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Infinite Movement Glitch?


BSN1194
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So basically, I was working on some events, right? I was working on a village code. For some reason, whenever a character enters the village that code works perfectly, but it causes all of the characters to have infinite movement, and if one moves to far the game glitches and crashes. I honestly have no idea what's going on :P I've tried a lot of things with no work. Does anyone have any idea? I can post some of the code if that's necessary. This might be a n00b glitch, i don't know haha.

Thanks in advance!

Chapter 2.txt

Edited by BSN1194
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First thing: Not only is there an entire subforum for this, there's a thread for exactly this kind of problem.

Second thing: As of right now, the only real answer any of us can give you is "you fucked something up". Post your entire code (all of it, not just the village) and I'll see what I can do for you.

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First thing: Not only is there an entire subforum for this, there's a thread for exactly this kind of problem.

Second thing: As of right now, the only real answer any of us can give you is "you fucked something up". Post your entire code (all of it, not just the village) and I'll see what I can do for you.

Sorry, my bad haha. I'm kind of new. And The code should be be able to be downloaded now.

Chapter 2.txt

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...Or just C+P it in a post?

It's a little long, and it's easier to read that way to me, but sure.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include FE7Definitions.txt

EventPointerTable(0x0F,Pointers)

org 0x1004920

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN Bad Bad Bad Bad

POIN Opening_event Ending_event

Bad:

UNIT Chapter2Fighter Fighter Glass Level(2,Enemy,False) [14,14] [14,9] [ironAxe] [0x00, 0x03, 0x09, 0x00]

UNIT Chapter2Fighter Fighter Glass Level(2,Enemy,False) [14,14] [12,9] [ironAxe] [0x00, 0x03, 0x09, 0x00]

UNIT Chapter2Fighter Fighter Glass Level(2,Enemy,False) [14,14] [16,12] [ironAxe] [0x00, 0x03, 0x09, 0x00]

UNIT Glass Cavalier Glass Level(3,Enemy,False) [14,14] [18,15] [steelSpear,IronSword] [0x00, 0x03, 0x00, 0x20]

UNIT Empty

Lloyd_Lyn:

UNIT Lloyd_FFO Myrmidon Lyn_t Level(2,Ally,False) [14,3] [9,5] [] [0x00, 0x03, 0x00, 0x20]

UNIT Lyn_t LynLord 0x00 Level(3,Ally,True) [14,4] [8,4] [ManiKatti,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

ATEAM:

UNIT Rath_t Nomad 0x00 Level(3,Ally,False) [13,3] [10,5] [shortBow,Vulnerary,] [0x00, 0x00, 0x00, 0x00]

UNIT Linus_FFO Mercenary Lyn_t Level(2,Ally,False) [13,4] [10,4] [] [0x00, 0x03, 0x00, 0x20]

UNIT Hector HectorLord 0x00 Level(2,Ally,True) [14,4] [7,4] [WolfBeil,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Sain_t Cavalier 0x00 Level(3,Ally,False) [14,3] [9,3] [ironSpear,Vulnerary,] [0x00,0x00, 0x00, 0x00]

UNIT Eliwood EliwoodLord Eliwood Level(3,Ally,True) [12,3] [8,5] [Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

BTEAM:

UNIT Rath_t Nomad 0x00 Level(3,Ally,False) [13,3] [10,5] [shortBow,Vulnerary,] [0x00, 0x00, 0x00, 0x00]

UNIT Linus_FFO Mercenary Lyn_t Level(2,Ally,False) [13,4] [10,4] [] [0x00, 0x03, 0x00, 0x20]

UNIT Hector HectorLord 0x00 Level(2,Ally,True) [14,4] [7,4] [WolfBeil,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Sain_t Cavalier 0x00 Level(3,Ally,False) [14,3] [9,3] [ironSpear,Vulnerary,] [0x00,0x00, 0x00, 0x00]

UNIT Eliwood EliwoodLord Eliwood Level(3,Ally,True) [12,3] [8,5] [Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

PP:

UNIT Eliwood EliwoodLord Eliwood Level(3,Ally,True) [4,4] [5,5] [Rapier,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Linus_FFO Mercenary Lyn_t Level(2,Ally,False) [5,5] [5,8] [] [0x00, 0x03, 0x00, 0x20]

UNIT Hector HectorLord 0x00 Level(2,Ally,True) [4,5] [5,6] [WolfBeil,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Lyn_t LynLord 0x00 Level(3,Ally,True) [4,5] [4,7] [ManiKatti,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Rath_t Nomad 0x00 Level(3,Ally,False) [4,5] [6,5] [shortBow,Vulnerary,] [0x00, 0x00, 0x00, 0x00]

UNIT Sain_t Cavalier 0x00 Level(3,Ally,False) [4,5] [7,7] [ironSpear,Vulnerary,] [0x00,0x00, 0x00, 0x00]

UNIT Lloyd_FFO Myrmidon Lyn_t Level(2,Ally,False) [4,5] [3,6] [] [0x00, 0x03, 0x00, 0x20]

UNIT Ursula Troubadour 0x00 Level(2,Ally,False) [4,5] [6,4] [] [0x00, 0x03, 0x00, 0x20]

UNIT Darin Knight 0x00 Level(2,Ally,False) [4,5] [8,5] [] [0x00, 0x03, 0x00, 0x20]

UNIT Brendan Fighter 0x00 Level(2,Ally,False) [4,5] [6,7] [] [0x00, 0x03, 0x00, 0x20]

UNIT Uhai Nomad 0x00 Level(2,Ally,False) [4,5] [4,5] [] [0x00, 0x03, 0x00, 0x20]

UNIT Empty

Person:

UNIT Citizen 0x47 0x00 Level(3,NPC,True) [0,11] [0,11] [] [0x00, 0x00, 0x00, 0x00]

UNIT

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

Character_events:

Location_events:

//Village(0x05,Village1,1,7)

VILL 0x05 Village1 [1,7] 0xE

Village(0x06,Village2,14,4)

House(0x7,House1,6,8)

Misc_events:

CauseGameOverIfLordDies

AFEV

Opening_event:

//MUS1 0x004F

//LOMA 0x29 [9,4]

//STAL 50

//WARP [7,3] 0x0

//LOEV Zoldam Shaman [7,3]

//CUSI Zoldam $A7

//FADI 10

//BACG 0x5B

//FADU 10

//TEX1 0x081F

//REMA

//STAL 125

//WARP [7,3] 0x1

//DISA Zoldam

//STAL 25

//LOU1 Lloyd_Lyn

//ENUN

//STAL 50

//CURF Lloyd_FFO

//FADI 10

//BACG 0x3D

//FADU 10

//TEX1 0x081D

//REMA

//STAL 50

//LOU1 ATEAM

//ENUN

//STAL 50

//CURF Lyn_t

//FADI 10

//BACG 0x3D

//FADU 10

//TEX1 0x0820

//REMA

//STAL 50

//MOVE Lyn_t [7,0]

//MOVE Eliwood [8,0]

//MOVE Hector [6,0]

//MOVE Sain_t [6,1]

//MOVE Rath_t [7,1]

//MOVE Lloyd_FFO [8,1]

//MOVE Linus_FFO [6,2]

//ENUN

//FADI 10

//DISA Eliwood

//DISA Hector

//DISA Lyn_t

//DISA Rath_t

//DISA Sain_t

//DISA Lloyd_FFO

//DISA Linus_FFO

//LOMA 0x02 [4,4]

//LOU1 Person

//FADU 10

//CURF [4,4]

LOU1 PP

//CURF [0,11]

//TEX1 0x0821

//REMA

//MOVE [0,11] [1,7]

//ENUN

//DISA [1,7]

//STAL 50

//TEX1 0x0823

//REMA

//FADI 10

//BACG 0x02

//FADU 10

//TEX1 0x0822

//REMA

//CAM1 [10,11]

//CURF [14,14]

//FADI 10

//BACG 0x31

//FADU 10

//TEX1 0x0825

//REMA

//LOU1 Bad

//ENUN

OOBB

ENDA

Village1:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0827

REMA

ITGV Barrier

ENDA

Village2:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0827

REMA

ENDA

House1:

FADI 10

BACG 0x02

FADU 10

TEX1 0x0827

REMA

ENDA

Ending_event:

//MNCH 0x??

//STAL 1

//_0x1

ENDA

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: ????????

Edited by BSN1194
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Nate you can use spoiler tags

[spoiler]
enter stuff here (like events)
[/spoiler]

You seem to be using some custom definitions, you are sure that they are all working correctly, right? You didn't include the definitions file so I assume so

EDIT: Then again maybe you aren't, I don't know if "Chapter2Fighter" is built into the EA so >_>

Edited by Luffy
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Nate you can use spoiler tags

[spoiler]
enter stuff here (like events)
[/spoiler]

You seem to be using some custom definitions, you are sure that they are all working correctly, right? You didn't include the definitions file so I assume so

EDIT: Then again maybe you aren't, I don't know if "Chapter2Fighter" is built into the EA so >_>

Well yeah, they're in the definitions. I don't get any errors so I assume it's working. Is that sometimes not the case? I made that definition myself.

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Nate you can use spoiler tags

[spoiler]
enter stuff here (like events)
[/spoiler]

You seem to be using some custom definitions, you are sure that they are all working correctly, right? You didn't include the definitions file so I assume so

EDIT: Then again maybe you aren't, I don't know if "Chapter2Fighter" is built into the EA so >_>

Well yeah, they're in the definitions. I don't get any errors so I assume it's working. Is that sometimes not the case? I made that definition myself.

And thank you for the spoilers.

And not to be a n00b but can anyone tell me how to delete a post?

Edited by BSN1194
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e0fb1af3d7cdb77f79aaff0a91a33c62.png

First thing I see wrong. Probably shouldn't cause any problems but then again you might want to fix that anyway.

Secondly, you might want to try arranging it like this:

Village1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0827
ITGV Barrier
REMA
ENUN
ENDA

which works for me. I dunno why it isn't working for you.

Edited by Cam
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First thing I see wrong. Probably shouldn't cause any problems but then again you might want to fix that anyway.

Secondly, you might want to try arranging it like this:

Village1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0827
ITGV Barrier
REMA
ENUN
ENDA

which works for me. I dunno why it isn't working for you.

I tried that. It didn't work :/. I'm starting to think the problem might not be in the events but i don't know where else it would be.

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