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Live isn't defined in EAstdlib, you are probably meaning Heal. SHLI crashing when it's parameters aren't numbers is a known bug which will be fixed in the next version.
Wow hahaa. That was it. Damn. Thanks alot. I put live because thats what its called in Nightmare, and one time I tried to put IronLance, but it wasnt defined, so I put IronSpear like it is in Nightmare, and it work.
Please don't triple post, just edit your current posts, we'll get to the questions ASAP. Thannnkkksss~~!!!
Whoops, Sorry, I thought I deleted the second post =/ I figured it out on my own haha. So I deleted the post or so I thought...
QUOTE
"An unhandleable exception error occurred" or something stupid that sounds a little like that and then asks you to either continue trying or quit the EA, then our biggest hint is what you edited right before that might have made it not work. I'd look for any stupid code errors (typos, forgetting some part of a code, etc.).
At the very least, try adding a CODE 0x00 after the Vendor/SHLI code, and add an ALIGN 4 after that too. ._.
Okay Ill try that. And yea its giving me that quit/continue error code thing.
//Made by markyjoe1990 of Youtube //Modified by Nintenlord
#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 BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event
Bad: UNIT Batta Mercenary 0x00 Level(5,Enemy,False) [6,1] [6,1] [SteelSword,Vulnerary] [0x03,0x03,0x00,0x00] UNIT Bandit Archer 0x00 Level(1,Enemy,False) [1,1] [1,1] [IronBow,Vulnerary] [0x03,0x02,0x02,0x00] UNIT Bandit Mercenary 0x00 Level(2,Enemy,False) [12,2] [12,2] [IronSword,Vulnerary] [0x00,0x05,0x00,0x00] UNIT Bandit Brigand 0x00 Level(3,Enemy,False) [6,3] [6,3] [IronAxe] [0x00,0x0A,0x00,0x00] UNIT Bandit Brigand 0x00 Level(4,Enemy,False) [7,3] [7,3] [IronAxe] [0x00,0x02,0x02,0x00] UNIT Empty
Good: UNIT Lyn_t Mercenary 0x00 Level(1,Ally,False) [18,19] [16,15] [IronSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty
Reinforcements: UNIT Eliwood Mage 0x00 Level(2,Ally,False) [0,14] [0,14] [Flux,Fire,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty
ReinBad: UNIT Bandit Archer 0x00 Level(1,Enemy,False) [16,1] [16,1] [ShortBow] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand 0x00 Level(2,Enemy,False) [2,12] [2,12] [SteelAxe] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand 0x00 Level(3,Enemy,False) [18,12] [18,12] [PoisonAxe] [0x00,0x00,0x00,0x00] UNIT Bandit Pirate 0x00 Level(4,Enemy,False) [4,18] [4,18] [HandAxe] [0x00,0x00,0x00,0x00] UNIT Bandit Pirate 0x00 Level(2,Enemy,False) [5,18] [5,18] [IronAxe] [0x00,0x00,0x00,0x00] UNIT Empty
MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ????????
This for the Prologue chapter. I have a similar code:
x (Click Here To Hide/Show Text)
//Made by markyjoe1990 of Youtube //Modified by Nintenlord
#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 BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event
Bad: UNIT Batta WyvernLord 0x00 Level(10,Enemy,False) [14,4] [14,4] [IronSpear,Vulnerary] [0x03,0x03,0x00,0x00] UNIT Bandit WyvernLord 0x00 Level(1,Enemy,False) [14,4] [14,3] [IronSpear,Vulnerary] [0x03,0x03,0x00,0x00] UNIT Empty
Good: UNIT Lyn_t LynLord 0x00 Level(3,Ally,False) [8,0] [8,0] [IronSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty
Reinforcements: UNIT Paul WyvernLord 0x00 Level(10,Ally,False) [7,0] [7,1] [SteelSpear] [0x00,0x00,0x00,0x00] UNIT Jasmine PegasusKnight 0x00 Level(20,Ally,False) [8,0] [8,1] [SteelSpear] [0x00,0x00,0x00,0x00] UNIT Empty
ReinBad: UNIT Bandit WyvernKnight 0x00 Level(20,Enemy,False) [0,4] [0,4] [SteelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit WyvernLord 0x00 Level(5,Enemy,False) [0,5] [0,5] [SteelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit WyvernLord 0x00 Level(6,Enemy,False) [0,3] [0,3] [SteelSpear] [0x00,0x00,0x00,0x00] UNIT Empty
MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ????????
That one works. I have no idea why the first one wont assemble. The only differences are that there is just more houses/and units. basically. Does anyone see any errors? I cant for the life of me figure it out. I tested the rom too... That second code works fine, it Assembles. But that first one on the same rom wont assemble and instead forces me to quit EA...
Another probably very easy question to answer... I have my first chapter mostly made out right now, but I have the Ending event be a rout as opposed to a seize event... While it does work the box at the top stilll says seize. So exactly how do I change that?
But if you still need the prologue events, you can disassemble them. Prologue events are 0x06 (see the Event Reference module for Nightmare), and the pointer to them is 0xCA0720 IIRC I've been hacking for a long time, I've memorized too much shit.... So you type that pointer into the Event Assembler's diassembler and diassemble the ENTIRE chapter (hit the appropriate button on the EA program), and output a text file, and the EA will magically produce a text file with all of the prologue's events. Then it's up to you to understand it because the EA doesn't have comments that explain what each code does ._.
Thats what I needed/meant. I read the chapters in the guide, but if I can see a chapter that I know what everything does for sure, Then I can better understand what each line of code will do and I can change accordingly. Looking at your chapter I see what some of the stuff is, as some of it is pretty obvious, but not every line makes perfect sense, since I dont know exactly what it will do yet. Ill get there eventually.
So thanks to the both of you. If Im lucky maybe Ill get a prologue chapter done today haha. One can hope.