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How do i choose which map/chapter my events go to when assembling them?


Tactician Aria
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I don't know if i'm being annoying or irritating with my questions (and if i am i apologize) but i need some more help. iv'e been trying to patch my ROM with a new set of events to the next chapter but every time i apply the new text file, it just overwrites the events of chapter one. the only outset pointer can find is under the disassembly options. this will probably be my last question, but if its not i apologize and i hope i'm not bugging anyone. thanks for your help!

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Here's an event template

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers) //the "0x06" is the chapter ID. If you look at the event references in nightmare, it'll show you the IDs of each chapter's events

ORG 0xD80000 //offset of where you want it written to, these should never be the same for two completely different chapters

Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Good:
UNIT

Bad:
UNIT

Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN

Character_events:
End_MAIN

Location_events:
End_MAIN

Misc_events:
CauseGameOverIfLordDies
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
ENDA

Ending_event:
ENDA

I made comments in the code

So if you changed that to "0x09" you would be inserting over the orignal Ch. 1. Most of the things you change in regards to events will mostly be in the .txt file itself. You must identify what changes you want and chere.

There is also a chance you are writing your events to the same offset. If say, you write your first chapter to 0xD00000, and you assemble it in event assembler, it'll tell you where the data you assembled was written to (or where it ends). I can't remember what it says exactly, but let's pretend it says "Ends at 0xD00400", then you want to make sure, for your second chapter, that the offset you're writing to comes AFTER 0xD00400. Check HxD by going to the offset where it ends and then make note of the next free space you wish to fill with events.

Edited by Avril Lavigne
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