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polaris

Member Since 24 Jan 2018
Offline Last Active Feb 06 2018 10:00 PM

Posts I've Made

In Topic: Sent back to main menu after turn 1 - custom events

06 February 2018 - 07:53 PM

Thanks, that worked!


In Topic: Sent back to main menu after turn 1 - custom events

04 February 2018 - 10:18 PM

I didn't add the #ifdef OLD_AI line, it was in there when I got it. I removed it, but I'm not sure if that helps anything.

 

I made a new event, much smaller and a little more simple in order to make it easier to troubleshoot:

 

#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 0x03 0x02 0x00 Level(4, Ally, 1) [12,2] [12,2] [0x0A, 0x6B] NoAI
UNIT 0x2C 0x16 0x00 Level(1, Ally, 1) [12,2] [13,4] [0x1D, 0x20, 0x6C] NoAI
UNIT 0x04 0x0A 0x00 Level(5, Ally, 1) [12,2] [13,6] [0x06] NoAI
UNIT 0x09 0x12 0x00 Level(5, Ally, 1) [12,2] [12,7] [0x20, 0x28, 0x6B] NoAI
UNIT
 
Bad:
UNIT 0x02 0x03 0x01 Level(7, Enemy, 1) [7,5] [7,5] [0x8D] GuardTile
UNIT 0x01 0x01 0x00 Level(7, Enemy, 1) [2,1] [2,1] [0x09] GuardTile
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
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDA
 
Ending_event:
 
MNCH 0x01
 
ENDA
 
// Events
 
// Manual Movement
 
// Scripted Fights
 
// Units
 
// Shop Data
 
// Events end at offset currentOffset
 
The "GuardTile" at the end is unrecognized, despite being in the definitions file. If I put it in brackets, the error goes away, but you already know what happens then. Replacing "GuardTile" with the code it should be using, [03030920], works fine, gives no errors, and uses the correct AI for the character.

In Topic: Sent back to main menu after turn 1 - custom events

04 February 2018 - 08:16 PM

When I try to assemble the event while using definitions (without the brackets) This happens:

 

https://imgur.com/a/gMJAb

 

of course, if I put them in brackets, I get no error, but the game will instantly soft reset itself after turn 1.


In Topic: Sent back to main menu after turn 1 - custom events

04 February 2018 - 05:10 PM

That mostly worked. Removing all the AI removed the crash, but for some reason, the assembler wouldn't recognize any AI definitions other than NoAI, and would give me an error when assembling. I tried to fix this but can't seem to do it, but writing the AI out without definitions (i.e. [03030920] for "GuardTile") seems to work just fine.

 

If you know the issue here then that's great, as it will make it easier, but if you don't its fine, since it works at least.

 

Thanks


In Topic: Absolutely can't get FEditor Advanced to run at all

28 January 2018 - 10:43 PM

Lol you might have missed my second reply, I fixed it. Look at the one above what you just posted.

 

Thanks for helping tho