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#361 Claude C Kenny

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Posted 27 June 2011 - 06:47 PM

TileChanges:
TileMap(-->0x08<--,0x04,0x00,0x03,0x03,Village1)//0x08 being my event ID
CODE $FF
CODE $00
CODE $00

Village1:
CODE 0x9C 0x0C 0xA0 0x0C 0xA4 0x0C 0x1C 0x0D 0x20 0x0D 0x24 0x0D 0x9C 0x0D 0x80 0x00 0xA4 0x0D
CODE $00

So, you mean here?

Village1:
MUSI
FADI 0x0A
BACG 0x02
FADU 0x0A
TEX1 0x080F
REMA
ITGV EnergyRing
MUNO
MAC1 0x08 0x00
CODE $00
ENDA

Or here?


And, i'm guessing I actually did all of that right?Posted Image

#362 AstraLunaSol

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Posted 27 June 2011 - 07:01 PM

The first.

And I guess, we don't know until you try.

#363 Claude C Kenny

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Posted 27 June 2011 - 07:06 PM

Just, one last thing. My event ID's, you can see I used 0x08 for all of them. That need to be changed, or is it okay for this situation?

#364 Nintenlord

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Posted 28 June 2011 - 01:50 AM

Depends on your situation. Creatively manipulating event ID's can give you very interesting results, such as Elibian Night's achievement system. However, I'm guessing you aren't trying anything special with them, so you should set them to be different. Also, make sure you aren't mixing event ID's with tile change ID's, conditional ID's and such as they are completely separate.

If you want a definite answer for the question, post your entire event script and tell us what you are trying to achieve with it.

Edited by Nintenlord, 28 June 2011 - 01:51 AM.


#365 Claude C Kenny

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Posted 28 June 2011 - 03:02 PM

SONOFABITCH!!! Nevermind, it worked! Thank you guys so much!


That....ends it I believe. Loading units, events, the thing with lyn mode, and now tile changes. Now if I can just get something done, i'll be fine. Posted Image

Edited by Spy Hunter, 08 July 2011 - 04:48 PM.


#366 Joerachi

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Posted 30 June 2011 - 07:11 AM

FE8 Events, beware.

So, when I use MUS1 then have a Battle scene, the music stops playing, as with any music at all. How can I fix this?

Also, I can't seem to get BACG to function. Help?

#367 CT075

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Posted 30 June 2011 - 10:03 AM

You should be using
Text(index,background)


#368 Joerachi

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Posted 30 June 2011 - 10:23 AM

I have tried that.

If I use it like this:
Text(0903,0x2E)

It crashes the game.

If I use it like this:
Text(0x0903,0x2E)

It resets and goes to the title screen.

If I use it like this:
Text(0x0903,2E)

EA says it's an error.

So, what's up?

And what about the music problem?

Edited by Joekitty, 30 June 2011 - 10:23 AM.


#369 Nintenlord

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Posted 30 June 2011 - 10:27 AM

Text(0x0903,0x2E)

That's the right one. Your problem is likely in the codes you use near the Text macro.

As for the music one, research on how the game does it like in Prologue or something with disassembly.

#370 shadowofchaos

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Posted 30 June 2011 - 11:08 AM

IIRC, it's "Text(BG,Index)"

#371 Kitty of Time

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Posted 30 June 2011 - 07:03 PM

I thought linking IDs would work for setting destroyed villages, but when you have the same ID, they only close and when they're different, they only destroy. And if they have none, no change occurs.
Any help?

Location_events:
Village(0x09,NorthVillage,14,14)
Village(0x06,SouthVillage,2,21)
CODE $00

TileChanges:
TileMap(0x09,0x0E,0x0E,0x01,0x01,Visit)
TileMap(0x06,0x02,0x15,0x01,0x01,Visit)
TileMap(0x09,0x0D,0x0C,0x03,0x03,Destroy)
TileMap(0x06,0x01,0x13,0x03,0x03,Destroy)
CODE $FF 
CODE $00
CODE $00

Visit: 
CODE 0x80 0x00
CODE $00

Destroy:
CODE 0x1C 0x0E 0x20 0x0E 0x24 0x0E
CODE 0x9C 0x0E 0xA0 0x0E 0x94 0x0E
CODE 0x1C 0x0F 0x20 0x0F 0x24 0x0F
CODE $00

Edited by Kitty of Time, 30 June 2011 - 07:03 PM.


#372 Primefusion

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Posted 30 June 2011 - 07:18 PM

For village tile changes what I find works is making the destroyed changes be first in the list, then the visited changes. Somehow it works Posted Image

Example tile changes (From TRTR no less =P)

//Ch 7 Tile Changes
#include EAstdlib.event
// TileMap(TCN,X1,Y1,L1,L2,TilePointer) "CODE TCN X1 Y1 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer"


org 0xC9C9C8+(4*0x27) // - Pointer to tile map changes

POIN TileChanges_1


org 0x00D50270

TileChanges_1:
TileMap(0x00,0x02,0x0C,0x03,0x02,TilePointer_2)
TileMap(0x01,0x08,0x07,0x03,0x02,TilePointer_3)
TileMap(0x02,0x03,0x0D,0x01,0x01,TilePointer_1)
TileMap(0x03,0x09,0x08,0x01,0x01,TilePointer_1)
CODE $FF
CODE $00
CODE $00



TilePointer_1: //Visited village
CODE 0x80 0x00 0x00 0x00
CODE $00



TilePointer_2: //Destroyed village
CODE 0x90 0x0B 0x94 0x0B
CODE 0x98 0x0B 0x10 0x0C
CODE 0x14 0x0C 0x18 0x0C
CODE $00



TilePointer_3: //Slightly Different Destroyed village
CODE 0x90 0x0B 0x94 0x0B
CODE 0x84 0x0B 0x10 0x0C
CODE 0x14 0x0C 0x04 0x0C
CODE $00


#373 Kitty of Time

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Posted 30 June 2011 - 08:19 PM

Cool, thanks Prime.

#374 Nintenlord

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Posted 01 July 2011 - 12:32 AM

Tile change ID's are not the same as event ID's.

#375 Onmi

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Posted 04 July 2011 - 12:02 PM

Not a question, but since I haven't seen it mentioned anywhere, incase anyone is hacking FE6 and wants to change Roy's promotion time

REMA
_0x40
ITGC 0x1 0xF
STAL 64
ASMC 0x6D0E5
STAL 1280

MNCH 0x16
STAL 1
_0x1
ENIF 0x9
ENDA

The highlighted red in chapters 21 and 21x cut that and place it after STAL 64 in whatever chapter you are trying to edit (In my case it was chapter 16)

So your chapter 16 (and 16x) would look like this

Chapter 16

EndingScene:
IFEF 0x3 0x6E
MUS1 0x27
FADI 16
HIDEMAP
BACG 0x6
FADU 16
SHOWMAP
TEX1 0x171
REMA
STAL 64
MNCH 0x23
STAL 1
_0x1
ELSE 0x9
ENIF 0x3
MUS1 0x2B
FADI 16
HIDEMAP
BACG 0x6
FADU 16
SHOWMAP
TEX1 0x172
REMA
STAL 64
ASMC 0x6D0E5
STAL 1280

IFAT 0x7 0x6C5A9
MNCH 0x1C
STAL 1
_0x1
ELSE 0x9
ENIF 0x7
MNCH 0x11
STAL 1
_0x1
ENIF 0x9
ENDA


Chapter 16x

EndingScene:
MUS1 0x27
IFAT 0x1 0x6C2B5
FADI 16
HIDEMAP
BACG 0xF
FADU 16
SHOWMAP
TEX1 0xBEB
REMA
ELSE 0x2
ENIF 0x1
FADI 16
HIDEMAP
BACG 0xF
FADU 16
SHOWMAP
TEX1 0xBEC
REMA
ENIF 0x2
MUS1 0x2B
FADI 16
HIDEMAP
BACG 0x6
FADU 16
SHOWMAP
TEX1 0x172
REMA
IFAF 0x3 0x6C2B5
MUS1 0x27
FADI 16
HIDEMAP
BACG 0x3
FADU 16
SHOWMAP
TEX1 0xBED
REMA
ENIF 0x3
_0x40
ITGC 0x1 0x3E
STAL 64
ASMC 0x6D0E5
STAL 1280

IFAT 0x7 0x6C5A9
MNCH 0x1C
STAL 1
_0x1
ELSE 0x9
ENIF 0x7
MNCH 0x11
STAL 1
_0x1
ENIF 0x9
ENDA


BE SURE TO DELETE IT FROM CHAPTER 21/21x OTHERWISE ROY WILL PROMOTE BACK INTO A LORD!

So you're 21 and 21x will look like

Chapter 21

EndingScene:
_0x41
MUEN 4
IFAT 0x3 0x6C205
IFAT 0x3 0x6C215
IFAF 0x3 0x6C4C5
FADI 16
HIDEMAP
BACG 0xD
FADU 16
SHOWMAP
TEX1 0x1BF
REMA
STAL 64
MNCH 0x26
STAL 1
_0x1
ELSE 0x9
ENIF 0x3
STAL 64
FADI 16
HIDEMAP
BACG 0x6
FADU 16
SHOWMAP
TEX1 0x1C0
ASMC 0x6DE01
FAWU 0x10
SHOWMAP
_0xA
ASMC 0x6DE21
FAWI 0x4
HIDEMAP
BACG 0x4
FAWU 0x4
SHOWMAP
MUS1 0x29
TEX1 0x1C1
ASMC 0x6DE01
FAWU 0x10
SHOWMAP
FAWI 0x4
HIDEMAP
BACG 0x6
FAWU 0x4
SHOWMAP
MUS1 0x3C
TEX1 0x1C2
REMA
_0x40
ITGC 0x1 0xF
STAL 64
MNCH 0x16
STAL 1
_0x1
ENIF 0x9
ENDA


Chapter 21x

EndingScene:
_0x41
MUS1 0x27
FADI 16
HIDEMAP
BACG 0xD
FADU 16
SHOWMAP
TEX1 0xC06
REMA
_0x40
ITGC 0x1 0x42
STAL 64
MUEN 4
STAL 64
FADI 16
HIDEMAP
BACG 0x6
FADU 16
SHOWMAP
TEX1 0x1C0
ASMC 0x6DE01
FAWU 0x10
SHOWMAP
_0xA
ASMC 0x6DE21
FAWI 0x4
HIDEMAP
BACG 0x4
FAWU 0x4
SHOWMAP
MUS1 0x29
TEX1 0x1C1
ASMC 0x6DE01
FAWU 0x10
SHOWMAP
FAWI 0x4
HIDEMAP
BACG 0x6
FAWU 0x4
SHOWMAP
MUS1 0x3C
TEX1 0x1C2
REMA
_0x40
ITGC 0x1 0xF
STAL 64
MNCH 0x16
STAL 1
_0x1
ENDA


Again I don't know if this will actually help anyone, or if it was already known information (I sure as hell couldn't find it) but here it is. I don't think it was big enough to warrent a thread in Hacking Tutorials. But hopefully someone finds it interesting.

Edited by Onmi, 04 July 2011 - 12:32 PM.


#376 Nintenlord

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Posted 06 July 2011 - 03:33 AM

^You won't mind if I add that to the next version of EAstdlib?

#377 Onmi

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Posted 06 July 2011 - 03:44 AM

^You won't mind if I add that to the next version of EAstdlib?


Not at all

#378 bigmac909

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Posted 06 July 2011 - 01:20 PM

I have a few more questions, if nobody minds...

1. The loading of my units takes absolutely forever. Is there anyway to speed this up? The screen ends up staying black for like 4 or 5 seconds with just a bunch of footsteps the whole time.

2. I have the tutorial disabler on, but the tutorial text still comes up. For example, "Select Lyn". Nothing happens if I don't, but how do I get those events out of there?

3. This is my real issue. In short, I think I'm basically having trouble distinguishing where event assembling ends and nightmare editing begins, in terms of units.
a) How do I control generic enemy stats? Just with levels?
b) My units aren't even loading the right way. I have Hector set to load, and he comes up as Ch 13 boss Boies. Sain and Kent become a generic morph and Denning. WTF?

I think there's more, but that's all I can remember for now.

#379 Primefusion

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Posted 06 July 2011 - 01:31 PM

1) Turn Camera follow off just before units are loaded

Example:

CMOF
LOU1 SomeUnits
ENUN
CMON


2) Are you sure you changed the pointer correctly? You should post your events.

3) a] Set autolevel equal to true.

b] Like before, post your events.

#380 shadowofchaos

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Posted 06 July 2011 - 03:08 PM

"Which" tutorial disabler are you using?

The one we tend to use is the simple one. The one built in to the Event Assembler.

#define DISABLE_TUTORIALS
#include EAstdlib.event


Put the "#define DISABLE_TUTORIALS" at the top of your event file.




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