFang", who turn into Eubans. It's minor anyway, because i can play around this, but if it is a method to fix it...
Thanks!
(The answers can be obvious, but i'm not expert sorry xD )
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The first problem likely happens because your units are coming from all over the map and the camera is attempting to follow all of them and it can't keep up. You are either going to have to separate them into unit groups based on location (recommended) or simply turn off the camera

Reinforcements2:
UNIT Zugu General 0x00 Level(6,Enemy,True) [8,15] [8,15] [SteelAxe] NoAI
UNIT Zugu General 0x00 Level(6,Enemy,True) [9,15] [9,15] [SilverSpear] NoAI
UNIT Zugu General 0x00 Level(6,Enemy,True) [10,15] [10,15] [SteelSpear] NoAI
needs an empty UNIT at the end

Opening_event:
LOU1 Good
LOU1 Bad
TEX1 0x801
OOBB
ENUN
ENDA
I think ENUN should come after the LOU1s but you may be able to get away with having it after the TEX1?

Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x00 Turn1 [02,00] 0x0 0x00
TURN 0x00 Turn2 [03,00] 0x0 0x00
ENDA
TURN
you don't need an ENDA in your Turn events

Character_events:
ENDA
CHAR
or here Edited by Agro
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I have a question concerning an ending event.

How exactly would I set up an ending event for a survival mission, AKA Survive until turn X?

I'm unsure on everything concerning setting that up, so any info would be helpful.

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^Would it be set up any differently from a regular turn event?

TURN 0x0 EndingEvent [turn] phase

Can I do it?

yes

TURN 0x0 WarpBoss [4,0] phase

...

WarpBoss:
WarpOut(boss)
Edited by CT075
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