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  #751    
Old May 1st, 2012, 11:53 AM
Spherical Ice's Avatar
Spherical Ice
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Location: UK
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Code:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x825
if 0x1 goto @runshoes
msgbox @msg 0x6
applymovement 0x04 @move
applymovement 0xFF @move1
applymovement 0x04 @move2
applymovement 0xFF @move3
waitmovement 0x0
msgbox @msg1 0x6
applymovement 0x04 @move4
waitmovement 0x0
release
end

#org @runshoes
msgbox @msg2 0x6
fanfare 0x13E
preparemsg @msg3
waitmsg
waitfanfare
msgbox @msg4 0x6
setflag 0x82F
release
end

#org @msg
= Hold up!

#org @msg1
= You don't have this towns\nbadge!\lIt could be difficult ahead\lwithout that badge!\pYou should probably visit\lthe gym!

#org @msg2
= Oh! I see you have the\nRainbow Badge!\pHere, take these, they could\lbe useful during your\ljourney!

#org @msg3
= [player] recieved the Running Shoes!\p[player] put on the Running Shoes.

#org @msg4
= Think of these as my gift\nto you for beating Erika.

#org @move
#raw 0xC
#raw 0xFE

#org @move1
#raw 0xE
#raw 0xFE

#org @move2
#raw 0x2
#raw 0xFE

#org @move3
#raw 0x3
#raw 0xFE

#org @move4
#raw 0x9
#raw 0x0
#raw 0xFE
Okay, I've made some amendments to your script.

Firstly, DON'T put random numbers for the offset. Just use #dynamic 0x800000. When you compile your script, XSE will automatically find and insert the script at an offset with enough free space; you literally only have to copy and paste the first offset it gives you and put it in Advance Map.

After using the applymovement command, you need to use waitmovement 0x0; it makes your script run smoother.

I changed the "obtain running shoes" part a little for professionalism's sake, but what you had would've worked.

Movement #orgs always need #raw 0xFE at the end to notify the end of that set of movements.

Now, your script is probably freezing because of the settings in Advance Map. Click on the Script tile and set the first Unknown to $03, and the Var number to $4050. Save the map; after you've done all that it should work.
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  #752    
Old May 1st, 2012, 12:23 PM
Peresozo's Avatar
Peresozo
Trainer
 
Join Date: Apr 2012
Location: NY
Gender: Male
Nature: Calm
Quote:
Originally Posted by CCCPancakes View Post
Could anyone tell me what's wrong with this script? It freezes when I activate it.

Spoiler:

#dynamic 0x554433
#org @start
lock
faceplayer
checkflag 0x825
if 0x1 goto @runshoes
msgbox @msg 0x6
applymovement 0x04 @move
applymovement 0xFF @move1
applymovement 0x04 @move2
applymovement 0xFF @move3
msgbox @msg1 0x6
applymovement 0x04 @move4
release
end

#org @runshoes
msgbox @msg2 0x6
fanfare 0x13E
msgbox @msg3 0x6
waitfanfare
closeonkeypress
msgbox @msg4 0x6
setflag 0x82F
release
end

#org @msg
= Hold up!

#org @msg1
= You don't have this towns\nbadge!\lIt could be difficult ahead\lwithout that badge!\pYou should probably visit\lthe gym!

#org @msg2
= Oh! I see you have the\nRainbow Badge!\pHere, take these, they could\lbe useful during your\ljourney!

#org @msg3
= [player] recieved the Running Shoes!\p[player] put on the Running Shoes.

#org @msg4
= Think of these as my gift\nto you for beating Erika.

#org @move
#raw 0xC

#org @move1
#raw 0xE

#org @move2
#raw 0x2

#org @move3
#raw 0x3

#org @move4
#raw 0x9
#raw 0x0
It migth be that the movement is not done put #raw 0xFE after each movement see if it workd lol im jst starting with scripting but try tht if doesnt then i cant help u lol but try tht
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  #753    
Old May 1st, 2012, 12:36 PM
CCCPancakes's Avatar
CCCPancakes
Beginning Trainer
 
Join Date: Apr 2012
Age: 17
Gender: Male
Thanks for the help, Spherical Ice, but one of two problems now occur:

- The script isn't activated at all, the guy teleports on a building
- The game freezes, the guy teleports on a building
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  #754    
Old May 3rd, 2012, 05:01 PM
LudicoloDude's Avatar
LudicoloDude
 
Join Date: Mar 2012
Location: Hoenn
Age: 16
Gender: Male
Nature: Jolly
ive been studying this prgram for about a week and i have tried to ccombine some scripts. basically what im trying to do is getting you to walk up to your mom, and she tells you how proud she is of you. she gives you some items and your off. for some reason, the script event on advanced map isnt working, and i gave it the var # and unkown code. whats wrong with this?

#dynamic 0x800100
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
msgbox @1 0x6
applymovement 0xFF @move1
waitmovement 0x0
msgbox @2 0x6
checkflag 0x201
if 0x1 goto @take
release
end
#org @done
lock
faceplayer
Msgbox @3 0x6
release
end
#org @move1
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0xFE
#org @take
lock
faceplayer
Giveitem 0xD 0x5 MSG_OBTAIN
Msgbox @4 0x6
release
end
#org @1
= Hey \v\h01, come here.
#org @2
= Todays the big day that\nyou get your first pokemon!\pI'm so proud of you that\nyou are starting your own\ladventure!\phere are some items that\nwill help you!
#org @3
= See you later!
#org @4
= thats every trainers friend.
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  #755    
Old May 3rd, 2012, 05:51 PM
Mr.KoolAid
Unhatched Egg
 
Join Date: Mar 2012
Gender: Female
I have a trainer battle script (my first working one). The trainer see's me, walks up to me, says his text, and we battle. After we finish he says nothing, and also says nothing when i "talk" to him after battle, but he does look in my direction.

Here is my script.

'-----------------------
#org 0x2872F7
trainerbattle 0x0 0x24 0x0 0x828730E 0x828733C
msgbox 0x8287355 '"I'm going to take on \nthe champion..."
release
end


'---------
' Strings
'---------
#org 0x28730E
= I have the best Rattata\nin the whole world!

#org 0x28733C
= How did i loose to you?

#org 0x287355
= I'm going to take on \nthe champion one day.

Also, is it normal for my script to look like this after i compile/save it? Before i compiled it it looked different.
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  #756    
Old May 4th, 2012, 04:21 AM
Cloyster93's Avatar
Cloyster93
who's gun is this rifle?
 
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Age: 20
Gender: Male
Nature: Hasty
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Quote:
Originally Posted by LudicoloDude View Post
ive been studying this prgram for about a week and i have tried to ccombine some scripts. basically what im trying to do is getting you to walk up to your mom, and she tells you how proud she is of you. she gives you some items and your off. for some reason, the script event on advanced map isnt working, and i gave it the var # and unkown code. whats wrong with this?

#dynamic 0x800100
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
msgbox @1 0x6
applymovement 0xFF @move1
waitmovement 0x0
msgbox @2 0x6
checkflag 0x201
if 0x1 goto @take
release
end
#org @done
lock
faceplayer
Msgbox @3 0x6
release
end
#org @move1
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0xFE
#org @take
lock
faceplayer
Giveitem 0xD 0x5 MSG_OBTAIN
Msgbox @4 0x6
release
end
#org @1
= Hey \v\h01, come here.
#org @2
= Todays the big day that\nyou get your first pokemon!\pI'm so proud of you that\nyou are starting your own\ladventure!\phere are some items that\nwill help you!
#org @3
= See you later!
#org @4
= thats every trainers friend.
I'm by no means an amazing scripter, but I don't think that if you've used a script box that you can use the 'lock' or 'faceplayer' commands.

Instead of 'lock' use 'lockall' and instead of faceplayer, use movements to get the mother to be where you want her to be.

I think that should work.

Also, when you use 'applymovement 0xFF' the next line needs to be 'waitmovement 0xFF'. In your script you've put 'applymovement 0xFF' and 'waitmovement 0x0'.

I'm writing this on my phone, so it's a little difficult to see if there's anything else wrong with the script.

Maybe someone with a little more knowledge will be able to help you if what i've said turns out to be untrue.
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  #757    
Old May 4th, 2012, 05:28 AM
Echidna's Avatar
Echidna
Community Supporter
 
Join Date: Aug 2010
Location: Vaniville Town
Age: 20
Gender: Male
Nature: Brave
Quote:
Originally Posted by Mr.KoolAid View Post
I have a trainer battle script (my first working one). The trainer see's me, walks up to me, says his text, and we battle. After we finish he says nothing, and also says nothing when i "talk" to him after battle, but he does look in my direction.

Here is my script.

'-----------------------
#org 0x2872F7
trainerbattle 0x0 0x24 0x0 0x828730E 0x828733C
msgbox 0x8287355 '"I'm going to take on \nthe champion..."
release
end


'---------
' Strings
'---------
#org 0x28730E
= I have the best Rattata\nin the whole world!

#org 0x28733C
= How did i loose to you?

#org 0x287355
= I'm going to take on \nthe champion one day.

Also, is it normal for my script to look like this after i compile/save it? Before i compiled it it looked different.
Don't worry, that's how XSE interprets your script after you compile. It's natural that it looks that way.

Also, for your problem, you've to set the message type in your 'msgbox' command (i.e. 0x6 ; 0x5 ...etc).
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  #758    
Old May 4th, 2012, 06:11 AM
Mr.KoolAid
Unhatched Egg
 
Join Date: Mar 2012
Gender: Female
ok, i retyped my script in, this is what it looked like before XSE compiled it.

#dynamic 0x800000

#org @start
trainerbattle 0x0 0x024 0x0 @before @after
msgbox @beaten 0x6
release
end

#org @before
= text

#org @after
= text

#org @beaten
= text

I use XSE text adjuster so i don't think the text was the problem
Do i need to re-add the 0x6 after compiling it
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  #759    
Old May 4th, 2012, 06:16 AM
Echidna's Avatar
Echidna
Community Supporter
 
Join Date: Aug 2010
Location: Vaniville Town
Age: 20
Gender: Male
Nature: Brave
That's a perfect script. I guess you have but one way to approach this issue, change the offset. Use FSF to get a free offset, instead of depending on XSE to compile the script in the very next automatic free space area, which I've found to cause problems sometimes (:

If that doesn't work, check to see if you're using the newest version of XSE.
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  #760    
Old May 4th, 2012, 11:03 AM
Mr.KoolAid
Unhatched Egg
 
Join Date: Mar 2012
Gender: Female
I have been using FSF for my offset, which i put in replacement for the 80000

so maybe i need a newer version of XSE, but i have been searching and it appears that i do :/

File version 1.0.0.0
Product Version 1.00
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  #761    
Old May 4th, 2012, 11:38 AM
Echidna's Avatar
Echidna
Community Supporter
 
Join Date: Aug 2010
Location: Vaniville Town
Age: 20
Gender: Male
Nature: Brave
I have no idea which version is the newest, did you get it from HM's toolbox?
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  #762    
Old May 4th, 2012, 02:39 PM
DrFuji's Avatar
DrFuji
repeat repeat repeat
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Mr.KoolAid View Post
I have been using FSF for my offset, which i put in replacement for the 80000

so maybe i need a newer version of XSE, but i have been searching and it appears that i do :/

File version 1.0.0.0
Product Version 1.00
Here's a link to XSE 1.1.1, the newest one available.
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  #763    
Old May 6th, 2012, 10:49 AM
firekoopa
Combat the Infinite
 
Join Date: Aug 2009
Gender: Male
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I have a problem with even the most basic things as of yet.

I basically do everything what is told in the tutorial (still at basic text boxes), I compile the script into the game, assign the correct *six-digit whatever*... but the man I try to talk to just doesn't respond. I click A but nothing happens at all. Not even a lockup in the game.

I'm unsure of what I did wrong. Damnit moronic brain!!! ='(
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  #764    
Old May 6th, 2012, 11:42 AM
Mr.KoolAid
Unhatched Egg
 
Join Date: Mar 2012
Gender: Female
Updating to version 1.1.1 fixed everything!

Now, can someone link me to the item list for ruby version?

I can not find one :/
unless it is the same as fire red, but i don't think it would be.

also, will i need to convert it into hex?
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  #765    
Old May 7th, 2012, 12:40 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 21
Gender: Male
Nature: Calm
Quote:
Originally Posted by Mr.KoolAid View Post
Updating to version 1.1.1 fixed everything!

Now, can someone link me to the item list for ruby version?

I can not find one :/
unless it is the same as fire red, but i don't think it would be.

also, will i need to convert it into hex?
Enjoy.
They are already in hex so you just need to use those numbers.
Spoiler:
ALL ITEMS:
-----------------------------------
Normal Items (ITEMS pocket):
-----------------------------------
AMULET COIN - 00BD
ANTIDOTE - 000E
AWAKENING - 0011
BEAD MAIL - 007F
BERRY JUICE - 002C
BIG MUSHROOM - 0068
BIG PEARL - 006B
BLACK BELT - 00CF
BLACK FLUTE - 002A
BLACKGLASSES - 00CE
BLUE FLUTE - 0027
BLUE SCARF - 00FF
BLUE SHARD - 0031
BRIGHTPOWDER - 00B3
BURN HEAL - 000F
CALCIUM - 0043
CARBOS - 0042
CLEANSE TAG - 00BE
DEEPSEASCALE - 00C1
DEEPSEATOOTH - 00C0
DIRE HIT - 004A
DRAGON FANG - 00D8
DRAGON SCALE - 00C9
DREAM MAIL - 0082
ELIXIR - 0024
ENERGY ROOT - 001F
ENERGYPOWDER - 001E
ESCAPE ROPE - 0055
ETHER - 0022
EVERSTONE - 00C3
EXP. SHARE - 00B6
FAB MAIL - 0083
FIRE STONE - 005F
FLUFFY TAIL - 0051
FOCUS BAND - 00C4
FRESH WATER - 001A
FULL HEAL - 0017
FULL RESTORE - 0013
GLITTER MAIL - 007B
GREEN SCARF - 0101
GREEN SHARD - 0033
GUARD SPEC. - 0049
HARBOR MAIL - 007A
HARD STONE - 00CC
HEAL POWDER - 0020
HEART SCALE - 006F
HP UP - 003F
HYPER POTION - 0015
CHARCOAL - 00D7
CHOICE BAND - 00BA
ICE HEAL - 0010
IRON - 0041
KING'S ROCK - 00BB
LAVA COOKIE - 0026
LAX INCENSE - 00DD
LEAF STONE - 0062
LEFTOVERS - 00C8
LEMONADE - 001C
LIGHT BALL - 00CA
LUCKY EGG - 00C5
LUCKY PUNCH - 00DE
MAGNET - 00D0
MACHO BRACE - 00B5
MAX ELIXIR - 0025
MAX ETHER - 0023
MAX POTION - 0014
MAX REPEL - 0054
MAX REVIVE - 0019
MECH MAIL - 007C
MENTAL HERB - 00B9
METAL COAT - 00C7
METAL POWDER - 00DF
MIRACLE SEED - 00CD
MOOMOO MILK - 001D
MOON STONE - 005E
MYSTIC WATER - 00D1
NEVERMELTICE - 00D4
NUGGET - 006E
ORANGE MAIL - 0079
PARLYZ HEAL - 0012
PEARL - 006A
PINK SCARF - 0100
POISON BARB - 00D3
POKe DOLL - 0050
POTION - 000D
PP MAX - 0047
PP UP - 0045
PROTEIN - 0040
QUICK CLAW - 00B7
RARE CANDY - 0044
RED FLUTE - 0029
RED SCARF - 00FE
RED SHARD - 0030
REPEL - 0056
RETRO MAIL - 0084
REVIVAL HERB - 0021
REVIVE - 0018
SACRED ASH - 002D
SCOPE LENS - 00C6
SEA INCENSE - 00DC
SHADOW MAIL - 0080
SHARP BEAK - 00D2
SHELL BELL - 00DB
SHOAL SALT - 002E
SHOAL SHELL - 002F
SILK SCARF - 00D9
SILVERPOWDER - 00BC
SMOKE BALL - 00C2
SODA POP - 001B
SOFT SAND - 00CB
SOOTHE BELL - 00B8
SOUL DEW - 00BF
SPELL TAG - 00D5
STAR PIECE - 006D
STARDUST - 006C
STICK - 00E1
SUN STONE - 005D
SUPER POTION - 0016
SUPER REPEL - 0053
THICK CLUB - 00E0
THUNDERSTONE - 0060
TINYMUSHROOM - 0067
TROPIC MAIL - 0081
TWISTEDSPOON - 00D6
UP-GRADE - 00DA
WATER STONE - 0061
WAVE MAIL - 007E
WHITE FLUTE - 002B
WHITE HERB - 00B4
WOOD MAIL - 007D
X ACCURACY - 004E
X ATTACK - 004B
X DEFEND - 004C
X SPECIAL - 004F
X SPEED - 004D
YELLOW FLUTE - 0028
YELLOW SCARF - 0102
YELLOW SHARD - 0032
ZINC - 0046

-----------------------------------
Key Items (KEY ITEMS pocket):
-----------------------------------
ACRO BIKE - 0110
AURORATICKET - 0173
BASEMENT KEY - 010F
BERRY POUCH - 016D
BICYCLE - 0168
BIKE VOUCHER - 0160
BLUE ORB - 0115
CARD KEY - 0163
CLAW FOSSIL - 011F
COIN CASE - 0104
CONTEST PASS - 010A
DEVON GOODS - 010D
DEVON SCOPE - 0120
DOME FOSSIL - 0166
EON TICKET - 0113
FAME CHECKER - 016B
GO-GOGGLES - 0117
GOLD TEETH - 0161
GOOD ROD - 0107
HELIX FOSSIL - 0165
ITEMFINDER - 0105
LETTER - 0112
LIFT KEY - 0164
MACH BIKE - 0103
METEORITE - 0118
MYSTICTICKET - 0172
OAK'S PARCEL - 015D
OLD AMBER - 0162
OLD ROD - 0106
POKeFLUTE - 015E
POKeBLOCK CASE - 0111
POWDER JAR - 0174
RAINBOW PASS - 0170
RED ORB - 0114
RM. 1 KEY - 0119
RM. 2 KEY - 011A
RM. 4 KEY - 011B
RM. 6 KEY - 011C
ROOT FOSSIL - 011E
RUBY - 0175
S.S. TICKET - 0109
SAPPHIRE - 0176
SCANNER - 0116
SECRET KEY - 015F
SILPH SCOPE - 0167
SOOT SACK - 010E
STORAGE KEY - 011D
SUPER ROD - 0108
TEA - 0171
TEACHY TV - 016E
TM CASE - 016C
TOWN MAP - 0169
TRI-PASS - 016F
VS SEEKER - 016A
WAILMER PAIL - 010C

-----------------------------------
Balls (POKeBALLS pocket):
-----------------------------------
DIVE BALL - 0007
GREAT BALL - 0003
LUXURY BALL - 000B
MASTER BALL - 0001
NEST BALL - 0008
NET BALL - 0006
POKe BALL - 0004
PREMIER BALL - 000C
REPEAT BALL - 0009
SAFARI BALL - 0005
TIMER BALL - 000A
ULTRA BALL - 0002

-----------------------------------
TM and HM (TM CASE from KEY ITEMS):
-----------------------------------
HM01 (CUT) - 0153
HM02 (FLY) - 0154
HM03 (SURF) - 0155
HM04 (STRENGTH) - 0156
HM05 (FLASH) - 0157
HM06 (ROCK SMASH) - 0158
HM07 (WATERFALL) - 0159
HM08 (DIVE) - 015A

TM01 (FOCUS PUNCH) - 0121
TM02 (DRAGON CLAW) - 0122
TM03 (WATER PULSE) - 0123
TM04 (CALM MIND) - 0124
TM05 (ROAR) - 0125
TM06 (TOXIC) - 0126
TM07 (HAIL) - 0127
TM08 (BULK UP) - 0128
TM09 (BULLET SEED) - 0129
TM10 (HIDDEN POWER) - 012A
TM11 (SUNNY DAY) - 012B
TM12 (TAUNT) - 012C
TM13 (ICE BEAM) - 012D
TM14 (BLIZZARD) - 012E
TM15 (HYPER BEAM) - 012F
TM16 (LIGHT SCREEN) - 0130
TM17 (PROTECT) - 0131
TM18 (RAIN DANCE) - 0132
TM19 (GIGA DRAIN) - 0133
TM20 (SAFEGUARD) - 0134
TM21 (FRUSTRATION) - 0135
TM22 (SOLARBEAM) - 0136
TM23 (IRON TAIL) - 0137
TM24 (THUNDERBOLT) - 0138
TM25 (THUNDER) - 0139
TM26 (EARTHQUAKE) - 013A
TM27 (RETURN) - 013B
TM28 (DIG) - 013C
TM29 (PSYCHIC) - 013D
TM30 (SHADOW BALL) - 013E
TM31 (BRICK BREAK) - 013F
TM32 (DOUBLE TEAM) - 0140
TM33 (REFLECT) - 0141
TM34 (SHOCK WAVE) - 0142
TM35 (FLAMETHROWER) - 0143
TM36 (SLUDGE BOMB) - 0144
TM37 (SANDSTORM) - 0145
TM38 (FIRE BLAST) - 0146
TM39 (ROCK TOMB) - 0147
TM40 (AERIAL ACE) - 0148
TM41 (TORMENT) - 0149
TM42 (FACADE) - 014A
TM43 (SECRET POWER) - 014B
TM44 (REST) - 014C
TM45 (ATTRACT) - 014D
TM46 (THIEF) - 014E
TM47 (STEEL WING) - 014F
TM48 (SKILL SWAP) - 0150
TM49 (SNATCH) - 0151
TM50 (OVERHEAT) - 0152

-----------------------------------
Berry (BERRY POUCH from KEY ITEMS):
-----------------------------------
No01 CHERI BERRY - 0085
No02 CHESTO BERRY - 0086
No03 PECHA BERRY - 0087
No04 RAWST BERRY - 0088
No05 ASPEAR BERRY - 0089
No06 LEPPA BERRY - 008A
No07 ORAN BERRY - 008B
No08 PERSIM BERRY - 008C
No09 LUM BERRY - 008D
No10 SITRUS BERRY - 008E
No11 FIGY BERRY - 008F
No12 WIKI BERRY - 0090
No13 MAGO BERRY - 0091
No14 AGUAV BERRY - 0092
No15 IAPAPA BERRY - 0093
No16 RAZZ BERRY - 0094
No17 BLUK BERRY - 0095
No18 NANAB BERRY - 0096
No19 WEPEAR BERRY - 0097
No20 PINAP BERRY - 0098
No21 POMEG BERRY - 0099
No22 KELPSY BERRY - 009A
No23 QUALOT BERRY - 009B
No24 HONDEW BERRY - 009C
No25 GREPA BERRY - 009D
No26 TAMATO BERRY - 009E
No27 CORNN BERRY - 009F
No28 MAGOST BERRY - 00A0
No29 RABUTA BERRY - 00A1
No30 NOMEL BERRY - 00A2
No31 SPELON BERRY - 00A3
No32 PAMTRE BERRY - 00A4
No33 WATMEL BERRY - 00A5
No34 DURIN BERRY - 00A6
No35 BELUE BERRY - 00A7
No36 LIECHI BERRY - 00A8
No37 GANLON BERRY - 00A9
No38 SALAC BERRY - 00AA
No39 PETAYA BERRY - 00AB
No40 APICOT BERRY - 00AC
No41 LANSAT BERRY - 00AD
No42 STARF BERRY - 00AE
No43 ENIGMA BERRY - 00AF
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  #766    
Old May 8th, 2012, 11:00 AM
Mr.KoolAid
Unhatched Egg
 
Join Date: Mar 2012
Gender: Female
HELP! I got an error yesterday and now my file will not load without using save states. it also wont let me save the file under a different name. I took one of my older versions (saved in an online dropbox) and it worked fine, i did not get the same error, but it is now saing i cant save this one anymore either, yet the file loads properly. does anyone know how to fix/prevent this? or if i should restart my whole project or keep working with my backup file, which will still save and load, but gets random errors and cannot 'save as"
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  #767    
Old May 8th, 2012, 11:47 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 Mr.KoolAid View Post
HELP! I got an error yesterday and now my file will not load without using save states. it also wont let me save the file under a different name. I took one of my older versions (saved in an online dropbox) and it worked fine, i did not get the same error, but it is now saing i cant save this one anymore either, yet the file loads properly. does anyone know how to fix/prevent this? or if i should restart my whole project or keep working with my backup file, which will still save and load, but gets random errors and cannot 'save as"
Unless you want to comb through all that data, I think you'll have to start over again from the past backup you made that actually works.

If you're talking about VBA save states go check if theres something wrong with your VBA, and try downloading it again.
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o i forgot 5
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  #768    
Old May 8th, 2012, 12:50 PM
Mr.KoolAid
Unhatched Egg
 
Join Date: Mar 2012
Gender: Female
******, the only thing i did different was clicking on the map i already was on when in wild pokemon section. than i got the error that 0xFFFFFFFF was not a pointer

now whenever i make a new trainer they have an unlimited amount of text that i don't recognize.

That is over 100 hours of work lost.

Does anyone know what i did wrong exactly?
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  #769    
Old May 8th, 2012, 02:04 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 Mr.KoolAid View Post
******, the only thing i did different was clicking on the map i already was on when in wild pokemon section. than i got the error that 0xFFFFFFFF was not a pointer

now whenever i make a new trainer they have an unlimited amount of text that i don't recognize.

That is over 100 hours of work lost.

Does anyone know what i did wrong exactly?
You probably overwrote something. That's the only thing I can think of.
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o i forgot 5
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  #770    
Old May 13th, 2012, 04:10 PM
LudicoloDude's Avatar
LudicoloDude
 
Join Date: Mar 2012
Location: Hoenn
Age: 16
Gender: Male
Nature: Jolly
#dynamic 0x800300
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
applymovement 0x1 @move1
msgbox @1 0x5
compare 0x800d 0x1
if 0x1 goto @quake
msgbox @2 0x4
closeonkeypress
applymovement 0x1 @move2
release
end
#org @quake
lock
faceplayer
msgbox @3 0x4
closeonkeypress
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
setflag 0x200
release
end
#org @done
lock
faceplayer
msgbox @4 0x6
release
end
#org @move1
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE
#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#org @1
= Do you want me to summon\nan earthquake?
#org @2
= Maybe next time.
#org @3
= HIYA!
#org @4
= I broke all of my bones to\ndo that.

I'm not sure what is wrong with this, but what I wanted it to do is when I press no, the sprite will go back to where it came from. what is wrong with this?
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  #771    
Old May 13th, 2012, 06:56 PM
Haru~'s Avatar
Haru~
Can't resist the chubbiness :3
 
Join Date: Mar 2012
Gender: Female
Nature: Modest
Quote:
Originally Posted by LudicoloDude View Post
Spoiler:
#dynamic 0x800300
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
applymovement 0x1 @move1
msgbox @1 0x5
compare 0x800d 0x1
if 0x1 goto @quake
msgbox @2 0x4
closeonkeypress
applymovement 0x1 @move2
release
end
#org @quake
lock
faceplayer
msgbox @3 0x4
closeonkeypress
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
setflag 0x200
release
end
#org @done
lock
faceplayer
msgbox @4 0x6
release
end
#org @move1
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE
#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#org @1
= Do you want me to summon\nan earthquake?
#org @2
= Maybe next time.
#org @3
= HIYA!
#org @4
= I broke all of my bones to\ndo that.


I'm not sure what is wrong with this, but what I wanted it to do is when I press no, the sprite will go back to where it came from. what is wrong with this?
Changes in red. I recommend you script in this fashion so it looks less cluttered.
And use flags 0x1000 and up as the lower flags are used for other in-game functions and trainer flags. Using them may cause undesirable behaviour.
Spoiler:
Code:
'---------------
#dynamic 0x800300

#org @start
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
applymovement 0x1 @move1
waitmovement 0x0
msgbox @1 0x5
compare 0x800D 0x1
if 0x1 goto @quake
msgbox @2 0x4
closeonkeypress
applymovement 0x1 @move2
waitmovement 0x0
release
end

#org @quake
//lock You don't need these two since you already
//faceplayer did a lock and faceplayer at the start.
msgbox @3 0x4
closeonkeypress
setvar 0x8004 0xF
setvar 0x8005 0xF
setvar 0x8006 0xF
setvar 0x8007 0xF
special 0x136
setflag 0x200
release
end

#org @done
//lock You don't need these two since you already
//faceplayer did a lock and faceplayer at the start.
msgbox @4 0x6
release
end

#org @move1
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @1
= Do you want me to summon\nan earthquake?

#org @2
= Maybe next time.

#org @3
= HIYA!

#org @4
= I broke all of my bones to\ndo that.

Last edited by Haru~; May 13th, 2012 at 07:03 PM.
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  #772    
Old May 26th, 2012, 04:10 AM
Gaudam
Beginning Trainer
 
Join Date: May 2012
Gender: Male
youtube . c om / watch ? v= 1wrCe_cegXs
Any tips?
Rate it please!
(sorry for the link with space, i'm not allowed to add links without 15 posts:p)
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  #773    
Old May 27th, 2012, 02:34 PM
LudicoloDude's Avatar
LudicoloDude
 
Join Date: Mar 2012
Location: Hoenn
Age: 16
Gender: Male
Nature: Jolly
what does the ASM in the command callasm mean?
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  #774    
Old May 28th, 2012, 09:32 PM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 21
Gender: Male
Nature: Calm
Quote:
Originally Posted by LudicoloDude View Post
what does the ASM in the command callasm mean?
ASM is abbreviation for Assembler which is programming language.
The callasm command calls ASM routine on specific adress.
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  #775    
Old June 3rd, 2012, 10:53 AM
YogiBerra
 
Join Date: Oct 2010
Gender: Male
Hi. I was hoping that someone could help me with this script. I'm trying to put a script on a tile that I do not want the player to pass until (s)he has beaten the Team Rocket member in the room. So if the player steps on the tile, there are two cases. If the player has not yet picked a Pokemon, then the Rocket member has not picked a Pokemon and is still in his spot next to the tile I have the script on. If the player has picked his Pokemon, then the rocket member is not next to the tile. So in the first case, I want the Rocket member to turn to the player and tell him that he can not pass, and in the second case I want a message to pop up that tells the player he can't go downstairs before beating the Rocket member. With the code I have, the player just freezes when I step on the tile.
Code:
//---------------
#org 0x2D521C
checkflag 0x1001
if 0x1 goto 0x82D5249
checkflag 0x1000
if 0x1 call 0x82D54F4
checkflag 0x1000
if 0x0 call 0x82D5534
end

//---------------
#org 0x2D5249
end

//---------------
#org 0x2D54F4
applymovement 0x1 0x82D55B4
textcolor 0x0
msgbox 0x82D55F4 MSG_KEEPOPEN //"[rival]: Hey! You can't go downsta..."
closeonkeypress
applymovement MOVE_PLAYER 0x834EC0C
return

//---------------
#org 0x2D5534
textcolor 0x0
msgbox 0x834EB8C MSG_KEEPOPEN //"I can't go down there while that\n..."
closeonkeypress
applymovement MOVE_PLAYER 0x834EC0C
return


//---------
// Strings
//---------
#org 0x2D55F4
= [rival]: Hey! You can't go downstairs!\nWe're sacking the place!

#org 0x34EB8C
= I can't go down there while that\nTeam Rocket member is still here!


//-----------
// Movements
//-----------
#org 0x2D55B4
#raw 0x2 //Face Left
#raw 0xFE //End of Movements

#org 0x34EC0C
#raw 0x10 //Step Down (Normal)
#raw 0xFE //End of Movements
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