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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #151    
Old September 1st, 2011, 07:47 AM
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He means scripts that contain applymovement 0xff. You know like the script right in the beginning of the original fr, When you and oke walk to his lab? How would that affect the pokemon walking with you? That is his predicament.
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  #152    
Old September 1st, 2011, 06:48 PM
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Ah, yeah now I get it. That was somewhere around what I was thinking already but I wasn't quite there yet, thanks for the heads up on this one.
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  #153    
Old September 2nd, 2011, 04:18 AM
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Quote:
Originally Posted by NarutoActor View Post
He means scripts that contain applymovement 0xff. You know like the script right in the beginning of the original fr, When you and oke walk to his lab? How would that affect the pokemon walking with you? That is his predicament.
That seems simple enough, if the lockall command is used the following sprite will need extra movement controls and if not it should still follow you.

Although I don't have the script so I can't really check it.
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  #154    
Old September 2nd, 2011, 10:29 AM
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Not just that script but every script that contains an applymovement with the player moving.
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  #155    
Old September 13th, 2011, 06:18 PM
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Quote:
Originally Posted by Jambo51
Saving, quitting and restarting: Check
Map to map connections: Check
Walking: Check
Running: Check
Ledges: Check
Tile Scripts: Check
Trainer and Wild battles: Check
Warping: Not working
Biking: Not working
Surfing: Not working
Flying (Kind of warping here...): Not working
Scripts moving the player: No idea XD
About scripts moving the player, i think that.. if the other OW, is -1 coordenate,behind you, why you cannot imitate it?
For example;
Code:
#org 0x672130
applymovement 0xFF 0x8offset1
waitmovement 0x0
end

#offset1
#binary up, up, left.
(I'm to lazy to write every offset, and moves)
Mi idea:
First, the second OW move to the last X/Y player coordenate, (player it's moving..) and then move the same as player moves. (before that, i think u must "save" the movements of the player in the ram)

Sorry for my bad english, and i hope that mi idea works or something xD
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  #156    
Old September 14th, 2011, 04:40 AM
TheDarkShark
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If I get your idea right, you would let the follower walk to the player's previous position and then move it into the same direction in which the player is moving, right? Doing it like that, the follower would be on the exact same position as the player, meaning they would collide.
Also, I don't understand what you think the script you posted has to do with what you previously said:
Quote:
About scripts moving the player, i think that.. if the other OW, is -1 coordenate,behind you, why you cannot imitate it?
For example;
I thought you would apply the same movements to the follower (which would end up in a not very beautiful desync) first, but the script doesn't fit.
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  #157    
Old September 14th, 2011, 08:51 AM
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well honsetly i think we have figured out doing this (properly) in a script is not ganna happen but i would like to ask how far have you come with this in a script and is it possible to see a SCRIPT you have created that works(well by that i meen it justs needs to follow know direction changes ledges[maybe] and that sort and if possible interaction)
i havnt seen one i have only seen the asm scripts ...
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  #158    
Old September 14th, 2011, 09:26 AM
TheDarkShark
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Well, interaction won't work without ASM, sorry. If you had read the thread, you would have seen a script by Giga Universe (wasn't it him? if not, sorry) that had support for ledges and some other behaviour bytes, too, if I remember correctly. You had to use JPAN's Firered Hacked Engine patch in order to make it work, though. Just read the thread from the beginning, man... or, if you are to lazy to do so, why do you even ask? Just wondering...
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  #159    
Old September 14th, 2011, 08:41 PM
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Quote:
Originally Posted by M.L View Post
is it possible to see a SCRIPT you have created that works
You answered your own question in the exact same post that you asked it:
Quote:
Originally Posted by M.L View Post
well honsetly i think we have figured out doing this (properly) in a script is not ganna happen



Quote:
Originally Posted by M.L View Post
so yea i think you should read through or if your lazy why did you reply to me question?
He's not "lazy" and you have no right to denounce him as such. He has clearly read this thread -- and he comprehends the subject matter far better than you have -- and he has been attempting to help you understand said subject matter.

My intention isn't to do any kind of backseat moderation, but seriously, M.L., learn some respect.
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  #160    
Old February 19th, 2012, 12:14 PM
zacdee316
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Quote:
Originally Posted by DavidJCobb View Post
You answered your own question in the exact same post that you asked it:





He's not "lazy" and you have no right to denounce him as such. He has clearly read this thread -- and he comprehends the subject matter far better than you have -- and he has been attempting to help you understand said subject matter.

My intention isn't to do any kind of backseat moderation, but seriously, M.L., learn some respect.

It's sad to see this project end on such a bad note. Has anyone made any progress with this since? When I originally started reading the thread, I had it in my head to use HEX, but that idea was shot to hell the more I read (or am I wrong in that regard too?). And what had been accomplished looked promising, so I'm just curious.
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  #161    
Old February 28th, 2012, 03:57 AM
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Originally Posted by zacdee316 View Post
It's sad to see this project end on such a bad note. Has anyone made any progress with this since? When I originally started reading the thread, I had it in my head to use HEX, but that idea was shot to hell the more I read (or am I wrong in that regard too?). And what had been accomplished looked promising, so I'm just curious.
The project is still being worked on. No matter what we do, it will require ASM to take care of this, which requires hex editing to insert, so you're not too far off.

The thing is, the really complicated stuff currently has me stumped. I don't understand how the player sprite is created on a map after warping/flying (although I'd hazard a guess it has something to do with the createsprite command that is otherwise unused).

As things currently stand I have 2 versions of it running:
Fire Red (Can't warp/fly, ride bike/surf, but most everything else should work)
Emerald (Can only walk/run)

The systems used for movement are identical between the 2 versions, so it's a case of porting routines, as opposed to research and then development for Emerald. The routines are far from perfect however, and I think I'm gonna restart the whole project after I've dealt with the 649 Patch, to add the extra stuff which it needs and to tidy up and improve the routines.
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  #162    
Old February 28th, 2012, 09:47 AM
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Hey, could you give a heads up (hint) on the emerald version? Routines locations, offsets, something?
Because i have a fairly document ida database of it, including OAM, Npcs, Steps, running mechanics, so i thought you could give us some hints on it.

Thanks!
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  #163    
Old March 3rd, 2012, 10:06 AM
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I have a kind newby solution to the warp issue. Allbeit it's a pain in the bum, but it could work. You said that you had a Problem with creating sprites, but what if you place them in Amap, hid them from view and place a script at the start of each map that makes them appear. It would also check your position and then place them behind you. You would have to have a script for each place on every map though which would be annoying.
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  #164    
Old March 7th, 2012, 04:29 PM
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What I think we should do is to set a byte in the RAM that isn't used (but still saved), and each time the player warps/flies and appears in the new map, it checks to see if it is set. If it's set, which means that you still want to have them follow you, the next time the player starts moving, it makes a sprite below you, and then deals with the other (working) stuff normally. And if it's a warp-panel, you could delay the screen-fading effect a bit and stick in another "warp" animation for the character behind you.

As for surfing, you should make them jump on a "Wailmer" or seperate bike behind you. When you go onto land again, it checks to see if it's still set, and if it is, it will change the "following" sprite back to normal.

And you don't even have to do that. You could just branch an "It's not very polite when you do that..." or "He needs a POKéMON to surf." to appear whenever you try to surf or bike while someone's following you.

I would want do that, but I don't know how to even begin...
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  #165    
Old October 9th, 2012, 10:04 AM
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The Mirror Player functions in FireRed arent perfect, they dont always mimick the player's movement, but maybe some hacking could "fix" that? Would that be a helpful thing? Idk.
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  #166    
Old November 3rd, 2012, 08:21 AM
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Um I don't know if you know this, but an easy way to do a follow me script is

*the start of your script*
playsong 0x *follow me or follow me alt offset* 0x0
applymovement 0x person number @movement1
applymovement 0x FF (player) @movement2
wait movement 0x person number
fadedefault(This just makes it fade to the default song of the map you're on)
*the rest of the script*

I have done this and it works, you just copy the movement data from the person the player is following, paste it, and rename the pointer to the movement data of the player.

I don't know how well it works the other way around, but it should work just the same.(Just do a script event instead of a person event and swap the player movement with the person movement in the main script) I have a working script of that if anyone wants to see it.
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  #167    
Old November 3rd, 2012, 08:38 AM
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Quote:
Originally Posted by Naruto200 View Post
Um I don't know if you know this, but an easy way to do a follow me script is

*the start of your script*
playsong 0x *follow me or follow me alt offset* 0x0
applymovement 0x person number @movement1
applymovement 0x FF (player) @movement2
wait movement 0x person number
fadedefault(This just makes it fade to the default song of the map you're on)
*the rest of the script*

I have done this and it works, you just copy the movement data from the person the player is following, paste it, and rename the pointer to the movement data of the player.

I don't know how well it works the other way around, but it should work just the same.(Just do a script event instead of a person event and swap the player movement with the person movement in the main script) I have a working script of that if anyone wants to see it.
Sorry to inform you, but you missed the point of this thread. Here, we're trying to make a system where the player has full control over his movement, but a sprite behind him moves with him.
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  #168    
Old November 3rd, 2012, 08:50 AM
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Here's an idea, how about looking for the movement commands that the D-pad uses to move the player? There must be some offset somewhere (by offset I mean command) since it's the most used command in the game.

If you could find whatever script does that, I'm sure it wouldn't take a lot of guessing to add the follow me stuff.
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  #169    
Old November 3rd, 2012, 05:18 PM
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In fact all that is just done by the main routine, it gets all the hardware registers and parses them correctly and executes the movement routines. Adding something here can have bad influence on the game, since there is, as far as i know, no sort of vblank interrupt that keeps the game on a constant speed of execution and "rendering".
Also you needed to find out how you can actually move another person, since they are slightly different to the player, as long as you do not want to use your own OAM.

~SBird
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  #170    
Old November 26th, 2012, 07:24 PM
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Hmm....you know, there's a little side thing in Black 2 that's basically what you're after.

It's in Humilao City. The last house on the piers before you enter route 22 has an old lady and an overworld version of Man-fo.

She asks you if you will walk her little Man Fo, and if you say yes the Man Fo follows you around inside the house.
So I say find out what's going on in that data, find how to port it to other games, and presto.
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  #171    
Old December 15th, 2012, 09:47 AM
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Quote:
Originally Posted by Naruto200 View Post
Hmm....you know, there's a little side thing in Black 2 that's basically what you're after.

It's in Humilao City. The last house on the piers before you enter route 22 has an old lady and an overworld version of Man-fo.

She asks you if you will walk her little Man Fo, and if you say yes the Man Fo follows you around inside the house.
So I say find out what's going on in that data, find how to port it to other games, and presto.
Well see, we already have semi-working Follow Me scripts for walking and running and all those basic movements. The problem is with warping, surfing, biking, flying, etc. Maybe warping is used in that specific script, but other than that it would be useless.
We're not that far into NDS hacking that we can simply borrow data from B/W's scripts as well. Look how advanced we are at 3rd Gen hacking, yet we can't do this script just yet.

I'll try and look into this a little more and help everyone out. I'm a noob when it comes to hexing and assembly, but it wouldn't hurt.
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  #172    
Old December 18th, 2012, 11:26 AM
Kaphotics
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Quote:
Originally Posted by Mr. Magius View Post
Well see, we already have semi-working Follow Me scripts for walking and running and all those basic movements. The problem is with warping, surfing, biking, flying, etc. Maybe warping is used in that specific script, but other than that it would be useless.
We're not that far into NDS hacking that we can simply borrow data from B/W's scripts as well. Look how advanced we are at 3rd Gen hacking, yet we can't do this script just yet.

I'll try and look into this a little more and help everyone out. I'm a noob when it comes to hexing and assembly, but it wouldn't hurt.
Not entirely correct; we know a lot about B/W scripts.

I can tell you for a fact that the script @ Humilau does not support warping. I can override the Lady's trigger to let me walk outside (by un-toggling the const_16 value from 1 to 0, the floor trigger stops making the lady bring you back inside. It's located at 02225542 in W2-U and 02225522 @ B2-U). After stepping outside the functionality stops presumably due to the Overworld NPC and script functionality not being present at the warped-to map.

I've been dabbling with NPRE and I have a pretty good parsing capability for B2W2.

Here's the parsing output, all commands currently have temp names and there's a few commands that aren't implemented (thus breaking functionality).
Spoiler:
Code:
=== Script 0 === 

Offset: 52 LockAll 
Offset: 54 StoreFlag 15 
Offset: 58 CompareTo 1 
Offset: 62 Condition EQUAL
Offset: 66 If TRUEUP Function 0 (81 )
Offset: 73 2BA 
Offset: 75 400E 
Offset: 77 Logic06 0x400E 
Offset: 81 StoreFlag 2768 
Offset: 85 CompareTo 1 
Offset: 89 Condition EQUAL
Offset: 93 If TRUEUP Function 1 (126 )
Offset: 100 PlaySound 1351 
Offset: 104 FacePlayer 
Offset: 106 Message2 0 4 10 0 0 = ' But if you change your mind,\nI don't mind asking you to walk\c\nwith my Mienfoo again. '
Offset: 116 WaitButton 
Offset: 118 CloseMessageKeyPress 
Offset: 120 Jump  Function 2 (810 )

=== Function0=== 

Offset: 126 StoreFlag 2768 
Offset: 130 CompareTo 0 
Offset: 134 Condition EQUAL
Offset: 138 StoreFlag 15 
Offset: 142 CompareTo 0 
Offset: 146 Condition EQUAL
Offset: 150 Condition UNK
Offset: 154 If TRUEUP Function 3 (483 )
Offset: 161 PlaySound 1351 
Offset: 165 FacePlayer 
Offset: 167 Message 0 4 0 1 0 0 = ' Hey, you!\nWould you walk with my dear Mienfoo?\r '
Offset: 179 YesNoBox 0x8010 
Offset: 183 StoreVar 0x8010 
Offset: 187 CompareTo 0 
Offset: 191 Condition EQUAL
Offset: 195 If TRUEUP Function 4 (461 )
Offset: 202 SetVarEqVal 0x400E 0 
Offset: 208 Message 0 4 1 1 0 0 = ' Oh my!\nYou're very understanding!\r\nWonderful. Please walk a lot\nwith my cute Mienfoo!\r\nBut...\nPlease don't go out of this house!\r\nIt's dangerous outside.\nAll right. Take good care of my Mienfoo!\r '
Offset: 220 CloseMessageKeyPress2 
Offset: 222 0x6E 0x8020 
Offset: 226 Compare 0x8020 0 
Offset: 232 If EQUAL Function 5 (245 )
Offset: 239 Jump  Function 6 (273 )

=== Function1=== 

Offset: 245 ApplyMovement 255  Movement 0 (2672 )
Offset: 253 24F 0 5 
Offset: 259 CallRoutine 0 
Offset: 263 CompareTo 0 
Offset: 267 Jump  Function 7 (367 )

=== Function2=== 

Offset: 273 Compare 0x8020 1 
Offset: 279 If EQUAL Function 8 (292 )
Offset: 286 Jump  Function 9 (320 )

=== Function3=== 

Offset: 292 ApplyMovement 255  Movement 0 (2672 )
Offset: 300 24F 0 5 
Offset: 306 End 
Offset 310 :8
Offset 311 :0
Offset 312 :0
Offset 313 :0
Offset 314 :30
Offset 315 :0
Offset 316 :47
Offset 317 :0
Offset 318 :0
Offset 319 :0

=== Function4=== 

Offset: 320 Compare 0x8020 2 
Offset: 326 If EQUAL Function 10 (339 )
Offset: 333 Jump  Function 7 (367 )

=== Function5=== 

Offset: 339 ApplyMovement 255  Movement 1 (2656 )
Offset: 347 24F 0 7 
Offset: 353 End 
Offset 357 :8
Offset 358 :0
Offset 359 :0
Offset 360 :0
Offset 361 :30
Offset 362 :0
Offset 363 :0
Offset 364 :0
Offset 365 :0
Offset 366 :0

=== Function6=== 

Offset: 367 WaitMovement 
Offset: 369 StoreVar 0x8000 
Offset: 373 StoreVar 0x8001 
Offset: 377 StoreVar 0x8002 
Offset: 381 StoreVar 0x8003 
Offset: 385 StoreVar 0x8004 
Offset: 389 SetVar2A 0x8000 0 
Offset: 395 SetVar2A 0x8001 4 
Offset: 401 SetVar2A 0x8002 0 
Offset: 407 SetVar2A 0x8003 0 
Offset: 413 SetVar2A 0x8004 2 
Offset: 419 CallStd 39 41 
Offset: 423 ClearVar 0x8004 
Offset: 427 ClearVar 0x8003 
Offset: 431 ClearVar 0x8002 
Offset: 435 ClearVar 0x8001 
Offset: 439 ClearVar 0x8000 
Offset: 443 2B8 
Offset: 445 SetVarEqVal 0x400F 1 
Offset: 451 SetFlag 15 
Offset: 455 Jump  Function 11 (477 )

=== Function7=== 

Offset: 461 Message 0 4 2 1 0 0 = ' Oh my!\r\nYou turned down my request.\nYou're mean.\r\nSome people say that I should walk\nmy Mienfoo myself.\r\nBut, it's impossible, because I've never\ncarried anything heavier than\c\na Poké Ball!\r\n...But if you change your mind,\nI don't mind asking you to walk\c\nmy Mienfoo again. '
Offset: 473 WaitButton 
Offset: 475 CloseMessageKeyPress2 
Offset: 477 Jump  Function 2 (810 )

=== Function8=== 

Offset: 483 StoreVar 0x400E 
Offset: 487 CompareTo 365 
Offset: 491 Condition LOWER
Offset: 495 StoreFlag 15 
Offset: 499 CompareTo 1 
Offset: 503 Condition EQUAL
Offset: 507 Condition UNK
Offset: 511 If TRUEUP Function 12 (684 )
Offset: 518 PlaySound 1351 
Offset: 522 FacePlayer 
Offset: 524 SetVarEqVal 0x8025 0 
Offset: 530 Message 0 4 5 1 4 0 = ' You've just started walking.\nPlease walk more!\r\n...Whaaat?\r\nYou're not going to say\nyou will quit in the middle of\c\nwalking my cute Mienfoo, are you?\r '
Offset: 542 Multi2 31 5 0 0 9473 128 
Offset: 551 SetTextScriptMessage 6 0xFFFF 0 = ' Continue '
Offset: 559 SetTextScriptMessage 7 0xFFFF 1 = ' Quit '
Offset: 567 CloseMulti 
Offset: 569 StoreVar 0x8025 
Offset: 573 CompareTo 1 
Offset: 577 Condition EQUAL
Offset: 581 If TRUEUP Function 13 (662 )
Offset: 588 Message 0 4 9 1 0 0 = ' Oh my!\nWhat's the matter with you?\r\nIt looks like my cute Mienfoo still\nwants to walk!\r\nIn that case, I can't give you a\nthank-you gift.\r\n...But if you change your mind,\nI don't mind asking you to walk\c\nwith my Mienfoo again.\r '
Offset: 600 CloseMessageKeyPress2 
Offset: 602 StoreVar 0x8000 
Offset: 606 StoreVar 0x8001 
Offset: 610 SetVar2A 0x8000 2 
Offset: 616 SetVar2A 0x8001 0 
Offset: 622 CallStd 40 41 
Offset: 626 ClearVar 0x8001 
Offset: 630 ClearVar 0x8000 
Offset: 634 CallRoutine 176 0 
Offset: 640 2B9 
Offset: 642 SetVarEqVal 0x400F 0 
Offset: 648 SetFlag 2768 
Offset: 652 ClearFlag 15 
Offset: 656 Jump  Function 14 (678 )

=== Function9=== 

Offset: 662 Message 0 4 8 1 0 0 = ' Of course!\r\nPlease walk my cute Mienfoo\nuntil it is totally satisfied. '
Offset: 674 WaitButton 
Offset: 676 CloseMessageKeyPress2 
Offset: 678 Jump  Function 2 (810 )

=== Function10=== 

Offset: 684 PlaySound 1351 
Offset: 688 FacePlayer 
Offset: 690 Message 0 4 3 1 0 0 = ' Oh my!\r\nMy cute Mienfoo\nlooks very tough now.\r\nThank you very much\nfor walking my Mienfoo.\r\nI'll give this to you\nas a token of my appreciation.\r '
Offset: 702 CloseMessageKeyPress2 
Offset: 704 StoreVar 0x8000 
Offset: 708 StoreVar 0x8001 
Offset: 712 SetVar2A 0x8000 88 
Offset: 718 SetVar2A 0x8001 1 
Offset: 724 CallStd 245 10 
Offset: 728 ClearVar 0x8001 
Offset: 732 ClearVar 0x8000 
Offset: 736 StoreVar 0x8000 
Offset: 740 StoreVar 0x8001 
Offset: 744 SetVar2A 0x8000 2 
Offset: 750 SetVar2A 0x8001 0 
Offset: 756 CallStd 40 41 
Offset: 760 ClearVar 0x8001 
Offset: 764 ClearVar 0x8000 
Offset: 768 CallRoutine 42 0 
Offset: 774 Message 0 4 4 1 0 0 = ' Please walk my cute Mienfoo again! '
Offset: 786 WaitButton 
Offset: 788 CloseMessageKeyPress2 
Offset: 790 2B9 
Offset: 792 SetVarEqVal 0x400F 0 
Offset: 798 SetFlag 2768 
Offset: 802 SetFlag 2783 
Offset: 806 ClearFlag 15 
Offset: 810 WaitMoment 
Offset: 812 UnlockAll 
Offset: 814 End 
Offset: 816 StoreHeroPosition 0x68 0x8021 0x8022 
Offset: 822 0x6E 0x8020 
Offset: 826 67 0 0x8023 0x8024 
Offset: 834 StoreVar 0x8020 
Offset: 838 CompareTo 1 
Offset: 842 Condition EQUAL
Offset: 846 StoreVar 0x8023 
Offset: 850 CompareTo 5 
Offset: 854 Condition EQUAL
Offset: 858 StoreVar 0x8024 
Offset: 862 CompareTo 2 
Offset: 866 Condition EQUAL
Offset: 870 Condition UNK
Offset: 874 Condition UNK
Offset: 878 If TRUEUP Function 15 (899 )
Offset: 885 ApplyMovement 0  Movement 2 (1668 )
Offset: 893 Jump  Function 16 (1587 )

=== Function11=== 

Offset: 899 StoreVar 0x8020 
Offset: 903 CompareTo 1 
Offset: 907 Condition EQUAL
Offset: 911 StoreVar 0x8023 
Offset: 915 CompareTo 7 
Offset: 919 Condition EQUAL
Offset: 923 StoreVar 0x8024 
Offset: 927 CompareTo 2 
Offset: 931 Condition EQUAL
Offset: 935 Condition UNK
Offset: 939 Condition UNK
Offset: 943 If TRUEUP Function 17 (964 )
Offset: 950 ApplyMovement 0  Movement 3 (1680 )
Offset: 958 Jump  Function 16 (1587 )

=== Function12=== 

Offset: 964 StoreVar 0x8020 
Offset: 968 CompareTo 2 
Offset: 972 Condition EQUAL
Offset: 976 StoreVar 0x8023 
Offset: 980 CompareTo 7 
Offset: 984 Condition EQUAL
Offset: 988 StoreVar 0x8024 
Offset: 992 CompareTo 2 
Offset: 996 Condition EQUAL
Offset: 1000 Condition UNK
Offset: 1004 Condition UNK
Offset: 1008 If TRUEUP Function 18 (1029 )
Offset: 1015 ApplyMovement 0  Movement 4 (1700 )
Offset: 1023 Jump  Function 16 (1587 )

=== Function13=== 

Offset: 1029 StoreVar 0x8020 
Offset: 1033 CompareTo 2 
Offset: 1037 Condition EQUAL
Offset: 1041 StoreVar 0x8023 
Offset: 1045 CompareTo 8 
Offset: 1049 Condition EQUAL
Offset: 1053 StoreVar 0x8024 
Offset: 1057 CompareTo 3 
Offset: 1061 Condition EQUAL
Offset: 1065 Condition UNK
Offset: 1069 Condition UNK
Offset: 1073 If TRUEUP Function 19 (1094 )
Offset: 1080 ApplyMovement 0  Movement 5 (1716 )
Offset: 1088 Jump  Function 16 (1587 )

=== Function14=== 

Offset: 1094 StoreVar 0x8020 
Offset: 1098 CompareTo 2 
Offset: 1102 Condition EQUAL
Offset: 1106 StoreVar 0x8023 
Offset: 1110 CompareTo 7 
Offset: 1114 Condition EQUAL
Offset: 1118 StoreVar 0x8024 
Offset: 1122 CompareTo 4 
Offset: 1126 Condition EQUAL
Offset: 1130 Condition UNK
Offset: 1134 Condition UNK
Offset: 1138 If TRUEUP Function 20 (1159 )
Offset: 1145 ApplyMovement 0  Movement 6 (1736 )
Offset: 1153 Jump  Function 16 (1587 )

=== Function15=== 

Offset: 1159 StoreVar 0x8020 
Offset: 1163 CompareTo 0 
Offset: 1167 Condition EQUAL
Offset: 1171 StoreVar 0x8023 
Offset: 1175 CompareTo 7 
Offset: 1179 Condition EQUAL
Offset: 1183 StoreVar 0x8024 
Offset: 1187 CompareTo 4 
Offset: 1191 Condition EQUAL
Offset: 1195 Condition UNK
Offset: 1199 Condition UNK
Offset: 1203 If TRUEUP Function 21 (1224 )
Offset: 1210 ApplyMovement 0  Movement 7 (1752 )
Offset: 1218 Jump  Function 16 (1587 )

=== Function16=== 

Offset: 1224 StoreVar 0x8020 
Offset: 1228 CompareTo 0 
Offset: 1232 Condition EQUAL
Offset: 1236 StoreVar 0x8023 
Offset: 1240 CompareTo 6 
Offset: 1244 Condition EQUAL
Offset: 1248 StoreVar 0x8024 
Offset: 1252 CompareTo 5 
Offset: 1256 Condition EQUAL
Offset: 1260 Condition UNK
Offset: 1264 Condition UNK
Offset: 1268 If TRUEUP Function 22 (1289 )
Offset: 1275 ApplyMovement 0  Movement 8 (1772 )
Offset: 1283 Jump  Function 16 (1587 )

=== Function17=== 

Offset: 1289 StoreVar 0x8020 
Offset: 1293 CompareTo 0 
Offset: 1297 Condition EQUAL
Offset: 1301 StoreVar 0x8023 
Offset: 1305 CompareTo 5 
Offset: 1309 Condition EQUAL
Offset: 1313 StoreVar 0x8024 
Offset: 1317 CompareTo 4 
Offset: 1321 Condition EQUAL
Offset: 1325 Condition UNK
Offset: 1329 Condition UNK
Offset: 1333 If TRUEUP Function 23 (1354 )
Offset: 1340 ApplyMovement 0  Movement 9 (1788 )
Offset: 1348 Jump  Function 16 (1587 )

=== Function18=== 

Offset: 1354 StoreVar 0x8020 
Offset: 1358 CompareTo 3 
Offset: 1362 Condition EQUAL
Offset: 1366 StoreVar 0x8023 
Offset: 1370 CompareTo 5 
Offset: 1374 Condition EQUAL
Offset: 1378 StoreVar 0x8024 
Offset: 1382 CompareTo 4 
Offset: 1386 Condition EQUAL
Offset: 1390 Condition UNK
Offset: 1394 Condition UNK
Offset: 1398 If TRUEUP Function 24 (1427 )
Offset: 1405 ApplyMovement 0  Movement 10 (1800 )
Offset: 1413 ApplyMovement 255  Movement 11 (1632 )
Offset: 1421 Jump  Function 16 (1587 )

=== Function19=== 

Offset: 1427 StoreVar 0x8020 
Offset: 1431 CompareTo 3 
Offset: 1435 Condition EQUAL
Offset: 1439 StoreVar 0x8023 
Offset: 1443 CompareTo 4 
Offset: 1447 Condition EQUAL
Offset: 1451 StoreVar 0x8024 
Offset: 1455 CompareTo 3 
Offset: 1459 Condition EQUAL
Offset: 1463 Condition UNK
Offset: 1467 Condition UNK
Offset: 1471 If TRUEUP Function 25 (1500 )
Offset: 1478 ApplyMovement 0  Movement 12 (1812 )
Offset: 1486 ApplyMovement 255  Movement 13 (1652 )
Offset: 1494 Jump  Function 16 (1587 )

=== Function20=== 

Offset: 1500 StoreVar 0x8020 
Offset: 1504 CompareTo 3 
Offset: 1508 Condition EQUAL
Offset: 1512 StoreVar 0x8023 
Offset: 1516 CompareTo 5 
Offset: 1520 Condition EQUAL
Offset: 1524 StoreVar 0x8024 
Offset: 1528 CompareTo 2 
Offset: 1532 Condition EQUAL
Offset: 1536 Condition UNK
Offset: 1540 Condition UNK
Offset: 1544 If TRUEUP Function 26 (1573 )
Offset: 1551 ApplyMovement 0  Movement 14 (1820 )
Offset: 1559 ApplyMovement 255  Movement 13 (1652 )
Offset: 1567 Jump  Function 16 (1587 )

=== Function21=== 

Offset: 1573 24F 0 5 
Offset: 1579 ReturnAfterDelay 1 
Offset: 1583 CompareTo 0 
Offset: 1587 WaitMovement 
Offset: 1589 EndFunction 
Offset 1591 :0
Offset 1592 :0
Offset 1593 :0
Offset 1594 :1
Offset 1595 :0
Offset 1596 :71
Offset 1597 :0
Offset 1598 :1
Offset 1599 :0
Offset 1600 :13
Offset 1601 :0
Offset 1602 :1
Offset 1603 :0
Offset 1604 :72
Offset 1605 :0
Offset 1606 :1
Offset 1607 :0
Offset 1608 :254
Offset 1609 :0
Offset 1610 :0
Offset 1611 :0
Offset 1612 :0
Offset 1613 :0
Offset 1614 :1
Offset 1615 :0
Offset 1616 :71
Offset 1617 :0
Offset 1618 :1
Offset 1619 :0
Offset 1620 :12
Offset 1621 :0
Offset 1622 :1
Offset 1623 :0
Offset 1624 :72
Offset 1625 :0
Offset 1626 :1
Offset 1627 :0
Offset 1628 :254
Offset 1629 :0
Offset 1630 :0
Offset 1631 :0

=== Movement 0 === 

Offset: 1632 m14 0x0
Offset: 1634 m1 0x0
Offset: 1636 m13 0x0
Offset: 1638 m1 0x0
Offset: 1640 m15 0x0
Offset: 1642 m2 0x0
Offset: 1644 m32 0x0
Offset: 1646 m1 0x0
Offset: 1648 m254 0x0
Offset 1650 :0
Offset 1651 :0

=== Movement 1 === 

Offset: 1652 m13 0x0
Offset: 1654 m1 0x0
Offset: 1656 m15 0x0
Offset: 1658 m1 0x0
Offset: 1660 m32 0x0
Offset: 1662 m1 0x0
Offset: 1664 m254 0x0
Offset 1666 :0
Offset 1667 :0

=== Movement 2 === 

Offset: 1668 m13 0x0
Offset: 1670 m1 0x0
Offset: 1672 m35 0x0
Offset: 1674 m1 0x0
Offset: 1676 m254 0x0
Offset 1678 :0
Offset 1679 :0

=== Movement 3 === 

Offset: 1680 m13 0x0
Offset: 1682 m2 0x0
Offset: 1684 m14 0x0
Offset: 1686 m2 0x0
Offset: 1688 m12 0x0
Offset: 1690 m1 0x0
Offset: 1692 m35 0x0
Offset: 1694 m1 0x0
Offset: 1696 m254 0x0
Offset 1698 :0
Offset 1699 :0

=== Movement 4 === 

Offset: 1700 m14 0x0
Offset: 1702 m2 0x0
Offset: 1704 m13 0x0
Offset: 1706 m1 0x0
Offset: 1708 m35 0x0
Offset: 1710 m1 0x0
Offset: 1712 m254 0x0
Offset 1714 :0
Offset 1715 :0

=== Movement 5 === 

Offset: 1716 m13 0x0
Offset: 1718 m1 0x0
Offset: 1720 m14 0x0
Offset: 1722 m3 0x0
Offset: 1724 m12 0x0
Offset: 1726 m1 0x0
Offset: 1728 m35 0x0
Offset: 1730 m1 0x0
Offset: 1732 m254 0x0
Offset 1734 :0
Offset 1735 :0

=== Movement 6 === 

Offset: 1736 m14 0x0
Offset: 1738 m2 0x0
Offset: 1740 m12 0x0
Offset: 1742 m1 0x0
Offset: 1744 m35 0x0
Offset: 1746 m1 0x0
Offset: 1748 m254 0x0
Offset 1750 :0
Offset 1751 :0

=== Movement 7 === 

Offset: 1752 m13 0x0
Offset: 1754 m1 0x0
Offset: 1756 m14 0x0
Offset: 1758 m2 0x0
Offset: 1760 m12 0x0
Offset: 1762 m2 0x0
Offset: 1764 m35 0x0
Offset: 1766 m1 0x0
Offset: 1768 m254 0x0
Offset 1770 :0
Offset 1771 :0

=== Movement 8 === 

Offset: 1772 m14 0x0
Offset: 1774 m1 0x0
Offset: 1776 m12 0x0
Offset: 1778 m2 0x0
Offset: 1780 m35 0x0
Offset: 1782 m1 0x0
Offset: 1784 m254 0x0
Offset 1786 :0
Offset 1787 :0

=== Movement 9 === 

Offset: 1788 m12 0x0
Offset: 1790 m1 0x0
Offset: 1792 m35 0x0
Offset: 1794 m1 0x0
Offset: 1796 m254 0x0
Offset 1798 :0
Offset 1799 :0

=== Movement 10 === 

Offset: 1800 m12 0x0
Offset: 1802 m1 0x0
Offset: 1804 m35 0x0
Offset: 1806 m1 0x0
Offset: 1808 m254 0x0
Offset 1810 :0
Offset 1811 :0

=== Movement 11 === 

Offset: 1812 m15 0x0
Offset: 1814 m1 0x0
Offset: 1816 m254 0x0
Offset 1818 :0
Offset 1819 :0

=== Movement 12 === 

Offset: 1820 m13 0x0
Offset: 1822 m1 0x0
Offset: 1824 m35 0x0
Offset: 1826 m1 0x0
Offset: 1828 m254 0x0
Offset 1830 :0

=== Script 1 === 

Offset: 1832 LockAll 
Offset: 1834 StoreFlag 2406 
Offset: 1838 CompareTo 0 
Offset: 1842 Condition EQUAL
Offset: 1846 StoreFlag 2768 
Offset: 1850 CompareTo 0 
Offset: 1854 Condition EQUAL
Offset: 1858 Condition UNK
Offset: 1862 If TRUEUP Function 27 (1903 )
Offset: 1869 PlaySound 1351 
Offset: 1873 FacePlayer 
Offset: 1875 Cry 619 0 
Offset: 1881 Message2 0 4 15 0 0 = ' ...Yeep? '
Offset: 1891 WaitCry 
Offset: 1893 WaitButton 
Offset: 1895 CloseMessageKeyPress 
Offset: 1897 Jump  Function 28 (2224 )

=== Function22=== 

Offset: 1903 StoreFlag 2768 
Offset: 1907 CompareTo 1 
Offset: 1911 Condition EQUAL
Offset: 1915 StoreFlag 2783 
Offset: 1919 CompareTo 1 
Offset: 1923 Condition EQUAL
Offset: 1927 Condition UNK
Offset: 1931 If TRUEUP Function 29 (1972 )
Offset: 1938 PlaySound 1351 
Offset: 1942 FacePlayer 
Offset: 1944 Cry 619 0 
Offset: 1950 Message2 0 4 17 0 0 = ' Yeeeep. ♪ '
Offset: 1960 WaitCry 
Offset: 1962 WaitButton 
Offset: 1964 CloseMessageKeyPress 
Offset: 1966 Jump  Function 28 (2224 )

=== Function23=== 

Offset: 1972 StoreFlag 2768 
Offset: 1976 CompareTo 1 
Offset: 1980 Condition EQUAL
Offset: 1984 StoreFlag 2783 
Offset: 1988 CompareTo 0 
Offset: 1992 Condition EQUAL
Offset: 1996 Condition UNK
Offset: 2000 If TRUEUP Function 30 (2041 )
Offset: 2007 PlaySound 1351 
Offset: 2011 FacePlayer 
Offset: 2013 Cry 619 0 
Offset: 2019 Message2 0 4 16 0 0 = ' Yeep! '
Offset: 2029 WaitCry 
Offset: 2031 WaitButton 
Offset: 2033 CloseMessageKeyPress 
Offset: 2035 Jump  Function 28 (2224 )

=== Function24=== 

Offset: 2041 PlaySound 1351 
Offset: 2045 FacePlayer 
Offset: 2047 Logic06 0x400E 
Offset: 2051 SetVarHero 0 
Offset: 2054 2BA 
Offset: 2056 400E 
Offset: 2058 Cry 619 0 
Offset: 2064 StoreVar 0x400E 
Offset: 2068 CompareTo 99 
Offset: 2072 Condition LOWER/EQUAL
Offset: 2076 If TRUEUP Function 31 (2101 )
Offset: 2083 EventGreyMessage 22 2 = ' The steps of the Mienfoo walking\nwith [VAR NAME: 1 0] are somewhat clumsy. '
Offset: 2089 WaitCry 
Offset: 2091 WaitButton 
Offset: 2093 CloseMessageKeyPress2 
Offset: 2095 Jump  Function 28 (2224 )

=== Function25=== 

Offset: 2101 StoreVar 0x400E 
Offset: 2105 CompareTo 199 
Offset: 2109 Condition LOWER/EQUAL
Offset: 2113 If TRUEUP Function 32 (2138 )
Offset: 2120 EventGreyMessage 21 2 = ' The steps of the Mienfoo walking\nwith [VAR NAME: 1 0] are still clumsy. '
Offset: 2126 WaitCry 
Offset: 2128 WaitButton 
Offset: 2130 CloseMessageKeyPress2 
Offset: 2132 Jump  Function 28 (2224 )

=== Function26=== 

Offset: 2138 StoreVar 0x400E 
Offset: 2142 CompareTo 299 
Offset: 2146 Condition LOWER/EQUAL
Offset: 2150 If TRUEUP Function 33 (2175 )
Offset: 2157 EventGreyMessage 20 2 = ' The steps of the Mienfoo walking\nwith [VAR NAME: 1 0] are getting smooth. '
Offset: 2163 WaitCry 
Offset: 2165 WaitButton 
Offset: 2167 CloseMessageKeyPress2 
Offset: 2169 Jump  Function 28 (2224 )

=== Function27=== 

Offset: 2175 StoreVar 0x400E 
Offset: 2179 CompareTo 364 
Offset: 2183 Condition LOWER/EQUAL
Offset: 2187 If TRUEUP Function 34 (2212 )
Offset: 2194 EventGreyMessage 19 2 = ' The steps of the Mienfoo walking\nwith [VAR NAME: 1 0] are light! '
Offset: 2200 WaitCry 
Offset: 2202 WaitButton 
Offset: 2204 CloseMessageKeyPress2 
Offset: 2206 Jump  Function 28 (2224 )

=== Function28=== 

Offset: 2212 EventGreyMessage 18 2 = ' The steps of the Mienfoo walking\nwith [VAR NAME: 1 0] are very light!\r\nMienfoo seems to be\nsatisfied with the walk! '
Offset: 2218 WaitCry 
Offset: 2220 WaitButton 
Offset: 2222 CloseMessageKeyPress2 
Offset: 2224 WaitMoment 
Offset: 2226 UnlockAll 
Offset: 2228 End 

=== Script 2 === 

Offset: 2230 LockAll 
Offset: 2232 PlaySound 1351 
Offset: 2236 StoreFlag 15 
Offset: 2240 CompareTo 0 
Offset: 2244 Condition EQUAL
Offset: 2248 If TRUEUP Function 35 (2271 )
Offset: 2255 EventGreyMessage 23 2 = ' Is this a home video?\nMienfoo is in it! '
Offset: 2261 WaitButton 
Offset: 2263 CloseMessageKeyPress2 
Offset: 2265 Jump  Function 36 (2330 )

=== Function29=== 

Offset: 2271 ApplyMovement 1  Movement 15 (2616 )
Offset: 2279 WaitMovement 
Offset: 2281 PlaySound 1835 
Offset: 2285 AngryMessage 11 2 168 = ' Hey, you! '
Offset: 2292 CloseAngryMessage 
Offset: 2294 CloseBubbleMessage 
Offset: 2296 ApplyMovement 255  Movement 1 (2656 )
Offset: 2304 WaitMovement 
Offset: 2306 Message 0 4 14 1 0 0 = ' What are you doing?\r\nIn front of my very eyes,\nyou disrupt Mienfoo's walk...\r\nOn top of that, you got engrossed\nin watching TV.\c\nWhat nerve!\r\nStop taking a break, and walk\nmy Mienfoo!\r '
Offset: 2318 CloseMessageKeyPress2 
Offset: 2320 ApplyMovement 1  Movement 1 (2656 )
Offset: 2328 WaitMovement 
Offset: 2330 WaitMoment 
Offset: 2332 UnlockAll 
Offset: 2334 End 

=== Script 3 === 

Offset: 2336 LockAll 
Offset: 2338 PlaySound 1351 
Offset: 2342 StoreFlag 15 
Offset: 2346 CompareTo 0 
Offset: 2350 Condition EQUAL
Offset: 2354 If TRUEUP Function 37 (2377 )
Offset: 2361 EventGreyMessage 24 2 = ' A somewhat expensive-looking...\nbut ordinary trash can. '
Offset: 2367 WaitButton 
Offset: 2369 CloseMessageKeyPress2 
Offset: 2371 Jump  Function 38 (2466 )

=== Function30=== 

Offset: 2377 ApplyMovement 1  Movement 16 (2640 )
Offset: 2385 WaitMovement 
Offset: 2387 PlaySound 1835 
Offset: 2391 AngryMessage 11 2 168 = ' Hey, you! '
Offset: 2398 CloseAngryMessage 
Offset: 2400 CloseBubbleMessage 
Offset: 2402 24F 1 7 
Offset: 2408 EndFunction 
Offset 2410 :1
Offset 2411 :0
Offset 2412 :4
Offset 2413 :0
Offset 2414 :1
Offset 2415 :0
Offset 2416 :100
Offset 2417 :0
Offset 2418 :255
Offset 2419 :0
Offset 2420 :240
Offset 2421 :0
Offset 2422 :0
Offset 2423 :0
Offset 2424 :101
Offset 2425 :0
Offset 2426 :60
Offset 2427 :0
Offset 2428 :0
Offset 2429 :4
Offset 2430 :13
Offset 2431 :0
Offset 2432 :1
Offset 2433 :0
Offset 2434 :0
Offset 2435 :0
Offset 2436 :0
Offset 2437 :0
Offset 2438 :63
Offset 2439 :0
Offset 2440 :79
Offset 2441 :2
Offset 2442 :1
Offset 2443 :0
Offset 2444 :6
Offset 2445 :0
Offset 2446 :3
Offset 2447 :0
Offset 2448 :1
Offset 2449 :0
Offset 2450 :8
Offset 2451 :0
Offset 2452 :0
Offset 2453 :0
Offset 2454 :101
Offset 2455 :0
Offset 2456 :100
Offset 2457 :0
Offset 2458 :1
Offset 2459 :0
Offset 2460 :192
Offset 2461 :0
Offset 2462 :0
Offset 2463 :0
Offset 2464 :101
Offset 2465 :0

=== Function31=== 

Offset: 2466 WaitMoment 
Offset: 2468 UnlockAll 
Offset: 2470 End 

=== Script 4 === 

Offset: 2472 LockAll 
Offset: 2474 PlaySound 1835 
Offset: 2478 ApplyMovement 1  Movement 17 (2624 )
Offset: 2486 WaitMovement 
Offset: 2488 AngryMessage 11 2 168 = ' Hey, you! '
Offset: 2495 CloseAngryMessage 
Offset: 2497 CloseBubbleMessage 
Offset: 2499 24F 1 5 
Offset: 2505 Logic06 1 
Offset: 2509 CallRoutine 1 
Offset: 2513 ApplyMovement 255  Movement 18 (2648 )
Offset: 2521 WaitMovement 
Offset: 2523 Message 0 4 12 1 0 0 = ' What are you doing?\r\nI can understand very well\nthat my Mienfoo is so cute\c\nthat you want to take it out,\c\nbut you can't do that!\r\nIt's dangerous outside!\r\nWill you take responsibility\nif my Mienfoo gets hurt?\r\nPlease walk INSIDE the room!\r '
Offset: 2535 CloseMessageKeyPress2 
Offset: 2537 253 0x4F01 258 
Offset: 2543 600 
Offset: 2545 300 
Offset: 2547 100 
Offset: 2549 800 
Offset: 2551 0 
Offset: 2553 6400 
Offset: 2555 FF00 
Offset: 2557 1E00 
Offset: 2559 0 
Offset: 2561 6500 
Offset: 2563 6400 
Offset: 2565 100 
Offset: 2567 5400 
Offset: 2569 0 
Offset: 2571 6500 
Offset: 2573 5300 
Offset: 2575 End 
Offset: 2577 WaitMoment 
Offset: 2579 UnlockAll 
Offset: 2581 End 
Offset: 2583 D00 
Offset: 2585 100 
Offset: 2587 FE00 
Offset: 2589 0 
Offset: 2591 C00 
Offset: 2593 100 
Offset: 2595 FE00 
Offset: 2597 0 
Offset: 2599 F00 
Offset: 2601 100 
Offset: 2603 FE00 
Offset: 2605 0 
Offset: 2607 E00 
Offset: 2609 100 
Offset: 2611 FE00 
Offset: 2613 0 
Offset: 2615 0 
Offset: 2617 100 
Offset: 2619 FE00 
Offset: 2621 0 
Offset: 2623 100 
Offset: 2625 100 
Offset: 2627 FE00 
Offset: 2629 0 
Offset: 2631 200 256 
Offset: 2635 FE00 
Offset: 2637 0 
Offset: 2639 300 
Offset: 2641 100 
Offset: 2643 FE00 
Offset: 2645 0 
Offset: 2647 2000 
Offset: 2649 100 
Offset: 2651 FE00 
Offset: 2653 0 
Offset: 2655 2100 
Offset: 2657 100 
Offset: 2659 FE00 
Offset: 2661 0 
Offset: 2663 2200 
Offset: 2665 100 
Offset: 2667 FE00 
Offset: 2669 0 
Offset: 2671 2300 
Offset: 2673 100 
Offset: 2675 FE00 
Offset: 2677 0 
Offset: 2679 4B00 
Offset: 2681 100 
Offset: 2683 FE00 
Offset: 2685 0
Reply With Quote
  #173    
Old December 21st, 2012, 04:48 PM
Deokishisu's Avatar
Deokishisu
Mr. Magius
 
Join Date: Feb 2006
Location: If I'm online, it's a safe bet I'm at a computer.
Gender: Male
Nature: Relaxed
Looking to the 4th and 5th generation for the solution is silly. Everything is handled differently when watered down to the level this has to be done at for the 3rd generation.

An inelegant solution for the warping problem is to hide a sprite somewhere on every map and move it after the warp is complete to serve as the follower, and then continue as normal, but how cumbersome that would be!

Is the follower coded as a legit people event with a people number and everything? If so, then you shouldn't have to worry about making them work in people's scripts where the player is moved. Just make sure everyone has the people number of the follower and have them define its movements separately, if they desync it its their problem. If not, pretend I didn't say anything.
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  #174    
Old January 3rd, 2013, 09:08 AM
Qualle50
Unhatched Egg
 
Join Date: Jan 2013
Gender: Male
Is it possible to make a second hero Pikachu) who does the same moves as the first hero but one time later?
Reply With Quote
  #175    
Old February 25th, 2013, 09:09 PM
U_Flame's Avatar
U_Flame
Brony Hacker
 
Join Date: Jun 2008
Location: UnderwaterSapphire in Hoenn 100 years in the future
Age: 18
Gender: Male
I hate posting in old threads, but this one is still fresh-ish and I'm hoping this project doesn't die. I'm curious though, if walking works and warps don't, how do connected maps behave? Are there any videos of progress?
__________________
Welp, just when I really got back into hacking, my computer breaks for good. Nothing is cancelled or lost, just on hiatus until I can put my backup somewhere. I'll probably be active around here via android for now.

Times I've been ninja'd: 16
Times I've ninja'd people: 3

Quote:
Originally Posted by drarixio View Post
Unbeatable Flame would make a pokemon trainer run outta breath in the anime:
Unbeatable Flame, Flamethrower.
Unbeatable Flame, Sky Uppercut.
Unbeatable Flame, this.
Unbeatable Flame, that.
Un*pant*beatable---Flame, hooollaaa
Un-un-un-un--bea-bee....*Pokemon trainer fainted*
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