PKSV - Pokémon Script Editor + GUI
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April 15th, 2009 (12:24 PM). Edited July 15th, 2009 by score_under.
I program the *other* ASM.
Join Date: Aug 2005
Location: Hertfordshire, England
PKSV has now exited that annoying beta stage, the easter holidays really gave me a chance to work on it.
Now, for the additions:
#dynamic support (can be abbreviated #dyn). #dynamic and #dyn search for the first block of free space, so for example "#dynamic 0x700000" would search for free space after 0x700000. There is also #dyn2 which will overwrite space even if it is not free, starting exactly where you say. A dialog box will also allow you to see all dynamic offsets.
A movement planner (may need a little graphical revamp) accessed through Ctrl+M or the Tools menu:
Printing with multiple zoom levels and syntax highlighting.
"#eorg" command - like #org, but erases a script of the same length from that location. The best use of this is to open an existing script from AdvanceMap, replace all #org with #eorg, and compile again. This will delete the script and free up the space the script was using.
"Debug compile" option, which "pretends" to compile the script so you can check the log for errors in a particularly volatile script.
Now compiled in MS Visual C++.
Dropped again in favour of GCC's mean optimizer.
You can now drag-and-drop a ROM onto the window, or drag-and-drop a script onto the window to open it.
[2.0.1] Superfast compiling and decompiling with a DLL
[2.0.1] No need for PokeInc.txt, using a more compact "defines.dat" instead.
[2.0.1] PKSV engine version check to avoid compiler/IDE version mismatches.
Now with 200% more win!
PKSV: Perfect script editing
from Gold to Fire Red!
Plz not to PM me, I don't come here often enough. Email if you need me
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