[FE8] Prologue Events loading in Chapter 1

Heya!

Whenever my Prologue finishes and I move onto the next map, Chapter 1, it loads the Prologue Events instead of the Chapter 1 Events. It does correctly load the Chapter 1 Map but due to the Prologue Events occuring the game glitches and crashes. I’ve tried removing the Prologue to see what would happen and then it does load Chapter 1 correctly but upon inserting the Prologue again the same thing happens.

[details=Prologue]#include EAstdlib.event

EventPointerTable(0x7,ThisChapter)
EventPointerTable(0x6,TileChanges)

ThisChapter:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN TrapData TrapData
POIN Units Units
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene

TurnBasedEvents:
END_MAIN

CharacterBasedEvents:
END_MAIN

LocationBasedEvents:
END_MAIN

MiscBasedEvents:
CauseGameOverIfLordDies
END_MAIN

Dunno:
END_MAIN

Tutorial:
END_MAIN

TrapData:
ENDTRAP

ALIGN 4

Units:
UNIT 0x01 0x02 0x00 Level(1, NPC, 0) [19,9] 0x00 0x00 0x00 0x00 [0x38, 0x4B, 0x6C] NoAI
UNIT 0x0F 0x0F 0x00 Level(1, Ally, 0) [18,9] 0x00 0x00 0x00 0x00 [0x00] NoAI
UNIT

Units2:
UNIT 0xC7 0x27 0x00 Level(5, NPC, 0) [18,9] 0x00 0x00 0x0 0x00 [0x00] GuardTileAI
UNIT

Melissa:
UNIT 0x08 0x0D 0x00 Level(1, NPC, 0) [3,7] 0x00 0x00 0x0 0x00 [0x01] DoNothing
UNIT

NPCs:
UNIT 0xFA 0x6F 0x00 Level(5, NPC, 0) [4,8] 0x00 0x00 0x1 NPC1_Move [0x00] DoNothing
UNIT 0xFA 0x71 0x00 Level(5, NPC, 0) [5,7] 0x00 0x00 0x1 NPC2_Move [0x00] DoNothing
UNIT 0xFA 0x6D 0x00 Level(5, NPC, 0) [19,15] 0x00 0x00 0x1 NPC3_Move [0x00] DoNothing
UNIT 0xFA 0x6E 0x00 Level(5, NPC, 0) [18,15] 0x00 0x00 0x1 NPC4_Move [0x00] DoNothing
UNIT 0xFA 0x6E 0x00 Level(5, NPC, 0) [5,8] 0x00 0x00 0x1 NPC5_Move [0x00] DoNothing
UNIT 0xFA 0x71 0x00 Level(5, NPC, 0) [4,7] 0x00 0x00 0x1 NPC6_Move [0x00] DoNothing
UNIT 0xFA 0x72 0x00 Level(5, NPC, 0) [6,8] 0x00 0x00 0x1 NPC7_Move [0x00] DoNothing
UNIT 0xFA 0x70 0x00 Level(5, NPC, 0) [18,16] 0x00 0x00 0x1 NPC8_Move [0x00] DoNothing
UNIT 0xC5 0x73 0x00 Level(5, NPC, 0) [3,7] 0x00 0x00 0x1 Octavius_Move [0x00] DoNothing
UNIT 0x28 0x2F 0x00 Level(5, NPC, 0) [3,8] 0x00 0x00 0x1 Guillaume_Move [0x00] DoNothing
UNIT 0xFA 0x6F 0x00 Level(5, Enemy, 0) [21,0] 0x00 0x00 0x0 0x0 [0x00] DoNothing
UNIT

NPC1_Move:
REDA [5,12] 0x5 0x00 0x00 0x00 0x00

NPC2_Move:
REDA [9,11] 0x5 0x00 0x00 0x00 0x00

NPC3_Move:
REDA [16,15] 0x5 0x00 0x00 0x00 0x00

NPC4_Move:
REDA [16,16] 0x5 0x00 0x00 0x00 0x00

NPC5_Move:
REDA [7,11] 0x5 0x00 0x00 0x00 0x00

NPC6_Move:
REDA [6,11] 0x5 0x00 0x00 0x00 0x00

NPC7_Move:
REDA [8,11] 0x5 0x00 0x00 0x00 0x00

NPC8_Move:
REDA [15,17] 0x5 0x00 0x00 0x00 0x00

Octavius_Move:
REDA [8,12] 0x3 0x00 0x00 0x00 0x00

Guillaume_Move:
REDA [9,12] 0x3 0x00 0x00 0x00 0x00

Deimos:
UNIT 0x45 0x0F 0x00 Level(1, NPC, 0) [3,7] 0x00 0x00 0x1 Deimos_Move [0x00] DoNothing
UNIT

Deimos_Move:
REDA [7,13] 0x3 0x00 0x00 0x00 0x00

FlorianDead:
UNIT 0xC7 0x78 0x00 Level(5, NPC, 0) [15,14] 0x00 0x00 0x0 0x00 [0x00] DoNothing
UNIT

BeginningScene:
MUSC 0x09
CAM1 [13,4]
ENUN
FADU 10
STAL 25
LOAD1 0x1 Units
FlashCursor(18,9,60)
FlashCursor(19,9,60)
ENUN
MOVE 0x03 0x01 [12,8]
MOVE 0x03 0x0F [11,8]
Text(Introduction_Text_1)
ENUN
STAL 25
MOVE 0x05 0x0F [7,14]
LOAD1 0x1 Units2
FlashCursor(18,9,60)
MOVE 0x05 0xC7 [13,8]
ENUN
Text(Introduction_Text_2)
ENUN
CAM1 [10,14]
MOVE 0x05 0x01 [7,13]
MOVE 0x05 0xC7 [9,14]
ENUN
STAL 25
MUSC Silent
MUSC 0x2a
ENUN
STAL 50
LOAD1 0x1 Melissa
MOVE 0x05 0x08 [6,14]
ENUN
Text(0x1B,Introduction_Text_3)
ENUN
STAL 25
MUSC Silent
MUSC 0x09
ENUN
MOVE 0x05 0x08 [3,8]
MOVE 0x05 0xC7 [13,14]
ENUN
LOAD1 0x1 NPCs
MOVE 0x05 0x01 [7,12]
ENUN
FlashCursor(8,12,60)
Text(Introduction_Text_4)
ENUN
STAL 20
LOAD1 0x1 Deimos
MOVE 0x05 0x08 [6,12]
ENUN
Text(Introduction_Text_5)
_SETVAL 3 0x08; GIVEITEMTO 0x0F
ENUN
MOVE 0x03 0x45 [11,11]
ENUN
FlashCursor(13,14,60)
ENUN
Text(Introduction_Text_6)
ENUN
TurnEnemy(0xC7)
ENUN
MOVE 0x05 0x0F [12,14]
ENUN
STAL 20
ENUN
StartBattle
MissedAttack(0x0,0x0)
EndAttack
FIG1 0x0F 0xC7 0x0
ENUN
FlashCursor(13,14,60)
Text(Introduction_Text_7)
_SETVAL 3 0x38; GIVEITEMTO 0xC7
ENUN
StartBattle
MissedAttack(0x1,0x0)
NormalDamage(0x0,0x0)
EndAttack
FIG1 0x0F 0xC7 0x0
ENUN
TEXTSHOW Introduction_Text_8
TEXTEND
MUSC Silent
ENUN
MUSC 0xB7
STAL 60
MOVE 0x01 0xC7 [14,14]
MUSC Silent
ENUN
MUSC 0xB7
STAL 60
MOVE 0x01 0xC7 [15,14]
ENUN
MUSC Silent
MUSC 0xB7
STAL 60
ENUN
SET_SOMETHING 0xC7
DISA_IF 0xC7
LOAD1 0x1 FlorianDead
TEXTCONT
TEXTEND
REMA
MUSC 0x16
Text(Introduction_Text_9)
ENUN
_SETVAL 0xB 0x500012
_MOVE 0x18 0xFFFE [1,6]
_SETVAL 0xB 0x600011
_MOVE 0x18 0xFFFE [2,6]
_SETVAL 0xB 0x700011
_MOVE 0x18 0xFFFE [1,5]
_SETVAL 0xB 0x800011
_MOVE 0x18 0xFFFE [2,5]
_SETVAL 0xB 0x900011
_MOVE 0x18 0xFFFE [1,4]
_SETVAL 0xB 0x1600015
_MOVE 0x18 0xFFFE [19,15]
_SETVAL 0xB 0x1600016
_MOVE 0x18 0xFFFE [19,16]
_SETVAL 0xB 0x1500017
_MOVE 0x18 0xFFFE [18,15]
NoFade
FlashCursor(7,12,60)
ENUN
TEXTSHOW Introduction_Text_10
TEXTEND
MOVE 0x05 0x01 [15,13]
MOVE 0x05 0xC5 [12,13]
MOVE 0x05 0x28 [14,13]
ENUN
TEXTCONT
TEXTEND
REMA
ENUN
MOVE 0x05 0x01 [13,14]
STAL 20
ENUN
Text(Introduction_Text_14)
ENUN
StartBattle
NormalDamage(0x0,0x0)
NormalDamage(0x0,0x0)
NormalDamage(0x0,0x0)
EndAttack
FIG2 0x01 0x0F 0x0
ENUN
MOVE 0x05 0x28 [14,14]
Text(Introduction_Text_13)
ENUN
MOVE 0x05 0x01 [19,16]
MOVE 0x05 0x28 [20,16]
ENUN
TEXTSHOW Introduction_Text_12
TEXTEND
MOVE 0x05 0x08 [11,14]
ENUN
TEXTCONT
TEXTEND
ENUN
REMA
MOVE 0x5 0x0F [7,7]
MOVE 0x5 0x08 [8,7]
ENUN
FlashCursor(11,11,60)
Text(Introduction_Text_11)
ENUN
MNC2 0x1
ENDA

// Tile Changes

TileChanges:

MapChanges:
TileMap(1,7,9,2,1,Gate_1_Closed)
TileMap(2,17,5,1,2,Gate_2_Closed)
TileMap(3,17,5,1,2,Gate_2_Open)
TileMapEnd

Gate_1_Closed:
SHORT 0x684 0x688
ALIGN 4

Gate_2_Closed:
SHORT 0x704 0x784
ALIGN 4

Gate_2_Open:
SHORT 0x69c 0x698
ALIGN 4

MESSAGE Events end at offset currentOffset[/details]This is my Prologue.

[details=Chapter 1]#include EAstdlib.event

EventPointerTable(0x0A,ThisChapter)
EventPointerTable(0x09,TileChanges)

ThisChapter:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN TrapData TrapData
POIN Units Units
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene EndingScene

TurnBasedEvents:
TurnEventEnemy(0x0,Allies_Spawn,1)
TurnEventPlayer(0x0,Enemies_Spawn,2)
TurnEventPlayer(0x0,Enemies_Spawn2,3)
END_MAIN

CharacterBasedEvents:
CharacterEvent(0x1c,NarcisseEsther,0x03,0x01)
END_MAIN

LocationBasedEvents:
House(0,VisitHouse,11,9)
END_MAIN

MiscBasedEvents:
DefeatBoss(EndingScene)
CauseGameOverIfLordDies
END_MAIN

Dunno:
//DO NOT TOUCH
WORD $00

Tutorial:
//DO NOT TOUCH
WORD $00

TrapData:
END_MAIN

ALIGN 4

Units:
UNIT 0x01 0x02 0x00 Level(1, Ally, 0) [16,0] 0x00 0x00 0x00 0x00 [0x38, 0x4B, 0x6C] NoAI
UNIT 0x02 0x05 0x01 Level(2, Ally, 0) [15,0] 0x00 0x00 0x00 0x00 [0x03, 0x14] NoAI
UNIT

NPCs:
UNIT 0x04 0x4E 0x01 Level(2, NPC, 0) [1,7] 0x00 0x00 0x0 0x00 [0x14, 0x6C, 0x6C] NoAI
UNIT 0x81 0x4E 0x00 Level(3, NPC, 0) [2,7] 0x00 0x00 0x0 0x00 [0x14] AttackInRangeAI
UNIT

Enemies:
UNIT 0x68 0x3F 0x00 Level(3, Enemy, 0) [0,7] 0x00 0x00 0x0 0x00 [0x1F] GuardTileAI
UNIT

Enemies2:
UNIT 0x8E 0x41 0x00 Level(1, Enemy, 0) [0,8] 0x00 0x00 0x1 B1 [0x1F] PursueWithoutHeedAI
UNIT 0x8E 0x41 0x00 Level(1, Enemy, 0) [0,7] 0x00 0x00 0x1 B2 [0x1F] PursueWithoutHeedAI
UNIT

Enemies3:
UNIT 0x8E 0x0F 0x00 Level(1, Enemy, 0) [0,8] 0x00 0x00 0x1 B3 [0x01] PursueWithoutHeedAI
UNIT 0x8E 0x41 0x00 Level(1, Enemy, 0) [0,7] 0x00 0x00 0x0 0x00 [0x1F] PursueWithoutHeedAI
UNIT

Enemies4:
UNIT 0x8E 0x0F 0x00 Level(1, Enemy, 0) [-1,8] 0x00 0x00 0x1 B3 [0x01] PursueWithoutHeedAI
UNIT

B1:
REDA [5,7] 0x5 0x00 0x00 0x00 0x00

B2:
REDA [4,8] 0x5 0x00 0x00 0x00 0x00

B3:
REDA [1,8] 0x5 0x00 0x00 0x00 0x00

Allies:
UNIT 0x03 0x25 0x01 Level(1, Ally, 0) [15,0] 0x00 0x00 0x0 0x00 [0x38] NoAI
UNIT

ThroneRoom:
UNIT 0x80 0x74 0x00 Level(1, NPC, 0) [7,2] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x80 0x0B 0x00 Level(1, NPC, 0) [3,2] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x80 0x0B 0x00 Level(1, NPC, 0) [11,2] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x80 0x0B 0x00 Level(1, NPC, 0) [3,8] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x80 0x0B 0x00 Level(1, NPC, 0) [11,8] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x01 0x02 0x00 Level(1, Ally, 0) [10,5] 0x00 0x00 0x00 0x00 [0x38, 0x4B, 0x6C] NoAI
UNIT 0x02 0x05 0x00 Level(2, Ally, 0) [11,5] 0x00 0x00 0x0 0x00 [0x03, 0x14] NoAI
UNIT

ThroneRoom2:
UNIT 0x81 0x4E 0x00 Level(1, NPC, 0) [7,9] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT

BeginningScene:
MUSC 0x11
LOMA 0x42
CAM1 [7,4]
LOAD1 0x1 ThroneRoom
ENUN
FADU 10
ENUN
STAL 50
LOAD1 0x1 ThroneRoom2
STAL 50
MOVE 0x05 0x81 [7,4]
ENUN
Text(0x0A,Prologue_Throne1)
ENUN
MOVE 0x05 0x81 [7,10]
MOVE 0x05 0x01 [7,4]
ENUN
Text(0x0A,Prologue_Throne2)
ENUN
_SETVAL 3 0x3C; GIVEITEMTO 0x01
ENUN
MOVE 0x05 0x01 [7,8]
MOVE 0x05 0x02 [8,8]
ENUN
Text(Prologue_Throne3)
ENUN
FADI 10
CLEN 0x0
CLEA 0x0
MUSC 0x0
LOMA 0x01
CAM1 [10,5]
LOAD1 0x1 NPCs
ENUN
STAL 150
FADU 10
LOAD1 0x1 Units
ENUN
STAL 50
MOVE 0x03 0x01 [15,3]
MOVE 0x03 0x02 [15,4]
TEXTSHOW Prologue_Text_1
TEXTEND
MUSC 0x25
TEXTCONT
TEXTEND
REMA
ENUN
MOVE 0x10 0x04 [12,4]
ENUN
Text(Prologue_Text_2)
ENUN
STAL 50
CAM1 [7,4]
STAL 50
FlashCursor(0,7,60)
STAL 50
LOAD1 0x1 Enemies
STAL 50
Text(Prologue_Text_3)
ENUN
MOVE 0x05 0x68 [1,7]
ENUN
StartBattle
NormalDamage(0x0,0x10)
MissedAttack(0x1,0x10)
CriticalHit(0x0,0x10)
EndAttack
FIG1 0x68 0x81 0x0
SET_SOMETHING 0x81
DISA_IF 0x81
MOVE 0x05 0x68 [2,7]
ENUN
Text(Prologue_Text_5)
ENUN
LOAD1 0x1 Enemies2
ENUN
CAM1 [10,5]
STAL 25
Text(Prologue_Text_4)
ENUN
TurnAlly(0x04)
MOVE 0x05 0x01 [12,4]
MOVE 0x05 0x04 [12,5]
MOVE 0x05 0x02 [11,5]
MUSC 0xB1
STAL 50
TILECHANGE 0x0
ENUN
NoFade
ENDA

EndingScene:
ENDA

// Events

NarcisseEsther:
Text(Prologue_NarcisseEsther)
NoFade
ENDA

Allies_Spawn:
CAM1 [10,4]
ENUN
MUSC 0xB1
STAL 50
TILECHANGE 0x1
ENUN
MUSC 0x30
ENUN
FlashCursor(15,0,60)
STAL 50
LOAD1 0x1 Allies
STAL 50
MOVE 0x05 0x03 [13,4]
Text(Prologue_Allies)
MUSC 0xB1
STAL 50
TILECHANGE 0x2
ENUN
NoFade
ENDA

Enemies_Spawn:
CAM1 [7,4]
FlashCursor(2,7,60)
ENUN
STAL 10
Text(Prologue_EnemiesSpawn)
ENUN
LOAD1 0x1 Enemies3
ENUN
NoFade
ENDA

Enemies_Spawn2:
CAM1 [7,4]
ENUN
LOAD1 0x1 Enemies4
ENUN
NoFade
ENDA

VisitHouse:
Text(HouseBG,Prologue_House)
NoFade
ENDA

// Map Changes

TileChanges:

MapChanges:
TileMap(0,15,0,2,2,Gate_Closed)
TileMap(1,15,0,2,2,Gate_Open)
TileMap(2,15,0,2,2,Gate_Closed)
TileMapEnd

Gate_Closed:
SHORT 0x684 0x688 0xc4c 0xb48
ALIGN 4

Gate_Closed2:
SHORT 0x684 0x688 0xc4c 0xb48
ALIGN 4

Gate_Open:
SHORT 0xb40 0xc44 0xc40 0xb44
ALIGN 4

MESSAGE Events end at offset currentOffset[/details]This is my Chapter 1.

Does the problem lie elsewhere? Or is there some issue with my events?

Thank you.

Using buildfiles? There’s an easy fix then.

So, the problem here is that the events array in C1 is loading the stuff from the Prologue since they have the same label name. You could go through Chapter 1 and change the name of the arrays and your labels to match but there’s an easy way to do it.

Just put each include in it’s own set of { bracket’s. Something like this, FEU’s formatting is weird.

`#include "PrologueEvents.txt"`
}
{
`#include "Chapter1Events.txt"`
}```

What this does is restrict the scope of the stuff in the PrologueEvents.txt and Chapter1Events.txt so that they cannot see the pointers in the other events.txt.
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