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#81 Fitz24

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Posted 31 January 2011 - 12:46 AM

Can I just see a sample of your text events and see what the hell I'm doing wrong?
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#82 Mariobro3828

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Posted 31 January 2011 - 12:50 AM

Yeah, here ya go:

Chapter 4x (Click Here To Hide/Show Text)

#include EAstdlib.event
#include definitions.txt


org 0xC9C9C8+(4*0x1B)

POIN Pointers

org 0x10B02C0
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


Turn_events:
TURN 0x0 Opening_event [1,0] 0x0 0x0
TURN 0x18 Ending_event [13,0] 0x0 0x0
TURN 0xD vicappears [2,14] 0x0 0x0
TURN 0xB reinf1 [3,0] 0x0 0x0
TURN 0xB reinf2 [5,0] 0x0 0x0
TURN 0xB reinf1 [7,0] 0x0 0x0
TURN 0xB reinf2 [9,0] 0x0 0x0
TURN 0xB reinf1 [11,0] 0x0 0x0
TURN 0xF isthatthunder [3,14] 0x0 0x0
TURN 0x0 finalturn [12,0] 0x0 0x0
CODE $00

finalturn:
FADI 0x10
BACG castle
FADU 0x10
TEX1 0x894
REMA
ENDA

vicappears:
LOU1 vicunit
ENUN
TEX1 0x893
REMA
ENUT 0xF
ENDA

vicunit:
UNIT vic Sage 0x0 other6 [8,1] [8,1] [Bolting,Bolting,Bolting,0x0] [noai]
UNIT

isthatthunder:
TEX1 0x892
REMA
ENDA

reinf1:
LOU1 rein1
ENUN
ENUT 0xB
ENDA

rein1:
UNIT bndbrigand Brigand 0x0 enemy9auto [2,14] [2,14] [IronAxe,0x0,0x0,0x0] [noai]
UNIT bndbrigand Brigand 0x0 enemy10auto [0,0] [0,0] [SteelAxe,0x0,0x0,0x0] [noai]
UNIT etrnmage Mage 0x0 enemy9auto [14,6] [14,6] [Fire,0x0,0x0,0x0] [noai]
UNIT

reinf2:
LOU1 rein2
ENUN
ENUT 0xB
ENDA

rein2:
UNIT etrnmerc Mercenary 0x0 enemy9auto [0,10] [0,10] [IronSword,0x0,0x0,0x0] [noai]
UNIT bndcav Cavalier 0x0 enemy10auto [14,0] [14,0] [IronSpear,0x0,0x0,0x0] [noai]
UNIT etrnarch Archer 0x0 enemy10auto [11,14] [11,14] [IronBow,Longbow,0x0,0x0] [noai]
UNIT


chargeai:
ENUT 0xB
ENUT 0xD
CHAI bndbrigand [noai]
CHAI etrnarch [noai]
CHAI bndcav [noai]
CHAI etrnmerc [noai]
CHAI bndfighter [noai]
CHAI etrnmage [noai]
CHAI etrnbishop [0x0F,0x04,0x00,0x00]
TEX1 0x88E
REMA
ENDA



Character_events:
CODE $00

Location_events:
Chest(Eclipse,14,13)
CHES 0xB WhiteGem [14,14] 0x12
CODE $00

Misc_events:
CauseGameOverIfLordDies
AREA 0xC chargeai [0,0] [6,8]
AREA 0xC chargeai [0,8] [2,14]
AREA 0xC chargeai [7,4] [14,8]
AREA 0xC chargeai [11,0] [14,4]
AREA 0xC chargeai [10,9] [14,14]
CODE $00

Opening_event:
ENUF 0xD
ENUF 0xB
ENUF 0xF
CMOF
LOU1 Bad
ENUN
OOBB
STAL 40
CMON
LOU1 Good
ENUN
CURF chuck
FADI 0x10
BACG 0x3D
FADU 0x10
TEX1 0x88D
REMA
MOVE chuck [6,12]
IFUF 0x01 luke
MOVE luke [5,12]
ENIF 0x01
IFUF 0x02 anthony
MOVE anthony [7,12]
ENUN
ENIF 0x02
STAL 30
FADI 0x10
BACG 0x3D
FADU 0x10
TEX1 0x88F
SOUN 0xCA
MORETEXT 0x890
REMA
MOVE bndmerc [14,14]
FADI 0x10
BACG 0x3D
FADU 0x10
TEX1 0x891
REMA
ENDA

Ending_event:
FADI 0x10
BACG castle
FADU 0x10
TEX1 0x895
REMA
MOVE chuck [6,14]
ENUN
DISA chuck
IFUF 0x08 luke
MOVE luke [6,14]
ENUN
DISA luke
ENIF 0x08
IFUF 0x09 anthony
MOVE anthony [6,14]
ENUN
DISA anthony
ENIF 0x09
ENUF 0x66
FADI 0x10
ClearAllUnits
LOMA 0x12 [9,5]
VCBF 0x0
FADU 0x10
LOU1 endunitsappear
ENUN
CURF chuck
MUS1 sadend
FADI 0x10
BACG castle
FADU 0x10
TEX1 0x896
REMA
MNCH 0x05
STAL 1
_0x1
ENDA

endunitsappear:
UNIT john 0x0 0x0 0x0 [9,2] [9,2] [0x0] [0x0]
UNIT chuck 0x0 0x0 0x0 [8,1] [9,1] [0x0] [0x0]
UNIT luke 0x0 0x0 0x0 [8,1] [10,1] [0x0] [0x0]
UNIT anthony 0x0 0x0 0x0 [8,1] [8,1] [0x0] [0x0]
UNIT


Bad:
UNIT bndbrigand Brigand 0x0 enemy12auto [1,1] [1,1] [SilverAxe,0x0,0x0,0x0] [defend]
UNIT bndmerc Mercenary 0x0 enemy15auto [11,14] [11,14] [Armourslayer,0x0,0x0,0x0] [defend]
UNIT etrnmage Mage 0x0 enemy10auto [1,12] [1,12] [Thunder,0x0,0x0,0x0] [defend]
UNIT etrnarch Archer 0x0 enemy10auto [1,6] [1,6] [IronBow,Longbow,0x0,0x0] [defend]
UNIT bndfighter Fighter 0x0 enemy11auto [2,6] [2,6] [SteelAxe,0x0,0x0,0x0] [defend]
UNIT etrnbishop Bishop 0x0 enemy14auto [14,9] [14,9] [Physic,0x0,0x0,0x0] [defend]
UNIT bndcav Cavalier 0x0 enemy10auto [12,3] [12,3] [IronSword,0x0,0x0,0x0] [defend]
UNIT etrnmage Mage 0x0 enemy11auto [12,14] [12,14] [Fire,0x0,0x0,0x0] [defend]
UNIT etrnmerc Mercenary 0x0 enemy10auto [10,5] [10,5] [IronSword,0x0,0x0,0x0] [defend]
UNIT bndcav Cavalier 0x0 enemy10auto [0,5] [0,5] [IronSword,0x0,0x0,0x0] [defend]
UNIT bndmerc Mercenary 0x0 enemy11auto [11,7] [11,7] [IronSword,Vulnerary,0x0,0x0] [defend]
UNIT bndmerc Mercenary 0x0 enemy12auto [13,7] [13,7] [IronSword,Vulnerary,0x0,0x0] [defend]
UNIT bndbrigand Brigand 0x0 enemy10auto [1,9] [1,9] [SteelAxe,0x0,0x0,0x0] [defend]
UNIT



Good:
UNIT chuck 0x0 0x0 0x0 [5,14] [5,14] [noai] [noai]
UNIT anthony 0x0 0x0 0x0 [5,14] [6,14] [noai] [noai]
UNIT luke 0x0 0x0 0x0 [5,14] [5,13] [noai] [noai]
UNIT

BallistaData:
ALIGN 4
CODE $00


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


This is a chapter of mine that doesn't use a prep screen, so I also had to specify under turn events the opening event. I've bolded it for you.
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#83 Fitz24

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Posted 31 January 2011 - 12:59 AM

Hooray!!!!
I got something....not the text, but it showed me the character with the cursor, went to a different background, then returned to map....Progress!!!!!!! lol
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#84 Mariobro3828

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Posted 31 January 2011 - 01:05 AM

It might be helpful to post what text you have in 0x813 too.
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#85 Fitz24

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Posted 31 January 2011 - 01:10 AM

No, I haven't had a problem with the FEditor text editing actually....
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#86 Mariobro3828

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Posted 31 January 2011 - 01:15 AM

Ok, well if it's not showing up there has to be something wrong because your opening event is correct. Maybe 0x813 isn't valid for some reason? I dunno why it wouldn't be, but last night I ran into this infuriating glitch that would reset the game. I thought I did the conditions wrong because it was a pretty complicated string of conditions, but it turned out I had done everything fine. The problem was, just 2 random text banks that didn't work in the middle of a sea of text banks that did work. Made no sense to me. My only choice was to relocate the text.

I'm not saying that's your problem here, but it might be.
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#87 Fire Blazer

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Posted 31 January 2011 - 02:01 AM

The opening event isn't used unless battle preparations are on--if there are no battle preparations, you have to make a turn event on turn 1, and that will constitute as the 'opening event'.

"TEX1 0x878"

check text entry 0x878 and make sure there's some legit text in there

and fix up the conditional event I mentioned

and don't make things harder on yourself by not using the full unit macros, it's just making your life harder and more frustrating


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#88 Fitz24

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Posted 31 January 2011 - 02:11 AM

It is all good my friends. I figured out the issue........Mike was correct in saying that TEXT 813 was invalid. I switched it to 815 and bada-bing...it worked.

Only issue left is the fact that after I beat the boss, the game freezes. Maybe my seize input is wrong?

Misc_events:
CauseGameOverIfLordDies
Seize(0xC,0x1,3,2)
CODE $00

The Seize position is at (3,2)
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#89 Mariobro3828

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Posted 31 January 2011 - 02:28 AM

Wait...after you beat the boss? Or after you seize? The latter would make more sense.

Either way, the problem is in your seize event. You're supposed to link it to the ending event, not the beginning of the rom (actually pointers within the GBA data start with 08 and 09, so you might even be pointing to the beginning of the GBA data. LOL! No wonder it's crashing).

Link it to the ending event using a label.
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#90 Fitz24

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Posted 31 January 2011 - 02:40 AM

It resets after defeating the boss. Any reason why?

Here's my ending event:
Ending_event:
MUS1 0x38
FADI 0x10
BACG 0x12
FADU 0x01
TEX1 0x816
REMA
MNCH 0x01
STAL 1
_0x1
ENDA
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#91 Mariobro3828

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Posted 31 January 2011 - 02:42 AM

Oh duh. Seize goes in location events bro.
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#92 Fitz24

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Posted 31 January 2011 - 02:46 AM

But it freezes after defeating the boss, not seizing.

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#93 Mariobro3828

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Posted 31 January 2011 - 02:50 AM

Yeah, I know. Just try that and see if it makes a difference.

As far as the boss thing go, does your boss have a death quote and what's the boss quote's ID? (you can find that in Nightmare).
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#94 Fitz24

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Posted 31 January 2011 - 02:51 AM

Alright, it works....now it freezes after seizing biggrin.gif
Yes, the Seize command is there, I click it AND nothing!
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#95 Mariobro3828

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Posted 31 January 2011 - 02:53 AM

Yeah. Once again, did you actually do what I said and put a pointer in your seize macro or does it still say 0x1 as the second parameter?
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#96 Fitz24

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Posted 31 January 2011 - 02:54 AM

What should I set it to?
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#97 Mariobro3828

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Posted 31 January 2011 - 02:54 AM

The ending event of course.
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#98 Fitz24

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Posted 31 January 2011 - 02:57 AM

Stupid Question: How do I find that hex? tongue.gif
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#99 Mariobro3828

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Posted 31 January 2011 - 03:03 AM

You don't need to find the hex. You link it to the ending by using a LABEL, like it explains in the beginning of the Event Assembler Language file.

Your ending event has Ending_event: above it so simply put Ending_event (minus the colon of course) in the parameter. That's how you do pointers in EA to things within the file. Otherwise you'd have to repoint everything every time you moved the file and that'd be a pain in the ass.
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#100 Fitz24

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Posted 31 January 2011 - 04:48 AM

After tireless work of confusing events....it is finally complete! The Prologue is done!

Little things I quickly changed as well:
Used the "Hidden Mercenary"(Female Mercs) class as the new sword bandits
Fixed my issue with Prince moving
Seize is operational

Things I will be changing eventually:
Change the Prince into the Tactician
Add more enemies
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