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Originally Posted by zatch325
Hey hey hey! hey hey hey hey.... ok, you listening? Ok, Good, so I'm a newb here, and I don't know any kind of way to code, can you teach me with a step by step process on how to use the PKSVUI? because it's difficuilt to work it when you clueless on how to code
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It gets easier when you're more accustomed to this kind of scripting.
The best way to see an example script is to decompile one - for example, the berry script in Pokémon Ruby is the default address for decompiling from (press F8 in PKSV-UI and you will see what I mean).
If you want to see the "Burrito of Doom" script, then go back to the first page...
But if you want to know what things do first, a basic guide:
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#org : Starts writing data to this offset. Only the last 6 hex digits of the offset are used, as GBA can't handle more than this. If you don't define it in hex, then it is converted to hex first (internally).
#define : Not used in decompiled scripts. Applies an alias to a value. (eg. #define dead-food 0xDEADF00D , or #define newspace FREESPACE100). If you define something as free space, use the format "#define NAME freespaceAMOUNT", where name is what you want to call the free space and amount is how much space you need, in bytes in hex.
#raw : Writes 1 byte to ROM. In other words, if you are trying to write something bigger than 255 (0xFF) then you need more #raw blocks, or a "." command.
. : Not used in decompiled scripts. Writes a hex string to a ROM. (eg. ". Deface dead f00d" would write the hex string "DE FA CE DE AD F0 0D" to ROM)
jump : Continues script execution at a different position.
call : Same as jump, but a "return" will cause it to return to the position this command is at.
message X/showmsg/waitbutton/closemsg : Shows the message at offset X.
msgbox X/callstd MSG_NORMAL : Same as above, but not as flexible.
loadpointer 0 X/callstd MSG_NORMAL : Not used in decompiled scripts. Now you're just being silly.
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I hope this is enough for you to get started!
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