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Some FE7 Hacking Issues


Ziose0
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I've been trying to become self-dependant and learn on my own...and I have for the most part...but here's three things I've yet to figure out what's wrong.

1. Okay so I'm starting on making my hack, and once I got to chapter 3, I tried to set the winning conditions in my custom events to DefeatAll. But everytime I use this code the game goes through the opening events then straight to the ending event, however if I use any other winning condition it works...<_<

Here's my code:

[spoiler=Code]

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x15,Pointers)

org 0xCA1221

ALIGN 4

Pointers:

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 0x8F 0x0E 0x00 Level(3,Enemy,True) [6,0] [5,3] [slimSword] [0x00,0x03,0x09,0x00]

UNIT 0x8F 0x0E 0x00 Level(3,Enemy,True) [7,0] [9,3] [slimSword] [0x00,0x03,0x09,0x00]

UNIT 0x8F 0x0E 0x00 Level(3,Enemy,True) [11,19] [7,15] [slimSword] [0x00,0x00,0x00,0x00]

UNIT 0x8F 0x0E 0x00 Level(3,Enemy,True) [13,19] [14,15] [slimSword] [0x00,0x03,0x09,0x00]

UNIT 0x8F 0x12 0x00 Level(4,Enemy,True) [7,0] [2,7] [ironAxe] [0x00,0x00,0x00,0x00]

UNIT 0x8F 0x12 0x00 Level(4,Enemy,True) [12,19] [7,16] [HandAxe] [0x00,0x00,0x00,0x00]

UNIT 0x8F 0x18 0x00 Level(3,Enemy,True) [7,0] [10,6] [ironBow] [0x00,0x00,0x00,0x00]

UNIT 0x8F 0x18 0x00 Level(3,Enemy,True) [12,19] [9,15] [ironBow] [0x00,0x00,0x00,0x00]

UNIT Empty

Good:

UNIT Eliwood 0xFF 0x00 Level(1,Ally,False) [12,19] [12,19] [Rapier,Vulnerary] [0x00,0x00,0x00]

UNIT Sain 0xFF 0x00 Level(2,Ally,False) [11,19] [11,19] [ironBow,Vulnerary] [0x00,0x00,0x00]

UNIT Kent 0xFF 0x00 Level(2,Ally,False) [13,19] [13,19] [ironSword] [0x00,0x00,0x00]

UNIT Empty

Mains:

UNIT Eliwood 0xFF 0x00 Level(1,Ally,False) [11,12] [11,12] [Rapier,Vulnerary] [0x00,0x00,0x00]

UNIT Sain 0xFF 0x00 Level(2,Ally,False) [10,11] [10,11] [ironBow,Vulnerary] [0x00,0x00,0x00]

UNIT Kent 0xFF 0x00 Level(2,Ally,False) [12,11] [12,11] [ironSword] [0x00,0x00,0x00]

UNIT Rebecca 0x38 0x00 Level(2,NPC,False) [11,10] [11,10] [slimSpear,Vulnerary] [0x00,0x00,0x00]

UNIT Empty

Scout:

UNIT 0x91 0x0E 0x00 Level(5,Enemy,True) [5,0] [5,0] [steelSword] [0x00,0x03,0x09,0x00]

UNIT 0x90 0x18 0x00 Level(5,Enemy,True) [4,0] [4,0] [shortBow] [0x00,0x03,0x09,0x00]

UNIT Empty

Enemy_Reinforcements:

UNIT 0x91 0x18 0x00 Level(5,Enemy,True) [12,19] [12,19] [shortBow] [0x00,0x00,0x00,0x00]

UNIT 0x8F 0x18 0x00 Level(4,Enemy,True) [11,19] [11,19] [ironBow] [0x00,0x00,0x00,0x00]

UNIT 0x8F 0x18 0x00 Level(4,Enemy,True) [13,19] [13,19] [ironBow] [0x00,0x00,0x00,0x00]

UNIT 0x8F 0x18 0x00 Level(4,Enemy,True) [12,18] [12,18] [Longbow] [0x00,0x00,0x00,0x00]

UNIT Empty

Town_Guard:

UNIT Lowen 0x29 0x00 Level(5,NPC,False) [4,13] [4,13] [ironSword,Javelin,Vulnerary] [0x00,0x03,0x09,0x00]

UNIT Rebecca 0x38 0x00 Level(2,NPC,False) [5,14] [5,14] [slimSpear,Vulnerary] [0x00,0x00,0x00]

UNIT 0x77 0x38 0x00 Level(3,NPC,True) [7,4] [7,4] [ironSpear] [0x00,0x03,0x09,0x00]

UNIT 0x75 0x38 0x00 Level(3,NPC,True) [14,9] [14,9] [Javelin] [0x00,0x03,0x09,0x00]

UNIT 0x75 0x38 0x00 Level(3,NPC,True) [16,7] [16,7] [ironSpear] [0x00,0x03,0x09,0x00]

Unit Empty

Turn_events:

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

TURN 0x01 Turn_3 [03,00] 0x8 0x00

Character_events:

CHAR 0x09 Assistance Rebecca Lowen $00000000

Location_events:

Armory(Ch3Armory,11,14)

Vendor(Ch3Vendor,5,10)

House(0x06,Village1,11,10)

Village(0x07,Village2,15,4)

Misc_events:

CauseGameOverIfLordDies

DefeatAll(Ending_event)

AFEV

Opening_event:

LOU1 Good Town_Guard

CAM1 [13,15]

FADU 10

CURF Eliwood

FADI 10

BACG 0x04

FADU 10

TEX1 0x844

REMA

MOVE Eliwood [4,14]

MOVE Sain [7,15]

MOVE Kent [6,16]

ENUN

TEX1 0x845

REMA

MOVE Rebecca [11,12]

MOVE Eliwood [11,10]

MOVE Sain [10,11]

MOVE Kent [12,11]

ENUN

MUS1 0x53

CAM1 [7,5]

LOU1 Scout

CURF [5,0]

FADI 10

DISA Rebecca

DISA Eliwood

DISA Sain

DISA Kent

ENUN

BACG 0x1D

FADU 10

TEX1 0x846

REMA

MOVE 0x90 [6,0]

DISA 0x90

LOU1 Bad

MOVE 0x77 [16,8]

CAM1 [11,8]

FADI 10

LOU1 Mains

ENUN

BACG 0x01

FADU 10

TEX1 0x847

REMA

CUSI Rebecca Ally

ENUN

ENDA

Turn_3:

CAM1 [12,15]

LOU1 Enemy_Reinforcements

TEX1 0x848

REMA

ENDA

Assistance:

TEX1 0x61

REMA

ITGV IronSpear

ENDA

Ch3Armory:

SHLI IronSword IronSpear IronBow

Ch3Vendor:

SHLI DevilAxe Vulnerary

ALIGN 4

Village1:

HouseEvent(802,0x01)

ENDA

Village2:

VillageEventItem(0x803,0x02,DragonShield)

ENDA

Ending_event:

MUS1 0x038

FADI 0x15

BACG 0x04

FADU 0x15

TEX1 0x848

REMA

MNCH 0x04

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset:

2. I've been experiencing problems with my lord's class. All I did was try to switch the main lord's animation to nino's. But I didnt remove Eliwood's, Lyn's, or Hector's animation, so I'm wondering what happened? I put lilina's animation in the original mage spot, and moved nino's to the monk animation. So when I use the nino animation it works perfectly until she attacks, and I get this:

errorscreen02.png

I don't know what happened, so I played around with it and switched the lilina animation and the nino one to see if it was broken, but then the lilina wouldn't work. So Is there something wrong with the monk animation slot or something?

3. The main problem that's really happening is that while I edit my hack, everytime I edit a chapter beyond chapter 1 and try to play it, the main lord changes into a female mage, and I don't know why...ANY help would be appreciated... :(

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For #2:

Cape looping frames are hardcoded. You put a mage animation in a non mage slot and crap happens during the animation.

So basically, you can only replace the generic (Nino) short haired female mage animation with Lilina's animation. "Replace". You can't have both unless your code one from scratch using the custom animation module.

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The mage animation has a cape flowing thing that's hardcoded. I don't know if the monk does but it could be causing problems... Your event question should go in the EA questions thread.

Edit: Dammit, ninja'd

Edited by Jubby
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Oh.... ;.; I suppose that makes sense then...uh but since the animation has pretty much already been assembled is it not possible to just remake it using what I got when I originally dumped the animation on my computer? So I just use the frame data or what?

Or could I replace the Nino Sage animation with another mage and have it work?

Edited by ziose0
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Oh.... ;.; I suppose that makes sense then...uh but since the animation has pretty much already been assembled is it not possible to just remake it using what I got when I originally dumped the animation on my computer? So I just use the frame data or what?

Or could I replace the Nino Sage animation with another mage and have it work?

The animation slot is hardcoded, I thiiiiiink, so no. Replacing the sage (again I thiiiiiink) would work.

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The animation slot is hardcoded, I thiiiiiink, so no. Replacing the sage (again I thiiiiiink) would work.

That worked. Now I just have to fix my other two problems... :/. More importantly the third one. the first one can be worked around..

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Explain exactly what it is you are doing to change your lord's class. Right down to every step, not just "nightmare". Tell me exactly what values you changed, since I think I can guess if you give me some more information.

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I spoke too soon...I forgot about this error on Ch. II....

errorscreen03.png

This constantly happens everytime I reupload my custom events into the rom. And then everytime I replay through the chapter it pilfers the torch you're supposed to get and then just plays the music while nothing happens. Sometimes it would show an inventory of items that the character didnt have like 3 goddess icons with 229 uses. Not sure what's going on there...but here's the code for that chapter in case it's something I've mistyped:

[spoiler=Chapter II Code]//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x0F,Pointers)

org 0xCA0E65

ALIGN 4

Pointers:

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 Heintz Shaman 0x00 Level(5,Enemy,True) [13,14] [13,14] [0x18] [0x00,0x03,0x00,0x20]

UNIT 0x6D Shaman 0x8A Level(3,Enemy,True) [2,5] [2,5] [Flux] [0x00,0x03,0x00,0x20]

UNIT 0x6D 0x21 0x8A Level(1,Enemy,True) [8,6] [8,6] [Fire] [0x00,0x00,0x00,0x00]

UNIT 0x6D Mage 0x8A Level(2,Enemy,True) [11,13] [11,13] [Fire] [0x00,0x03,0x09,0x00]

UNIT 0x6D Mage 0x8A Level(1,Enemy,True) [13,9] [13,9] [Fire] [0x00,0x03,0x09,0x00]

UNIT 0x6D Mage 0x8A Level(2,Enemy,True) [14,1] [14,1] [Fire] [0x00,0x00,0x00,0x00]

UNIT 0x6D 0x21 0x8A Level(1,Enemy,True) [0,9] [0,9] [Fire] [0x00,0x00,0x00,0x00]

UNIT 0x7D Shaman 0x8A Level(1,Enemy,True) [6,10] [6,10] [Flux,Vulnerary] [0x00,0x03,0x09,0x00]

Unit Empty

UNIT Empty

Good:

UNIT Eliwood 0xFF 0x00 Level(1,Ally,False) [10,1] [10,1] [Rapier,Vulnerary] [0x00,0x00,0x00]

UNIT Sain 0xFF 0x00 Level(2,Ally,False) [11,2] [11,2] [ironBow,Vulnerary] [0x00,0x00,0x00]

UNIT Kent 0xFF 0x00 Level(2,Ally,False) [10,3] [10,3] [ironSword] [0x00,0x00,0x00]

UNIT Empty

Turn_events:

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

Character_events:

CHAR 0x06 Lifestyles Kent Sain $00000000

CHAR 0x06 Lifestyles Sain Kent $00000000

CHAR 0x07 Let_Us_Know_Each_Other Kent Eliwood $00000000

CHAR 0x07 Let_Us_Know_Each_Other Eliwood Kent $00000000

CHAR

Location_events:

Village(0x05,Village1,2,5)

Misc_events:

CauseGameOverIfLordDies

DefeatBoss(Ending_event)

AFEV

Opening_event:

LOU1 Good

MUS1 0x004F

BACG 0x0D

FADU 10

TEX1 0x83E

REMA

ITGM Torch

MUNO

REMA

MOVE Eliwood [10,2]

TEX1 0x83F

REMA

CAM1 [5,10]

MUS1 0x07

CURF [5,10]

FADI 10

LOU1 Bad

BACG 0x03

FADU 10

TEX1 0x840

REMA

ENUN

CAM1 [10,2]

TEX1 0x841

REMA

ENDA

Lifestyles:

TEX1 0x5F

REMA

ENDA

Let_Us_Know_Each_Other:

TEX1 0x60

REMA

ENDA

Village1:

VillageEventMoney(0x800,0x03,2000)

ENDA

Ending_event:

MUS1 0x038

FADI 0x10

BACG 0x36

FADU 0x15

TEX1 0x843

REMA

MNCH 0x03

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset:

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1) Turn, location, character and misc events need to end in TURN, LOCA, CHAR or AFEV with no parameters. If you leave it out, the game will continue reading and interpret your CHAR events as location based events, too.

2) VillageEventMoney and HouseEvent have ENDA code in them, there's no need to add one after them.

3) Event ID 1 is reserved for boss quote, so don't use it in normal events, you use it in TURN code in the first events.

4)

Turn_3:
CAM1 [12,15]
LOU1 Enemy_Reinforcements
TEX1 0x848
REMA
ENDA

ENUN is recommended after LOU1 and MOVE codes. It causes the game to wait until units have stopped moving. Since your reinforcements don't move, it really isn't needed and sometimes having units move while character talks is desirable, but generally you want to have ENUN after MOVE and LOU1 codes.

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I forgot to thank you for your advice ;.; but thanks!

Another thing here...I've been having problems with the IFCA event code. It says it doesn't exist, when I try to assemble the event. Here's what I'm typing.

Lilith_House:

IFCA 0x03 Sain

FADI 10

BACG 0x01

FADU 10

TEX1 0x68

REMA

LOU1 Lilith

ENDA

IFCA 0x04 Rebecca

ENIF 0x03

FADI 10

BACG 0x01

FADU 10

TEX1 0x68

REMA

LOU1 Lilith

ENDA

ELSE 0x05

ENIF 0x04

TEX1 0x69

REMA

ENUF 0x05

ENDA

ENIF 0x05

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Ahh, I see...also, is it possible to have a house event and a shop event happen in the same location?

Also, okay, now I can assemble the event, but the house event I just made doesn't appear. Does it being over a vendor have anything to do with it?

Edited by ziose0
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I could stick a house event over an empty plain of grass and it'd still work. From what you've told me my diagnosis is (wait for it) "You screwed something up in your events"

also, seven times.

Edited by Camtech
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I think zio is asking if it's possible to have a house event and a vendor shop list on the same coordinate. Here's how you find out: Move one of the events over a tile. If it works then, you'll have an answer.

A little shout out to everyone in general: Don't be afraid to just try something out. If you're not sure it'll work, make a backup and have a go. You'll learn and retain more that way.

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Well no, I mean, I did try it. I had just the vendor there at first, but it wouldn't show. So I thought maybe I could put a house there too. But the house event didn't show. Then I took away the vendor. Still no house event...so I can't find that out until I find out what's wrong with my event(s)

edit: Okay so you can't put a vendor or shop in the same local as a house, the vendor/shop will just overwrite it apparently. BUT still, back to the house event I'm trying to insert. When it loads, it fades out, loads the background, then goes to the opening of the game...

Lilith_House:

IFCA 0x00 0x03 Sain

FADI 10

BACG 0x01

FADU 10

TEX1 0x68

REMA

LOU1 Lilith

ENUN

ENDA

IFCA 0x00 0x04 Rebecca

ENIF 0x03

FADI 10

BACG 0x01

FADU 10

TEX1 0x68

REMA

LOU1 Lilith

ENUN

ENDA

ELSE 0x05

ENIF 0x04

FADI 10

BACG 0x01

FADU 10

TEX1 0x69

REMA

ENDA

ENIF 0x05

P.S. Sorry for all the questions :/

Edited by ziose0
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Lilith_House:
// You only need to load this once.
FADI 10
BACG 0x01
FADU 10
IFCA 0x00 0x03 Sain
TEX1 0x68
REMA
LOU1 Lilith
ENUN
// Never put an ENDA in the middle of your event, it doesn't work that way.
//ENDA
ENIF 0x03
IFCA 0x00 0x04 Rebecca
// If you put it like this, then it will only check for Rebecca if the Sain check turns up true.
//ENIF 0x03
//FADI 10
//BACG 0x01
//FADU 10
TEX1 0x68
REMA
LOU1 Lilith
ENUN
//ENDA
ELSE 0x05
ENIF 0x04
//FADI 10
//BACG 0x01
//FADU 10
TEX1 0x69
REMA
//ENDA
ENIF 0x05
ENDA

Also, are you sure those text slots are safe to use?

Edited by Camtech
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It's the text slots...what's wrong with them though? They're just support convos that I wrote over. I've been writing over the support convos this whole time with these types of events and this is the first time it's come up like this.

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Some of them are just weird that way. You are using the source I just fixed for you instead of the unfixed one, right?

Try using a different set of text slots and seeing if anything changes.

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I got it....I was trying to use the [LoadFace][0xFF][0xFF] but I put [0xFF][0x01] ....<_<

Also, apparently the spot where a vendor shop is, I can't place a house or village event...harcoded I guess...oh well though it's no big deal.

But really man, thank you for all your help

Edited by ziose0
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