So I’m having a weird issue, whenever I skip the beginning events for this chapter, the game just seems to go to a black screen and sit there until you restart the ROM.
I haven’t been able to figure out why (and I’ve been trying to for a couple days), so I’m wondering if anybody here has any ideas about why it’s happening.
[Video showing the problem - link removed
As well as the event file for that prologue (complete with my awful REDA naming convention and comments)
[Spoiler=Event file]
#include EAstdlib.event
EventPointerTable(0x07,ThisChapter)
ORG 0x1000200
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 Eirika 0x02 0x00 Level(1,Ally,False) [4,8] 0x00 0x00 0x01 T1 [IronSword, Vulnerary] NoAI
UNIT 0x19 0x4B 0x02 Level(1,Ally,False) [3,8] 0x00 0x00 0x01 T2 [0x4B, Vulnerary] NoAI
UNIT
T1:
REDA [4,8] 0x5 0x00 0x00 0x00 0x00
T2:
REDA [3,8] 0x5 0x00 0x00 0x00 0x00
T3:
REDA [19,4] 0x5 0x00 0x00 0x00 0x00
TM1:
REDA [14,5] 0x5 0x00 0x00 0x00 0x00
TF:
REDA [10,8] 0x5 0x00 0x00 0x00 0x00
TM2:
REDA [6,3] 0x5 0x00 0x00 0x00 0x00
Enemies:
UNIT 0x68 0x05 0x00 Level(1,Enemy,True) [19,4] 0x00 0x00 0x01 T3 [IronSword] [0x3,0x3,0x9,0x20]//Appears to be Guard
UNIT 0x88 0x0F 0x68 Level(1,Enemy,True) [14,5] 0x00 0x00 0x01 TM1 [IronSword] [0x0,0x3,0x9,0x0]
UNIT 0x88 0x0F 0x68 Level(1,Enemy,True) [6,3] 0x00 0x00 0x01 TM2 [IronSword] [0x0,0x3,0x9,0x0]
UNIT 0x81 0x3F 0x68 Level(1,Enemy,True) [10,8] 0x00 0x00 0x01 TF [IronAxe] [0x0,0x3,0x9,0x0]
UNIT
TurnBasedEvents:
TurnEventPlayer(0x0A,Oona1,1)
TurnEventPlayer(0x0F,Oona2,2)
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:
SETVAL 0xB 0x050007
LOMA 0x0A
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 0xA 0x0 0x0 //show bg
FADU 16
MUS1 0x2E
TEXTSHOW 0x903
TEXTEND
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
//Text(0x0A,0x903) //Soldier-Kalvesta
REMA
REMA
MUS1 0x00
FlashCursor(9,5,60)
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 0x02 0x0 0x0 //show bg
FADU 16
MUS1 0x17
TEXTSHOW 0x905 //village stuff
TEXTEND
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
MUS1 0x00
FlashCursor(1,2,60)
FADI 0x10
STAL 0x10
FADU 0x10
SETVAL 0xB 0x050007
LOMA 0x0B
CAM1[17,4]
STAL 0x10
_LOAD1 0x1 SenecaKalvesta
ENUN
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 0x0A 0x0 0x0 //show bg
FADU 16
MUS1 0x2E
TEXTSHOW 0x907 //seneca meets queen
TEXTEND
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
MUS1 0x00
//Fighting shit goes here
StartBattle
CriticalHit(0,40)
EndAttack
FIG1 0x5A 0xCB 0x00
DISA 0xCB
CUMO 0x5A
STAL 0x30
CURE
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 0x0A 0x0 0x0 //show bg
FADU 16
MUS1 0x17
TEXTSHOW 0x908 //post regicide
TEXTEND
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
DISA 0x5A
DISA Eirika
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 0x13 0x0 0x0 //show bg
FADU 16
MUS1 0x29
TEXTSHOW 0x909 //guard tells bell to gtfo
TEXTEND
MUS1 0x17
TEXTCONT
TEXTEND
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
MUS1 0x00
SETVAL 0xB 0x050007
LOMA 0x00
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 0x18 0x0 0x0 //show bg
FADU 16
MUS1 0x29
TEXTSHOW 0x90C //make good haste bell
TEXTEND
MUS1 0x00
MUS1 0x25
TEXTCONT
TEXTEND
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
MUS1 0x00
_LOAD1 0x1 Units
_LOAD1 0x1 Enemies
ENUN
ENDA
EndingScene:
MUS1 0x32
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 0xA 0x0 0x0 //show bg
FADU 16
MUS1 0x2E
TEXTSHOW 0x90F //emding talk
TEXTEND
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
MNC2 0x1
ENDA
// Events
Oona1:
//Belle remember your training
MUS1 0x09
TEXTSTART
TEXTSHOW 0x90D
TEXTEND
ENDA
Oona2:
//Seek refuge behind me
TEXTSTART
TEXTSHOW 0x90E
TEXTEND
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]
SenecaKalvesta:
UNIT 0xCB 0x2C 0x02 Level(1,NPC,1) [13,1] 0x00 0x00 0x01 T4 [0x00]NoAI
UNIT 0x5A 0x15 0x00 Level(1,Enemy,1) [14,5] 0x00 0x00 0x01 T5 [0x0D] NoAI
UNIT Eirika 0x02 0x00 Level(1,Ally,False) [12,1] 0x00 0x00 0x01 T6 [IronSword] NoAI
UNIT
T4:
REDA [13,1] 0x01 0x00 0x00 0x00 0x00
T5:
REDA [13,2] 0x10 0x00 0x00 0x00 0x00
T6:
REDA [12,1] 0x10 0x00 0x00 0x00 0x00
// Shop Data
MESSAGE Events end at offset currentOffset
[/Spoiler]