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  1. What the fuck is this? - This will be my "bug log" of sorts for my eventing experiments, stuff I found out by playing around, heard from others but not in a easy to find place, etc. Also to be a sort of weird solution board to odd problems or old problems that was never said because its hidden from people wearing "pro shades". Pro Shades? trying to say something? -It's a term I made up to describe the phenomenon of when someone new is trying to learn something what is considered super easy and expected to know by veterans but is written, if at all, in a very hard to find/buried place mentioned in some comment. Then when newbie reads the solution/ figured it out, the problem is now considered easy and forgets to write it down in a easier to see/search place for the newbies after that person. I really have no better way to describe that so here is an example. i.e, i spent weeks trying to figure out how do i code for chapter 1 after the prologue because I didn't know what I was suppose to change on the prologue template from eventiel on TEB. took me a while to realize that this long ass list of codes.... was meant to changes things like the chapter you are editing for here EventPointerTable(0x??,Pointers) basically change ?? to the chapter code like 0x09 for chapter one. sounds super easy but not if you are new. so without further ado... Abyss Library (Disclaimer: I take no credit for finding out shit that is probably already known, just writing/rewriting it down for the search junkies, if something is not right just correct it or expand on it. Thanks) Number One Rule: ALWAYS FIND THE "READ ME"! I usually forget its there and it usually solves pretty much all your problems in some way. If you are having a problem with a program maybe the read me already covers it, find it, read it, pin it, love it. FE6: FE7: Eventing: - "Events end at offset 0x??????" message from event assembler is where your offset ends and is what you should put next to "ORG" in your next chapter event code.???/ maps have their own offset and not the same as the event offset (I am ashamed to say this was the cause of so many bugs in some of my hacks) Max units: -The max units for each side is 50 (except for the blue side apparently) - (Unknown?) may count dead units too - [Experiments] when trying to create a rampaging dragon, if one side has 50 units and you try to convert a unit to that side, they will glitch out and disappear. thus making your treasured mechanic broken, possible <solution> to that is have a hidden unit as a placeholder for the important units that switch sides a lot or reinforcements you do not want blocked by a clever player and have the placeholder to switch sides with the target. - apparently blue side can have more than 50 units. Went over 50 when testing my MAFC1 hack. 'MOVE' code notes: -[Experiment, warping houses] the 'MOVE' code cannot be used in a event trigger when visting a house, the unit that trigger the house event has to be in the same spot. (basically can't have a unit visit a house, then have that event tied to the house move the unit that triggered the event. just puts right back to the house.) <solutions> do the MOVE event after the turn ends. create a blue unit that warps units then turn into a npc to get deleted. -[Experiment, Moving units to a walled off section in the map] when loading the same units elsewhere, make sure to move the cusor off them before the command otherwise it will be ignored. <solution> have some kind of event that triggers the move again with a throw away unit. Different Event trigger acting at the same time: - can not have reinforcement ID and conditional ID event trigger at the same time. (Not sure on how true this is, all I know is when I kept trying to do it, it refuse to work) IFCD is a pain in the ass: -want to have a red unit's death trigger an event with IFCD? [iFCD 0x0E 0x03 0xA6] the motherfucking 0x0E-0x10 has to be there or it will get ignored. (again, this is what made it work after the code kept being ignored. so not a 100% on this) - 0x0E = 0xA6 - in nightmare for civilians(green npc units) had to set the death quote trigger id to 0x11? not sure why it worked but it fucking did. -also any death code with triggers requires death quote id triggers ignore the shit i said above for IFCD, it only works for blue units. (recently found this out in FEuniverse thanks to prime and agro) I am not sure why the earlier experiments I did made it work sometimes for npc's/enemy units but it was probably due to some other condition code. <possible solution> stick a AFEV event to point to the death quote trigger ID which is usually 0x02 (can be edited in nightmare in case you have multiple bosses/important npc's. Multiple Event Assembly compiling: -for multiple testing purposes, the save states will work with the new events put into game, just reload file then go to save state for testing. (must be careful, very easy for stuff to go wrong so if things start to break, do it the proper way be restarting the chapter. Also if you made nightmare/feditior changes compared to the savestate, they won't be there so just restart.) Ambush Spawns: -can't have ambush spawn events on enemy turn without units For Scroll Word bubble (mostly used for narrating): - to use tex6 you need this format... STAL 8 TEX6 0x1 [7,12] 0x822 _ASM0x42 0x83181 RETB AI code Breakdown: -the format [AI 1 = Primary AI] [AI 2 = Secondary] [AI 3 = Recovery/Targeting] ["AI 4" seems to be a flag to stop enemies moving from their place if AI 2 = 03 (not sure what AI 4 does)] for more details go here http://serenesforest.net/forums/index.php?showtopic=25452 UPDATE: go here instead for a far more detailed documentation- AI Thread in FEuniverse (thank Crazycolorz5 for all of this) - for thief AI escape, better to go here and express your gratitude to the people who made it easier http://serenesforest.net/forums/index.php?showtopic=48914#entry3236364 (im sure there is a thread about this in feuniverse too, will include it later.) - units with 1 range weapons move before 2 range units - Changing enemy AI with event code changes all of them with the same character ID IFUF: -for IFUF condition code, format is IFUF faction# conditionID# characterID# 0= player's faction 1= enemy's faction (still testing, seems to work) Wrong End Command: - Doing; Label: unit data ENDA //(suppose to be UNIT) in unit placement will spawn a npc citizen along with the unit you called forth. GameOver/Unclosed Villages: Want a village to still be open to bandits destroying it? Simply use the open village tile instead of the closed one and the game will trigger the map change without calling another map change you put in. This will allow the AI to still see that the village is open for ransacking even though the player already triggered the event. Movement in Weather: -units who can walk on rivers can't do it in the rain. Use Movement type editor in Nightmare and change the 255 to 5 Reusing Event IDs: (warning, this is dangerous and highly reconmended to make backups before attemping this!) TurnEventPlayer(0x3B,EventCodeChecker5,2) TurnEventPlayer(0x3C,EventCodeChecker6,3) TurnEventPlayer(0x3B,EventCodeChecker7,4) EventCodeChecker5: LOU1 Good ENDA EventCodeChecker6: ENUF 0x3B ENDA EventCodeChecker7: LOU1 LoneWolf ENDA -Ok so what this does is allow me to use an event with a event ID, Set the event ID as unused, and reassign the event ID with another event and you can bet your ass it works. however this is dangerous. Characters: - to load in a new class under a character that was already on the map, kill them off then you can load them in with the new class. FE8: -Disabling world map events will cause a lot of bugs (may have to do with skirmishes). Maps: Maps in other chapters: - for inserting maps in later chapters, check nightmare mod event table references Breakable Wall Respawn Glitch: -destorying a wall before a map change that includes that wall will respawn the wall as an actual wall. Can't be rebroken. Unlimited Movement Glitch: -the unlimited movement glitch is usually caused by the wrong map change ID. (What happens is your unit can move just about anywhere then a ear splitting crash, may be used for something) Wall Events: - it is possible to add events to walls, 0xFC is the literal character ID for walls and you can give them a death quote. Nightmare: Devil Effect Increase: - to get the devil reversal effect to trigger nearly all the time, the formula is [31-LUCK] meaning Luck has to be 131 0r -131(with weapon bonus stats) to get [100]% (still testing, seems to work) UPDATE: ignore this, just makes the chance 100% due to stupid programming math (credit to Gryz for explaining this) Disable World Events: -to get rid of world events, go to chapter data editor in nightmare and set world events to prologue prologue or none. {FE7} Character without Hard Codes: -All the data is stored in the character number or class number, if you want the class without the hard code, make another non-coded class become a copy. Character Seniority: -Character Information takes seniority over class Information, This means you can have generic units have base weapons set to A but characters of that class can be set lower and that will be the official weapon rank.(i.e hector as a brigand will have C rank in axes but generic brigands can have A rank axes) Why some music stops on the map: -You can change the theme that plays on the map in Nightmare's Chapter Data Editor, but Nightmare's Music Array Editor reads some songs as songs with certain purposes and IDs. It's rated from lowest to highest. In order for a song to play properly on a map, you need to set the song to Higher.(Or the one that says "Map Music.") If the Player Phase theme, nor the Enemy Phase theme are on the "Higher" scale. They're rated as "Highest." (BGM. Use this for battle themes like Rise to the Challenge, or Softly with Grace.) As a result, the music deactivates after a battle because the songs are not configured correctly in the Music Array Editor. (credit to TheBladehero22 for saying this on youtube.) Weapons: - staffs seem to be hardcoded, however turning them into unlimited weapons seems to make them equipable. - Weapon ability 1 0x0E is the unlimited weapon power for staffs FEditor Advance: No Nightmare: - as stated before, the same rom cannot be worked on by FEditor and Nightmare at the same time. will break shit -also note you can work with event assembly but will have to reassemble each time if you didn't reload the rom in nightmare/FEditor. Eventiel: Event Output: - When you see this [// <a href='javascript:removeCondition(2,"traps");'>Delete</a>] when using eventiel to code traps/ballistas, delete it, just javascript code Unit Blocks Editor: -In eventiel, it only shows the basic character ids, you can use far more. Just check character IDs in Nightmare. -0x4C is Queen not Peer(F), 0x4E is the Peer (F) -Seize throne AI doesn't seem to work Animations: Palette and color organization (never even heard of it until I ran into this problem while working on animations for klok): - top right corner of standing frame animation, there is a palette order your colors must be in hair 1-3, skin 1-3, white, transparent color outline, main 1-4, secondary color 1-3 constants: outline, white, transparent, skin, hair can play with: mains and secondaries as long as they have 4 and 3. this makes it way easier to recolor shit and use different palettes. Fortify Animations -for staff animations to work with fortify, add staff frames in modes 1 and 3, not sure why but it worked. For New Feditior with the code dump: -do not include modes 2 and 4, they will be done for you when re-inserting something you dumped. Usenti: -Using Requantize open Usenti >open that sheet >go to the Palette Tab >click Requantize >type in 16 colors >click okay. An easier way to force your image to 16 colors. For better or for worse. Frame and Animation limits: - any animation that crosses into 0-105 in width is too many tiles. No limit on height. Cool Animation Tricks: -Looping Frames, how to do them. C04 or C05 (must come before the "L" command) L [frames] C01 (c01 is the terminator as the looping frames as well) With this, the frames will loop until C01 activates. More idea for magic classes for now. might be able to come up with something cool for physical classes. (thanks to Alfred Kamon for telling me this, strangely I could not find any information about this whatsoever in the FEditior docs)
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