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Whatevs-4

Member Since 02 Jul 2015
Offline Last Active Jul 16 2015 03:15 PM

Topics I've Started

Event issues

06 July 2015 - 01:04 PM

Hello again. Hope nobody minds me spamming this forum like so. I've moved on to writing my first events. I have gotten the script to assemble without dying at the ends of errors, but that doesn't mean it's actually error free. Several bizarre things are happening with my event.

First, after loading, my characters move to their starting coordinates before moving to the first set of coordinates I tell them to go to.

Second, the enemies always move first.

Third, if an enemy moves, they freeze before they wait, so the game gets stuck (the other characters are still moving on the map, so it is really just that enemy not being able to wait).

Fourth, when I set the enemies to guard (so I don't get stuck at the not-waiting phase), I discover that there is no player phase at all, despite my units being loaded and in their starting positions.

Oh, and if I hadn't set it to fade to map, I'd get that forever black screen. I can't figure out how to dispel that, despite all the commands I've tried.

Heeeeelp! I can't figure out why any of these would be happening. For your reference, here's my script:

//Test script.

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)


ORG 0x00D80000
Pointers:
POIN Turn_events 
POIN Location_events 
POIN Misc_events
POIN BadNM BadHM
POIN Good
POIN Opening_event Ending_event

Turn_events:
TURN 0x00 Opening_event [01,00] 0x00 0x00
END_MAIN

Location_events:
House(0x07,House1,9,2)
END_MAIN


Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
AREA 0x08 Item1 [0,0][0,0]
AREA 0x09 Item2 [14,9][14,9]
ENDA

Opening_event:
MUS1 0x0001
SHOWMAP
LOU1 Good
ENUN
STAL 0x10
MOVE 0x03 [09,03]
MOVE 0x17 [08,04]
STAL 0x70
CURF [09,03]
STAL 0x20
TEX1 0x813
REMA
STAL 0x20
MOVE 0x03 [09,01]
STAL 0x10
DISA 0x03
STAL 0x0B
MOVE 0x17 [09,01]
STAL 0x10
DISA 0x17
STAL 0x30
FADI 0x010
BACG 0x01
FADU 0x10
TEX1 0x814
REMA
REPA 0x03
MOVE 0x03 [13,7]
REPA 0x017
MOVE 0x17 [11,8]
STAL 0x10
TEX1 0x815
REMA
LOU1 BadNM
ENUN
ENDA

Ending_event:
MNCH 0x01
ENDA

House1:
FADI 0x10
BACG 0x01
FADU 0x10
TEX1 0x816
REMA
ENDA

Item1:
TEX1 0x817
REMA
ITGV 0x22
ENDA

Item2:
Tex1 0x818
REMA
ITGV 0x27
ENDA

Good:
UNIT 0x3 0x12 0x0 0x9 [2,9] [13,7] [0x1F,0x6B,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x17 0x39 0x0 0x8 [4,9] [11,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

BadNM:
UNIT 0x87 0x39 0x0 0x14 [9,1] [9,1] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]
UNIT 0x88 0x39 0x87 0xC [2,6] [2,6] [0x1F,0x0,0x0,0x0] /*[0x0,0x0,0x9,0x0]*/[0x3,0x3,0x9,0x20]
UNIT 0x8A 0x39 0x87 0xC [2,2] [3,4] [0x1F,0x0,0x0,0x0] /*[0x0,0x0,0x9,0x0]*/[0x3,0x3,0x9,0x20]
UNIT

BadHM:
UNIT 0x87 0x39 0x0 0x1D [9,1] [9,1] [0x20,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]
UNIT 0x88 0x39 0x87 0x14 [2,6] [2,6] [0x1F,0x28,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x8A 0x39 0x87 0x15 [2,2] [3,4] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT

Map insertion issues.

02 July 2015 - 07:31 AM

Hey there. I started trying to hack today and have found it incredibly fun and interesting so far. Most things I've been playing with have gone swimmingly. But I'm having trouble inserting a custom map I made.  

This is my map: http://imgur.com/yUd4BTb 

This is what the prologue looks like when I've changed the chapter to the proper tileset and inserted the map into free space, 0x00FFF000: http://imgur.com/dEmWpe4Note: the game runs fine at this point.  

This is what happens when I repoint the chapter's map to 0x00FFF000 + 0x08000000, 0x08FFF000: http://imgur.com/gN9f561The game freezes like this or in an even glitchier image. 

What on earth am I doing wrong? Incidentally, why do we repoint to +0x008000000? I didn't see this explained in the Ultimate Tutorial.