Broken Main Lord Promotion

I recently received some great help on how to promote my lord unit for my hack of Fe7. Unfortunately, the promotion seems broken and causes many issues. From playing through a couple of times and making small adjustments I’m not able to figure out what the problem is. After I defeat the boss my scene plays normally up until the promotion. After that the is always for the boss (attached below)

And is then promoted into whichever character I used to beat the boss (attached below)

It is also weird because the text keeps playing over this promotion scene

I’ve included my events to the chapter if I could please get some help or ideas for this issue it would be greatly appreciated

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
//Modified by Crazycolorz5 and Arch

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x65,Pointers)

ORG 0x0110B7A0
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 //Same order as the above line, but we probably don’t need to differentiate between them
POIN Opening_event Ending_event

EliwoodNM:
EliwoodHM:
HectorNM:
HectorHM:
UNIT

Good:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [6, 24] [7, 23] [0x09] [0] //Lydus
UNIT 0x0A 0x29 0x00 Level(2,Ally,True) [6, 24] [6, 24] [0x01] [0] //Ramona
UNIT 0x55 0x40 0x00 Level(3,Ally,True) [6, 24] [8, 24] [0x6B, 0x6C] [0] //Nia
UNIT

Bad:
UNIT 0x82 0x2A 0x00 Level(5,Enemy,True) [7, 3] [7, 3] [0x0B] [0x00,0x03,0x00,0x20] //Hadrius D
UNIT 0x68 0x28 0x00 Level(18,Enemy,True) [6, 3] [5, 4] [0x1A] [0x00,0x03,0x09,0x00] //Immortal Cavalier R
UNIT 0x68 0x28 0x00 Level(18,Enemy,True) [6, 3] [9, 4] [0x17] [0x00,0x03,0x09,0x00] //Immortal Cavalier R
UNIT 0x83 0x1E 0x00 Level(2,Enemy,True) [6, 9] [7, 10] [0x40, 0x69] [0x00,0x03,0x09,0x00] //Dante R
UNIT 0x65 0x20 0x00 Level(18,Enemy,True) [6, 9] [5, 10] [0x3D] [0x00,0x03,0x09,0x00] //Immortal Mage R
UNIT 0x65 0x20 0x00 Level(18,Enemy,True) [6, 9] [9, 10] [0x39] [0x00,0x03,0x09,0x00] //Immortal Mage R
UNIT 0x84 0x11 0x00 Level(2,Enemy,True) [6, 15] [7, 15] [0x0D, 0x69] [0x00,0x03,0x09,0x00] //Beatrice R
UNIT 0x60 0x0E 0x00 Level(18,Enemy,True) [6, 15] [5, 16] [0x03] [0x00,0x03,0x09,0x00] //Immortal Myrm R
UNIT 0x60 0x0E 0x00 Level(18,Enemy,True) [6, 15] [9, 16] [0x0E] [0x00,0x03,0x09,0x00] //Immortal Myrm R
UNIT

LetsFigureOutWhoCanGo:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [4, 6] [4, 6] [0x09] [0] //Lydus
UNIT 0x27 0x03 0x00 Level(8,Ally,True) [2, 7] [2, 7] [0x1F, 0x8D, 0x6B] [0] //Jordon
UNIT 0x19 0x2A 0x00 Level(1,Ally,True) [5, 8] [5, 8] [0x03, 0x17, 0x6C] [0] //Randall
UNIT 0x1E 0x3D 0x00 Level(6,Ally,True) [6, 6] [6, 6] [0x14, 0x15, 0x6B] [0] //Alexandra
UNIT 0x5A 0x21 0x01 Level(3,Ally,True) [3, 6] [3, 6] [0x37, 0x39, 0x3D] [0] //Olivia
UNIT

LydusGoesIn:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [7, 24] [7, 22] [0x09] [0] //Lydus
UNIT

ApproachTheHero:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [7, 4] [7, 4] [0x09] [0] //Lydus
UNIT 0x82 0x2A 0x00 Level(5,NPC,True) [7, 3] [7, 3] [0x0B] [0x00,0x03,0x00,0x20] //Hadrius D
UNIT

Turn_events:
TURN 0x00 RemoveBlack [01, 01] 0x00 0x00
END_MAIN

RemoveBlack:
OOBB //Makes Black go away
ENUN //Waits to Load
TEX8 0x891 [05, 05] //Loads Brown Text Title
STAL 50 //Stalls for 50 Seconds
RETB //Clears Text8
REMA //Clears Screen
END_MAIN

Character_events:
END_MAIN

Location_events:
Door(7, 14)
Door(7, 8)
END_MAIN

Misc_events:
DefeatBoss(Ending_event)
CauseGameOverIfLordDies
END_MAIN

Opening_event:
HIDEMAP //Hides Map
LOMA 0x16 [07, 04] //Loads Mountain Map
LOU1 LetsFigureOutWhoCanGo //Loads Our Heroes
ENUN //Waits to Load
SHOWMAP //Shows Map
//OOBB //Stops Fade to black
STAL 50 //Stalls for 50 frames
CURF [4, 6] //Flashes Cursur
FADI 10 //Starts Fadin
BACG 0x4F //Ruins Background
FADU 10 //Starts Fadout
TEX1 0x890 //We Cant get in
//REMA //Clears Text
HIDEMAP //Sword Effect
UnitClear //Clears Units
LOMA 0x17 [07, 19] //Loads Lava Cave Map
ENUN //Waits to Load
FADU 8 //Starts Fadout
SHOWMAP //Sword Effect
LOU1 LydusGoesIn //Lydus Walks Into Cave
ENUN //Waits to Load
ENDB //Ending for Prep Screen

Ending_event:
FADI 10 //Starts Fadin
UnitClear //Clears Units
ENUN //Waits to Load
BACG 0x56 //Loads Fire Background
FADU 10 //Starts Fadout
TEX1 0x892 //Meet the Hero Text
REMA //Clears Screen
MOVE [7, 4] [7, 5] //Moves Lydus
PromoteMainChar //Promotes Lydus
ENUN //Waits to Load
ITGV 0x84 //Gives Lydus Satrunes
FADI 10 //Starts Fadin
BACG 0x56 //Loads Fire Shrine Background
FADU 10 //Starts Fadout
TEX1 0x893 //Now Go Text
REMA
MoveToChapter(0x1A)
ENDA

TrapData:
ENDTRAP

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

I think you need to erase the background for the glitchy graphics and text maybe? Put that right after the promotion command. It should be CLEAN to erase the background.

I do not know for the other issue.

When I did this for Road to Ruin I remember having to put in a really long pause that lasted for as long as the promotion scene did. You also need to disable Start and B, because if the player skips the promotion scene all kinds of glitchyness happens.

1 Like

This seems like a really good solution! Should I use STAL to put a pause or would you use another command? Also what would the code be to disable Start and B?

I am getting closer now because of my STAL there is no longer text breaking in and causing big issues. However, the problem with the boss promoting is still happening. Would anyone know why it is doing that? After the promotion scene there are two of the main character if that gives anyone an idea. My thought is its promoting the wrong character maybe and breaking because they arent on screen?