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Please help with Event Compiler!

Started by Jon, December 10, 2009, 01:07:38 pm

Jon

December 11, 2009, 12:18:29 pm #20 Last Edit: December 12, 2009, 11:38:21 am by Jon
I found the same event in the PSX events with ctrl+f. Is this one the correct one?

//| Event Script x005 | Event Offset: x00A000 | Text offset: x00A181 |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x0000A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000181)
//Remove the previous line if you wish text to compile directly after instructions.

{63}(rAA)
Focus(x17,x00,x17,x00,x00)
{38}(r1400)
Camera(-07937,+00259,+27392,+00302,+03584,+00000,+04096,+00020)
WaitForInstruction(x04,x00)
Wait(00030)
{92}(r1700000C00)
WaitForInstruction(x43,x00)
Wait(00012)
DisplayMessage(x10,x70,x0006,x17,x00,x00,+00001,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00030)
Background(159,173,170,016,016,024,000,x01)
ColorField(x00,-001,+000,+002,000)
Wait(00002)
Wait(00002)
Background(048,056,048,048,056,128,001,x01)
ColorField(x00,+001,+000,-002,001)
Wait(00009)
Wait(00012)
Focus(x34,x00,x34,x00,x00)
{38}(r1400)
Camera(+19970,-32767,+00009,+00302,+03584,+00000,+04096,+00020)
{92}(r3400000C00)
WaitForInstruction(x43,x00)
FaceUnit(x17,x00,x34,x00,x00,x01,x00)
Wait(00012)
Background(113,124,106,016,016,024,001,x01)
ColorField(x00,-001,+000,+002,001)
Wait(00009)
BgSound(x12,+074,+014,x01,120)
Wait(00010)
Background(048,056,048,048,056,128,004,x01)
ColorField(x08,+000,+000,+000,004)
Wait(00030)
Wait(00016)
DisplayMessage(x10,x70,x0007,x34,x00,x00,+00001,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00030)
Focus(x17,x00,x17,x00,x00)
{38}(r1400)
Camera(+00051,+00255,+00258,+00302,+03584,+00000,+04096,+00020)
Wait(00010)
FaceUnit(x34,x00,x17,x00,x00,x01,x00)
Wait(00030)
DisplayMessage(x10,x70,x0008,x17,x00,x00,+00001,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Background(113,124,106,016,016,024,001,x01)
Weather(x03,x01)
ColorField(x00,-001,+000,+002,001)
Wait(00009)
Wait(00010)
Background(048,056,048,048,056,128,004,x01)
ColorField(x08,+000,+000,+000,004)
Wait(00033)
BgSound(x12,+084,+070,x01,090)
BgSound(x01,+024,+048,x00,120)
WaitForInstruction(x01,x00)
ZERO(x007F)
ADD(x007F,x0001)
{63}(rC0)
RotateUnit(x17,x00,x14,x00,x01,000)
Wait(00008)
March(x17,x00,000)
RotateUnit(x34,x00,x14,x00,x01,000)
{64}(r3400)
Wait(00020)
March(x34,x00,000)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Agrias{br}
{font:00}The crest of the Black Lion!?{br}
{br}
What's wrong with Prince{br}
Goltana!?{br}
He's such an idiot!{br}
Does he want to start a war!?{end}

//Message x02
{font:08}Goltana Knight{br}
{font:00}Knave! There's no point{br}
in resisting!{br}
Just give us the Princess,{br}
or that beautiful face of{br}
yours will be scarred forever!{end}

//Message x03
{font:08}Gafgarion{br}
{font:00}Fool!{br}
Only idiots attack head on!{end}

//Message x04
{font:08}Agrias{br}
{font:00}Leave this to us!{end}

//Message x05
{font:08}Gafgarion{br}
{font:00}We can't make money that way!{br}
{br}
Rad, {Ramza}!{br}
Follow me!!{end}

//Message x06
{font:08}Gafgarion{br}
{font:00}Kill them all!{br}
Don't leave any suvivors!{end}

//Message x07
{font:08}Agrias{br}
{font:00}Nonsense! There's no need{br}
to kill them!{br}
That's just what Goltana{br}
wants us to do!{br}
Just let them go!{end}

//Message x08
{font:08}Gafgarion{br}
{font:00}That's impossible!{end}
There ain't no gettin' offa this train we on!

Kokojo

December 11, 2009, 12:19:41 pm #21 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Remove that line.

text(x00000181)

Also, you need to have this changed :
DisplayMessage(x10,x70,x0006,x17,x00,x00,+00001,+00000,+00000,x01)
to
DisplayMessage(x10,x70,x0001,x17,x00,x00,+00001,+00000,+00000,x01)

Since the first message will always be x01 at the eyes of the compiler
I keep leaving, I keep coming back. Boomerang boy.

Xifanie

December 11, 2009, 12:26:26 pm #22 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
My, my, this is indeed bad.

As I mentionned, // lines are comments only

Typing //Message x06 doesn't change a thing. With that first even you have Kill them all as message 0x0001, nonsense as message 0x0002 and impossible as 0x0003. In order to fix that you can either paste  {end}{end}{end}{end}{end} (message 1 to 5) before the first message or change the displaydialog instructions like Kokojo mentioned.
  • 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

philsov

December 11, 2009, 12:35:11 pm #23 Last Edit: December 11, 2009, 12:35:27 pm by philsov
oh gdi.

looks like I need to fix a thing or two with my bundle.
Just another rebel plotting rebellion.

Jon

December 11, 2009, 12:35:14 pm #24 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Thank you, will do. I hope I wont have to annoy you guys anymore...
There ain't no gettin' offa this train we on!

Jon

December 12, 2009, 04:14:54 am #25 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Okay, most of the event.txt files from Philsov are really helpful, but almost all of them have the wrong DisplayMessage #'s. It is totally fine though, I can change them one by one manually, so no worries. I got everything to work so far just fine, hopefully I can make some new dialogue or something for the entire game...probably gonna take a week or something though...
There ain't no gettin' offa this train we on!

Jon

December 12, 2009, 05:21:45 am #26 Last Edit: December 12, 2009, 11:41:04 am by Jon
This time, I don't get an error message, I get instead absolutely nothing! I double clicked the Compiler and it seemed to be doing something (my arrow turned into an hourglass) but it never completes. I never get any kind of message, not even after half an hour. This is probably either the Compiler itself (which I doubt because it was working so nicely yesterday) or the Event Script again. Also, is that normal in the code? What I mean is that it sorta skips from DisplayMessage 05 to 0D? What happened to 6, 7, 8, 9, A, B, and C? Can you take a look and tell me what you think please?

__________________________________________________________________
//| Event Script x008 | Event Offset: x010000 | Text offset: x0105C0 |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x00010000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000005C0)
//Remove the previous line if you wish text to compile directly after instructions.

{7C}()
LoadEVTCHR(x01,x02,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
Camera(+00616,-00640,+00615,+00302,+03584,+00000,+04096,+00001)
UnitAnim(x00,x00,x02,x00,x00)
SpriteMove(x81,x00,+00002,-00001,-00010,x00,x01,+00001)
{6F}(r8100)
SpriteMove(x85,x00,+00008,+00000,+00000,x00,x01,+00001)
{6F}(r8500)
SpriteMove(x83,x00,+00004,+00000,-00014,x00,x01,+00001)
{6F}(r8300)
{2C}(r81008400000200)
{2C}(r80008500000200)
RotateUnit(x04,x00,x08,x00,x02,000)
{64}(r0400)
RotateUnit(x01,x00,x04,x00,x01,000)
{64}(r0100)
UnitAnim(x01,x00,x58,x02,x00)
UnitAnim(x83,x00,x5C,x02,x00)
UnitAnim(x04,x00,x59,x02,x00)
UnitAnim(x85,x00,x5E,x02,x00)
Background(000,000,000,000,000,000,000,x00)
Wait(00002)
ColorField(x07,+004,+003,+001,000)
ColorUnit(x00,x00,x07,+004,+002,-001,000)
{63}(rC9)
Camera(+00616,+00128,+00615,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
WaitForInstruction(x04,x00)
Wait(00030)
DisplayMessage(x10,x0B,x0001,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ColorField(x07,+002,+001,-001,004)
ColorUnit(x00,x00,x07,+002,+000,-003,004)
ShowChapter(x01)
WaitForInstruction(x3D,x00)
WaitForInstruction(x3D,x00)
ShowMapTitle(+000,+000,+001)
BgSound(x0B,+000,+036,x3C,060)
BgSound(x0C,+000,+040,x01,060)
Wait(00060)
ColorField(x08,+000,+000,+000,008)
ColorUnit(x00,x00,x08,+000,+000,+000,008)
Wait(00065)
Focus(x81,x00,x81,x00,x00)
Camera(+01536,+00008,+04096,+00302,+03584,+00000,+04096,+00140)
WaitForInstruction(x04,x00)
{1C}(r02)
DisplayMessage(x10,x11,x0002,x81,x00,x00,+00000,+00002,+00012,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0003,x84,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{1C}(r01)
Wait(00060)
{6A}(r0B24143C3C)
{6A}(r0C241C013C)
Focus(x01,x00,x01,x00,x01)
Camera(+04097,+12800,+00052,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
{1C}(r02)
DisplayMessage(x10,x91,x0004,x01,x00,x00,+00000,+00000,+00008,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0005,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
UnitAnim(x82,x00,x5B,x02,x00)
BlockStart()
Wait(00010)
UnitAnim(x83,x00,x02,x00,x00)
BlockEnd()
CloseDialog(x01,x0006,x00,x00)
WaitForInstruction(x01,x00)
Wait(00014)
UnitAnim(x04,x00,x5A,x02,x00)
Wait(00004)
CloseDialog(x02,x0007,x00,x00)
WaitForInstruction(x01,x00)
UnitAnim(x01,x00,x02,x00,x01)
Wait(00004)
CloseDialog(x01,x0008,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,x0009,x00,x00)
WaitForInstruction(x01,x00)
BlockStart()
Wait(00014)
UnitAnim(x82,x00,x02,x00,x00)
BlockEnd()
CloseDialog(x01,x000A,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00014)
UnitAnim(x04,x00,x59,x02,x00)
BlockStart()
Wait(00020)
UnitAnim(x82,x00,x5B,x02,x00)
BlockEnd()
Wait(00004)
CloseDialog(x02,x000B,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
CloseDialog(x01,x000C,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00004)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00004)
DisplayMessage(x10,x91,x000D,x01,x00,x09,+00070,+00062,+00015,x11)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
{1C}(r01)
{6A}(r0B14003C3C)
{6A}(r0C1C00013C)
Wait(00060)
RotateUnit(x83,x00,x08,x00,x01,000)
{64}(r8300)
UnitAnim(x83,x00,x03,x00,x00)
SpriteMove(x83,x00,+00000,+00000,+00000,x00,x01,+00030)
WalkTo(x01,x00,002,004,x00,x00,+004,x01)
WalkTo(x82,x00,002,005,x00,x00,+008,x01)
RotateUnit(x84,x00,x08,x00,x00,000)
Wait(00020)
RotateUnit(x80,x00,x08,x00,x00,000)
Wait(00010)
RotateUnit(x81,x00,x08,x00,x01,000)
RotateUnit(x85,x00,x08,x00,x01,000)
SpriteMove(x85,x00,+00000,+00000,+00000,x00,x01,+00030)
SpriteMove(x81,x00,+00000,+00000,+00000,x00,x01,+00030)
WalkTo(x80,x00,004,004,x00,x00,+004,x01)
UnitAnim(x83,x00,x02,x00,x00)
WalkTo(x85,x00,005,004,x00,x00,+008,x01)
WalkTo(x04,x00,001,004,x00,x00,+004,x01)
WaitWalk(x82,x00)
UnitAnim(x82,x00,x02,x00,x00)
WaitWalk(x01,x00)
{39}()
WaitForInstruction(x0B,x00)
UnitAnim(x80,x00,x02,x00,x00)
UnitAnim(x01,x00,x02,x00,x00)
UnitAnim(x04,x00,x02,x00,x00)
UnitAnim(x85,x00,x02,x00,x00)
UnitAnim(x00,x00,x02,x00,x00)
WarpUnit(x86,x00,003,000,x00,x02)
{45}(r860001)
{48}()
RotateUnit(x86,x00,x08,x00,x01,000)
{64}(r8600)
SpriteMove(x86,x00,+00000,+00000,-00034,x00,x01,+00001)
{6F}(r8600)
Draw(x86,x00)
SpriteMove(x86,x00,+00000,+00000,+00000,x00,x01,+00032)
{6F}(r8600)
WalkTo(x86,x00,003,007,x00,x00,+008,x01)
Wait(00048)
Camera(+00504,+00115,+00728,+00382,+03584,+00000,+04096,+00096)
WaitWalk(x86,x00)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00030)
Sound(x0041)
RotateUnit(x86,x00,x00,x00,x01,000)
{64}(r8600)
Wait(00024)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57001C00)
UnitAnim(x86,x00,x67,x02,x00)
{7E}(r57009A00)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00010)
UnitAnim(x86,x00,x68,x02,x00)
{7E}(r5700E200)
UnitAnim(x86,x00,x02,x00,x00)
BlockEnd()
DisplayMessage(x10,x11,x000E,x86,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{45}(r870001)
{48}()
WarpUnit(x87,x00,003,000,x00,x02)
Draw(x87,x00)
WalkTo(x87,x00,003,006,x00,x00,+012,x01)
WaitWalk(x87,x00)
UnitAnim(x87,x00,x02,x00,x00)
Wait(00008)
UnitAnim(x86,x00,x69,x02,x00)
Wait(00030)
SpriteMove(x87,x00,+00000,+00000,+00006,x02,x0A,+00024)
UnitAnim(x87,x00,x5F,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x60,x02,x00)
Wait(00010)
UnitAnim(x87,x00,x61,x02,x00)
Wait(00010)
UnitAnim(x87,x00,x62,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x63,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x64,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x65,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x66,x02,x00)
Wait(00060)
UnitAnim(x87,x00,x63,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x62,x02,x00)
Wait(00008)
SpriteMove(x87,x00,+00000,+00000,+00000,x02,x0A,+00024)
UnitAnim(x87,x00,x61,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x60,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x5F,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x02,x00,x00)
Wait(00010)
RotateUnit(x87,x00,x00,x00,x01,000)
{64}(r8700)
BlockStart()
WalkTo(x87,x00,003,000,x00,x00,+012,x00)
WaitWalk(x87,x00)
ColorUnit(x87,x00,x01,+000,+000,+000,001)
SpriteMove(x87,x00,+00000,+00000,-00016,x00,x01,+00008)
{6F}(r8700)
Erase(x87,x00)
BlockEnd()
Wait(00016)
{43}(r01)
Wait(00016)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00016)
UnitAnim(x86,x00,x6A,x02,x00)
Wait(00004)
UnitAnim(x86,x00,x6B,x02,x00)
Wait(00006)
UnitAnim(x86,x00,x6C,x02,x00)
Wait(00012)
UnitAnim(x86,x00,x6D,x02,x00)
Wait(00020)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57009400)
Sound(x0030)
UnitAnim(x86,x00,x6E,x02,x00)
Wait(00004)
UnitAnim(x86,x00,x6F,x02,x00)
Wait(00016)
UnitAnim(x86,x00,x70,x02,x00)
Wait(00002)
UnitAnim(x86,x00,x71,x02,x00)
Wait(00006)
UnitAnim(x86,x00,x72,x02,x00)
Wait(00008)
UnitAnim(x86,x00,x73,x02,x00)
Wait(00010)
UnitAnim(x86,x00,x74,x02,x00)
BlockEnd()
DisplayMessage(x10,x91,x000F,x86,x00,x00,+00000,+00008,+00000,x01)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00030)
RotateUnit(x00,x00,x00,x00,x00,024)
Wait(00024)
ColorUnit(x00,x00,x00,-031,-031,+000,004)
ColorField(x00,-031,-031,+000,004)
Wait(00033)
ColorUnit(x00,x00,x00,-031,-031,-031,004)
ColorField(x00,-031,-031,-031,004)
Wait(00033)
{3E}(r02000000FFFFFF0A00)
WaitForInstruction(x0C,x00)
WaitForInstruction(x08,x00)
ZERO(x0031)
ADD(x0031,x0006)
{43}(r06)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
 {br}
{delay:05}Delita's name appears for{br}
the first time a year before{br}
the Lion War broke out{delay:3C}.{delay:01}{br}
 {br}
 {br}
{delay:05}Many soldiers who returned from the war{delay:19},{br}
{delay:05}had no jobs{delay:19}, little money,{br}
{delay:05}and even less loyalty to the crown{delay:19}.{br}
{delay:05}Many became thieves and{br}
rebels plotting rebellion{br}
against the royal family{delay:3C}.{br}
{delay:05}At that time robbery and{br}
murder were commonplace in Ivalice{delay:19}.{br}
{delay:05}Many heroes and{br}
{delay:05}wizards came out of there{delay:19}.{br}
{delay:05}And Gariland was no exception either{delay:3C}.{end}

//Message x02
{font:08}Cadet{br}
{font:00}I heard another wagon bound{br}
for Igros was attacked.{end}

//Message x03
{font:08}Cadet{br}
{font:00}Must have been the Death Corps...{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}Something's starting...{br}
Know anything, Delita?{end}

//Message x05
{font:08}Delita{br}
{font:00}No...but I can guess.{end}

//Message x06
{font:08}{Ramza} {br}
{font:00}What do you mean?{end}

//Message x07
{font:08}Delita{br}
{font:00}Prince Larg's coming to town.{end}

//Message x08
{font:08}{Ramza}{br}
{font:00}Prince Larg? Why?{end}

//Message x09
{font:08}Delita{br}
{font:00}Not only Larg, but Marquis{br}
Elmdor of Limberry, too.{end}

//Message x0A
{font:08}{Ramza}{br}
{font:00}That's news! It's not an{br}
official visit, is it?{end}

//Message x0B
{font:08}Delita{br}
{font:00}There are danger zones{br}
everywhere in Ivalice.{br}
The Hokuten Knights are in{br}
full operation, but suffering{br}
from a shortage of men.{end}

//Message x0C
{font:08}{Ramza}{br}
{font:00}So, they need us cadets.{end}

//Message x0D
Everyone, fall in!{end}

//Message x0E
{font:08}Hokuten Knight{br}
{font:00}You have a mission!{br}
{br}
As you know, barbarians are{br}
rapidly increasing here in{br}
Gallionne.{br}
The traitorous Death Corps{br}
detest the royal family.{br}
We cannot overlook them.   {br}
We will begin exteminating{br}
these traitors.{br}
By order of our Master.{br}
Larg's Knights stationed at{br}
Igros Castle and many other{br}
groups will participate.{br}
Your duty is to support the{br}
flank. Specifically, you'll go{br}
to Igros and help guard it.{end}

//Message x0F
{font:08}Hokuten Knight{br}
{font:00}Cadets, ready your swords!{br}
{br}
A gang of tortured theives{br}
is trying to sneak into{br}
this town.{br}
We'll begin preparations{br}
now to keep them out of{br}
town! Come with me!{br}
This is the frontline of{br}
operations! That's all!{br}
Prepare immediately!{end}
There ain't no gettin' offa this train we on!

Xifanie

December 12, 2009, 07:56:48 am #27 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Look at your first line, it's missing the comment tag.

And don't just copy/paste that much, at least put them in spoilers, it's annoyingly long to scroll down for nothing.
  • 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

Jon

December 12, 2009, 11:43:13 am #28 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Okay, I made them into spoilers ;)

But do you mean that I should add // before the long ------------? Is that what you mean? Thanks for the info Zodiac!
There ain't no gettin' offa this train we on!

Kokojo

December 12, 2009, 11:46:06 am #29 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Yes, he said that.

It's a common error.

Also, be sure to press ctrl+alt+delte, go to process, stop ALL the little event_compiler_2 that are stuck, then try again. (otherwise you should get an error, or it will not work, something like that.
I keep leaving, I keep coming back. Boomerang boy.

Jon

December 12, 2009, 07:09:54 pm #30 Last Edit: December 31, 1969, 07:00:00 pm by Jon
Okay okay thanks, I didn't know what a comment tag is, but now I assume it's //. I got everything working smoothly. And by the way, I did do the ctrl+alt+del, but it wouldn't show up. In the end I just restarted my computer which settled everything. Seems a good solution if your comiler dont appear. As long as I aint got no more problems, I will try to bother yall less if I can, hahaha. Thanks for the patience :)

Also, this goes way off topic here, but can someone please tell me what program changes patches into .ppf files? Like 1.3 and WotL patch come as?
There ain't no gettin' offa this train we on!

Jon

December 14, 2009, 02:17:48 pm #31 Last Edit: December 31, 1969, 07:00:00 pm by Jon
I need help please with this one, the "Sand Rat Cellar" ending sequence:

// __________________________________________________________________
//| Event Script x02B | Event Offset: x056000 | Text offset: x056A94 |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Offset(x00056000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000A94)
//Remove the previous line if you wish text to compile directly after instructions.

Wait(00001)
Wait(00001)
Camera(+00672,+00000,+00240,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
WarpUnit(x20,x00,004,001,x00,x02)
SpriteMove(x20,x00,+00000,+00000,+00020,x00,x01,+00001)
LoadEVTCHR(x00,x0C,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x00)
LoadEVTCHR(x01,x0D,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
{49}()
{45}(r010001)
{45}(r040001)
{45}(r070001)
{4A}()
UnitAnim(x00,x00,x02,x00,x00)
UnitAnim(x80,x00,x1A,x00,x00)
UnitAnim(x81,x00,x1A,x00,x00)
SpriteMove(x80,x00,+00000,-00003,+00000,x00,x01,+00001)
SpriteMove(x81,x00,+00000,-00002,+00000,x00,x01,+00001)
{6F}(r8100)
SpriteMove(x82,x00,+00000,-00001,+00000,x00,x01,+00001)
WarpUnit(x81,x00,002,001,x00,x03)
UnitAnim(x1B,x00,x5C,x02,x00)
{68}(r200001)
UnitAnim(x20,x00,x70,x02,x00)
UnitAnim(x82,x00,xF4,x01,x00)
{4D}(r1E)
Wait(00060)
DisplayMessage(x10,x92,x0001,x20,x00,x00,+00000,+00000,+00014,x01)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x91,x0002,x82,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
CloseDialog(x02,x0003,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0004,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00025)
SpriteMove(x20,x00,+00000,-00001,+00028,x02,x0A,+00024)
UnitAnim(x20,x00,x6F,x02,x00)
Sound(x0041)
Wait(00010)
UnitAnim(x20,x00,x6E,x02,x00)
Wait(00016)
UnitAnim(x20,x00,x6F,x02,x00)
Wait(00010)
UnitAnim(x20,x00,x70,x02,x00)
DisplayMessage(x10,x92,x0005,x20,x00,x00,+00000,+00000,+00016,x02)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00020)
UnitAnim(x20,x00,x5F,x02,x00)
Wait(00040)
Sound(x0030)
UnitAnim(x82,x00,xF5,x01,x00)
Wait(00006)
UnitAnim(x82,x00,xF6,x01,x00)
Wait(00006)
UnitAnim(x82,x00,xF7,x01,x00)
Sound(x0028)
Wait(00060)
UnitAnim(x82,x00,xF8,x01,x00)
Sound(x003B)
SpriteMove(x82,x00,+00000,-00006,-00016,x00,x0A,+00006)
{6F}(r8200)
Sound(x001B)
SpriteMove(x82,x00,+00000,-00001,-00050,x01,x0E,+00014)
SpriteMove(x20,x00,-00021,-00001,+00028,x01,x0E,+00008)
Wait(00004)
UnitAnim(x20,x00,x60,x02,x00)
Wait(00002)
UnitAnim(x82,x00,xF9,x01,x00)
Wait(00002)
UnitAnim(x20,x00,x61,x02,x00)
Wait(00002)
SpriteMove(x20,x00,-00027,-00001,+00028,x01,x0E,+00001)
{6F}(r2000)
UnitAnim(x20,x00,x62,x02,x00)
Sound(x002E)
UnitAnim(x82,x00,xFA,x01,x00)
Wait(00004)
UnitAnim(x82,x00,xFB,x01,x00)
Wait(00004)
Wait(00006)
UnitAnim(x20,x00,x63,x02,x00)
Wait(00004)
Wait(00010)
UnitAnim(x82,x00,xFC,x01,x00)
Wait(00008)
UnitAnim(x82,x00,xFD,x01,x00)
SpriteMove(x20,x00,-00028,-00001,+00028,x01,x0E,+00008)
{6F}(r2000)
Wait(00008)
UnitAnim(x82,x00,xFE,x01,x00)
Wait(00004)
SpriteMove(x82,x00,+00000,-00001,-00050,x01,x0E,+00001)
{6F}(r8200)
ColorField(x04,+003,+008,+009,000)
Wait(00002)
Sound(x0072)
UnitAnim(x20,x00,x64,x02,x00)
UnitAnim(x82,x00,xFF,x01,x00)
SpriteMove(x20,x00,-00013,-00001,+00028,x00,x0E,+00002)
SpriteMove(x82,x00,+00004,-00002,-00050,x00,x0E,+00002)
ColorField(x04,+000,+000,+000,001)
Wait(00006)
SpriteMove(x20,x00,-00010,-00001,+00028,x00,x0E,+00002)
UnitAnim(x20,x00,x65,x02,x00)
UnitAnim(x82,x00,x00,x02,x00)
Wait(00006)
UnitAnim(x82,x00,x01,x02,x00)
Wait(00006)
SpriteMove(x20,x00,-00011,-00001,+00028,x00,x0E,+00002)
UnitAnim(x82,x00,x02,x02,x00)
Wait(00006)
UnitAnim(x82,x00,x03,x02,x00)
Sound(x005A)
Wait(00006)
Sound(x0065)
UnitAnim(x82,x00,x04,x02,x00)
Wait(00006)
UnitAnim(x82,x00,x05,x02,x00)
Wait(00048)
DisplayMessage(x10,x92,x0006,x82,x00,x00,+00009,+00018,-00028,x12)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
SpriteMove(x82,x00,+00004,-00002,-00050,x00,x0E,+00001)
{6F}(r8200)
UnitAnim(x82,x00,x05,x02,x00)
SpriteMove(x20,x00,-00011,-00001,+00028,x00,x0E,+00001)
{6F}(r2000)
UnitAnim(x20,x00,x65,x02,x00)
Wait(00030)
Sound(x0030)
UnitAnim(x82,x00,x06,x02,x00)
SpriteMove(x20,x00,-00014,-00001,+00028,x00,x0E,+00002)
UnitAnim(x20,x00,x65,x02,x00)
Wait(00004)
SpriteMove(x20,x00,-00018,-00001,+00028,x00,x0E,+00002)
UnitAnim(x20,x00,x66,x02,x00)
Wait(00040)
Wait(00012)
SpriteMove(x20,x00,-00020,-00001,+00028,x00,x0E,+00002)
UnitAnim(x20,x00,x67,x02,x00)
UnitAnim(x82,x00,x07,x02,x00)
Wait(00010)
SpriteMove(x20,x00,-00021,-00001,+00028,x00,x0E,+00002)
UnitAnim(x20,x00,x68,x02,x00)
UnitAnim(x82,x00,x08,x02,x00)
Wait(00010)
Sound(x0053)
SpriteMove(x20,x00,-00022,-00001,+00028,x00,x0E,+00002)
UnitAnim(x82,x00,x09,x02,x00)
Wait(00078)
Wait(00060)
Sound(x004C)
Wait(00006)
SpriteMove(x20,x00,-00024,+00000,+00028,x00,x0E,+00001)
BlockStart()
SpriteMove(x20,x00,-00022,-00002,+00004,x00,x0E,+00022)
Wait(00008)
UnitAnim(x20,x00,x5F,x02,x00)
Wait(00008)
UnitAnim(x20,x00,x6C,x02,x00)
Wait(00006)
BlockEnd()
{4B}()
WarpUnit(x01,x00,000,003,x00,x03)
WarpUnit(x04,x00,000,003,x00,x03)
WarpUnit(x07,x00,000,003,x00,x03)
SpriteMove(x01,x00,-00013,+00000,+00000,x00,x01,+00001)
{6F}(r0100)
SpriteMove(x04,x00,-00013,+00000,+00000,x00,x01,+00001)
{6F}(r0400)
SpriteMove(x07,x00,-00013,+00000,+00000,x00,x01,+00001)
{6F}(r0700)
ColorUnit(x01,x00,x01,+000,+000,+000,000)
Wait(00002)
ColorUnit(x04,x00,x01,+000,+000,+000,000)
Wait(00002)
ColorUnit(x07,x00,x01,+000,+000,+000,000)
Wait(00002)
Draw(x01,x00)
ColorUnit(x01,x00,x08,+000,+000,+000,002)
SpriteMove(x01,x00,+00000,+00000,+00000,x00,x01,+00013)
{6F}(r0100)
BlockStart()
WalkTo(x01,x00,000,004,x00,x00,+008,x01)
WaitWalk(x01,x00)
WalkTo(x01,x00,001,004,x00,x00,+008,x01)
WaitWalk(x01,x00)
UnitAnim(x01,x00,x02,x00,x00)
Wait(00002)
RotateUnit(x01,x00,x0E,x00,x01,000)
{64}(r0100)
BlockEnd()
Wait(00030)
Camera(+00184,+00083,+00504,+00366,+04608,+00000,+04096,+00080)
Draw(x04,x00)
ColorUnit(x04,x00,x08,+000,+000,+000,002)
SpriteMove(x04,x00,+00000,+00000,+00000,x00,x01,+00013)
{6F}(r0400)
BlockStart()
WalkTo(x04,x00,000,002,x00,x00,+008,x01)
WaitWalk(x04,x00)
WalkTo(x04,x00,001,002,x00,x00,+008,x01)
WaitWalk(x04,x00)
UnitAnim(x04,x00,x02,x00,x00)
Wait(00002)
RotateUnit(x04,x00,x0E,x00,x01,000)
{64}(r0400)
BlockEnd()
Draw(x07,x00)
ColorUnit(x07,x00,x08,+000,+000,+000,002)
SpriteMove(x07,x00,-00002,+00000,+00000,x00,x01,+00013)
{6F}(r0700)
UnitAnim(x07,x00,x02,x00,x00)
UnitAnim(x07,x00,x79,x02,x00)
WaitForInstruction(x04,x00)
Wait(00020)
DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00020)
UnitAnim(x07,x00,x02,x00,x00)
SpriteMove(x07,x00,+00000,+00000,+00000,x00,x01,+00001)
{6F}(r0700)
Wait(00010)
DisplayMessage(x10,x11,x0008,x07,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
WalkTo(x07,x00,001,003,x00,x00,+010,x01)
MovementAnim(r07000200)
Wait(00006)
Camera(+00184,+00243,+00504,+00302,+04608,+00000,+04096,+00064)
Wait(00004)
SpriteMove(x1B,x00,+00000,-00001,+00000,x00,x0E,+00022)
Sound(x0030)
SpriteMove(x82,x00,+00004,-00001,-00050,x00,x0E,+00022)
Wait(00004)
UnitAnim(x20,x00,x7C,x02,x00)
SpriteMove(x20,x00,+00028,-00002,-00028,x00,x0E,+00032)
{6F}(r2000)
UnitAnim(x20,x00,x6A,x02,x00)
WaitForInstruction(x04,x00)
Wait(00004)
DisplayMessage(x10,x92,x0009,x20,x00,x00,+00020,+00000,+00000,x11)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
{63}(rCA)
Camera(+00184,+00195,+00504,+00302,+04608,+00000,+04096,+00024)
UnitAnim(x07,x00,x79,x02,x00)
Wait(00006)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x91,x000A,x07,x00,x00,-00010,+00000,+00004,x11)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
BlockStart()
Wait(00006)
WarpUnit(x20,x00,005,000,x00,x02)
UnitAnim(x20,x00,x6A,x02,x00)
SpriteMove(x20,x00,+00000,-00001,+00000,x00,x01,+00001)
{6F}(r2000)
BlockEnd()
DisplayMessage(x10,x12,x000B,x04,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Camera(+00184,+00243,+00504,+00302,+04608,+00000,+04096,+00032)
Wait(00010)
DisplayMessage(x10,x92,x000C,x20,x00,x00,+00020,+00000,-00004,x13)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00020)
WalkTo(x01,x00,002,004,x00,x00,+006,x01)
MovementAnim(r01000200)
WaitWalk(x01,x00)
RotateUnit(x01,x00,x0E,x00,x01,000)
Wait(00020)
Sound(x002C)
UnitAnim(x20,x00,x6C,x02,x00)
Wait(00010)
DisplayMessage(x10,x91,x000D,x01,x00,x00,+00000,+00000,+00010,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x000E,x20,x00,x00,+00000,+00000,-00004,x03)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Camera(+00184,+00195,+00504,+00302,+04608,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
SpriteMove(x07,x00,+00004,+00000,-00004,x00,x0E,+00008)
UnitAnim(x07,x00,x7A,x02,x00)
DisplayMessage(x10,x91,x000F,x07,x00,x00,+00000,+00000,+00006,x01)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Sound(x0053)
SpriteMove(x07,x00,+00000,+00000,+00000,x00,x01,+00006)
UnitAnim(x04,x00,x58,x02,x00)
SpriteMove(x04,x00,+00006,+00000,+00006,x00,x01,+00008)
{6F}(r0400)
Wait(00010)
UnitAnim(x07,x00,x79,x02,x00)
DisplayMessage(x10,x91,x0010,x04,x00,x00,+00000,+00000,+00000,x11)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00010)
SpriteMove(x04,x00,+00000,+00000,+00000,x00,x01,+00016)
Wait(00008)
UnitAnim(x04,x00,x02,x00,x00)
Wait(00006)
Camera(+00456,+00179,+00472,+00302,+04608,+00000,+04096,+00080)
BlockStart()
Wait(00020)
SpriteMove(x01,x00,+00056,+00000,+00000,x00,x01,+00112)
RotateUnit(x01,x00,x00,x00,x02,000)
Wait(00006)
UnitAnim(x01,x00,x03,x00,x00)
Wait(00106)
UnitAnim(x01,x00,x02,x00,x00)
BlockEnd()
BlockStart()
Wait(00040)
WalkTo(x07,x00,001,004,x00,x00,+006,x01)
WaitWalk(x07,x00)
WalkTo(x07,x00,003,004,x00,x00,+006,x01)
MovementAnim(r07000200)
WaitWalk(x07,x00)
RotateUnit(x07,x00,x00,x00,x00,000)
BlockEnd()
BlockStart()
Wait(00060)
WalkTo(x04,x00,001,004,x00,x00,+006,x01)
WaitWalk(x04,x00)
WalkTo(x04,x00,002,004,x00,x00,+006,x01)
MovementAnim(r04000200)
WaitWalk(x04,x00)
RotateUnit(x04,x00,x00,x00,x00,000)
BlockEnd()
BlockStart()
Wait(00030)
UnitAnim(x20,x00,x6F,x02,x00)
Wait(00030)
SpriteMove(x20,x00,-00084,+00000,+00000,x00,x01,+00084)
Wait(00004)
UnitAnim(x20,x00,x7D,x02,x00)
Wait(00082)
UnitAnim(x20,x00,x6F,x02,x00)
Wait(00008)
UnitAnim(x20,x00,x5F,x02,x00)
BlockEnd()
WaitForInstruction(x08,x00)
Wait(00060)
DisplayMessage(x10,x92,x0012,x1B,x00,x00,+00000,+00000,-00008,x02)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
WarpUnit(x20,x00,002,000,x00,x02)
SpriteMove(x20,x00,+00000,+00000,+00000,x00,x01,+00001)
{6F}(r2000)
Wait(00006)
RotateUnit(x01,x00,x0C,x00,x01,000)
Wait(00008)
RotateUnit(x04,x00,x0C,x00,x01,000)
Wait(00004)
RotateUnit(x07,x00,x0C,x00,x01,000)
Wait(00016)
Sound(x0030)
{68}(r200000)
UnitAnim(x20,x00,x02,x00,x00)
WalkTo(x20,x00,000,000,x00,x00,+012,x01)
WaitWalk(x20,x00)
BlockStart()
RotateUnit(x07,x00,x02,x00,x00,000)
Wait(00016)
RotateUnit(x04,x00,x00,x00,x00,000)
BlockEnd()
BlockStart()
WarpUnit(x01,x00,004,004,x00,x03)
SpriteMove(x01,x00,+00000,+00000,+00000,x00,x01,+00001)
{6F}(r0100)
WalkTo(x01,x00,007,003,x00,x00,+010,x01)
MovementAnim(r01000200)
WaitWalk(x01,x00)
RotateUnit(x01,x00,x0C,x00,x01,000)
{64}(r0100)
UnitAnim(x01,x00,x16,x00,x00)
BlockEnd()
Camera(+00456,+00131,+00472,+00302,+04608,+00000,+04096,+00048)
WalkTo(x20,x00,000,003,x00,x00,+012,x01)
WaitWalk(x20,x00)
BlockStart()
WalkTo(x07,x00,003,003,x00,x00,+010,x01)
MovementAnim(r07000200)
WaitWalk(x07,x00)
RotateUnit(x07,x00,x04,x00,x01,000)
{64}(r0700)
BlockEnd()
RotateUnit(x20,x00,x04,x00,x01,000)
{64}(r2000)
ColorUnit(x20,x00,x01,+000,+000,+000,002)
SpriteMove(x20,x00,-00022,+00000,+00000,x00,x01,+00016)
{6F}(r2000)
Erase(x20,x00)
WalkTo(x04,x00,002,003,x00,x00,+012,x01)
MovementAnim(r04000200)
WaitWalk(x04,x00)
RotateUnit(x04,x00,x0C,x00,x01,000)
{64}(r0400)
Wait(00006)
UnitAnim(x04,x00,x59,x02,x00)
Wait(00006)
DisplayMessage(x10,x91,x0013,x04,x00,x00,+00000,+00000,+00000,x11)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0014,x07,x00,x00,+00030,+00000,-00026,x11)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0015,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,x0016,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00008)
UnitAnim(x04,x00,x02,x00,x00)
Camera(+00456,+00195,+00472,+00302,+04608,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00012)
DisplayMessage(x10,x92,x0017,x01,x00,x00,+00030,+00000,-00026,x02)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00008)
RotateUnit(x07,x00,x0C,x00,x00,000)
{64}(r0700)
Camera(+00456,+00131,+00472,+00302,+04608,+00000,+04096,+00048)
Wait(00008)
WalkTo(x07,x00,005,003,x00,x00,+006,x01)
MovementAnim(r07000200)
WaitWalk(x07,x00)
WaitForInstruction(x04,x00)
Wait(00080)
DisplayMessage(x10,x91,x0018,x04,x00,x00,+00000,+00000,+00000,x12)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00120)
{60}(r003C)
{3E}(r02000000FFFFFF3C00)
WaitForInstruction(x0C,x00)
ZERO(x006E)
ADD(x006E,x0007)
ZERO(x006F)
ADD(x006F,x0003)
ZERO(x01C2)
ADD(x01C2,x0001)
ZERO(x0283)
ADD(x0283,x0001)
ZERO(x03F1)
ADD(x03F1,x0002)
{7C}()
{E3}()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Wiegraf{br}
{font:00}Gustav, why don't you{br}
give up?{end}

//Message x02
{font:08}Gustav{br}
{font:00}Your revolution can never succeed!!{br}
{br}
What we need is food and a{br}
place to sleep, not ideas!{br}
And we need it now!!{end}

//Message x03
{font:08}Wiegraf{br}
{font:00}You only see the present.{br}
You have to fix the basics!{end}

//Message x04
{font:08}Gustav{br}
{font:00}And you think you'll do that?{br}
{br}
I don't think so, Wiegraf.{br}
Never!{end}

//Message x05
{font:08}Wiegraf{br}
{font:00}Is that all you want to say?{br}
{br}
Gustav, good{D11D}bye.{end}

//Message x06
{font:08}Gustav{br}
{font:00}Ugh....u....{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}Wiegraf!!{end}

//Message x08
{font:08}Algus{br}
{font:00}Marquis!!{end}

//Message x09
{font:08}Wiegraf{br}
{font:00}Freeze!{end}

//Message x0A
{font:08}Algus{br}
{font:00}You bastard!!!{end}

//Message x0B
{font:08}Delita{br}
{font:00}Stop it, Algus.{end}

//Message x0C
{font:08}Wiegraf{br}
{font:00}The Marquis is all right.{br}
Take him back to Igros.{end}

//Message x0D
{font:08}{Ramza}{br}
{font:00}What?{end}

//Message x0E
{font:08}Wiegraf{br}
{font:00}Kidnapping wasn't our goal.{br}
We never stoop to such acts.   {br}
You can have the Marquis,{br}
if you just let me go...well?{end}

//Message x0F
{font:08}Algus{br}
{font:00}Don't trifle with us!{br}
You can't beat us!{end}

//Message x10
{font:08}Delita{br}
{font:00}Stop it, Algus.{br}
He's serious!{end}

//Message x11
{font:08}Wiegraf{br}
{font:00}Move to the wall...{br}
...Slowly.{end}

//Message x12
{font:08}Elmdor{br}
{font:00}Ugnn..n....{end}

//Message x13
{font:08}Delita{br}
{font:00}Let him go, Algus!!{end}

//Message x14
{font:08}Algus{br}
{font:00}Why do you stop me!{end}

//Message x15
{font:08}Delita{br}
{font:00}The Death Corps will destroy itself!{br}
Don't risk it!{end}

//Message x16
{font:08}Algus{br}
{font:00}...Ughh!!{end}

//Message x17
{font:08}{Ramza}{br}
{font:00}He's all right. Weakened, {br}
but no serious wounds.{end}

//Message x18
{font:08}Delita{br}
{font:00}Let's go back to Igros...{end}

Up until now, I have been able to correct any mistakes myself with the other events, but this one is beyond my saving. I think it is totally messed up, unfortunetly. Much obliged for any help.
There ain't no gettin' offa this train we on!

Xifanie

December 14, 2009, 03:14:29 pm #32 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Remove this line:
Text(x00000A94)
  • 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

Jon

December 15, 2009, 04:56:58 am #33 Last Edit: December 31, 1969, 07:00:00 pm by Jon
@Zodiac- Thanks but it did the same exact thing...the way the characters speak are all wrong still, like exmple Wiegraf says Algus's bit, ect. However, good news! I figured out a sure fire way of doing the text, just patch on the FFT Psx version the WotL patch and then change those dialogues. Those seem to be all in the right order ;)
There ain't no gettin' offa this train we on!