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Fire emblem 8 Reinforcement pointers?


Auroros
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Man, when was I last time I was here?

So, I want to edit the coordinates of Reinforcements in FE8 and where they move to. I can edit the place they come from no problem. However, they still go to their basic location. I realized that if I change the Reinforcement Pointer in the Units they go to another space, but, since these Pointers are Pointers, I was wondering how I access these Information, since Pointer -> Data.

I probably have to use a Hex Editor, don't I?

If it isn't too big of a hassle, please explain with an Example...

Thanks in advance.

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EA will actually automatically transform labels into pointers for you

just add a label in your event file on top of the relevant data, then change your reinforcement pointer to that

UNIT 0x1 0x1 /* ... */ [XX, YY] UnitMovePtr [Inventory] // etc i don't know offhand what fe8 unit data looks like

// somewhere else in the event file

UnitMovePtr:
// put whatever the movement data commands are here
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I probably worded my first post poorly...

Maybe to clarify: I am trying to edit the Units in the game. I am not trying to create more.

The thing is that the Movement is not to be found within the chapter events, like, at all. I've searched through the events of Zaha Woods and I want to change the Reinforcement Group that spawns the three Skeletons. The turn events, which are the Reinforcement trigger, since I was able to edit when the Enemies spawn, lead to label 23, label23 leads to label43, then to 30 back to 43, and it ends there. No Movement. I can also edit their Starting location with the UNIT part... Or I could, If they were to be found there... The Nightmare module has them, though... And it can edit them, and they start differently and they start from the closest edge of the map, but they move directly to their old end location that I theorize to be probably designated to the Pointer of the UNITs. At least, as a complete and total Event assembler newb.

Or I am really just not seeing the overly obvious. Code is here, only change from Vanilla is TurnBasedEvents, 2. trigger is from 2, 4 to 1, 5, which works just the way I want it to.

Label33 should be the intro cutscene, Label 41 and 38 are L'arachel (Mid-battle and Ending scene), the labels with only a single unit should be opening scene as well. Skirmish labels are for skirmish and they all work, label 40 is endingscene.

Do you have any Idea?


//////////////////////////////////////////////////////////////////////
//                                                                  //
// Disassembled with Nintenlord's Event Assembler                   //
// Version: 9.4.4459.38025                                          //
// Game: FE8                                                        //
// File: 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan)-1.gba //
// Offset: $9E8B20                                                  //
//                                                                  //
//////////////////////////////////////////////////////////////////////



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UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
UNIT

SkirmishUnitsEnemy3:
UNIT 0x5F 0x58 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAF,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xB0 0x58 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xB0 0x58 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]
UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]
UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $8B54F8 and the new ending offset is CURRENTOFFSET

ORG $9E8A88
TurnBasedEvents:
TURN 0x0 label22 [2,0] 0x4
TURN 0x0 label23 [1,5] 0x0
TURN 0x8 label24 [1,255] 0x0
AFEV

CharacterBasedEvents:
AFEV

LocationBasedEvents:
VILL 0x0 label25 [1,11] 0x10
LOCA 0x0 [1,10] 0x20
VILL 0x0 label26 [8,2] 0x10
LOCA 0x0 [8,1] 0x20
AFEV

MiscBasedEvents:
AFEV 0x3 EndingScene 0x6
AREA 0x7 label27 [0,9] [14,14]
AFEV 0x0 label28 0x65
AFEV

Dunno1:
AFEV

Dunno2:
AFEV

Dunno3:
AFEV

Tutorial:
AFEV

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno1 Dunno2 Dunno3 Tutorial
POIN Traps1 Traps2
POIN Units1 Units1
POIN SkirmishUnitsAlly1 SkirmishUnitsAlly2 SkirmishUnitsAlly3
POIN SkirmishUnitsEnemy1 SkirmishUnitsEnemy2 SkirmishUnitsEnemy3
POIN BeginningScene EndingScene

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9E8B70 and the new ending offset is CURRENTOFFSET

ORG $9ED9AF
Traps1:
ENDTRAP

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9ED9B0 and the new ending offset is CURRENTOFFSET

ORG $9EDEA0
Traps2:
ENDTRAP

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EDEA1 and the new ending offset is CURRENTOFFSET

ORG $9EE0C0
label35:
_0x1927
_SETCONDITION 0x0 0xC 0x0
_GOTO_HELL
ENIF 0x0
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET

ORG $9EE1B8
label44:
_0x3325 0xFFFF
_SETCONDITION 0x0 0xC 0x2
GOTO label29
ENIF 0x0
ENDA

label29:
_0x1929
_0x0620 0xC2
_0x0221 0xFFFF
_0x0228 0x7
ENDB

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE1E8 and the new ending offset is CURRENTOFFSET

ORG $9EE274
label43:
_0x1020 0x4
GOTO label30
_0x0228 0x9
_LOAD_WHATEVER 0x1
ENUN
_0x0220 0x9
_0x1020 0x0
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET

ORG $9EE2C4
label32:
_0x0320 0x8
_SETCONDITION2 0x80BD 0xC 0x0
FADI 16
ENIF 0x80BD
TEXTSTART
_0x2220
FADU 16
ENDA

label31:
_0x0320 0x8
_SETCONDITION2 0x80D2 0xC 0x0
FADI 16
ENIF 0x80D2
_0x1A21
_0x2140 0xFFFF 0x0 0x0
FADU 16
ENDA

label42:
GOTO label31
_0x0620 0x32
TEXTSHOW 0xFFFF
TEXTEND
GOTO label32
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET

ORG $9F17A4
BeginningScene:
_LOAD2 0x1 label33
ENUN
MUS1 0x52
CUMO 0x1
STAL 60
CURE
_SETVAL 0x2 0x23
GOTO label31
TEXTSHOW 0x9A3
TEXTEND
REMA
FADI 16
_0x2220
_LOAD1 0x1 label34
ENUN
FADU 16
MUS1 0x25
CUMO 0x1
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x9A4
TEXTEND
REMA
FADI 16
_0x2620 0xE00
FADU 16
MUNO
CUMO [1,11]
STAL 60
CURE
_SETVAL 0x2 0x2
GOTO label31
TEXTSHOW 0x9A5
TEXTEND
REMA
MUSI
_SETVAL 0x2 0x89F1C60
GOTO label35
FADI 16
_0x2220
_0x2620 0x0
FADU 16
_LOAD1 0x1 label36
ENUN
CUMO 0x13
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x9A6
TEXTEND
REMA
_SETVAL 0xB 0x6000B
MOVE 0xFFFE [9,3]
ENUN
CUMO 0x13
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x9A7
TEXTEND
REMA
_SETVAL 0xD 0x0
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_SETVAL 0x1 0x10000
_SAVEFORBATTLE
_SETVAL 0x1 0xFFFFFFFF
_SAVEFORBATTLE
_SETVAL 0xB 0x30009
FIG1 0x13 0xFFFF 0x3F
_SETVAL 0xB 0x30009
_0x342D 0xFFFE
_0x342E 0xFFFE
_SETVAL 0x2 0x89F1C80
GOTO label35
CUMO 0x1
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x9A8
TEXTEND
REMA
_SETVAL 0x2 0x89F1CA4
GOTO label35
GOTO label37
_0x2620 0x0
FADU 16
MUS1 0x9
CUMO 0x13
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x9A9
TEXTEND
REMA
_SETVAL 0x2 0x89F1CC4
GOTO label35
_0x0229 0x8
_0x0228 0x7
ENDA

label22:
CAM1 [7,0]
STAL 15
_LOAD1 0x1 label38
ENUN
MUS1 0x2A
CUMO 0x19
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x9AC
TEXTEND
REMA
_MOVE 0x18 0x19 [15,2]
_MOVE 0x18 0x1A [15,1]
_MOVE 0x18 0x1C [15,1]
ENUN
_0x342B 0x0
_0x0228 0x7
ENDA

EndingScene:
MUS1 0x31
_0x3320 0xC
_SETCONDITION2 0xA 0xC 0x0
_SETVAL 0x2 0x2
GOTO label31
_0x3322 0x13
_SETCONDITION 0x0 0xC 0x0
_SETVAL 0x2 0x9AD
ELSE 0x1
ENIF 0x0
_SETVAL 0x2 0x9AE
ENIF 0x1
TEXTSHOW 0xFFFF
TEXTEND
REMA
FADI 16
_LOAD1 0x1 label39
ENUN
ENIF 0xA
MUS1 0x32
_SETVAL 0x2 0x18
GOTO label31
_0x3322 0x13
_SETCONDITION 0xB 0xC 0x0
_0x3322 0xC
_SETCONDITION 0xB 0xC 0x0
_SETVAL 0x2 0x9AF
ELSE 0xC
ENIF 0xB
_SETVAL 0x2 0x9B0
ENIF 0xC
TEXTSHOW 0xFFFF
TEXTEND
REMA
FADI 16
_0x1324 0x7FFF
_0x2220
CAM1 [7,7]
_0x342A 0x0
_0x342C 0x0
_0x342B 0x0
_LOAD2 0x1 label40
ENUN
FADU 16
_LOAD1 0x1 label41
ENUN
MUS1 0x2A
CUMO 0x19
STAL 60
CURE
_SETVAL 0x2 0x18
GOTO label31
TEXTSHOW 0x9B1
TEXTEND
REMA
_0x0229 0xD2
_0x0229 0xBB
_0x0229 0xBE
_0x0229 0xBF
_0x0229 0xE6
_0x0229 0xCD
MNCH 0x6
ENDA

label25:
MUS2 0x30
STAL 33
_0x2E21
_SETVAL 0x7 0x13
_SETCONDITION 0x0 0xC 0x7
_SETVAL 0x7 0x1
_SETCONDITION 0x1 0xC 0x7
_SETVAL 0x2 0x2
_SETVAL 0x3 0x9B4
GOTO label42
ELSE 0x2
ENIF 0x0
_SETVAL 0x2 0x2
_SETVAL 0x3 0x9B2
GOTO label42
ELSE 0x2
ENIF 0x1
_SETVAL 0x2 0x2
_SETVAL 0x3 0x9B3
GOTO label42
ENIF 0x2
MURE 0x4
_LOAD1 0x1 label39
ENUN
_0x0228 0x7
ENDA

label26:
MUNO
_SETVAL 0x2 0x2
_SETVAL 0x3 0x9B5
GOTO label42
MUSI
GOTO label30
_SETVAL 0x3 0x1F
_GIVEITEMTO 0xFFFF
_0x0228 0x7
ENDA

label23:
_SETVAL 0x2 0x88B4C88
GOTO label43
_0x0228 0x7
ENDA

label27:
_SETVAL 0x2 0x0
GOTO label44
_0x0221 0x8
_0x0228 0x7
ENDA

label24:
_SETVAL 0x2 0x88B4C24
GOTO label43
_0x0228 0x7
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9F1C60 and the new ending offset is CURRENTOFFSET
 

(I may have worded the name of the thread badly as well. If the mods deem this to be, could you be so kind to name it to something more appropriate, please? English is not my natural language and I am fairly new to creating threads, so I may have ended up with a misleading or bad thread name...)

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