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Question about Tile Changes in Event Editor


Lifestorm
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Hi guys,

I just had a quick question about forcing tile changes through the event assembler. I know that I'm using a rather obsolete method with the Event Assembler, and it's usually easier to do using layers in Tiled, but I just wanted to try this out and get some doors and chests to open properly, particularly because there's a lot of doors and chests and I thought it would be easier if I used events instead of having to make multiple layers. I injected both text documents successfully with the event assembler. While all my normal chapter events are working properly, the doors and chests are still not being activated. By this, I mean, when I have a character go up to a door and use a doorkey, I hear a clicking sound; however, the tile change isn't triggered.

Am I doing something wrong? I'm using tileset 0A003A0C, and I've checked over my coordinates multiple times. Maybe I'm missing something in the language?

Again, thanks so much for any help you might be able to give me.

NewFEChapter Code Test1.txt

NewFEChapter Tile Editing.txt

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have you actually pointed your tile changes in the chapter data editor

also i notice you're using 0xc9c9cc instead of 0xc9c9c8 in the tile change file, you should be aware that if you use that formula the event references list is wrong

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Thanks so much, I'll try changing it to "c8" at the end and giving it a shot. Right now the Chapter Data Editor is pointing to 0x0E, which I think corresponds to Chapter 2 triggerable map changes? I hope I'm pointing at it correctly; if not, could you refresh my memory about how to point at tilechanges through the chapter data editor?

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Hmmm... at least now I'm got a tilechange haha, but it's changing to a sword for some reason instead of a floor tile. I have attached the tileset hex references for my map... maybe someone could check to see if I made a mistake? I'm pretty sure I'm using 0x44 0x0C which corresponds to floor tiles to replace my door slots. Thanks again

post-6374-093940100 1355103412_thumb.png

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If you are using version 9.1 of Event Assembler or later, I'd recommend you do tile changes like this:

#include EAstdlib.event

EventPointerTable(0x0E, TileChanges)

org 0xD95210

TileChanges:
TileMap(0x00,0x29,0x18,0x02,0x01,BigDoor)//The Big Door
TileMap(0x01,0x14,0x13,0x01,0x01,HorizDoorOpened)//Small Door Below Chest
TileMap(0x02,0x14,0x0B,0x01,0x01,HorizDoorOpened)//Small Door Above Chest
TileMap(0x03,0x0F,0x07,0x01,0x01,HorizDoorOpened)//Top Door
TileMap(0x04,0x23,0x17,0x01,0x01,ChestOpened)//Bottom Right, Right Chest
TileMap(0x05,0x20,0x17,0x01,0x01,ChestOpened)//Bottom Right, Left Chest
TileMap(0x06,0x15,0x10,0x01,0x01,ChestOpened)//Middle, Bottom Right Chest
TileMap(0x07,0x13,0x10,0x01,0x01,ChestOpened)//Middle, Bottom Left Chest
TileMap(0x08,0x15,0x0E,0x01,0x01,ChestOpened)//Middle, Top Right Chest
TileMap(0x09,0x13,0x0E,0x01,0x01,ChestOpened)//Middle, Top Left Chest
TileMap(0x0A,0x10,0x05,0x01,0x01,ChestOpened)//Top, Bottom Right Chest
TileMap(0x0B,0x0E,0x05,0x01,0x01,ChestOpened)//Top, Bottom Left Chest
TileMap(0x0C,0x10,0x03,0x01,0x01,ChestOpened)//Top, Top Right Chest
TileMap(0x0D,0x0E,0x03,0x01,0x01,ChestOpened)//Top, Top Left Chest
TileMap(0x0E,0x0F,0x25,0x01,0x01,ChestOpened)//Chest by Boss
TileMapEnd

BigDoor:
SHORT 0x0C44 0x0C44

HorizDoorOpened:
SHORT 0x0C44

ChestOpened:
SHORT 0x0004

Writing them like this may also fix the problem you are having.

Edited by Nintenlord
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Thanks so much Nintenlord! One more quick question, just so it can refresh my memory. At the top of the tilechange text document, it usually has org 0xC9C9CC+(4*0x??)

What does the "??" point to? I know it has to do with tile change animations, but how do you point to it in Nightmare again?

Thanks again!

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You are overusing the word "point" here. Only pointers and fingers point in hacking. The ?? is the index of the pointer in the pointer table at offset C9C9CC. The index goes to the Triggerable Tile Changes in the Chapter Data Editor, since the pointer points to tile changes. The index is the same as what goes to the macro

EventPointerTable(tile change index, tile change offset)

.

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