CT075 Posted March 21, 2014 Author Share Posted March 21, 2014 if you use ID 0x0 they don't turn off Quote Link to comment Share on other sites More sharing options...
Solum Posted March 21, 2014 Share Posted March 21, 2014 Thanks ! It worked too. This map switch is so nice xD Quote Link to comment Share on other sites More sharing options...
Agro Posted March 21, 2014 Share Posted March 21, 2014 (edited) 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 March 21, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted March 22, 2014 Share Posted March 22, 2014 Oh, after JUMP DISCUSS_ETHAN_ONLY. Quote Link to comment Share on other sites More sharing options...
Agro Posted March 22, 2014 Share Posted March 22, 2014 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 ENDADo 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? Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 22, 2014 Share Posted March 22, 2014 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? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 22, 2014 Author Share Posted March 22, 2014 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) Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted March 22, 2014 Share Posted March 22, 2014 (edited) 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 March 22, 2014 by Vennobennu Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 22, 2014 Share Posted March 22, 2014 I didnt know what to put under"this chapter" so I left it at "chapter" but it still keeps giving the same error. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 22, 2014 Author Share Posted March 22, 2014 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 Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 22, 2014 Share Posted March 22, 2014 Well i started over on a new ROM(well kept the events with changes[the above ones]) and it still doesnt work should I make a completely new event txt file and redo everything? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 22, 2014 Author Share Posted March 22, 2014 you still haven't closed your Good and Bad unit groups with an empty UNIT Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 22, 2014 Share Posted March 22, 2014 Oops it must not have saved from last time I fixed it. could something be wrong with the map? Or do I need to change something in Nightmare? Quote Link to comment Share on other sites More sharing options...
Agro Posted March 22, 2014 Share Posted March 22, 2014 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. Quote Link to comment Share on other sites More sharing options...
Darkelont Posted March 23, 2014 Share Posted March 23, 2014 I have two errors: The first is that when the reinforcements of the turn 1 triggers, this happens: The 2nd problem happens when the 2° reinforcement event triggers. This happens: 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 ) Quote Link to comment Share on other sites More sharing options...
Agro Posted March 23, 2014 Share Posted March 23, 2014 (edited) 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] NoAIneeds an empty UNIT at the end Opening_event: LOU1 Good LOU1 Bad TEX1 0x801 OOBB ENUN ENDAI 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 TURNyou don't need an ENDA in your Turn events Character_events: ENDA CHARor here Edited March 23, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Darkelont Posted March 23, 2014 Share Posted March 23, 2014 Oh thanks! Sorry for the question, it can be obvious, but how i can exactly turn off the camera? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 23, 2014 Author Share Posted March 23, 2014 CMOF the second problem is most likely because you're spawning someone off the map Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 23, 2014 Share Posted March 23, 2014 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 23, 2014 Author Share Posted March 23, 2014 just have a turn event that triggers on turn X that plays the ending event Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 23, 2014 Share Posted March 23, 2014 ^Would it be set up any differently from a regular turn event? Or would it just be Turn 0x00 TurnXEvent [0x,00] 0x0 0x00 TurnXEvent: Ending(event) Forgive the follow up question Quote Link to comment Share on other sites More sharing options...
Darkelont Posted March 23, 2014 Share Posted March 23, 2014 Thanks! Sorry but i have another question xD How can I remove an unit from the map in a certain turn? Like, i want to a boss who is invincible to warp out from the map in the 4th turn. Can I do it? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 23, 2014 Author Share Posted March 23, 2014 (edited) ^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 March 23, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 23, 2014 Share Posted March 23, 2014 (edited) Thank you Edited March 23, 2014 by Pack yak Quote Link to comment Share on other sites More sharing options...
Darkelont Posted March 23, 2014 Share Posted March 23, 2014 Thanks, that worked. Quote Link to comment Share on other sites More sharing options...
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