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Old_Man_Zangetu

Member Since 16 Feb 2010
Offline Last Active May 19 2011 06:13 PM

Posts I've Made

In Topic: Noob Question time

01 February 2011 - 06:58 PM

QUOTE (Nintenlord @ Feb 1 2011, 07:27 AM)
QUOTE

VendorData:
SHLI Live Fire Thunder Vulnerary

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.

Anyway thanks.

In Topic: Noob Question time

31 January 2011 - 10:18 PM

QUOTE
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.

EDIT: Nope, nothing Didnt work.

In Topic: Noob Question time

31 January 2011 - 07:19 PM

Can anyone tell me why this wont Assemble?

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 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

Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x00 Turn2 [03,00] 0x0 0x00
TURN 0x00 GoBad [03,00] 0x0 0x00
CODE $00

Character_events:
CHAR 0x05 JeffMolls Eliwood Lyn_t $00000000
CODE $00

Location_events:
Village(0x06,Village1,6,1)
Village(0x08,Village2,12,2)
House(0x07,House1,4,9)
Vendor(VendorData,3,0)
CODE $00

Misc_events:
CauseGameOverIfLordDies
CODE $00

Opening_event:
CURF [18,19]
FADI 10
BACG 0x59
FADU 10
TEX1 0x0802
REMA
LOU1 Good
ENUN
ITGC Lyn_t PoisonSword
MONE 0x01 1000
MOVE Lyn_t [13,16]
ENUN
CAM1 [6,1]
LOU1 Bad
ENUN
TEX1 0x0803
REMA
ENDA

Turn2:
MUS1 0x0042
LOU1 Reinforcements
ENUN
TEX1 0x0800
REMA
ENDA

GoBad:
LOU1 ReinBad
ENDA

JeffMolls:
MUS1 0x0044
TEX1 0x0801
REMA
ENDA

Village1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0810
REMA
MONE 0x01 1000
ENDA

Village2:
FADI 10
BACG 0x04
FADU 10
TEX1 0x0815
REMA
ITGV AngelicRobe
WEA1 0x07
ENDA

House1:
FADI 10
BACG 0x01
FADU 10
TEX1 0x0811
REMA
ENDA

VendorData:
SHLI Live Fire Thunder Vulnerary

Ending_event:
//MNCH 0x??
ENDA

BallistaData:
BLST


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

Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN 0x00 LynMove [01,00] 0x8 0x00
TURN 0x00 Turn2 [02,00] 0x0 0x00
TURN 0x00 GoBad [03,00] 0x0 0x00
CODE $00

Character_events:
CHAR 0x05 JasmineLyn Jasmine Lyn_t $00000000
CODE $00

Location_events:
Village(0x06,Village1,9,8)
House(0x07,House1,6,9)
Vendor(VendorData,7,0)
CODE $00

Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
CODE $00

Opening_event:
CURF [8,0]
FADI 10
BACG 0x59
FADU 10
TEX1 0x0802
REMA
LOU1 Good
ENUN
ITGC Lyn_t ManiKatti
MONE 0x01 10000
MOVE Lyn_t [7,6]
ENUN
CAM1 [14,4]
LOU1 Bad
ENUN
TEX1 0x0803
REMA
ENDA

LynMove:
MOVE Lyn_t [8,4]
ENDA

Turn2:
MUS1 0x0042
LOU1 Reinforcements
ENUN
TEX1 0x0800
REMA
CAM1 Batta
TEX1 0x0804
REMA
CUSI Batta $00
ENDA

JasmineLyn:
MUS1 0x0044
TEX1 0x0801
REMA
ENDA

Village1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0810
REMA
WEA1 0x04
ENDA

House1:
FADI 10
BACG 0x01
FADU 10
TEX1 0x0811
REMA
ENDA

VendorData:
SHLI SilverSword RexHasta Excalibur Luce Vulnerary

GoBad:
LOU1 ReinBad
ENDA

Ending_event:
MUEN 0x05
FADI 0x10
BACG 0x0A
MUS1 0x0038
FADU 0x05
TEX1 0x968
MNCH 0x02
ENDA

BallistaData:
BLST


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...

In Topic: Noob Question time

31 January 2011 - 06:44 AM

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?

In Topic: Noob Question time

30 January 2011 - 07:42 PM

QUOTE
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. rolleyes.gif