How can I customize chapter 1?


#1

Okay I’m trying to customize chapter 1 so I can start creating a demo for my hack but I can’t get the stupid thing to work correctly I have no idea why it’s not working correctly. Okay let me explain whats wrong in my hack’s chapter 1 the map is suppose to be the dragons gate open and the good units come out of the dragons gate and the bad units are already loaded on the map not expecting guests. When ever I try to test it out I get the orginal games map sacae plains and the original number of good guys and bad guys. It also loads each units multiple times. I’ve tried using nightmare module to fix this problem by editing the chapters map that way still didn’t work. I’ve of course been using Evential this entire time. I will provide screen shots for you guys to see what I’m talking about

this is suppose to be what chapter 1 looks like, it’s a screen shot from evential

Instead it ends up like this in the game with all the characters loading mutiple times and it doesn’t even show the opening event. Why is that?
Here is the script for the event that I created in evential
#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0xD80000

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
POIN Opening_event Ending_event

Good:
UNIT 0xCD 0x51 0xCD Level(5, Ally, 0) [12,3] [12,5] [0x82, 0x81, 0x6B, 0x24] NoAI
UNIT 0x5F 0x23 0x00 Level(5, Ally, 0) [13,3] [13,5] [0x39, 0x4A] NoAI
UNIT 0x5F 0x3B 0x00 Level(5, Ally, 0) [11,3] [11,5] [0x20, 0x6B] NoAI
UNIT 0x5F 0x3E 0x00 Level(5, Ally, 0) [12,3] [12,4] [0x0D, 0x6B] NoAI
UNIT 0x5F 0x45 0x00 Level(5, Ally, 0) [12,22] [12,22] [0x46, 0x6B] NoAI
UNIT

Bad:
UNIT 0x61 0x26 0x00 Level(5, Enemy, 0) [8,7] [8,7] [0x45, 0x6B] AttackInRange
UNIT 0x61 0x26 0x00 Level(5, Enemy, 0) [15,7] [15,7] [0x45, 0x6B] AttackInRange
UNIT 0x61 0x26 0x00 Level(5, Enemy, 0) [10,13] [10,13] [0x45, 0x6B] AttackInRange
UNIT 0x61 0x26 0x00 Level(5, Enemy, 0) [14,13] [14,13] [0x45, 0x6B] AttackInRange
UNIT 0x61 0x24 0x00 Level(5, Enemy, 0) [7,6] [7,6] [0x44, 0x6B] AttackInRange
UNIT 0x61 0x24 0x00 Level(5, Enemy, 0) [16,6] [16,6] [0x44, 0x6B] AttackInRange
UNIT 0x61 0x24 0x00 Level(5, Enemy, 0) [10,11] [10,11] [0x44, 0x6B] AttackInRange
UNIT 0x61 0x24 0x00 Level(5, Enemy, 0) [14,11] [14,11] [0x44, 0x6B] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [6,7] [6,7] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [17,7] [17,7] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [10,15] [10,15] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [14,15] [14,15] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [10,18] [10,18] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [14,18] [14,18] [0x16] AttackInRange
UNIT 0x24 0x3E 0x00 Level(5, Enemy, 0) [12,8] [12,20] [0x0D] AttackInRange
UNIT

Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN

Character_events:
End_MAIN

Location_events:
End_MAIN

Misc_events:
CauseGameOverIfLordDies
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
TEX1 0x815
REMA
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
MUS1 0x0C
ENDA

Ending_event:
ENDA

// Events

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset
So what am I doing wrong or not doing?
By the way the screen shot from evential was re created it’s not the same as the script it’s just meant to give you an idea of what it’s suppose to look like


#2

Solution: Don’t use Eventiel. Event Assembler is far superior.

Specifically, though…
See how it does

LOU1 Bad
ENUN

Over and over? That’s why they keep loading over and over. You only need one.

The same applies to

LOU1 Good
ENUN

As for the map, what exactly did you use in Nightmare? What editors did you use, and what values did you change?

And also, why do you have unit 0x5F 5 times in Good? Is this a player unit?


#3

How do I use event assembler without using evential?. I just selected every unit on the map and told it to load the character. I guess that was a noob move huh. I am using nightmare, evential and event assembler. I used the map selection or maybe it was chapter module and I old it to load the map I wanted. Do you know a guide that tells you step by step very detailed on how to build a chapter? I know there’s the ultimate tutorial but if there is another guide I would like to know about it. Even better would be video guides do you know any?


#4

If you’re hacking FE7 this way, here’s a good tutorial by Markyjoe that I actually learned from a while ago. It should show you everything you need plus some more stuff you may already know. He does use old methods as it is an older video, so I would highly recommend checking out buildfile after you get the basics down, especially if this is the start to a larger project.
https://youtu.be/tGlQNebslfE

Good luck!


#5

Thank you for the information and I found a simple way to customize chapter one and all chapters. I just use Febuilder and it’s fairly easy. I fixed my map problem within 5 minutes. I still appreciate the advice though thanks again.