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Load Map
#1
Posted 05 May 2014 - 09:35 PM
i wanted to load a map before the chapter starts and let units move on that and communicate with each other.
i tried it myself but it didnt work
LOMA 0xZZ [XX,YY]
ZZ = Map number
[XX,YY] = Coordinate
here is the code for that.
my questions:
which map number do i have to take?
...
0xC8 Final Ch. pt2 Map
0xCC Outside Araphen Map
0xCE Outside Fort Map
0xD1 Ostia Map
0xD3 Castle Map
0xD5 Laus Map
0xD8 Nergal and Kids Flashback Map
...
i took this list. i wanted to take the castle map and so i picked 0xD3
the coordinates are the coordinates where the camera is at the beginning?
however, i did this -->
LOMA 0xD3 [0,0]
but it didnt work :/
#2
Posted 06 May 2014 - 12:39 AM
"Map Number" is sort of misleading
what LOMA actually does is load a chapter but without the save screen or anything, and in doing so it also loads the map associated with that chapter. It doesn't actually directly load a map (that wouldn't even work because you need a lot more than the map tiles to get a map working, including but not limited to all the graphics and tileset information).
What I did was used the extra "chapters" at the end of the chapter data editor (they're not really playable chapters though, just slots used for cutscene maps) and replaced them with my own, then loaded those, did my cutscenes, and loaded the original chapter you're actually supposed to play on back.
hopefully that makes sense, I'm tired and can't think well so I'm going to stop there, gl
Signature thanks to Shu.
#3
Posted 06 May 2014 - 01:48 PM
QUOTE |
... 0xC8 Final Ch. pt2 Map 0xCC Outside Araphen Map 0xCE Outside Fort Map 0xD1 Ostia Map 0xD3 Castle Map 0xD5 Laus Map 0xD8 Nergal and Kids Flashback Map ... |
you mean those?
i used the 0XD3 Castle Map, i think thats a cutscene in the game right?
#4
Posted 06 May 2014 - 02:04 PM
You're supposed to use the chapter IDs, [b]not the map IDs[/s].
There's a text file in the "Quote Editor" folder of the NMM's for FE7, IIRC, called "Chapters.txt"
QUOTE |
49 0x43 Any Chapter 0x00 Prologue: A Girl from the Plains 0x01 Ch. 1: Footsteps of Fate 0x02 Ch. 2: Sword of Spirits 0x03 Ch. 3: Band of Mercenaries 0x04 Ch. 4: In Occupation's Shadow 0x05 Ch. 5: Beyond the Borders 0x06 Ch. 6: Blood of Pride 0x07 Ch. 7: Siblings Abroad 0x08 Ch. 7x: The Black Shadow 0x09 Ch. 8: Vortex of Strategy 0x0A Ch. 9: A Grim Reunion 0x0B Ch. 10: The Distant Plains 0x0C Ch. 11: Taking Leave (E) 0x0D Ch. 11: Another Journey (H) 0x0E Ch. 12: Birds of a Feather 0x0F Ch. 13: In Search of Truth 0x10 Ch. 13x: The Peddler Merlinus 0x11 Ch. 14: False Friends 0x12 Ch. 15: Talons Alight (H) 0x13 Ch. 15/16: Noble Lady of Caelin 0x14 Ch. 16/17: Whereabouts Unknown 0x15 Ch. 16x/17x: The Port of Badon 0x16 Ch. 17/18: Pirate Ship 0x17 Ch. 18/19: The Dread Isle 0x18 Ch. 18x/19x: Imprisoner of Magic 0x19 Ch. 19x pt2: A Glimpse in Time (H) 0x1A Ch. 19/20: Dragon's Gate 0x1B Ch. 20/21: New Resolve 0x1C Ch. 21/22: Kinship's Bond 0x1D Ch. 22/23: Living Legend 0x1E Ch. 22x/23x: Genesis 0x1F Ch. 23/24: Four-Fanged Offense (Lloyd) 0x20 Ch. 23/24: Four-Fanged Offense (Linus) 0x21 Ch. 25: Crazed Beast (H) 0x22 Ch. 24/26: Unfulfilled Heart 0x23 Ch. 25/27: Pale Flower of Darkness (Kenneth) 0x24 Ch. 25/27: Pale Flower of Darkness (Jerme) 0x25 Ch. 26/28: Battle before Dawn 0x26 Ch. 26x/28x: Night of Farewells 0x27 Ch. 27/29: Cog of Destiny 0x28 Ch. 28: Valorous Roland (E) 0x29 Ch. 30: The Berserker (H) 0x2A Ch. 29/31: Sands of Time 0x2B Ch. 29x/31x: Battle Preparations 0x2C Ch. 30/32: Victory or Death 0x2D Ch. 32x: The Value of Life (H) 0x2E Final Chapter: Light (pt1) 0x2F Final Chapter: Light (pt2) |
It stops at 0x2F but the list actually goes further.
If you have the latest NMM's and open up the Chapter Data Editor module, you should see that there are cutscene "chapters" (they're just used for LOMA though) after 0x2F. That's what you should use, though you should still be careful about how you go about it. Back-up stuff in case you break anything etc.
Signature thanks to Shu.
#5
Posted 06 May 2014 - 04:01 PM
i made my map in tiled and want to replace it with one of these cutscene maps.
how would i do that? tiled map inserter asks me "write map pointer to" but where do i get the map pointer of a map?
#6
Posted 07 May 2014 - 02:01 AM
but that sounds like the offset of the map... since you're inserting a new one, you should insert to anywhere with a good amount of free space, which is something you kinda have to know yourself (you should be keeping track of the free space in your ROM somehow or another)
once you insert the map to that offset you need to replace one of the maps in the first list you mentioned
QUOTE |
... 0xC8 Final Ch. pt2 Map 0xCC Outside Araphen Map 0xCE Outside Fort Map 0xD1 Ostia Map 0xD3 Castle Map 0xD5 Laus Map 0xD8 Nergal and Kids Flashback Map ... |
^that one
and then save
and then edit a chapter to use said map, making sure to set up the tileset and such appropriately
which if you've inserted a map before, you should know how to do
if this is your first map and you're doing a cutscene map, that's sort of backwards, you should learn how to insert a normal map before a cutscene map, just saying, not trying to be rude
hopefully that helps~
Signature thanks to Shu.
#7
Posted 07 May 2014 - 04:03 PM
if i want to replace the prologue map in tiled, i have to use C9C9D8 into the "write map pointer to", i know that from a tutorial http://serenesforest...showtopic=26486
but i dont know from where he got that information
#8
Posted 07 May 2014 - 07:26 PM
it changes based on what you want to replace, you can replace the pointer of another map, a tileset, events, and maybe tile changes (can't remember)
you could also just uncheck it (so it does nothing) and then manually repoint it using the event references module
if you don't know what to do, then try giving information on what you want to do
e.g.
"I want to insert a map I made and insert it to free space at offset 0xD00500 to replace the chapter 1 map"
then I could say something like
"Insert the map using the map inserter while typing "D00500" in the "Offset" box and unchecking the pointer options, then repoint the map offset you want to replace in the Event References nightmare module, typingin "0x8D00500" for the offset of the map"
You can also calculate the offsets and have the program do it for you if you know the index of the item in the event reference list you want to replace by doing something like 0xC9C9C8 + 0xII * 4 where 0xII is the index of the item (which is probably how he got those offsets he used in the tutorial--try it yourself to be sure... also, MS Calculator should suffice fine as a hex calculator if you change the mode to programming or something, though you can also find hex calculators online--the '0x' signifies 'hexadecimal' and is important, keep that in mind!)
Signature thanks to Shu.
#9
Posted 08 May 2014 - 05:14 PM
thanks!!
EDIT: where do i have to put the LOMA? at OPENING EVENT it didnt work, so i putted into the Turn Events before round 1. it worked, but now, you can see the normal map very short and after that the map changes, i tried to fade in but it didnt really hide it.
code:
Text(0x20,0x813)
FADI 0x10
LOMA 0x33 [2,2]
ENUN
FADU 0x10
LOU1 Hamburger
ENUN
MONE 1 5000
ENDA
#10
Posted 09 May 2014 - 02:19 AM
For chapters with battle preps, the opening event is used. For chapters without battle preps, you have to create an event on turn 1 before the player phase to act as the opening event.
Hopefully that information helps solve your problem.

Signature thanks to Shu.
#11
Posted 09 May 2014 - 07:59 AM
thanks
EDIT:
everything works fine now, just got a minor problem. i know you did a macro for that but it seems to be not included in the EAstdlib
when i create a unit or let a unit move, the camera goes with it. i want to disable that.
CameraOff
this one is not defined
#12
Posted 09 May 2014 - 08:06 PM
it's "CMOF", apparently, and to turn it back on is "CMON".
FYI, you can find these in the "Event assembler language.txt" file in the EA folder (at least, that's what it's called for me)
Signature thanks to Shu.
#13
Posted 12 May 2014 - 02:18 PM
i still got a problem with the fade black thingy.
if i load the map into the chapter, i can see it very short, both the actual map and the loaded map are fade to black.
it also seems like if i load text with background, and the text is over then, the black screen disappears?
#14
Posted 12 May 2014 - 03:02 PM
Opening_event:
OOBB
LOU1 Good
ENUN
....


This won't be removed until Chile wins the World Cup - Started 24/06/12
BTW, I take map requests if anyone wants to make one XD, just send me a PM and I'll most likely accept. If you wanna see some of previous work you can visit my gallery here, I'd skip to the end because I've improved alot XD.
#15
Posted 12 May 2014 - 03:38 PM
also, if i loaded the map into my chapter, how do i return to my chapter map? also use LOMA?
#16
Posted 12 May 2014 - 11:07 PM
QUOTE |
also, if i loaded the map into my chapter, how do i return to my chapter map? also use LOMA? |
Yes, you have to use LOMA again.
QUOTE |
OOBB fades out the black screen as far as i can remember |
Sorry but I don't understand, did my answer help or not? XD


This won't be removed until Chile wins the World Cup - Started 24/06/12
BTW, I take map requests if anyone wants to make one XD, just send me a PM and I'll most likely accept. If you wanna see some of previous work you can visit my gallery here, I'd skip to the end because I've improved alot XD.
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