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[Solved]Something wrong with tile changes ver2.0


Rindille
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So now my tile changes started working...but in a wrong way. When my unit visited the village, it got destroyed. I can't see anything wrong with Tiled, so maybe I make some mistake in my EA script. I don't know what it is though.

Here's my Tiled screenshot:

Spoiler

tiledscr.png.a069aae1c14f30a85296a9374228c1a7.png

 

Here's my EA script:

Spoiler

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)
EventPointerTable(0x0E,TileChanges)

ORG 0xD80160

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

Bad:
UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [5,6][5,6][0x1F]PursueWithoutHeed
UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [9,5][9,5][0x1F]PursueWithoutHeed
UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [6,10][6,10][0x2C] AttackInRange
UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [8,10][8,10][0x32] AttackInRange
UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [15,10][15,10][0x2C]AttackInRange
UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [16,12][16,10][0x1F]DestroyVillages
UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [14,12][13,11][0x1F]DestroyVillages
UNIT 0x87 0x39 0x00 Level(3,Enemy,0) [15,11][15,11][0x28]AttackInRange
UNIT

TwoLordsAagin:
UNIT Hector 0x03 0x03 Level(1,Ally,0)[4,2] [5,3] [0x8D] NoAI
UNIT 0x03 0x02 0x00 Level(1,Ally,0)[4,2] [4,3] [0x44] NoAI
UNIT

TwoLords:
UNIT Hector 0x03 0x03 Level(1,Ally,0)[3,5] [3,5] [0x8D] NoAI
UNIT 0x03 0x02 0x00 Level(1,Ally,0)[2,5] [2,5] [0x44] NoAI
UNIT

Good:
UNIT Erk 0x20 0x02 Level(1,Ally,0) [0,6] [1,6] [0x38] NoAI
UNIT Eliwood 0x01 0x02 Level(1,Ally,0)[0,7] [1,7] [0x09] NoAI
UNIT

Turn_events:
OpeningTurnEvent(Opening_event)
TurnEventPlayer(0x00,TheyCome,2)
END_MAIN

//Turn events list here

TheyCome:
LOU1 Good
ENUN
STAL 20
TEX1 0x81B
REMA
ENDA

Character_events:
CHAR 0x07 EliAce 0x03 Eliwood 0x000000
CHAR 0x07 EliAce Eliwood 0x03 0x000000
CHAR 0x08 EliAron 0x03 Erk 0x000000
CHAR 0x08 EliAron Erk 0x03 0x000000
CHAR 0x09 AzelAce Hector Eliwood 0x000000
CHAR 0x09 AzelAce Eliwood Hector 0x000000
CHAR 0x0A AzelAron Hector Erk 0x000000
CHAR 0x0A AzelAron Erk Hector 0x000000
END_MAIN

//All the chara events list here

EliAce:
TEX1 0x81D
REMA
ENDA

EliAron:
TEX1 0x81E
REMA
ENDA

AzelAce:
TEX1 0x81F
REMA
ENDA

AzelAron:
TEX1 0x820
REMA
ENDA

Location_events:
Village(0x06,item1,2,10)
Village(0x0B,item2,15,2)
House(0x0C,talk1,9,2)
House(0x0D,talk2,4,2)
END_MAIN


//All the location events list here

item1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x821
REMA
ITGV 0x6B
ENDA

item2:
FADI 10
BACG 0x02
FADU 10
TEX1 0x822
REMA
ITGV 0x28
ENDA

talk1:
FADI 10
BACG 0x0D
FADU 10
TEX1 0x823
REMA
ENDA

talk2:
FADI 10
BACG 0x0D
FADU 10
TEX1 0x824
REMA
ENDA

Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
END_MAIN


Opening_event:
FADI 10
BACG 0x13
FADU 10
TEX6 0x5 [00,00] 0x815
_ASM0x42 0x83181
FADI 10
BACG 0x31
LOU1 TwoLords
ENUN
FADU 10
TEX1 0x816
REMA
MOVE Hector [4,2]
MOVE 0x03 [4,2]
ENUN
DISA Hector
DISA 0x03
STAL 20
FADI 10
LOU1 Bad
ENUN
BACG 0x35
FADU 10
TEX1 0x817
REMA
LOU1 TwoLordsAagin
ENUN
TEX1 0x818
REMA
TEX1 0x819
ENDA

Ending_event:
ASMC $7A8B9
CAM1 [5,5]
CURF [4,2]
STAL 20
FADI 10
BACG 0x35
HIDEMAP
FADU 10
TEX1 0x825
SHCG 0x38
STAL 20
TEXTCG 0x826 0x1
MORETEXTCG 0x81A 0x1
MORETEXTCG 0x81C 0x1
FADI 10
BACG 0x35
FADU 10
TEX1 0x827
REMA
MoveToChapter(0x02)
ENDA

TrapData:
ENDTRAP


//Notes
//Prologue map wrote in D80000
//Map change is chap2 change
//CG 0x38 edit at D20000

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

//Tile change
ALIGN 4
TileChanges:
TileMap(0x00,2,10,1,1,VillageGate)
TileMap(0x01,15,2,1,1,VillageGate)
TileMap(0x02,14,1,3,2,VillageDestroyed)
TileMap(0x03,1,9,3,2,VillageDestroyed)
TileMapEnd

VillageGate:
SHORT 0x0F18

VillageDestroyed:
SHORT 0x0B90
SHORT 0x0B94
SHORT 0x0B98
SHORT 0x0C10
SHORT 0x0C14
SHORT 0x0C18

 

 

Could someone help me please? Thanks!

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