hexatron Posted May 3, 2013 Share Posted May 3, 2013 ...Or is it just really inaccurate when it comes to positioning characters on a map making event hacking neccessary? Or is there some sort of code that I'm supposed to know? Like, if I put a unit at say X Coordinate 2 Y coordinate 19 they do not show up there. what gives? /newbquestion Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 3, 2013 Share Posted May 3, 2013 the x and y values don't correspond to actual x and y values on the map, fe8 is dumb that way Quote Link to comment Share on other sites More sharing options...
hexatron Posted May 3, 2013 Author Share Posted May 3, 2013 well then is there like a chart or somethin Quote Link to comment Share on other sites More sharing options...
dondon151 Posted May 3, 2013 Share Posted May 3, 2013 you can probably figure this out with a bit of playing around Quote Link to comment Share on other sites More sharing options...
hexatron Posted May 3, 2013 Author Share Posted May 3, 2013 you can probably figure this out with a bit of playing around I've tried. There doesn't seem to be any rhyme or reason to it though. Hmmm Quote Link to comment Share on other sites More sharing options...
Kngt_Of_Titania Posted May 9, 2013 Share Posted May 9, 2013 (edited) Here's a small section of the document I created when I solved the hex values that determine the X and Y coordinates of REDAs (which happens to be the same numbers you put in Nightmare): For [XX,YY] coordinates for REDA00 00A ZBA = XX + YY*0x40 - int.floor((XX + YY*0x40)/0x100)*0x100B = int.floor((XX + YY*0x40)/0x100)Z = Seems to be either 0 or 8 -- not sure what it controls. Only saw 8 here on Seth's REDAs in prologue map. Putting 0 here works fine.Predictions:[9,0]: 09 00[20,15]: D4 03[40,40]: 28 0AIt works. IMPORTANT NOTE! These values I came up with are in hex and are put into the hex editor that way. Nightmare, IIRC, has you put them in decimal, so you will have to solve for A and B and then convert both numbers from base 16 (hexadecimal) to base 10 (decimal) using either the google calculator or the MS calculator. Edited May 9, 2013 by Kngt_Of_Titania Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 9, 2013 Share Posted May 9, 2013 (edited) the 8 is a bit flag that determines something else that i don't know incidentally if you want to do it in decimal (for [xx,yy]) "X" coord = XX + 64*YY - "Y"; this is an int divide so truncate the remainder "Y" coord = (XX + 64*YY)/256 Edited May 9, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Kngt_Of_Titania Posted May 9, 2013 Share Posted May 9, 2013 (edited) the 8 is a bit flag that determines something else that i don't know incidentally if you want to do it in decimal (for [xx,yy]) "X" coord = XX + 64*YY - "Y"; this is an int divide so truncate the remainder "Y" coord = (XX + 64*YY)/256 I figured that it was something like that, but like you, I found nothing that it controls. I decided to leave well enough alone, mainly since I got it to work. I figure it has to be important somehow, since they built this new way of storing X and Y coordinates around this bit flag. Edited May 9, 2013 by Kngt_Of_Titania Quote Link to comment Share on other sites More sharing options...
EldinnerPlate Posted May 18, 2013 Share Posted May 18, 2013 I have as similar problem. I made a thread to be more specific about it, but in short, my Y-coordinate doesn't work when placing units. My X-coordinate moves them just fine, but for the Y-coordinate, I can't get any unit to be placed higher than 3. If I go any higher than 3, then it resets to 1 and when it gets back up to 3 it just resets again, I can put a unit at [2,130] and they will end up being placed at [2,2] when i run the game. Quote Link to comment Share on other sites More sharing options...
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