Loading Bad Units Quickly?

#1

I’m constructing the opening scene for one of my chapters and I was wondering if there was a way to have all the bad units I needed load quickly. When the chapter starts it loads all of them one at a time and moves the camera around a lot breaking the map textures. Is there any way to load them quickly all at once and maybe before the map appears so that it looks like they are there when the scene starts? I’ll attach my events below if that is helpful.

EventPointerTable(0x21,Pointers)


ORG 0x010EC500
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 //Same order as the above line, but we probably don't need to differentiate between them
POIN Opening_event Ending_event

EliwoodNM:
EliwoodHM:
HectorNM:
HectorHM:
UNIT

Good:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [19, 12] [17, 16] [0x09] [0]						//Lydus
UNIT 0x0A 0x29 0x00 Level(2,Ally,True) [19, 12] [16, 15] [0x01] [0]						//Ramona
UNIT 0x1C 0x0A 0x00 Level(4,Ally,True) [19, 12] [18, 15] [0x01, 0x05, 0x6B] [0]			//Nevin
UNIT 0x15 0x2F 0x00 Level(2,Ally,True) [19, 12] [16, 14] [0x2C, 0x6B] [0]				//Cat
UNIT 0x19 0x2A 0x00 Level(1,Ally,True) [19, 12] [18, 16] [0x03, 0x17, 0x6C] [0]			//Randall
UNIT 0x25 0x28 0x00 Level(3,Ally,True) [19, 12] [18, 17] [0x01, 0x16] [0]				//Simon
UNIT 0x2C 0x12 0x00 Level(5,Ally,True) [19, 12] [19, 15] [0x1F, 0x28, 0x6B] [0]			//Briek
UNIT 0x1A 0x3C 0x00 Level(4,Ally,True) [19, 12] [15, 13] [0x01, 0x6A] [0]				//Gabriel
UNIT

Bad:
UNIT 0x20 0x12 0x00 Level(10,Enemy,True) [18, 2] [18, 2] [0x20, 0x69] [0x03, 0x03, 0x09, 0x20]	//Cortlag
UNIT 0x14 0x38 0x00 Level(5,Enemy,True) [17, 4] [17, 4] [0x14] [0x00,0x03,0x09,0x00]		//Soldier
UNIT 0x14 0x38 0x00 Level(5,Enemy,True) [19, 4] [19, 4] [0x14] [0x00,0x03,0x09,0x00]		//Soldier
UNIT 0x14 0x38 0x00 Level(4,Enemy,True) [19, 6] [19, 6] [0x14] [0x00,0x02,0x02,0x00]		//Soldier
UNIT 0x14 0x38 0x00 Level(4,Enemy,True) [14, 6] [14, 6] [0x14] [0x03,0x03,0x09,0x20]		//Soldier
UNIT 0x14 0x39 0x00 Level(5,Enemy,True) [17, 6] [17, 6] [0x1F] [0x00,0x03,0x09,0x00]		//Bandit
UNIT 0x14 0x0E 0x00 Level(4,Enemy,True) [18, 8] [18, 8] [0x01] [0x00,0x03,0x09,0x00]		//Myrm
UNIT 0x14 0x3C 0x00 Level(3,Enemy,True) [11, 3] [11, 3] [0x01] [0x00,0x03,0x09,0x00]		//Thief
UNIT 0x14 0x12 0x00 Level(5,Enemy,True) [1, 12] [1, 12] [0x20, 0x28] [0x00,0x03,0x09,0x00]	//Fighter
UNIT 0x14 0x18 0x00 Level(4,Enemy,True) [3, 12] [3, 12] [0x2C] [0x00,0x03,0x09,0x00]		//Archer
UNIT 0x14 0x39 0x00 Level(6,Enemy,True) [11, 12] [11, 12] [0x1F] [0x00,0x03,0x09,0x00]		//Bandit
UNIT 0x14 0x38 0x00 Level(4,Enemy,True) [2, 16] [2, 16] [0x14] [0x03,0x03,0x09,0x20]		//Soldier
UNIT 0x14 0x18 0x00 Level(5, Enemy,True) [6, 14] [6, 14] [0x2C] [0x00,0x03,0x09,0x00]		//Archer
UNIT 0x14 0x0E 0x00 Level(3, Enemy,True) [9, 11] [9, 11] [0x01] [0x00,0x02,0x02,0x00]		//Myrm
UNIT 0x14 0x12 0x00 Level(4,Enemy,True) [5, 16] [5, 16] [0x1F] [0x00,0x02,0x02,0x00]		//Fighter
UNIT 0x14 0x38 0x00 Level(3,Enemy,True) [7, 13] [7, 13] [0x14] [0x00,0x02,0x02,0x00]		//Soldier
UNIT 0x14 0x38 0x00 Level(4,Enemy,True) [2, 6] [2, 6] [0x14] [0x03,0x03,0x09,0x20]			//Soldier
UNIT 0x14 0x38 0x00 Level(4,Enemy,True) [8, 6] [8, 6] [0x14] [0x03,0x03,0x09,0x20]			//Soldier
UNIT 0x14 0x0E 0x00 Level(5,Enemy,True) [1, 7] [1, 7] [0x01] [0x00,0x02,0x02,0x00]			//Myrm
UNIT 0x14 0x0E 0x00 Level(3,Enemy,True) [9, 7] [9, 7] [0x01] [0x00,0x03,0x09,0x00]			//Myrm
UNIT 0x14 0x12 0x00 Level(5,Enemy,True) [4, 6] [4, 6] [0x1F] [0x00,0x02,0x02,0x00]			//Fighter
UNIT 0x14 0x20 0x00 Level(4,Enemy,True) [7, 7] [7, 7] [0x37] [0x00,0x03,0x09,0x00]			//Mage
UNIT 0x14 0x3C 0x00 Level(3,Enemy,True) [5, 3] [5, 3] [0x01] [0x00,0x03,0x09,0x00]			//Thief
UNIT 0x14 0x12 0x00 Level(4,Enemy,True) [0, 8] [0, 8] [0x1F] [0x00,0x03,0x09,0x00]			//Fighter
UNIT 0x14 0x38 0x00 Level(6,Enemy,True) [9, 2] [9, 2] [0x14] [0x00,0x02,0x02,0x00]			//Soldier
UNIT 0x14 0x38 0x00 Level(6,Enemy,True) [7, 2] [7, 2] [0x14] [0x00,0x02,0x02,0x00]			//Soldier
UNIT

Jailbirds:
UNIT 0x1E 0x3D 0x00 Level(6,Ally,True) [1, 2] [1, 2] [0x14, 0x15, 0x69] [0x00,0x03,0x00,0x20]		//Alexandra
UNIT 0x1F 0x1D 0x00 Level(5,Ally,True) [3, 3] [3, 3] [0x4A, 0x4B, 0x6B] [0x00,0x03,0x00,0x20] 			//Denise
UNIT 

Turn_events:
TURN 0x00 HeyFren [01, 00] 0x00 0x00
END_MAIN

HeyFren:
LOU1 Jailbirds
ENUN
END_MAIN

Character_events:
END_MAIN

Location_events:
Door(18,1)
Door(2,5)
Door(8,5)
Door(14,5)
Door(2,15)
Chest(0x5B,14,1)
Chest(0x1B,13,3)
Chest(0x64,15,3)
Seize(18, 0)
END_MAIN

Misc_events:
CauseGameOverIfLordDies
END_MAIN

Opening_event:
LOU1 Bad 				//Loads Prison Guards
FADU 10					//Fadout starts 
LOU1 Good 				//Loads Good Units
ENUN					//Waits to Load
TEX8 0x843 [05,05]		//Brown Text Title
STAL 40					//stalls
RETB					//Clears TeXt8
FADI 10					//Starts Fadin
BACG 0x16				//Loads Dark Room Background
FADU 10 				//fade out
TEX1 0x841				//Coming into the Prison Text
FADI 10					//Starts Fadin
BACG 0x1B				//Loads Dungeon Background
FADU 10					//Loads Fadeout 
TEX1 0x842				//Loads Cortalg talking to girls text
REMA 					//Clears Screen 
ENDB					//Ending for Prep Screen
END_MAIN  

Ending_event:
MoveToChapter(0x06)
ENDA

TrapData:
ENDTRAP
#2

Opening_event:
CMOF
LOU1 Bad //Loads Prison Guards
ENUN
CMON
FADU 10 //Fadout starts
LOU1 Good //Loads Good Units
ENUN //Waits to Load
TEX8 0x843 [05,05] //Brown Text Title
STAL 40 //stalls
RETB //Clears TeXt8
FADI 10 //Starts Fadin
BACG 0x16 //Loads Dark Room Background
FADU 10 //fade out
TEX1 0x841 //Coming into the Prison Text
FADI 10 //Starts Fadin
BACG 0x1B //Loads Dungeon Background
FADU 10 //Loads Fadeout
TEX1 0x842 //Loads Cortalg talking to girls text
REMA //Clears Screen
ENDB //Ending for Prep Screen
END_MAIN

I usually do something like this to reduce the loading time for my hack. The changes are the lines w/o //descriptions. CMOF and CMON controls the camera when loading units, as the camera automatically follows each loaded unit. CMOF = camera follow off and CMON = camera follow on

1 Like
#3

This was a lot smoother! Thanks!