Jump to content

Remade the Prologue Map, Game Freezes


Loopulk

Recommended Posts

Posted

So after the second prologue cutscene in FE8, it goes to the map (I replaced the old map with a new one via MarkyJoe's Youtube tutorial) and then freezes a bit after the character replacing Seth (the archer) comes out and moves. Anyone know what's going on? Thanks!

[spoiler=Screenie]383d93543355e5d1f60d36c2d1b76826.png

Edit: When I went into the Hex Editor thing, I couldn't just add a new line since the last line wasn't complete, so I added zeros to the end of it. Not sure if that's relevant.

Posted

Your map contains a ton of tiles that units normally cannot traverse. From my experience, it's kind of hit and miss when you try to forcibly move units across tiles they shouldn't be able to cross.


Edit: When I went into the Hex Editor thing, I couldn't just add a new line since the last line wasn't complete, so I added zeros to the end of it. Not sure if that's relevant.

What does this even mean? You'll have to be way more specific. Add zeroes to what? Why? You typically don't use a hex editor when inserting maps (unless you like tedium).

Posted

Oh dang. How am I supposed to add in maps, then? :X

As for the hex thing, I used HxD Hex Editor as done in the tutorial, but the last line wasn't complete so I added i zeros so I could start a new line.

Edit: Wait. Are those gray tiles not floors!?

Posted

So I looked at the Ultimate Tutorial on map insertion what exactly is "free space?" Where do I find it? I did some digging in the guide, but found nothing on it that I understand.

Thanks!

Posted

Oh dang. How am I supposed to add in maps, then? :X

If you're using Tiled, follow this tutorial. If you're using Mappy, follow this one.

Free space is essentially what it says on the tin: space in the ROM that is not being used by the game, and so you're free to dump whatever you want there.

It's typically characterized by a lot of 0x00s or 0xFFs repeated (or repeating sections of 4 0x00s and 4 0xFFs).

In FE8 the range 0x00B2A610 to 0x00C00000 is confirmed to be free space (Check FEditor's Free Space folder in the doc for known free space ranges).

Posted

I used the free space you recommended and check the thing, and it was free. Anyway, so I followed the steps in the tutorial to which you linked me and I got THIS as a result.

fba55868302d678cc2309cba4c6717e5.png830d46b3df598acf2562278040d07ad8.png

As you can see (or not), it's outside of the castle during the second prologue cutscene just on a different tileset. I changed the thing in Event Table Editor, but it's just taking them to outside the castle instead of a custom map. :L

Do you know what went wrong and why it worked for me before (kinda) but not now?

Thanks!

Posted

There's a couple things that might have gone wrong.

1) You had Nightmare/FEditor open both before and after you reinserted the map, and then when Nightmare/FEditor was saved it undid everything.

or

2) The pointer to the new map wasn't set up correctly.

Try inserting the map again, but make sure neither FEditor nor Nightmare are open. Then, go in afterwards and make sure your pointer is set up correctly.

Posted

Yes! Thank you!

4adc9af4d88558948b82d5fb0c026289.png

Now I just have to find out how to edit Eirika and Seth's paths so I can make it so they're coming into an arena area.

Posted

If it's just changing spawn points you can use the Chapter Unit Editor.

If you're looking for something more extensive, you'll need to edit the events for the chapter.

Posted

Unfortunately, the units walk into the map so I'd have to change their walking paths too.

Oh well. I'll do that later I guess. XD

Or maybe I could just remove that cutscene all together and just make it fade into combat. Hmmm...

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...