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(FE8) Problem with REDA and unit position


BrightVega
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Firstly, I can't load the REDA from EA for any unit.

ex. Proloque's boss O'Neil's REDA is "0x8B3BFC",

going to the EA and having as offset "8B3BFC" with "Whole Length" option + "ReinforcementData" priority as choice

gives this 1 error: "No data written to output"

~~~~~~~~~~~~~

In Nightmare, O'Neil "Reinforcement Pointer" is": 0x88B3BFC

Going to HxD in offest "8B3BFC" it gives these bits: 0A 02 00 00 followed by FF FF.

Changing "0A"+-1 and "02"+-1 crushes the game.

(actually his map sprite doesn't load and once the events stop and the battle starts, the game crushes)

So... "0A" and "02" are not the position the units go to ?

~~~~~~~~~~~~~

Dissassembling Ch 7 i noticed this:


label22:
UNIT 0x80 0x3F 0x0 0x3D [17,6] 0b 0x0 0x0 0x0 [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x4E 0x0 0x3D [8,11] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x4E 0x0 0x3D [9,11] 0b 0x0 0x0 0x0 [0x15,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x4E 0x0 0x3D [10,17] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x3F 0x0 0x3D [16,19] 0b 0x0 0x0 0x0 [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x3F 0x0 0x3D [1,8] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x80 0xF 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x25 0x0 0x3D [15,14] 0b 0x0 0x0 0x0 [0x38,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x80 0x3F 0x0 0x3D [19,8] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x80 0x3F 0x0 0x3D [18,19] 0b 0x0 0x0 0x0 [0x20,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0xF 0x0 0x3D [12,14] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x25 0x0 0x3D [11,13] 0b 0x0 0x0 0x0 [0x39,0x5C,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x19 0x0 0x2D [17,8] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x19 0x0 0x3D [17,20] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x4E 0x0 0x45 [12,18] 0b 0x0 0x0 0x0 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x25 0x0 0x3D [1,7] 10b 0x0 0x0 0x0 [0x39,0x6E,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x4C 0x5 0x0 0x64 [9,4] 10b 0x0 0x0 0x0 [0x3,0x1C,0x65,0x0] [0x3,0x3,0x9,0x20]
UNIT 0x80 0x19 0x0 0x3D [9,4] 0b 0x0 0x1 0x8B6E68 [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0x80 0x19 0x0 0x3D [9,4] 0b 0x0 0x1 0x8B6E70 [0x2D,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

ALL enemy units except the 2 archers at the bottom have "0x0" as REDA and unique load positions.

Is it possible to bypass the REDA trouble with this "trick" ?

(As long as these generic units have no role in any event ?)

~~~~~~~~~~~~~

I don't understand how to add more player-units in a chapter. :/

In the EA for any chapter, under "units1" we can see the amount of units allowed in X chapter.

Also all space is pre-filled with various characters.

If I wanted to add 1 more slot, do I just add 1 more random unit/character data below the "units1" section ?

And what about co-ordinates?

ex. Chapter 8 player-units placement:

Units1:
UNIT 0x1 0x2 0x0 0x40 [19,20] 0b 0x0 0x1 0x8B7170 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x5 0x45 0x0 0x18 [20,22] 0b 0x0 0x1 0x8B7178 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x9 0xD 0x0 0x10 [19,22] 0b 0x0 0x1 0x8B7180 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x6 0x48 0x0 0x10 [19,18] 0b 0x0 0x1 0x8B7188 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x3 0x9 0x0 0x28 [20,20] 0b 0x0 0x1 0x8B7190 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x4 0x5 0x0 0x8 [20,18] 0b 0x0 0x1 0x8B7198 [0x1,0x14,0x6C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x7 0x3D 0x0 0x8 [20,17] 0b 0x0 0x0 0x0 [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xA 0x3F 0x0 0x20 [19,18] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x44 0x0 0x8 [19,20] 0b 0x0 0x0 0x0 [0x3F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Some have REDAs, some don't (0x7,0xA, 013 = Ross, Garcia, Arhur) with empty REDA.

In the above occasion, if I wanted to add 1 extra unit slot,

can I just add a random extra UNIT data with fixed load position [ex. 19,21] and 0x0 as REDA ?

Edited by BrightVega
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With HxD i found the answer to the last 2 issues:

NO, i can't just add units for whatever reason as everything is so packed in the ROM

that adding even 1 extra unit (ally or enemy) will result in something else getting deleted

which then causes the ROM to crash.

~~~

EA and Nightmare on the same topic have another issue as well:

They don't list the reinforcement units that don't load until later turns or events.

EA only shows the offset and Nightmare doesn't show anything at all.

But you can still find and edit them in the HxD.

To do that, in the EA text you have to find the offset that corresponds to the reinforcements

(ex. Turn 2 event -> LabelYOLO -> LabelYOLO offset number) and got the Hex Editor.

There you can see all the reinforcements in hex and edit them (name, class, gear, AI) while leaving the load position and reda data as they were.

~~~

SOooooo, my current biggest question is how can you even increase the player units allowed in a chapter ?

Edited by BrightVega
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Same as for increasing anything else. Repoint and expand.

Can you please explain me how to do it with an example?

For instance FE8-Ch8:

It has multiple units (ally and enemy) during events with REDAs.

and let's say I only want to add 2 more player unit slots in the "units1" list. No more changes.

Also i know i have tons of free space from offset "00B2A620" untill "00BFFFFD0"

The EA text:

////////////////////////////////////////////////////

// //

// Disassembled with Nintenlord's Event Assembler //

// Version: 9.10.4713.28131 //

// Game: FE8 //

// File: 1997 - Fire Emblem - TSS (U) Patch2.gba //

// Offset: $9E8FE4 //

// //

////////////////////////////////////////////////////

ORG $591F40

label27:

_0x1020 0x1

_0x0220 0x2

_0x0320 0x8

_SETCONDITION 0x0 0xC 0x0

FADU 16

ENIF 0x0

_0x1020 0x0

ENDA

label15:

_0x1020 0x1

_0x0220 0x2

_0x0320 0x8

_SETCONDITION2 0x0 0xC 0x0

FADI 16

ENIF 0x0

_0x1020 0x0

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $591F88 and the new ending offset is CURRENTOFFSET

ORG $591FD8

label35:

CALL label15

_0x2220

_0x3E20

_0x2220

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $591FF0 and the new ending offset is CURRENTOFFSET

ORG $592104

label24:

_0x1020 0x4

ASMC 0x85375

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET

ORG $8B7300

Units1:

UNIT 0x1 0x2 0x0 0x40 [19,20] 0b 0x0 0x1 0x8B7170 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x5 0x45 0x0 0x18 [20,22] 0b 0x0 0x1 0x8B7178 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x9 0xD 0x0 0x10 [19,22] 0b 0x0 0x1 0x8B7180 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x6 0x48 0x0 0x10 [19,18] 0b 0x0 0x1 0x8B7188 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x3 0x9 0x0 0x28 [20,20] 0b 0x0 0x1 0x8B7190 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x4 0x5 0x0 0x8 [20,18] 0b 0x0 0x1 0x8B7198 [0x1,0x14,0x6C,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x7 0x3D 0x0 0x8 [20,17] 0b 0x0 0x0 0x0 [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0xA 0x3F 0x0 0x20 [19,18] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x13 0x44 0x0 0x8 [19,20] 0b 0x0 0x0 0x0 [0x3F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label33:

UNIT 0x4D 0xB 0x0 0xC [10,2] 0b 0x0 0x1 0x8B71A0 [0x17,0x1C,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT 0x80 0x9 0x0 0x35 [19,4] 0b 0x0 0x1 0x8B71A8 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x9 0x0 0x45 [20,3] 0b 0x0 0x1 0x8B71B0 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x9 0x0 0x45 [18,3] 0b 0x0 0x1 0x8B71B8 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x9 0x0 0x3D [20,5] 0b 0x0 0x1 0x8B71C0 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x9 0x0 0x45 [18,5] 0b 0x0 0x1 0x8B71C8 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x9 0x0 0x35 [1,6] 0b 0x0 0x1 0x8B71D0 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x4E 0x0 0x45 [9,5] 0b 0x0 0x1 0x8B71D8 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x9 0x0 0x3D [10,5] 0b 0x0 0x1 0x8B71E0 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x9 0x0 0x45 [20,10] 10b 0x0 0x1 0x8B71E8 [0x16,0x6A,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x13 0x0 0x35 [19,10] 0b 0x0 0x1 0x8B71F0 [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x4E 0x0 0x45 [7,17] 0b 0x0 0x1 0x8B71F8 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0xF 0x0 0x45 [0,10] 0b 0x0 0x1 0x8B7200 [0x3,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0xF 0x0 0x3D [0,16] 0b 0x0 0x1 0x8B7208 [0x3,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x4E 0x0 0x45 [7,17] 0b 0x0 0x1 0x8B7210 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x2D 0x0 0x35 [2,9] 0b 0x0 0x1 0x8B7218 [0x45,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x9 0x0 0x45 [7,17] 0b 0x0 0x1 0x8B7220 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x19 0x0 0x3D [19,10] 0b 0x0 0x1 0x8B7228 [0x2E,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x19 0x0 0x35 [8,16] 0b 0x0 0x1 0x8B7230 [0x2D,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x80 0x19 0x0 0x45 [3,7] 0b 0x0 0x1 0x8B7238 [0x34,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x25 0x0 0x35 [1,8] 0b 0x0 0x1 0x8B7240 [0x39,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x80 0x19 0x0 0x45 [5,3] 0b 0x0 0x1 0x8B7248 [0x34,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x19 0x0 0x35 [15,2] 0b 0x0 0x1 0x8B7250 [0x34,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x2D 0x0 0x45 [16,10] 0b 0x0 0x1 0x8B7258 [0x45,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x4E 0x0 0x3D [11,5] 0b 0x0 0x1 0x8B7260 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x4E 0x0 0x35 [20,11] 0b 0x0 0x1 0x8B7268 [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x4E 0x0 0x45 [19,11] 0b 0x0 0x1 0x8B7270 [0x16,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT

label36:

UNIT 0xF 0x1 0x0 0x20 [0,21] 0b 0x0 0x1 0x8B7278 [0x78,0x16,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x10 0x5 0x0 0x30 [0,22] 0b 0x0 0x1 0x8B7280 [0x3,0x1C,0x6C,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x11 0x5 0x0 0x28 [0,22] 0b 0x0 0x1 0x8B7288 [0x3,0x16,0x6C,0x0] [0x0,0x0,0x0,0x0]

UNIT

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $8B7648 and the new ending offset is CURRENTOFFSET

ORG $8B76FC

label30:

UNIT 0x42 0x7 0x0 0x8 [19,22] 0b 0x0 0x1 0x8B72B8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1 0x2 0x0 0x40 [19,23] 0b 0x0 0x1 0x8B72C0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x0 0x8 [20,23] 0b 0x0 0x1 0x8B72C8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label31:

UNIT 0x4D 0xB 0x0 0x55 [19,11] 0b 0x0 0x1 0x8B72D0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x80 0x4E 0x0 0x45 [19,10] 0b 0x0 0x2 0x8B72D8 [0x0,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x80 0x4E 0x0 0x45 [19,9] 0b 0x0 0x1 0x8B72E8 [0x0,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $8B779C and the new ending offset is CURRENTOFFSET

ORG $9E8EC0

TurnBasedEvents:

TURN 0x0 label16 [2,2] 0x0

TURN 0xC label17 [1,255] 0x0

TURN 0x0 label18 [5,0] 0x0

END_MAIN

CharacterBasedEvents:

CHAR 0x7 label19 [0x1,0xF] 0x0

CHAR 0x7 label19 [0xF,0x1] 0x0

CHAR 0x8 label20 [0xF,0x2] 0x0

CHAR 0x8 label20 [0x2,0xF] 0x0

CHAR 0x9 label21 [0x2,0x11] 0x0

CHAR 0x9 label21 [0x11,0x2] 0x0

CHAR 0xA label22 [0x4,0x10] 0x0

CHAR 0xA label22 [0x10,0x4] 0x0

END_MAIN

LocationBasedEvents:

DOOR 0x0 [20,7] 0x12

DOOR 0x0 [1,5] 0x12

CHES 0x0 0x75 [1,3] 0x14

CHES 0x0 0x67 [2,3] 0x14

LOCA 0x3 [10,2] 0x11

CHES 0x0 0x5B [19,4] 0x14

END_MAIN

MiscBasedEvents:

AREA 0xB label23 [5,0] [15,10]

AFEV 0x0 label24 0x65

END_MAIN

Dunno1:

END_MAIN

Dunno2:

END_MAIN

Dunno3:

END_MAIN

Tutorial:

END_MAIN

PointerList:

POIN TurnBasedEvents

POIN CharacterBasedEvents

POIN LocationBasedEvents

POIN MiscBasedEvents

POIN Dunno1 Dunno2 Dunno3 Tutorial

POIN Traps1 Traps2

POIN Units1 Units1

POIN $0 $0 $0

POIN $0 $0 $0

POIN BeginningScene EndingScene

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9E9034 and the new ending offset is CURRENTOFFSET

ORG $9ED9C5

Traps1:

ENDTRAP

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9ED9C6 and the new ending offset is CURRENTOFFSET

ORG $9EDEAA

Traps2:

ENDTRAP

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EDEAB and the new ending offset is CURRENTOFFSET

ORG $9EE1B8

label37:

_0x3325 0xFFFF

_SETCONDITION 0x0 0xC 0x2

CALL label25

ENIF 0x0

ENDA

label25:

_0x1929

_0x0620 0xC2

_0x0221 0xFFFF

_0x0228 0x7

ENDB

label26:

_SETCONDITION 0x0 0xC 0x0

_LOAD_WHATEVER 0x1

ENUN

ELSE 0x1

ENIF 0x0

_LOAD_WHATEVER 0x0

ENUN

ENIF 0x1

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE218 and the new ending offset is CURRENTOFFSET

ORG $9EE248

label34:

_0x1927

_SETCONDITION2 0x0 0xC 0x0

_0x1922

_SETCONDITION 0x0 0xC 0x0

_0x0620 0x3C

CALL label26

ENIF 0x0

ENDA

label38:

_0x1020 0x4

CALL label27

_0x0228 0x9

_LOAD_WHATEVER 0x1

ENUN

_0x0220 0x9

_0x1020 0x0

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET

ORG $9EE2C4

label29:

_0x0320 0x8

_SETCONDITION2 0x80BD 0xC 0x0

FADI 16

ENIF 0x80BD

TEXTSTART

_0x2220

FADU 16

ENDA

label28:

_0x0320 0x8

_SETCONDITION2 0x80D2 0xC 0x0

FADI 16

ENIF 0x80D2

_0x1A21

_0x2140 0xFFFF 0x0 0x0

FADU 16

ENDA

label32:

CALL label28

_0x0620 0x32

TEXTSHOW 0xFFFF

TEXTEND

CALL label29

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET

ORG $9F2F38

BeginningScene:

MUS1 0x25

_LOAD2 0x1 label30

ENUN

CUMO 0x42

STAL 60

CURE

_SETVAL 0x2 0x10

CALL label28

TEXTSHOW 0xA08

TEXTEND

_0x1324 0x7FFF

TEXTCONT

TEXTEND

CALL label29

_LOAD1 0x1 label31

ENUN

CUMO 0x4D

STAL 60

CURE

MUS1 0x26

TEXTSTART

TEXTSHOW 0xA09

TEXTEND

REMA

STAL 30

CUSE 0x42

CUMO 0x42

STAL 60

CURE

MOVE 0x42 [20,19]

_SETVAL 0xB 0x100014

_MOVE2 0x0 0xFFFE 0x1

ENUN

MOVE 0x42 [20,15]

ENUN

_SETVAL 0xB 0x100015

_MOVE2 0x0 0xFFFE 0x0

MOVE 0x42 [19,10]

ENUN

DISA 0x42

CUMO 0x4D

STAL 60

CURE

_SETVAL 0x2 0x10

_SETVAL 0x3 0xA0A

CALL label32

_SETVAL 0xB 0x100013

_MOVE2 0x0 0xFFFE 0x0

ENUN

MOVE 0x4D [19,14]

ENUN

_SETVAL 0xB 0x100012

_MOVE2 0x0 0xFFFE 0x1

ENUN

MOVE 0x4D [19,14]

ENUN

CUMO 0x4D

STAL 60

CURE

TEXTSTART

TEXTSHOW 0xA0B

TEXTEND

REMA

_SETVAL 0xB 0x150014

_0x1620 0xAB

_0x2720 0xFFFF

MOVE 0x4D [19,10]

_SETVAL 0xB 0x100013

_MOVE 0x10 0xFFFE [19,11]

_SETVAL 0xB 0x100014

_MOVE 0x10 0xFFFE [20,11]

ENUN

_0x342C 0x0

_LOAD1 0x1 label33

ENUN

_SETVAL 0x2 0x88B77C4

_SETVAL 0x3 0x1

CALL label34

CUMO 0x1

STAL 60

CURE

_SETVAL 0x2 0x10

CALL label28

TEXTSHOW 0xA0C

TEXTEND

REMA

CALL label35

_0x0229 0xC

ENDA

label16:

_0x2620 0x1700

_LOAD1 0x1 label36

ENUN

_0x3421 0xF

_0x3421 0x10

_0x3421 0x11

_SETVAL 0x1 0x1

_0x3428 0xF

_SETVAL 0x1 0x1

_0x3428 0x10

_SETVAL 0x1 0x1

_0x3428 0x11

CUMO 0xF

STAL 60

CURE

MUS1 0x25

TEXTSTART

TEXTSHOW 0xA0D

TEXTEND

REMA

_0x0228 0x7

ENDA

EndingScene:

MUS1 0x31

_SETVAL 0x2 0x10

CALL label28

TEXTSHOW 0xA10

TEXTEND

REMA

_0x0229 0xDF

MNCH 0x6

ENDA

label19:

MUS1 0x27

TEXTSTART

TEXTSHOW 0xA11

TEXTEND

REMA

_0x0228 0x7

ENDA

label20:

MUNO

TEXTSTART

TEXTSHOW 0xA12

TEXTEND

REMA

MUSI

_0x0228 0x7

ENDA

label21:

MUNO

TEXTSTART

TEXTSHOW 0xA13

TEXTEND

REMA

MUSI

_0x0228 0x7

ENDA

label22:

MUNO

TEXTSTART

TEXTSHOW 0xA14

TEXTEND

REMA

MUSI

_0x0228 0x7

ENDA

label23:

_SETVAL 0x2 0x0

CALL label37

_0x0221 0xC

_0x0228 0x7

ENDA

label17:

_SETVAL 0x2 0x88B7648

CALL label38

_0x0228 0x7

ENDA

label18:

_SETVAL 0x2 0x88B7698

CALL label38

_0x0228 0x7

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9F3280 and the new ending offset is CURRENTOFFSET

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Okay, first of all you need to get the latest version of Event Assembler, because it has hugely improved FE8 support.

But what you need is extremely simple:

ORG $8B7300
Units1:
UNIT 0x1 0x2 0x0 0x40 [19,20] 0b 0x0 0x1 0x8B7170 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x5 0x45 0x0 0x18 [20,22] 0b 0x0 0x1 0x8B7178 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x9 0xD 0x0 0x10 [19,22] 0b 0x0 0x1 0x8B7180 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x6 0x48 0x0 0x10 [19,18] 0b 0x0 0x1 0x8B7188 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x3 0x9 0x0 0x28 [20,20] 0b 0x0 0x1 0x8B7190 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x4 0x5 0x0 0x8 [20,18] 0b 0x0 0x1 0x8B7198 [0x1,0x14,0x6C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x7 0x3D 0x0 0x8 [20,17] 0b 0x0 0x0 0x0 [0x2C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xA 0x3F 0x0 0x20 [19,18] 0b 0x0 0x0 0x0 [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x44 0x0 0x8 [19,20] 0b 0x0 0x0 0x0 [0x3F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

See that ORG at the top there? Change that to some free space. Then do your thing.

Here's a demonstration with the Prologue:

Yamiu2F.png

And the script:

ORG $E80000 //this is free space
Units1:
UNIT 0x2 0x7 0x0 0x8 [13,9] 0b 0x0 0x6 0x8B3BC4 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x3 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] //the following units are added
UNIT 0x4 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x5 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
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Thanks for the info! So to make sure i got it:

On the new offset,

I just copy-paste the vanilla "Unit" data

and add below it "X" amount of dummy units (like: 0x2 0x7 0x0 0x8 [slot position] 0b 0x0_the_rest ) as player unit slots ?

Do I have to transfer the enemy data too? (as their label is below the "Unit1" data, sharing the same vanilla offset?)

Or is the system "smart" enough to go back to the original enemy data ?

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