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  #26    
Old March 27th, 2008 (10:08 PM).
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Ah, I see.
So, I couldn't script at 00027BDC because it is not within the 0x4000 limit of $120366?
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  #27    
Old March 28th, 2008 (09:17 AM).
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That's exactly right.
  #28    
Old March 28th, 2008 (09:42 AM).
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Ah, I'm catching on finally.
Wrote a script at like 1 AM. Stuff's addicting.
Anyway, I got it to work mostly. Was just a simple message script.
Thank you for all your help, =D. You've been awesome.
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  #29    
Old April 13th, 2008 (12:02 PM).
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Quote originally posted by IIMarckus:
The other free space would be unsuitable because scripts have to be repointed to within their own data bank. A bank is 0x4000 bytes. This bank, for example, consists of all the data from 120000 to 123FFF. You could theoretically repoint the data to anywhere in this bank, but in the vast majority of cases it's best to use free space if it's available.
What if I made a Huge script and it accidentally enters another Bank? will it continue to work?
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Old April 13th, 2008 (12:12 PM).
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No, it will be cut off where the bank ends. At that point the game will probably crash, because it will start reading VRAM data as if it's the continuation of the script (which is something that should never happen).
  #31    
Old April 13th, 2008 (12:21 PM).
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Oh, ok. Thanks!

Btw, what's "NIH Syndrome"
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  #32    
Old April 15th, 2008 (09:19 PM).
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Quote:
MOVEMENTS
6A 47 4C xx xx 53 49 69 xx xx 90
Ok, New codes here. 69 is the movement of the talked-to person, and 68 is movement for any person but you have to put people no.
the command 69 requires a 2 byte pointer to the movement data and the movements are below. After you've pointed to the movements, end the movements with a 47 command. Ok, so you talk to someone, then they tell you something, and then the move around, yay! You made a movement script!
This doesn't explain how to change direction, and the compendium isn't very clear either. I try to turn to face a certain direction, but the character just turns and keeps moving down...
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  #33    
Old April 16th, 2008 (06:48 AM).
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Quote:
Always in order: down, up, left, right; always 4 per action

Moving scripts:
00 = Turn head
04 = ½ step
08 = slow step
0C = step
...
ie 0C = walk down, 0D = walk up, 0E = walk left, 0F = walk right
  #34    
Old April 16th, 2008 (03:34 PM).
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*Updated First post with ALL movements
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  #35    
Old April 17th, 2008 (05:37 PM).
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The "text block"/"text bank" labeling in Goldmap has nothing to do with text. It's actually the two-byte pointer to the script, as you can see if you check out the scripts in hex. That labeling can be confusing... makes you wonder why the Goldmap developers called it that.
  #36    
Old April 22nd, 2008 (05:54 PM).
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Yeah that is kinda weird.

Anyone know when a new gold map comes out?
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  #37    
Old April 23rd, 2008 (10:52 AM).
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This isn't for sure but I think work has been stopped on it, as the last version I have was copyrighted from 2000 to 2005.
  #38    
Old May 11th, 2008 (11:19 AM).
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i found this thread very helpful in starting up the scripts but i need to know how to set up a legendary pokemon event
i.e. an overworld sprite that when talked to says 'GYOOOOOO' and starts a battle with zapdos one time only
  #39    
Old May 11th, 2008 (12:10 PM).
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Quote originally posted by bigsteve:
i found this thread very helpful in starting up the scripts but i need to know how to set up a legendary pokemon event
i.e. an overworld sprite that when talked to says 'GYOOOOOO' and starts a battle with zapdos one time only
First realize what you need to do:

- Open text box
- Print text
- Start battle
- Set a flag so it only happens once

Now look at Tauwasser's document and see what commands you'll need. If you're having trouble, find the in-game scripts for Pokemon such as Ho-oh or Sudowoodo and see how they're built, then change it so that it'll use Zapdos.
  #40    
Old May 12th, 2008 (11:59 AM). Edited May 12th, 2008 by BigSteve.
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Quote originally posted by IIMarckus:
First realize what you need to do:

- Open text box
- Print text
- Start battle
- Set a flag so it only happens once

Now look at Tauwasser's document and see what commands you'll need. If you're having trouble, find the in-game scripts for Pokemon such as Ho-oh or Sudowoodo and see how they're built, then change it so that it'll use Zapdos.
1) where do i find the offsets for Sudowoodo?

2) in gold map what is the 'Person Number' for the bird icon?

3) can you link me a flags tutorial?

p.s. the reason im posting here is because if someone else decides to have a go at learning script they can refer here
  #41    
Old May 12th, 2008 (01:23 PM). Edited May 12th, 2008 by cooley.
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Code:
1. Using my tool, Megamap in the Toolbox. It will give you the Pointer though, just get the offset through A-point. I was so kind, I did it for you!

Sudowoodo Pointer: 4BAA61
Sudowoodo Offset: 12E1AA
2. You shouldn't change the people numbers through Gold map, you should try hex. And maybe a bit of Pksprite (overworld editor)

3. There is no flags tutorial, but I can teach you.

If you've ever hacked Firered/Leafgreen before, then you'll see that it is the same as Gold.

Firered:
checkflag 0x200
if 0x1 goto $pointer -----If it has been set then goto another pointer
...... -----If it hasn't then continue with the script
......
setflag 0x200 ------Set the flag, so that next time it can be checked, and won't happen again.
end

Gold:
31 10 00 09 xx xx ....... 33 10 00 90

31 = Check for flag
'requires 2 bytes which are the flag numbers

09 = Ram Check [2]
' 09 means "if yes" and 08 means "If no"

33 = Set a flag
'requires 2 bytes which are the flag numbers

90 = End script
'No parameters required

xx xx = Pointer to another script

10 00 = Flag ID you can use an flag you wish, but the numbers are reverse hex. 0010 = 1000 in-game. 1000 = 0010 in-game, etc.

....... = Script

That should explain everything, now to add it to the tutorial!

[2] =

Code:
06-0B RAM checks:                 

   
  06: When [RAM]=byte ...
  07: When [RAM]<>byte ...
  08: When [RAM]=0 ...
  09: When [RAM]<>0 ...
  0A: When [RAM]<byte ...
  0B: When [RAM]>byte ...
Italicized = Command
Underlined = Command parameters

By the way everyone, I updated the First Post with More commands and an Item and Pokemon List.

Enjoy!
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  #42    
Old May 13th, 2008 (07:39 AM).
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thanks, ive not hacked before so its all new to me and i dont have time to take in the flags stuff right now,

is there a reason Megamap's help thing comes up with Zeromap on the help screen and parts of it are written in german



i've added your msn btw
  #43    
Old May 13th, 2008 (07:43 AM).
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Quote originally posted by bigsteve:
is there a reason Megamap's help thing comes up with Zeromap on the help screen and parts of it are written in german
It does that because Megamap is an incomplete translation of a German tool called Zeromap. <_<
  #44    
Old May 13th, 2008 (12:35 PM).
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Quote originally posted by IIMarckus:
It does that because Megamap is an incomplete translation of a German tool called Zeromap. <_<

ah ok

can someone post a demo script that would make someone say 'Hello!' and give you a bulbasaur?
  #45    
Old May 14th, 2008 (08:42 AM).
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I have posted both message scripts and Givepokemon scripts, you figure it out now. Anyways, the message would need to point to a pointer in hex within the same bank. I can't do that for you, that's why you would need to do it on your own.

Here's the layout though:
6A 47 4C xx xx 53 49 2D 01 05 00 00 87 90

the 87 is the sound code for the game to play a "got a Pokemon/Item" song after the pokemon is given.

the xx xx is the last 4 bytes of the pointer to the text.

You should insert this text: 00 87 A4 AB AB AE E7 57
then point to the "00"

btw, the Text just means "Hello!" in hex
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  #46    
Old May 15th, 2008 (02:41 AM). Edited May 15th, 2008 by BigSteve.
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thanks man, i just needed that because i failed and got opcode errors from it and just got angry with it after 5 attempts

ok...
after doing that i got these -.-
the giving bulbasaur worked though
is my ROM dirty?
could the titlescreen patch affect this in any way?
  #47    
Old May 15th, 2008 (08:07 AM).
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Quote originally posted by bigsteve:
thanks man, i just needed that because i failed and got opcode errors from it and just got angry with it after 5 attempts

ok...
after doing that i got these -.-
the giving bulbasaur worked though
is my ROM dirty?
could the titlescreen patch affect this in any way?
It looks like you didn't load the font into RAM. Make sure you load the font beforehand, and load moving sprite tiles afterward.
  #48    
Old May 16th, 2008 (06:06 AM).
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Quote originally posted by IIMarckus:
It looks like you didn't load the font into RAM. Make sure you load the font beforehand, and load moving sprite tiles afterward.
i take it you mean the 47 4C bytes?
i get a fatal error when i try adding that and i get the messed up palette (as seen in the quick questions thread)
  #49    
Old May 17th, 2008 (01:27 PM). Edited May 17th, 2008 by Skeetendo, Inc..
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Also by using the different pointer codes you can actually point to scripts in other banks, and by using 4B instead of 4C to call text, you can use a 3 byte pointer to call text in another bank (These get used in Secrets and Rumours for the nurse at the Trade Center, so I don't have to keep re-entering the same text over and over).

And here is a list of Pic Numbers (in hex). Know that if it is on an outside map, not a cave or indoor map and you use a sprite that is not in that spriteset it will load your picture or a glitch instead. here is the list(NOT found by myself, but by Coolboyman):

Code:
SPRITE GUIDE R SOMETHIN

00 = You
01 = You
02 = You on Bike
03 = Kid with Gameboy
04 = Rival
05 = Prof Oak
06 = Red
07 = Blue
08 = Bill
09 = Old Man
0A = Koga's Daughter
0B = Kurt
0C = Mom
0D = Blaine
0E = Red's Mom
0F = Blue's Sister
10 = Prof Elm
11 = Will
12 = Falkner
13 = Whitney
14 = Bugsy
15 = Morty
16 = Chuck
17 = Jasmine
18 = Pryce
19 = Claire
1A = Brock
1B = Karen
1C = Bruno
1D = Misty
1E = Lance
1F = Lt. Surge
20 = Erika
21 = Koga
22 = Sabrina
23 = Man
24 = Girl
25 = Little Boy
26 = Little Girl
27 = Boy
28 = Other Girl
29 = Woman - Long Hair
2A = Beauty
2B = Some Guy
2C = DJ Ben
2D = Bald Man
2E = Woman
2F = Old Man w/ Glasses
30 = Old Woman
31 = Swimming Boy
32 = Swimming Girl
33 = Snorlax
34 = Surfing Pikachu?
35 = Rocket Member
36 = Rocket Member Female
37 = Nurse at Pokecenters
38 = Imakuni? (SaR)
39 = Cashier at Store
3A = Fat Man
3B = Man with Hat
3C = Scientist
3D = Kimono Girl
3E = Bald Old Man

40 = Top Hat Man
41 = Headband Wearing
42 = Game Corder Coin Lady
43 = Magnet Train Man
44 = Hiro!?!
45 = Bald Man
46 = S.S. Aqua Captain

48 = Advice man at GYM
49 = Sailor

4B = Man with Glasses
4C = Monster
4D = Clefairy
4E = Pidgey
4F = Charizard

54 = Item Ball
55 = Book

57 = Tree
58 = Nurse
59 = Smashable Rock
5A = Boulder
5B = Console
5C = Console
5D = Plant 
60 = Snorlax
61 = Notebook

69 = Slowpoke

82 = Meowth

85 = Oddish

8d = Poliwag

8f = Clefairy

91 = Abra

94 = Jigglypuff

99 = Miltank
9A = Machoke
9B = Voltorb

9D = Monster
9E = Pidgey

A0 = Gyrados


F0 = Console
F1 = Doll 1
F2 = Doll 2
F3 = Big Doll

F7 = Fuchsia Gym Trainer
F8 = Fuchsia Gym Trainer 2
F9 = Fuchsia Gym Trainer 3
FA = Fuchsia Gym Trainer 4
I tried to remove them, but any entry with (SaR) next to it or somethign similar designates what I have changed the sprite to in SaR.
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  #50    
Old May 18th, 2008 (01:08 AM).
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Quote originally posted by bigsteve:
i take it you mean the 47 4C bytes?
i get a fatal error when i try adding that and i get the messed up palette (as seen in the quick questions thread)
Maybe the issue is that you are not ending the code with a [49][90].

So it would go [47][4C][2-byte Pointers][49][90].
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