Installing ASM / C using Insert EA

Installing ASM / C using Insert EA

I wrote this for my coding thread and thought it might be useful to share, as it applies for other people’s coding threads, too.

Prerequisite (only need to do this once)

ColorzCore.exe
  1. Download ColorzCore.exe.
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  2. In FEBuilder → Settings → Options → Path, set the path to ColorzCore.exe for EventAssembler.
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    Note: Colorzcore.exe must be placed into your eventassembler folder.

General Installation Instructions:

Installation

or

  1. The .event extension is a .txt file to be used with EventAssembler (EA). Locate and open Installer.event or HackName.event with notepad / notepad++.
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  2. Read through the file, and look for configuration options (usually found at the top).

  • #define THIS_WILL_HAPPEN can be commented out with // if you don’t want that to happen.
  • #define SomeFlag 0x128 allows you to choose which global flag toggles the patch on/off.
ShakeIt:
WORD 1 // 0 for false 
  • Often a true or false, or just a numeric choice to make.

If you are unsure about what a config option does after reading, try installing with different configs and test ingame, or ask for help on discord.

  1. If you have a previous version of this patch already installed, it’s safest to uninstall it first, though it may not matter most of the time.


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  2. In FEBuilder → Advanced Editors → Insert EA, click Select File, choose Installer.event or HackName.event from the folder you downloaded, and click Load Script. Free Area is determined automatically when you open the Insert EA window, so there is no need to change it. There is no need to recompile the updated program, but it doesn’t usually matter if that’s checked or not.

  3. FEBuilder makes a .sym file in the folder with your rom.gba, which is a .txt file with the new addresses to save. You usually only need this if an ASMC / event command was added that you want to use. If desired, rename this .sym file and put it somewhere safe.
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    This is the same data as the Installer.event you inserted.

You’re done! :partying_face:

Now go test it ingame to see if it works as you expect it to.

Hope this helps people who’ve never installed something outside of FEBuilder’s included patches.

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Funny how I asked about something involving the “Insert EA” feature of FEBuilder.

But having this is a great help for someone like me who is still not fully capable of working with buildfiles so that he has to inert the patches he want to use via FEBuilder. :smiley:

So thank you for that tutorial! I’m sure it will help alot.

For example I got to use your “DisplayObtainableItem” and " SetNearbyDangerRadius" patches for a project I am working on thanks to this FEBuilder feature! :slight_smile:

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