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SogiTai
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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 by SogiTai
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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 by CT075
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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 by SogiTai
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: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?

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Unit Empty
this is wrong

Turn_events:
TURN 0x00 opening_event [01,00] 0x0 0x00
this is wrong, you need an empty TURN at the bottom

Opening_event:
capitalisation needs to match the one used in the turn event
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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 by SogiTai
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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:

5ab87856f10e44c2822d3278490b5c37.png

The differences between the inagme and the BMP.

7fc3b4f24d3c57308de2006a6dd7d0cf.png

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 by SogiTai
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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

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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

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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 by SogiTai
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