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

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534
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11
Years
  • Age 26
  • Seen Jul 24, 2023
hello!
Well, I would like to know how to change the design of the trainer card in pokemon fire red.
I know the offset of the card and his pals, but not as ordering raw. Because the raw serves to the front and back of the card.
Well, I hope and I can help, thanks
Here's my answer:
Spoiler:


Well if you still have the original script uncompiled with dynamic offsets you can add in the random part no problem.

As for the weather part, I assume you would use level scripts with the setweather/doweather commands.

So I would still need to put new events in A-map? Or I just compile it using XSE and it will do its thing automatically?

clean roms and non-lunarips-patching required rom hacks

I personally use this one:
http://www.mediafire.com/?x8dbik80db0vkf2

Reply if it worked.
 
Last edited:
48
Posts
13
Years
  • Seen Feb 13, 2016
So I would still need to put new events in A-map? Or I just compile it using XSE and it will do its thing automatically?
Well you will need to have a Person Event with the Pidgey overworld sprite that has the script that karatekid552 posted for the random item giving after the battle. As for the weather, a level script that has code such as:
Code:
#dynamic 0x800000
#org @start
random 0x2
compare LASTRESULT 0x0
if 0x1 goto @sunny
compare LASTRESULT 0x1
if 0x1 goto @rainy
end

#org @sunny
setweather 0x1 //sets up the weather "0x1" which is "Sunny weather with clouds in water" in Advance Map
doweather //executes the weather set in the previous line
end

#org @rainy
setweather 0x3 //sets up the weather "0x3" which is "Rainy weather" in Advance Map
doweather
end
should be placed on each map on which you want the weather to vary. The type of level script should probably be "03 On entering map/not on menu close" I believe, although I have little experience with level scripts, so anyone can feel free to disagree with me on that. Anyway, I hope I could help.
 
534
Posts
11
Years
  • Age 26
  • Seen Jul 24, 2023
Well you will need to have a Person Event with the Pidgey overworld sprite that has the script that karatekid552 posted for the random item giving after the battle. As for the weather, a level script that has code such as:
Code:
#dynamic 0x800000
#org @start
random 0x2
compare LASTRESULT 0x0
if 0x1 goto @sunny
compare LASTRESULT 0x1
if 0x1 goto @rainy
end

#org @sunny
setweather 0x1 //sets up the weather "0x1" which is "Sunny weather with clouds in water" in Advance Map
doweather //executes the weather set in the previous line
end

#org @rainy
setweather 0x3 //sets up the weather "0x3" which is "Rainy weather" in Advance Map
doweather
end
should be placed on each map on which you want the weather to vary. The type of level script should probably be "03 On entering map/not on menu close" I believe, although I have little experience with level scripts, so anyone can feel free to disagree with me on that. Anyway, I hope I could help.

Okay thanks dude. Imma try it later.
 
534
Posts
11
Years
  • Age 26
  • Seen Jul 24, 2023
Oh, and do I need to implement it for every map?

EDIT: How do I test it? I have been going back and forth from map to map and still sunny.
 
Last edited:
48
Posts
13
Years
  • Seen Feb 13, 2016
Yes, you will need to put it on every map you want to have random weather, and I can't think of why it would be doing that. I'll have to test it out myself, but I don't have much time at the moment.
 
534
Posts
11
Years
  • Age 26
  • Seen Jul 24, 2023
In my case, I use level script number 3 for my hack SkyLine.

Thanks I'll try it later. BTW the example of Loot script you gave doesn't compile.
It says "Error 13 'Type Mismatch' on line 6 Missing #define or parameter. Line msgbox @pidgey 0x6.
 

destinedjagold

You can contact me in PC's discord server...
8,593
Posts
16
Years
  • Age 33
  • Seen Dec 23, 2023
Thanks I'll try it later. BTW the example of Loot script you gave doesn't compile.
It says "Error 13 'Type Mismatch' on line 6 Missing #define or parameter. Line msgbox @pidgey 0x6.

brad, obvious na sana ang solusyon n'yan kung alam mo ang basics of scripting.
---
bro, the solution would have been pretty obvious if you know the basics of scripting.

it means that XSE couldn't find the text address of msgbox @pidgey 0x6
Add this line of code.

#org @pidgey
= hey, this is text.

 
Last edited:

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
Thanks I'll try it later. BTW the example of Loot script you gave doesn't compile.
It says "Error 13 'Type Mismatch' on line 6 Missing #define or parameter. Line msgbox @pidgey 0x6.

You need a text portion that is:

#org @pidgey
= hey, this is text.

If you have it, make sure it isn't spelled wrong, and make sure you are using XSE 1.1.1.
 
534
Posts
11
Years
  • Age 26
  • Seen Jul 24, 2023


brad, obvious na sana ang solusyon n'yan kung alam mo ang basics of scripting.
---
bro, the solution would have been pretty obvious if you know the basics of scripting.

it means that XSE couldn't find the text address of msgbox @pidgey 0x6

Di ko kc alam kung ano ilalagay ko at nagiba ung commands kc update ko ung XSE

-----
I didn't know what to put and commands were changed because I updated XSE just now.

Sorry LOL! That's why I posted in the Simple Questions Thread.

You need a text portion that is:

#org @pidgey
= hey, this is text.

If you have it, make sure it isn't spelled wrong, and make sure you are using XSE 1.1.1.

Tnx dude.

EDIT:How about this one, I got an Error again:
Spoiler:
 
Last edited:

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
Di ko kc alam kung ano ilalagay ko at nagiba ung commands kc update ko ung XSE

-----
I didn't know what to put and commands were changed because I updated XSE just now.

Sorry LOL! That's why I posted in the Simple Questions Thread.



Tnx dude.

EDIT:How about this one, I got an Error again:
Spoiler:
Spoiler:
 
534
Posts
11
Years
  • Age 26
  • Seen Jul 24, 2023
Ummmm, lol? Try changing 0 to 0x0, it isn't best to mix hex and decimal. It makes it a little harder to read. Choose one and stick with it.

Wait, are you talking about the giveitem section later?

Btw: open XSE. Hit F1. You're welcome:p.

Okay thanks. Fixed it again. But what if I remove the random command, will I get only an ORAN BERRY if I win?

EDIT: Fixed it! What about this one:
I made it so that I would get 5 ORAN BERRIES if I win but when I win, it says "You got an ORAN BERRY!" Instead of "You got 5 ORAN BERRIES!". How do I fix that?
 
Last edited:

kearnseyboy6

Aussie's Toughest Mudder
300
Posts
15
Years
  • Seen Jun 22, 2019
Hello everyone, I am having trouble with extending the 'sethealingplaces' table written by Link here:

http ://www .romhackersonline.com/social/tutorials/view/extending-sethealingplace-on-pok-233mon-firered/

The nurse can heal my pokemon without crashing, but when I lose a battle the game freezes on a black screen before warping me to the centre.

Nevertheless I can follow the tutorial well except for the 'random bytes' section where he doesn't state how long the table is... I assumed 20 (for 20 centres) and selected it and pasted and repointed. This is the only part I guessed and the rest I folloed to a Tee!

Any help would be great!

Thanks
 
22
Posts
12
Years
  • Seen May 18, 2021
Here's my answer:
If you know the offset and palette, open it in NSE 2.1. And then edit that or you can import your new image using the Import function. Then hit Save. Fix Pointers and your good. About the raw, do you know its unlz-GBA number? If so, Hit raw dump once you locate it. Usually it's just in the next offset of the image. So after saving the raw file, open your edited or your own image with NTME or Professional Tilemap Creator then load tilemap from .raw which is the one you saved earlier and from there edit the order of things. I hope I helped you.

Sure, I did the first in the NSE, the raw arm in the sphere editor, but I turned out, proves to UNLZ-Gba
thank you! ^ ^
 

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
Okay thanks. Fixed it again. But what if I remove the random command, will I get only an ORAN BERRY if I win?

EDIT: Fixed it! What about this one:
I made it so that I would get 5 ORAN BERRIES if I win but when I win, it says "You got an ORAN BERRY!" Instead of "You got 5 ORAN BERRIES!". How do I fix that?

You will need to do this manually. There is no automatic way, since the game can't conjugate nouns (BERRY->BERRIES) so you would have to type in the msg yourself. You see, the giveitem command actually has three parts: givetem 0x[item] 0x[amount] 0x[msgtype].

I can't remember quite how to, but I know that msg types 00 and 01 will yeild "play obtained...." and "player found...." respectively, so play with the command until you can get the berries without the message. Then, on the next line, just add a msgbox command and add in the appropriate message yourself.
 
534
Posts
11
Years
  • Age 26
  • Seen Jul 24, 2023
@karatekid552 - Thanks bro.

I got a new question, this script:
Code:
Offset 92BFBA

'-----------------------
#org 0x92BFBA
goto 0x89DB2AC
end

'-----------------------
#org 0x9DB2AC
call 0x892D901
call 0x892BD97
buffernumber 0x1 0x8006
buffernumber 0x2 0x8007
compare 0x8006 0xA
if 0x0 goto 0x89DB2E5
compare 0x8007 0xA
if 0x0 goto 0x892BFE2
msgbox 0x892BE44 '"Today is [buffer1], [buffer2]:[buff..."
callstd 0x2
release
end

'-----------------------
#org 0x92D901
copybyte 0x20370CA 0x300553D
copybyte 0x20370CE 0x300553E
copybyte 0x20370CC 0x300553F
copybyte 0x20370C8 0x3005540
copybyte 0x20370C2 0x3005541
copybyte 0x20370C4 0x3005542
copybyte 0x20370C6 0x3005543
compare 0x8006 0x0
if 0x1 call 0x892DB4F
compare 0x8006 0x1
if 0x1 call 0x892DB4F
compare 0x8006 0x2
if 0x1 call 0x892DB4F
compare 0x8006 0x3
if 0x1 call 0x892DB39
compare 0x8006 0x4
if 0x1 call 0x892DB39
compare 0x8006 0x5
if 0x1 call 0x892DB39
compare 0x8006 0x6
if 0x1 call 0x892DB44
compare 0x8006 0x7
if 0x1 call 0x892DB44
compare 0x8006 0x8
if 0x1 call 0x892DB44
compare 0x8006 0x9
if 0x1 call 0x892DB44
compare 0x8006 0xA
if 0x1 call 0x892DB44
compare 0x8006 0xB
if 0x1 call 0x892DB44
compare 0x8006 0xC
if 0x1 call 0x892DB44
compare 0x8006 0xD
if 0x1 call 0x892DB44
compare 0x8006 0xE
if 0x1 call 0x892DB44
compare 0x8006 0xF
if 0x1 call 0x892DB44
compare 0x8006 0x10
if 0x1 call 0x892DB44
compare 0x8006 0x11
if 0x1 call 0x892DB44
compare 0x8006 0x12
if 0x1 call 0x892DB44
compare 0x8006 0x13
if 0x1 call 0x892DB44
compare 0x8006 0x14
if 0x1 call 0x892DB44
compare 0x8006 0x15
if 0x1 call 0x892DB4F
compare 0x8006 0x16
if 0x1 call 0x892DB4F
compare 0x8006 0x17
if 0x1 call 0x892DB4F
call 0x8972B24
return

'-----------------------
#org 0x92BD97
checkflag 0x17C2
if 0x1 call 0x8973D17
checkflag 0x17C2
if 0x0 call 0x8973CC8
return

'-----------------------
#org 0x9DB2E5
compare 0x8007 0xA
if 0x0 goto 0x89DB2FB
msgbox 0x89DB305 '"Today is [buffer1], 0[buffer2]:[buf..."
callstd 0x2
release
end

'-----------------------
#org 0x92BFE2
msgbox 0x892D8EB '"Today is [buffer1], [buffer2]:0[buf..."
callstd 0x2
release
end

'-----------------------
#org 0x92DB4F
setflag 0x1765
setflag 0x1764
clearflag 0x1766
return

'-----------------------
#org 0x92DB39
setflag 0x1765
setflag 0x1766
clearflag 0x1764
return

'-----------------------
#org 0x92DB44
setflag 0x1764
setflag 0x1766
clearflag 0x1765
return

'-----------------------
#org 0x972B24
checkflag 0x17C2
if 0x1 call 0x8972B38
checkflag 0x17C2
if 0x0 call 0x8972B87
return

'-----------------------
#org 0x973D17
compare 0x8005 0x0
if 0x1 goto 0x892BDEE
compare 0x8005 0x1
if 0x1 goto 0x892BDF6
compare 0x8005 0x2
if 0x1 goto 0x892BDFE
compare 0x8005 0x3
if 0x1 goto 0x892BE24
compare 0x8005 0x4
if 0x1 goto 0x892BE2C
compare 0x8005 0x5
if 0x1 goto 0x892BE34
compare 0x8005 0x6
if 0x1 goto 0x892BE3C
return

'-----------------------
#org 0x973CC8
compare 0x8005 0x1
if 0x1 goto 0x892BDEE
compare 0x8005 0x2
if 0x1 goto 0x892BDF6
compare 0x8005 0x3
if 0x1 goto 0x892BDFE
compare 0x8005 0x4
if 0x1 goto 0x892BE24
compare 0x8005 0x5
if 0x1 goto 0x892BE2C
compare 0x8005 0x6
if 0x1 goto 0x892BE34
compare 0x8005 0x0
if 0x1 goto 0x892BE3C
return

'-----------------------
#org 0x9DB2FB
msgbox 0x89E1F50 '"Today is [buffer1], 0[buffer2]:0[bu..."
callstd 0x2
end

'-----------------------
#org 0x972B38
compare 0x8005 0x0
if 0x1 call 0x892DA98
compare 0x8005 0x1
if 0x1 call 0x892DAAF
compare 0x8005 0x2
if 0x1 call 0x892DAC6
compare 0x8005 0x3
if 0x1 call 0x892DADD
compare 0x8005 0x4
if 0x1 call 0x892DAF4
compare 0x8005 0x5
if 0x1 call 0x892DB0B
compare 0x8005 0x6
if 0x1 call 0x892DB22
return

'-----------------------
#org 0x972B87
compare 0x8005 0x1
if 0x1 call 0x892DA98
compare 0x8005 0x2
if 0x1 call 0x892DAAF
compare 0x8005 0x3
if 0x1 call 0x892DAC6
compare 0x8005 0x4
if 0x1 call 0x892DADD
compare 0x8005 0x5
if 0x1 call 0x892DAF4
compare 0x8005 0x6
if 0x1 call 0x892DB0B
compare 0x8005 0x0
if 0x1 call 0x892DB22
return

'-----------------------
#org 0x92BDEE
bufferstring 0x0 0x892BE5A '"Monday"
return

'-----------------------
#org 0x92BDF6
bufferstring 0x0 0x892BE63 '"Tuesday"
return

'-----------------------
#org 0x92BDFE
bufferstring 0x0 0x892BE6D '"Wednesday"
return

'-----------------------
#org 0x92BE24
bufferstring 0x0 0x89667B2 '"Thursday"
return

'-----------------------
#org 0x92BE2C
bufferstring 0x0 0x892BE83 '"Friday"
return

'-----------------------
#org 0x92BE34
bufferstring 0x0 0x892BE8C '"Saturday"
return

'-----------------------
#org 0x92BE3C
bufferstring 0x0 0x892BE97 '"Sunday"
return

'-----------------------
#org 0x92DA98
clearflag 0x1204
setflag 0x1205
setflag 0x120C
setflag 0x1207
setflag 0x120A
setflag 0x1208
setflag 0x1203
return

'-----------------------
#org 0x92DAAF
clearflag 0x1205
setflag 0x1204
setflag 0x120C
setflag 0x1207
setflag 0x120A
setflag 0x1208
setflag 0x1203
return

'-----------------------
#org 0x92DAC6
clearflag 0x120C
setflag 0x1205
setflag 0x1204
setflag 0x1207
setflag 0x120A
setflag 0x1208
setflag 0x1203
return

'-----------------------
#org 0x92DADD
clearflag 0x1207
setflag 0x1205
setflag 0x120C
setflag 0x1204
setflag 0x120A
setflag 0x1208
setflag 0x1203
return

'-----------------------
#org 0x92DAF4
clearflag 0x120A
setflag 0x1205
setflag 0x120C
setflag 0x1207
setflag 0x1204
setflag 0x1208
setflag 0x1203
return

'-----------------------
#org 0x92DB0B
clearflag 0x1208
setflag 0x1205
setflag 0x120C
setflag 0x1207
setflag 0x120A
setflag 0x1204
setflag 0x1203
return

'-----------------------
#org 0x92DB22
clearflag 0x1203
setflag 0x1205
setflag 0x120C
setflag 0x1207
setflag 0x120A
setflag 0x1208
setflag 0x1204
return


'---------
' Strings
'---------
#org 0x92BE44
= Today is [buffer1], [buffer2]:[buffer3].

#org 0x9DB305
= Today is [buffer1], 0[buffer2]:[buffer3].

#org 0x92D8EB
= Today is [buffer1], [buffer2]:0[buffer3].

#org 0x9E1F50
= Today is [buffer1], 0[buffer2]:0[buffer3].

#org 0x92BE5A
= Monday

#org 0x92BE63
= Tuesday

#org 0x92BE6D
= Wednesday

#org 0x9667B2
= Thursday

#org 0x92BE83
= Friday

#org 0x92BE8C
= Saturday

#org 0x92BE97
= Sunday

This was originally compiled in Fire Red. It works well, it checks the date and time and says:
Code:
 Today is (Day of the Week), (Hour):(Minutes)
in RTC.

But when I compile it to RUBY, it always says:
Code:
 Today is Sunday, 00:00

Is this an error of RUBY? I already inserted an RTC in RUBY using DNS but still the same.

Hello everyone, I am having trouble with extending the 'sethealingplaces' table written by Link here:

http ://www .romhackersonline.com/social/tutorials/view/extending-sethealingplace-on-pok-233mon-firered/

The nurse can heal my pokemon without crashing, but when I lose a battle the game freezes on a black screen before warping me to the centre.

Nevertheless I can follow the tutorial well except for the 'random bytes' section where he doesn't state how long the table is... I assumed 20 (for 20 centres) and selected it and pasted and repointed. This is the only part I guessed and the rest I folloed to a Tee!

Any help would be great!

Thanks

Why don't you try doing it again? Understand every bit of word and sentence and absorb it in your mind. Lol! I'll try later but I think it will work out perfectly for me.
 
Last edited:
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