Will Bill Posted May 6, 2018 Share Posted May 6, 2018 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. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 7, 2018 Share Posted May 7, 2018 It would be helpful to post these scripts so that we can see what's going wrong. Quote Link to comment Share on other sites More sharing options...
Will Bill Posted May 7, 2018 Author Share Posted May 7, 2018 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 Quote Link to comment Share on other sites More sharing options...
Will Bill Posted May 7, 2018 Author Share Posted May 7, 2018 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 Quote Link to comment Share on other sites More sharing options...
Tequila Posted May 8, 2018 Share Posted May 8, 2018 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. Quote Link to comment Share on other sites More sharing options...
Will Bill Posted May 8, 2018 Author Share Posted May 8, 2018 What should I change it to to fix that? Would anything work? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 8, 2018 Share Posted May 8, 2018 Just stick it in free space. Just after the prologue chapter ought to work. Though maybe leave a gap in case you decide to add more stuff to the prologue. Quote Link to comment Share on other sites More sharing options...
Will Bill Posted May 8, 2018 Author Share Posted May 8, 2018 Would expanding the rom’s size and setting the offset to the new one work too? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 9, 2018 Share Posted May 9, 2018 In theory, yes. This may or may not interfere with any book keeping some programs might do. Quote Link to comment Share on other sites More sharing options...
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