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  #6401    
Old January 17th, 2012, 07:09 PM
JonathonPetruk
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male

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Hi I was just wondering if it would be possible to take a pokemon out of your party with a script, like givepokemon, but in reverse. Pretty much the player will be lent a pokemon and give it back later.
  #6402    
Old January 17th, 2012, 07:29 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by JonathonPetruk View Post
Hi I was just wondering if it would be possible to take a pokemon out of your party with a script, like givepokemon, but in reverse. Pretty much the player will be lent a pokemon and give it back later.
There is no basic scripting command that will allow you to do that. However, HackMew did make an ASM routine that will allow you to do this. If you don't know how to insert ASM then you could use metapod23's script, but HackMew's routine is far better. Besides, it wouldn't hurt to learn how to put ASM into a ROM.
__________________
  #6403    
Old January 18th, 2012, 04:07 PM
JonathonPetruk
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
could i get some help with this script.
im using fire red rom, XSE and amap

#dynamic 0x2DD100

#org @start
checkflag 0x1209
if 0x1 goto @done
applymovement 0x04 @move
msgbox @talk 0x6
setflag 0x1209
release
end

#org @move
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @talk
= Gary rushed off so quick i\ncouldn't give him his pokedex!\lCould you please go get Gary for\lme?

#org @dex
= Thank you! Gary, you rushed off so\nfast i couldn't give you your'e\lpokedex!

#org @done
checkflag 0x1207
if 0x1 goto @dex
if 0x1 setflag 0x829
release
end

a little explanation.. after you get ur first pokemon and after the battle u try to go out and oak comes down telling you to go get gary. so i step on the tile and nothing happens. i want to make it so that after you get gary from this place you go back to oaks lab and he gives you the pokedex. help please
  #6404    
Old January 18th, 2012, 05:21 PM
Alignment's Avatar
Alignment
Revered with the stars
 
Join Date: Mar 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by JonathonPetruk View Post
could i get some help with this script.
im using fire red rom, XSE and amap

#dynamic 0x2DD100

#org @start
checkflag 0x1209
if 0x1 goto @done
applymovement 0x04 @move
msgbox @talk 0x6ile
setflag 0x1209
release
end

#org @move
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @talk
= Gary rushed off so quick i\ncouldn't give him his pokedex!\lCould you please go get Gary for\lme?

#org @dex
= Thank you! Gary, you rushed off so\nfast i couldn't give you your'e\lpokedex!

#org @done
checkflag 0x1207
if 0x1 goto @dex
if 0x1 setflag 0x829
release
end

a little explanation.. after you get ur first pokemon and after the battle u try to go out and oak comes down telling you to go get gary. so i step on the tile and nothing happens. i want to make it so that after you get gary from this place you go back to oaks lab and he gives you the pokedex. help please
After applymovement you need waitmovement. Other than that there doesn't seem to be any other errors, most likely you have the script var value/number messed up in A-map. Double check that.

My question is kinda silly, but after I set a tile through a script how do I make it update the map immediately. So far I have
fadescreen 0x1
setmaptile 0x14 0x1A 0x358 0x0
fadescreen 0x0
but that didn't work out :/
  #6405    
Old January 19th, 2012, 05:14 AM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by Alignment View Post
My question is kinda silly, but after I set a tile through a script how do I make it update the map immediately. So far I have
fadescreen 0x1
setmaptile 0x14 0x1A 0x358 0x0
fadescreen 0x0
but that didn't work out :/
you need the code special 0x8E after the setmaptile code.
__________________
  #6406    
Old January 20th, 2012, 09:45 PM
daniel80000's Avatar
daniel80000
Beginning Trainer
 
Join Date: Dec 2011
Gender: Male
Game: FireRed
Type: Person
Editor: XSE or Pksvui (whichever one is better)
Script:
Spoiler:
#org 0x800000
lock
faceplayer
checkflag 0x10A
if 1 jump 0x800000
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x810000
callstd 0x6
waitfanfare
release
end

#org 0x820000
msgbox 0x800070
callstd 0x6
release
end

#org 0x810000
= Hey! You got a POKéDEX from PROF.\nOAK didn't you?\pHe likes to cheap out sometimes and\lnot get all the upgrades for it.\pLucky for you, I've got one you\lcan have!

#org 0x820000
= If your wondering why I just gave\nthis to you,\pI have a good feeling that you will\lgo far in the future.\pDon't make a liar out of me!


Trying to make person upgrade you pokedex after you get it. Sorry if there are a lot of errors, I'm brand new to hacking lol
  #6407    
Old January 21st, 2012, 09:23 AM
redo's Avatar
redo
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
Hi, I'm new at scripting and on this community page. As far as i've read the threads and posting I'm very impressed about the knowledge and abilities in scripting. Well, but im posting because my script(s) don't work.

I use AM 1.92 and the latest XSE version. I'm hacking the german 1.0 Version of Ruby. I designed a giveitem with flag, a givepokemon with flag, a wildbattle script with flag and setmaptile, one trainerbattle and two warps. I deleted all former header scripts from my map so that there is none in the header. As long as i don't leave the map everything works fine. But after I leave and get back and after a wildbattle in the gras my sprite won't move, but I somehow move the camera and can even get to wildpokemon battles. It's really creepy. When I somehow accomplish to leave the map again then I can move my sprite again. I Hope someone can help.

1.

'---------------
#org 0x801849
checkflag 0x200
if 0x1 goto 0x8801864
giveitem 0x35 0x1 MSG_OBTAIN
setflag 0x200
release
end

'---------------
#org 0x801864
msgbox 0x880186F MSG_NORMAL '"Hier ist sonst nichts."
release
end


2.

'---------------
#org 0x80116D
lock
faceplayer
checkflag 0x800
if 0x1 goto 0x8800E2C
msgbox 0x8800E37 MSG_YESNO '"Hallo.\nIch habe keine Lust\nmehr ..."
compare LASTRESULT 0x1
if 0x1 goto 0x8800DE8
msgbox 0x8800E9A MSG_NORMAL '"Schade.\pDann setze ich es\neben a..."
release
end

'---------------
#org 0x800E2C
msgbox 0x8800F45 MSG_NORMAL '"Ist GLUMANDA stärker\ngeworden?"
release
end

'---------------
#org 0x800DE8
givepokemon 0x4 0xA 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8800ECD MSG_KEEPOPEN '"[red_rs]Du erhälst GLUMANDA!"
waitfanfare
closeonkeypress
setflag 0x800
msgbox 0x8800EED MSG_YESNO '"[red_rs]Möchtest du GLUMANDA\neine..."
compare LASTRESULT 0x1
if 0x1 call 0x8000004
msgbox 0x8800F23 MSG_NORMAL '"Trainiere ihn gut!"
release
end

'---------------
#org 0x4
cmd24 0x6951AEFF

3.

'---------------
#org 0x8016D6
checkflag 0x500
if 0x1 goto 0x880170F
msgbox 0x8801669 MSG_NORMAL '"MOGELBAUM: ?!"
cry 0xB9 0x0
wildbattle 0xB9 0xA 0x8B
fadescreen 0x1
fadescreen 0x0
setflag 0x500
setmaptile 0x16 0x26 0x119 0x0
setmaptile 0x16 0x27 0x121 0x0
special 0x8E
end

'---------------
#org 0x80170F
end


4.

#org 0x8017C8
trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
msgbox 0x8801811 MSG_NORMAL '"Meine Pikachus können\nim Dunkel..."
release
end
  #6408    
Old January 21st, 2012, 04:21 PM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
Quote:
Originally Posted by redo View Post
Hi, I'm new at scripting and on this community page. As far as i've read the threads and posting I'm very impressed about the knowledge and abilities in scripting. Well, but im posting because my script(s) don't work.

I use AM 1.92 and the latest XSE version. I'm hacking the german 1.0 Version of Ruby. I designed a giveitem with flag, a givepokemon with flag, a wildbattle script with flag and setmaptile, one trainerbattle and two warps. I deleted all former header scripts from my map so that there is none in the header. As long as i don't leave the map everything works fine. But after I leave and get back and after a wildbattle in the gras my sprite won't move, but I somehow move the camera and can even get to wildpokemon battles. It's really creepy. When I somehow accomplish to leave the map again then I can move my sprite again. I Hope someone can help.
Code:
1.

'---------------
#org 0x801849
checkflag 0x200
if 0x1 goto 0x8801864
giveitem 0x35 0x1 MSG_OBTAIN
setflag 0x200
release
end

'---------------
#org 0x801864
msgbox 0x880186F MSG_NORMAL '"Hier ist sonst nichts."
release
end
Check if any scripts already use flag 0x200.
Quote:
Code:
2.

'---------------
#org 0x80116D
lock
faceplayer
checkflag 0x800
if 0x1 goto 0x8800E2C
msgbox 0x8800E37 MSG_YESNO '"Hallo.\nIch habe keine Lust\nmehr ..."
compare LASTRESULT 0x1
if 0x1 goto 0x8800DE8
msgbox 0x8800E9A MSG_NORMAL '"Schade.\pDann setze ich es\neben a..."
release
end

'---------------
#org 0x800E2C
msgbox 0x8800F45 MSG_NORMAL '"Ist GLUMANDA stärker\ngeworden?"
release
end

'---------------
#org 0x800DE8
givepokemon 0x4 0xA 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x8800ECD MSG_KEEPOPEN '"[red_rs]Du erhälst GLUMANDA!"
waitfanfare
closeonkeypress
setflag 0x800
msgbox 0x8800EED MSG_YESNO '"[red_rs]Möchtest du GLUMANDA\neine..."
compare LASTRESULT 0x1
if 0x1 call 0x8000004
msgbox 0x8800F23 MSG_NORMAL '"Trainiere ihn gut!"
release
end

'---------------
#org 0x4
cmd24 0x6951AEFF
Okay, why would you use address 4? That's part of the header, and the Game won't work if you mess with it.

Also, nicknaming a Pokémon is a special command. Look at BIRCH in his lab for the exact special.
Quote:
Code:
3.

'---------------
#org 0x8016D6
checkflag 0x500
if 0x1 goto 0x880170F
msgbox 0x8801669 MSG_NORMAL '"MOGELBAUM: ?!"
cry 0xB9 0x0
wildbattle 0xB9 0xA 0x8B
fadescreen 0x1
fadescreen 0x0
setflag 0x500
setmaptile 0x16 0x26 0x119 0x0
setmaptile 0x16 0x27 0x121 0x0
special 0x8E
end

'---------------
#org 0x80170F
end
That should work.
Quote:
Code:
4.

#org 0x8017C8
trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
msgbox 0x8801811 MSG_NORMAL '"Meine Pikachus können\nim Dunkel..."
release
end
You should replace the first 0x0 with 0x3.

Quote:
Originally Posted by daniel80000 View Post
Game: FireRed
Type: Person
Editor: XSE or Pksvui (whichever one is better)
Script:
Trying to make person upgrade you pokedex after you get it. Sorry if there are a lot of errors, I'm brand new to hacking lol
Code:
#org 0x800000
lock
faceplayer
checkflag 0x10A
if 1 jump 0x820000
special 0x16F
setflag 0x10A
fanfare 0x13E
msgbox 0x8810000
callstd 0x6
waitfanfare
release
end

#org 0x820000
msgbox 0x8800070
callstd 0x6
release
end

#org 0x8810000
= Hey! You got a POKéDEX from PROF.\nOAK didn't you?\pHe likes to cheap out sometimes and\lnot get all the upgrades for it.\pLucky for you, I've got one you\lcan have!

#org 0x8800070
= If your wondering why I just gave\nthis to you,\pI have a good feeling that you will\lgo far in the future.\pDon't make a liar out of me!
All mistakes marked in bold and highlighted.
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt



Last edited by droomph; January 21st, 2012 at 04:28 PM. Reason: Your double post has been automatically merged.
  #6409    
Old January 22nd, 2012, 04:16 AM
redo's Avatar
redo
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
Quote:
Originally Posted by redo View Post
@droomph

Thanks for your help. I did everything you said, I removed th whole nickname part, I used a clean ROM and inserted these scripts. But it is still the same. As long as I stay in the map everythin is fine. When i get out an back and after facing a wild pokemon, my sprite isn't moving while I'm moving some sort of camera through which I even can face wild Pokemon. I absolutely don't know what could cause that. I thougt it would be a header script, but i removed every single script in the header.
edit: I gotta correct myself. Even without leaving the map the error occurs. Just the first time I enter the map and after a wild pokemn battle I lose control over my sprite.

Me again: I found out, that the error only occurs, when the bug-catcher I inserted is on the screen when a wild pokemon battle starts. After the fight I become him. I'm becoming the sprite of the bug catcher trainer, but keeping my things and pokemon. What did I wrong. Thats my Trainer Script:

Code:
#org 0x8017C8
trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
msgbox 0x8801811 MSG_NORMAL '"Hi"
release
end
When I change 0x0 into 0x3 it won't compile, so kept it that way.
The Person Nr. is 0, the first Unknown is 00, Movement is 00, sec. Unknown is 00, third Unknown is 00, Person ID is 0267. I can fight him without any problems.

Last edited by redo; January 22nd, 2012 at 08:52 AM. Reason: Your double post has been automatically merged.
  #6410    
Old January 22nd, 2012, 11:53 AM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
Quote:
Originally Posted by redo View Post
edit: I gotta correct myself. Even without leaving the map the error occurs. Just the first time I enter the map and after a wild pokemn battle I lose control over my sprite.

Me again: I found out, that the error only occurs, when the bug-catcher I inserted is on the screen when a wild pokemon battle starts. After the fight I become him. I'm becoming the sprite of the bug catcher trainer, but keeping my things and pokemon. What did I wrong. Thats my Trainer Script:
Code:
#org 0x8017C8
trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
msgbox 0x8801811 MSG_NORMAL '"Hi"
release
end
When I change 0x0 into 0x3 it won't compile, so kept it that way.
The Person Nr. is 0, the first Unknown is 00, Movement is 00, sec. Unknown is 00, third Unknown is 00, Person ID is 0267. I can fight him without any problems.
Did you put the sight distance on?

Also, the 0x267 is supposed to be the TRAINER ID.
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


  #6411    
Old January 22nd, 2012, 01:40 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by redo View Post
edit: I gotta correct myself. Even without leaving the map the error occurs. Just the first time I enter the map and after a wild pokemn battle I lose control over my sprite.

Me again: I found out, that the error only occurs, when the bug-catcher I inserted is on the screen when a wild pokemon battle starts. After the fight I become him. I'm becoming the sprite of the bug catcher trainer, but keeping my things and pokemon. What did I wrong. Thats my Trainer Script:

Code:
#org 0x8017C8
trainerbattle 0x0 0x267 0x0 0x88017E1 0x88017F8
msgbox 0x8801811 MSG_NORMAL '"Hi"
release
end
When I change 0x0 into 0x3 it won't compile, so kept it that way.
The Person Nr. is 0, the first Unknown is 00, Movement is 00, sec. Unknown is 00, third Unknown is 00, Person ID is 0267. I can fight him without any problems.
It sounds like your sprite has the movement type 'Look Down'. Change it from that to 'No Movement'.
__________________
  #6412    
Old January 22nd, 2012, 02:04 PM
redo's Avatar
redo
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
@ droomph,
the sight distance was 0004.
the Trainer ID was supposed to be 0x267. Shouldn't it be in the script and in advance map (Person ID 0267)?

@DrFuji

Yes, it was on "look down", I'll try it now with "no movement" and will report the outcoming.

Thanks so far

edit: GREAT! No more body changes. All I did was setting to "no movement". I don't believe how powerful such a setting can be. Thanks you two.

Last edited by redo; January 22nd, 2012 at 02:34 PM.
  #6413    
Old January 24th, 2012, 02:14 PM
redo's Avatar
redo
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
Is there a way to prevent escaping from a wild Battle or at least reduce the chance to escape (without level up)?

Or let them leave an item after winning?

Last edited by redo; January 24th, 2012 at 02:54 PM.
  #6414    
Old January 24th, 2012, 03:52 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by redo View Post
Is there a way to prevent escaping from a wild Battle or at least reduce the chance to escape (without level up)?

Or let them leave an item after winning?
Those things are impossible to achieve without ASM. However, if you are in a scripted wild battle, you can kind of prevent the player from running away, as shown in this post.
__________________
  #6415    
Old January 28th, 2012, 07:35 AM
Haile Selassie IV's Avatar
Haile Selassie IV
.
 
Join Date: Mar 2007
Location: Aker, Amsterdam, Noord-Holland, The Netherlands, Europe, The Earth.
Age: 21
Nature: Modest
I've searched for this quite some time, couldn't find anything really helpfull, but does anyone know how to edit or write a roaming pokémon/legendary script? I know that there are some special commands which have something to do with it, but that's about it. Those commands could really help me though.
__________________
Cna yuo raed tihs? Olny 55% of plepoe can.

I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.
  #6416    
Old January 28th, 2012, 04:17 PM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
Quote:
Originally Posted by Haile Selassie IV View Post
I've searched for this quite some time, couldn't find anything really helpfull, but does anyone know how to edit or write a roaming pokémon/legendary script? I know that there are some special commands which have something to do with it, but that's about it. Those commands could really help me though.
It's in ASM.

JPAN has a hack for FireRed that can do that though.
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


  #6417    
Old January 30th, 2012, 08:09 PM
Crocky's Avatar
Crocky
SuperScarlet!
 
Join Date: Feb 2009
Hey everyone, I just got back into rom hacking an I forgot some stuff.

Quote:
#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
playsong 0x020F 0x0
fadesong 0x020F
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x1005
release
end

#org @1
= Hurry up \v\h01!\pYou dont want to be late to\nget your first Pokémon do you?
What im trying to do here is make this guy play Gary's theme when you start to talk to him and disappear after you finish talking to him. When i talk to him in my Emerald, he just plays the theme and disappears without saying anything. Does anyone see what I did wrong?
__________________
My Pokémon Omega Ruby and Alpha Sapphire Wishlist!
  #6418    
Old January 31st, 2012, 12:05 PM
redo's Avatar
redo
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
Code:
'---------------
#org 0x8052A4
checkflag 0x111
if 0x0 goto 0x88055A5
lock
applymovement 0x3 0x8801C65
waitmovement 0x3
msgbox 0x88054E2 MSG_FACE '"Hallo [player]\v\h05!\pSchön dich ..."
msgbox 0x8805557 MSG_FACE '"Wie dem auch sei.\pLass und nach H..."
applymovement 0x3 0x88055F8
applymovement MOVE_PLAYER 0x880561B
clearflag 0x111
release
end

'---------------
#org 0x8055A5
release
end


'---------
' Strings
'---------
#org 0x8054E2
= Hallo [player]\v\h05!\pSchön dich zu sehen.\nHattest du eine angenehme Fahrt?\pDein Handtuch guckt übrigens aus\ndeinem Rucksack.

#org 0x805557
= Wie dem auch sei.\pLass uns nach Hause fahren und\ndort alles Weitere bereden.


'-----------
' Movements
'-----------
#org 0x801C65
#raw 0x56 'Exclamation Mark (!)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x8055F8
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80561B
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements
The problem is the applymovement nr. 2 and 3 (applymovement 0x3 0x88055F8, applymovement MOVE_PLAYER 0x880561B)

The person 0x3 and the player won't move as ordered. After 0x3 moves to the player and talks to him they should go both together 12steps left and 21 steps up. But after the first applymovement and the talking nothing happens (without crashing, I can move). What could be wrong?

Last edited by redo; January 31st, 2012 at 12:20 PM.
  #6419    
Old January 31st, 2012, 01:48 PM
droomph's Avatar
droomph
mmm gurl that 90s
Community Supporter
 
Join Date: Sep 2011
Location: bar'jách
Age: 17
Gender: Male
Nature: Impish
Quote:
Originally Posted by redo View Post
Code:
'---------------
#org 0x8052A4
checkflag 0x111
if 0x0 goto 0x88055A5
lock
applymovement 0x3 0x8801C65
waitmovement 0x3
msgbox 0x88054E2 MSG_FACE '"Hallo [player]\v\h05!\pSchön dich ..."
msgbox 0x8805557 MSG_FACE '"Wie dem auch sei.\pLass und nach H..."
applymovement 0x3 0x88055F8
applymovement MOVE_PLAYER 0x880561B
clearflag 0x111
release
end

'---------------
#org 0x8055A5
release
end


'---------
' Strings
'---------
#org 0x8054E2
= Hallo [player]\v\h05!\pSchön dich zu sehen.\nHattest du eine angenehme Fahrt?\pDein Handtuch guckt übrigens aus\ndeinem Rucksack.

#org 0x805557
= Wie dem auch sei.\pLass uns nach Hause fahren und\ndort alles Weitere bereden.


'-----------
' Movements
'-----------
#org 0x801C65
#raw 0x56 'Exclamation Mark (!)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x8055F8
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80561B
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements
The problem is the applymovement nr. 2 and 3 (applymovement 0x3 0x88055F8, applymovement MOVE_PLAYER 0x880561B)

The person 0x3 and the player won't move as ordered. After 0x3 moves to the player and talks to him they should go both together 12steps left and 21 steps up. But after the first applymovement and the talking nothing happens (without crashing, I can move). What could be wrong?
The problem here is that you already set lock three times and faceplayer two times. The first time it works because lock keeps the player in place, thus nothing is wrong with the other sprite that moves. The second time, however, you and the sprite are both locked down, so no command can move you two.

Try doing either a release or a releaseall before applying the movements again.

(Also, for the computer's sake, make the second MSG_FACE a MSG_NORMAL.)
__________________
did u no there r 21 letters in the alphabet
o i forgot 5
uraqt


  #6420    
Old January 31st, 2012, 02:08 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by redo View Post
Code:
'---------------
#org 0x8052A4
checkflag 0x111
if 0x0 goto 0x88055A5
lock
applymovement 0x3 0x8801C65
waitmovement 0x3
msgbox 0x88054E2 MSG_NORMAL '"Hallo [player]\v\h05!\pSchön dich ..."
msgbox 0x8805557 MSG_NORMAL '"Wie dem auch sei.\pLass und nach H..."
applymovement 0x3 0x88055F8
applymovement MOVE_PLAYER 0x880561B
waitmovement 0
clearflag 0x111
release
end

'---------------
#org 0x8055A5
release
end


'---------
' Strings
'---------
#org 0x8054E2
= Hallo [player]\v\h05!\pSchön dich zu sehen.\nHattest du eine angenehme Fahrt?\pDein Handtuch guckt übrigens aus\ndeinem Rucksack.

#org 0x805557
= Wie dem auch sei.\pLass uns nach Hause fahren und\ndort alles Weitere bereden.


'-----------
' Movements
'-----------
#org 0x801C65
#raw 0x56 'Exclamation Mark (!)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x8055F8
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x80561B
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements
The problem is the applymovement nr. 2 and 3 (applymovement 0x3 0x88055F8, applymovement MOVE_PLAYER 0x880561B)

The person 0x3 and the player won't move as ordered. After 0x3 moves to the player and talks to him they should go both together 12steps left and 21 steps up. But after the first applymovement and the talking nothing happens (without crashing, I can move). What could be wrong?
Blue = the proper.
Red = the command line you forgot.
__________________
  #6421    
Old January 31st, 2012, 02:22 PM
redo's Avatar
redo
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
Quote:
'---------------
#org 0x8052A4
checkflag 0x111
if 0x0 goto 0x88055A5
applymovement 0x3 0x8801C65
waitmovement 0x3
msgbox 0x88054E2 MSG_NORMAL '"Hallo [player]\v\h05!\pSchön dich ..."
msgbox 0x8805557 MSG_NORMAL '"Wie dem auch sei.\pLass uns nach H..."
releaseall
applymovement MOVE_PLAYER 0x880561B
releaseall
applymovement 0x3 0x88055F8
clearflag 0x111
release
end

'---------------
#org 0x8055A5
release
end


'---------
' Strings
'---------
#org 0x8054E2
= Hallo [player]\v\h05!\pSchön dich zu sehen.\nHattest du eine angenehme Fahrt?\pDein Handtuch guckt übrigens aus\ndeinem Rucksack.

#org 0x805557
= Wie dem auch sei.\pLass uns nach Hause fahren und\ndort alles Weitere bereden.


'-----------
' Movements
'-----------
#org 0x801C65
#raw 0x56 'Exclamation Mark (!)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x80561B
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x8055F8
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0xA 'Step Left (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0xFE 'End of Movements
Thanks for your reply.
That's what my script look like now. I changed into msg_normal and pasted before the second and third applymovement releaseall (just to be safe).
But there wasn't any change. They are both not moving.

@destinedjagold

I didn't saw your reply. I'll try your suggestion right away.

Yay! Waitmovement 0x0 did it. Who or whar exactly is even meant by this command? Thank you guys

Last edited by redo; January 31st, 2012 at 02:33 PM. Reason: Your double post has been automatically merged.
  #6422    
Old January 31st, 2012, 11:50 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
Quote:
Originally Posted by redo View Post
Yay! Waitmovement 0x0 did it. Who or whar exactly is even meant by this command? Thank you guys
Hard to explain... let's just say it's command that tells ROM that movement is actually finished and ROM can move to another command.
The thing you need to remember is that waitmovement 0x0 (or 0 if you're using decimal) must be written after each applymovement you put into ROM.
__________________
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  #6423    
Old February 1st, 2012, 05:16 AM
Haile Selassie IV's Avatar
Haile Selassie IV
.
 
Join Date: Mar 2007
Location: Aker, Amsterdam, Noord-Holland, The Netherlands, Europe, The Earth.
Age: 21
Nature: Modest
Quote:
Originally Posted by droomph View Post
It's in ASM.

JPAN has a hack for FireRed that can do that though.
Thanks, but I'll find an alternative for those pokémon then
__________________
Cna yuo raed tihs? Olny 55% of plepoe can.

I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.
  #6424    
Old February 3rd, 2012, 03:58 AM
redo's Avatar
redo
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
Does anyone know, how to make the fainted hero get back to a certain position (I want him to restart at this room)? In my starting scene i've let the hero walk through a later city with pokecenter (via applymovement) and warp to the starting town. Now when he faints in a nearby forest he restarts in the later city at the pokecenter. Is there a way to edit this?
  #6425    
Old February 3rd, 2012, 04:08 AM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
Quote:
Originally Posted by redo View Post
Does anyone know, how to make the fainted hero get back to a certain position (I want him to restart at this room)? In my starting scene i've let the hero walk through a later city with pokecenter (via applymovement) and warp to the starting town. Now when he faints in a nearby forest he restarts in the later city at the pokecenter. Is there a way to edit this?
When you enter a new town, or Poke Center, there's a script with the command "sethealingplace". Delete that script and you won't return to that town after you die, ever.

Better yet, you could edit said script and use flags to make it only return you to that town after a certain event.
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