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Will Bill
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I’m writing the script for one of my chapters in an FE7 hack, and I’m using the Event Assembler program. I’m able to get the script for the prologue done, but when I try and upload the script for the first chapter, it replaces the prolouge and chapter one script. Please help. I’m not sure how to fix it, or if it’s something wrong with that I’m doing.

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This is my Prolouge Script

#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 TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Good:
UNIT Lyn_t EliwoodLord Lyn_t Level(1, Ally, 0) [22,16] [17,17] [IronSword, Vulnerary, 0x00, 0x00] NoAI
UNIT Eliwood Mercenary Lyn_t Level(1, NPC, 0) [12,6] [17,8] [IronSword, 0x00, 0x00, 0x00] [0x06,0x0B,0x0A,0x00]
UNIT

Bad:
UNIT Bandit Fighter 0x00 Level(1, Enemy, 0) [2,1] [2,1] [IronAxe, 0x00, 0x00, 0x00] [0x00,0x03,0x00,0x20]
UNIT Bandit Fighter 0x00 Level(1, Enemy, 0) [2,1] [1,9] [IronAxe, 0x00, 0x00, 0x00] [0x00,0x02,0x02,0x00]
UNIT Bandit Fighter 0x00 Level(1, Enemy, 0) [2,1] [9,3] [IronAxe, 0x00, 0x00, 0x00] [0x00,0x02,0x02,0x00]
UNIT Bandit Fighter 0x00 Level(1, Enemy, 0) [2,1] [4,1] [IronAxe, 0x00, 0x00, 0x00] [0x00,0x02,0x02,0x00]

UNIT

Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN

Character_events:
CharacterEventBothWays(0x06,AnriTalk,Lyn_t,Eliwood)
End_MAIN

Location_events:
Village(0x0,Visit,22,16)
Seize(0x0,Ending_event,2,1)
End_MAIN

Misc_events:
CauseGameOverIfLordDies
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
FADI 0x10
BACG 0x02
FADU 0x10
TEX1 0x814
REMA
FADI 0x5
HIDEMAP
BACG 0x1C
FADU 0x10
SHOWMAP
TEX1 0x815
REMA
LOU1 Good
ENUN
LOU1 Bad
ENUN
FADI 0x10
BACG 0x1D
FADU 0x10
TEX1 0x816
REMA
ENDA

Ending_event:
FADI 0x10
BACG 0x31
FADU 0x10
TEX1 0x818
REMA
MNCH 0x01
ENDA

// Events
AnriTalk:
FADI 0x10
MUSC 0x42
FADU 0x10
TEX1 0x817
REMA
TurnAlly(Eliwood)
MUEN 0x10
ENDA

Visit:
FADI 0x10
BACG 0x02
FADU 0x10
TEX1 0x819
REMA
ITGV 0x6B
ENDA

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset

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And this is my Ch. 1 Script

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x09,Pointers)

ORG 0xD80000

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

Good:
UNIT Yogi FallenWarrior 0x00 Level(1, NPC, 0) [17,9] [17,9] [0x00] [0x00,0x03,0x00,0x20]
UNIT Serra Troubadour Lyn_t Level(2, Ally, 0) [9,10] [10,9] [Heal, Vulnerary] [0x00,0x00,0x00,0x00]
UNIT

Bad:
UNIT Bandit Fighter 0x00 Level(2, Enemy, 0) [9,2] [18,1] [IronAxe, 0x00, 0x00, 0x00] [0x00,0x02,0x02,0x00]
UNIT Bandit Fighter 0x00 Level(2, Enemy, 0) [9,2] [11,3] [IronAxe, 0x00, 0x00, 0x00] [0x00,0x02,0x02,0x00]
UNIT Bandit Fighter 0x00 Level(2, Enemy, 0) [9,2] [5,4] [IronAxe, 0x00, 0x00, 0x00] [0x00,0x02,0x02,0x00]
UNIT Bandit Fighter 0x00 Level(2, Enemy, 0) [9,2] [11,7] [IronAxe, 0x00, 0x00, 0x00] [0x00,0x02,0x02,0x00]
UNIT Bandit Fighter 0x00 Level(3, Enemy, 0) [9,2] [9,2] [SteelAxe, 0x00, 0x00, 0x00] [0x00,0x03,0x00,0x20]
UNIT Bandit Thief 0x00 Level(2, Ally, 0) [9,2] [17,3] [SlimSword, 0x00, 0x00, 0x00] [0x00,0x04,0x01,0x00]
UNIT

Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN

Character_events:
End_MAIN

Location_events:
End_MAIN

Misc_events:
CauseGameOverIfLordDies
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
FADI 0x10
BACG 0x04
FADU 0x10
TEX1 0x820
REMA
FADI 0x10
BACG 0x01
FADU 0x10
TEX1 0x821
REMA
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDA

Ending_event:
ENDA

// Events

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset

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7 hours ago, Will Bill said:

ORG 0xD80000

Is the same in both. ORG stands for Origin, it means "insert stuff starting at this offset". Since they're the same, that means whatever you're assembling last overwrites what you wrote there first.

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