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  #251    
Old January 12th, 2009, 11:49 AM
Andryandrew
Italian Asm Hacker
 
Join Date: Mar 2007
Age: 21
Gender:
Nature: Timid

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Quote:
Originally Posted by Pokepal17 View Post
Is it Fire Red and is the town built on Pallet town? Coz it has a level script that moves a NPC to where a trainer tips sign was in the original game.
_______________________________________________________________________________________________________

Need help

ROM: Fire Red
Version: BPRE
Script Editor: XSE
Script: Level Script

Spoiler:

'---------------
#org 0x800000
lock
checkflag 0x1000
if 0x0 call 0x880000D
release
end
'---------------
#org 0x80000D
applymovement MOVE_PLAYER 0x8800024
waitmovement 0x0
msgbox 0x8800028 MSG_NORMAL '"I'm happy!"
setflag 0x1000
return

'---------
' Strings
'---------
#org 0x800028
= I'm happy!

'-----------
' Movements
'-----------
#org 0x800024
#raw 0x63 'Question Mark (?)
#raw 0x66 'Happy ()
#raw 0xFE 'End of Movements


A-map settings

Spoiler:


Please note: This is my first level script. I am not completely sure on how to make them. I was given some brief details about them and I didn't understand so by looking at level scripts in a ROM I tried this one as a test. Also please explain any corrections made and if possible, please can you give a link to a tutorial on level scripts. Thanks in advance.
A tutorial can be found HERE (at the end of the first post)... However, you have to put the value "02 validates values, load handler at..." and compile the "flag" and "value" box in A. Map
__________________

Sorry for my bad English... I'm Italian
Anybody that is a GBA ASM hacker is cool!
I'm a GBA ASM hacker --> I'm cool :D

Made Day-Night Routine! You can find the thread HERE
  #252    
Old January 12th, 2009, 03:25 PM
Liquid Shadow's Avatar
Liquid Shadow
xD
 
Join Date: Mar 2008
Gender:
I just learned how to make level scripts, and everything is working fine except for one problem I'm running into. You see I set a flag in the beginning of the game to hide a sprite in one of the houses in pallet town. That flag was 112. So the sprite was hidden. Then I went and made a script that when I talk to a man he leads him to his house, and in his house I put a level script where he gives me a Pokemon (celebi). It all works fine, and I get the Celebi and everything. I made it so that the flag I set in the beginning of the game is cleared when I talk to the man, because I want the sprite in the house that he's leading me to to be visible again. So, the sprite is visible again and all works fine. HOWEVER, my problem is that when I go into the house without talking to the old man, as soon as I enter the house, the game freezes... Or at least the character freezes. I've been trying to solve this for like 2 weeks but to no avail... any help?

Here are my 2 scripts:

The first one, when the old man leads me to his house (this one works fine)

Spoiler:
#Dynamic 0x802000

#org @start
checkflag 0x109
if b_true goto @done
lock
faceplayer
message @1
boxset 5
compare LASTRESULT 1
if 1 goto @wierd
message @letsgo
boxset 6
release
end

#org @wierd
message @3
boxset 6
setflag 0x109
applymovement 0x04 @movehouse
applymovement 0xFF @moveplayer
waitmovement 0x0
setdooropened 0xF 0x7
doorchange
applymovement 0x04 @11
applymovement 0xFF @11h
waitmovement 0x0
hidesprite 0x04 0x00
applymovement 0xFF @11h2
waitmovement 0x0
setdoorclosed 0xF 0x7
doorchange
clearflag 0x112
warp 0x4 0x2 0x0 0x26C 0x1000
release
end

#org @11
#RAW 0x11 0xFE

#org @11h
#RAW 0x12 0xFE

#org @11h2
#RAW 0x11 0xFE

#org @1
= Hey, do you want to come\nsee my house?

#org @movehouse
#RAW 0x0 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x01 0xFE

#org @moveplayer
#RAW 0x0 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @letsgo
= Man, you sure are wierd!

#org @3
= Ok, follow me!

#org @done
release
end


Here is the LEVEL script:

Spoiler:
#dynamic 0x804000

#org @start
checkflag 0x112
if b_true goto @done
checkflag 0x119
if b_true goto @done
movesprite 0x03 0x4 0x7
applymovement 0x03 @moveinh
applymovement 0xFF @moveinhp
waitmovement 0x0
message @give
boxset 6
givepokemon 0x1 0xFB 0x0 0x0 0x0 0x0
fanfare 0x13E
message @given
boxset 6
message @nickname
boxset 5
compare LASTRESULT 1
if 1 gosub @name
message @6
boxset 6
setflag 0x119
setvar 0x4033 0x1
release
end

#org @moveinh
#RAW 0x11 0x11 0x00 0xFE

#org @moveinhp
#RAW 0x11 0x11 0xFE

#org @give
= Here, take this Pokemon as a\ngift for following me.

#org @nickname
= Would you like to rename Celebi?

#org @name
call 0x1A74EB
return

#org @done
release
end

#org @given
= \v\h01 Received a Celebi!

#org @6
= \c\h01\h06\v\h01 : Thanks!

#org @moveinh2
#RAW 0x11 0x13 0xFE


NOTE: I'm probably 100% sure that the problem isn't with the script, rather with the way I'm setting up the level script. The type of level script I'm using is the one "02 Validates Values, loads handler to 0x0300EB0" And I put the "Flag" as 4033 and the "Value" as 0000. Every time I try to put this same level script using a different type, the game freezes.


Now, I have two more questions: How do I make a script where if I.. say.. for example push a button, like the one behind the poster in celadon game corner in FR, and when the button is pushed I want a staircase to appear. How would that work?

How would I make it so each time you enter a map, different wild pokemon appear, like in GSC when you solve the puzzle and each time you solve it more unown appear in the cavern.
__________________

4 truths of life
1. You cannot touch all your teeth with your tongue.
2. All idiots, after reading the first truth, will try it.
3. And discover that the first truth is a lie.
4. You're smiling now because you're an idiot.
  #253    
Old January 12th, 2009, 10:16 PM
The Abyss
Trainer
 
Join Date: Jul 2008
Location: Sydney, Australia
Age: 19
Nature: Jolly
I can't get this to work. It's my first try at a level script.
Spoiler:
#dynamic 0x2DDB4C

#org @start
checkflag 0x1000
if 0x0 goto @show
if 0x1 goto @done
release
end

#org @show
lock
showsprite 0x1000
applymovement 0x1000 @walk
waitmovement 0x1000
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x1000 @walkaway
setvar 0x4033 0x1
setflag 0x1000
release
end

#org @walk
#raw 0x60 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE

#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\n me over to talk about\nyou getting you a Pokemon!\nI have brought one for\n you to save you the hassle\n of catching one yourself.\nHere you go.

#org @got
= [red_fr] [player] recieved Aron!

#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE

#org @done
release
end


I've got the persons ID at 1000. I made it Script type 2 in the A-Map header. Flag is 4033, value is 0000, the script offset is in offset 2. The script is supposed to happen when you walk down the stairs into the first floor of your house but it restarts the game if you enter the stairs.
__________________

  #254    
Old January 13th, 2009, 02:04 AM
Larsie13
Gone
 
Join Date: Oct 2006
Location: The Netherlands
Age: 23
Nature: Modest
I've seen a few errors. Changes are bold.
Quote:
Originally Posted by Conqueror179 View Post
I can't get this to work. It's my first try at a level script.
Spoiler:
#dynamic 0x2DDB4C

#org @start
checkflag 0x1000
if 0x0 goto @show
goto @done
end 'No release, because you didn't lock anything yet.

#org @show
lockall 'Lock only applies for a Person script. (When you talk to someone, it locks that person.)
showsprite 0x[People number, not People ID...]
applymovement 0x[same as above] @walk
waitmovement 0x0 'Always 0x0
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x1000 @walkaway
setvar 0x4033 0x1
setflag 0x1000
releaseall 'With lockall, you have to use releaseall
end

#org @walk
#raw 0x60 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE

#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\p me over to talk about\nyou getting you a Pokemon!\pI have brought one for\n you to save you the hassle\p of catching one yourself.\nHere you go. 'Use \p after \n, otherwise the text won't be displayed.

#org @got
= [red_fr] [player] recieved Aron!

#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE

#org @done
release
end


I've got the persons ID at 1000. I made it Script type 2 in the A-Map header. Flag is 4033, value is 0000, the script offset is in offset 2. The script is supposed to happen when you walk down the stairs into the first floor of your house but it restarts the game if you enter the stairs.
  #255    
Old January 13th, 2009, 02:19 AM
The Abyss
Trainer
 
Join Date: Jul 2008
Location: Sydney, Australia
Age: 19
Nature: Jolly
I put that stuff in but when I enter the map the game restarts
__________________

  #256    
Old January 13th, 2009, 03:05 AM
Larsie13
Gone
 
Join Date: Oct 2006
Location: The Netherlands
Age: 23
Nature: Modest
Did you change the numbers for showsprite and applymovement? And I just saw that the second applymovement is also wrong. It shouldn't be 0x1000, but the [Person event no] from Advance Map.

EDIT: You could try this tutorial if it still doesn't work.
  #257    
Old January 13th, 2009, 05:30 AM
Andryandrew
Italian Asm Hacker
 
Join Date: Mar 2007
Age: 21
Gender:
Nature: Timid
Quote:
Originally Posted by NeoNemesis View Post
I just learned how to make level scripts, and everything is working fine except for one problem I'm running into. You see I set a flag in the beginning of the game to hide a sprite in one of the houses in pallet town. That flag was 112. So the sprite was hidden. Then I went and made a script that when I talk to a man he leads him to his house, and in his house I put a level script where he gives me a Pokemon (celebi). It all works fine, and I get the Celebi and everything. I made it so that the flag I set in the beginning of the game is cleared when I talk to the man, because I want the sprite in the house that he's leading me to to be visible again. So, the sprite is visible again and all works fine. HOWEVER, my problem is that when I go into the house without talking to the old man, as soon as I enter the house, the game freezes... Or at least the character freezes. I've been trying to solve this for like 2 weeks but to no avail... any help?

Here are my 2 scripts:

The first one, when the old man leads me to his house (this one works fine)

Spoiler:
#Dynamic 0x802000

#org @start
checkflag 0x109
if b_true goto @done
lock
faceplayer
message @1
boxset 5
compare LASTRESULT 1
if 1 goto @wierd
message @letsgo
boxset 6
release
end

#org @wierd
message @3
boxset 6
setflag 0x109
applymovement 0x04 @movehouse
applymovement 0xFF @moveplayer
waitmovement 0x0
setdooropened 0xF 0x7
doorchange
applymovement 0x04 @11
applymovement 0xFF @11h
waitmovement 0x0
hidesprite 0x04 0x00
applymovement 0xFF @11h2
waitmovement 0x0
setdoorclosed 0xF 0x7
doorchange
clearflag 0x112
warp 0x4 0x2 0x0 0x26C 0x1000
release
end

#org @11
#RAW 0x11 0xFE

#org @11h
#RAW 0x12 0xFE

#org @11h2
#RAW 0x11 0xFE

#org @1
= Hey, do you want to come\nsee my house?

#org @movehouse
#RAW 0x0 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x01 0xFE

#org @moveplayer
#RAW 0x0 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @letsgo
= Man, you sure are wierd!

#org @3
= Ok, follow me!

#org @done
release
end


Here is the LEVEL script:

Spoiler:
#dynamic 0x804000

#org @start
checkflag 0x112
if b_true goto @done
checkflag 0x119
if b_true goto @done
movesprite 0x03 0x4 0x7
applymovement 0x03 @moveinh
applymovement 0xFF @moveinhp
waitmovement 0x0
message @give
boxset 6
givepokemon 0x1 0xFB 0x0 0x0 0x0 0x0
fanfare 0x13E
message @given
boxset 6
message @nickname
boxset 5
compare LASTRESULT 1
if 1 gosub @name
message @6
boxset 6
setflag 0x119
setvar 0x4033 0x1
release
end

#org @moveinh
#RAW 0x11 0x11 0x00 0xFE

#org @moveinhp
#RAW 0x11 0x11 0xFE

#org @give
= Here, take this Pokemon as a\ngift for following me.

#org @nickname
= Would you like to rename Celebi?

#org @name
call 0x1A74EB
return

#org @done
release
end

#org @given
= \v\h01 Received a Celebi!

#org @6
= \c\h01\h06\v\h01 : Thanks!

#org @moveinh2
#RAW 0x11 0x13 0xFE


NOTE: I'm probably 100% sure that the problem isn't with the script, rather with the way I'm setting up the level script. The type of level script I'm using is the one "02 Validates Values, loads handler to 0x0300EB0" And I put the "Flag" as 4033 and the "Value" as 0000. Every time I try to put this same level script using a different type, the game freezes.


Now, I have two more questions: How do I make a script where if I.. say.. for example push a button, like the one behind the poster in celadon game corner in FR, and when the button is pushed I want a staircase to appear. How would that work?

How would I make it so each time you enter a map, different wild pokemon appear, like in GSC when you solve the puzzle and each time you solve it more unown appear in the cavern.
mmm... for the house, the problem is probably that var 0x4033 is setted to a wrong value when you enter the house... you can try to change the var (for example Var: 5000 Value: 0000) and of course change it in the script too...

For the stairs to appear, you have to use this command (you can see it also in XSE command help):
setmaptile [XXXX position] [YYYY position] [ZZZZ block number] [AAAA movement permission]
__________________

Sorry for my bad English... I'm Italian
Anybody that is a GBA ASM hacker is cool!
I'm a GBA ASM hacker --> I'm cool :D

Made Day-Night Routine! You can find the thread HERE
  #258    
Old January 13th, 2009, 07:42 AM
tImE's Avatar
tImE
It's still me, 44tim44 ;)
 
Join Date: Mar 2007
Location: Somewhere in Scandinavia...
Age: 19
Nature: Relaxed
Quote:
Originally Posted by 44tim44 View Post
Code:
compare 0x400C 0x2
if 0x1 goto 0x821E350
compare 0x400B 0x1
if 0x1 goto 0x821E2F0
compare 0x400B 0x2
if 0x1 goto 0x821E320
compare 0x400B 0x4
if 0x1 goto 0x821E350
compare 0x400B 0x8
if 0x1 goto 0x821E41D
compare 0x400B 0x0
if 0x5 goto 0x821E44D
goto 0x821E080
What "Var-values/commands" need to be set for these
to occur?

I'd be glad if some could help me. ^^
Why do everyone always ignore me? :'(
Andryandrew, thanks for at least recognizing my post...

Anyway, I still need help with this...
__________________
  #259    
Old January 13th, 2009, 02:06 PM
The Abyss
Trainer
 
Join Date: Jul 2008
Location: Sydney, Australia
Age: 19
Nature: Jolly
I was using that Tutorial before anyway. It's just the game restarts when I enter the map.
__________________

  #260    
Old January 13th, 2009, 08:39 PM
Likewise
Bye.
 
Join Date: Mar 2008
Location: Twilight Town
Game: Fire red
Type: Trigger
Editor: XSE
Script:
Spoiler:

#dynamic 0x7266B8

#org @start
checkflag 0x1007
if 0x1 goto @done
lockall
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
msgbox @text
boxset 0x6
applymovement 0x4 @move2
waitmovement 0x0
lockall
special 0x113
applymovement 0x7F @move3
waitmovement 0x0
special 0x114
releaseall
msgbox @text2
boxset 0x6
applymovement 0xFF @move4
waitmovement 0x0
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
msgbox @text3
boxset 0x6
applymovement 0xFF @move10
waitmovement 0x0
applymovement 0x4 @move5
waitmovement 0x0
trainerbattle 0x0 0x188 0x0 @before @after
msgbox @beaten
boxset 0x6
applymovement 0x5 @move6
applymovement 0x3 @move7
waitmovement 0x0
applymovement 0x4 @move9
waitmovement 0x0
msgbox @beaten2
boxset 0x6
applymovement 0x4 @move8
waitmovement 0x0
msgbox @texty
boxset 0x6
setflag 0x1007
end

#org @move
#raw 0x13 0x13 0x13 0x13 0x13 0xFE

#org @text
= \c\h01\h08Boy: What are you doing with the\nprofessor's pokemon!?\p????: None of your business, kid!

#org @move2
#raw 0x62 0x02

#org @move3
#raw 0x12 0x12 0x12 0x12 0x12 0xFE

#org @text2
= \c\h01\h08Boy: Hey you!\nTake the pokemon from my bag and help\l me out!

#org @move4
#raw 0x13 0x13 0x10 0x13 0x10 0x13 0x13 0xFE

#org @text3
= You got an \c\h01\h05Aron!

#org @move10
#raw 0x11 0x13 0x13 0xFE

#org @move5
#raw 0x03 0xFE

#org @before
= Let's do this!

#org @after
= Let's get out of here!

#org @beaten
= We failed....

#org @move6
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @move7
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org @move9
#raw 0x00 0xFE

#org @beaten2
= \c\h01\h08Boy: Thanks for helping me,\nmy name is \c\h01\h06Damion.\c\h01\h08\lKeep the pokemon you found in the\lbag,\lits grown accustomed to you,\lI'll be following those two crooks,\lhelp if you would like.

#org @move8
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @texty
= \c\h01\h02\v\h01\: Maybe I will.....

#org @done
release
end

the problem is, the second camera movement moves the person id 004, and the after battle parts won't work.
(I realize I'm in over my head xD)
__________________
Bye.
I'm sick of all the prepubecent n00bs running around.
It's like no one has anymore morals anymore.
Bye to all my friends, I'll still be talking to you on msn.

Last edited by Likewise; January 13th, 2009 at 08:51 PM.
  #261    
Old January 14th, 2009, 01:25 AM
The Abyss
Trainer
 
Join Date: Jul 2008
Location: Sydney, Australia
Age: 19
Nature: Jolly
Level Script. After Warren walks up to me and gives me pokemon nothing happens. He's supposed to walk away but stays there.

Spoiler:
#dynamic 0x2DDF4B

#org @start
checkflag 0x1000
if 0x0 goto @show
goto @done
end

#org @show
lockall
applymovement 0x2 @!
waitmovement 0x0
applymovement 0x2 @walk
waitmovement 0x0
applymovement 0xFF @look
waitmovement 0x0
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x2 @walkaway
setvar 0x4033 0x1
setflag 0x1000
releaseall
end

#org @!
#raw 0x62 0xFE

#org @walk
#raw 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE

#org @look
#raw 0x02 0xFE

#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\lme over to talk about\lyou getting you a Pokemon!\lI have brought one for\l you to save you the hassle\l of catching one yourself.\lHere you go.

#org @got
= [red_fr][player] recieved Aron!

#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE

#org @done
release
end
__________________


Last edited by The Abyss; January 14th, 2009 at 01:50 AM.
  #262    
Old January 14th, 2009, 07:51 AM
tImE's Avatar
tImE
It's still me, 44tim44 ;)
 
Join Date: Mar 2007
Location: Somewhere in Scandinavia...
Age: 19
Nature: Relaxed
Quote:
Originally Posted by Conqueror179 View Post
Level Script. After Warren walks up to me and gives me pokemon nothing happens. He's supposed to walk away but stays there.

Spoiler:
#dynamic 0x2DDF4B

#org @start
checkflag 0x1000
if 0x0 goto @show
goto @done
end

#org @show
lockall
applymovement 0x2 @!
waitmovement 0x0
applymovement 0x2 @walk
waitmovement 0x0
applymovement 0xFF @look
waitmovement 0x0
msgbox @pokemon 0x6
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
waitfanfare
msgbox @got 0x6
applymovement 0x2 @walkaway
waitmovement 0x0
setvar 0x4033 0x1
setflag 0x1000
releaseall
end

#org @!
#raw 0x62 0xFE

#org @walk
#raw 0x0D 0x0F 0x0F 0x0F 0x0F 0x0F 0x01 0xFE

#org @look
#raw 0x02 0xFE

#org @pokemon
= [blue_fr]Warren: Ah, [player].\nYour mother had invited\lme over to talk about\lyou getting you a Pokemon!\lI have brought one for\l you to save you the hassle\l of catching one yourself.\lHere you go.

#org @got
= [red_fr][player] recieved Aron!

#org @walkaway
#raw 0x0C 0x0C 0x0C 0x0C 0x0E 0x0E 0x0E 0x0E 0x0E 0x0E 0x0C 0x60 0xFE

#org @done
release
end

Fixed is BOLD.

I hope it work's now
__________________
  #263    
Old January 14th, 2009, 03:00 PM
wingzro17's Avatar
wingzro17
......................... .....
 
Join Date: Aug 2007
Location: Under a box, near 31st street, on FAKE AVE. in FAKE YORK.
Nature: Quiet
Send a message via AIM to wingzro17 Send a message via Windows Live Messenger to wingzro17
I have a script that works perfectly, exept @M8 doesn't work.
Why doesn't it work? xP

Spoiler:
#dynamic 0x2DD2ED

#org @start
checkflag 0x828
if B_true goto @rel
message @1
boxset 6
#raw 0x55 0x02 0x00
playsong 0x12E 0x0
nop
applymovement 0x02 @M1
pause 0x30
applymovement 0xff @M2
message @2
boxset 6
applymovement 0x02 @M3
applymovement 0xff @M4
pause 0x150
applymovement 0x02 @M5
message @3
boxset 6
applymovement 0x02 @M6
pause 0x20
applymovement 0xff @M7
pause 0x20
applymovement 0x02 @M8
applymovement 0xff @M9
pause 0x100
#raw 0xAC 0x18 0x00 0x0F 0x00
#raw 0xAE
applymovement 0x02 @M10
pause 0x10
applymovement 0xff @M11
pause 0x10
#raw 0xAD 0x18 0x00 0x0F 0x00
#raw 0xAE
warp 0x4 0x3 0x0 0x6 0x0 0xC 0x0
release
end

#org @rel
release
end

#org @1
= \c\h01\h08AID: \v\h01!

#org @M1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @M2
#raw 0x04
#raw 0x62
#raw 0xFE

#org @2
= \c\h01\h08Please, come with me!\pIt's an emergency!\pI'll explain later, but right now\nyou need a POKéMON!

#org @M3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @M4
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @M5
#raw 0x01
#raw 0xFE

#org @3
= \c\h01\h08AID: Please, let's go faster!

#org @M6
#raw 0x14
#raw 0x10
#raw 0xFE

#org @M7
#raw 0x10
#raw 0x14
#raw 0xFE

#org @M8
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org @M9
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @M10
#raw 0x11
#raw 0x60
#raw 0x11
#raw 0xFE

#org @M11
#raw 0x11
#raw 0xFE

Last edited by wingzro17; January 14th, 2009 at 04:12 PM. Reason: [SOLVED]
  #264    
Old January 14th, 2009, 03:17 PM
пзо's Avatar
пзо
zzirRusty
 
Join Date: Dec 2008
Nature: Quiet
Quote:
Originally Posted by wingzro17 View Post
I have a script that works perfectly, exept @M8 doesn't work.
Why doesn't it work? xP

Spoiler:
#dynamic 0x2DD2ED

#org @start
checkflag 0x828
if B_true goto @rel
message @1 0x6
#raw 0x55 0x02 0x00
playsong 0x12E 0x0
nop
applymovement 0x02 @M1
pause 0x30
applymovement 0xff @M2
message @2 0x6
applymovement 0x02 @M3
applymovement 0xff @M4
pause 0x150
applymovement 0x02 @M5
message @3 0x6
applymovement 0x02 @M6
pause 0x20
applymovement 0xff @M7
pause 0x20
applymovement 0x02 @M8
applymovement 0xff @M9
pause 0x100
#raw 0xAC 0x18 0x00 0x0F 0x00
#raw 0xAE
applymovement 0x02 @M10
pause 0x10
applymovement 0xff @M11
pause 0x10
#raw 0xAD 0x18 0x00 0x0F 0x00
#raw 0xAE
warp 0x4 0x3 0x0 0x6 0x0 0xC 0x0
release
end

#org @rel
release
end

#org @1
= \c\h01\h08AID: \v\h01!

#org @M1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @M2
#raw 0x04
#raw 0x62
#raw 0xFE

#org @2
= \c\h01\h08Please, come with me!\pIt's an emergency!\pI'll explain later, but right now\nyou need a POKéMON!

#org @M3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @M4
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @M5
#raw 0x01
#raw 0xFE

#org @3
= \c\h01\h08AID: Please, let's go faster!

#org @M6
#raw 0x14
#raw 0x10
#raw 0xFE

#org @M7
#raw 0x10
#raw 0x14
#raw 0xFE

#org @M8
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org @M9
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @M10
#raw 0x11
#raw 0x60
#raw 0x11
#raw 0xFE

#org @M11
#raw 0x11
#raw 0xFE

If you hadn't stolen the script from a tutorial somewhere Then you would be fully aware to
Update XSE and Know that it doesn't Use Boxset.

Fixes are in bold.


Don't know why M8 don't work, Because there's nothing wrong with it.
Try it on a clean ROM.

__________________
| Pokémon Obsidian | Pokémon Mystical Glacier |
Yeah, I said it, Pokémon Mystical Glacier..
Its comming back.. Better than ever.
Along side Pokémon Obsidian.

Last edited by пзо; January 14th, 2009 at 03:18 PM. Reason: Your double post has been automatically merged.
  #265    
Old January 14th, 2009, 03:35 PM
wingzro17's Avatar
wingzro17
......................... .....
 
Join Date: Aug 2007
Location: Under a box, near 31st street, on FAKE AVE. in FAKE YORK.
Nature: Quiet
Send a message via AIM to wingzro17 Send a message via Windows Live Messenger to wingzro17
Quote:
Originally Posted by пзо View Post
If you hadn't stolen the script from a tutorial somewhere Then you would be fully aware to
Update XSE and Know that it doesn't Use Boxset.

Fixes are in bold.


Don't know why M8 don't work, Because there's nothing wrong with it.
Try it on a clean ROM.

Thnks. I will. (I knew boxset 6 isn't used anymore. I just didn't edit it.)
  #266    
Old January 14th, 2009, 06:24 PM
TB Pro's Avatar
TB Pro
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
Gender: Male
@Wingzro17 - The reason @M8 dosen't work is because you have too many movements for that offset. 10 is the max, I believe.
__________________
--I'm a creepin'..
  #267    
Old January 14th, 2009, 06:30 PM
The Abyss
Trainer
 
Join Date: Jul 2008
Location: Sydney, Australia
Age: 19
Nature: Jolly
If 10 was max then M4 wouldn't work. He only said M8

EDIT: Now I need helps. The player is locked after walking onto the tile and the script doesn't do anything. Works fine if the flag is set though...

Edit again: I am a retard. Got it
__________________


Last edited by The Abyss; January 15th, 2009 at 12:54 AM.
  #268    
Old January 15th, 2009, 05:43 AM
TB Pro's Avatar
TB Pro
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
Gender: Male
Game: FireRed
Type: Fanfare
Editor: XSE
Script:
Spoiler:
Code:
setflag 0x829
special 0x16F
fanfare 0x10C
waitfanfare
message @talk 0x6

I just want to know if this is the correct usage of the fanfare command. Thanks.
__________________
--I'm a creepin'..
  #269    
Old January 15th, 2009, 05:44 AM
Andryandrew
Italian Asm Hacker
 
Join Date: Mar 2007
Age: 21
Gender:
Nature: Timid
Quote:
Originally Posted by .Phones View Post
Game: Fire red
Type: Trigger
Editor: XSE
Script:
Spoiler:

#dynamic 0x7266B8

#org @start
checkflag 0x1007
if 0x1 goto @done
lockall
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
msgbox @text
boxset 0x6
applymovement 0x4 @move2
waitmovement 0x0
lockall
special 0x113
applymovement 0x7F @move3
waitmovement 0x0
special 0x114
releaseall
msgbox @text2
boxset 0x6
applymovement 0xFF @move4
waitmovement 0x0
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
msgbox @text3
boxset 0x6
applymovement 0xFF @move10
waitmovement 0x0
applymovement 0x4 @move5
waitmovement 0x0
trainerbattle 0x0 0x188 0x0 @before @after
msgbox @beaten
boxset 0x6
applymovement 0x5 @move6
applymovement 0x3 @move7
waitmovement 0x0
applymovement 0x4 @move9
waitmovement 0x0
msgbox @beaten2
boxset 0x6
applymovement 0x4 @move8
waitmovement 0x0
msgbox @texty
boxset 0x6
setflag 0x1007
end

#org @move
#raw 0x13 0x13 0x13 0x13 0x13 0xFE

#org @text
= \c\h01\h08Boy: What are you doing with the\nprofessor's pokemon!?\p????: None of your business, kid!

#org @move2
#raw 0x62 0x02

#org @move3
#raw 0x12 0x12 0x12 0x12 0x12 0xFE

#org @text2
= \c\h01\h08Boy: Hey you!\nTake the pokemon from my bag and help\l me out!

#org @move4
#raw 0x13 0x13 0x10 0x13 0x10 0x13 0x13 0xFE

#org @text3
= You got an \c\h01\h05Aron!

#org @move10
#raw 0x11 0x13 0x13 0xFE

#org @move5
#raw 0x03 0xFE

#org @before
= Let's do this!

#org @after
= Let's get out of here!

#org @beaten
= We failed....

#org @move6
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @move7
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org @move9
#raw 0x00 0xFE

#org @beaten2
= \c\h01\h08Boy: Thanks for helping me,\nmy name is \c\h01\h06Damion.\c\h01\h08\lKeep the pokemon you found in the\lbag,\lits grown accustomed to you,\lI'll be following those two crooks,\lhelp if you would like.

#org @move8
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @texty
= \c\h01\h02\v\h01\: Maybe I will.....

#org @done
release
end

the problem is, the second camera movement moves the person id 004, and the after battle parts won't work.
(I realize I'm in over my head xD)
the parts after the battle doesn't work because after a battle the script finish. you have to add a pointer in the battle command with the pointer of the continuation:
Quote:
#dynamic 0x7266B8

#org @start
checkflag 0x1007
if 0x1 goto @done
lockall
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
msgbox @text
boxset 0x6
applymovement 0x4 @move2
waitmovement 0x0
lockall
special 0x113
applymovement 0x7F @move3
waitmovement 0x0
special 0x114
releaseall
msgbox @text2
boxset 0x6
applymovement 0xFF @move4
waitmovement 0x0
givepokemon 0x17E 0x5 0x8B 0x0 0x0 0x0
msgbox @text3
boxset 0x6
applymovement 0xFF @move10
waitmovement 0x0
applymovement 0x4 @move5
waitmovement 0x0
trainerbattle 0x0 0x188 0x0 @before @after @start2

#org @start2
msgbox @beaten
boxset 0x6
applymovement 0x5 @move6
applymovement 0x3 @move7
waitmovement 0x0
applymovement 0x4 @move9
waitmovement 0x0
msgbox @beaten2
boxset 0x6
applymovement 0x4 @move8
waitmovement 0x0
msgbox @texty
boxset 0x6
setflag 0x1007
end

#org @move
#raw 0x13 0x13 0x13 0x13 0x13 0xFE

#org @text
= \c\h01\h08Boy: What are you doing with the\nprofessor's pokemon!?\p????: None of your business, kid!

#org @move2
#raw 0x62 0x02

#org @move3
#raw 0x12 0x12 0x12 0x12 0x12 0xFE

#org @text2
= \c\h01\h08Boy: Hey you!\nTake the pokemon from my bag and help\l me out!

#org @move4
#raw 0x13 0x13 0x10 0x13 0x10 0x13 0x13 0xFE

#org @text3
= You got an \c\h01\h05Aron!

#org @move10
#raw 0x11 0x13 0x13 0xFE

#org @move5
#raw 0x03 0xFE

#org @before
= Let's do this!

#org @after
= Let's get out of here!

#org @beaten
= We failed....

#org @move6
#raw 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @move7
#raw 0x13 0x13 0x13 0x13 0x11 0x11 0x11 0xFE

#org @move9
#raw 0x00 0xFE

#org @beaten2
= \c\h01\h08Boy: Thanks for helping me,\nmy name is \c\h01\h06Damion.\c\h01\h08\lKeep the pokemon you found in the\lbag,\lits grown accustomed to you,\lI'll be following those two crooks,\lhelp if you would like.

#org @move8
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x11 0x11 0xFE

#org @texty
= \c\h01\h02\v\h01\: Maybe I will.....

#org @done
release
end
I don't know why the second move camera script doesn't work... It seems correct
__________________

Sorry for my bad English... I'm Italian
Anybody that is a GBA ASM hacker is cool!
I'm a GBA ASM hacker --> I'm cool :D

Made Day-Night Routine! You can find the thread HERE
  #270    
Old January 15th, 2009, 10:23 AM
Hiche..'s Avatar
Hiche..
 
 
Join Date: Apr 2008
Quote:
Originally Posted by iPro. View Post
Game: FireRed
Type: Fanfare
Editor: XSE
Script:
Spoiler:
Code:
setflag 0x829
special 0x16F
fanfare 0x10C
waitfanfare
message @talk 0x6

I just want to know if this is the correct usage of the fanfare command. Thanks.
Yes, I believe this how you use it.
  #271    
Old January 16th, 2009, 07:30 AM
iTeruri's Avatar
iTeruri
iAm
 
Join Date: May 2006
Location: The Nederlands
Nature: Relaxed
Game: Fire Red
Type: Map Script (the one you set in a-map) guess it's called level script here
Editor: XSE
Script:
Spoiler:
'---------------
#org 0x8011E6
checkflag 0x3E9
if 0x1 goto 0x88011F1
end

'---------------
#org 0x8011F1
movesprite 0x4 0x9 0xE
spritebehave 0x4 0x3
movesprite 0x1 0xA 0xC
spritebehave 0x1 0x3
movesprite 0x2 0x21 0xA
spritebehave 0x2 0x3
movesprite 0x3 0x22 0xA
spritebehave 0x3 0x3
end


What this should do is: after a certain event move the 4 person's blocking the road to certain spots on the map. However: the sprites won't move.
If I add setflag after the movesprite and enter the flag number in a map (like you do with hidesprite), the sprites dissapears.

What should I do to make the sprite move?
  #272    
Old January 16th, 2009, 07:50 AM
Andryandrew
Italian Asm Hacker
 
Join Date: Mar 2007
Age: 21
Gender:
Nature: Timid
Quote:
Originally Posted by Teruri View Post
Game: Fire Red
Type: Map Script (the one you set in a-map) guess it's called level script here
Editor: XSE
Script:
Spoiler:
'---------------
#org 0x8011E6
checkflag 0x3E9
if 0x1 goto 0x88011F1
end

'---------------
#org 0x8011F1
movesprite 0x4 0x9 0xE
spritebehave 0x4 0x3
movesprite 0x1 0xA 0xC
spritebehave 0x1 0x3
movesprite 0x2 0x21 0xA
spritebehave 0x2 0x3
movesprite 0x3 0x22 0xA
spritebehave 0x3 0x3
end


What this should do is: after a certain event move the 4 person's blocking the road to certain spots on the map. However: the sprites won't move.
If I add setflag after the movesprite and enter the flag number in a map (like you do with hidesprite), the sprites dissapears.

What should I do to make the sprite move?
I'm not sure but for my experience i notice that applymovement and movesprite won't work if the people are in a range of two tiles over the screen
__________________

Sorry for my bad English... I'm Italian
Anybody that is a GBA ASM hacker is cool!
I'm a GBA ASM hacker --> I'm cool :D

Made Day-Night Routine! You can find the thread HERE
  #273    
Old January 16th, 2009, 10:24 PM
Megiddo-san's Avatar
Megiddo-san
Barium - Summer '12 Return?
 
Join Date: Dec 2007
Location: Where you least expect it
Age: 22
Gender: Male
Nature: Relaxed
Send a message via Windows Live Messenger to Megiddo-san
[SOLVED]
Game:
FireRed
Type: Person Check
Editor: XSE
Script: This person is supposed to check for a meditite, but it won't go there when I have one.
Spoiler:
'---------------
#org 0x81B17D
checkflag 0x1600
if 0x1 goto 0x881B1B9
msgbox 0x881B516 MSG_FACE '"[blue_fr]Hello stranger.\nI am her..."
setvar 0x8004 0x14C
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x881B1E0
msgbox 0x881B5A3 MSG_YESNO '"[blue_fr]Would you like your\npoke..."
compare LASTRESULT 0x1
if 0x1 goto 0x881B217
release
end

'---------------
#org 0x81B1B9
special 0x187
compare LASTRESULT 0x2
if 0x1 call 0x81A7AE0
special 0x188
compare 0x4025 0x3E8
if 0x1 goto 0x881B221
msgbox 0x881B5CC MSG_FACE '"[blue_fr]Please give me some time\..."
release
end

'---------------
#org 0x81B1E0
msgbox 0x881B613 MSG_YESNO '"[blue_fr]Oh-hoh, you have a Mediti..."
compare LASTRESULT 0x1
if 0x1 goto 0x881B209
msgbox 0x881B65B MSG_YESNO '"[blue_fr]Would you like your\npoke..."
compare LASTRESULT 0x1
if 0x1 goto 0x881B217
release
end

'---------------
#org 0x81B217
fadescreen 0x1
special 0x0
fadescreen 0x0
release
end

'---------------
#org 0x1A7AE0
release
end

'---------------
#org 0x81B221
checkflag 0x1601
if 0x1 goto 0x881B28A
checkflag 0x1602
if 0x1 goto 0x881B2BB
checkflag 0x1603
if 0x1 goto 0x881B2EC
checkflag 0x1604
if 0x1 goto 0x881B31D
checkflag 0x1605
if 0x1 goto 0x881B34E
random 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x2
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x3
if 0x1 goto 0x881B3F4
compare LASTRESULT 0x4
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B209
msgbox 0x881B684 MSG_FACE '"I'll tell you later."
setflag 0x1600
release
end

'---------------
#org 0x81B28A
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x1
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x2
if 0x1 goto 0x881B3F4
compare LASTRESULT 0x3
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B2BB
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x2
if 0x1 goto 0x881B3F4
compare LASTRESULT 0x3
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B2EC
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x2
if 0x1 goto 0x881B3F4
compare LASTRESULT 0x3
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B31D
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x2
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x3
if 0x1 goto 0x881B41B
end

'---------------
#org 0x81B34E
random 0x4
compare LASTRESULT 0x0
if 0x1 goto 0x881B37F
compare LASTRESULT 0x1
if 0x1 goto 0x881B3A6
compare LASTRESULT 0x2
if 0x1 goto 0x881B3CD
compare LASTRESULT 0x3
if 0x1 goto 0x881B3F4
end

'---------------
#org 0x81B37F
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B453
release
end

'---------------
#org 0x81B3A6
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B47A
release
end

'---------------
#org 0x81B3CD
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B4A1
release
end

'---------------
#org 0x81B3F4
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B4C8
release
end

'---------------
#org 0x81B41B
random 0x3
compare LASTRESULT 0x0
if 0x1 goto 0x881B442
compare LASTRESULT 0x1
if 0x1 goto 0x881B442
compare LASTRESULT 0x2
if 0x1 goto 0x881B4EF
release
end

'---------------
#org 0x81B442
special 0x197
clearflag 0x1600
msgbox 0x881B69B MSG_FACE '"Sorry, but I did not\nsee a thing."
release
end

'---------------
#org 0x81B453
special 0x197
clearflag 0x1600
clearflag 0x1602
clearflag 0x1603
clearflag 0x1604
clearflag 0x1605
setflag 0x1601
playsong 0x15B 0x0
msgbox 0x881B6BF MSG_FACE '"[small][green_fr]I saw, a temple. ..."
fadesong 0x14E
release
end

'---------------
#org 0x81B47A
special 0x197
clearflag 0x1601
clearflag 0x1603
clearflag 0x1604
clearflag 0x1605
clearflag 0x1600
setflag 0x1602
playsong 0x15B 0x0
msgbox 0x881B715 MSG_FACE '"[small][green_fr]I saw, a red hair..."
fadesong 0x14E
release
end

'---------------
#org 0x81B4A1
special 0x197
clearflag 0x1602
clearflag 0x1601
clearflag 0x1604
clearflag 0x1605
clearflag 0x1600
setflag 0x1603
playsong 0x15B 0x0
msgbox 0x881B7BC MSG_FACE '"[small][green_fr]I saw, a great bi..."
fadesong 0x14E
release
end

'---------------
#org 0x81B4C8
special 0x197
clearflag 0x1602
clearflag 0x1603
clearflag 0x1601
clearflag 0x1605
clearflag 0x1600
setflag 0x1604
playsong 0x15B 0x0
msgbox 0x881B819 MSG_FACE '"[small][green_fr]I saw, a man with..."
fadesong 0x14E
release
end

'---------------
#org 0x81B4EF
special 0x197
clearflag 0x1602
clearflag 0x1603
clearflag 0x1604
clearflag 0x1601
clearflag 0x1600
setflag 0x1605
playsong 0x15B 0x0
msgbox 0x881B891 MSG_FACE '"[small][green_fr]I saw, an island ..."
fadesong 0x14E
release
end


'---------
' Strings
'---------
#org 0x81B516
= [blue_fr]Hello stranger.\nI am hermit Gerald.\pI am capable of seeing\nvisions of things, provided\pthat I see a Meditite,\nand also healing pokemon.

#org 0x81B5A3
= [blue_fr]Would you like your\npokemon healed?

#org 0x81B5CC
= [blue_fr]Please give me some time\nand note that I might\pnot see anything.

#org 0x81B613
= [blue_fr]Oh-hoh, you have a Meditite.\nShall I try to see something\pfor you?

#org 0x81B65B
= [blue_fr]Would you like your\npokemon healed?

#org 0x81B684
= I'll tell you later.

#org 0x81B69B
= Sorry, but I did not\nsee a thing.

#org 0x81B6BF
= [small][green_fr]I saw, a temple. It was\ndark and icy inside.\pSnow was falling around outside.

#org 0x81B715
= [small][green_fr]I saw, a red haired man.\nAround him were many\ppeople garbed in black and\nred. It seemed like a\pgreat assembly designed to\norganize troops to launch\pan attack.

#org 0x81B7BC
= [small][green_fr]I saw, a great bird\nof the skies flying over\pa beautiful building in a\ndistant land.

#org 0x81B819
= [small][green_fr]I saw, a man with a\nsword. He was speaking with\panother man about what I\nbelieve to be a reconaissance\pmission.

#org 0x81B891
= [small][green_fr]I saw, an island enveloped\nin shadow and a cave.\pIn this cave, there was\na roaring beast. It's eyes were\pglowing fiercly and the energy\nit gave off was the likes\pof which I've never seen.

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Last edited by Megiddo-san; January 17th, 2009 at 08:19 AM.
  #274    
Old January 17th, 2009, 12:16 AM
Hiche..'s Avatar
Hiche..
 
 
Join Date: Apr 2008
megiddo, Meditate is not 0x14C, it's 0x164. So, it would be:

setvar 0x8004 0x164
special2 0x800D 0x17C
  #275    
Old January 17th, 2009, 03:16 AM
MarineMechX2's Avatar
MarineMechX2
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Join Date: Oct 2008
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Gangway, Noob coming through!

Alright, I'm gonna ask this question; I've dug through as many pages as I could but couldn't find the answer, so here goes:

I'm using Pokemon Emerald, so I know it's possible...
Has anyone found out how to make a partnered battle? Where you've got a teamate who uses his three and you use you're three. (Ex. Player&Steven vs. Team Magma @ Mossdeep City)

I know that the certain types of battles are Wild, Trainer/Rebattle and Gym/Rebattle... but based on what I've seen, it might be a 'Special' event... and anyone help out?

Here's the code right before, during and after the battle...
Spoiler:
'-----------------------
....
#org 0x223FDA
applymovement LASTTALKED 0x827259E
waitmovement 0x0
msgbox 0x82247FF '"STEVEN: [player]\v\h05!\nYou're goi..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x822400C
msgbox 0x8224854 '"STEVEN: Then, hurry!\nGet ready qui..."
callstd 0x4
closeonkeypress
applymovement LASTTALKED 0x82725AA
waitmovement 0x0
releaseall
end
'-----------------------

Jumping to 22400C******

'-----------------------
#org 0x22400C
applymovement LASTTALKED 0x82725AA
waitmovement 0x0
special 0x28
fadescreen 0x1
special 0x2A
waitstate
compare LASTRESULT 0x0
if 0x5 goto 0x8224032
special 0x29
goto 0x8223FDA
special 0xFB
setvar 0x8004 0x2
setvar 0x8005 0x4
special 0xEA
setvar 0x8004 0x8
setvar 0x8005 0x0
special 0xEF
waitstate
setvar 0x8004 0x6
special 0xEA
special 0x29
copyvar 0x8000 LASTRESULT
compare 0x8000 0x1
if 0x1 goto 0x8224071
fadescreen 0x1
special 0xCB
waitstate
msgbox 0x82248C2 '"MAXIE: We failed to make the volcan..."
....
'-----------------------

Jumping to 224032******

'-----------------------
#org 0x224032
special 0xFB
setvar 0x8004 0x2
setvar 0x8005 0x4
special 0xEA
setvar 0x8004 0x8
setvar 0x8005 0x0
special 0xEF
waitstate
setvar 0x8004 0x6
special 0xEA
special 0x29
copyvar 0x8000 LASTRESULT
compare 0x8000 0x1
if 0x1 goto 0x8224071
fadescreen 0x1
special 0xCB
waitstate
msgbox 0x82248C2 '"MAXIE: We failed to make the volcan..."
....
'-----------------------


...anyone got any ideas?
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