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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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View Poll Results: What do you think about the current command names?
Good enough 10 45.45%
I would change some of them 8 36.36%
Honestly I don't care a lot 4 18.18%
Voters: 22. You may not vote on this poll

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  #1    
Old November 13th, 2008 (06:42 AM).
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While working on XSE, I decided to eventually adjust the commands names so they would fit better with yourselves.
Command names should be standardized from now on, but choosing a good name isn't a trivial job.
So, if you think you have a better name for an existing command, suggest it here as long as it wasn't suggested already.

Few notes: the fact your suggested a shorter name doesn't mean it's automatically better than an existing, longer one.
Names need to be concise yet descriptive so you don't type to type too much and, at the same time, you can grasp the meaning easily.
Whenever you suggest anything, try argumenting your choice(s).
Don't forget that you shouldn't suggest anything about a command you don't even know how it works. Especially for the unknown ones, of course.

Below you can find the full, actual list:

Spoiler:
  • 0x00 - nop
  • 0x01 - nop1
  • 0x02 - end
  • 0x03 - return
  • 0x04 - call
  • 0x05 - goto
  • 0x06 - if
  • 0x07 - if2
  • 0x08 - gotostd
  • 0x09 - callstd
  • 0x0A - gotostdif
  • 0x0B - callstdif
  • 0x0C - jumpram
  • 0x0D - killscript
  • 0x0E - setbyte
  • 0x0F - loadpointer
  • 0x10 - setbyte2
  • 0x11 - writebytetooffset
  • 0x12 - loadbytefrompointer
  • 0x13 - setfarbyte
  • 0x14 - copyscriptbanks
  • 0x15 - copybyte
  • 0x16 - setvar
  • 0x17 - addvar
  • 0x18 - subvar
  • 0x19 - copyvar
  • 0x1A - copyvarifnotzero
  • 0x1B - comparebanks
  • 0x1C - comparebanktobyte
  • 0x1D - comparebanktofarbyte
  • 0x1E - comparefarbytetobank
  • 0x1F - comparefarbytetobyte
  • 0x20 - comparefarbytes
  • 0x21 - compare
  • 0x22 - comparevars
  • 0x23 - callasm
  • 0x24 - cmd24
  • 0x25 - special
  • 0x26 - special2
  • 0x27 - waitstate
  • 0x28 - pause
  • 0x29 - setflag
  • 0x2A - clearflag
  • 0x2B - checkflag
  • 0x2C - cmd2c
  • 0x2D - cmd2d
  • 0x2E - resetvars
  • 0x2F - sound
  • 0x30 - checksound
  • 0x31 - fanfare
  • 0x32 - waitfanfare
  • 0x33 - playsong
  • 0x34 - playsong2
  • 0x35 - fadedefault
  • 0x36 - fadesong
  • 0x37 - fadeout
  • 0x38 - fadein
  • 0x39 - warp
  • 0x3A - warp2
  • 0x3B - warpwalk
  • 0x3C - warphole
  • 0x3D - warpteleport
  • 0x3E - warp3
  • 0x3F - warpelevator
  • 0x40 - warp4
  • 0x41 - warp5
  • 0x42 - getplayerpos
  • 0x43 - countpokemon
  • 0x44 - additem
  • 0x45 - removeitem
  • 0x46 - checkitemamount
  • 0x47 - checkitem
  • 0x48 - checkitemtype
  • 0x49 - addpcitem
  • 0x4A - checkpcitem
  • 0x4B - adddecoration
  • 0x4C - removedecoration
  • 0x4D - testdecoration
  • 0x4E - checkdecoration
  • 0x4F - applymovement
  • 0x50 - applymovement2
  • 0x51 - waitmovement
  • 0x52 - waitmovement2
  • 0x53 - hidesprite
  • 0x54 - hidesprite2
  • 0x55 - showsprite
  • 0x56 - showsprite2
  • 0x57 - movesprite
  • 0x58 - spritevisible
  • 0x59 - spriteinvisible
  • 0x5A - faceplayer
  • 0x5B - spriteface
  • 0x5C - trainerbattle
  • 0x5D - repeattrainerbattle
  • 0x5E - endtrainerbattle
  • 0x5F - endtrainerbattle2
  • 0x60 - checktrainerflag
  • 0x61 - cleartrainerflag
  • 0x62 - settrainerflag
  • 0x63 - movesprite2
  • 0x64 - moveoffscreen
  • 0x65 - spritebehave
  • 0x66 - waitmsgbox
  • 0x67 - msgbox2
  • 0x68 - closeonkeypress
  • 0x69 - lockall
  • 0x6A - lock
  • 0x6B - releaseall
  • 0x6C - release
  • 0x6D - waitkeypress
  • 0x6E - yesnobox
  • 0x6F - multichoice
  • 0x70 - multichoice2
  • 0x71 - multichoice3
  • 0x72 - showbox
  • 0x73 - hidebox
  • 0x74 - clearbox
  • 0x75 - showpokepic
  • 0x76 - hidepokepic
  • 0x77 - showcontestwinner
  • 0x78 - braille
  • 0x79 - givepokemon
  • 0x7A - giveegg
  • 0x7B - setpkmnpp
  • 0x7C - checkattack
  • 0x7D - bufferpokemon
  • 0x7E - bufferfirstpokemon
  • 0x7F - bufferpokemon2
  • 0x80 - bufferitem
  • 0x81 - bufferdecoration
  • 0x82 - bufferattack
  • 0x83 - buffernumber
  • 0x84 - bufferstd
  • 0x85 - bufferstring
  • 0x86 - pokemart
  • 0x87 - pokemart2
  • 0x88 - pokemart3
  • 0x89 - pokecasino
  • 0x8A - cmd8a
  • 0x8B - choosecontestpkmn
  • 0x8C - startcontest
  • 0x8D - showcontestresults
  • 0x8E - contestlinktransfer
  • 0x8F - random
  • 0x90 - givemoney
  • 0x91 - paymoney
  • 0x92 - checkmoney
  • 0x93 - showmoney
  • 0x94 - hidemoney
  • 0x95 - updatemoney
  • 0x96 - cmd96
  • 0x97 - fadescreen
  • 0x98 - fadescreen2
  • 0x99 - darken
  • 0x9A - lighten
  • 0x9B - msgbox3
  • 0x9C - doanimation
  • 0x9D - setanimation
  • 0x9E - checkanimation
  • 0x9F - sethealingplace
  • 0xA0 - checkgender
  • 0xA1 - cry
  • 0xA2 - setmaptile
  • 0xA3 - resetweather
  • 0xA4 - setweather
  • 0xA5 - doweather
  • 0xA6 - cmda6
  • 0xA7 - setmapfooter
  • 0xA8 - spritelevelup
  • 0xA9 - restorespritelevel
  • 0xAA - createsprite
  • 0xAB - spriteface2
  • 0xAC - setdooropened
  • 0xAD - setdoorclosed
  • 0xAE - doorchange
  • 0xAF - setdooropened2
  • 0xB0 - setdoorclosed2
  • 0xB1 - cmdb1
  • 0xB2 - cmdb2
  • 0xB3 - checkcoins
  • 0xB4 - givecoins
  • 0xB5 - removecoins
  • 0xB6 - setwildbattle
  • 0xB7 - dowildbattle
  • 0xB8 - setvirtualaddress
  • 0xB9 - virtualgoto
  • 0xBA - virtualcall
  • 0xBB - virtualgotoif
  • 0xBC - virtualcallif
  • 0xBD - virtualmsgbox
  • 0xBE - virtualloadpointer
  • 0xBF - virtualbuffer
  • 0xC0 - showcoins
  • 0xC1 - hidecoins
  • 0xC2 - updatecoins
  • 0xC3 - cmdc3
  • 0xC4 - warp6
  • 0xC5 - waitcry
  • 0xC6 - bufferboxname
  • 0xC7 - textcolor
  • 0xC8 - cmdc8
  • 0xC9 - cmdc9
  • 0xCA - msgboxsign
  • 0xCB - msgboxnormal
  • 0xCC - comparehiddenvar
  • 0xCD - setobedience
  • 0xCE - checkobedience
  • 0xCF - executeram
  • 0xD0 - setworldmapflag
  • 0xD1 - warpteleport2
  • 0xD2 - setcatchlocation
  • 0xD3 - braille2
  • 0xD4 - bufferitems
  • 0xD5 - cmdd5
  • 0xD6 - cmdd6
  • 0xD7 - warp7
  • 0xD8 - cmdd8
  • 0xD9 - cmdd9
  • 0xDA - hidebox2
  • 0xDB - msgbox4
  • 0xDC - fadescreen3
  • 0xDD - buffertrainerclass
  • 0xDE - buffertrainername
  • 0xDF - pokenavcall
  • 0xE0 - warp8
  • 0xE1 - buffercontestype
  • 0xE2 - bufferitems2


Thanks for your time.
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  #2    
Old November 13th, 2008 (07:06 PM).
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cooley cooley is offline
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Is it alright if I tell you(them, everyone) a name for cmdC3?
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Old November 14th, 2008 (08:13 AM).
Larsie13 Larsie13 is offline
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How about checknewday for cmd2D? Since you couldn't come up with a name, maybe this will work.
Oh, and it might be a good idea to explain warpelevator a little better in the next version's Command Help. 'Cause the way it is now, you'd think it is a normal warp command.
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Old November 14th, 2008 (01:19 PM).
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Quote originally posted by cooley:
Is it alright if I tell you(them, everyone) a name for cmdC3?
Yeah, sure. That's what this thread is for ;)


Quote originally posted by Larsie13:
How about checknewday for cmd2D? Since you couldn't come up with a name, maybe this will work.
Oh, and it might be a good idea to explain warpelevator a little better in the next version's Command Help. 'Cause the way it is now, you'd think it is a normal warp command.
And what about checkdailyflags ?
Also, what would you suggest for the warpelevator description?
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  #5    
Old November 14th, 2008 (02:13 PM).
Hiche.. Hiche.. is offline
 
 
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I would like to know what really cmdC3 does, and how it's used in a script.. :D

About this, it's a great command database. The naming is good. Isn't warpelevator a normal warp command, but gives the elevator animation only?
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Old November 14th, 2008 (04:29 PM).
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Quote originally posted by Hiche:
About this, it's a great command database. The naming is good. Isn't warpelevator a normal warp command, but gives the elevator animation only?
No it's different. I haven't done any scripting lately, but from what I remember, it doesn't actually warp you anywhere. It just changes where the warp on the map will warp you to.

Since I'm posting I could rattle off some things that I use.
3A - warpmuted
CA - signmsg
CB - normalmsg
'tif' and 'fif' as aliases for 'if 0x1 goto 0xFF', and 'if 0x0 goto 0xFF' respectively.
'tcompjump 0x800D 0x1 0xFF' which was 'compare 0x800D 0x1: if 0x1 goto 0xFF'.
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Old November 15th, 2008 (01:53 AM).
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Quote originally posted by thethethethe:
No it's different. I haven't done any scripting lately, but from what I remember, it doesn't actually warp you anywhere. It just changes where the warp on the map will warp you to.

Since I'm posting I could rattle off some things that I use.
3A - warpmuted
CA - signmsg
CB - normalmsg
'tif' and 'fif' as aliases for 'if 0x1 goto 0xFF', and 'if 0x0 goto 0xFF' respectively.
'tcompjump 0x800D 0x1 0xFF' which was 'compare 0x800D 0x1: if 0x1 goto 0xFF'.
Oh ok, thanks thethethethe.
There is also warpteleport, and warpteleport2, that always confuses me. I tested them, but they didn't work. What is the difference between them?
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Old November 15th, 2008 (04:05 AM).
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Quote originally posted by HackMew:
And what about checkdailyflags ?
Also, what would you suggest for the warpelevator description?
I think that's even better
And your second question, what about:
Sets where warps that lead to warp 127 of map 127.127 warp the player.

For an example of the warpelevator command, check the green "S" in the Inside of Truck in R/S/E, and check the warps there, too.
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  #9    
Old November 15th, 2008 (08:09 PM).
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Okay, well in my hack...There's a way that I removed the Pokemon...But the command I discovered was #raw 0xC3. My name would be removefirstpokemon but I think it's too long, anyone?

I do think it needs a bit more reversing to do though :\
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Old November 16th, 2008 (01:50 AM).
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I don't care it a lot,because I will check the command I want to use in game...
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I did something that really bad.But made all Chinese can hack Pokemon, too.If you guys hate me, I totally understand,but cannot do anything but force to keep everything.
If there must be someone to undertake all spit and curse, it must be me.
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  #11    
Old November 16th, 2008 (08:21 AM).
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I think 'nop' is kind of random for a name. I don't have a suggestion on what it could be, but I just thought I'd put it out there. That is okay, right?
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Old November 16th, 2008 (11:30 AM).
Snowfield34 Snowfield34 is offline
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May I then suggest and other Feature?
Raw Decompiling, Like Instead of
Quote:
Applymovement 0xFF 0x834AA70
Waitmovement 0x0
Then
Quote:
#Raw 0x4F 0xFF 0x70 0xAA 0x34 0x8 ' Applymovement 0xFF 0x834AA70
#Raw 0x51 0x0 ' Waitmovement 0x0
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  #13    
Old November 16th, 2008 (11:48 AM).
thethethethe thethethethe is offline
 
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Quote originally posted by Snowfield34:
May I then suggest and other Feature?
Raw Decompiling, Like Instead of
Don't you mean this? I know it's a little pointless.
Code:
#raw 0x4F 0xFF 0x0 0x70 0xAA 0x34 0x8
#raw 0x51 0x0 0x0
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Old November 16th, 2008 (12:33 PM).
Snowfield34 Snowfield34 is offline
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Quote originally posted by thethethethe:
Don't you mean this? I know it's a little pointless.
Code:
#raw 0x4F 0xFF 0x0 0x70 0xAA 0x34 0x8
#raw 0x51 0x0 0x0
That's why I would like the Raw-Decompiling, So I could learn all that stuff...
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Old November 16th, 2008 (09:30 PM).
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Quote originally posted by Snowfield34:
That's why I would like the Raw-Decompiling, So I could learn all that stuff...
Sorry, but I forgot to mention this earlier. There's no point. Just open up your hex editor and look at it. Why do you need a scripting tool to decompile the hex, into hex?
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Old November 16th, 2008 (10:10 PM).
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@snowfield34 - Um, what's the point of making XSE if you want to decompile a script in #raws. That wold make no difference at all -.-.
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Old November 17th, 2008 (04:02 AM).
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Quote originally posted by thethethethe:
Sorry, but I forgot to mention this earlier. There's no point. Just open up your hex editor and look at it. Why do you need a scripting tool to decompile the hex, into hex?
Quote originally posted by ZodiacDaGreat:
@snowfield34 - Um, what's the point of making XSE if you want to decompile a script in #raws. That wold make no difference at all -.-.

Blame Hackmew.... If he hadn't came up with all those needed functions, I could come up with some...

No, But Basicly when People need help with Pokescript and stuff, and then I just would like to know what happen in my scripting tool.... Kind of when Jason just showed me, the zero's in the applymovement, I had no idea about them...
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Old November 17th, 2008 (06:18 AM). Edited November 17th, 2008 by HackMew.
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Quote originally posted by thethethethe:
No it's different. I haven't done any scripting lately, but from what I remember, it doesn't actually warp you anywhere. It just changes where the warp on the map will warp you to.

Since I'm posting I could rattle off some things that I use.
3A - warpmuted
CA - signmsg
CB - normalmsg
'tif' and 'fif' as aliases for 'if 0x1 goto 0xFF', and 'if 0x0 goto 0xFF' respectively.
'tcompjump 0x800D 0x1 0xFF' which was 'compare 0x800D 0x1: if 0x1 goto 0xFF'.
Well, yeah. setwarpplace would be a better name. What do you people think about it?

warpmuted, signmsg and normalmsg are fine with me. I'll see what the others will say about them.

Talking about the others... Too many ifs may be a bit confusing...


Quote originally posted by Hiche:
Oh ok, thanks thethethethe.
There is also warpteleport, and warpteleport2, that always confuses me. I tested them, but they didn't work. What is the difference between them?
Whish I knew that... those are still kinda mysterious...
From what I saw, the first one is used in R/S/E while the latter is used on FR/LG.
On FR/LG it's always used together with specials, so that would act more like a trigger.
Probably something similar to warpelevator - soon to become setwarpplace.


Quote originally posted by Larsie13:
I think that's even better :P
And your second question, what about:
Sets where warps that lead to warp 127 of map 127.127 warp the player.

For an example of the warpelevator command, check the green "S" in the Inside of Truck in R/S/E, and check the warps there, too.
Yeah, something similar may be good.


Quote originally posted by cooley:
Okay, well in my hack...There's a way that I removed the Pokemon...But the command I discovered was #raw 0xC3. My name would be removefirstpokemon but I think it's too long, anyone?

I do think it needs a bit more reversing to do though :\
Sadly cmdC3 is a multi-purpose command...
It is used for sure in:
  • Pokémon Contests
  • Daycare Center
  • Pokémon Center
  • Berry Trees

I would say it's something like comparehiddenvar which is used in FR/LG though I'm not sure. BTW... cmd96 is quite similar too...
I'll need to reverse more I guess :P


Quote originally posted by Zaangoose:
I think 'nop' is kind of random for a name. I don't have a suggestion on what it could be, but I just thought I'd put it out there. That is okay, right?
NOPe, it's anything but random. The name comes directly from assembly language, meaning No OPEration. For further info, see this.
Also, did you know the nop1 command is used for the #reserve directive as a place-holder (to be replaced by active commands later on) ?


Quote originally posted by Snowfield34:
May I then suggest and other Feature?
Raw Decompiling, Like Instead of [...]
Something like this, right?

Code:
#raw 0x4F word 0xFF  pointer 0x834AA70
#raw 0x51 word 0x0
Well, "raw decompiling" defeats the whole purpose of decompling...
Decompiling is translating those apparently meaningless numbers into something human beings can (or at least should) undestand.

Anyway, please stay on topic. This is not a feature request thread.
If you're willing to suggest something, my Tools Factory in the Toolbox is the right place.
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Old November 17th, 2008 (12:42 PM).
thethethethe thethethethe is offline
 
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Quote originally posted by HackMew:
Sadly cmdC3 is a multi-purpose command...
It is used for sure in:
  • Pokémon Contests
  • Daycare Center
  • Pokémon Center
  • Berry Trees

I would say it's something like comparehiddenvar which is used in FR/LG though I'm not sure. I'll need to reverse more I guess :P
I'm not sure if you've seen this, but in a couple of the interviewer's events in RSE it is used aswell. I think it was used to store what you're input was into a buffer, but I can't remember totally. I did that a while ago. I'm sure it's used by the interviewer at the Contests in Lilycove.
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Old November 17th, 2008 (07:57 PM).
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Quote originally posted by thethethethe:
I'm not sure if you've seen this, but in a couple of the interviewer's events in RSE it is used aswell. I think it was used to store what you're input was into a buffer, but I can't remember totally. I did that a while ago. I'm sure it's used by the interviewer at the Contests in Lilycove.
Um, it is also used by the guy at dewford for the things that are Hip and Trendy.
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Old November 22nd, 2008 (04:05 PM).
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Well whatever CmdC3 is, I know it is not a stand-alone command. It has 1 parameter(including the command) so far...

Anyways, I've been thinking about a new name for warphole..Maybe you can try Warpfall?
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Old December 15th, 2008 (07:46 AM).
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Quote originally posted by cooley:
Well whatever CmdC3 is, I know it is not a stand-alone command. It has 1 parameter(including the command) so far...

Anyways, I've been thinking about a new name for warphole..Maybe you can try Warpfall?
Why warpfall? Wouldn't that be less obvious, as a name?

Besides, even if the poll ended, you can still post your suggestions. Don't let this thread down, please: I made it for all of you, after all.
Thanks for reading.
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Old December 15th, 2008 (07:53 AM).
Hiche.. Hiche.. is offline
 
 
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Hackmew, can't you shorten some commands? Like, the comparebank commands. Some of them are long.

Also, I have a question, what does bufferstring do? Does it have to do something with the text?
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Old December 15th, 2008 (07:59 AM).
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Quote originally posted by Hiche:
HackMew, can't you shorten some commands? Like, the comparebank commands. Some of them are long.

Also, I have a question, what does bufferstring do? Does it have to do something with the text?
To shorten a command name, the new name must have some sense. I posted the "rules" in the first post. So, if you have anything to suggest, just post.
The bufferstring command will simply put a string loaded at a specific offset into the selected buffer. That is used for berry trees in R/S/E, for example.
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Old December 19th, 2008 (05:33 AM).
Hiche.. Hiche.. is offline
 
 
Join Date: Apr 2008
Posts: 979
I have a couple of suggestions:

Spoiler:
0x34 - playsong2

Change playsong2 to playsound

0x42 - getplayerpos

Change it to getplayerxy

0x50 - applymovement2

Change it to applymovementendat

0x56 - showsprite2

Chane it to reappearat

0x59 - spriteinvisible

Change it to spritehide

0x68 - closeonkeypress

Change it to closemsg

0xD8 - cmdd8

I think this is also a warp. Call it warp8. Not sure though


That's all. I might post some later on. However, you don't have to do them if you don't like them, they are just suggestions.
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