[FE8] Beginning Event Running Twice

It may or may not be strictly FE8 related, but I’m using FE8 so that’s how I’m tagging it.

I’m having a kinda weird and pretty frustrating issue, that being the beginning events running twice for some unknown reason. I changed where the event offset was because FEditor kept breaking it when I put unit portraits in, making the events not run at all, and then trying to reassemble the events made the events run but made the mug bug out and not be good either.

So I moved it further ahead, and now I have this event running twice problem, and I’m not sure what’s causing it to loop back. Any ideas on why this is happening?

As with any events related problem, it helps to post the events that are causing the problem.

Whoops forgot, sorry

[Spoiler=Event file]
#include EAstdlib.event

EventPointerTable(0x0A,ThisChapter)
//ORG 0x1127D00
ORG 0x112B400
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

Units:
//UNIT *Char ID* *Class ID* *Leader char* Level(#,side,autolevel?)  [Loading position X, Loading position Y] 
//*Flags* *Byte1* *Amount* *Reinforcement DAta* [Item 1, Item 2, Item 3, Item 4] [AI 1, AI 2, AI 3, AI 4]
UNIT 0xF 0x1 0x00 Level(1,Ally,False) [1,3] 0x00 0x00 0x01 OwenLoad [0x45, Vulnerary] NoAI
UNIT 0x0B 0x25 0xF Level(1,Ally,False) [2,2] 0x00 0x00 0x01 SawyerLoad [Fire, Vulnerary] NoAI
UNIT

Enemies:
UNIT 0x80 0x19 0x46 Level(2, Enemy, True) [7,6] 0x00 0x00 0x01 E1 [IronBow] [0x0,0x3,0x9,0x0] //Archer
UNIT 0x82 0x13 0x46 Level(2, Enemy, True) [7,6] 0x00 0x00 0x01 E2 [IronSword] [0x0,0x3,0x9,0x0] //Myrm
UNIT 0x83 0x05 0x46 Level(2,Enemy,True) [9,14] 0x00 0x00 0x01 E3 [IronSword] [0x0,0x3,0x9,0x0] //Cav
UNIT 0x83 0x05 0x46 Level(2,Enemy,True) [7,6] 0x00 0x00 0x01 E4 [IronSword] [0x0,0x3,0x9,0x0] //Cav
UNIT 0x46 0x0F 0x00 Level(2,Enemy,True) [9,14] 0x00 0x00 0x01 E5 [IronSword] [0x0,0x3,0x9,0x0] //Mustang
UNIT 0x84 0x0F 0x46 Level(2,Enemy,True) [9,14] 0x00 0x00 0x01 E6 [IronSword] [0x0,0x3,0x9,0x0]//Must find pursue AI //Merc
UNIT 0x85 0x48 0x46 Level(2,Enemy,True) [7,6] 0x00 0x00 0x01 E7 [IronLance,Javelin] [0x0,0x3,0x9,0x0] //Peg
UNIT

OwenLoad:
REDA [1,3] 0x05 0x00 0x00 0x00 0x00

SawyerLoad:
REDA [2,2] 0x05 0x00 0x00 0x00 0x00

E1:
REDA [3,8] 0x10 0x00 0x00 0x00 0x00

E2:
REDA [7,6] 0x10 0x00 0x00 0x00 0x00

E3:
REDA [11,9] 0x10 0x00 0x00 0x00 0x00

E4:
REDA [1,10] 0x10 0x00 0x00 0x00 0x00

E5:
REDA [9,14] 0x10 0x00 0x00 0x00 0x00

E6:
REDA [10,11] 0x10 0x00 0x00 0x00 0x00

E7:
REDA [8,9] 0x10 0x00 0x00 0x00 0x00

T1:

REDA [0,0] 0x10 0x00 0x00 0x00 0x00

TurnBasedEvents:
TURN 0x0 BeginningScene [1,0] 0x0
TURN 0x0 Eagl [3,0] 0x0
TURN 0x0 Eli [5,0] 0x0
TURN 0x0 BadRein[6,0] 0x0 
END_MAIN

CharacterBasedEvents:
END_MAIN

LocationBasedEvents:
END_MAIN

MiscBasedEvents:
CauseGameOverIfLordDies
DefeatBoss(EndingScene)
END_MAIN

Dunno:
//DO NOT TOUCH
WORD $00

Tutorial:
//DO NOT TOUCH
WORD $00

TrapData:
END_MAIN

ALIGN 4

BeginningScene:
DISA Eirika
DISA 0x19

SETVAL 0x2 0x3
CALL BGStart
MUS1 0x06
TEXTSHOW 0x912 //Owen Sawyer talk
TEXTEND
CALL BGEnd
MUS1 0x00

_LOAD1 0x1 Units 
STAL 0x50
SETVAL 0x2 0x3
MUS1 0x25
CALL BGStart
TEXTSHOW 0x913 //Mustang.png
TEXTEND
CALL BGEnd
MUS1 0x00
_LOAD1 0x1 Enemies
REMA
ENDA

EndingScene:
ENDA

// Events
Eagl:
_LOAD1 0x1 Eag
ENUN
ENDA
Eli:
_LOAD1 0x1 Elijah
ENUN
ENDA
BadRein:
_LOAD1 0x1 BadRe
ENUN
ENDA

// Manual Movement

// Scripted Fights

// Units
//UNIT *Char ID* *Class ID* *Leader char* Level(#,side,autolevel?)  [Loading position X, Loading position Y] 
//*Flags* *Byte1* *Amount* *Reinforcement DAta* [Item 1, Item 2, Item 3, Item 4] [AI 1, AI 2, AI 3, AI 4]
Eag:
UNIT 0x10 0x05 0xF Level(1,Ally,0) [0,13] 0x00 0x00 1 Eaglu [IronLance,IronSword] NoAI
UNIT
Eaglu:
REDA [0,11] 0x10 0x00 0x00 0x00 0x00

Elijah:
UNIT 0x0A 0x3F 0xF Level(5, Ally, 0) [0,13] 0x00 0x00 1 Elijer [SteelAxe] NoAI
UNIT
Elijer:
REDA [0,11] 0x10 0x00 0x00 0x00 0x00

BadRe:
UNIT 0x83 0x05 0x46 Level(2,Enemy,True) [1,3] 0x00 0x00 1 Re1 [IronLance] [0x0,0x3,0x9,0x0]
UNIT 0x83 0x05 0x46 Level(2,Enemy,True) [0,3] 0x00 0x00 1 Re2 [IronLance] [0x0,0x3,0x9,0x0]
UNIT
Re1:
REDA [1,3] 0x10 0x00 0x00 0x00 0x00
Re2:
REDA [0,3] 0x10 0x00 0x00 0x00 0x00
// Shop Data

MESSAGE Events end at offset currentOffset

BGStart:
EVBIT_CHECK 0x8 //some kind of check if it should fade in? Can't find any doc on evbits
IFEQUAL 0x80D2 0xC 0x0
FADI 16
ENIF 0x80D2
_0x1A21
_0x2140 0xFFFF 0x0 0x0 //show bg
FADU 16
ENDA
BGEnd:
EVBIT_CHECK 0x8 //another check for fading
IFEQUAL 0x80BD 0xC 0x0
FADI 16
ENIF 0x80BD
TEXTSTART //Apparently is not just used for starting text
_0x2220 //No idea
FADU 16
ENDA

[/Spoiler]

Delete this. The BeginningScene is hardcoded to play automatically, so you’re just repeating it with this.

1 Like

I feel stupid, but also haven’t slept due to finals, thanks for pointing that one out!

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