Here's what we have so far (all submitted by Blazer in second post

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Posted 08 January 2011 - 02:21 AM
QUOTE (NewMacros.event) |
//NewMacros //Most new macros are by Blazer. The CameraOff and FE7 allegiance codes as well as the rescue //code are all thanks to Arch. Some of the hex I got for the codes is in thanks //to Nintenlord and Icy Toast. //Please make sure you have the latest version of the Event Assembler and this file before using. //Please credit Blazer, Arch, Nintenlord, and Icy Toast if you use these. //Also, check to make sure that some of these macros don't have language codes made for them in //a newer release of the Event Assembler. Thank you and enjoy! #ifdef _FE7_ #define UnitClear "ASMC 0x7A8B9" #define Scroll(Box,Index) "CODE 0xA7 0x00 0x07 0x00; CODE 0x00 0x00 0x00 0x00; CODE Index Box 0x00 0x00; CODE $42; CODE $08083181; CODE $89" #define Reposition(Char,XC,YC) "CODE 0x2F 0x00 0x00 0x00; CODE Char 0x00 0x00 0x00; CODE $00YC00XC" #define UnitFlash(Char,Time) "UNCM Char 1b; STAL Time; UNCR Char 1b; STAL Time; UNCM Char 1b; STAL Time; UNCR Char 1b; STAL Time; UNCM Char 1b; STAL Time; UNCR Char 1b; STAL Time; UNCM Char 1b; STAL Time; UNCR Char 1b; STAL Time" #define MoveOff(Char,X,Y) "MOVE Char [X,Y]; ENUN; DISA Char" #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" #define Rescue(Char,Rescuer) "DISA Char; ENUN; UNCM Rescuer 0x10; STAL 0x10" #define CameraOff "CODE 0x3D" #define CamOff "CODE 0x3D" #define CameraOn "CODE 0x3C" #define Ally(Char) "CUSI Char 0x00" #define Enemy(Char) "CUSI Char 0xA7" #define NPC(Char) "CUSI Char 0x37" #define BlackOff "CODE $0C" #define QuintessenceEffect "ASMC 0x7D711; STAL 0x3C; ASMC 0x7D7B5; STAL 0x3C; ASMC 0x6CCB9; ASMC 0x7D771" #define LynModeEnding "CODE $58; CODE 0x30 0x0F 0xCC 0x08" #define UnitInvisible "ASMC 0x7A939; ASMC 0x7A9D5" #define Rumble "ASMC 0x7D645" #define MainCharPromote "ASMC 0x79AF5" #define DarkenScreen "CODE $E1; CODE $E0; CODE 0xFFFFFFFF; CODE 0x04 0x00 0x00 0x00; CODE 0x80 0x00 0x02 0x08; CODE $E2" #define MapColorChange(Speed,ColorByte1,ColorByte2) "CODE $E1; CODE $E0; CODE 0xFFFFFFFF; CODE Speed 0x00 0x00 0x00; CODE 0x80 0x00 ColorByte1 ColorByte2; CODE $E2" #define MapColorReturn "CODE $E1; CODE $E0; CODE 0xFFFFFFFF; CODE 0x04 0x00 0x00 0x00; CODE 0x00 0x01 0x04 0x10; CODE $E2; CODE $E2" #define LightningStrike(X,Y) "CODE $DD; CODE X 0xFF 0xFF 0xFF; CODE Y 0xFF 0xFF 0xFF; CODE $42; CODE 0x99 0x14 0x01 0x08" #define DefeatAllEnemies(pointer) "CODE $0E; POIN $pointer; CODE 0xE9 0x9F 0x07 0x08" #define DefeatBossGoal(pointer) "AFEV 0x00 pointer 0x02" #define IfPlayerUnitsOnly(evid) "CODE $48; CODE $01; CODE 0xF1 0xA2 0x07 0x08; ENUT evid; CODE $45; CODE $09; CODE $44; CODE $01" #define IPUO(evid) "CODE $48; CODE $01; CODE 0xF1 0xA2 0x07 0x08; ENUT evid; CODE $45; CODE $09; CODE $44; CODE $01" #define ENDPUO "CODE $44; CODE $09" #define LoadLynsModeFallenText "GOTO 0xCC0928" #define GUARD "0x03,0x03,0x09,0x20" #define ATRANGE "0x00,0x03,0x09,0x00" #define NOAI "00000000" #endif |
Posted 08 January 2011 - 03:59 PM
QUOTE (NewMacros.event) |
//NewMacros //Most new macros are by Blazer. The CameraOff and FE7 allegiance codes as well as the rescue //code are all thanks to Arch. Some of the hex I got for the codes is in thanks //to Nintenlord and Icy Toast. //Please make sure you have the latest version of the Event Assembler and this file before using. //Please credit Blazer, Arch, Nintenlord, and Icy Toast if you use these. //Also, check to make sure that some of these macros don't have language codes made for them in //a newer release of the Event Assembler. Thank you and enjoy! #ifdef _FE7_ #define UnitClear "ASMC 0x7A8B9" #define Scroll(Box,Index) "CODE 0xA7 0x00 0x07 0x00; CODE 0x00 0x00 0x00 0x00; CODE Index Box 0x00 0x00; CODE $42; CODE $08083181; CODE $89" #define Reposition(Char,XC,YC) "CODE 0x2F 0x00 0x00 0x00; CODE Char 0x00 0x00 0x00; CODE $00YC00XC" #define UnitFlash(Char,Time) "UNCM Char 1b; STAL Time; UNCR Char 1b; STAL Time; UNCM Char 1b; STAL Time; UNCR Char 1b; STAL Time; UNCM Char 1b; STAL Time; UNCR Char 1b; STAL Time; UNCM Char 1b; STAL Time; UNCR Char 1b; STAL Time" #define MoveOff(Char,X,Y) "MOVE Char [X,Y]; ENUN; DISA Char" #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" #define Rescue(Char,Rescuer) "DISA Char; ENUN; UNCM Rescuer 0x10; STAL 0x10" #define CameraOff "CODE 0x3D" #define CamOff "CODE 0x3D" #define CameraOn "CODE 0x3C" #define Ally(Char) "CUSI Char 0x00" #define Enemy(Char) "CUSI Char 0xA7" #define NPC(Char) "CUSI Char 0x37" #define BlackOff "CODE $0C" #define QuintessenceEffect "ASMC 0x7D711; STAL 0x3C; ASMC 0x7D7B5; STAL 0x3C; ASMC 0x6CCB9; ASMC 0x7D771" #define LynModeEnding "CODE $58; CODE 0x30 0x0F 0xCC 0x08" #define UnitInvisible "ASMC 0x7A939; ASMC 0x7A9D5" #define Rumble "ASMC 0x7D645" #define MainCharPromote "ASMC 0x79AF5" #define DarkenScreen "CODE $E1; CODE $E0; CODE 0xFFFFFFFF; CODE 0x04 0x00 0x00 0x00; CODE 0x80 0x00 0x02 0x08; CODE $E2" #define MapColorChange(Speed,ColorByte1,ColorByte2) "CODE $E1; CODE $E0; CODE 0xFFFFFFFF; CODE Speed 0x00 0x00 0x00; CODE 0x80 0x00 ColorByte1 ColorByte2; CODE $E2" #define MapColorReturn "CODE $E1; CODE $E0; CODE 0xFFFFFFFF; CODE 0x04 0x00 0x00 0x00; CODE 0x00 0x01 0x04 0x10; CODE $E2; CODE $E2" #define LightningStrike(X,Y) "CODE $DD; CODE X 0xFF 0xFF 0xFF; CODE Y 0xFF 0xFF 0xFF; CODE $42; CODE 0x99 0x14 0x01 0x08" #define DefeatAllEnemies(pointer) "CODE $0E; POIN $pointer; CODE 0xE9 0x9F 0x07 0x08" #define DefeatBossGoal(pointer) "AFEV 0x00 pointer 0x02" #define IfPlayerUnitsOnly(evid) "CODE $48; CODE $01; CODE 0xF1 0xA2 0x07 0x08; ENUT evid; CODE $45; CODE $09; CODE $44; CODE $01" #define IPUO(evid) "CODE $48; CODE $01; CODE 0xF1 0xA2 0x07 0x08; ENUT evid; CODE $45; CODE $09; CODE $44; CODE $01" #define ENDPUO "CODE $44; CODE $09" #define LoadLynsModeFallenText "GOTO 0xCC0928" #define GUARD "0x03,0x03,0x09,0x20" #define ATRANGE "0x00,0x03,0x09,0x00" #define NOAI "00000000" #endif |
Signature thanks to Shu.
Posted 08 January 2011 - 07:30 PM
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