Users browsing this thread: 1 Guest(s)
FF3usME Problem

#1
Posts: 23
Threads: 4
Thanks Received: 0
Thanks Given: 0
Joined: Feb 2014
Reputation: 0
Status
None
When I try to use the Monster Editor, it gives me this error:

"FF3usME cannot compile battle scripts that are overlaped,
have shared pointers or that are switching banks,
Battle Script Edition will not be available."

What does this mean? Can someone help me
  Find
Quote  

#2
Posts: 290
Threads: 3
Thanks Received: 40
Thanks Given: 1
Joined: Apr 2012
Reputation: 9
Status
None
Sounds like it's a modified or pre-patched ROM. Whatever changes were made probably moved some battle script pointers, which usME no longer knows how to handle.


GET A SILK BAG FROM THE GRAVEYARD DUCK TO LIVE LONGER.

Brave New World
  Find
Quote  

#3
Posts: 23
Threads: 4
Thanks Received: 0
Thanks Given: 0
Joined: Feb 2014
Reputation: 0
Status
None
I also have another problem;

Near the beginning of the game, where Locke and the Moogles have to fight the guards, once I get to the boss, he uses a physical attack and then immediately after, he uses Meteor which kills my whole team.

P.S I'm using the Restored Ability Names patch by Angelo

Could this Meteor thing be related to the battle script pointers?
  Find
Quote  

#4
Posts: 290
Threads: 3
Thanks Received: 40
Thanks Given: 1
Joined: Apr 2012
Reputation: 9
Status
None
It very well could be. If something putzed with the battle script pointers, it could have changed the Marshal's to a script that allows him to use Meteor.


GET A SILK BAG FROM THE GRAVEYARD DUCK TO LIVE LONGER.

Brave New World
  Find
Quote  

#5
Posts: 23
Threads: 4
Thanks Received: 0
Thanks Given: 0
Joined: Feb 2014
Reputation: 0
Status
None
Any way I can fix this? Maybe if I can just copy some default code into the game so he acts normal?
  Find
Quote  

#6
Posts: 290
Threads: 3
Thanks Received: 40
Thanks Given: 1
Joined: Apr 2012
Reputation: 9
Status
None
It's virtually impossible without knowing what's changed. Is Angelo's patch the only one you've applied? If so, you might try taking a fresh vanilla ROM, reapplying the patch and seeing if it works. Otherwise, you may want to confirm that there's no header conflict between the patch and the ROM you're applying it to.


GET A SILK BAG FROM THE GRAVEYARD DUCK TO LIVE LONGER.

Brave New World
  Find
Quote  

#7
Posts: 831
Threads: 41
Thanks Received: 16
Thanks Given: 12
Joined: Nov 2009
Reputation: 18
Status
None
This sounds like a possible issue with the header. That patch should NOT interfere with any battle scripts.

I probably did that patch to be applied without a header. So, try applying the patch with and without a header and see which gives the best result.
Quote  

#8
Posts: 23
Threads: 4
Thanks Received: 0
Thanks Given: 0
Joined: Feb 2014
Reputation: 0
Status
None
I still get the same problem, even without the header :[
  Find
Quote  

#9
Posts: 3,970
Threads: 279
Thanks Received: 236
Thanks Given: 58
Joined: Oct 2011
Reputation: 65
Status
Tissue-aware
You could check the IPS log and see if the monster AI pointers or scripts are affected. If so, copy the default value from an unmodified ROM.

Offsets are from a headered ROM:

Code:
0F8600    0F88FF    PTR    No    Pointers to Monster AI (+0F8900)    
0F8900    0FC24F    AI     No    Enemy AI
  Find
Quote  

#10
Posts: 23
Threads: 4
Thanks Received: 0
Thanks Given: 0
Joined: Feb 2014
Reputation: 0
Status
None
If I send you my ROM could you check it for me please? My knowledge about hex is very basic :[
  Find
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite