Hello dear FE community, I another newbie here well actually i created the account months ago but never found something that i could post and also have a quiet far knowledge on different areas in fire emblem hacking, but actually still is not that advanced.
So as you can see i am a little introvert from some point of view but actually still like to socialise with other people, I hope this won't cause any problems here.
However enough about me.
My problem:
So when Heath should move it crashes (sprites transform into those lines where you can still see some of the frames in between) the game then i replaced him and he started to fly of into completely wrong directions and
messing up the tiles of my map (The map is 20*20) and that forever.
So game starts to get messy after the first move code for Heath in the opening events
//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x06,Pointers)
ORG 0xD004B0
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
Bad:
UNIT
Good:
UNIT Heath WyvernKnight 0x00 Level(1, Ally, False)[9,1][9,1] [IronSpear] NoAI
UNIT Ninian Dancer 0x00 Level(1, NPC, False)[8,5][8,5] [Vulnerary] NoAI
UNIT Bartre Warrior 0x00 Level(1, NPC, False)[9,5][9,5] [IronAxe] NoAI
UNIT Empty
LYN:
UNIT Lyn Shaman 0x00 Level(1, Ally, False)[9,11][8,6] [Flux] NoAI
Unit Empty
ENDA
Turn_events:
OpeningTurnEvent(Opening_event)
END_MAIN
Character_events:
END_MAIN
Location_events:
END_MAIN
Misc_events:
CauseGameOverIfLordDies
END_MAIN
Opening_event:
LOMA 0x30[0,0]
LOU1 Good
//CAM1 Heath
CURF Heath
Text(0x12,0100)
MOVE Heath [9,12]
LOU1 LYN
ENUN
MOVE Heath [9,19]
DISA Heath
Text(0x12,0100)
MOVE Ninian [8,4]
MOVE Bartre [8,5]
MORETEXT(0101)
ENUN
MOVE Lyn right
MOVE Bartre [8,6]
STAL 30
MOVE Bartre [8,7]
STAL 30
KILL Bartre
ENDA
Ending_event:
MoveToChapter(0x01)
ENDA
TrapData:
ENDTRAP
MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????
And here is some Information about the map
Maps
Castle Top Floor (cutscene): 0x30
tyleset: 0A009B0C
map-pointer: C9CCF8
change-poin: (none)
offset-s: D00000 (offset-start:)
offset-e: D001E0 (offset-end)
-
Castle Second To Top: 0x00
tyleset: 0A009B0C
map-pointer: C9C9D8
change-poin: C9CA00
offset-s: D001E0
offset-e: D00410
-
Bridge: 0x31
tyleset: 1000CB12
map-pointer: C9CD00
change-poin: (none)
offset-s: D00410
offset-e: D004B0
---
events
offset-s: D004B0
offset-e: D007..