Event Assembling Troubles

So, long story short, I am going to present my script and the error, and hopefully you shal present a possible answer!

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
//Event Made by Morgan
//Guided by markyjoe1990 of Youtube

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0x10000A4
Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT

Good:
UNIT

Turn_events:
OpeningTurnEvent(Opening_event)
TURN 0x00 IntroScene
TURN 0x01 LoadMarii (00,00) 0x00 0x00
END_MAIN

Character_events:
END_MAIN

Location_events:
END_MAIN

Misc_events:
CauseGameOverIfLordDies
END_MAIN

LoadMarii:
LOU1 Marii
ENUN
ENDA

Marii
UNIT 0x03 0x21 0x00 Level(5,Ally,True) [2, 9] [2, 9] [Fire, Vulnerary] [0]
UNIT

IntroScene
FADI 10
BACG 0x01
FADU 10
TEX1 0815
REMA //clears the screen

Opening_event:
ENDA

Ending_event:
MoveToChapter(0x01)
ENDA

TrapData:
ENDTRAP

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ???

Finished.
1 errors encountered:
File BEBE !.txt, Line 32, Column 24: Didn’t reach end, currently at Comma(,)

No data written to output.

Any ideas?

You forgot to put the " : " after IntroScene

So
IntroScene
FADI 10
etc;;;

Turns into

IntroScene:
FADI etc

Let know if it worked

TURN 0x01 LoadMarii (00,00) 0x00 0x00 :thinking: I don’t think you want parenthesis there. [0x00, 0x00] is probably what you want (that’s what the TURN code wants iirc).

Also you’re missing an ENDA at the end of your IntroScene, colons after Marii and IntroScene, and if you want you can replace [0] at the end of player unit codes by NoAI (that’s mainly for readability).

(Also, to post events, you can put them between a pair of ```s And you'll get something like this)

EDIT: aaa ninja’d somewhat

So, I took advantage of both of your guys’s advice, and I am still coming up with an error. Here we are, again.

#EDIT

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
//Event Made by Morgan
//Guided by markyjoe1990 of Youtube

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0x10000A4
Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT

Good:
UNIT

Turn_events:
OpeningTurnEvent(Opening_event)
TURN 00x01 IntroScene
TURN 00x01 LoadMarii [00, 00] 0x00 0x00
END_MAIN

Character_events:
END_MAIN

Location_events:
END_MAIN

Misc_events:
CauseGameOverIfLordDies
END_MAIN

LoadMarii:
LOU1 Marii
ENUN
ENDA

Marii:
UNIT 0x03 0x21 0x00 Level(5,Ally,True) [2, 9] [2, 9] [Fire, Vulnerary] [0]
UNIT

IntroScene:
FADI 10
BACG 0x01
FADU 10
TEX1 0815
REMA //clears the screen
ENDA

Opening_event:
ENDA

Ending_event:
MoveToChapter(0x01)
ENDA

TrapData:
ENDTRAP

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ???

Finished.
1 errors encountered:
File BEBE !.txt, Line 31, Column 12: Didn’t reach end, currently at Symbol(IntroScene)

No data written to output.

you’ve some parameters missing from your first turn event I believe

Could you please provide an example?

Why aren’t you supplying any parameters to IntroScene?

Indeed, IntroScene is a TURN event that is set the same way you did with LoaMarii

If you want IntroScene to be your opening event, I would put everything under IntroScene under Opening_event. The turn event for Opening_event is already set up for you to be the opening scene. You can then delete the IntroScene turn event and the pointer for it, which seems to be causing your problem.
Also, if you want LoadMarii to happen after your IntroScene, you can put LOU1 Marii after your REMA code in the IntroScene. You can then delete the LoadMarii turn event too.
I’m not sure about this, but you may want to put 0x before your values with FADI, FADU, and TEX1. The EA may read those as decimal instead of hexadecimal. It may work as is, though.
In your turn events, you have 00x01. I’ve never seen 00x… before. I’d just use 0x… 0x is the indicator for a hexadecimal value. That also may be what’s confusing it.

none of those latter points will make any difference FYI