Ziose0 Posted January 28, 2012 Share Posted January 28, 2012 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: 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... :( Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted January 28, 2012 Share Posted January 28, 2012 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. Quote Link to comment Share on other sites More sharing options...
Jubby Posted January 28, 2012 Share Posted January 28, 2012 (edited) 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 January 28, 2012 by Jubby Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted January 28, 2012 Author Share Posted January 28, 2012 (edited) 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 January 28, 2012 by ziose0 Quote Link to comment Share on other sites More sharing options...
Jubby Posted January 28, 2012 Share Posted January 28, 2012 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. Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted January 29, 2012 Author Share Posted January 29, 2012 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.. Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 29, 2012 Share Posted January 29, 2012 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. Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted January 29, 2012 Author Share Posted January 29, 2012 Actually....I'm not entirely sure what I did but I fixed it...O_o. I think it was me changing the class number though that did it. Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted January 29, 2012 Author Share Posted January 29, 2012 I spoke too soon...I forgot about this error on Ch. II.... 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: Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 29, 2012 Share Posted January 29, 2012 First of all, I've always had problems with ITGM, I usually use ITGC instead. Also, you're missing the blank TURN/LOCA codes at the end of your pointers. Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted January 29, 2012 Author Share Posted January 29, 2012 Ahh...that fixed it :D. And as far as I'm concerned that's all that was left. Thank you guys very much Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 29, 2012 Share Posted January 29, 2012 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. Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted February 5, 2012 Author Share Posted February 5, 2012 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 5, 2012 Share Posted February 5, 2012 IFCA 0x00 ID char There's this file called "EA code language" or something. It contains some useful things, such as "a list of codes and their respective parameters". Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted February 5, 2012 Share Posted February 5, 2012 So basically, you're missing a parameter. That's why the assembler is saying the code isn't recognized. Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted February 5, 2012 Author Share Posted February 5, 2012 (edited) 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 February 5, 2012 by ziose0 Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 5, 2012 Share Posted February 5, 2012 (edited) 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 February 5, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Primefusion Posted February 5, 2012 Share Posted February 5, 2012 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. Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted February 5, 2012 Author Share Posted February 5, 2012 (edited) 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 February 5, 2012 by ziose0 Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 5, 2012 Share Posted February 5, 2012 (edited) 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 February 5, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted February 5, 2012 Author Share Posted February 5, 2012 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 5, 2012 Share Posted February 5, 2012 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. Quote Link to comment Share on other sites More sharing options...
Ziose0 Posted February 5, 2012 Author Share Posted February 5, 2012 (edited) 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 February 5, 2012 by ziose0 Quote Link to comment Share on other sites More sharing options...
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