Finished. 1 errors encountered: File FE6Hack Events.txt, Line 30, Column 26: Didn't reach end, currently at Comma(,)
Event Assembler Questions Thread
#1341
Posted 20 July 2012 - 11:43 PM
#1342
Posted 21 July 2012 - 12:10 AM
comment that line out?
#1343
Posted 21 July 2012 - 12:25 AM
#1344
Posted 21 July 2012 - 12:31 AM
For the FE6 supports, I just use raw 8-bit hex value for the "Level+Alliance+Autolevel/No Autolevel" portion of the UNIT code for FE6.
#1345
Posted 21 July 2012 - 12:56 AM
UNIT Roy RoyMasterLord 0x00 0x801 [6,19] [6,19] [Rapier,SteelSword,Vulnerary] NoAIThough I'll admit I'm not 100% sure how to format the level hex, I think I got it right. It doesn't cause any errors
Then I changed the TurnEventPlayer to this:
TURN 0x00 Opening_event [1, 0] 0
And that yields this error:
Finished. 1 errors encountered: File FE6Hack Events.txt, Line 30, Column 26: Didn't reach end, currently at Comma(,)(Line 30 being the TURN event)
I tried not have the space between the 1 and 0 and changing the last zero to 0x00, but neither worked. At this point I'm beginning to think I'm just screwing up these commands, so any help would be appreciated, and thanks for everyone who has helped me so far.
#1346
Posted 21 July 2012 - 01:01 AM
does fe6 use two-byte values for level?
#1347
Posted 21 July 2012 - 01:11 AM
UNIT Roy RoyMasterLord 0x00 0x801 [6,19] [6,19] [Rapier,SteelSword,Vulnerary] NoAI
does fe6 use two-byte values for level?
I honestly am not sure, that's what I meant when I said I wasn't sure how to put all the numbers together.
The numbers I used there I just kinda pulled out of air to see if EA would accept it without a macro, but let's say I wanted Roy to be a Lv. 10 ally with autolevel, the macro is level*8+side*2+autoLevel, so since Ally = 0 and True =1, would that make the value 0x51? I'm still new to this so I apologize if I'm way off :U
#1348
Posted 21 July 2012 - 01:13 AM
Edited by Camtech, 21 July 2012 - 01:13 AM.
#1349
Posted 21 July 2012 - 01:18 AM
#1350
Posted 21 July 2012 - 01:21 AM
maybe ask nl
#1351
Posted 21 July 2012 - 03:20 AM
#define Style 0 #define 1 #define 2 #define 3Well fuck me. Will fix shortly, in the meantime, comment those lines out in EAstdlib and it'll fix those issues.
#1352
Posted 21 July 2012 - 04:55 AM
#1353
Posted 30 July 2012 - 05:14 PM
However...
And when I load up the chapter, it goes to game over
Also, what's the deal with "Redefining Vulnerary"? :\
#1354
Posted 30 July 2012 - 05:52 PM
File: Definitions.txt, Line: 7: Redefining Vulnerary: #define Vulnerary 0x6C
Looks like you're defining Vulnerary when it's already defined in the EAstdlib. Try changing its name or just using "vulnerary" since it's case sensitive.
File FE8#1.txt, Line 61, Column 0: Symbol NextChapter isn't in scope
"NextChapter" isn't defined as anything. Replace it. If you don't want to do that right now, change MoveToChapter(NextChapter) to //MoveToChapter(NextChapter) (or just ignore it for now since it doesn't actually matter right now and it looks like you don't have the version of the event assembler which doesn't assemble when there are errors)
no idea on the game over thing though, I don't do fe8 events. Try making sure you followed the tutorial exactly again?
#1355
Posted 30 July 2012 - 07:45 PM
However, I'm still getting the game over screen for some reason. :x
I'm following Arch's tutorials on event hacking.
EDIT: Figured it out! Forgot to add "CauseGameOverIfLordDies"
EDIT2: NVM, I fixed it! ^^
Edited by Passive Knight, 31 July 2012 - 09:06 PM.
#1356
Posted 11 August 2012 - 04:51 PM
#1357
Posted 11 August 2012 - 04:54 PM
but that's kind of a massive pain in the butt if you've never disassembled or assembled before
EDIT: or, wait, try opening 2 instances of nightmare (one with a clean FE8 ROM) and try copying back over the data in the chapter 3 chest editor.
Edited by dondon151, 11 August 2012 - 04:56 PM.
#1358
Posted 11 August 2012 - 04:56 PM
what you could probably try doing to revert chapter 3 back to its original condition is to disassemble chapter 3's events from a clean FE8 ROM and assemble it back into your edited ROM
but that's kind of a massive pain in the butt if you've never disassembled or assembled before
I wouldnt know how to do that since Im still getting started and all. But Im willing to put the time to learn. Could you PM me with an simple explanation of what I have to do?
#1359
Posted 12 August 2012 - 12:44 AM
From Ch3 events:I was editing Ch3's chests with chest editor and erased everything. It seems that I accidentally also erased something related to Eirika seizing and now nothing will happen when i choose the seize option. Help?
LocationBasedEvents: CHES 0x0 0x14 [6,3] 0x14 CHES 0x0 0x28 [8,3] 0x14 CHES 0x0 0x1 [10,3] 0x14 CHES 0x0 0x1C [6,12] 0x14 LOCA 0x3 [14,1] 0x11 DOOR 0x0 [6,10] 0x12 DOOR 0x0 [10,5] 0x12 DOOR 0x0 [2,3] 0x12 AFEVWhen you erase aka zero out a chest completely, you end up with this:
LocationBasedEvents: CHES 0x0 0x14 [6,3] 0x14 CHES 0x0 0x28 [8,3] 0x14 CHES CHES 0x0 0x1C [6,12] 0x14 LOCA 0x3 [14,1] 0x11 DOOR 0x0 [6,10] 0x12 DOOR 0x0 [10,5] 0x12 DOOR 0x0 [2,3] 0x12 AFEVAnd CHES == LOCA == AFEV with no parameters, meaning the game will end reading at that point.
#1360
Posted 12 August 2012 - 05:09 AM
From Ch3 events:
LocationBasedEvents: CHES 0x0 0x14 [6,3] 0x14 CHES 0x0 0x28 [8,3] 0x14 CHES 0x0 0x1 [10,3] 0x14 CHES 0x0 0x1C [6,12] 0x14 LOCA 0x3 [14,1] 0x11 DOOR 0x0 [6,10] 0x12 DOOR 0x0 [10,5] 0x12 DOOR 0x0 [2,3] 0x12 AFEVWhen you erase aka zero out a chest completely, you end up with this:LocationBasedEvents: CHES 0x0 0x14 [6,3] 0x14 CHES 0x0 0x28 [8,3] 0x14 CHES CHES 0x0 0x1C [6,12] 0x14 LOCA 0x3 [14,1] 0x11 DOOR 0x0 [6,10] 0x12 DOOR 0x0 [10,5] 0x12 DOOR 0x0 [2,3] 0x12 AFEVAnd CHES == LOCA == AFEV with no parameters, meaning the game will end reading at that point.
So, its not linking properly to the end of the map? How do i fix it?
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