[FE8] Starting Problems with the Events

Hi everyone, I started to try to hack FE8 cause I think it’s engine is more fitting for my project. My biggest problem is currenty the different event code. I’m quite familiar with FE7s but there are a lot of changes.

  1. I couldn’t any code to replace the MUEN code. Is there a different code to turn off the music in FE8?
  2. Same with CMON and CMOF.
  3. I loaded some characters onto my prologue map, but their coordinates dosen’t fit the ones where they get loaded.
  4. What’s the code to load a background for the dialouges? BACG dosen’t work for me?

It would be great if some one could help me out!

[spoiler]> //Made by Camtech075 of SerenesForest

//Modified by Nintenlord

#include EAstdlib.event

EventPointerTable(0x07,ThisChapter)

ORG 0x9E863C
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:
TURN 0x00 BeginningScene [01,00] 0x0
TURN 0x00 Tonyangriff [02,00] 0x8
TURN 0x00 ZweiterZug [02,00] 0x0
AFEV 0x06 Tonybesiegt 0x16
END_MAIN

CharacterBasedEvents:
AFEV 0x21 EndingScene 0x22
END_MAIN

LocationBasedEvents:
END_MAIN

MiscBasedEvents:
CauseGameOverIfLordDies
DefeatBoss(EndingScene)
END_MAIN

Dunno:
//DO NOT TOUCH
WORD $00

Tutorial:
//DO NOT TOUCH
WORD $00

TrapData:
ENDTRAP

ALIGN 4

Kratoskommt:
UNIT ONeill Hero ONeill Level(1,Enemy,False) [10,6] 0b 0x0 0x1 0x00 [IronSword] [0x3,0x3,0x9,0x20]
UNIT

Bad:
UNIT Garcia Fighter Eirika Level(1,Enemy,False) [4,4] 0b 0x0 0x1 0x0 [IronAxe] [0x3,0x3,0x9,0x20]
UNIT

Units:
UNIT Eirika EirikaLord Eirika Level(1,Ally,False) [206,1] 0b 0x0 0x1 0x0 [IronSword] [0x0,0x0,0x0,0x0]
UNIT

Good:
UNIT Neimi Archer Eirika Level(1,Ally,False) [8,11] 0b 0x0 0x1 0x8B3BF4 [IronBow, Vulnerary] [0x0,0x0,0x0,0x0]
UNIT

WoltMove:
MOVE Neimi 0x0 [8,8]
ENDA

BeginningScene:
STAL 180
FADI 10
SETVAL 0x2 0x0A
FADU 10
TEXTSHOW 0x92A
TEXTEND
FADI 10
_LOAD1 0x1 Units
ENUN
_LOAD1 0x1 Bad
ENUN
FADU 10
STAL 10
MUS1 0x003F
CUMO Garcia
MUSI
TEXTSHOW 0x92B
TEXTEND
MUNO
MURE 5
ENDA
ENDA

ZweiterZug:
CAM1 Garcia
CUMO Garcia
ENUN
MUSI
STAL 6
TEXTSHOW 0x92C
TEXTEND
REMA
MUNO
ENDA

Tonyangriff:
CAM1 Garcia
CUMO Garcia
ENUN
MUSI
STAL 6
TEXTSHOW 0x92D
TEXTEND
MUNO
ENDA

Tonybesiegt:
CUMO Eirika
STAL 16
MUS2 0x0043
TEXTSHOW 0x92E
TEXTEND
_SETVAL 0x3 0x9
_GIVEITEMTO 0x1
MUNO
_LOAD1 0x1 Kratoskommt
ENUN
_LOAD1 0x1 Good
ENUN
ENDA

EndingScene:
MUS2 0x0038
FADI 10
SETVAL 0x2 0x15
FADU 10
TEXTSHOW 0x92F
MNCH 0x01
STAL 1
ENDA

MESSAGE Events end at offset currentOffset[/spoiler]

  1. I’m not entirely sure if there’s a 1:1 replacement, I’ve just been using MUS1 0x0 (which is probably wrong but it’s getting the job done so I’m gonna leave it for now until someone yells at me to do it the right way), there might be something hanging around in the vanilla events that can point you in the right direction though.

  2. I’d like to know if there’s an equivalent as well tbh

  3. It doesn’t look like you’re using REDAs for your units, that last 0x0 before the inventory should be the name of the REDA… thing (you can tell how much of the terminology I remember). It should look something like this:

[Spoiler=REDA stuff]
Unit loading code:
UNIT 0x47 0x19 0x00 Level(6,Enemy,True) [16,14] 0x02 0x00 0x1 Boss1 [SteelBow, ShortBow] [0x3,0x3,0x9,0x20]

REDA code:
Boss1:
REDA [16,12] 0x10 0x00 0x00 0x00 0x00 //higher numbers move faster, not sure what the rest of them do
[/spoiler]

  1. I think I got this from @circleseverywhere but for the BG stuff this is what I’m doing and it’s working so far:

[spoiler=BG stuff]
Put these two in your event file and then when you have a conversation with a BG it looks something like this:
SETVAL 0x2 Plain
CALL BGStart
[Insert text stuff here]
CALL BGEnd

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]

Hope this helped a little bit!

Thanks, that totally worked for me.
I also noticed that I have a fad in and out (You know, the screen turns black for a sek) after every dialogue. That’s fine for dialogues with backgrounds, but it’s very ugly on map conversations.

That might have something to do with TEXTSTART?

I’d say find a chapter where there’s a map conversation, find the ID of the text in FEditor, and poke around the deconstructed chapter event file to see if you can figure out what you need to have that not happen.

that’s something I should’ve done by now but I’ve just been too lazy to go back and try to do

Strangely it’s only happens when the conversation is at the end of the event and even if there if no dialogue at all. Just having an empty event makes this happen. I’m totally clueless about this.

Yeah I’ve got no idea then

I tried it with a resh rom and encountered the same fading so fading error. Even an eventless event creates this. I only have turn events in the script, so maybe there’s a connection but I still need to test this out.

That’s weird, maybe FE8 just does that?

Yeah, it seems so. Anyway, I looked into the FE8 reaearch chapter and it seems that AlfredKamon had posted a solution there. I still need to test it, which I can’t right now, cause I’m at my mobile phone. But it sounded exactly like the Problem I’ve encountered.

I’ll have to look for that in the fe8 research topic in the morning then

Try EVBIT_T 0x7 at the end, just before the ENDA

1 Like

Yup, that solves it. Thanks a bunch~