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  #251    
Old January 11th, 2009, 09:22 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Originally Posted by Axess53 View Post
I was doing your guide for it and i got to the Advance Map thing but my advance map doesnt have that option what do i do? the one were you set the program to read yours
You have an old (possibly buggy) version of advancemap. To get up to date: link.
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  #252    
Old January 11th, 2009, 09:40 AM
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yeah advance map is all ways updating its the best program for hacking gba pokemon games the latest version is 1.92
  #253    
Old January 12th, 2009, 07:43 PM
juan6677
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Can anyone tell me what a flag is in scriptgen.
  #254    
Old January 13th, 2009, 12:27 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Location: Hertfordshire, England
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Quote:
Originally Posted by juan6677 View Post
Can anyone tell me what a flag is in scriptgen.
A flag is a number used to keep an event from happening again (analogous to a numbered checklist).

If you just want a fast answer:
0x200.
Use that, then for the next event you create, 0x201... then 0x202... when you get to 0x209, go to 0x20A, 0x20B ... 0x20F, then to 0x210. (Such are the ways of hex )
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  #255    
Old January 13th, 2009, 01:02 PM
juan6677
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thanks i have been trying to do the give item function and i could not figure it out
  #256    
Old January 19th, 2009, 05:14 AM
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Hey, i'm trying to finish pokemon Shiny Gold of Zel, graphics have been almost done but i don't know much 'bout script so can anybody please give me the script of Pr.Oak in Pallet town (like in PKM Crystal) Green on Cinnabar and Viridian city, and Red in Mt. Silver? Thanks alot
  #257    
Old January 19th, 2009, 08:35 AM
krazedkat
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Very nice tool :D A++++++!
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  #258    
Old January 19th, 2009, 08:54 AM
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Full Metal
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What is this written in? Yes, all of a sudden I am interested in writing programs.
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  #259    
Old January 19th, 2009, 09:58 AM
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Quote:
Originally Posted by jimmyjoejohnson View Post
What is this written in? Yes, all of a sudden I am interested in writing programs.
You do know that you could either read the first post for that information or download the source and see for your self. If you are too lazy to do that, I doubt you can help programming this.

By the way:
Quote:
Originally Posted by score_under
Tech stuff:
PKSV is a GPL-licenced decompiler and compiler for Pokémon Advance ROMs, currently with only one developer - me!
If you get PKSVUI, there are 2 executables: pksvui.exe is the frontend (the graphical IDE) and pksv.exe is the backend.
It is programmed in a mixture of C and ASM, and compiled with MinGW (and passing the -O2 switch to the compiler which reduces filesize, at the expense of being slightly more difficult to debug).
If anyone wanted to know, that annoying crashing bug was a result of a misplaced addition (supposed to be inside an "if") causing memory 1 byte after the command-line argument list to be read. This didn't crash most XPSP2 computers, but caused serious problems on some others.
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  #260    
Old January 19th, 2009, 11:00 AM
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Oh.. thnx [hit self on forehead]
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  #261    
Old January 23rd, 2009, 08:44 PM
PKMN101
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Can anyone help me? I know this is pretty old but I need to know how to use PKSV to get the offset thing for Advance Map or something like that. Can anyone help me??
  #262    
Old January 24th, 2009, 04:47 AM
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score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by PKMN101 View Post
Can anyone help me? I know this is pretty old
Far from it.
Quote:
Originally Posted by PKMN101 View Post
but I need to know how to use PKSV to get the offset thing for Advance Map or something like that. Can anyone help me??
If you meant the script offset for PKSV from AdvanceMap, then you can just follow the basic set-up tutorial (on the first post) to get it to work with AdvanceMap, then just double-click on any script icon to open it in PKSV.
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  #263    
Old January 24th, 2009, 09:14 AM
PKMN101
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OK, now I understand everything except the coding. Could someone please give me a code example with someone saying:

Hey son. How's your quest going? OR It's a beautiful day outside. It's time to go.



If I can get that, please can someone tell me how to start out the script and such or if there's a simple way to learn this stuff please tell me.

EDIT: The game I'm hacking is Fire Red if you needed to know that.

ANOTHER EDIT: NEVERMIND! :D I finally understand this!

Last edited by PKMN101; January 24th, 2009 at 12:15 PM.
  #264    
Old January 30th, 2009, 10:48 PM
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Hm, is there any reference guide to the GSC scripting commands? Like, 2D = "GivePokémon", 2E = "SetbyteinRAM" or something like that? It seems impossible to script without knowing what the commands are... the autocomplete doesn't really help.
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  #265    
Old January 31st, 2009, 02:09 PM
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score_under
I program the *other* ASM.
 
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There's no official guide to them as of yet, but you can look up the command in the Gold hex scripting guide, and cross-reference it with this file:
Spoiler:
Code:
#define GLD_2CALL                   0x00 //C,D addr(2)
#define GLD_3CALL                   0x01 //C,D addr(3)
#define GLD_2PTCALL                 0x02 //C,D addr(2)
#define GLD_2JUMP                   0x03 //C,D addr(2)
#define GLD_3JUMP                   0x04 //C,D addr(3)
#define GLD_2PTJUMP                 0x05 //C,D addr(2)
#define GLD_EQBYTE                  0x06 //C,D addr(2)
#define GLD_NEQBYTE                 0x07 //C,D addr(2)
#define GLD_EQZERO                  0x08 //C,D addr(2)
#define GLD_NEQZERO                 0x09 //C,D addr(2)
#define GLD_LTBYTE                  0x0A //C,D addr(2)
#define GLD_GTBYTE                  0x0B //C,D addr(2)
#define GLD_JUMPSTD                 0x0C //C,D num#(2)
#define GLD_CALLSTD                 0x0D //C,D num#(2)
#define GLD_3CALLASM                0x0E //C,D addr(3)
#define GLD_SPECIAL                 0x0F //C,D num#(2)
#define GLD_2PTCALLASM              0x10 //C,D addr(2)
#define GLD_CHECKMAPTRIGGERS        0x11 //C,D bank(1) map#(1)
#define GLD_DOMAPTRIGGER            0x12 //C,D bank(1) map#(1) trig(1)
#define GLD_CHECKTRIGGERS           0x13 //C,D
#define GLD_DOTRIGGER               0x14 //C,D trig(1)
#define GLD_LOADVAR                 0x15 //C,D valu(1)
#define GLD_ADDVAR                  0x16 //C,D valu(1)
#define GLD_RANDOM                  0x17 //C,D max#(1)
#define GLD_CHECKVER                0x18 //C,D
#define GLD_COPYBYTETOVAR           0x19 //C,D addr(2)
#define GLD_COPYVARTOBYTE           0x1A //C,D addr(2)
#define GLD_WRITEBYTE               0x1B //C,D addr(2) valu(1)
#define GLD_CHECKCODE               0x1C //C,D code(1)
#define GLD_WRITEVARCODE            0x1D //C,D code(1)  Writes var to code
#define GLD_WRITECODE               0x1E //C,D code(1) valu(1)
#define GLD_GIVEITEM                0x1F //C,D item(1) amnt(1)
#define GLD_TAKEITEM                0x20 //C,D item(1) amnt(1)
#define GLD_CHECKITEM               0x21 //C,D item(1)
#define GLD_GIVEMONEY               0x22 //C,D what(1) amnt(3)
#define GLD_TAKEMONEY               0x23 //C,D what(1) amnt(3)
#define GLD_CHECKMONEY              0x24 //C,D what(1) amnt(3)
#define GLD_GIVECOINS               0x25 //C,D coin(2)
#define GLD_TAKECOINS               0x26 //C,D coin(2)
#define GLD_CHECKCOINS              0x27 //C,D coin(2) 0=[>] 1=[=] 2=[<]
#define GLD_GIVEPHONENUMBER         0x28 //C,D person(1)
#define GLD_TAKEPHONENUMBER         0x29 //C,D person(1)
#define GLD_CHECKPHONENUMBER        0x2A //C,D person(1)
#define GLD_CHECKTIME               0x2B //C,D time(1) 1=morn ... 4=nite
#define GLD_CHECKPOKE               0x2C //C,D poke(1)
#define GLD_GIVEPOKE                0x2D //C,D poke(1) levl(1) item(1) trnr(1) if(trnr==1){trname(2) pknick(2)}
#define GLD_GIVEEGG                 0x2E //C,D poke(1) levl(1)
#define GLD_GIVEPOKEITEM            0x2F //C,D itm*(2) ptr= itm#(1) + "THIS IS MESSAGE TEXT" (used in letters)
#define GLD_TAKEIFLETTER            0x30 //C,D ltr*(2) ptr= itm#(1) + "THE MSG"
#define GLD_CHECKBIT1               0x31 //C,D bit#(2)
#define GLD_CLEARBIT1               0x32 //C,D bit#(2)
#define GLD_SETBIT1                 0x33 //C,D bit#(2)
#define GLD_CHECKBIT2               0x34 //C,D bit#(2)
#define GLD_CLEARBIT2               0x35 //C,D bit#(2)
#define GLD_SETBIT2                 0x36 //C,D bit#(2)
#define GLD_WILDOFF                 0x37 //C,D
#define GLD_WILDON                  0x38 //C,D
#define GLD_XYCOMPARE               0x39 //C,D tbl*(2)
#define GLD_WARPMOD                 0x3A //C,D towp(1) tobk(1) tomp(1)
#define GLD_BLACKOUTMOD             0x3B //C,D bank(1) map#(1)
#define GLD_WARP                    0x3C //C,D bank(1) map#(1) xval(1) yval(1)
#define GLD_MONEYTOTEXT             0x3D //C,D what(1) tvar(1)
#define GLD_COINSTOTEXT             0x3E //C,D tvar(1)
#define GLD_VARTOTEXT               0x3F //C,D tvar(1)
#define GLD_POKETOTEXT              0x40 //C,D poke(1) tvar(1)
#define GLD_ITEMTOTEXT              0x41 //C,D item(1) tvar(1)
#define GLD_LOCATIONTOTEXT          0x42 //C,D tvar(1)
#define GLD_TRAINERTOTEXT           0x43 //C,D trnr(1) grp#(1) textvar(1)
#define GLD_STRINGTOTEXT            0x44 //C,D str*(2) textvar(1)
#define GLD_ITEMNOTIFY              0x45 //C,D
#define GLD_POCKETISFULL            0x46 //C,D
#define GLD_LOADFONT                0x47 //C,D
#define GLD_REFRESHSCREEN           0x48 //C,D dummy(1)
#define GLD_LOADMOVESPRITES         0x49 //C,D
#define GLD_C1CELOADBYTE            0x4A //C,D byte(1)
#define GLD_3WRITETEXT              0x4B //C,D txt*(3)
#define GLD_2WRITETEXT              0x4C //C,D txt*(2)
#define GLD_REPEATTEXT              0x4D //C,D 0xFFFF
#define GLD_YESORNO                 0x4E //C,D
#define GLD_LOADMENUDATA            0x4F //C,D menu*(2)
#define GLD_WRITEBACKUP             0x50 //C,D
#define GLD_JUMPTEXTFACEPLAYER      0x51 //C,D txt*(2)
#define GLD_JUMPTEXT                0x52 //C,D txt*(2)
#define GLD_CLOSETEXT               0x53 //C,D
#define GLD_KEEPTEXTOPEN            0x54 //C,D
#define GLD_POKEPIC                 0x55 //C,D 0x00 if from var, else poke(1)
#define GLD_POKEPICYESORNO          0x56 //C,D
#define GLD_INTERPRETMENU           0x57 //C,D
#define GLD_INTERPRETMENU2          0x58 //C,D
#define GLD_LOADPIKADATA            0x59 //C,D
#define GLD_CLEARFIGHT              0x5A //C,D
#define GLD_LOADTRAINERSEEN         0x5B //C,D
#define GLD_LOADPOKEDATA            0x5C //C,D poke(1) level(1)
#define GLD_LOADTRAINER             0x5D //C,D group#(1) trainer(1)
#define GLD_STARTBATTLE             0x5E //C,D
#define GLD_RETURNAFTERBATTLE       0x5F //C,D
#define GLD_CATCHTUTORIAL           0x60 //C,D spr#(1)
#define GLD_TRAINERTEXT             0x61 //C,D text(1)
#define GLD_TRAINERSTATUS           0x62 //C,D stat(1) 0=deact 1=act 2=check
#define GLD_WINLOSSTEXT             0x63 //C,D win*(2) lose*(2)
#define GLD_TALKAFTER               0x64 //C,D
#define GLD_TALKAFTERCANCEL         0x65 //C,D
#define GLD_TALKAFTERCHECK          0x66 //C,D 
#define GLD_SETLASTTALKED           0x67 //C,D person(1)
#define GLD_APPLYMOVEMENT           0x68 //C,D person(1) moves*(2)
#define GLD_APPLYMOVEOTHER          0x69 //C,D moves*(2)
#define GLD_FACEPLAYER              0x6A //C,D
#define GLD_FACEPERSON              0x6B //C,D targetperson(1) facingperson(1) if[tprs>fd]tprs=talkedto, if[fprs=fe]tprs=talkedto
#define GLD_VARIABLESPRITE          0x6C //C,D xxxx(1) sprite(1)
#define GLD_DISAPPEAR               0x6D //C,D person(1)
#define GLD_APPEAR                  0x6E //C,D person(1)
#define GLD_FOLLOW                  0x6F //C,D leader(1) follower(1)
#define GLD_STOPFOLLOW              0x70 //C,D
#define GLD_MOVEPERSON              0x71 //C,D person(1) xval(1) yval(1)
#define GLD_WRITEPERSONLOC          0x72 //C,D person(1)
#define GLD_LOADEMOTE               0x73 //C,D emot(1)
#define GLD_SHOWEMOTE               0x74 //C,D emot(1) person(1) time(1)
#define GLD_SPRITEFACE              0x75 //C,D person(1) dirc(1)
#define GLD_FOLLOWNOTEXACT          0x76 //C,D lead(1) folo(1)
#define GLD_EARTHQUAKE              0x77 //C,D time(1)
#define GLD_SWAPMAPS                0x78 //C,D map*(3)
#define GLD_CHANGEBLOCK             0x79 //C,D xval(1) yval(1) blok(1)
#define GLD_RELOADMAP               0x7A //C,D
#define GLD_RELOADMAPPART           0x7B //C,D
#define GLD_WRITECMDQUEUE           0x7C //C,D queue*(2)->[[queue=XXXXX (5byte)]]
#define GLD_DELCMDQUEUE             0x7D //C,D first cmd of resp queue(1)
#define GLD_PLAYMUSIC               0x7E //C,D music(2)
#define GLD_PLAYRAMMUSIC            0x7F //C,D
#define GLD_MUSICFADEOUT            0x80 //C,D nmusic(2) time(1)
#define GLD_PLAYMAPMUSIC            0x81 //C,D
#define GLD_RELOADMAPMUSIC          0x82 //C,D
#define GLD_CRY                     0x83 //C,D cry(2)
#define GLD_PLAYSOUND               0x84 //C,D sound(2)
#define GLD_WAITBUTTON              0x85 //C,D
#define GLD_WARPSOUND               0x86 //C,D
#define GLD_SPECIALSOUND            0x87 //C,D
#define GLD_PASSTOENGINE            0x88 //C,D ptr(3)
#define GLD_NEWLOADMAP              0x89 //C,D type(1)
#define GLD_PAUSE                   0x8A //C,D time(1)
#define GLD_DEACTIVATEFACING        0x8B //C,D time(1)
#define GLD_PRIORITYJUMP            0x8C //C,D place(2)
#define GLD_WARPCHECK               0x8D //C,D
#define GLD_PTPRIORITYJUMP          0x8E //C,D *place(2)
#define GLD_RETURN                  0x8F //C,D
#define GLD_END                     0x90 //C,D
#define GLD_RELOADANDRETURN         0x91 //C,D
#define GLD_RESETFUNCS              0x92 //C,D
#define GLD_POKEMART                0x93 //C,D dialog#(1) mart#(2)
#define GLD_ELEVATOR                0x94 //C,D floorlist(2)
#define GLD_TRADE                   0x95 //C,D trade#(1)
#define GLD_ASKFORPHONENUMBER       0x96 //C,D number(1)
#define GLD_PHONECALL               0x97 //C,D caller(2)
#define GLD_HANGUP                  0x98 //C,D
#define GLD_DESCRIBEDECORATION      0x99 //C,D type(1)
#define GLD_FRUITTREE               0x9A //C,D type(1)
#define GLD_SPECIALPHONECALL        0x9B //C,D type(1)
#define GLD_CHECKPHONECALL          0x9C //C,D
#define GLD_VERBOSEGIVEITEM         0x9D //C,D item(1)amt(1)
#define GLD_LOADWILDDATA            0x9E //C,D bank(1)map(1)
#define GLD_HALLOFFAME              0x9F //C,D
#define GLD_CREDITS                 0xA0 //C,D
#define GLD_WARPFACING              0xA1 //C,D facing(1)bank(1)map(1)x(1)y(1)
#define GLD_STORETEXT               0xA2 //C,D text(2)bank(1)txtvar(1)
#define GLD_DISPLAYLOCATION         0xA3 //C,D location(1)
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  #266    
Old January 31st, 2009, 05:32 PM
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Cy-Chan
GSC Hacker
 
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Quote:
Originally Posted by score_under View Post
Awesome stuff.
That'll do nicely, thanks dude.
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  #267    
Old February 1st, 2009, 01:04 PM
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wow this is still confusing and i've had the program for ages now but can you possably insert a free space finder for gold on it?
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  #268    
Old February 1st, 2009, 05:18 PM
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IIMarckus
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Quote:
Originally Posted by CelebiKing123 View Post
wow this is still confusing and i've had the program for ages now but can you possably insert a free space finder for gold on it?
Why would you need a free space finder? Just open the ROM in a hex editor and look for any big block of 00s.
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  #269    
Old February 1st, 2009, 10:11 PM
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Goldie
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This is really good. Thanks.
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  #270    
Old February 2nd, 2009, 12:25 PM
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score_under
I program the *other* ASM.
 
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Location: Hertfordshire, England
Age: 22
Nature: Rash
Quote:
Originally Posted by CelebiKing123 View Post
wow this is still confusing and i've had the program for ages now but can you possably insert a free space finder for gold on it?
Just click the "00 mode" on the free space finder before searching, and convert it in the built-in calculator (offset to pointer).
Quote:
Originally Posted by IIMarckus View Post
Why would you need a free space finder? Just open the ROM in a hex editor and look for any big block of 00s.
You might as well look up the commands and write the script in hex, too. What we're going for is convenience

Also, CelebiKing123 has gone to the trouble of writing >a tutorial< for us on modifying an event in Pokémon Gold.
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  #271    
Old February 3rd, 2009, 05:37 PM
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RedBlood
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Thanks for this utility. It is real helpful, the script generator is a real handy tool to get things done quickly. Thank you very much for this tool.
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  #272    
Old February 16th, 2009, 10:37 AM
Excalibur's Avatar
Excalibur
Sorry for my english...
 
Join Date: Nov 2008
Age: 22
Gender: Male
Nature: Lonely
Good tool! This is my first Script Editor. But there are some errors with FR Gym leader trainerbattle command, setanimation and playsong (the second value reads as first).
  #273    
Old February 16th, 2009, 12:06 PM
mew999
Beginning Trainer
 
Join Date: Jun 2007
Nature: Adamant
hey how do i compile my script in this programe and were do i find the offset?
  #274    
Old February 17th, 2009, 03:42 AM
Excalibur's Avatar
Excalibur
Sorry for my english...
 
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To compile your script just press F9.
  #275    
Old February 17th, 2009, 02:11 PM
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bardock10
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ummm how do you find the offset
and when I compile it says a script I wrote before
please help
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