[FE7] Bad Units Not Loading in Preparations Screen

#1

Im currently working on a rom hack for FE7. This is my first map with a preparations screen and I am having difficulties with it displaying the enemy units. I have them all under Bad: and load them during the opening event. Despite them showing up in the opening event they are all missing when I check the map in preparations and still not there when the chapter starts. Any help would be really appreciated :slight_smile:
(Heres the Events)

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

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x1B,Pointers)


ORG 0x010E93E0
Pointers:
POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN TrapData TrapData
POIN EliwoodNM EliwoodHM HectorNM HectorHM
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) [3, 0] [3, 1] [0x09] [0]					//Lydus
UNIT 0x0A 0x29 0x00 Level(2,Ally,True) [3, 0] [2, 2] [0x01] [0]					//Ramona
UNIT 0x1C 0x0A 0x00 Level(4,Ally,True) [3, 0] [3, 4] [0x01, 0x05, 0x6B] [0]		//Nevin
UNIT 0x15 0x2F 0x00 Level(2,Ally,True) [3, 0] [4, 2] [0x2C, 0x6B] [0]			//Cat
UNIT 0x19 0x2A 0x00 Level(1,Ally,True) [3, 0] [1, 3] [0x03, 0x17, 0x6C] [0]		//Randall
UNIT 0x25 0x28 0x00 Level(3,Ally,True) [3, 0] [6, 1] [0x01, 0x16] [0]			//Simon
UNIT 0x2C 0x12 0x00 Level(5,Ally,True) [3, 0] [3, 3] [0x1F, 0x28, 0x6B] [0]		//Briek
UNIT

Bad:
UNIT 0xA0 0x39 0x01 Level(8,Enemy,True) [17, 21] [15, 20] [0x2A, 0x28] [0x03, 0x03, 0x09, 0x20]		//Lort
UNIT 0x14 0x28 0x00 Level(6,Enemy,True) [17, 21] [11, 18] [0x14] [0x00,0x03,0x09,0x00]				//Cavalier
UNIT 0x14 0x28 0x00 Level(4,Enemy,True) [17, 21] [12, 19] [0x14, 0x01] [0x00,0x02,0x02,0x00]		 //Cavalier
UNIT 0x14 0x12 0x00 Level(3,Enemy,True) [17, 21] [16, 17] [0x1F] [0x00,0x03,0x09,0x00]				//Fighter
UNIT 0x14 0x18 0x00 Level(4,Enemy,True) [17, 21] [13, 20] [0x2C] [0x00,0x03,0x09,0x00]				//Archer
UNIT 0x14 0x0E 0x00 Level(5,Enemy,True) [17, 21] [14, 19] [0x01] [0x00,0x03,0x09,0x00]				//Myrm
UNIT 0x14 0x0E 0x00 Level(5,Enemy,True) [17, 21] [17, 19] [0x01] [0x00,0x03,0x09,0x00]				//Myrm
UNIT 0x14 0x0E 0x00 Level(5,Enemy,True) [17, 21] [15, 18] [0x01] [0x00,0x03,0x09,0x00]				//Myrm
UNIT 0x14 0x18 0x00 Level(4,Enemy,True) [17, 21] [12, 8] [0x2C] [0x00,0x02,0x02,0x00]				//Archer
UNIT 0x14 0x39 0x00 Level(5,Enemy,True) [17, 21] [17, 5] [0x1F] [0x00,0x02,0x02,0x00]				//Bandit
UNIT 0x14 0x39 0x00 Level(6,Enemy,True) [17, 21] [15, 8] [0x1F] [0x00,0x02,0x02,0x00]				//Bandit
UNIT 0x14 0x12 0x00 Level(5,Enemy,True) [17, 21] [14, 10] [0x1F] [0x00,0x03,0x09,0x00]				//Fighter
UNIT 0x14 0x18 0x00 Level(4,Enemy,True) [0, 12] [5, 17] [0x2C] [0x00,0x03,0x09,0x00]				//Archer
UNIT 0x14 0x0E 0x00 Level(6,Enemy,True) [0, 12] [6, 15] [0x01] [0x00,0x03,0x09,0x00]				//Myrm
UNIT 0x14 0x39 0x00 Level(5,Enemy,True) [0, 12] [8, 13] [0x1F] [0x00,0x03,0x09,0x00]				//Bandit
UNIT 0x14 0x39 0x00 Level(5,Enemy,True) [0, 12] [0, 18] [0x1F] [0x00,0x02,0x02,0x00]				//Bandit
UNIT 0x14 0x39 0x00 Level(4,Enemy,True) [0, 10] [7, 10] [0x1F] [0x00,0x03,0x09,0x00]				//Bandit
UNIT 0x14 0x12 0x00 Level(5,Enemy,True) [0, 12] [0, 12] [0x28] [0x00,0x02,0x02,0x00]				//Fighter
UNIT

HELP:
UNIT 0x1A 0x3C 0x00 Level(4,Ally,True) [17, 5] [3, 0] [0x01, 0x6A] [0]						//Gabriel
UNIT

Recruits:
UNIT 0x1D 0x15 0x00 Level(6,Ally,True) [15, 4] [15, 5] [0x14, 0x6B] [0] 					//Iris
UNIT

NotTheBoys:
UNIT 0x14 0x3A 0x00 Level(3,Enemy,True) [11, 12] [11, 12] [0x1F] [0x00,0x04,0x01,0x00]		//Village Pirate
UNIT 0x14 0x3A 0x00 Level(3,Enemy,True) [16, 12] [16, 12] [0x1F] [0x00,0x04,0x01,0x00]		//Village Pirate
UNIT 

Turn_events:
TURN 0x00 VillageWreckers [03, 03] 0x00 0x00
TURN 0x00 VillageWreckers [05, 05] 0x00 0x00
END_MAIN

VillageWreckers:
LOU1 NotTheBoys
ENUN
END_MAIN

Character_events:
END_MAIN

Location_events:
Village(0,FriendsBeHere,15,4)
Door(2,11)
Chest(0x0D,1,14)
END_MAIN

FriendsBeHere:
MUSI
FADI 10
TEX1 0x81B
REMA
MUNO
LOU1 Recruits
REMA 
ENDA
END_MAIN

Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
END_MAIN

Opening_event:
FADI 10					//Starts Fadin
BACG 0x1D 				//loads Mountain Background
FADU 10 				//fade out
TEX1 0x83C 				//displays that text
REMA					//Removes Text 
LOU1 Good				//Loads Good units
ENUN					//Waits to Load 
LOU1 HELP				//Loads Gabriel Move
TEX1 0x83D				//Loads the Gabriel bumping text
REMA					//Clears Text 
LOU1 Bad				//Loads Bad 
ENUN					//Waits 
CAM1 [4, 3]				//Centers Camera
TEX1 0x83E				//Text Begging for help and explaining Caravan is here
REMA					//ClearScreen
ENDB					//Ending for Prep Screen
END_MAIN  

Ending_event:
MoveToChapter(0x05)
ENDA

TrapData:
ENDTRAP


MESSAGE Events end at offset CURRENTOFFSET
//The map for this chapter is at offset: ????????
#2

Ah, I see the issue. The main pointers of the chapter are read in a specific order. Enemy units are the sixth item in that list(regardless of what the pointerLabel is named under Pointers[meaning I could call them “Curtain” as long as they are the sixth item present]). Since you are using “EliwoodNM EliwoodHM HectorNM HectorHM” in the sixth slot of pointers, the game uses that to determine enemy units. Since you have them pointing to nothing/no units, the game will load no units.

Either change “EliwoodNM EliwoodHM HectorNM HectorHM” to “Bad Bad Bad Bad” or move those enemy units under those labels instead.

1 Like
#3

This Worked Perfectly! Thanks for you help man! You described the issue really clearly and I appreciate that!