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Event Assembler Help


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#21 _Berserker_

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Posted 22 April 2012 - 03:33 PM

Yup Fixed that. I thought it was all caps for some reason weird. For Arch's tutorial it says 2009 (Maggots). I dont understand what code exactly is the macro applicable to.

CODE
UNIT 0x12 0x26 0x0 0x42 [16,18] [16,18] [0x48,0x47,0x6C,0x0] [0x0,0x0,0x0,0x0]


First part Unit ok got it
then 0x12 is the character
0x26 is the class
0x0 leading char?not sure
0x42<< not sure
[16,18] starting and ending position
[0x48,...,] <<<Inventory
[0x0,0x0,..]<<AI

Heres What I did but Batta doesnt show up.

Bad:
UNIT Batta 0x11 0x00 Level(5,Ally,False) [04,02] [04,02]
[IronAxe,Vulnerary,DoorKey] [NOAI]
UNIT


Opening_event:
LOU1 Good
LOU1 Bad
OOBB
ENUN
ENDA

#22 Fire Blazer

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Posted 22 April 2012 - 03:37 PM

yeah looks good except

0x42 is the level/allegiance

instead of 0x42 you can put teh macro I just mentioned:

QUOTE
Level(5,NPC,False)


so it'd be

QUOTE
UNIT 0x12 0x26 0x0 Level(5,NPC,False) [16,18] [16,18] [0x48,0x47,0x6C,0x0] [0x0,0x0,0x0,0x0]


just make sure #include EAstdlib.event is always at the top of your events or these Macros won't work.

That's all I can help you with for a while now, sorry. I'll cya later, good luck!

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#23 _Berserker_

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Posted 22 April 2012 - 03:42 PM

Okay I got that to work to. I had to close the emulator and start it again for him to show up. Its weird how only 0x42 stands for all that. Thanks for all your help. I made so much progress. See ya


Edit:
I just noticed this but can Lyn have say an IronSword in the prologue and show up with a Ironsword + DoorKey in chapter one or does it have to stay consistent?

#24 Golden Warrior

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Posted 22 April 2012 - 04:18 PM

QUOTE (_Berserker_ @ Apr 22 2012, 11:42 AM)

Edit:
I just noticed this but can Lyn have say an IronSword in the prologue and show up with a Ironsword + DoorKey in chapter one or does it have to stay consistent?


As far as I've done, consistency is not required. At least not for items. So, theoretically, yes, she can. Although, you can make it look better by having the opening event give here the key my the item code, just saying.

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#25 _Berserker_

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Posted 22 April 2012 - 04:22 PM

That's weird because for me it ends up not appearing unless I give it to her in the prologue as well. Any clue as to how I would change the door icon on the map to open?I know its tile changes. But i don't understand how its done.I found this on the tutorial. commands are outdated though.

#ifdef _FE7_
#define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer"
#endif

org 0xC9C9C8+(4*0x??) // - Pointer to tile map changes

POIN TileChanges

org 0x????????

TileChanges:
TileMap(0x00,X1,X2,Y1,Y2,TilePointer)
CODE $FF
CODE $00
CODE $00

TilePointer:
CODE (Tile hex)
CODE $00

Edit:

Also why wont it let me use the TEX1 command?

Turn2:
MUS2 NergalsWrath
LOU1 Bad
ENUN
TEX1 0X0800
REMA
ENDA

After I hit assemble I get.


Finished.
1 errors encountered:
File Chapter 1 Events.txt, Line 57, Column 11: Didn't reach end, currently at NewLine(NL)

#26 Fire Blazer

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Posted 22 April 2012 - 06:34 PM

@TEX1 problem - Are you sure it's that line? Try making the 'x' lowercase instead of capital. If it's still a problem gimme more info.

Try "Tiled" for tile changes. Googling it will give you the program. This is a tutorial. I don't know much about it but it should be better than any other methods.

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#27 _Berserker_

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Posted 22 April 2012 - 06:36 PM

Okay il try the lower x in a bit. And I already have Tiled. I kinda stocked up on all utilities lol. Got the inserted too.
Im working on changing a color of a sprite in paint to custom and using FEditor to upload it back into the game ATM.

#28 Golden Warrior

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Posted 22 April 2012 - 06:56 PM

QUOTE (_Berserker_ @ Apr 22 2012, 12:22 PM)
That's weird because for me it ends up not appearing unless I give it to her in the prologue as well.


Well, in that case, use my earlier suggestion of having the opening event give here the item through the itemgive code.

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#29 _Berserker_

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Posted 22 April 2012 - 07:29 PM

QUOTE (Golden Warrior @ Apr 22 2012, 01:56 PM)
QUOTE (_Berserker_ @ Apr 22 2012, 12:22 PM)
That's weird because for me it ends up not appearing unless I give it to her in the prologue as well.


Well, in that case, use my earlier suggestion of having the opening event give here the item through the itemgive code.

Yea I will as soon as some of these other errors disappear.


Blazer- No luck with changing the X to x.
//Chapter 1 Events
#define DISABLE_TUTORIALS
#include EAstdlib.event
#include Definitions.txt
EventPointerTable(0x09,Pointers)

ORG 0xDA1550
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 Jasmine Brigand 0x00 Level(5,Enemy,False) [04,02] [04,02] [IronAxe]

[NOAI]
UNIT Paul Warrior 0x00 Level(5,Enemy,False) [05,02] [05,02] [IronAxe]

[NOAI]
UNIT


Good:
UNIT Lyn_t 0x11 0x00 Level(5,Ally,False) [04,05] [04,05]

[IronSword,DoorKey] [NOAI]
UNIT

Turn_events:
//Turn 0x00 Opening_event [01,00] 0x0 0x00
TurnEventPlayer(0x00,Opening_event,1)
TurnEventEnemy(0x00,Turn2,1)
TURN

Character_events:
CHAR

Location_events:
Chest(Vulnerary,13,4)
Door(4,4)
Door(5,4)
LOCA

Misc_events:
CauseGameOverIfLordDies
Seize(0x00,Ending_event,4,2)
AFEV

Opening_event:
LOU1 Good
OOBB
ENUN
ENDA

Turn2:
MUS2 NergalsWrath
LOU1 Bad
ENUN
TEx1 0X0800
REMA
ENDA


Ending_event:
MNCH 0x02
ENDA


BallistaData:
BLST
ALIGN 4


MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: DA0090

#30 Golden Warrior

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Posted 22 April 2012 - 07:48 PM

You changed the wrong X. Here:

Change this: TEx1 0X0800

To this: TEX1 0x800

If that doesn't work, then I don't know.



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#31 _Berserker_

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Posted 22 April 2012 - 08:30 PM

user posted image

I changed the right X this time lol but im getting the same error. If i comment out that line it says no errors so its weird.

So what I did was i removed the 0x infront of the0x0800 and it assembled with no errors.
This is what showed up<<<

user posted image

How do I change that now?

#32 Golden Warrior

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Posted 22 April 2012 - 08:42 PM

I can't see the image. Could you tell me what showed up instead?

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#33 _Berserker_

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Posted 22 April 2012 - 08:44 PM

QUOTE (Golden Warrior @ Apr 22 2012, 03:42 PM)
I can't see the image.

Second picture is with it assembled. If you look carefully there is black text at the top left of the screen saying Raise either Strength or Magic lol<<< wth? How do i change that

To view the image, right click on its placeholder and click open in new tab.

#34 Golden Warrior

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Posted 22 April 2012 - 09:00 PM

Oh, I see. TEX1 is mainly made for text that has faces in it. In FE7 text code 800 is the item description for the power ring, I think. You didn't just put a random text code in there did you?

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#35 _Berserker_

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Posted 22 April 2012 - 09:03 PM

QUOTE (Golden Warrior @ Apr 22 2012, 04:00 PM)
Oh, I see. TEX1 is mainly made for text that has faces in it. In FE7 text code 800 is the item description for the power ring, I think. You didn't just put a random text code in there did you?



Lmao. Well I was following Arch's tutorial and he used TEX1 0X0800 for a convo between two inserted characters. I thought i could test it but it wouldnt work as 0x0800 so i got rid of the 0x part and made it 0800 lol but it asssembled!

#36 Golden Warrior

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Posted 22 April 2012 - 09:06 PM

Ah, that's good. Well, how is everything else working?

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#37 _Berserker_

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Posted 22 April 2012 - 09:13 PM

QUOTE (Golden Warrior @ Apr 22 2012, 04:06 PM)
Ah, that's good. Well, how is everything else working?


No lol thats bad.

The code i used was 0800 but that code is actually the 0x0320 in FEditor Adv.
Im confused

#38 Golden Warrior

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Posted 22 April 2012 - 09:19 PM

QUOTE (_Berserker_ @ Apr 22 2012, 05:13 PM)

No lol thats bad.

The code i used was 0800 but that code is actually the 0x0320 in FEditor Adv.
Im confused


Wait... I thought you meant that was good. XD, my bad. Well, I've never encountered that problem...

Well, try putting 0x320 in the TEX1 code. See if that works, or am I still understanding this wrong?

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#39 _Berserker_

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Posted 22 April 2012 - 09:24 PM

Wow i feel like shooting myself. I got the right text to work now. I didnt change anything all i did was re-add the 0x part and tada. like srsly!!??

It crashed now.

Edit: My Code << The problem happens when i use Feditor Adv to edit the text now.

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include Definitions.txt
EventPointerTable(0x09,Pointers)

ORG 0xDA1550
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 Jasmine Brigand 0x00 Level(5,Enemy,False) [04,02] [04,02] [IronAxe]

[NOAI]
UNIT Paul Warrior 0x00 Level(5,Enemy,False) [05,02] [05,02] [IronAxe]

[NOAI]
UNIT


Good:
UNIT Lyn_t 0x11 0x00 Level(5,Ally,False) [04,05] [04,05]

[IronSword,DoorKey] [NOAI]
UNIT

Turn_events:
//Turn 0x00 Opening_event [01,00] 0x0 0x00
TurnEventPlayer(0x00,Opening_event,1)
TurnEventEnemy(0x00,Turn2,1)
TURN

Character_events:
CHAR

Location_events:
Chest(Vulnerary,13,4)
Door(4,4)
Door(5,4)
LOCA

Misc_events:
CauseGameOverIfLordDies
Seize(0x00,Ending_event,4,2)
AFEV

Opening_event:
LOU1 Good
OOBB
ENUN
ENDA

Turn2:
MUS1 NergalsWrath
LOU1 Bad
ENUN
TEX1 0x0800
REMA
ENDA


Ending_event:
MNCH 0x02
ENDA


BallistaData:
BLST
ALIGN 4


MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: DA0090

#40 Golden Warrior

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Posted 22 April 2012 - 09:25 PM

QUOTE (_Berserker_ @ Apr 22 2012, 05:24 PM)
Wow i feel like shooting myself. I got the right text to work now. I didnt change anything all i did was re-add the 0x part and tada. like srsly!!??


So, now you have: 0x800?

EDIT: Nevermind, shout box is awesome.

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