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March 28, 2024, 01:11:10 pm

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Event 029 (Family Meeting) Dialog Issues...

Started by Magic Gladii, May 05, 2018, 01:52:55 pm

Magic Gladii

Here is the event as of right now:

Offset(x0003A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000B26)
//Remove the previous line if you wish text to compile directly after instructions.

{7C}()
Camera(+00504,-00268,+01400,+00446,+03744,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
WarpUnit(x04,x00,007,002,x00,x00)
WarpUnit(x01,x00,006,002,x00,x00)
WarpUnit(x07,x00,007,001,x00,x02)
WarpUnit(x08,x00,004,012,x00,x00)
WarpUnit(x1C,x00,003,012,x00,x00)
WarpUnit(x30,x00,002,011,x00,x00)
LoadEVTCHR(x01,x06,x00)
{63}(rC9)
Reveal(060)
Camera(+00064,-00432,+00000,+00318,+03616,+00000,+04096,+00160)
Wait(00008)
BlockStart()
WalkTo(x04,x00,002,002,x00,x4C,+004,x01)
WalkToAnim(x04,x00,x0002)
WaitWalk(x04,x00)
Wait(00020)
RotateUnit(x04,x00,x0C,x01,x00,x00)
WaitRotateUnit(x04,x00)
BlockEnd()
BlockStart()
WalkTo(x01,x00,001,002,x00,x9C,+004,x01)
WalkToAnim(x01,x00,x0002)
WaitWalk(x01,x00)
Wait(00022)
RotateUnit(x01,x00,x0C,x02,x00,x00)
WaitRotateUnit(x01,x00)
BlockEnd()
WalkTo(x07,x00,004,002,x01,x80,+003,x01)
WalkToAnim(x07,x00,x0002)
Wait(00150)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
Wait(00004)
AddUnitStart()
AddUnit(x08,x00,x01)
AddUnitEnd()
BlockStart()
Wait(00020)
UnitAnim(x07,x00,x0258,x00)
BlockEnd()
DisplayMessage(x10,x11,x0001,x07,x00,x00,+00000,+00000,+00006,x02)
WaitForInstruction(x01,x00)
{39}()
Wait(00030)
UnitAnim(x07,x00,x0002,x00)
Wait(00010)
RotateUnit(x07,x00,x00,x00,x00,x00)
WaitRotateUnit(x07,x00)
Wait(00040)
WaitAddUnitEnd()
AddUnitStart()
AddUnit(x1C,x00,x01)
AddUnit(x30,x00,x01)
AddUnitEnd()
BlockStart()
Wait(00020)
UnitAnim(x07,x00,x0259,x00)
BlockEnd()
DisplayMessage(x10,x11,x0002,x07,x00,x00,+00000,+00000,+00008,x02)
WaitForInstruction(x01,x00)
Wait(00030)
WarpUnit(x08,x00,002,001,x00,x00)
SpriteMove(x08,x00,+00056,-00038,+00025,x00,x01,+00001)
WaitSpriteMove(x08,x00)
EVTCHRPalette(x08,x00,x01,x02)
UnitAnim(x07,x00,x027C,x00)
Wait(00103)
UnitShadow(x08,x00,x01)
BlockStart()
Draw(x08,x00)
UnitAnim(x08,x00,x0282,x00)
SpriteMove(x08,x00,+00056,-00042,+00005,x00,x01,+00016)
WaitSpriteMove(x08,x00)
SpriteMove(x08,x00,+00056,-00021,-00015,x00,x01,+00016)
WaitSpriteMove(x08,x00)
SpriteMove(x08,x00,+00056,+00034,-00034,x03,x08,+00016)
WaitSpriteMove(x08,x00)
Sound(x0023)
UnitAnim(x08,x00,x0283,x00)
Wait(00004)
Sound(x0025)
UnitAnim(x08,x00,x0284,x00)
Wait(00008)
UnitAnim(x08,x00,x0285,x00)
Wait(00008)
BlockEnd()
WaitForInstruction(x08,x00)
Erase(x08,x00)
Wait(00130)
EVTCHRPalette(x08,x00,x01,x05)
SpriteMove(x08,x00,+00000,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x08,x00)
WarpUnit(x08,x00,004,012,x00,x00)
UnitShadow(x08,x00,x00)
UnitAnim(x07,x00,x0259,x00)
Wait(00030)
DisplayMessage(x10,x11,x0003,x07,x00,x00,+00000,+00000,+00008,x02)
WaitForInstruction(x01,x00)
Wait(00030)
UnitAnim(x07,x00,x0002,x00)
Wait(00012)
UnitAnim(x07,x00,x0258,x00)
Wait(00058)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
WaitValue(x0057,x000A)
RotateUnit(x04,x00,x08,x00,x01,x00)
Wait(00008)
RotateUnit(x01,x00,x08,x00,x01,x00)
UnitAnim(x07,x00,x0002,x00)
Wait(00016)
RotateUnit(x07,x00,x08,x00,x00,x00)
BlockEnd()
DisplayMessage(x10,x92,x0004,x07,x00,x09,-00105,-00070,-00136,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0005,x04,x00,x00,+00036,+00005,-00022,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0006,x01,x00,x00,+00022,+00005,-00014,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
WaitAddUnitEnd()
Draw(x08,x00)
Draw(x1C,x00)
Draw(x30,x00)
UnitAnim(x30,x00,x0002,x00)
UnitAnim(x1C,x00,x0002,x00)
UnitAnim(x08,x00,x0002,x00)
Wait(00020)
Camera(+00064,-00560,+00688,+00318,+03616,+00000,+04096,+00128)
UnitAnim(x30,x00,x027D,x00)
Wait(00072)
UnitAnim(x30,x00,x027D,x00)
Wait(00072)
UnitAnim(x30,x00,x027D,x00)
Wait(00100)
WalkTo(x30,x00,000,003,x00,x00,+010,x01)
WalkToAnim(x30,x00,x0002)
BlockStart()
Wait(00060)
WalkTo(x08,x00,001,004,x00,xB4,+005,x01)
WalkToAnim(x08,x00,x0002)
BlockEnd()
BlockStart()
Wait(00020)
WalkTo(x1C,x00,002,004,x00,x00,+006,x01)
WalkToAnim(x1C,x00,x0002)
WaitWalk(x1C,x00)
RotateUnit(x1C,x00,x02,x00,x01,x00)
WaitRotateUnit(x1C,x00)
BlockEnd()
BlockStart()
WalkTo(x07,x00,003,002,x00,x00,+006,x01)
WalkToAnim(x07,x00,x0002)
WaitWalk(x07,x00)
RotateUnit(x07,x00,x06,x00,x01,x00)
WaitRotateUnit(x07,x00)
BlockEnd()
Wait(00060)
{63}(rCA)
Camera(+00064,-00304,+00176,+00366,+03632,+00000,+04096,+00176)
WaitWalk(x30,x00)
RotateUnit(x04,x00,x06,x00,x01,x00)
RotateUnit(x30,x00,x0E,x00,x01,x00)
WaitRotateUnit(x30,x00)
LoadEVTCHR(x00,x15,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x00)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x12,x0007,x30,x00,x00,+00000,+00008,+00004,x03)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
DisplayMessage(x10,x92,x0008,x01,x00,x00,+00024,+00000,-00016,x10)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0009,x08,x00,x00,+00000,+00000,-00006,x10)
WaitForInstruction(x01,x00)
ChangeDialog(x02,x000A,x00,x00)
WaitForInstruction(x01,x00)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
WaitValue(x0057,x0029)
UnitAnim(x08,x00,x026D,x00)
Wait(00008)
UnitAnim(x08,x00,x026E,x00)
Wait(00016)
RotateUnit(x1C,x00,x00,x00,x01,x00)
WaitRotateUnit(x1C,x00)
BlockEnd()
ChangeDialog(x01,x000B,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00008)
Camera(+00064,-00368,+00176,+00366,+03632,+00000,+04096,+00080)
UnitAnim(x08,x00,x026F,x00)
Wait(00006)
UnitAnim(x01,x00,x0278,x00)
Wait(00006)
UnitAnim(x30,x00,x026B,x00)
Wait(00008)
UnitAnim(x30,x00,x026C,x00)
Wait(00012)
RotateUnit(x04,x00,x08,x00,x01,x00)
WaitRotateUnit(x04,x00)
WaitForInstruction(x04,x00)
Wait(00012)
DisplayMessage(x10,x91,x000C,x1C,x00,x00,-00008,+00000,+00006,x10)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x000D,x04,x00,x00,+00000,+00006,+00006,x10)
WaitForInstruction(x01,x00)
ChangeDialog(x01,x000E,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00012)
UnitAnim(x08,x00,x026E,x00)
Wait(00004)
UnitAnim(x08,x00,x026D,x00)
Wait(00004)
UnitAnim(x08,x00,x0002,x00)
BlockStart()
Wait(00028)
UnitAnim(x01,x00,x0002,x00)
Wait(00004)
UnitAnim(x04,x00,x0209,x00)
RotateUnit(x1C,x00,x04,x00,x00,x00)
BlockEnd()
DisplayMessage(x10,x91,x000F,x08,x00,x00,+00000,-00004,-00010,x13)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
DisplayMessage(x10,x92,x0010,x01,x00,x00,+00018,+00000,-00009,x10)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00008)
RotateUnit(x08,x00,x08,x00,x00,x00)
WaitRotateUnit(x08,x00)
Wait(00008)
UnitAnim(x08,x00,x027E,x00)
Wait(00068)
UnitAnim(x08,x00,x0002,x00)
Wait(00014)
WalkTo(x08,x00,001,006,x00,x00,+006,x01)
WalkToAnim(x08,x00,x0002)
WaitWalk(x08,x00)
Wait(00050)
RotateUnit(x1C,x00,x06,x00,x02,x00)
WaitRotateUnit(x1C,x00)
UnitAnimRotate(x30,x00,x0A,x0002,x00)
Wait(00008)
MirrorSprite(x30,x00,x01)
UnitAnim(x30,x00,x0277,x00)
Wait(00030)
UnitAnim(x08,x00,x0002,x00)
Wait(00008)
UnitAnim(x08,x00,x0274,x00)
Wait(00020)
DisplayMessage(x10,x91,x0011,x08,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0012,x07,x00,x00,+00024,+00004,-00021,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
UnitAnim(x08,x00,x0002,x00)
RotateUnit(x08,x00,x00,x02,x00,x00)
WaitRotateUnit(x08,x00)
Wait(00016)
DisplayMessage(x10,x91,x0013,x08,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0014,x07,x00,x00,+00000,+00006,+00006,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00020)
UnitAnim(x08,x00,x0276,x00)
Wait(00080)
UnitAnim(x08,x00,x0002,x00)
Wait(00008)
DisplayMessage(x10,x91,x0015,x08,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0016,x01,x00,x00,+00024,+00000,-00014,x10)
WaitForInstruction(x01,x00)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
WaitValue(x0057,x0025)
RotateUnit(x08,x00,x06,x00,x00,x00)
WaitRotateUnit(x08,x00)
BlockEnd()
ChangeDialog(x01,x0017,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00020)
RotateUnit(x08,x00,x08,x00,x00,x00)
WaitRotateUnit(x08,x00)
Wait(00040)
BlockStart()
WalkTo(x08,x00,002,013,x00,x00,+006,x01)
WalkToAnim(x08,x00,x0002)
BlockEnd()
Wait(00064)
UnitAnim(x04,x00,x0002,x00)
Wait(00064)
BlockStart()
RotateUnit(x07,x00,x0C,x00,x00,x00)
WaitRotateUnit(x07,x00)
WalkTo(x07,x00,005,002,x00,x00,+004,x01)
WalkToAnim(x07,x00,x0002)
WaitWalk(x07,x00)
RotateUnit(x07,x00,x04,x00,x00,x00)
WaitRotateUnit(x07,x00)
BlockEnd()
BlockStart()
Wait(00020)
RotateUnit(x1C,x00,x00,x00,x00,x00)
WaitRotateUnit(x1C,x00)
BlockEnd()
DisplayMessage(x10,x92,x0018,x04,x00,x00,+00024,+00004,-00016,x13)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
UnitAnimRotate(x30,x00,x0A,x0002,x00)
Wait(00010)
UnitAnimRotate(x30,x00,x08,x0002,x00)
Wait(00008)
WalkTo(x04,x00,002,003,x00,x00,+006,x01)
WalkToAnim(x04,x00,x0002)
WaitWalk(x04,x00)
UnitAnim(x1C,x00,x01F4,x00)
Wait(00006)
UnitAnim(x1C,x00,x01F5,x00)
Wait(00008)
UnitAnim(x1C,x00,x01F6,x00)
Wait(00008)
UnitAnim(x1C,x00,x01F7,x00)
Wait(00006)
UnitAnim(x1C,x00,x01F8,x00)
Wait(00006)
UnitAnim(x1C,x00,x01F9,x00)
Wait(00008)
UnitAnim(x1C,x00,x01F8,x00)
Wait(00006)
UnitAnim(x1C,x00,x01FA,x00)
Wait(00010)
BlockStart()
UnitAnim(x1C,x00,x01F8,x00)
Wait(00006)
UnitAnim(x1C,x00,x01F9,x00)
Wait(00010)
UnitAnim(x1C,x00,x01F8,x00)
Wait(00006)
UnitAnim(x1C,x00,x01F7,x00)
Wait(00010)
UnitAnim(x1C,x00,x01F6,x00)
BlockEnd()
DisplayMessage(x10,x91,x0019,x1C,x00,x00,+00000,+00000,+00000,x10)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00008)
WalkTo(x04,x00,002,003,x00,x00,+004,x01)
WalkToAnim(x04,x00,x0002)
WaitWalk(x04,x00)
SpriteMove(x1C,x00,+00000,+00000,-00004,x02,x0A,+00028)
SpriteMove(x04,x00,+00000,-00001,+00008,x02,x0A,+00028)
WaitSpriteMove(x04,x00)
Wait(00010)
SpriteMove(x04,x00,+00000,+00000,+00010,x02,x0A,+00001)
WaitSpriteMove(x04,x00)
UnitAnim(x1C,x00,x01FB,x00)
UnitAnim(x04,x00,x0204,x00)
Wait(00010)
SpriteMove(x1C,x00,+00000,+00002,-00007,x02,x0A,+00001)
WaitSpriteMove(x1C,x00)
UnitAnim(x1C,x00,x01FC,x00)
UnitAnim(x04,x00,x0205,x00)
Sound(x0041)
Wait(00008)
SpriteMove(x1C,x00,+00000,+00003,-00010,x02,x0A,+00001)
WaitSpriteMove(x1C,x00)
UnitAnim(x1C,x00,x01FD,x00)
UnitAnim(x04,x00,x0206,x00)
Wait(00008)
UnitAnim(x1C,x00,x01FE,x00)
UnitAnim(x04,x00,x0207,x00)
Wait(00030)
DisplayMessage(x10,x92,x001A,x04,x00,x00,+00024,+00004,-00016,x13)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
UnitAnim(x1C,x00,x01FF,x00)
Wait(00010)
UnitAnim(x1C,x00,x01FE,x00)
Wait(00060)
UnitAnim(x04,x00,x0206,x00)
UnitAnim(x1C,x00,x01FD,x00)
Wait(00012)
SpriteMove(x1C,x00,+00000,+00002,-00008,x02,x0A,+00001)
WaitSpriteMove(x1C,x00)
UnitAnim(x1C,x00,x01FC,x00)
UnitAnim(x04,x00,x0205,x00)
Wait(00010)
SpriteMove(x04,x00,+00000,+00000,+00002,x02,x0A,+00006)
UnitAnim(x04,x00,x0204,x00)
SpriteMove(x1C,x00,+00000,+00000,-00002,x02,x0A,+00006)
UnitAnim(x1C,x00,x01FB,x00)
Wait(00010)
SpriteMove(x1C,x00,+00000,+00000,+00000,x02,x0A,+00010)
UnitAnim(x1C,x00,x01F5,x00)
SpriteMove(x04,x00,+00000,+00000,+00000,x02,x0A,+00008)
UnitAnim(x04,x00,x0002,x00)
Wait(00011)
UnitAnim(x1C,x00,x01F4,x00)
Wait(00010)
UnitAnim(x1C,x00,x0002,x00)
Wait(00070)
Wait(00024)
RotateUnit(x04,x00,x00,x01,x00,x00)
WaitRotateUnit(x04,x00)
WalkTo(x04,x00,003,002,x00,x00,+004,x01)
WalkToAnim(x04,x00,x0002)
Wait(00030)
BlockStart()
WalkTo(x1C,x00,002,002,x00,x00,+005,x01)
WalkToAnim(x1C,x00,x0002)
WaitWalk(x1C,x00)
RotateUnit(x1C,x00,x0C,x00,x00,x00)
WaitRotateUnit(x1C,x00)
BlockEnd()
Wait(00016)
RotateUnit(x01,x00,x0C,x00,x00,x00)
WaitRotateUnit(x01,x00)
Wait(00016)
WaitWalk(x04,x00)
DisplayMessage(x10,x12,x001B,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
BlockStart()
RotateUnit(x07,x00,x0C,x02,x01,x00)
WaitRotateUnit(x07,x00)
WalkTo(x07,x00,007,000,x00,x00,+007,x01)
WalkToAnim(x07,x00,x0002)
WaitWalk(x07,x00)
BlockEnd()
BlockStart()
WalkTo(x04,x00,007,000,x00,x00,+006,x01)
WalkToAnim(x04,x00,x0002)
WaitWalk(x04,x00)
BlockEnd()
BlockStart()
WalkTo(x1C,x00,007,000,x00,xB0,+005,x01)
WalkToAnim(x1C,x00,x0002)
WaitWalk(x1C,x00)
BlockEnd()
Wait(00030)
BlockStart()
Wait(00062)
WalkTo(x01,x00,003,002,x00,x00,+006,x01)
WalkToAnim(x01,x00,x0002)
WaitWalk(x01,x00)
RotateUnit(x01,x00,x04,x00,x00,x00)
WaitRotateUnit(x01,x00)
BlockEnd()
Wait(00080)
BlockStart()
Wait(00010)
UnitAnim(x30,x00,x0264,x00)
Wait(00010)
UnitAnim(x30,x00,x0265,x00)
BlockEnd()
DisplayMessage(x10,x12,x001C,x30,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00030)
DisplayMessage(x10,x11,x001D,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
UnitAnim(x30,x00,x0264,x00)
Wait(00008)
UnitAnim(x30,x00,x0002,x00)
Wait(00030)
DisplayMessage(x10,x92,x001E,x30,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x001F,x01,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00060)
DisplayMessage(x10,x92,x0020,x30,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0021,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
ChangeDialog(x02,x0022,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x01,x0023,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00030)
RotateUnit(x01,x00,x0C,x00,x00,x00)
WaitRotateUnit(x01,x00)
FadeSound(x00,120)
WalkTo(x01,x00,007,000,x00,x00,+006,x01)
WalkToAnim(x01,x00,x0002)
Wait(00100)
BgSound(x05,+000,+024,x00,240)
WaitWalk(x01,x00)
Erase(x01,x00)
Erase(x04,x00)
Erase(x07,x00)
Erase(x08,x00)
Erase(x1C,x00)
Wait(00020)
UnitAnim(x30,x00,x027F,x00)
Wait(00074)
UnitAnim(x30,x00,x0281,x00)
DisplayMessage(x10,x11,x0024,x30,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00080)
UnitAnim(x30,x00,x027F,x00)
Wait(00075)
UnitAnim(x30,x00,x0281,x00)
Wait(00050)
UnitAnim(x30,x00,x0281,x00)
EditBGSound(x05,+035,+000,x00,x5F)
ColorScreen(x02,000,000,000,255,255,255,+00096)
WaitForInstruction(x0C,x00)
ZERO(x006E)
ADD(x006E,x0004)
ZERO(x006F)
ADD(x006F,x0002)
ZERO(x01BF)
ADD(x01BF,x0001)
ZERO(x01C0)
ADD(x01C0,x0001)
ZERO(x0269)
ADD(x0269,x0001)
ZERO(x03EF)
ADD(x03EF,x0001)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Algus{br}
{font:00}... There was a time when my family was{br}
once respected like the Beoulves.{end}

//Message x02
{font:08}Algus{br}
{font:00}But my grandfather was captured during the{br}
Fifty Years' War...{br}
To save his own skin he traded in those of his{br}
comrades.{br}
{br}
But, as he left the enemy castle, he was{br}
stabbed in the back, by none other than a{br}
squire just like myself.{br}
One of my grandfather's ex{D11D}comrades escaped{br}
and spread the story around.{br}
{br}
Of course, my dad didn't believe a word of it,{br}
but everyone else did. He was deserted...{end}

//Message x03
{font:08}Algus{br}
{font:00}Rank, status...{br}
{br}
By myself, the likes of me{br}
would have never had an{br}
audience with Lord Dycedarg...{end}

//Message x04
{font:08}Voice of a young girl{br}
{font:00}Deliiitaaa!!!{end}

//Message x05
{font:08}Delita{br}
{font:00}Teta!{end}

//Message x06
{font:08}{Ramza}{br}
{font:00}Alma, Zalbag!{end}

//Message x07
{font:08}Alma{br}
{font:00}{Ramza}, you're finally back!{end}

//Message x08
{font:08}{Ramza}{br}
{font:00}It's been a while, Zalbag.{end}

//Message x09
{font:08}Zalbag{br}
{font:00}I hear you lambasted an entire band{br}
of criminals in Gariland to a pulp!{br}
A task worthy of a Beoulve!{br}
No question, father would've{br}
been pleased.{end}

//Message x0A
{font:08}{Ramza}{br}
{font:00}... Thank you.{end}

//Message x0B
{font:08}Zalbag{br}
{font:00}Ha, ha... you haven't changed a bit,{br}
have you?{br}
Still uncomfortable with words like that.{br}
{br}
{br}
And Delita, you've certainly grown into{br}
a strong young man. I heard about your{br}
role in repelling the rebels too.{br}
Just look how happy Teta is, isn't that{br}
right?{end}

//Message x0C
{font:08}Teta{br}
{font:00}Delita, I'm glad you're{br}
doing so well.{end}

//Message x0D
{font:08}Delita{br}
{font:00}And I'm equally happy to{br}
see you doing well.{br}
How goes school? Are you{br}
getting used to it?{end}

//Message x0E
{font:08}Teta{br}
{font:00}Mm-hm! Everyone is so{br}
nice to me...{end}

//Message x0F
{font:08}Zalbag{br}
{font:00}Alas, I'd love to stay to stay and chat,   {br}
but criminals are everywhere these days,{br}
and so my work has no end.{br}
{br}
{br}
Do pardon me, as I go back to hunting.{end}

//Message x10
{font:08}{Ramza}{br}
{font:00}I pray for your victory, brother.{end}

//Message x11
{font:08}Zalbag{br}
{font:00}...The Death Corps have{br}
demanded a ransom.{end}

//Message x12
{font:08}Algus{br}
{font:00}What!?{end}

//Message x13
{font:08}Zalbag{br}
{font:00}'Tis beyond my ken.{br}
{br}
The Death Corps rebels preach death to{br}
noblility and their followers, and that their{br}
wrath does not extend beyond these.{br}
It seems unusual that they would{br}
kidnap the Marquis simply for the{br}
sake of money.{end}

//Message x14
{font:08}Algus{br}
{font:00}Absurd! They're no more than{br}
common criminals, I say!{end}

//Message x15
{font:08}Zalbag{br}
{font:00}The winds carry nothing from the "weeds"{br}
planted in their midst.{br}
I'm given to think that they've met with{br}
trouble or other serious business.{br}
{br}
But the nobles think the circumstances do{br}
not warrant further investigation.{end}

//Message x16
{font:08}{Ramza}{br}
{font:00}Zalbag, where was communication lost?{end}

//Message x17
{font:08}Zalbag{br}
{font:00}East of Gallionne, in the trade city of{br}
Dorter...{br}
I dare say, guarding a castle is such boring{br}
work.{br}
{br}
Wouldn't you agree, {Ramza}?{end}

//Message x18
{font:08}Delita{br}
{font:00}Teta, I'm sorry.{br}
We must go.{end}

//Message x19
{font:08}Teta{br}
{font:00}Don't worry about me, Delita.{br}
Just take care of yourself.{end}

//Message x1A
{font:08}Delita{br}
{font:00}Needn't worry, Teta, we're not{br}
going to do anything stupid.{br}
Be a good girl while I'm away,{br}
alright?{end}

//Message x1B
{font:08}Delita{br}
{font:00}Well, we ought to get going, Algus.{end}

//Message x1C
{font:08}Alma{br}
{font:00}What Teta said about school{br}
is not true, actually...{end}

//Message x1D
{font:08}{Ramza}{br}
{font:00}Something troubles her?{end}

//Message x1E
{font:08}Alma{br}
{font:00}Many mock her at school{br}
for being a commoner...{end}

//Message x1F
{font:08}{Ramza}{br}
{font:00}...{end}

//Message x20
{font:08}Alma{br}
{font:00}I'm sorry. I shouldn't have{br}
worried you like that.{br}
Teta will be alright.{br}
I'll be there for her.{br}
Trust me.{end}

//Message x21
{font:08}{Ramza}{br}
{font:00}I'm not worried. But you shouldn't{br}
overstrain yourself, either.{end}

//Message x22
{font:08}Alma{br}
{font:00}You're the one going too far to meet{br}
the expectations of others, {Ramza}.{br}
Be yourself. Don't feel so bounded{br}
by your name.{end}

//Message x23
{font:08}{Ramza}{br}
{font:00}Ha, ha, ha, you sound just like mother...{end}

//Message x24
{font:08}Alma{br}
{font:00}{Ramza}...{end}


I have only made changes to the event messages. I have not touched anything else.

Everything runs fine up until Message x20. Alma's dialog is entirely skipped here. Her next message is printed in Ramza's dialog box via a ChangeDialog command...

This error only occurs when Ramza's name is above a certain length. I first encountered this when testing with Ramza's name at max length.
  • Modding version: PSX

Xifanie

...I'm not sure what the question is, but if it wasn't clear enough, lines can only be so long, and yes, "the expectations of others, {Ramza}." is way too lengthy. To be safe, have {Ramza} on its own line.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Magic Gladii

Sorry, guess I wasn't specific enough. My issue is that Message x20 isn't ever displayed.

I fixed the issue in Message x22 already in the most up to date version of the event.

I can't figure out why this line:
DisplayMessage(x10,x92,x0020,x30,x00,x00,+00000,+00000,+00000,x03)

doesn't actually display the message...
  • Modding version: PSX

Xifanie

Did you test it again? Because dialog box sizes are based on future ChangeDialogs as well; the game scans for those to determine the max width needed, so if x0022 is too wide, x0022 being a ChangeDialog of x0020, then yeah, when x0020 tries to draw it won't work and just freeze the game.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Magic Gladii

Yes, I did. Still not working.

I checked that right before I opened the topic.

**Edit : I found the issue, resolved**
  • Modding version: PSX

3lric

Next time maybe post what your issue was instead of just saying 'resolved' so others dont make the same mistake...
  • Modding version: PSX

Magic Gladii

Sure.

Quote from: XifanieDialog box sizes are based on future ChangeDialogs as well; the game scans for those to determine the max width needed, so if x0022 is too wide, x0022 being a ChangeDialog of x0020, then yeah, when x0020 tries to draw it won't work.


When I fixed the the line Xifanie referred to earlier, I missed a {br} tag and just didn't notice it, causing the above to take place.
  • Modding version: PSX