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Okay... still some things I'm not getting, and I'm not sure how to explain it. I've made the macros for the location events in the prologue chapter, and I've made a tile changes file. But how do I get them "connected"? I used 0xC9 in the event pointer table for the prologue map changes, but I'm not certain how to tell the prologue events file at 0x06 to use them, so to speak.
So, er... long absence, I know. Regardless, I'm getting back to work on this but have encountered a problem. I can't seem to get doors working. I disassembled some chapters with doors in them and followed the format they had, only changing the X and Y to match the doors on the map. I can use a door key on them, but they don't open. It just wastes the door key.
Edit: is there some other kind of event I need to run to change the map? I'm guessing that's what's going on because my treasure chests don't "open" after I open them...
This is for the prologue chapter, btw.
CODE
LocationBasedEvents: LOCA 0x3 [2,1] 0xF DOOR 0x0 [2,3] 0x10 DOOR 0x0 [12,3] 0x10 CHES 0xB 0x03 [12,1] 0x12 LOCA
The events from Chapter 21 that I was looking at as a guide:
CODE
LocationBasedEvents: CHES 0xA 0x27100076 [4,17] 0x12 CHES 0xB 0x23 [5,18] 0x12 SHOP 0x0 label41 [2,2] 0x15 DOOR 0x0 [17,9] 0x10 DOOR 0x0 [4,9] 0x10 DOOR 0x0 [4,15] 0x10 DOOR 0x0 [10,4] 0x10 DOOR 0x0 [11,4] 0x10 LOCA
If anyone could point out what I'm doing wrong I'd be very grateful.
Is 50 the max that can be loaded via events/reinforcements, or can you have more in the chapter data that simply won't appear until you start killing off the existing units? As if 50 isn't already an insane amount of units.
Also, been playing around with making maps... this is a concept on the idea of running through the chapter as quickly as possible, where taking the time to get some of the chests may give you some good items but it may also doom you to death by being overwhelmed by reinforcements.
For what it matters, I'm more concerned about the story an FE game/hack tells, than how well done the graphics are. Of course, graphics are still important, but to put it in perspective, I:
Will enjoy a hack with a good storyline but bad graphics. Will not enjoy a hack with good graphics but bad storyline.
I'm just saying that more than anything, I care about characters who have depth.
If you do want feedback on the portraits, I will say the thing that bugs me the most is the saturation... the intensity of the color makes them sort of stick out like a sore thumb.
If you use FEditor to insert text, you can insert as much text as you want to in each slot, but you have a limited number of text slots (I think). But that shouldn't be a problem, because there is a lot of tutorial text you can overwrite.
Good news... means I have a chance of not running out of space. Thanks Blazer
Past couple weeks have been crazy, and I haven't had the energy to get around to hacking anything. It doesn't help that I don't tend to post much either, even though I check the site every single day. I do have more questions though. I've been going through chapter events I've disassembled and commenting on what all the codes do using the EA language.txt file, but I'm running across codes and things that aren't mentioned, some examples from the prologue:
CMOF _0x4 0x10 REBU
Those are all from BeginningScene and they don't actually occur in that order, it's just those are the ones I don't understand and haven't found any documentation on. I also don't really get why they have so much SHOWMAP and HIDEMAP going on, but I think I'm just going to play with those by taking them out and seeing what it's like without them, as the name is pretty self-explanatory.
Some other questions/concerns, too. What is the limit on the number of units that can be on the map at one time? I have a few epic siege missions in mind but I can easily see, especially if there are reinforcements, how too many units could result in a crash.
Also, I noticed looking through events that Eliwood and Hector's mode seemed to be tied in their missions far more than I wanted them to be... I had thought they were different missions, but alas no. It is entirely possible to make them go down completely separate chapter paths though, right?