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  #301    
Old April 11th, 2009, 12:18 PM
evilottojr
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A script generator for 2nd Gen games would be AMAZINGLY useful.
  #302    
Old April 12th, 2009, 03:28 AM
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score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by Crocky View Post
Is there a tutorial for this?
Not that I've created myself - oh dear, I'd forgotten all about my attempt to document all the commands :s

The blob of blobs has created a script generator console app, and there is an "official" script generator included in my PKSV package.

Aside from that, the best way to learn scripting is through decompiling scripts made by the creators of the game - they know best, as they programmed what each scripting command should do!

Quote:
Originally Posted by evilottojr View Post
A script generator for 2nd Gen games would be AMAZINGLY useful.
Yes, it would... it'd also be amazingly difficult to program I would need a little help with that.
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  #303    
Old April 12th, 2009, 05:08 PM
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poddish
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Quote:
Originally Posted by score_under View Post
Not that I've created myself - oh dear, I'd forgotten all about my attempt to document all the commands :s

The blob of blobs has created a script generator console app, and there is an "official" script generator included in my PKSV package.

Aside from that, the best way to learn scripting is through decompiling scripts made by the creators of the game - they know best, as they programmed what each scripting command should do!


Yes, it would... it'd also be amazingly difficult to program I would need a little help with that.
what'd be even harder would be a 1st gen script editor, but thats cause the 1st gen games' data is "cluttered". You also said this'd be the first 2nd and 3rd gen scripting tool, but that may cause the 2nd gen to get a bunch of "crap hacks" like the 3rd gen (by crap hacks, I mean basically all hacks people gave up on because of difficulty, even though there are more than enough tools out there; hacks with a lot of swearing, and... other stuff...; etc) Anyway, I hope you finish making this tool, it looks great so far, just don't make it like pokescript where the tool compiles garbage data to the rom, wasting space and the time it takes for the hacker to try to free up that garbage space again.

anyway, you don't have any support banners and xse does, so here's one I made in like 5 minutes You don't have to use it if you don't want to
Attached Images
File Type: png pksv.png‎ (27.7 KB, 24 views) (Save to Dropbox)
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Last edited by poddish; April 12th, 2009 at 05:23 PM.
  #304    
Old April 13th, 2009, 02:55 AM
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ok. I have a problem... I did the script generator - give pokemon code - but it says you need flags - and where in the internet?
Where exactly? And also,
After I did it, it didn't give me a offset.
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  #305    
Old April 14th, 2009, 12:01 PM
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videoman
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Hey there! I am new to the whole "Scripting" thing and all. So i was wondering if someone can help me on a curtain script issue. Here's the issue:
I need help making a Script, you know like the one they (Nintendo) made for making the one person not move from CERULEAN CAVE entrence untile you Beat the Elite Four. does anyone know the script for this curtain issue. Also can someone explane how the whole "Road-Closed" feature in the Scripting programs. How does it work? And how to use it?
Thanks

Videoman
  #306    
Old April 14th, 2009, 04:45 PM
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lil-gimli1
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Where do i find flag numbers???

plz help,
i looked all over the net
  #307    
Old April 15th, 2009, 12:24 PM
score_under's Avatar
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Massive update!

PKSV has now exited that annoying beta stage, the easter holidays really gave me a chance to work on it.
Now, for the additions:
  • #dynamic support (can be abbreviated #dyn). #dynamic and #dyn search for the first block of free space, so for example "#dynamic 0x700000" would search for free space after 0x700000. There is also #dyn2 which will overwrite space even if it is not free, starting exactly where you say. A dialog box will also allow you to see all dynamic offsets.
  • A movement planner (may need a little graphical revamp) accessed through Ctrl+M or the Tools menu:
  • Printing with multiple zoom levels and syntax highlighting.
  • "#eorg" command - like #org, but erases a script of the same length from that location. The best use of this is to open an existing script from AdvanceMap, replace all #org with #eorg, and compile again. This will delete the script and free up the space the script was using.
  • "Debug compile" option, which "pretends" to compile the script so you can check the log for errors in a particularly volatile script.
  • Now compiled in MS Visual C++. Dropped again in favour of GCC's mean optimizer.
  • You can now drag-and-drop a ROM onto the window, or drag-and-drop a script onto the window to open it.
  • [2.0.1] Superfast compiling and decompiling with a DLL
  • [2.0.1] No need for PokeInc.txt, using a more compact "defines.dat" instead.
  • [2.0.1] PKSV engine version check to avoid compiler/IDE version mismatches.
  • Now with 200% more win!*
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Last edited by score_under; July 15th, 2009 at 03:54 PM.
  #308    
Old April 15th, 2009, 12:28 PM
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CollinP
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um, i'm new, and i ned help- how do i use this? (the Guide Would not open For Me)
  #309    
Old April 15th, 2009, 03:59 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by CollinP View Post
um, i'm new, and i ned help- how do i use this? (the Guide Would not open For Me)
Try [ http://pdfmenot.com/view/http://pk-s...e.net/PKSV.pdf ] an online viewer.
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  #310    
Old April 16th, 2009, 01:31 AM
Raiser
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I've got the newest version (thanks for the update!) but I'm having some trouble.
I use the HM-Move generator and I type in
#dynamic 0x700000
as the first line but it says that it's an unknown command. --> "Warning: Unknown command "#dynamic""
Also, "checkattack CUT"- you need to put it in intergers? --> "Unknown value in CHECKATTACK (Value must be integer)"

Thanks. :D
  #311    
Old April 16th, 2009, 03:55 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by blastimpulseee View Post
I've got the newest version (thanks for the update!) but I'm having some trouble.
I use the HM-Move generator and I type in
#dynamic 0x700000
as the first line but it says that it's an unknown command. --> "Warning: Unknown command "#dynamic""
Also, "checkattack CUT"- you need to put it in intergers? --> "Unknown value in CHECKATTACK (Value must be integer)"

Thanks. :D
You only extracted the new PKSVUI.exe, didn't you? XD
You need to extract every single file in the ZIP, and into the same folder.

The "unknown command #dynamic" means you haven't updated PKSV.exe, and the "Unknown value in checkattack" means you have an absolutely ancient PokeInc.txt

If you downloaded the "pksvui_only" zip file (I uploaded that by accident ) then get the other one: https://sourceforge.net/project/down...i_pkg2-0-0.zip old version
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Last edited by score_under; April 25th, 2009 at 02:32 AM.
  #312    
Old April 16th, 2009, 03:05 PM
Raiser
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Quote:
Originally Posted by score_under View Post
You only extracted the new PKSVUI.exe, didn't you? XD
You need to extract every single file in the ZIP, and into the same folder.

The "unknown command #dynamic" means you haven't updated PKSV.exe, and the "Unknown value in checkattack" means you have an absolutely ancient PokeInc.txt

If you downloaded the "pksvui_only" zip file (I uploaded that by accident ) then get the other one: https://sourceforge.net/project/down...i_pkg2-0-0.zip
Ah, I see. Well it's working now. ;D
I'm just having trouble with the HM-Move still. (CUT on a tree)
So I start with this using the generator:
Spoiler:
' Also used as a demonstration of the new dynamic offsets:
#dyn FREESPACE400
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
lockall
checkattack CUT
compare LASTRESULT 6
if == jump @donthave
setanimation 0 LASTRESULT
storepokemonvar 0 LASTRESULT
storeatk 1 CUT
msgbox @doit
callstd MSG_YESNO
compare LASTRESULT 0
if == jump 0x81BDF91
msgbox 0x81BDFD7 ' \v\h02 used \v\


And then I change the #dyn to #dynamic 0x700000

Then I click compile, and the offset comes up. I copy that and place it in Script Offset in A-Map. However, I open it back up and get

Spoiler:

#org 0x88000B7
'-----------------------------------
special 0x187
compare LASTRESULT 0x2
if 0x1 jump 0x81A7AE0 ' Equal To
lockall
checkattack 0xF
compare LASTRESULT 0x6
if 0x1 jump 0x8000000 ' Equal To
setanimation 0x0 0x800D
storepokemonvar 0x0 0x800D
storeatk 0x1 0xF
msgbox 0x8000000 ' \h7F v\h24
callstd MSG_YESNO ' Yes/No message
compare LASTRESULT 0x0
if 0x1 jump 0x81BDF91 ' Equal To
msgbox 0x81BDFD7 ' \v\h02 used \v\h03!
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xBE
#raw 0xDD
#raw 0xD8
nop0 ' #raw 0x0
#raw 0xED
#raw 0xE3
#raw 0xE9
nop0 ' #raw 0x0
#raw 0xDF
#raw 0xE2
#raw 0xE3
#raw 0xEB
nop0 ' #raw 0x0
#raw 0xE8
#raw 0xDC
#raw 0xD5
#raw 0xE8
nop0 ' #raw 0x0
checkobedience 0xE7C7
nop0 ' #raw 0x0
#raw 0xD9
#raw 0xE2
#raw 0xD5
#raw 0xD6
#raw 0xE0
#raw 0xD9
nop0 ' #raw 0x0
CMD_FE 0xE3
#raw 0xE2
#raw 0xD9
nop0 ' #raw 0x0
#raw 0xE8
#raw 0xE3
nop0 ' #raw 0x0
#raw 0xD8
#raw 0xE3
nop0 ' #raw 0x0
#raw 0xE7
#raw 0xE4
#raw 0xD9
#raw 0xD7
#raw 0xDD
#raw 0xD5
#raw 0xE0
nop0 ' #raw 0x0
#raw 0xE8
#raw 0xDC
#raw 0xDD
#raw 0xE2
#raw 0xDB
#raw 0xE7
setdooropened 0xFB00 0xDDC6
#raw 0xDF
#raw 0xD9
#raw 0xB8
nop0 ' #raw 0x0
updatecoins 0xC7 0xA1
setweather 0xD500
#raw 0xE0
#raw 0xE0
#raw 0xE3
#raw 0xEB
#raw 0xE7
nop0 ' #raw 0x0
#raw 0xED
#raw 0xE3
#raw 0xE9
nop0 ' #raw 0x0
#raw 0xE8
#raw 0xE3
nop0 ' #raw 0x0
#raw 0xE7
#raw 0xEB
#raw 0xDD
#raw 0xE1
nop0 ' #raw 0x0
CMD_FE 0xDD
#raw 0xE2
nop0 ' #raw 0x0
#raw 0xEB
#raw 0xD5
#raw 0xE8
#raw 0xD9
#raw 0xE6
setdoorclosed 0xFB00 0xDCCE
#raw 0xD5
#raw 0xE8
givetocoincase 231 ' Bear in mind, it's not in hex
#raw 0xE7
#raw 0xE3
nop0 ' #raw 0x0
#raw 0xD7
#raw 0xE3
#raw 0xE3
#raw 0xE0
tempspriteface 0xFF 0x6A
faceplayer
msgbox 0x8800274 ' Always make sure you...
callstd MSG_NORMAL ' Normal message
release
end
#org 0x81A7AE0
'-----------------------------------
release
end
#org 0x8000000
'-----------------------------------
storepokemonvar 0x0 0xEA00
callasm2 0x6951AEFF
lightroom 0xA2
compare 0x843D 0xA82
storecomp 0xE4 0xAD09
writebytetooffset 0x24 0x81C0988B
storepokemonvar 0x21 0x52A3
#raw 0xBE
copyvar 0x993 0x20CE
setbyte2 0x46 0x4A
checkiteminpc 0x27F8 0xEC31
farreappear 0xE8C7 0x33 0x82
#raw 0xE3
checkobedience 0x85BF
#raw 0xF4
#raw 0xDF
hidemoney 0xCE 0x4B
callstd 0xC1 '
hidemoney 0x56 0x8A
showcoins 0x13 0x72
setmapfooter 0x9FFC
storecomp 0x4D 0xA373
msgboxsign
lightroom 0x61
farreappear 0xA397 0x27 0xFC
return
#org 0x81BDF91
'-----------------------------------
closemsg
releaseall
end

#org 0x8000000
= \h7F v\h24
#org 0x81BDFD7
= \v\h02 used \v\h03!
#org 0x8800274
= Always make sure you're \nprepared before a battle. \pSo check your items and POKéMON.


Don't know what that is, but obviously, the event itself didn't work.
I'm probably doing something wrong, but what is it? xD

Oh also, what command is used to change the music of a WILD BATTLE (generated by the generator)?

Thanks.
  #313    
Old April 16th, 2009, 03:37 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
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Quote:
Originally Posted by blastimpulseee View Post
Ah, I see. Well it's working now. ;D
I'm just having trouble with the HM-Move still. (CUT on a tree)
So I start with this using the generator:

And then I change the #dyn to #dynamic 0x700000

Then I click compile, and the offset comes up. I copy that and place it in Script Offset in A-Map. However, I open it back up and get

Don't know what that is, but obviously, the event itself didn't work.
I'm probably doing something wrong, but what is it? xD

Oh also, what command is used to change the music of a WILD BATTLE (generated by the generator)?

Thanks.
I think to change the music you alter this command (although I have no time to test it today):
special 0x138
This can be changed to 0x143, 0x137, or 0x139.

The generated script not compiling is in fact a bug [sprintf() is cutting out at "\\h"]. Use this script instead:
Spoiler:
Code:
#dyn 0x700000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
lockall
checkattack CUT
compare LASTRESULT 6
if == jump @donthave
setanimation 0 LASTRESULT
storepokemonvar 0 LASTRESULT
storeatk 1 CUT
msgbox @doit
callstd MSG_YESNO
compare LASTRESULT 0
if == jump 0x81BDF91
msgbox 0x81BDFD7
callstd MSG_NOCLOSE
closemsg
doanimation 2
waitspecial
' -------------------
' Enter the code here for what happens when the attack is used


' -------------------
releaseall
end

#org @donthave
msgbox @donthavemsg
callstd 0x3
releaseall
end

#org @doit
= Do you want to use that attack\non this[.] thing? Replace this message with something else. Please.

#org @donthavemsg
= You don't have the correct attack. Also replace this message.
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  #314    
Old April 16th, 2009, 04:03 PM
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Full Metal
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um about the script gen
i'll fix it up (aotm trying to add the checkflag function and somehow got rid of the actual main script :O but easily fixable)
i'll upload it in toolbox because it isn't pksv specific it also works for XSE :D
Edit:it is now fixed ^-^
and checkflag is functional but currently incapable of doing messages for you
if you want you can you'll just have to [bold]cut[/bold] the
Quote:
#org @[ur messagelabel]
= [your message]
and paste it with the rest so that your script compiler doesn't get confused
Edit again: here is a link CLICKY! CLICKY!
Hopefully the final edit: Here's a userbar
to add it to your sig copy and paste
Spoiler:

[Img]http://www.pokecommunity.com/attachment.php?attachmentid=46127&stc=1&d=1239928269[/img]
Attached Images
File Type: png pksv.png‎ (5.4 KB, 16759 views) (Save to Dropbox)
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and push it,
until my luck is over.

Last edited by Full Metal; April 17th, 2009 at 04:41 PM.
  #315    
Old April 17th, 2009, 02:43 PM
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i dont understand how to use could you help?
  #316    
Old April 17th, 2009, 03:01 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by Pkmnhack View Post
i dont understand how to use could you help?
Did you read the simple guide? It's easy enough to use with a little practice; you just need to figure out what the commands mean.
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  #317    
Old April 17th, 2009, 04:45 PM
Full Metal's Avatar
Full Metal
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Quote:
Originally Posted by score_under View Post
The generated script not compiling is in fact a bug [sprintf() is cutting out at "\\h"].
try this "\\\h" you probably will laugh at me but hey it's an idea
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I like to push it,
and push it,
until my luck is over.
  #318    
Old April 18th, 2009, 03:21 AM
Raiser
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Oh I have another question. So I have this compiled script for a wild battle with MEW made using the script generator:
Spoiler:

#org 0x880668E
'-----------------------------------
special 0x187
compare LASTRESULT 0x2
if 0x1 jump 0x81A7AE0 ' Equal To
special 0x188
lock
faceplayer
checksound
cry 0x97 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle 0x97 0x1E 0x8D
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 0x1
if 0x1 jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if 0x1 jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if 0x1 jump 0x8162561 ' Equal To
setflag 0x1053
release
end
#org 0x81A7AE0
'-----------------------------------
release
end
#org 0x8162558
'-----------------------------------
setflag 0x2BC
jump 0x81A922D
#org 0x81A922D
'-----------------------------------
fadescreen 0x1 ' Fade screen to black
disappear 0x800F
fadescreen 0x0 ' Fade back into the action from black
release
end
#org 0x8162561
'-----------------------------------
setvar 0x8004 0x96
jump 0x81A9236
#org 0x81A9236
'-----------------------------------
fadescreen 0x1 ' Fade screen to black
disappear 0x800F
fadescreen 0x0 ' Fade back into the action from black
storepokemon 0x0 0x8004
msgbox 0x81A63C4 ' The \v\h02 flew away...
callstd MSG_NOCLOSE ' Non-closing message
release
end

#org 0x81A63C4
= The \v\h02 flew away!



I'm assuming that the \v\h02 is whatever the setvar 0x8004 0x** is, correct?
As 96 = MEWTWO, everytime I run from a wild battle I create says "Wild MEWTWO flew away!" or something. Then I realize that I can't change just that one part of this certain script because all the wild battles I create, that one part has the same offset for every one.

So can I fix this by simply using the FSF and changing the offset after #org (for 0x8162561)? Or do I need to do something different?

Because I also made wild battles with JIRACHI, KYOGRE, and more, but all of them say "MEWTWO flew away!" and the setvar 0x8004 0x** is the same (0x96)

Thanks for the help!
  #319    
Old April 18th, 2009, 05:57 AM
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the messages are only raw text in gba games from what i know, so yes, that should work just fine
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until my luck is over.
  #320    
Old April 18th, 2009, 06:50 PM
Raiser
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So using the response from Blob, I fixed up a wild battle with RAYQUAZA and used
setvar 0x8004 0x180
(180 is RAYQUAZA in hex, no?)

I fixed up the offsets and ran the ROM in VBA.
However, I run from it and it says AGGRON.

AGGRON = 132 and there's no 132 in my script.

Here it is:
Spoiler:

#org 0x880263B
'-----------------------------------
special 0x187
compare LASTRESULT 0x2
if 0x1 jump 0x81A7AE0 ' Equal To
special 0x188
lock
faceplayer
checksound
cry 0x196 0x2
waitcry
pause 0x14
playsound 0x2 0x2
battle 0x196 0x4B 0x0
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 0x1
if 0x1 jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if 0x1 jump 0x8800080 ' Equal To
compare LASTRESULT 0x5
if 0x1 jump 0x8800080 ' Equal To
fadescreen 0x1 ' Fade screen to black
disappear 0x800F
fadescreen 0x0 ' Fade back into the action from black
setflag 0x1016
release
end
#org 0x81A7AE0
'-----------------------------------
release
end
#org 0x8162558
'-----------------------------------
setflag 0x2BC
jump 0x81A922D
#org 0x81A922D
'-----------------------------------
fadescreen 0x1 ' Fade screen to black
disappear 0x800F
fadescreen 0x0 ' Fade back into the action from black
release
end
#org 0x8800080
'-----------------------------------
setvar 0x8004 0x180
jump 0x81A9236
#org 0x81A9236
'-----------------------------------
fadescreen 0x1 ' Fade screen to black
disappear 0x800F
fadescreen 0x0 ' Fade back into the action from black
storepokemon 0x0 0x8004
msgbox 0x81A63C4 ' The \v\h02 flew away...
callstd MSG_NOCLOSE ' Non-closing message
release
end

#org 0x81A63C4
= The \v\h02 flew away!



The bolded parts are what I fixed up. So why do I get AGGRON in the textbox when it should be RAYQUAZA?

EDIT: I opened it, and just tried to recompile/save it when I get this in the compiler log:
Spoiler:

Cannot open defines.dat!
Opened file.
#ORG
-> 0x880263B
SPECIAL
-> 0x187
COMPARE
Unknown value in COMPARE (Value must be integer)



It worked fine when I first compiled it, but now I can't do it again without that log showing up.
  #321    
Old April 19th, 2009, 06:51 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
You need to extract the whole file - defines.dat is the datafile used for compiling. If you do have the whole file extracted, please tell me in which situation defines.dat failed to open.
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  #322    
Old April 19th, 2009, 05:19 PM
Raiser
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Okay, I redownloaded, re-extracted all files, ran associateshell.bat, did the same thing as my last post (changed the required offsets and setvar values), but it still says "Wild AGGRON ran away" or whatever. However, recompiling it does not bring up a defines.dat error log, it's alright now.

It was "Wild MEWTWO..." because it was setvar 0x8004 0x96 (96 = MEWTWO)
But then I changed it to setvar 0x8004 0x180 (180 = RAYQUAZA).

Why does it say AGGRON? My compiled script is basically the same as the first one in my most recent post.
  #323    
Old April 24th, 2009, 09:32 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
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Quote:
Originally Posted by Raiser View Post
Okay, I redownloaded, re-extracted all files, ran associateshell.bat, did the same thing as my last post (changed the required offsets and setvar values), but it still says "Wild AGGRON ran away" or whatever. However, recompiling it does not bring up a defines.dat error log, it's alright now.

It was "Wild MEWTWO..." because it was setvar 0x8004 0x96 (96 = MEWTWO)
But then I changed it to setvar 0x8004 0x180 (180 = RAYQUAZA).

Why does it say AGGRON? My compiled script is basically the same as the first one in my most recent post.
180 is only rayquaza if you discount the gap between GSC and RSE pokemon.

Rayquaza is 0x196 (406 in decimal).


Also, for anyone that can see the "defines.dat" file format
(for each #define; 1 byte: string length +1, then string with null terminator, then 4 bytes: value)
make sure that if you edit it, all the names are in lowercase, as they will not be converted (to save on speed).
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  #324    
Old April 24th, 2009, 10:10 PM
Raiser
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Oh I see. Sorry, to lazy to look at the .dat file.

But aren't there only 25 spaces between GSC and RBE? So technically, Rayquaza would be
384 + 25 = 409? Why 406?

And I tried HEX numbers 192, 193, 194, and 195, but none are of LATIAS and LATIOS.
192 = Regice, 193 = Registeel, 194 and 195 = GROUDON and KYOGRE. Where's L@tias?

Anyways, thanks for the help!
Oh and I have a suggestion for the script generator:
For trainer battles: if you include a part to add text AFTER the battle. It currently only does the text when you first talk to the trainer, and at the end of the battle.

(:

Last edited by Raiser; April 24th, 2009 at 10:36 PM.
  #325    
Old April 25th, 2009, 02:39 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by Raiser View Post
And I tried HEX numbers 192, 193, 194, and 195, but none are of LATIAS and LATIOS.
192 = Regice, 193 = Registeel, 194 and 195 = GROUDON and KYOGRE. Where's L@tias?
Oh, so close
Latias is 0x197, Latios is 0x198.

But bear in mind, there's a good reason for the "defines.dat" file - it allows you to write a script with something like this:
Code:
setvar 0x4001 LATIAS
It will automatically be converted at compile time.

I have implemented your script generator modification, but am not going to release it just yet - I am trying to keep updates more steady so people don't have to download a new version every hour or something (as with in the early stages of this program's development).

Quote:
Originally Posted by The blob of blobs View Post
try this "\\\h" you probably will laugh at me but hey it's an idea
No, that would come out as a backslash and a backspace (DOS) character.
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