SogiTai Posted August 28, 2013 Share Posted August 28, 2013 (edited) Instead of spamming with topics for my questions, I'd figure I would just keep posting my new questions here every time. Hopefully a new learner such as myself will be able to learn something for all of your answers. So that being said, Concerning Matter #1 I have no problem inserting the custom battle animation and dodge animation. However when the game loads and it gets to that point where "lyn" should do a critical, my replaced character does not do the critical, and just does the basic attack. I am almost positive it is not an error on sprites and palette and figuration with the battle sprites themselves, since they show up perfectly fine in the class animation manage on FEditor, while scrolling through the animations. With that, here is my scripting for said modes 1 and 3: /// - Mode 1 C03 C07 7 p- standing.png 6 p- AttackAnim.1.png 3 p- AttackAnim.2.png 4 p- AttackAnim.3.png 3 p- AttackAnim.4.png 7 p- AttackAnim.5.png 5 p- AttackAnim.6.png 9 p- AttackAnim.7.png 6 p- AttackAnim.8.png C04 C1A C1F 15 p- AttackAnim.9.png 7 p- AttackAnim.10.png 6 p- AttackAnim.11.png 5 p- AttackAnim.12.png 4 p- AttackAnim.13.png 5 p- AttackAnim.14.png 10 p- AttackAnim.15.png 12 p- standing.png C01 C06 C0D /// - Mode 3 C03 C07 7 p- standing.png C22 6 p- AttackAnim.1.png 3 p- AttackAnim.2.png 4 p- AttackAnim.3.png C24 6 p- AttackAnim.3.1.png 4 p- AttackAnim.3.2.png C46 C32 C14 4 p- AttackAnim.3.3.png 3 p- AttackAnim.3.4.png 2 p- AttackAnim.3.3.png 1 p- AttackAnim.3.4.png 5 p- AttackAnim.3.3.png C30 7 p- AttackAnim.5.png 5 p- AttackAnim.6.png 9 p- AttackAnim.7.png 6 p- AttackAnim.8.png C04 C08 C1F 15 p- AttackAnim.9.png 7 p- AttackAnim.10.png 6 p- AttackAnim.11.png 6 p- AttackAnim.12.png 5 p- AttackAnim.13.png 6 p- AttackAnim.14.png 10 p- AttackAnim.15.png 12 p- standing.png C01 C06 C0D ~~~ Concerning Matter # 2 When I first inserted a custom animation in. My character used "lances." However I edited Lyn's character's battle sprites and palette, and class. Therefore it remains as a sword on the in game screen, as a weapon icon, and data as such. While I go into nightmare and change her character's weapons and weapons rankings so that she now has a spear in her inventory, and has a d rank in spears, and she uses spears and not swords, she does not have an animation, despite me importing my own custom ones. I was thinking of ways to do this without making it into a custom class and.or a custom character, so I was thinking I'd either have to do something concerning making lyn's class one that uses lances, and then find that animation and simply edit it to my custom ones in the class animation manager. Or... Change the icons. BUT if there is a way to simply have lyn's class use lances and keep the custom battle sprites i inserted, rather than just be her map sprites attacking, that would be awesome And I would appreciate it if you guys let me know about this. Concerning Matter # 3 I have read Arch's event hacking for dummies. I have not familiarized myself with it entirely. But I have some basic feel to what events are and such. This leads me to a thought/questions... Is it possible to add a separate [abilitiy I guess] as in an event that is similar to talk in that you click a button like you do with attack, item, etc, and it send you to another screen. Sure, I'm positive it is possible to do because well anything is possible in the programming world, to my knowledge- but is it possible through event hacking. If it's not possible through event hacking, what should I look into? Edited August 28, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Share Posted August 28, 2013 (edited) 1. have you tried just giving her a 100 crit weapon? 2. lyn's default class is only set to use lyn's animation when she's using a sword; there's some module out there that lets you reassign the animation links 3. learn asm because it really can't be done with events Edited August 28, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
SogiTai Posted August 28, 2013 Author Share Posted August 28, 2013 (edited) 1. have you tried just giving her a 100 crit weapon? 2. lyn's default class is only set to use lyn's animation when she's using a sword; there's some module out there that lets you reassign the animation links 3. learn asm because it really can't be done with events RE: 1. I didn't think about that, because I thought she was programmed to do a critical at that point, anyways. That being said there was also the fact that, when my custom battle animation is supposed to do the critical, he does the regular one, but the enemy's health does not go all the way to the end. I've read something about this before, but I'm not sure if it will help fix the issue On the other hand, thanks, I'll see what I can do with the 100 crit weapon. It, unfortunately doesn't resolve the issue. RE: 2. I'll see if I can find it. Thanks! :D RE: 3. Thanks, I was pretty sure it might have to do with ASM, but wasn't entirely sure. Thanks a bunch for clarifying! :D Edited August 28, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted August 28, 2013 Share Posted August 28, 2013 There's no separator at the end of Mode 1?(~~~) Quote Link to comment Share on other sites More sharing options...
SogiTai Posted August 28, 2013 Author Share Posted August 28, 2013 ...Why do I keep making stupid mistakes. -/ Thanks a lot Kitty Of Time Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted August 28, 2013 Share Posted August 28, 2013 No problemo o 3o Quote Link to comment Share on other sites More sharing options...
SogiTai Posted August 29, 2013 Author Share Posted August 29, 2013 :D Next question. Event Assembler involved: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: 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 Empty Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [13,6] [12,8] [IronSword,Vulnerary] [0x00,0x00,0x00,0x00] Unit Empty Turn_events: TURN 0x00 opening_event [01,00] 0x0 0x00 Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Ending_event: MNCH 0x?? STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 09000000 Plugging this into the event assembler with my rom, I get the error; Line 49,column 9 : Didn't reach end, currently at NewLine(NL) No Data Written to Output I'm assuming it has to do with the opening_event information I plugged in, following Arch's video tutorials. I'm just not sure what is wrong though. Anyone mind elaborating? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 29, 2013 Share Posted August 29, 2013 Unit Emptythis is wrong Turn_events: TURN 0x00 opening_event [01,00] 0x0 0x00this is wrong, you need an empty TURN at the bottom Opening_event:capitalisation needs to match the one used in the turn event Quote Link to comment Share on other sites More sharing options...
SogiTai Posted August 29, 2013 Author Share Posted August 29, 2013 (edited) Aside from capitalization errors and adding a TURN Empty, I also had to fix the error on line 49, changing the 0x?? to 0x00 in order for the event assembler to load properly. I hope this educated guess was correct, because the game is loading fine on the new map. However, if I messed something up by changing that data to 0x00, please let me know. Also thanks for the fast reply. It's a big help! :D You've been accredited/will continue to be accredited in all of my uploads of hack progress, out of appreciation among everyone else that has been a huge help! I really do appreciate it Edited August 29, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
Agro Posted August 29, 2013 Share Posted August 29, 2013 You'll eventually need to change that to the chapter ID of the chapter you want the game to go to next. Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 1, 2013 Author Share Posted September 1, 2013 (edited) Ah I see! :D Okay I actually have come across a new error, now that I've been stuck on for a bit; starting a few days ago. My new map to be inserted. It doesn't seem to add up for me. I started the old one from scratch with a map I actually want to work on the events with. However, no matter what object sets I use, this is what I always happens. Or a variation of this: The differences between the inagme and the BMP. One of my trials. I have also tried variations: 1C1D661F 1C1D1E1F 1C1D621F etc.. (All the 1C variations, and a few others) Here's the .MAR file. http://www.sendspace.com/file/ky6iep I'd love some help Also, strange thing is I was able to do maps with quite a lot of ease when I originally tried. Edited September 1, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
Agro Posted September 1, 2013 Share Posted September 1, 2013 Just to clarify, you HAVE tried setting the Tile Configuration to 1F, right? Also it appears that you attached a BMP, not a MAR Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 1, 2013 Author Share Posted September 1, 2013 Fixed the upload link, and posted it here as well for convenience: http://www.sendspace.com/file/ky6iep Yes. xD I definitely have. Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 1, 2013 Share Posted September 1, 2013 it looks like the MAR file might've gotten fucked make sure not to click ctrl-x or anything while you're mapping Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 1, 2013 Author Share Posted September 1, 2013 I thought it was strangem, that somethign was happening whenever I was pressing "ctrl + z" Turns out I was pressing ctr+x as well a couple of those times. I'll have to remake the map. But there's another strange thing that occurs with the game. When I insert the following eventing script: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: 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 Empty Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [8,6] [9,7] [IronSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1event [01,00] 0x8 0x00 TURN Empty Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Turn1event: MOVE Lyn_t [6,6] ENDA Ending_event: MNCH 0x01 STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 08DA0000 The game is in a blackened version, until I reset the vba emulator Anyone know why that happens? Btw thanks for the help! :D Quote Link to comment Share on other sites More sharing options...
CT075 Posted September 1, 2013 Share Posted September 1, 2013 go into the chapter data editor and set change the option that says "fade to black" (or similar) to the other one (should be "fade to map" or something similar) alternately use the code OOBB Quote Link to comment Share on other sites More sharing options...
SogiTai Posted September 2, 2013 Author Share Posted September 2, 2013 (edited) Fixed~ Thanks! :D I have a new troublle, to no surprise. I have pretty much made the warping work on my custom map. However when the warp animation is completed. Right away, the map sprites disappear to my knowledge, and the game gets stuck in a loop of "other phase"-s. Along with this, Canas appears back in his original spot rather than staying in the tile coordinate I repositioned/warpedIn him/. CODE IN QUESTION Turn1event: WarpIn(Canas,Shaman,19,9) WarpIn(OWL,19,9) LOU1 OWL ENUN CAM1 [Canas] CURF [Canas] FADI 5 HIDEMAP BACG 0x59 FADU 5 TEX1 0x0800 REMA SHOWMAP STAL 6 CAM1 [Canas] MOVENEXTTO Canas Lyn_t ENUN WarpOut(Canas) WarpOut(Shaman) DISA [Canas] LOU2 Good ENUN WarpOut(Lyn_t) WarpOut(LynLord) DISA [Lyn_t] CAM1 [Canas] WarpIn(Canas,Shaman,2,4) WarpIn(OWL,2,4) REPA [Canas] REPA [2,4] STAL 12 WarpIn(Lyn_t,LynLord,4,4) WarpIn(Good,4,4) REPA [Lyn_t] REPA [4,4] ENDA FULL CODE Anyone know what I'm doing wrong here? Edited September 2, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
Agro Posted September 3, 2013 Share Posted September 3, 2013 Take out the square brackets around your character names Quote Link to comment Share on other sites More sharing options...
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