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  #76    
Old April 11th, 2010, 04:08 AM
third93's Avatar
third93
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yes,but i don't see this tutorial in italian and i ask him
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  #77    
Old April 11th, 2010, 09:33 AM
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Quote:
Originally Posted by Zeffy View Post

I already solved that problem, thanks anyways. But, your post is full of smileys. :/
sorry 'bout that, C:\ is equal to C: \ only without smileys (i forgot to disable them)
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  #78    
Old May 12th, 2010, 11:20 AM
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hey, i just started pokehacking...and im very low on scripts :'(
but hackmew this helped alot
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  #79    
Old May 26th, 2010, 07:24 AM
ERROR
 
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i have question about compiling
i understand how it was done and all but how was it compiled into the rom? i dont see where that happened

and also concerning palettes if i was making a titlescreen would it be possible to repoint the palettes to a different offset wouldnt that make it easier for using images that used 32 palettes or more?

Last edited by ERROR; May 26th, 2010 at 07:32 AM.
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  #80    
Old June 26th, 2010, 11:15 AM
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Penguins
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Cool you are the best Hack Mew I love using your tools they are just so convenient. Good job. Just keep on hacking.
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  #81    
Old July 2nd, 2010, 09:09 PM
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Samike360
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I have a problem...I've been doing the ASM tutorial but whenever I start the debugger and the Rom, it always gives me an error and shuts out of the rom with an error report. It says "VBA-over.ini not found" on the command prompt.
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  #82    
Old July 2nd, 2010, 09:21 PM
X-Buster
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Quote:
Originally Posted by Samike360 View Post
I have a problem...I've been doing the ASM tutorial but whenever I start the debugger and the Rom, it always gives me an error and shuts out of the rom with an error report. It says "VBA-over.ini not found" on the command prompt.
if you have the ordinary VBA, copy it's .ini file and paste the same directory as the debugger.
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  #83    
Old July 2nd, 2010, 09:25 PM
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Quote:
Originally Posted by X-Buster View Post
if you have the ordinary VBA, copy it's .ini file and paste the same directory as the debugger.
Hmm...how would I do that excatly? And what's the ordinary VBA?
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  #84    
Old July 10th, 2010, 03:59 PM
X-Buster
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Quote:
Originally Posted by Samike360 View Post
Hmm...how would I do that excatly? And what's the ordinary VBA?
here's a default ini file for the debugger, just save it the same directory as your debugger.
Attached Files
File Type: ini vba-over.ini‎ (1.9 KB, 15 views) (Save to Dropbox)
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  #85    
Old July 28th, 2010, 09:03 AM
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FlameShocker
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I was wondering, is the
Code:
.VAR:
     .word 0x020270B6 + (0x800D * 2)
in the ASM code in lesson 1 for the buffer part of the script? I don't know since I'm still new to assembly and scripting. The main reason I'm asking is because I'd like to know how I can modify the .word portion. Additionally, what is the
Code:
+ (0x800D * 2)
for?

Edit: One thing I forgot to mention: I'm hacking Fire Red.

I found out that 0x800D is the buffer (yay, scripting tutorials), but what's the times 2 thing for?

Also, what does address 0x020270B6 do (in Fire Red)?
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Last edited by FlameShocker; July 28th, 2010 at 09:26 AM.
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  #86    
Old July 28th, 2010, 10:53 AM
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colcolstyles
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Quote:
Originally Posted by FlameShocker View Post
I was wondering, is the
Code:
.VAR:
     .word 0x020270B6 + (0x800D * 2)
in the ASM code in lesson 1 for the buffer part of the script? I don't know since I'm still new to assembly and scripting. The main reason I'm asking is because I'd like to know how I can modify the .word portion. Additionally, what is the
Code:
+ (0x800D * 2)
for?

Edit: One thing I forgot to mention: I'm hacking Fire Red.

I found out that 0x800D is the buffer (yay, scripting tutorials), but what's the times 2 thing for?

Also, what does address 0x020270B6 do (in Fire Red)?
That is the address of the variable '0x800D' (more commonly known as 'LASTRESULT') in the WRAM. The reason that "+ (0x800D * 2)" is appended to the main '0x020270B6' part is that if you multiply 0x800D by 2 and then add it to the main part, you get '0x020370D0' which is the actual address of '0x800D'. HackMew formatted it that way for convenience. If you wanted to use variable '0x8004' instead, all you have to do is change '0x800D' to '0x8004'. Otherwise, you'd have to calculate what address '0x8004' is at and that's just no fun.
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  #87    
Old July 28th, 2010, 04:55 PM
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Okay, thanks. That cleared things up for me.
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  #88    
Old July 30th, 2010, 12:31 AM
professional
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the only tut that I understand
P.S you make ASM look easy
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  #89    
Old July 30th, 2010, 10:23 PM
IntrOutro
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Hi, how exactly the extended script looks like regarding to the Trainer ID + Secret ID in the 1st ASM Lesson? I just manage to get the Trainer ID to show up but not the Secret ID.

I'll just recopy the script part from the 1st Lesson so anyone of you don't have to look back:
Spoiler:
Code:
#dynamic 0x800000

#org @start
callasm YourOffset
buffernumber 0x0 LASTRESULT
msgbox @secret 0x2
end

#org @secret
= Sshh! I'll tell you a secret[.]\nYour Secret ID is [buffer1]!


and the ASM that I'm based on (Emerald):
Spoiler:
Code:
.text
.align 2
.thumb
.thumb_func
.global lesson1

main:
	push {r0-r1, lr}
	ldr r0, .PLAYER_DATA
	ldr r0, [r0]
	ldr r1, .VAR
	ldrh r0, [r0, #0xA]
	strh r0, [r1]
	ldr r0, .PLAYER_DATA
	ldr r0, [r0]
	ldrh r0, [r0, #0xC]
	strh r0, [r1, #0x2]
	pop {r0-r1, pc}


.align 2
.PLAYER_DATA:
	.word 0x03005D90
.VAR:
	.word 0x020275D6 + (0x800D * 2)


And, do you set the [buffer1] twice in the strings area or split it to something like [buffer1] and [buffer2]?

I really like to know how it's done because the extended script isn't covered in any of the tutorials (only the crucial asm part was covered in the end of 2nd ASM Lesson).
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  #90    
Old July 31st, 2010, 11:10 AM
colcolstyles's Avatar
colcolstyles
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Quote:
Originally Posted by IntrOutro View Post
Hi, how exactly the extended script looks like regarding to the Trainer ID + Secret ID in the 1st ASM Lesson? I just manage to get the Trainer ID to show up but not the Secret ID.

I'll just recopy the script part from the 1st Lesson so anyone of you don't have to look back:
Spoiler:
Code:
#dynamic 0x800000

#org @start
callasm YourOffset
buffernumber 0x0 LASTRESULT
msgbox @secret 0x2
end

#org @secret
= Sshh! I'll tell you a secret[.]\nYour Secret ID is [buffer1]!


and the ASM that I'm based on (Emerald):
Spoiler:
Code:
.text
.align 2
.thumb
.thumb_func
.global lesson1

main:
	push {r0-r1, lr}
	ldr r0, .PLAYER_DATA
	ldr r0, [r0]
	ldr r1, .VAR
	ldrh r0, [r0, #0xA]
	strh r0, [r1]
	ldr r0, .PLAYER_DATA
	ldr r0, [r0]
	ldrh r0, [r0, #0xC]
	strh r0, [r1, #0x2]
	pop {r0-r1, pc}


.align 2
.PLAYER_DATA:
	.word 0x03005D90
.VAR:
	.word 0x020275D6 + (0x800D * 2)


And, do you set the [buffer1] twice in the strings area or split it to something like [buffer1] and [buffer2]?

I really like to know how it's done because the extended script isn't covered in any of the tutorials (only the crucial asm part was covered in the end of 2nd ASM Lesson).
The ASM looks fine as far as I can tell. Here's how I would do the script:
Code:
#dynamic 0x800000

#org @start
callasm YourOffset
buffernumber 0x0 0x800D
buffernumber 0x1 0x800E
msgbox @secret 0x2
end

#org @secret
= Sshh! I'll tell you a secret[.]\nYour Secret ID is [buffer1]! Also, your Trainer ID is [buffer2].
So, yes, you would use 'buffer2'. Just remember that you have to buffer the second number and use '0x01' as the first parameter. It's a little counterintuitive because the number stored in 'buffer 0x0' is accessed via 'buffer1' and the number stored in 'buffer 0x1' is accessed via 'buffer2' but you'll get the hang of it. Also note that since you stored the second number at 'r0 + #0x02', the number would be contained in the variable after LASTRESULT (0x800D), i.e., 0x800E.
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  #91    
Old July 31st, 2010, 12:26 PM
IntrOutro
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Join Date: Jul 2010
Thank you!

Once, I thought I had to make some comparative function. The closest thing I did was:

Code:
#dynamic 0x800000

#org @start
callasm YourOffset
buffernumber 0x0 LASTRESULT
buffernumber 0x1 LASTRESULT
msgbox @secret 0x2
end

#org @secret
= [buffer1] and [buffer2].
All this while, I thought that the LASTRESULT (0x800D) was the only carrier for an output/result, lol. I should be more careful in reading any scripts/tutorials after this.

Quote:
So, yes, you would use 'buffer2'. Just remember that you have to buffer the second number and use '0x01' as the first parameter. It's a little counterintuitive because the number stored in 'buffer 0x0' is accessed via 'buffer1' and the number stored in 'buffer 0x1' is accessed via 'buffer2' but you'll get the hang of it. Also note that since you stored the second number at 'r0 + #0x02', the number would be contained in the variable after LASTRESULT (0x800D), i.e., 0x800E.
Thank you again for the reminder, the actual 2nd call is at 0x800F.

Last edited by IntrOutro; July 31st, 2010 at 12:59 PM.
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  #92    
Old August 1st, 2010, 01:34 PM
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Wow, you know alot about hacking pokemon games!
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  #93    
Old June 25th, 2011, 01:26 PM
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This has cleared a few things up for me thanks ^.^, But just a question, do you actually need ASM to script, or can I just never go near ASM and just use XSE to compile scripts without it?
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  #94    
Old June 25th, 2011, 05:19 PM
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Quote:
Originally Posted by EdensElite View Post
This has cleared a few things up for me thanks ^.^, But just a question, do you actually need ASM to script, or can I just never go near ASM and just use XSE to compile scripts without it?
ASM and scripting are two different things. ASM is actual coding that the game uses to manage data. Scripting is string of commands used for events. While scripting can call ASM, ASM isn't needed to script.
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  #95    
Old July 5th, 2011, 05:08 PM
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Forestpelt
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Hello, is there a way to change the names of the main Pokemon natures? For example instead of GENTLE, I could rename it SILLY, while keeping the same effects that GENTLE would in the game. I'm using Emerald version, by the way. Thanks!
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  #96    
Old July 5th, 2011, 05:13 PM
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Quote:
Originally Posted by Forestpelt View Post
Hello, is there a way to change the names of the main Pokemon natures? For example instead of GENTLE, I could rename it SILLY, while keeping the same effects that GENTLE would in the game. I'm using Emerald version, by the way. Thanks!
You can use a Hex Editor with a GBA .tbl file, or you can use A-Text (I cannot remember if there is a better alternative.)
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  #97    
Old July 6th, 2011, 10:34 AM
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Thanks, I only have one more question. I can get my scripts to work, but only if I start a completely new file! How do I fix this? I want to be able to load my old file and see the changes I made. Oh and when I load my save-states, I can't go through any doors.
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  #98    
Old August 2nd, 2011, 07:31 PM
Cherrysa23
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please, I really can't see what I'm doing wrong

when I open the rom, it's just a white screen, the rom doesn't start...

that fine, I was missing the vba-over.ini file

so if soemone else has the error, that solve the problems

Last edited by Cherrysa23; August 2nd, 2011 at 07:46 PM. Reason: Your double post has been automatically merged.
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  #99    
Old August 11th, 2011, 09:07 AM
jvpski3
Booted out - don't be like me!
 
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Just wondering.... Can you do a tutorial on other than BRPEE???
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  #100    
Old August 16th, 2011, 05:45 AM
mihir
Unhatched Egg
 
Join Date: May 2011
Gender: Male
I might look like an idiot, but.... I need an advancemap tutorial.Its simple,but I'm simpler.And the tools are really good!
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