GuardianX Posted August 7, 2012 Share Posted August 7, 2012 Excuse me, I seem to have a problem understanding the whole concept of event ids. To me it was never fully explained in Arch's tutorial, which by the way I read over a dozen times, is it something that you make yourself. E.g. I decided to say I want this to be Event Id 0x1 and the next one is 0x2, or do they mean something in themselves and by which you cannot use them in any form or manner,only their intended purposes. And another problem I seem to have is Misc. Based events, in which it always seems to crash the game upon loading the chapter. The Misc. based events I've tried that failed are Area events and Goal events, yes even the simple GameOverIfLordDies doesn't work. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted August 7, 2012 Share Posted August 7, 2012 basically event ids are triggers that, if you activate them once, they cannot be activated again (unless you use a code that specifically renews the id) don't use the first 5 event ids though, since they're used for basic things in chapters 0x00 is a special id that can used multiple times also post your events Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 7, 2012 Share Posted August 7, 2012 don't use the first 5 event ids though, since they're used for basic things in chapters actually more like try not to use event IDs below 0x10, because battle conversations use event IDs around 0x08 - 0x0C iirc but of course you can always renumber those event IDs in nightmare Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 7, 2012 Share Posted August 7, 2012 CauseGameOverIfLordDies won't work if you're in Lyn mode and trying to use it for eliwood or hector, unless you use ID 0x65 for those characters for her chapters. ALS already mentioned not using ID's 0x01-0x05, unless you're using them to force their intended purposes, which I don't quite remember what they are. Haven't heard anything about not using up to 0x10 though, i've never had a problem with them. 0x65 forces a game over BTW, so don't use it unless you want to force a game over as part of an event or something. it usually just gets used in nightmare for the lords or protect character chapters. If you'd like an example of a working script so you understand better, i'd be happy to oblige and help you through it. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted August 7, 2012 Share Posted August 7, 2012 ALS already mentioned not using ID's 0x01-0x05, unless you're using them to force their intended purposes, which I don't quite remember what they are. Haven't heard anything about not using up to 0x10 though, i've never had a problem with them. All i remember was that 0x02 is usual boss quotes and 0x04 is a music changing id. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted August 7, 2012 Share Posted August 7, 2012 0x00 is a null event ID, it's not recorded if it's used AFAIK* 0x01 is for boss battle quotes 0x02 is for boss death quotes 0x03 is for seize events... alternatively, events that take you to the endscene** 0x04 is for some music thing 0x05 I don't remember honestly I think 0x06 is clear to use though for some reason I don't remember it being used 0x65 is reserved for the gameover event (though you still need an AFEV in the events for it to work properly--said AFEV is usually done with a macro) 0x88-8x8B are reserved for special death quotes (I haven't confirmed this range) 0x8C-0x8E are reserved for the weapon triangle Later ones sometimes glitch up, they may be used for various purposes I haven't studied such as events, support conversations, etc. Supposedly every entry after 0x65 is a "perma-ID"; i.e. the game will keep track of whether it's been triggered or not from chapter to chapter, as opposed to resetting it. However, as far as I know, no one's actually looked up where these ID's start. It could very well start at 0x40 for all I know. I ran out of main event ID's to use so I tried using 0x64, for instance, and unless I'm being silly, I *think* it worked right, sooo >_>' *you can't really remap this whereas the others you can by editing data in other parts of the ROM such as the death quotes (preferably done using Nightmare Modules), battle quotes, etc. **the seize event does this in hex with 05 00 03 00 01 00 00 00 XX YY 0F 00... I don't remember the specifics but in the EA that's like Seize(X,Y), and even without an AFEV the game is like, hard-coded or something to know that if the pointer is set to 01 00 00 00 (...also the flag for AFEV's, i.e. the AFEV code in hex is "01 00 00 00 *pointer* EVENTID 00 00 00" and the event ID is 0x03, go to the ending scene (whose offset is known from the table of pointers at the beginning of every event chapter). If anyone can add anymore info to this that'd be great since I just mentioned stuff off of the top of my head Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 7, 2012 Share Posted August 7, 2012 From EAstdlib: //Event ID's with special meanings #ifdef _FE6_ #define NoID 0 #define BossQuoteID 1 #define BossDeathQuoteID 2 #define SiezeID 3 #define GameOverID 0x65 #define CathConvo1 0x67 #define CathConvo2 0x68 #define CathConvo3 0x69 #define IliaSacaeRouteID 0x6B #define CathRecruited 0x70 #endif #ifdef _FE7_ #define NoID 0 #define BossQuoteID 1 #define BossDeathQuoteID 2 #define SiezeID 3 #define UseSecondaryMusicID 4 #define GameOverID 0x65 /* 66 67 68 69 */ #define Ch13xBeatID 0x6A #define Ch17xBeatID 0x6B #define Ch19xBeatID 0x6C #define Ch23xBeatID 0x6D #define Ch28xBeatID 0x6E /* 6F 31x/32x beat? */ #define LloydOrLinusID 0x70 #define DorcasDeadID 0x71 #define WilDeadID 0x72 #define LuciusDeadID 0x73 #define SerraDeadID 0x74 #define ErkDeadID 0x75 #define KentVisited 0x76 #define SainDeadID 0x77 #define RathDeadID 0x78 #define FlorinaDeadID 0x79 #define MatthewDeadID 0x7A #define NilsDeadID 0x7B #define WallaceDeadID 0x7C #define PentDeadID 0x7D /* 7E 7F */ #define AthosDeadID 0x80 #define HawkeyeDeadID 0x81 #define JaffarDeadID 0x82 #define LynModePassedID 0x83 /* 84 85 */ #define Ch19xxBeatID 0x86 #define PentHeavenSealReceivedID 0x87 #define DartDeadID 0x88 #define VaidaDeadID 0x89 #define PentXLouiseC 0x8A #define PentXLouiseB 0x8B #define FioraTriAttackConvoID 0x8C #define FarinaTriAttackConvoID 0x8D #define FlorinaTriAttackConvoID 0x8E /* 8F 90 Other triangle attack IDs? 91 */ #define OswinDeadID 0x92 #define KarelDeadID 0x93 #define NinoDeadID 0x94 #define BartreDeadID 0x95 #define KarlaDeadID 0x96 #define AnnaVisited 0x97 /* 98 99 */ #define HeavenSealPentID 0x9A #define MerlinusJoined 0x9B /* 9C */ #define SomeoneSemiImportantDiedID 0x9D //Only in internal use #endif #ifdef _FE8_ #define NoID 0 #define BossQuoteID 1 #define BossDeathQuoteID 2 #define SiezeID 3 #define DefeatAllID 6 #define GameOverID 0x65 #endif Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted August 7, 2012 Share Posted August 7, 2012 dammit, there was all this doc and I didn't notice? D: D: D: D: D: at least I know which ones I can and can't use now and I'm also glad to see that most of the event ID's I've used up until now just replace the IDs of various death quotes since I'm pretty much overhauling death quotes anyway so it's not all that relevant or harmful Quote Link to comment Share on other sites More sharing options...
GuardianX Posted August 7, 2012 Author Share Posted August 7, 2012 (edited) Thank you everyone for your help! Oh, by the way here is my script AstraLunaSol like you requested: //////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 8.1.0.0 // // Game: FE7 // // File: TEST.GBA // // Offset: $CA0720 // // // //////////////////////////////////////////////////// #define DISABLE_TUTORIALS #include EAstdlib.event #include NewMacros.event ORG $CA0540 TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 0x0 TURN 0x0 label12 [10,15] 0x0 0x0 TURN 0x0 label13 [6,0] 0x0 0x0 TURN 0x0 label14 [7,0] 0x0 0x0 TURN 0x0 label15 [10,0] 0x0 0x0 TURN 0x0 DruidsCome [11,15] 0x0 0x0 TURN 0x0 KarelComes [14,0] 0x4 0x0 AFEV //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0594 and the new ending offset is CURRENTOFFSET ORG $CA05C8 CharacterBasedEvents: CHAR 0x0 KarelTalks [0x3,0x7] 0x0 AFEV LocationBasedEvents: LOCA 0x3 [1,3] 0xF VILL 0x24 label16 [18,2] 0xE LOCA 0x24 [18,1] 0x1D AFEV //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0600 and the new ending offset is CURRENTOFFSET ORG $CA06D4 MiscBasedEvents: AFEV 0x14 label18 0xC AFEV 0x15 label19 0xD AFEV 0x16 label20 0xE AFEV 0x17 label21 0xF AFEV 0x18 label22 0x10 AFEV 0x0 label23 0x65 Area 0x0 label15 [0,0] [5,10] AFEV PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN BallistaEliwoodMode BallistaHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsENM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA0760 and the new ending offset is CURRENTOFFSET ORG $CA71A8 BallistaEliwoodMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA71A9 and the new ending offset is CURRENTOFFSET ORG $CA730A BallistaHectorMode: BLST //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA730B and the new ending offset is CURRENTOFFSET ORG $CA749C label23: _0x87 STAL 30 ASMC 0x7A455 STAL 10 ASMC 0x13FA5 STAL 80 ASMC 0x6CCB9 IFAT 0x1 0x7A47D ASMC 0x20479 ENIF 0x1 ASMC 0xB2F95 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET ORG $CA7A10 BeginningScene: CMOF FADI 16 CAM2 [0,0] HIDEMAP FADU 16 LOU1 EnemyUnitsENM ENUN SHOWMAP OOBB SHOWMAP STAL 5 CMON LOU1 AlvisBeginning ENUN WARP [5,2] 0x1 ENUN STAL 1 CURF 0x1 STAL 10 FADI 4 BACG 0x1D FADU 4 SHOWMAP MUS1 0x4A TEX1 0x815 REMA MOVE 0x1 [1,3] ENUN DISA 0x1 ENUN MOVE 0x40 [7,5] ENUN CURF 0x40 FADI 16 BACG 0x1D FADU 16 SHOWMAP TEX1 0x813 REMA LOU1 label24 label25 label26 label27 STAL 10 MUS1 0x32 CMON LOU1 AllyUnitsENM ENUN STAL 64 FADI 16 HIDEMAP BACG 0x0 FADU 16 SHOWMAP TEX1 0x816 REMA ENDA label16: FADI 8 BACG 0x2 FADU 8 TEX1 0x818 REMA ITGV 0x48 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA7B88 and the new ending offset is CURRENTOFFSET ORG $CA8154 label18: _0x8A _0xA1 0x0 TEX1 0x81E REMA _0xA3 ENDA label19: _0x8A _0xA1 0x0 _0xA3 ENDA label20: _0x8A _0xA1 0x0 _0xA3 ENDA label21: _0x8A _0xA1 0x0 TEX1 0x82E REMA _0xA3 ENDA label22: _0x8A _0xA1 0x0 _0xA3 ENDA label24: UNIT 0x52 0x38 0x40 0x84 [1,3] [17,4] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x94 [1,3] [16,5] [0x1B,0x0,0x0,0x0] [0x0,0x2,0x3,0x0] UNIT 0x6D 0x38 0x40 0x94 [1,3] [18,5] [0x1C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x52 0x38 0x40 0x84 [1,3] [15,3] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x94 [1,3] [12,8] [0x18,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x84 [1,3] [12,6] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x94 [1,3] [12,7] [0x18,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x38 0x40 0x84 [1,3] [12,5] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT label25: UNIT 0x55 0x1A 0x40 0xBC [9,2] [9,2] [0x2E,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0x55 0x1A 0x40 0xBC [10,3] [10,3] [0x36,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0x55 0x1A 0x40 0xBC [11,4] [11,4] [0x2F,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x55 0x1A 0x40 0xBC [9,4] [9,4] [0x33,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x55 0x1A 0x40 0xBC [11,2] [11,2] [0x30,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT label26: UNIT 0x6E 0x1E 0x40 0x1C [1,3] [7,4] [0x4D,0x51,0x52,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6E 0x1E 0x40 0x1C [1,3] [7,6] [0x3E,0x50,0x52,0x67] [0x0,0x3,0x0,0x0] UNIT label27: UNIT 0x6D 0x14 0x40 0x8C [12,10] [22,5] [0x1C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [22,6] [0x18,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [21,5] [0x1D,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [19,7] [0x1C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [20,4] [0x1B,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [20,6] [0x1C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [20,3] [0x16,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6D 0x14 0x40 0x8C [12,10] [20,6] [0x1D,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x16 0x40 0xBC [12,10] [12,10] [0x16,0x0,0x0,0x0] [0x3,0x0,0x0,0x0] UNIT 0x55 0x16 0x40 0xBC [12,10] [13,10] [0x1D,0x0,0x0,0x0] [0x1,0x0,0x0,0x0] UNIT label29: UNIT 0x38 0xC 0x0 0x84 [28,3] [28,3] [0xB,0x23,0x0,0x0] [0x2,0x2,0x1,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,2] [0x10,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,1] [0x17,0x0,0x0,0x0] [0x0,0x1,0x1,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,4] [0x1A,0x0,0x0,0x0] [0x1,0x1,0x1,0x1] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,5] [0x19,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,6] [0x1B,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,7] [0x11,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x55 0x2A 0x32 0x3C [28,3] [28,8] [0x27,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT label30: UNIT 0x1 0x22 0x0 0xA4 [1,3] [1,3] [0x3C,0x6C,0x7B,0x0] [0x3,0x3,0x1,0x0] UNIT 0x70 0x22 0x1 0x9C [1,3] [2,4] [0x3B,0x4D,0x3A,0x0] [0x3,0x3,0x1,0x0] UNIT 0x70 0x22 0x1 0x9C [1,3] [0,4] [0x3B,0x50,0x3A,0x0] [0x3,0x3,0x1,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [0,5] [0x52,0x38,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [1,5] [0x38,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [2,5] [0x38,0x51,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [3,5] [0x3A,0x52,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [0,6] [0x3B,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [1,6] [0x3B,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x22 0x1 0x7C [1,3] [2,6] [0x38,0x51,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [4,0] [0x45,0x52,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [5,0] [0x47,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [4,1] [0x46,0x52,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [5,1] [0x45,0x51,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x70 0x26 0x1 0xA4 [1,3] [6,1] [0x4C,0x53,0x49,0x52] [0x0,0x3,0x0,0x0] UNIT label28: UNIT 0x55 0x1A 0x40 0xBC [9,2] [9,2] [0x2E,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0x55 0x1A 0x40 0xBC [10,3] [10,3] [0x36,0x0,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT 0x55 0x1A 0x40 0xBC [11,4] [11,4] [0x2F,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x55 0x1A 0x40 0xBC [9,4] [9,4] [0x33,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT 0x55 0x1A 0x40 0xBC [11,2] [11,2] [0x30,0x0,0x0,0x0] [0x0,0x3,0x0,0x0] UNIT Druids: UNIT 0x7C 0x26 0x1 0x7C [1,3] [4,0] [0x45,0x52,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [5,0] [0x47,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [4,1] [0x46,0x52,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x7C 0x26 0x1 0x7C [1,3] [5,1] [0x45,0x51,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT Karel: UNIT 0x7 0x10 0x0 0xBA [17,10] [17,10] [0x0C,0x6C,0x7B,0x0] [0x0,0x2,0x0,0x0] UNIT 0x6 0x10 0x7 0x82 [18,9] [18,9] [0x0C,0x0,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x37 0x11 0x7 0xAA [16,9] [16,9] [0x0C,0x6C,0x7B,0x0] [0x0,0x2,0x0,0x0] UNIT KarelComes: LOU1 Karel ENUN MUS1 0x42 CURF 0x7 TEX1 0x81B REMA ENDA KarelTalks: MUS1 0x42 TEX1 0x81D MUS3 0x4A 0x0 MORETEXT 0x81E REMA CURF 0x07 Enemy(0x7) Enemy(0x6) Enemy(0x37) ENDA DruidsCome: LOU1 Druids ENUN ENDA label12: LOU1 label28 ENUN ENDA label13: CAM2 [8,5] CURF 0x40 TEX1 0x814 REMA CAM2 [1,3] CURF [1,3] FADI 4 BACG 0x14 FADU 4 MUS1 0xD TEX1 0x812 REMA ENDA label14: CAM2 [28,0] LOU1 label29 ENUN CURF 0x32 TEX1 0x817 REMA ENDA label15: CURF [1,3] FADI 2 BACG 0x14 FADU 2 MUS1 0x4A TEX1 0x81A REMA LOU1 label30 ENUN ENDA AlvisBeginning: UNIT 0x1 0x22 0x0 0xA4 [5,2] [5,2] [0x3C,0x6C,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT EndingScene: _0xA3 MUS1 0x38 TEX1 0x833 REMA MUEN 6 FADICG 3 HIDEMAP ASMC 0x7A939 ASMC 0x7A8B9 ASMC 0x7A9D5 STAL 30 MUS1 0x3AB FADUCG 2 SHOWMAP STAL 60 TEX5 0x834 MUEN 4 FADI 16 HIDEMAP ASMC 0x7A95D BACG 0x0 MUS1 0x3F FADU 16 SHOWMAP TEX1 0x835 MUEN 2 STAL 32 MUS3 0x51 0x4 MORETEXT 0x836 MUEN 2 STAL 32 MUS1 0x3F MORETEXT 0x837 STAL 64 MORETEXT 0x838 IFTT 0x33 FADI 4 HIDEMAP BACG 0x5B FADU 4 SHOWMAP STAL 8 TEX6 0x5 [0,0] 0x839 _ASM0x42 0x83181 ELSE 0x34 ENIF 0x33 FADI 4 HIDEMAP BACG 0x5B ENIF 0x34 MNCH 0x1 STAL 1 _0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CA8784 and the new ending offset is CURRENTOFFSET ORG $CC5B50 AllyUnitsENM: UNIT 0x3 0x25 0x0 0x8 [28,1] [28,3] [0x44,0x44,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5B 0x23 0x3 0x88 [28,1] [29,4] [0x39,0x38,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x51 0x2D 0x3 0x78 [29,1] [27,4] [0x38,0x4B,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1B 0x11 0x3 0x30 [27,1] [26,2] [0x1,0xD,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x2A 0x3 0x48 [28,1] [25,2] [0x13,0x17,0x11,0x6C] [0x0,0x0,0x0,0x0] UNIT 0x1D 0x33 0x3 0x8 [28,3] [29,3] [0x1C,0x1,0x16,0x0] [0x0,0x0,0x0,0x0] UNIT EnemyUnitsENM: UNIT 0x40 0x16 0x1 0x6C [5,3] [5,3] [0x16,0x2B,0x0,0x0] [0x3,0x3,0x1,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $CC5BF0 and the new ending offset is CURRENTOFFSET Here it is in it's entire! What I did is I used the prologue events from Lyn's story and I just deleted the old events in her prologue and just added my own units events and what not. Some of the labels are named "label" because after seeing the errors of not added area events and what not I just disassembled it so the computer and put it in the games native coding so it will prove to be less buggier. Oh another question is should I just use 0x0 for every event I use then? Edited August 7, 2012 by GuardianX Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 7, 2012 Share Posted August 7, 2012 why are you using the same ID for two different location events also you only use 0x0 if you intend the event to be played more than once Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 7, 2012 Share Posted August 7, 2012 Because it's a village event. Destruction and gate closing tend to have the same ID. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 7, 2012 Share Posted August 7, 2012 uhhhh ok Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 8, 2012 Share Posted August 8, 2012 (edited) For the above codes, how would you make them work? For example, 0x89 checks to see if vaida is dead. Would you just use that code for vaida in nightmare if she were to die in chapter 24, or would you use it during chapter 27 as part of an event? Or are both possible options? Edited August 8, 2012 by FalconVegeta1986 Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted August 9, 2012 Share Posted August 9, 2012 They aren't really codes They're just event ID's that happen to be stored even after the chapter is over You can use them for whatever you want really, but the original game already uses them for certain purposes. What Nintenlord posted was just a list of all those instances. :\ Quote Link to comment Share on other sites More sharing options...
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