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CT075
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You mean Survive for x turns?

Just have a turn event with the MNCH code in it. Or rather, have the turn event link to the ending event.

Then in Nightmare, change up the objective text, so players will know that it is a survival thing.

Edited by AstraLunaSol
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So

I'm trying to do reinforcements in a chapter but somehow i get this:

Finished.

Messages:

Tutorials disabled.

Events end at offset $D8039D

34 errors encountered:

File: EAstdlib.event, Line: 102, Column: 1: File System.String[] not found.: #include "EA Standard library\Convo Background Definitions.txt"

File: EAstdlib.event, Line: 104, Column: 1: File System.String[] not found.: #include "EA Standard library\Chapter Definitions.txt"

File: EAstdlib.event, Line: 106, Column: 1: File System.String[] not found.: #include "EA Standard library\Music Definitions.txt"

File: EAstdlib.event, Line: 108, Column: 1: File System.String[] not found.: #include "EA Standard library\End Of Chapter Helpers.txt"

File: EAstdlib.event, Line: 110, Column: 1: File System.String[] not found.: #include "EA Standard library\Convo Helpers.txt"

File: EAstdlib.event, Line: 112, Column: 1: File System.String[] not found.: #include "EA Standard library\Tile Changes.txt"

File: ds.txt, Line: 81, Column: 1: Code LOU1's offset 14156365 is not divisible by 4: LOU1 Athos

File: ds.txt, Line: 82, Column: 1: Code ENUN's offset 14156373 is not divisible by 4: ENUN

File: ds.txt, Line: 83, Column: 1: Code ENDA's offset 14156377 is not divisible by 4: ENDA

File: ds.txt, Line: 86, Column: 1: Code LOU1's offset 14156385 is not divisible by 4: LOU1 Rein1

File: ds.txt, Line: 87, Column: 1: Code ENUN's offset 14156393 is not divisible by 4: ENUN

File: ds.txt, Line: 88, Column: 1: Code ENDA's offset 14156397 is not divisible by 4: ENDA

File: ds.txt, Line: 91, Column: 1: Code LOU1's offset 14156405 is not divisible by 4: LOU1 Rein2

File: ds.txt, Line: 92, Column: 1: Code ENUN's offset 14156413 is not divisible by 4: ENUN

File: ds.txt, Line: 93, Column: 1: Code ENDA's offset 14156417 is not divisible by 4: ENDA

File: ds.txt, Line: 96, Column: 1: Code LOU1's offset 14156425 is not divisible by 4: LOU1 Rein3

File: ds.txt, Line: 97, Column: 1: Code ENUN's offset 14156433 is not divisible by 4: ENUN

File: ds.txt, Line: 98, Column: 1: Code ENDA's offset 14156437 is not divisible by 4: ENDA

File: ds.txt, Line: 101, Column: 1: Code UNIT's offset 14156445 is not divisible by 4: UNIT 0x27 0x42 0x0 0xA3 [19,19] [19,19] [0x3C,0x4D,0x45,0x6C] [0x0F,0x04,0x0,0x0]

File: ds.txt, Line: 102, Column: 1: Code UNIT's offset 14156461 is not divisible by 4: UNIT

File: ds.txt, Line: 105, Column: 1: Code UNIT's offset 14156477 is not divisible by 4: UNIT 0x88 0x1E 0x87 0x4D [19,3] [19,3] [0x3F,0x41,0x4D,0x0] [0x0F,0x04,0x0,0x0]

File: ds.txt, Line: 106, Column: 1: Code UNIT's offset 14156493 is not divisible by 4: UNIT 0x88 0x22 0x87 0x4D [19,2] [19,2] [0x38,0x3A,0x4D,0x0] [0x0F,0x04,0x0,0x0]

File: ds.txt, Line: 107, Column: 1: Code UNIT's offset 14156509 is not divisible by 4: UNIT 0x88 0x26 0x87 0x4D [19,1] [19,1] [0x45,0x47,0x4D,0x0] [0x0F,0x04,0x0,0x0]

File: ds.txt, Line: 108, Column: 1: Code UNIT's offset 14156525 is not divisible by 4: UNIT

File: ds.txt, Line: 111, Column: 1: Code UNIT's offset 14156541 is not divisible by 4: UNIT 0x88 0x2D 0x87 0x4D [6,17] [6,17] [0x38,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

File: ds.txt, Line: 112, Column: 1: Code UNIT's offset 14156557 is not divisible by 4: UNIT 0x88 0x36 0x87 0x4D [6,14] [6,14] [0x1D,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

File: ds.txt, Line: 113, Column: 1: Code UNIT's offset 14156573 is not divisible by 4: UNIT 0x88 0x13 0x87 0x4D [17,16] [17,16] [0x21,0x2D,0x0,0x0] [0x0,0x0,0x0,0x0]

File: ds.txt, Line: 114, Column: 1: Code UNIT's offset 14156589 is not divisible by 4: UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x23,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

File: ds.txt, Line: 115, Column: 1: Code UNIT's offset 14156605 is not divisible by 4: UNIT 0x88 0x1A 0x87 0x4D [15,9] [15,9] [0x33,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

File: ds.txt, Line: 116, Column: 1: Code UNIT's offset 14156621 is not divisible by 4: UNIT

File: ds.txt, Line: 119, Column: 1: Code UNIT's offset 14156637 is not divisible by 4: UNIT 0x88 0x1A 0x87 0x4D [13,9] [13,9] [0x31,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

File: ds.txt, Line: 120, Column: 1: Code UNIT's offset 14156653 is not divisible by 4: UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x29,0x24,0x0,0x0] [0x0,0x0,0x0,0x0]

File: ds.txt, Line: 121, Column: 1: Code UNIT's offset 14156669 is not divisible by 4: UNIT 0x88 0x0C 0x87 0x4D [15,9] [15,9] [0x0B,0x23,0x0,0x0] [0x0,0x0,0x0,0x0]

File: ds.txt, Line: 122, Column: 1: Code UNIT's offset 14156685 is not divisible by 4: UNIT

Here is my event file:

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Pointers)

org 0xD80000

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad:

UNIT 0x88 0x16 0x87 0x4D [11,10] [11,10] [0x17,0x1C,0x6c,0x0] [0x0,0x03,0x0,0x20]

UNIT 0x88 0x16 0x87 0x4D [17,10] [17,10] [0x21,0x28,0x6c,0x0] [0x0,0x03,0x0,0x20]

UNIT 0x88 0x13 0x87 0x4D [1,18] [1,18] [0x25,0x26,0x30,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x30 0x87 0x4D [6,14] [6,14] [0x2E,0x03,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x30 0x87 0x4D [6,17] [6,17] [0x2D,0x04,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x1E 0x87 0x4D [15,1] [15,1] [0x42,0x4D,0x52,0x41] [0x0F,0x04,0x0,0x0]

UNIT 0x88 0x1E 0x87 0x4D [14,1] [14,1] [0x42,0x4D,0x51,0x41] [0x0F,0x04,0x0,0x0]

UNIT 0x88 0x1A 0x87 0x4D [13,9] [13,9] [0x31,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x29,0x24,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x0C 0x87 0x4D [15,9] [15,9] [0x0B,0x23,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x10 0x87 0x4D [11,6] [11,6] [0x0C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x26 0x87 0x4D [8,4] [8,4] [0x45,0x46,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x45 0x2A 0x87 0x4D [3,3] [3,3] [0x29,0x19,0x0D,0x6C] [0x0,0x03,0x0,0x20]

UNIT

Good:

UNIT 0x2C 0x16 0x0 0x71 [3,16] [3,16] [0x19,0x23,0x6c,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x33 0x3B 0x2c 0x71 [2,16] [2,16] [0x24,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x34 0x2B 0x2C 0x71 [3,15] [3,15] [0x0B,0x17,0x28,0x6B] [0x0,0x0,0x0,0x0]

UNIT

Turn_events:

TURN 0x0 Opening_event [01,00] 0x0 0x00

TURN 0 Friend [1,1] 0x0 0x00

TURN 0 Enemies [3,3] 0x8 0x00

TURN 0 Enemies [6,6] 0x8 0x00

TURN 0 Enemies [9,9] 0x8 0x00

TURN 0 Enemies [12,12] 0x8 0x00

TURN 0 Enemies2 [5,5] 0x8 0x00

TURN 0 Enemies2 [10,10] 0x8 0x00

TURN 0 Enemies2 [15,15] 0x8 0x00

TURN 0 Enemies3 [7,7] 0x8 0x00

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

Opening_event:

LOU1 Good Bad

ENUN

ENDA

Ending_event:

MNCH 0x03

STAL 1

_0x1

ENDA

BallistaData:

BLST

Friend:

LOU1 Athos

ENUN

ENDA

Enemies:

LOU1 Rein1

ENUN

ENDA

Enemies2:

LOU1 Rein2

ENUN

ENDA

Enemies3:

LOU1 Rein3

ENUN

ENDA

Athos:

UNIT 0x27 0x42 0x0 0xA3 [19,19] [19,19] [0x3C,0x4D,0x45,0x6C] [0x0F,0x04,0x0,0x0]

UNIT

Rein3:

UNIT 0x88 0x1E 0x87 0x4D [19,3] [19,3] [0x3F,0x41,0x4D,0x0] [0x0F,0x04,0x0,0x0]

UNIT 0x88 0x22 0x87 0x4D [19,2] [19,2] [0x38,0x3A,0x4D,0x0] [0x0F,0x04,0x0,0x0]

UNIT 0x88 0x26 0x87 0x4D [19,1] [19,1] [0x45,0x47,0x4D,0x0] [0x0F,0x04,0x0,0x0]

UNIT

Rein2:

UNIT 0x88 0x2D 0x87 0x4D [6,17] [6,17] [0x38,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x36 0x87 0x4D [6,14] [6,14] [0x1D,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x13 0x87 0x4D [17,16] [17,16] [0x21,0x2D,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x23,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x1A 0x87 0x4D [15,9] [15,9] [0x33,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Rein1:

UNIT 0x88 0x1A 0x87 0x4D [13,9] [13,9] [0x31,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x29,0x24,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x88 0x0C 0x87 0x4D [15,9] [15,9] [0x0B,0x23,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: ????????

Whenever the reinforcements come the game freezes, if a patch is necessary I will provide one.

Thanks for your time!

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Try either this:

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)


org 0xD80000
Pointers:
POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0x88 0x16 0x87 0x4D [11,10] [11,10] [0x17,0x1C,0x6c,0x0] [0x0,0x03,0x0,0x20]
UNIT 0x88 0x16 0x87 0x4D [17,10] [17,10] [0x21,0x28,0x6c,0x0] [0x0,0x03,0x0,0x20]
UNIT 0x88 0x13 0x87 0x4D [1,18] [1,18] [0x25,0x26,0x30,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x30 0x87 0x4D [6,14] [6,14] [0x2E,0x03,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x30 0x87 0x4D [6,17] [6,17] [0x2D,0x04,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x1E 0x87 0x4D [15,1] [15,1] [0x42,0x4D,0x52,0x41] [0x0F,0x04,0x0,0x0]
UNIT 0x88 0x1E 0x87 0x4D [14,1] [14,1] [0x42,0x4D,0x51,0x41] [0x0F,0x04,0x0,0x0]
UNIT 0x88 0x1A 0x87 0x4D [13,9] [13,9] [0x31,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x29,0x24,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x0C 0x87 0x4D [15,9] [15,9] [0x0B,0x23,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x10 0x87 0x4D [11,6] [11,6] [0x0C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x26 0x87 0x4D [8,4] [8,4] [0x45,0x46,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x45 0x2A 0x87 0x4D [3,3] [3,3] [0x29,0x19,0x0D,0x6C] [0x0,0x03,0x0,0x20]
UNIT

Good:
UNIT 0x2C 0x16 0x0 0x71 [3,16] [3,16] [0x19,0x23,0x6c,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x33 0x3B 0x2c 0x71 [2,16] [2,16] [0x24,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x34 0x2B 0x2C 0x71 [3,15] [3,15] [0x0B,0x17,0x28,0x6B] [0x0,0x0,0x0,0x0]
UNIT

Turn_events:
TURN 0x0 Opening_event [01,00] 0x0 0x00
TURN 0 Friend [1,1] 0x0 0x00
TURN 0 Enemies [3,3] 0x8 0x00
TURN 0 Enemies [6,6] 0x8 0x00
TURN 0 Enemies [9,9] 0x8 0x00
TURN 0 Enemies [12,12] 0x8 0x00
TURN 0 Enemies2 [5,5] 0x8 0x00
TURN 0 Enemies2 [10,10] 0x8 0x00
TURN 0 Enemies2 [15,15] 0x8 0x00
TURN 0 Enemies3 [7,7] 0x8 0x00
TURN

Character_events:
CHAR

Location_events:
LOCA

Misc_events:
CauseGameOverIfLordDies
AFEV

Opening_event:
LOU1 Good Bad
ENUN
ENDA

Ending_event:
MNCH 0x03
STAL 1
_0x1
ENDA

BallistaData:
BLST
ALIGN 4
CODE $00

Friend:
LOU1 Athos
ENUN
ENDA

Enemies:
LOU1 Rein1
ENUN
ENDA

Enemies2:
LOU1 Rein2
ENUN
ENDA

Enemies3:
LOU1 Rein3
ENUN
ENDA

Athos:
UNIT 0x27 0x42 0x0 0xA3 [19,19] [19,19] [0x3C,0x4D,0x45,0x6C] [0x0F,0x04,0x0,0x0]
UNIT

Rein3:
UNIT 0x88 0x1E 0x87 0x4D [19,3] [19,3] [0x3F,0x41,0x4D,0x0] [0x0F,0x04,0x0,0x0]
UNIT 0x88 0x22 0x87 0x4D [19,2] [19,2] [0x38,0x3A,0x4D,0x0] [0x0F,0x04,0x0,0x0]
UNIT 0x88 0x26 0x87 0x4D [19,1] [19,1] [0x45,0x47,0x4D,0x0] [0x0F,0x04,0x0,0x0]
UNIT

Rein2:
UNIT 0x88 0x2D 0x87 0x4D [6,17] [6,17] [0x38,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x36 0x87 0x4D [6,14] [6,14] [0x1D,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x13 0x87 0x4D [17,16] [17,16] [0x21,0x2D,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x23,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x1A 0x87 0x4D [15,9] [15,9] [0x33,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Rein1:
UNIT 0x88 0x1A 0x87 0x4D [13,9] [13,9] [0x31,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x29,0x24,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x0C 0x87 0x4D [15,9] [15,9] [0x0B,0x23,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

Or this

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)


org 0xD80000
Pointers:
POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0x88 0x16 0x87 0x4D [11,10] [11,10] [0x17,0x1C,0x6c,0x0] [0x0,0x03,0x0,0x20]
UNIT 0x88 0x16 0x87 0x4D [17,10] [17,10] [0x21,0x28,0x6c,0x0] [0x0,0x03,0x0,0x20]
UNIT 0x88 0x13 0x87 0x4D [1,18] [1,18] [0x25,0x26,0x30,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x30 0x87 0x4D [6,14] [6,14] [0x2E,0x03,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x30 0x87 0x4D [6,17] [6,17] [0x2D,0x04,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x1E 0x87 0x4D [15,1] [15,1] [0x42,0x4D,0x52,0x41] [0x0F,0x04,0x0,0x0]
UNIT 0x88 0x1E 0x87 0x4D [14,1] [14,1] [0x42,0x4D,0x51,0x41] [0x0F,0x04,0x0,0x0]
UNIT 0x88 0x1A 0x87 0x4D [13,9] [13,9] [0x31,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x29,0x24,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x0C 0x87 0x4D [15,9] [15,9] [0x0B,0x23,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x10 0x87 0x4D [11,6] [11,6] [0x0C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x26 0x87 0x4D [8,4] [8,4] [0x45,0x46,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x45 0x2A 0x87 0x4D [3,3] [3,3] [0x29,0x19,0x0D,0x6C] [0x0,0x03,0x0,0x20]
UNIT

Good:
UNIT 0x2C 0x16 0x0 0x71 [3,16] [3,16] [0x19,0x23,0x6c,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x33 0x3B 0x2c 0x71 [2,16] [2,16] [0x24,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x34 0x2B 0x2C 0x71 [3,15] [3,15] [0x0B,0x17,0x28,0x6B] [0x0,0x0,0x0,0x0]
UNIT

Turn_events:
TURN 0x0 Opening_event [01,00] 0x0 0x00
TURN 0 Friend [1,1] 0x0 0x00
TURN 0 Enemies [3,3] 0x8 0x00
TURN 0 Enemies [6,6] 0x8 0x00
TURN 0 Enemies [9,9] 0x8 0x00
TURN 0 Enemies [12,12] 0x8 0x00
TURN 0 Enemies2 [5,5] 0x8 0x00
TURN 0 Enemies2 [10,10] 0x8 0x00
TURN 0 Enemies2 [15,15] 0x8 0x00
TURN 0 Enemies3 [7,7] 0x8 0x00
TURN

Character_events:
CHAR

Location_events:
LOCA

Misc_events:
CauseGameOverIfLordDies
AFEV

Opening_event:
LOU1 Good Bad
ENUN
ENDA

Ending_event:
MNCH 0x03
STAL 1
_0x1
ENDA

Friend:
LOU1 Athos
ENUN
ENDA

Enemies:
LOU1 Rein1
ENUN
ENDA

Enemies2:
LOU1 Rein2
ENUN
ENDA

Enemies3:
LOU1 Rein3
ENUN
ENDA

Athos:
UNIT 0x27 0x42 0x0 0xA3 [19,19] [19,19] [0x3C,0x4D,0x45,0x6C] [0x0F,0x04,0x0,0x0]
UNIT

Rein3:
UNIT 0x88 0x1E 0x87 0x4D [19,3] [19,3] [0x3F,0x41,0x4D,0x0] [0x0F,0x04,0x0,0x0]
UNIT 0x88 0x22 0x87 0x4D [19,2] [19,2] [0x38,0x3A,0x4D,0x0] [0x0F,0x04,0x0,0x0]
UNIT 0x88 0x26 0x87 0x4D [19,1] [19,1] [0x45,0x47,0x4D,0x0] [0x0F,0x04,0x0,0x0]
UNIT

Rein2:
UNIT 0x88 0x2D 0x87 0x4D [6,17] [6,17] [0x38,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x36 0x87 0x4D [6,14] [6,14] [0x1D,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x13 0x87 0x4D [17,16] [17,16] [0x21,0x2D,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x23,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x1A 0x87 0x4D [15,9] [15,9] [0x33,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Rein1:
UNIT 0x88 0x1A 0x87 0x4D [13,9] [13,9] [0x31,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x3B 0x87 0x4D [14,9] [14,9] [0x29,0x24,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x88 0x0C 0x87 0x4D [15,9] [15,9] [0x0B,0x23,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

BallistaData:
BLST

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

Always put the BallistData at the end of your events (before the MESSAGE code), or if you want to put it in the middle, do it like this:

BallistaData:
//Ballista location and type goes here
BLST
ALIGN 4
CODE $00

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Gonna take another stab at things tonight, except i'm not going to disable the tutorials. Thing is, I don't know if I can just have chapter 10 flow into chapter 11 without any problems. If that will work, then I just might start winning this war after all.laugh.gif

Worst case scenario, i'd have to sacrifice a character spot in nightmare to a unit in lyn mode to solo so you can get to Eliwood mode faster, because everything seems to always work better starting from Eliwood mode except the "create a new tactician" screen.

One question: I noticed some event files i've seen still have "created by markyjoe, etc." at the top, is that supposed to stay there, or is it alright to get rid of it?

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I know I saw this somewhere but now I can't find it... Anyone know the code for the Warp in/Warp out effect?

Also I want to have an enemy unit walk to and talk to the main lord, so I gave it the AI for that, but how do I get the right conversation to start?

WARP [XX,YY] Character

You should have a character event with the two.

CHAR EventID EventName CharacterTalking CharacterBeingTalkedTo 0x00

Gonna take another stab at things tonight, except i'm not going to disable the tutorials. Thing is, I don't know if I can just have chapter 10 flow into chapter 11 without any problems. If that will work, then I just might start winning this war after all.laugh.gif

If you want to start Eli mode, then just use this ASM bit to trigger the Lyn Mode Ending, and that will lead you Ch11, and start Eli mode.

ASMC 0x7A95D
STAL 100
JUMP label35
ENDA

label35:
ENUF 0x83
_0x83
_0x1
ASMC 0xB85D5
STAL 0
STAL 0
ENDA

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You have to have unit 0x63's AI set up, but you also have to change some bytes as well.

FE7 Nightmare Modules -> Event Modules -> AI Recruitment Editor

load both modules and then do what it tells you to do. I know that a lot of people don't (or at least didn't) know how to use a hex editor so I made aforementioned NMMs just for this purpose... XD

Editor by Fire Blazer

Info thanks to Nintenlord

This editor allows you to make an NPC or enemy character controlled by the AI go to a unit and talk to them on their own. The first part specifies the character to initiate the convo and the second specifies the speaker and who they are speaking to. There must also be a conversation event for them in the chapter's events.

The AI set for the person who automatically goes to talk to a unit must be 06 0B 0A 00 for this to work.

Once again, thanks to Nintenlord for the information.

^Pasted the README

Once you do that and setup the talk event right (which it looks like [its right]) then your event should work.

Just don't ask about how to make it happen twice, I don't know how to do it (besides in theory...).

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Question: do you guys think I might have an easier time hacking FE6 or 8 instead? I was thinking 8 is somewhat already set-up for what some of my chapters would include, and FE6 has enough characters that I should have a palette for each character I need. In other words, no trying to figure out how to get a fighter sprite to work with a mercenary sprite. Plus, no tutorials! What do you guys think?

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FE8 events are difficult as FUCK if you're used to FE7 events.

FE6 events aren't a whole lot different, but they have limited functionality compared to FE7 or 8.

Edited by Camtech075
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6 has plenty of characters for what I need, but is in japanese. 8 has monsters already set, but the palettes always go generic when I change peoples classes, and probably has less room for portraits and stuff. 7 just seems to like to see me squirm and get pissed off for whatever reason.

I think I might start trying to hack FE1.laugh.gif

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If FE6 is in japanese, then put the translation patch? @_@

And honestly, if you can't get FE7 events you're not gonna be able to do FE8 events. I'm sorry, but its the truth. I found writing FE8 events from scratch extremely difficult and tedious, and this was after several successful FE7 chapters.

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When I tried to patch over the already translated FE6, it wouldn't play. I was told you can't patch over a translated ROM. Maybe I was either told wrong, or I did it wrong. One or the other.

I just don't see why I keep having this problem in FE7, that's why I want to work on FE6 or 8 instead, to get around the tutorial issue. I don't care if there's extra work involved, I just want to get past not even having a first chapter yet. This hack has been planned for 2 years now, and I still have nothing to show for it. Goddamn I just want at least one chapter to ****ing work right.

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When I tried to patch over the already translated FE6, it wouldn't play. I was told you can't patch over a translated ROM. Maybe I was either told wrong, or I did it wrong. One or the other.

I just don't see why I keep having this problem in FE7, that's why I want to work on FE6 or 8 instead, to get around the tutorial issue. I don't care if there's extra work involved, I just want to get past not even having a first chapter yet. This hack has been planned for 2 years now, and I still have nothing to show for it. Goddamn I just want at least one chapter to ****ing work right.

I have a question, is it just the 2nd map and the prep. screen that's bothering you? If so it could just take those things out, maybe that solve your problems. Sorry if I missed any other problem of yours.

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It's the tactician screen. Whatever I have in my events or whatever is causing a glitch where the game freezes when it asks me to create a tactician. But, it doesn't glitch until I insert my text. If I insert maps, events, etc., first, and even edit nightmare first, it's fine. It'd be nice if someone had the time to insert my stuff into their own ROM so they can see what's going on for themselves, and maybe that would help you better understand the situation.

I think it has to do with me needing 2 maps for the first chapter, which at this point, I don't have any way around, it's part of my story. But it could also have to do with the tutorials, since it's the tactician screen that's screwing up. I have no clue at this point.

I did insert the events first without editing anything else, and I at least got past the tactician screens.

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It's the tactician screen. Whatever I have in my events or whatever is causing a glitch where the game freezes when it asks me to create a tactician. But, it doesn't glitch until I insert my text. If I insert maps, events, etc., first, and even edit nightmare first, it's fine. It'd be nice if someone had the time to insert my stuff into their own ROM so they can see what's going on for themselves, and maybe that would help you better understand the situation.

I think it has to do with me needing 2 maps for the first chapter, which at this point, I don't have any way around, it's part of my story. But it could also have to do with the tutorials, since it's the tactician screen that's screwing up. I have no clue at this point.

I did insert the events first without editing anything else, and I at least got past the tactician screens.

Is it really necessary to have the 2nd map? I mean at this point it seems like it would be better without it.

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