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  #6151    
Old September 25th, 2011, 06:12 AM
Truality
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Quote:
Originally Posted by treeckopa View Post
I notice that pokemart3 is used for decoration, but I can't find the list of decoration and so can't work on them.
Still I can't figure out what pokemart2 does...
Searching this very thread is no easy task, is it...
Quote:
Originally Posted by JPAN View Post
The pokemart command gives analizes the data and, if a TM is present, treats all items a TMs. But because normal items don't have TM number or attack, a glitched response appears instead.

The pokemart2 command, however, always presents pictures, so if really necessary to have both normal items and TMs in the same display, use it instead.
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  #6152    
Old September 25th, 2011, 06:23 AM
Innocence's Avatar
Innocence
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Join Date: Aug 2004
Location: Queensland, Australia. What are you, a stalker?
Age: 20
Gender: Male
Nature: Lonely
So. I'm basically creating a script that involves checking trainer flags.
Without giving too much away, after battling the trainers, the trainer check initially works fine. After the first time that you choose not to reset the flags, however, my npc still behaves as if the flags are set, UNTIL I talk to one of the trainers in question again, whereupon he repeats this behavior. Can anyone tell me what's up?
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  #6153    
Old September 25th, 2011, 01:32 PM
EdensElite's Avatar
EdensElite
No0b, but getting there.
 
Join Date: Jun 2011
Location: UK
Gender: Male
Nature: Bold
When I post this, it tells me no #org/#seek directives were found, cannot compile.

Code:
@dynamic 0x800000
@org Bulbastarter
checkflag 0x7
if 0x1 goto @end
checksound
cry 0x1 0x0
showpokepic 0x95 0xA 0x1
msgbox @sAskPlayer 0x05
waitcry
hidepokepic
compare LASTRESULT 0x0
if 0x1 goto @end
goto @giveStarter

#org @giveStarter
givepokemon 0x1 0xA 0x168 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @end
releaseall
end

#org @sAskPlayer
= Do you want Bulbasaur?
Can someone tell whats wrong?
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ROM Hacking was getting frustrating for me. I've now stopped productions and writing the game from scratch in HTML 5.

That means it will be playable in the browser, and across multiple devices such as the iPod touch.
  #6154    
Old September 25th, 2011, 01:50 PM
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
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Change "@dynamic 0x800000" to "#dynamic 0x800000" and "@org Bulbastarter" to "#org @Bulbastarter". '#' is the symbol for preprocessing directives (like dynamic, org, seek, etc.) and '@' is the symbol for dynamic addresses.
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  #6155    
Old September 26th, 2011, 07:52 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Ok, two questions:

1). I'm a little unsure of how to use JPAN's hacked engine Special 0x7e – Get Tile Number. Yes, I know it says tile number, but: Does this special get the tile number or the block number? Block number really seems to make more sense to me...

2). Is there a way to mute the clicking noise made when pressing "A" to select something (temporarily and only in specific instances)?

Thanks in advance.
  #6156    
Old September 26th, 2011, 08:47 PM
Darthatron's Avatar
Darthatron
巨大なトロール。
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Join Date: Jan 2006
Location: Melbourne, Australia
Age: 23
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Quote:
Originally Posted by shinyabsol1 View Post
Ok, two questions:

1). I'm a little unsure of how to use JPAN's hacked engine Special 0x7e – Get Tile Number. Yes, I know it says tile number, but: Does this special get the tile number or the block number? Block number really seems to make more sense to me...

2). Is there a way to mute the clicking noise made when pressing "A" to select something (temporarily and only in specific instances)?

Thanks in advance.
1) Yeah, it gets the block number.

2) Not without an ASM hack.
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  #6157    
Old September 27th, 2011, 11:36 AM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Quote:
Originally Posted by Darthatron
1) Yeah, it gets the block number.

2) Not without an ASM hack.
1). Thanks

2). I don't know any ASM...but out of curiosity, how difficult of a hack would this be to implement (could it be done fairly quickly by someone who does know ASM)?
  #6158    
Old October 3rd, 2011, 01:54 AM
treeckopa
Beginning Trainer
 
Join Date: Dec 2008
Location: Hong Kong
Gender:
I have some questions about trainerbattle.
For trainerbattle 0x1, it can be used for both rival and GYM leader? What about the music during the battle? How can I change it?
For trainerbattle 0x3, it seems that it's for elite four, but some said that for 0x3, the script will continue even if you've lost in the battle. So what is the exact function for 0x3?
And for other kinds of trainerbattle, what are their functions?
  #6159    
Old October 3rd, 2011, 11:32 AM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by treeckopa View Post
I have some questions about trainerbattle.
For trainerbattle 0x1, it can be used for both rival and GYM leader? What about the music during the battle? How can I change it?
For trainerbattle 0x3, it seems that it's for elite four, but some said that for 0x3, the script will continue even if you've lost in the battle. So what is the exact function for 0x3?
And for other kinds of trainerbattle, what are their functions?
Type 0 is an ordinary battle. Script execution stops after the battle, regardless of its outcome.

1 and 2 are identical, and run scripts after the battle ends (but only if the player won). They except one extra argument: the offset of the script to run. (The script with "trainerbattle" stops running, and the offset you specify starts running.)

3 is a continue-battle. The script that calls "trainerbattle" keeps running after the battle (but only if the player won).

4 is a double battle. It accepts one extra argument: the offset of some text to display if the player does not have two or more usable Pokemon (and hence can't start the battle).

5 is a rematch battle. It's almost identical to 0, but it will actually check the trainer number and do a lookup, to see if you're supposed to battle one of their rematch battles instead. To use this to its fullest potential, you would need to learn more about the rematch functionality.

6 is a special kind of double battle that accepts two extra arguments. I have no idea what the second extra argument is.

7 is a double rematch battle.

8 is a clone of 6.

9 is a tutorial battle. So far as I know, it functions identically to 0 except that the player will not whiteout if they lose the battle. Passing in 0x0003 instead of 0x0000 (as the unknown halfword argument) enables Oak's mid-battle narration.

All other values are treated as type-0 battles.

Note that if the trainer you specify has already been defeated, "trainerbattle" does nothing and the script that calls it will keep running unless you used a rematch battle type. And I think you need an ASM hack to change the music.
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  #6160    
Old October 9th, 2011, 10:02 AM
M.L's Avatar
M.L
Busy atm
 
Join Date: Oct 2010
Gender: Male
Help me please i took the daycare script from Firered and used it so the player must give in a poke but i cant get it so that the player can recall the pokes i have done this...
Quote:
#dynamic 0x800000

#org @start
lock
countpokemon
compare 0x800D 0x1
if 0x1 goto @stop
special2 LASTRESULT 0x84
compare LASTRESULT 0x1
special 0xBC
waitstate
compare 0x8004 0x6
special2 LASTRESULT 0x85
compare LASTRESULT 0x0
special2 0x8005 0xBA
special 0x176
cmdc3 0x2F
goto 0x81BF541
special 0xBC
special2 LASTRESULT 0x85
compare LASTRESULT 0x0
special2 LASTRESULT 0x179
compare LASTRESULT 0x0
special2 LASTRESULT 0x178
compare LASTRESULT 0x1
special2 0x8005 0xBA
special 0x177
special 0x176
cmdc3 0x2F
special2 LASTRESULT 0x17A
call 0x81A6675
release
end

#org @stop
release
end
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  #6161    
Old October 9th, 2011, 03:54 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by M.L View Post
Help me please i took the daycare script from Firered and used it so the player must give in a poke but i cant get it so that the player can recall the pokes i have done this...

Spoiler:
Code:
#dynamic 0x800000

#org @start
lock
countpokemon
compare 0x800D 0x1
if 0x1 goto @stop
special2 LASTRESULT 0x84
compare LASTRESULT 0x1
special 0xBC
waitstate
compare 0x8004 0x6
special2 LASTRESULT 0x85
compare LASTRESULT 0x0
special2 0x8005 0xBA
special 0x176
cmdc3 0x2F
goto 0x81BF541
special 0xBC
special2 LASTRESULT 0x85
compare LASTRESULT 0x0
special2 LASTRESULT 0x179
compare LASTRESULT 0x0
special2 LASTRESULT 0x178
compare LASTRESULT 0x1
special2 0x8005 0xBA
special 0x177
special 0x176
cmdc3 0x2F
special2 LASTRESULT 0x17A
call 0x81A6675
release
end

#org @stop
release
end
You're not using "compare" properly.

Code:
special2 LASTRESULT 0x84
 compare LASTRESULT 0x1
 special 0xBC
You're doing a comparison, but you're not checking the result (with an "if" command). You make the same mistake with every comparison in the script except for the first one, which is why it's broken.
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  #6162    
Old October 10th, 2011, 12:38 PM
BlazingMagmar
Beginning Trainer
 
Join Date: Feb 2009
Gender:
hi im trying to make all team rocket grunts use the RSE trainer battle music in pokemon leaf green. What script command can do this?
  #6163    
Old October 10th, 2011, 07:16 PM
SupahNinja's Avatar
SupahNinja
Scripting Ninja
 
Join Date: Mar 2011
Gender: Male
Hello.
I was wondering how to change the character's sprite at will.
I know it's possible, because that's what happens every time the player rides their bike or goes fishing, but I don't know the proper commands to use in XSE.
This is for FRLG, by the way.

Help would be greatly appreciated, as I'm using this for a puzzle in my hack.
Thanks.
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SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Favorites:

-My favorite color is green.
-My favorite type is fire.
-My favorite Pokémon are:
Growlithe, Charizard, Mew,
Giratina, Haxorus, and Aggron.
SupahNinja
  #6164    
Old October 10th, 2011, 07:17 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by SupahNinja View Post
I know it's possible, because that's what happens every time the player rides their bike or goes fishing, but I don't know the proper commands to use in XSE.
Those aren't implemented with script commands. There are no script commands that can change the player's sprite...

Quote:
Originally Posted by SupahNinja View Post
This is for FRLG, by the way.
...unless you're modding FireRed and you've applied JPAN's Hacked Engine.
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  #6165    
Old October 10th, 2011, 07:36 PM
SupahNinja's Avatar
SupahNinja
Scripting Ninja
 
Join Date: Mar 2011
Gender: Male
Quote:
Originally Posted by DavidJCobb View Post
Quote:
Originally Posted by SupahNinja View Post
I know it's possible, because that's what happens every time the player rides their bike or goes fishing, but I don't know the proper commands to use in XSE.
Those aren't implemented with script commands. There are no script commands that can change the player's sprite...

Quote:
Originally Posted by SupahNinja View Post
This is for FRLG, by the way.
...unless you're modding FireRed and you've applied JPAN's Hacked Engine.
Hmm...

How is it done in the game?
ASM? Because I was planning on learning that soon, and I might as well start here.
__________________
SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Favorites:

-My favorite color is green.
-My favorite type is fire.
-My favorite Pokémon are:
Growlithe, Charizard, Mew,
Giratina, Haxorus, and Aggron.
SupahNinja
  #6166    
Old October 11th, 2011, 12:27 AM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by SupahNinja View Post
Hmm...

How is it done in the game?
ASM? Because I was planning on learning that soon, and I might as well start here.
It's ASM, but that knowledge alone wouldn't be enough to reverse-engineer it. I'd imagine that the code for that particular sprite-change is buried deep in the game engine. It'd be hard to find, let alone reverse-engineer -- unless someone already has, that is.

JPAN's FireRed Hacked Engine adds functionality that allows you to change the player's overworld sprites from a script. His patch is meant to be applied only to a clean FR ROM (it deletes a lot of stuff), but he also has a hack tool that can apply the changes to a hack-in-progress (it's trickier, though).
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  #6167    
Old October 11th, 2011, 02:47 AM
SupahNinja's Avatar
SupahNinja
Scripting Ninja
 
Join Date: Mar 2011
Gender: Male
Quote:
Originally Posted by DavidJCobb View Post
Quote:
Originally Posted by SupahNinja View Post
Hmm...

How is it done in the game?
ASM? Because I was planning on learning that soon, and I might as well start here.
It's ASM, but that knowledge alone wouldn't be enough to reverse-engineer it. I'd imagine that the code for that particular sprite-change is buried deep in the game engine. It'd be hard to find, let alone reverse-engineer -- unless someone already has, that is.

JPAN's FireRed Hacked Engine adds functionality that allows you to change the player's overworld sprites from a script. His patch is meant to be applied only to a clean FR ROM (it deletes a lot of stuff), but he also has a hack tool that can apply the changes to a hack-in-progress (it's trickier, though).
I've looked up some videos of it in action, and some of them do state that it's an ASM hack. But no one gives details.

http://www.youtube.com/watch?v=FKJM4L7xP84
http://www.youtube.com/watch?v=WteLk6tXwDA
http://www.youtube.com/watch?v=25JQ08zfp2M

Which means that if none of them reply to their YouTube messages, I'll check out JPAN's Hacked Engine.

Thank you, David.
__________________
SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Favorites:

-My favorite color is green.
-My favorite type is fire.
-My favorite Pokémon are:
Growlithe, Charizard, Mew,
Giratina, Haxorus, and Aggron.
SupahNinja

Last edited by SupahNinja; October 11th, 2011 at 03:27 PM.
  #6168    
Old October 14th, 2011, 02:41 PM
Valentin
 
Join Date: Oct 2011
Hi, member's of Pokemon community , I was wondering if there is a script for the ROM Pokemon firered To make Whichever one you don't choose [Boy ,Girl ] become your rival like pokemon Emerald . Including pokemon overworld sprite changing gender.
  #6169    
Old October 14th, 2011, 04:53 PM
DavidJCobb
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Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Valentin View Post
Hi, member's of Pokemon community , I was wondering if there is a script for the ROM Pokemon firered To make Whichever one you don't choose [Boy ,Girl ] become your rival like pokemon Emerald . Including pokemon overworld sprite changing gender.
There isn't one single script, but there are a combination of techniques you could use.

In the maps on which the rival appears, you could use the dynamic OW functionality in JPAN's Hacked Engine. Have a level script check the player's gender and change the rival OW accordingly.

In battle scripts, things get more difficult... The simplest way would be to simply create one trainer for every possible rival -- one trainer per gender per starter. Then, when you trigger the battle from a script, check the player's gender in addition to the player's starter and initiate the appropriate trainer battle.

The only trouble I can see happening is in the intro sequence, where you actually name the rival. You'd need ASM modifications to conditionally alter their big sprite and to set a different OW to appear on the naming screen.
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  #6170    
Old October 15th, 2011, 08:21 AM
Sephiroth2009
Booted out - don't be like me!
 
Join Date: Oct 2011
Is there a script that can make the NPC walk backwards?
  #6171    
Old October 15th, 2011, 04:46 PM
Teh Blazer's Avatar
Teh Blazer
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Join Date: Feb 2009
Location: 'MERICA
Age: 19
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Sephiroth2009 View Post
Is there a script that can make the NPC walk backwards?
Hmm... I don't think so. Sorry.

My Question:
If I move a NPC through a script over to another map, they won't disappear unless they leave my sight. Now, this is awesome and all, but how do I make it disappear in front of my eyes? Will the Person Id stay the same and all I have to do is hidesprite, or is there some other way? Or is the only way to make them disappear is to make them leave my sight?
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  #6172    
Old October 15th, 2011, 05:33 PM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
Quote:
Originally Posted by Teh Blazer View Post

My Question:
If I move a NPC through a script over to another map, they won't disappear unless they leave my sight. Now, this is awesome and all, but how do I make it disappear in front of my eyes? Will the Person Id stay the same and all I have to do is hidesprite, or is there some other way? Or is the only way to make them disappear is to make them leave my sight?

You can make the NPC disappear with hidesprite. Person ID is flag-based, not map-based.

So, if you didn't know, just use hidesprite, then setflag that person's Person ID.
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  #6173    
Old October 15th, 2011, 10:26 PM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
The best way to make NPC disappear is by using applymovement.
applymovement 'hide'
applymovement 'movements that make NPC to some place player cannot reach'
setflag
And once you leave the map, NPC won't be there until you clear its flag =D
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  #6174    
Old October 15th, 2011, 10:42 PM
Sephiroth2009
Booted out - don't be like me!
 
Join Date: Oct 2011
Yes using clearflag is useful when there's a sprite you want hidden for the moment until another time when you want it resurfaced on a map you've been through a dozen times.
  #6175    
Old October 15th, 2011, 10:44 PM
Vladimir312's Avatar
Vladimir312
Beginning Trainer
 
Join Date: Sep 2011
Location: Las Vegas, Nevada
Gender: Male
I'm looking to create a "train" script where you can see the players sprite as the train moves. How would I keep the character moving in sync with the train without making it walk as the train is moving?
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