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

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Renegade

Time for real life...
995
Posts
12
Years
  • Here is the exact script generated by pokescript...

    #org 0x874015A
    '-----------------------------------
    copyvarifnotzero 0x8000 TM03
    copyvarifnotzero 0x8001 0x1
    callstd MSG_FIND ' PLAYER found one XXXXXX!
    end

    Oh, sorry, I don't use Pokescript anymore. I switched to XSE a while ago. I'm not sure what the problem is. Sorry!
     

    Renegade

    Time for real life...
    995
    Posts
    12
    Years
  • NurseBarbra

    くら くら?
    322
    Posts
    13
    Years
    • Age 29
    • Seen Feb 4, 2017
    Hey people, NurseB here.
    I was wondering if anybody here knew the default worldmap pallet offset for pokemon firered. I'm inserting the worldmap but I don't know the pallet no, so it's currently all yellow and such.
     

    Renegade

    Time for real life...
    995
    Posts
    12
    Years
  • Hello, something is really bothering me.

    In Hackmew's "StartMapCA" tool, is it possible to change the Y Coordinate? I'm using a FireRed ROM. Also, is it possible to enter 2 digits into the start position coordinates?

    Thanks.
     

    itman

    Back to ROM hacking. :D
    98
    Posts
    16
    Years
    • Seen Feb 5, 2014
    Hello, something is really bothering me.

    In Hackmew's "StartMapCA" tool, is it possible to change the Y Coordinate? I'm using a FireRed ROM. Also, is it possible to enter 2 digits into the start position coordinates?

    Thanks.

    It's really meant for beginner hacks that don't change the starting room but just want the player a few spaces over...I wouldn't suggest using it really.

    The best thing you can do is just move the map to fit where you want to start. Like grosser block the whole thing and paste the map a few spots down for the y and over for the x. Method credited to Redriders.
     

    Renegade

    Time for real life...
    995
    Posts
    12
    Years
  • It's really meant for beginner hacks that don't change the starting room but just want the player a few spaces over...I wouldn't suggest using it really.

    The best thing you can do is just move the map to fit where you want to start. Like grosser block the whole thing and paste the map a few spots down for the y and over for the x. Method credited to Redriders.

    Hmm. I thought of doing that earlier. Ok then, thanks.
     

    T!M

    Four Category MoTY (VG) Winner
    1,422
    Posts
    15
    Years
  • Using PET my ROM crashes when I try to battle YOUNGSTER TOMMY in the RUSTBORO GYM in a RUBY HACK I'm making...

    The problem: After he does his speaking part, the battle screen blacks out and he music is heard but nothing can be seen or done beyond that. How do I fix this.
     

    DaleFails

    Pokémon: Giovanni Origins developer
    206
    Posts
    12
    Years
    • Seen yesterday
    One thing I really want to is be able to give the player in a hack a random Pokemon.

    I know the basic givepokemon script, for example, a level 5 Bulbasaur is

    Givepokemon 1 5 0

    However, I want to be able to give the Player a random level 35 Pokemon from ALL the Pokemon in a Firered ROM, including evolutions and legendaries. Is there such a script?
     

    DrFuji

    [I]Heiki Hecchara‌‌[/I]
    1,691
    Posts
    14
    Years
  • One thing I really want to is be able to give the player in a hack a random Pokemon.

    I know the basic givepokemon script, for example, a level 5 Bulbasaur is

    Givepokemon 1 5 0

    However, I want to be able to give the Player a random level 35 Pokemon from ALL the Pokemon in a Firered ROM, including evolutions and legendaries. Is there such a script?

    You can make the command utilise a variable which holds a random number and then give you the Pokemon that corresponds to it. It would look like this in XSE:

    Code:
    ...
    random 0x0181
    copyvar 0x8004 0x800D
    addvar 0x8004 0x1 // This is to shift the variable, otherwise it will have a result of 0 at times
    compare 0x8004 0xFB
    if 0x2 call @HoennPokemon // Skipping the empty Pokemon slots between Celebi and Treecko
    givepokemon 0x8004 0x23 0x0 0x0 0x0 0x0
    ...
    
    #org @HoennPokemon
    addvar 0x8004 0x1A 
    return
     

    DaleFails

    Pokémon: Giovanni Origins developer
    206
    Posts
    12
    Years
    • Seen yesterday
    You can make the command utilise a variable which holds a random number and then give you the Pokemon that corresponds to it. It would look like this in XSE:

    Code:
    ...
    random 0x0181
    copyvar 0x8004 0x800D
    addvar 0x8004 0x1 // This is to shift the variable, otherwise it will have a result of 0 at times
    compare 0x8004 0xFB
    if 0x2 call @HoennPokemon // Skipping the empty Pokemon slots between Celebi and Treecko
    givepokemon 0x8004 0x23 0x0 0x0 0x0 0x0
    ...
    
    #org @HoennPokemon
    addvar 0x8004 0x1A 
    return

    Thank you! :)

    My second question!

    I have created a third of a new region for my new hack on a ROM, however as I have done a complete tile revamp I have inserted new tilesets multiple times and I believe this has bugged the ROM, crashing it whenever I goo to a different map IN GAME.

    I saved the maps, tilesets, Block palettes and colour palettes into organised folders and transferred them over to a clean Firered ROM. Everything has gone over except when I try and load the blocks for what is currently set as Tileset 2, it instead loads the top blocks from tileset 1 (Nature tileset).

    How dfo I do it so it actually loads tileset 2 rather than keep giving me tilesets 1 blocks? As creating the blocks all over again will take hours...
     

    Robert Conley

    GPXPlus.net/user/Robert+Conley
    330
    Posts
    15
    Years
  • Is there a list somewhere of ALL of the specials that can be use in XSE for Fire Red? Also a tutorial that covers movement scripting in XSE? I've looked in a few of the scripting tutorials and noene seem to cover these.
     

    redriders180

    Mastermind of Pokemon Glazed
    314
    Posts
    13
    Years
  • Thank you! :)

    My second question!

    I have created a third of a new region for my new hack on a ROM, however as I have done a complete tile revamp I have inserted new tilesets multiple times and I believe this has bugged the ROM, crashing it whenever I goo to a different map IN GAME.

    I saved the maps, tilesets, Block palettes and colour palettes into organised folders and transferred them over to a clean Firered ROM. Everything has gone over except when I try and load the blocks for what is currently set as Tileset 2, it instead loads the top blocks from tileset 1 (Nature tileset).

    How dfo I do it so it actually loads tileset 2 rather than keep giving me tilesets 1 blocks? As creating the blocks all over again will take hours...

    I believe that importing and exporting blocks from Tileset 2 accidentally imports and exports Tileset 1s blocks in A-map. It's probably a bug or something. The only thing you can do is make them by hand, or copy paste in a hex editor, but I don't know where that kind of data is stored, or even HOW it's stored. If you make the tiles as you go, it isn't so bad, at least.

    Is there a list somewhere of ALL of the specials that can be use in XSE for Fire Red? Also a tutorial that covers movement scripting in XSE? I've looked in a few of the scripting tutorials and noene seem to cover these.

    http://www.pokecommunity.com/showthread.php?t=184273 for Specials, and http://www.pokecommunity.com/showthread.php?t=164276 for Movements.
     

    Robert Conley

    GPXPlus.net/user/Robert+Conley
    330
    Posts
    15
    Years
  • Thanks to both of you!

    One more thing, how do you change the language in Amap and have it stay changed? For some reason the language it opens in isn't english, even though that's what I set it to. I try using the settings menu but every time I close and reopen it it changes back. I'm not sure what language it is but palette is called alabastia.
     
    Last edited:

    thanethane98

    Self Proclaimed Expert
    82
    Posts
    11
    Years
    • Seen Nov 16, 2013
    Hey, does anybody know where the script for the TV is at the beginning of the game in Ruby, where your mom brings you over to it and goes through a few messages? I've been trying to find the script for it on Advance Map, but I can't seem to. :/
     

    miksy91

    Dark Energy is back in action! ;)
    1,480
    Posts
    15
    Years
  • Hey, does anybody know where the script for the TV is at the beginning of the game in Ruby, where your mom brings you over to it and goes through a few messages? I've been trying to find the script for it on Advance Map, but I can't seem to. :/
    Download a table file and a hex editor.
    Search for the text that is displayed during that script and a pointer to that text which leads you to the script command of "msgbox @text" in which that @text displays the text that is shown during the script. The rest of that script is located before and after the msgbox code.

    This sounds probably quite difficult but it's much more simple than you realize. There are bound to be some text editing tutorials here so check one out and see how it's done.
     
    21
    Posts
    11
    Years
    • Seen Jul 26, 2012
    I know I am reposting this but switching to a different scripter was not helping me...

    Hello, not sure if anyone read past the thank you on my last post so I'm just gonna explain my new problem here haha...

    When I leave a map via a warp or etc, and then return to said map the items all 'respawn' if you will. How do I stop this? Is it one of the unknowns on A M or a scripting problem?

    Here is the exact script generated by pokescript...

    #org 0x874015A
    '-----------------------------------
    copyvarifnotzero 0x8000 TM03
    copyvarifnotzero 0x8001 0x1
    callstd MSG_FIND ' PLAYER found one XXXXXX!
    end
     

    redriders180

    Mastermind of Pokemon Glazed
    314
    Posts
    13
    Years
  • I know I am reposting this but switching to a different scripter was not helping me...

    Hello, not sure if anyone read past the thank you on my last post so I'm just gonna explain my new problem here haha...

    When I leave a map via a warp or etc, and then return to said map the items all 'respawn' if you will. How do I stop this? Is it one of the unknowns on A M or a scripting problem?

    Here is the exact script generated by pokescript...

    #org 0x874015A
    '-----------------------------------
    copyvarifnotzero 0x8000 TM03
    copyvarifnotzero 0x8001 0x1
    callstd MSG_FIND ' PLAYER found one XXXXXX!
    end

    I believe you switched to XSE, so the above script won't accomplish anything. In XSE, you just need to use this script:

    #dynamic 0x800000
    #org @start
    giveitem ITEM_TM03 0x1 MSG_OBTAIN
    end

    and give the Item Ball OW a unique person ID.
     
    Last edited:
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