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Giga Universe
February 27th, 2010, 07:32 AM
Ok, so I've been creating these for a while now. They're pretty useful (at least to me) and I've given some out to others already. So I'll post all my header files for XSE here, and then give an explanation to each one.

How to use a Header File:
1. Download the ZIP file attached to this post.
2. Unzip and extract the contents to the directory where XSE is installed.
3. Then, whenever you need to use the header file, in your script, type #include "name of header file".rbh (without the quotes)
4. Then you can use the contents of the file in that script.

Variable RAM Addresses (FireRed/LeafGreen):
This header file contains the RAM Addresses to the location where the data in a variable is stored. This file contains addresses for ALL the variables. Probably more useful for ASM hackers, it is nevertheless useful to oridnary scripters - especially when copying data from a variable to another RAM Address (that isn't a variable) Link: Download Here (http://www.pokecommunity.com/attachment.php?attachmentid=52687)

Example:
#dynamic 0x800000
#include stdvariableaddresses.rbh //(Change to the name of your header file. This is the default name.)
//This script copies the contents of LASTRESULT to 0x3005537 and 0x3005538 three times,
//In three different ways

#org @start
//Copies contents of LASTRESULT to 0x3005537 and 0x3005538
copyvar 0x3005537 0x202E5B2
copyvar 0x3005538 0x202E5B3
//Same function as above
copyvar 0x3005537 VAR_800D
copyvar 0x3005538 VAR2_800D
//Same function as above
copyvar 0x3005537 VAR_LASTRESULT
copyvar 0x3005538 VAR2_LASTRESULT
end


Applymovement Numbers (All Versions):
This header file contains numbers to help you easily plan applymovement commands.
Link: Download Here (http://www.pokecommunity.com/showpost.php?p=5589141&postcount=5)
Credits: Larsie13


If you have any header files you think are useful, post them here and I'll add them to this post (Remember to specify whether they are for FireRed/LeafGreen, Ruby/Sapphire or Emerald). Also, when I find mine I'll add them as well.

Please post any you have, remember to include a description, what game its for, a download link, and a example script (in a spoiler)

Darkerm
February 28th, 2010, 04:38 AM
Can you explain it by posting a script for FR? I want to use this.

HackMew
February 28th, 2010, 04:41 AM
Sorry but... that header file is totally wrong. First of all, variables are 0x4000 - 0x7FFF.
Plus the temporary variables (0x8000, 0x8001, etc.) Either way, all the variables in FR/LG/E don't have a static address!
The only exception being the temp ones.

Giga Universe
February 28th, 2010, 07:48 AM
Sorry but... that header file is totally wrong. First of all, variables are 0x4000 - 0x7FFF.
Plus the temporary variables (0x8000, 0x8001, etc.) Either way, all the variables in FR/LG/E don't have a static address!
The only exception being the temp ones.

The first bit I knew, but since the header was automatically generated, I forgot to delete the excess. But, the second bit I didn't know, because they seemed static when I checked. But anyway, I'll take it down and change it.
EDIT: Fixed the variable RAM addresses header file. It now includes only 0x800X variables (temp variables)

Larsie13
March 1st, 2010, 10:06 AM
Guess I'll share my header files. See attachment. They're movements for applymovement. Both FR/LG and R/S/E are in the zip.
For instance, in FR/LG, if you want an OW to pop up an !-box, and then face right, you would use this:
applymovement 0xXX @face

#org @face
#raw FACE_>
#raw !_BOX
#raw END_MOVE

Giga Universe
March 4th, 2010, 04:26 AM
Thanks for that, I'll add it up right away.