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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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redriders180

Mastermind of Pokemon Glazed
314
Posts
13
Years
  • I made a map and inserted some tiles and the map looks like this: (NOTE: Pay attention to the upper right corner's flowers.)
    route2.png

    When I play it looks like this!
    glitch1flowersarestupid.png

    When you edited the tileset and put in those flower tiles, did you put them on top of the rocks you see in the water? If you did, moving those flower tiles from on top of the rocks in the water to another vacant spot should do the trick :)
     
    124
    Posts
    12
    Years
  • Ok I think I understand. And by the #dynamic 0x.... How do I know what the offset is?

    Always put #dynamic 0x800000.

    XSE will automatically find any offsets available from 0x800000 and up.

    It's also the safest to use as any lower could overwrite valuable data without meaning to.
     

    Itcheeee

    All Hail Shadow
    537
    Posts
    12
    Years
  • I've seen the tag-along system implemented before, but it has many bugs. There's alot to it. For example, if you interact with another person or a signpost, the tagging-along person stops following you. Also, using applymovement and waitmovement cause the gameplay to be very jerky, since you have to stop afterwards and wait for the following character to make its step. Either way, it requires ASM and alot of patience.

    Thank you for answering my question :) Being new at hacking, I would love to get that working, but probably should take my first hack slow and easy XD.



    At this time, It is not possible to get it to work efficiently. It is still extremely glitchy and full of bugs. It's still under work now but don't expect it be working any time soon.

    Also you would also require to do an ASM hack. A lot more complex then scripting.

    If your new to hacking, you'd want to learn everything there is to know about scripting before moving onto ASM hacking.

    Thank you for answering my question, as I'm working on my first hack, I don't think I'll attempt the tag-along system right now. But it is something I'd like to do later =p
     
    Last edited:

    Megiddo-san

    Barium - Summer '12 Return?
    1,308
    Posts
    16
    Years
  • I'm having an issue with trainerbattle 0x9 0x3 //@param1: One of the kinds of battles that allows a script to continue afterward
    @param2: The reserve number needed to call the Oak style battle.
    The problem is, when I use this command for a battle in which I have multiple pokemon,
    whenever I switch out pokemon, the next pokemon and its box are invisible, and if they faint the foe, the xp is given to the first pokemon(unless I open my bag prior to fainting the foe, in which case the pokemon and its box become visible, and the battle continues
    normally). Is there another reserve number I can use, or another command that I can call; or does an ASM routine need to be modified?
     

    Satoshi Ookami

    Memento Mori
    14,254
    Posts
    15
    Years


  • Always put #dynamic 0x800000.

    XSE will automatically find any offsets available from 0x800000 and up.

    It's also the safest to use as any lower could overwrite valuable data without meaning to.
    It does not need to be 0x800000 ;) It can also start at 0x700000 ;) There's plenty of free space between 0x700000 and 0x800000 that can be used =D
     

    SKRoy

    Pokémon Hacker
    66
    Posts
    14
    Years
    • Age 27
    • Seen Feb 8, 2016
    I want a good scripting tutorial. I only know a little bit about talking script and give item scripts. I want to learn more about scripting. Now my question: What is te best scripting tutorial, maby a few lessons? It's for Pokémon Fire Red.
     
    28
    Posts
    12
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    • Seen Sep 22, 2014
    I want a good scripting tutorial. I only know a little bit about talking script and give item scripts. I want to learn more about scripting. Now my question: What is te best scripting tutorial, maby a few lessons? It's for Pokémon Fire Red.

    I don't know if this is Firered I forgot but I learnt with diegoisawesome's XSE tutorial :)
     

    Speedster

    The Unknown
    134
    Posts
    12
    Years
  • I want a good scripting tutorial. I only know a little bit about talking script and give item scripts. I want to learn more about scripting. Now my question: What is te best scripting tutorial, maby a few lessons? It's for Pokémon Fire Red.
    I think the best one out the is diegoisawesome's XSE tutorial. It covers a lot. Next time go to the tutorial section and pick out one on your own in your own opinion so you receive what you want.
     

    P0kemon Trainer Red

    Dragon Type User
    13
    Posts
    12
    Years
  • How do I add a script to a Person Event?

    I am using XSE and Advance Map. I am terrible at scripting. The only experience I have is screwing with talking scripts. I have a script that would give me a Magikarp. I need to know how to put it into the ROM, and then add it to a person event. I have the person, standing in Pallet Town. I just need to figure out how to add the script to him.
     

    Flowerchild

    fleeting assembly
    8,709
    Posts
    13
    Years
  • I am using XSE and Advance Map. I am terrible at scripting. The only experience I have is screwing with talking scripts. I have a script that would give me a Magikarp. I need to know how to put it into the ROM, and then add it to a person event. I have the person, standing in Pallet Town. I just need to figure out how to add the script to him.
    You might want to read a scripting tutorial. Most of them have sections on inserting the script.
     
    115
    Posts
    12
    Years
    • Seen Dec 30, 2012
    How do you make a map totally from scratch?

    I know how to edit pieces of the maps but I don't know how to link them together the way that I want.
     

    redriders180

    Mastermind of Pokemon Glazed
    314
    Posts
    13
    Years
  • How do you make a map totally from scratch?

    I know how to edit pieces of the maps but I don't know how to link them together the way that I want.

    To link all the pieces together, you need to make a tilemap, which is basically a file that says which piece goes where. The easiest way to make a Tilemap is to use a program called Nameless Tile Map Editor, or NTME. As for inserting the tilemap into the game, there's a tutorial somewhere I don't know.
     
    115
    Posts
    12
    Years
    • Seen Dec 30, 2012
    To link all the pieces together, you need to make a tilemap, which is basically a file that says which piece goes where. The easiest way to make a Tilemap is to use a program called Nameless Tile Map Editor, or NTME. As for inserting the tilemap into the game, there's a tutorial somewhere I don't know.
    Thank you so much! *hugs*

    I really appreciate it. :)
     

    SKRoy

    Pokémon Hacker
    66
    Posts
    14
    Years
    • Age 27
    • Seen Feb 8, 2016
    I have a script from a tutorial:

    #dynamic 0x800000
    #org @start
    lock
    faceplayer
    msgbox @1 0x6
    cry 0x6 0x0
    wildbattle 0x6 0x1E 0x8B
    fadescreen 0x1
    fadescreen 0x0
    hidesprite 0x800F
    setflag 0x200
    release
    end

    #org @1
    = CHARIZARD: Raaarrgghh!

    It's for Fire Red, but in XSE I got the error that Wildbattle 0x6 0x1E 0x8B is incorrect. Please help!
     

    redriders180

    Mastermind of Pokemon Glazed
    314
    Posts
    13
    Years
  • I have a script from a tutorial:

    #dynamic 0x800000
    #org @start
    lock
    faceplayer
    msgbox @1 0x6
    cry 0x6 0x0
    wildbattle 0x6 0x1E 0x8B
    fadescreen 0x1
    fadescreen 0x0
    hidesprite 0x800F
    setflag 0x200
    release
    end

    #org @1
    = CHARIZARD: Raaarrgghh!

    It's for Fire Red, but in XSE I got the error that Wildbattle 0x6 0x1E 0x8B is incorrect. Please help!

    I just tried to compile your script, and it worked fine for me. If it's still not working, maybe redownload XSE. Also, I edited your script just a touch to make it work better:

    #dynamic 0x800000
    #org @start
    lock
    faceplayer
    msgbox @1 0x6
    cry 0x6 0x0
    waitcry
    wildbattle 0x6 0x1E 0x8B
    fadescreen 0x1
    hidesprite 0x800F
    fadescreen 0x0
    setflag 0x200
    release
    end

    #org @1
    = CHARIZARD: Raaarrgghh!
     

    SKRoy

    Pokémon Hacker
    66
    Posts
    14
    Years
    • Age 27
    • Seen Feb 8, 2016
    I just tried to compile your script, and it worked fine for me. If it's still not working, maybe redownload XSE. Also, I edited your script just a touch to make it work better:

    #dynamic 0x800000
    #org @start
    lock
    faceplayer
    msgbox @1 0x6
    cry 0x6 0x0
    waitcry
    wildbattle 0x6 0x1E 0x8B
    fadescreen 0x1
    hidesprite 0x800F
    fadescreen 0x0
    setflag 0x200
    release
    end

    #org @1
    = CHARIZARD: Raaarrgghh!

    I still got this message
    261zq1k.png
     
    Last edited:

    redriders180

    Mastermind of Pokemon Glazed
    314
    Posts
    13
    Years
  • I guess it's time for me to ask a question:

    I read somewhere that when you use the "setwildbattle", all the data of the Pokemon you set is written somewhere in the RAM or whatever, and can be changed, to make sure its a certain gender, or giving it different moves, and the like. I wanna know: does anyone knows where this data is stored, and how it's stored? I have to make some highly specific encounters, and this'd make the job alot easier.
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • I guess it's time for me to ask a question:

    I read somewhere that when you use the "setwildbattle", all the data of the Pokemon you set is written somewhere in the RAM or whatever, and can be changed, to make sure its a certain gender, or giving it different moves, and the like. I wanna know: does anyone knows where this data is stored, and how it's stored? I have to make some highly specific encounters, and this'd make the job alot easier.

    The wild Pokemon's data begins in FR's RAM at 0x0202402C and you can change aspects of the wildbattle by using the command 'setbytetooffset'. You can change a few things with this, such as the Pokemon's stats and nickname (You can see the data structure utilised here). For example, if I wanted to fight a level 5 Bulbasaur with 255 Special Defense specifically an excerpt of the script will look like this:

    Code:
    setwildbattle 0x1 0x5 0x0
    writebytetooffset 0xFF 0x202408E
    dowildbattle

    Unfortunately, a lot of the 'meat' (PokeRus infection, EVs, moves, happiness etc.) is encrypted/ DMAC protected meaning that it cannot be read/ easily edited without ASM to unlock it - JPAN's engine has the ability do this, but it is limited to only the party Pokemon at this time. This locked information is all located in the 'data' segment that you can see in the article I linked earlier.
     
    Last edited:
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