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  #7526    
Old January 12th, 2013, 06:54 PM
tajaros's Avatar
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Quote:
Originally Posted by masterquestmq View Post
just wondering how do I disable a setvar?
I made a script where all wild pokemon will be 3 levels lower than ur strongest pokemon in the party. found this to be a bit useless in a long game so I want to disable this variable. Is there a command that i need to use?
You just have to set the var you used to 0x0, and you're done. :)
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Last edited by tajaros; January 12th, 2013 at 07:24 PM.
  #7527    
Old January 12th, 2013, 11:40 PM
hukurae's Avatar
hukurae
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I'm having a little problem with my givingpokemon script in Pokemon Ruby

Everything is fine until the 'nicknaming' process

I took the script from tajaros's guide and combine it with XSE guide to make out

Spoiler:

#org @name1
fadescreen 0x1
special 0x9F
special 0x166
waitstate
return


0x9F is to choose the Pokemon to be named and 0x166 is to nickname
but the screen just freezes

Any solution?
  #7528    
Old January 13th, 2013, 12:12 AM
DrFuji's Avatar
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Quote:
Originally Posted by hukurae View Post
I'm having a little problem with my givingpokemon script in Pokemon Ruby

Everything is fine until the 'nicknaming' process

I took the script from tajaros's guide and combine it with XSE guide to make out

Spoiler:

#org @name1
fadescreen 0x1
special 0x9F
special 0x166
waitstate
return


0x9F is to choose the Pokemon to be named and 0x166 is to nickname
but the screen just freezes

Any solution?
This is because special 0x166 is used to nickname Pokemon that have been inserted into a PC Box, where the number of the box is indicated by the value of variable 0x800F and the slot by variable 0x8010. The reason why it was freezing is most likely that you didn't have a Pokemon in that exact spot in the PC to be nicknamed resulting in the ROM crashing.

Special 0x9E is the command you want to use when nicknaming a Pokemon in your party whose number is assigned to variable 0x8004 (Which you have done by using special 0x9F). Hopefully that helps.
  #7529    
Old January 13th, 2013, 03:04 AM
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How would I make my wild battle a shiny
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  #7530    
Old January 13th, 2013, 04:15 AM
hukurae's Avatar
hukurae
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@Dr.Fuji :

Here's what I got from tajaros's guide

Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x828
if 0x1 goto @how
msgbox @give 0x5
compare 0x800D 0x1
if 0x1 goto @get
compare 0x800D 0x0
if 0x1 goto @ok
end

#org @get
givepokemon 0x19 0x5 0x44 0x0 0x0 0x0
fanfare 0x13E
msgbox @receive 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @givenickname 0x5
compare 0x800D 0x1
if 0x1 goto @name
compare 0x800D 0x0
if 0x1 goto @go
end

#org @ok
msgbox @oh 0x6
release
end

#org @name
setvar 0x8004 0x0
call @nickname
goto @takecare

#org @nickname
fadescreen 0x1
special 0x9E
waitstate
return


EDIT : I did make it work

Spoiler:

#org @name1
setvar 0x8004 0x1
fadescreen 0x1
special 0x9E
waitstate
return


but still I don't make out the 'setvar' part ? Why does it have to be '0x8004' (for 0x1 I understand it as '2nd position in the team')
and 'waitstate' is for ?

P/s : I'm quite new at this so apologize for my slow understanding :"(

Last edited by hukurae; January 13th, 2013 at 06:19 AM.
  #7531    
Old January 13th, 2013, 08:07 AM
karatekid552's Avatar
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If I remeber correctly, var 0x8004 is just the var that special 0x9F stores your choice at. Waitstate is simple, it just prevents the script from continuing until the special is over.
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  #7532    
Old January 14th, 2013, 07:46 AM
hukurae's Avatar
hukurae
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Spoiler:

'---------------
#org @start
lockall
checkflag 0x807
if 0x0 goto @snippet1
checkattack ATK_CUT
compare LASTRESULT 0x6
if 0x1 goto @snippet1
setanimation 0x0 LASTRESULT
bufferpartypokemon 0x0 LASTRESULT
bufferattack 0x1 ATK_CUT
msgbox @string1 MSG_YESNO '"This tree looks like it can be CUT..."
compare LASTRESULT 0x0
if 0x1 goto @snippet2
msgbox @string2 MSG_KEEPOPEN '"[buffer1] used [buffer2]."
closeonkeypress
doanimation 0x2
waitstate
goto @snippet3

'---------------
#org @snippet1
msgbox @string3 MSG_SIGN '"This tree looks like it can be CUT..."
releaseall
end

'---------------
#org @snippet2
closeonkeypress
releaseall
end

'---------------
#org @snippet3
applymovement LASTTALKED @move1
waitmovement 0x0
hidesprite LASTTALKED
releaseall
end


'---------
' Strings
'---------
#org @string1
= This tree looks like it can be CUT down.\pWould you like to CUT it?

#org @string2
= [buffer1] used [buffer2].

#org @string3
= This tree looks like it can be CUT down.


'-----------
' Movements
'-----------
#org @move1
#raw 0x5B 'mov5B
#raw 0xFE 'End of Movements


Here's what I got from breaking down a script of a tree for CUT

I searched for #raw 0x5B but couldn't find it ?

What is that for ? Is it an animation for 'tree being cut down' ?
  #7533    
Old January 14th, 2013, 12:29 PM
karatekid552's Avatar
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Quote:
Originally Posted by hukurae View Post
Spoiler:

'---------------
#org @start
lockall
checkflag 0x807
if 0x0 goto @snippet1
checkattack ATK_CUT
compare LASTRESULT 0x6
if 0x1 goto @snippet1
setanimation 0x0 LASTRESULT
bufferpartypokemon 0x0 LASTRESULT
bufferattack 0x1 ATK_CUT
msgbox @string1 MSG_YESNO '"This tree looks like it can be CUT..."
compare LASTRESULT 0x0
if 0x1 goto @snippet2
msgbox @string2 MSG_KEEPOPEN '"[buffer1] used [buffer2]."
closeonkeypress
doanimation 0x2
waitstate
goto @snippet3

'---------------
#org @snippet1
msgbox @string3 MSG_SIGN '"This tree looks like it can be CUT..."
releaseall
end

'---------------
#org @snippet2
closeonkeypress
releaseall
end

'---------------
#org @snippet3
applymovement LASTTALKED @move1
waitmovement 0x0
hidesprite LASTTALKED
releaseall
end


'---------
' Strings
'---------
#org @string1
= This tree looks like it can be CUT down.\pWould you like to CUT it?

#org @string2
= [buffer1] used [buffer2].

#org @string3
= This tree looks like it can be CUT down.


'-----------
' Movements
'-----------
#org @move1
#raw 0x5B 'mov5B
#raw 0xFE 'End of Movements


Here's what I got from breaking down a script of a tree for CUT

I searched for #raw 0x5B but couldn't find it ?

What is that for ? Is it an animation for 'tree being cut down' ?

You are correct, if you look in OWRE, you can see that the tree animation is just frames like your hero uses, and therefore can be controlled with a simple applymovement. Not all raw movements are completely documented, which is why you couldn't find it.
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  #7534    
Old January 15th, 2013, 09:39 AM
SpadeEdge16's Avatar
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Hey guys, I have a few questions, and please don't make a big deal and say I'm asking for scripts, I know how to script perfectly fine, I would just like to know what is needed to be done to make these happen:
a script for a door that opens when the player has a key.
a script for a trainer battle using the vs seeker (where they continue to get stronger)
a script for a mart that progressively sells more items as the game goes on. (not over time, through set points in the story)
help for any of these would be much appreciated. Thank you.
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  #7535    
Old January 15th, 2013, 10:29 AM
karatekid552's Avatar
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Quote:
Originally Posted by SpadeEdge16 View Post
Hey guys, I have a few questions, and please don't make a big deal and say I'm asking for scripts, I know how to script perfectly fine, I would just like to know what is needed to be done to make these happen:
a script for a door that opens when the player has a key.
a script for a trainer battle using the vs seeker (where they continue to get stronger)
a script for a mart that progressively sells more items as the game goes on. (not over time, through set points in the story)
help for any of these would be much appreciated. Thank you.
I don't know how to do the second one, but I have done the first and third.

For the first one, just place a hidden character on the door and remove the warp. Then write a script that will open the door, have the player walk forward, and then warp. Then set up a script that will check your player for the key, using the check item command, and if he has it, it will jump to the first script. If not, it just says that the door is locked.


The second one is a little more complicated. You can use flags or vars, though vars will simplify it. First, find a tutorial or figure out how to make a mart in the first place. Now, make several different mart scripts with the mart you want for each point in the story. Put all of these marts as differet dynamic offsets in your script.

Now, I'm going to use vars for this explanation, place a script or add to a script at key points in the story that will set a specific var, let's say 0x5000 +1 at each event.

Then, go back to your old script and using the compare comand, check your var for the different values and have it jump to the different mart offsets based on the value in the var 5000.
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  #7536    
Old January 15th, 2013, 10:37 AM
SpadeEdge16's Avatar
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Quote:
Originally Posted by karatekid552 View Post
I don't know how to do the second one, but I have done the first and third.

For the first one, just place a hidden character on the door and remove the warp. Then write a script that will open the door, have the player walk forward, and then warp. Then set up a script that will check your player for the key, using the check item command, and if he has it, it will jump to the first script. If not, it just says that the door is locked.


The second one is a little more complicated. You can use flags or vars, though vars will simplify it. First, find a tutorial or figure out how to make a mart in the first place. Now, make several different mart scripts with the mart you want for each point in the story. Put all of these marts as differet dynamic offsets in your script.

Now, I'm going to use vars for this explanation, place a script or add to a script at key points in the story that will set a specific var, let's say 0x5000 +1 at each event.

Then, go back to your old script and using the compare comand, check your var for the different values and have it jump to the different mart offsets based on the value in the var 5000.
Sounds great, I had a few ideas about how they might've worked out, I just needed a bit of clarification. Thanks a lot!
  #7537    
Old January 15th, 2013, 08:43 PM
Noossab Blue's Avatar
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If I want to make a sprite disappear on a different map than a script I'm writing, do I just add a setflag to my script and use the same flag number as the Person ID on the sprite?

That's just what I gleaned from looking at the Giovanni script in Silph, making all the Rockets in Saffron disappear with setflag 0x3E and all the rockets having 3E be their ID number...
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  #7538    
Old January 15th, 2013, 09:57 PM
tajaros's Avatar
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Quote:
Originally Posted by Noossab Blue View Post
If I want to make a sprite disappear on a different map than a script I'm writing, do I just add a setflag to my script and use the same flag number as the Person ID on the sprite?

That's just what I gleaned from looking at the Giovanni script in Silph, making all the Rockets in Saffron disappear with setflag 0x3E and all the rockets having 3E be their ID number...
Yes, just use a setflag and have that flag in the person ID of the sprite in the different map.
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  #7539    
Old January 16th, 2013, 03:08 AM
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Hey guys, I have a script that doesn't seem t work in my FR rom

Spoiler:

'---------------
#org 0x730420
checkflag 0x1216
if 0x1 goto 0x8730488
showsprite 0xA
applymovement 0xA 0x873048B
applymovement MOVE_PLAYER 0x873048F
waitmovement 0x0
msgbox 0x87304A1 MSG_KEEPOPEN '"Oh!\nSorry, I didn't see you there..."
fanfare 0x100
special 0x0
waitfanfare
closeonkeypress
trainerbattle 0x1 0x2 0x500 0x873051E 0x8730548 0x8730461
end

'---------------
#org 0x730488
release
end

'---------------
#org 0x730461
msgbox 0x8730560 MSG_NORMAL '"By the way, I'm Brendan!\nThat bat..."
applymovement 0xA 0x8730493
applymovement MOVE_PLAYER 0x873049E
waitmovement 0x0
hidesprite 0xA
setflag 0x1216
setvar 0x5000 0x1
release
end


'---------
' Strings
'---------
#org 0x7304A1
= Oh!\nSorry, I didn't see you there!\lHey, you seem like a capable\ltrainer...\lHow about we battle? Don't worry\lI'll heal you.

#org 0x73051E
= Now that I've healed you,\nlet's battle!

#org 0x730548
= Wow! You're powerful!

#org 0x730560
= By the way, I'm Brendan!\nThat battle really had me going!\lI seriously think you have loads\lof potential. I hope I can see you\lagain.\lSee ya!


'-----------
' Movements
'-----------
#org 0x73048B
#raw 0x10 'Step Down (Normal)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x73048F
#raw 0x10 'Step Down (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x730493
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x73049E
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements


Also the rom uses the Jambo Trainer Mugshot Hack so that is why the 3rd trainerbattle value is 0x500

Anyway, the problem is that, I placed it in Viridian City in front of the Pokemon Centre. I open the game, and I try to walk into Viridian, but the game restarts. If someone could help explain why this is, this would help a lot.

Also the script box only has the Var Number filled in which is 5000
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  #7540    
Old January 16th, 2013, 12:46 PM
kj3400's Avatar
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This question might be a simple thing, I think.

I have a script that starts just after the game intro and requires a sprite to be hidden before I activate it (to simulate them coming up the stairs). Problem is I can't get the sprite to disappear before the map loads. Does it involve a level script? This has been bugging me for a while now.
  #7541    
Old January 16th, 2013, 02:10 PM
tajaros's Avatar
tajaros
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Quote:
Originally Posted by kj3400 View Post
This question might be a simple thing, I think.

I have a script that starts just after the game intro and requires a sprite to be hidden before I activate it (to simulate them coming up the stairs). Problem is I can't get the sprite to disappear before the map loads. Does it involve a level script? This has been bugging me for a while now.
You can edit the movement type of the OW and set it to hidden that way it will be hidden. But you have to put a showsprite in your script.

But, if you're not using Jpan's Engine then pick something that the game uses for flags so the OW's would be hidden. Perhaps 2C try putting that in your person ID and your good.

Quote:
Originally Posted by Dragoon View Post
Hey guys, I have a script that doesn't seem t work in my FR rom

Spoiler:

'---------------
#org 0x730420
checkflag 0x1216
if 0x1 goto 0x8730488
showsprite 0xA
applymovement 0xA 0x873048B
applymovement MOVE_PLAYER 0x873048F
waitmovement 0x0
msgbox 0x87304A1 MSG_KEEPOPEN '"Oh!\nSorry, I didn't see you there..."
fanfare 0x100
special 0x0
waitfanfare
closeonkeypress
trainerbattle 0x1 0x2 0x500 0x873051E 0x8730548 0x8730461
end

'---------------
#org 0x730488
release
end

'---------------
#org 0x730461
msgbox 0x8730560 MSG_NORMAL '"By the way, I'm Brendan!\nThat bat..."
applymovement 0xA 0x8730493
applymovement MOVE_PLAYER 0x873049E
waitmovement 0x0
hidesprite 0xA
setflag 0x1216
setvar 0x5000 0x1
release
end


'---------
' Strings
'---------
#org 0x7304A1
= Oh!\nSorry, I didn't see you there!\lHey, you seem like a capable\ltrainer...\lHow about we battle? Don't worry\lI'll heal you.

#org 0x73051E
= Now that I've healed you,\nlet's battle!

#org 0x730548
= Wow! You're powerful!

#org 0x730560
= By the way, I'm Brendan!\nThat battle really had me going!\lI seriously think you have loads\lof potential. I hope I can see you\lagain.\lSee ya!


'-----------
' Movements
'-----------
#org 0x73048B
#raw 0x10 'Step Down (Normal)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x73048F
#raw 0x10 'Step Down (Normal)
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x730493
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x73049E
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements


Also the rom uses the Jambo Trainer Mugshot Hack so that is why the 3rd trainerbattle value is 0x500

Anyway, the problem is that, I placed it in Viridian City in front of the Pokemon Centre. I open the game, and I try to walk into Viridian, but the game restarts. If someone could help explain why this is, this would help a lot.

Also the script box only has the Var Number filled in which is 5000
Try removing 0x500 and make it 0x0 if everything worked then maybe it's how you inserted the Mugshot Hack.

Or for starters try using the 1st Pallete in the table so it will be 0x100.

And remove those release scripts at the end of your scripts since you didn't put a lock at the opening of your script.
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Last edited by tajaros; January 16th, 2013 at 02:16 PM. Reason: Your double post has been automatically merged.
  #7542    
Old January 16th, 2013, 04:07 PM
ShyRayq's Avatar
ShyRayq
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Quote:
Originally Posted by tajaros View Post
Try removing 0x500 and make it 0x0 if everything worked then maybe it's how you inserted the Mugshot Hack.

Or for starters try using the 1st Pallete in the table so it will be 0x100.

And remove those release scripts at the end of your scripts since you didn't put a lock at the opening of your script.
I tried doing these actions, and I also compiled the script into a backup of the rom, and even a fresh new rom, but I still freeze before getting into town, so it dismissed my idea that the rom was bad.
Again, here's the script, with the appropriate changes.

Spoiler:

#dynamic 0x730420

#org @start
checkflag 0x1216
if 0x1 goto @done
showsprite 0xA
applymovement 0xA @whoops
applymovement 0xFF @what
waitmovement 0x0
msgbox @sorry 0x4
fanfare 0x100
special 0x0
waitfanfare
closeonkeypress
trainerbattle 0x1 0x2 0x0 @battle @lose @next
end

#org @done
end

#org @next
msgbox @go 0x6
applymovement 0xA @walk
applymovement 0xFF @bye
waitmovement 0x0
hidesprite 0xA
setflag 0x1216
setvar 0x5000 0x1
end

#org @sorry
= Oh, sorry about that! I didn't see\nyou there!\lHey, you seem like a capable\ltrainer...\lHow about we battle? Don't worry\lI'll heal you.

#org @battle
= Now that I've healed you,\nlet's battle!

#org @lose
= Wow! You're pretty good!

#org @go
= That was a good battle!\nBy the way, my name is Brandon.\lI think you have lots of potential\las a trainer...\lWell, I have to go.\lBye!

#org @whoops
#raw 0x10
#raw 0x62
#raw 0xFE

#org @what
#raw 0x10
#raw 0x1
#raw 0xFE

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

#org @bye
#raw 0x2
#raw 0xFE
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  #7543    
Old January 16th, 2013, 04:37 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Dragoon View Post
I tried doing these actions, and I also compiled the script into a backup of the rom, and even a fresh new rom, but I still freeze before getting into town, so it dismissed my idea that the rom was bad.
Again, here's the script, with the appropriate changes.

Spoiler:

#dynamic 0x730420

#org @start
checkflag 0x1216
if 0x1 goto @done
showsprite 0xA
applymovement 0xA @whoops
applymovement 0xFF @what
waitmovement 0x0
msgbox @sorry 0x4
fanfare 0x100
special 0x0
waitfanfare
closeonkeypress
trainerbattle 0x1 0x2 0x0 @battle @lose @next
end

#org @done
end

#org @next
msgbox @go 0x6
applymovement 0xA @walk
applymovement 0xFF @bye
waitmovement 0x0
hidesprite 0xA
setflag 0x1216
setvar 0x5000 0x1
end

#org @sorry
= Oh, sorry about that! I didn't see\nyou there!\lHey, you seem like a capable\ltrainer...\lHow about we battle? Don't worry\lI'll heal you.

#org @battle
= Now that I've healed you,\nlet's battle!

#org @lose
= Wow! You're pretty good!

#org @go
= That was a good battle!\nBy the way, my name is Brandon.\lI think you have lots of potential\las a trainer...\lWell, I have to go.\lBye!

#org @whoops
#raw 0x10
#raw 0x62
#raw 0xFE

#org @what
#raw 0x10
#raw 0x1
#raw 0xFE

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

#org @bye
#raw 0x2
#raw 0xFE
I compiled your script and it works beautifully without sprite 0xA. It also works great when sprite 0xA isn't hidden. However, as soon as I hide it, and it comes into view, the game crashes. In fact, any hidden sprite on screen in Viridian City causes the game to crash. Why? I have no clue! I will keep looking into this.

Edit: This happens in more places than Viridian City... Could the hidden option be corrupt??

Edit2: Confirmed. This happens everywhere with hidden option number 1, the other two hidden options on the movement list work and don't crash the game, however, they refuse to obey the showsprite command or the raw show command used with an applymovement.

Edit3: haha, I made it work. Okay, you need to use the 3rd Hidden option in the list and type 4B in the movement box below. Now, remove the showsprite command from your script and instead add "#raw 0x61" to the top of the movement @whoops. This is the show command foe FireRed. (I was using Ruby commands for edit 2, wrong list)

A couple of notes. A green s-tile script will not run on entering the map. You are going to have to turn this into a level script somehow if you want it to happen when leaving the pokecenter. Also, if you don't open the door for sprite 0xA, it's going to be weird. I have some ideas on how to do both, so if you can't figure it out, pm me.
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Last edited by karatekid552; January 16th, 2013 at 05:34 PM.
  #7544    
Old January 16th, 2013, 05:15 PM
thizzman's Avatar
thizzman
PKMN rom maker and hacker
 
Join Date: Jan 2013
Gender: Male
Hi,
I need help with one of my scripts.
First things first, I am working on a Pokemon hack!
(Pokemon XD gale of darkness remake for gba)
And I've come across something I've never dealt with b4...
How would I make shadow Pokemon appear in my game When one of
my trainer battles that Need Shadow Pokemon?
Would I change the shiny sprite into a shadow sprite?
I dunno?
Then in a trainer battle how could i make Shadow Pokemon catch-able?
Thx a whole bunch guys (;
pls pls pls get this to work
  #7545    
Old January 16th, 2013, 05:43 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by thizzman View Post
Hi,
I need help with one of my scripts.
First things first, I am working on a Pokemon hack!
(Pokemon XD gale of darkness remake for gba)
And I've come across something I've never dealt with b4...
How would I make shadow Pokemon appear in my game When one of
my trainer battles that Need Shadow Pokemon?
Would I change the shiny sprite into a shadow sprite?
I dunno?
Then in a trainer battle how could i make Shadow Pokemon catch-able?
Thx a whole bunch guys (;
pls pls pls get this to work
Just an idea. Learn how to expand the number of ingame pokemon, but not the dex, to twice as many pokemon as you need. Then, take all of the new slots and duplicate every pokemon, or just the ones you want to make shadow. Then, recolor their regular sprite to shadow ones. Lastly, make them evolve into the regular form by the machine that purify's the pokemon.

For catching a shadow pokemon from a trainer, you would need to set it up so that when the battle begins, the changes that a catch trainer's pokemon gameshark code are applied. I don't know much about gameshark codes, but from what I understand, it's just modifying the ram which you can do in a script.
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  #7546    
Old January 16th, 2013, 06:15 PM
ShyRayq's Avatar
ShyRayq
Unprofessional Unprofessional
 
Join Date: Aug 2007
Gender: Male
Nature: Adamant
Quote:
Originally Posted by karatekid552 View Post
I compiled your script and it works beautifully without sprite 0xA. It also works great when sprite 0xA isn't hidden. However, as soon as I hide it, and it comes into view, the game crashes. In fact, any hidden sprite on screen in Viridian City causes the game to crash. Why? I have no clue! I will keep looking into this.

Edit: This happens in more places than Viridian City... Could the hidden option be corrupt??

Edit2: Confirmed. This happens everywhere with hidden option number 1, the other two hidden options on the movement list work and don't crash the game, however, they refuse to obey the showsprite command or the raw show command used with an applymovement.

Edit3: haha, I made it work. Okay, you need to use the 3rd Hidden option in the list and type 4B in the movement box below. Now, remove the showsprite command from your script and instead add "#raw 0x61" to the top of the movement @whoops. This is the show command foe FireRed. (I was using Ruby commands for edit 2, wrong list)

A couple of notes. A green s-tile script will not run on entering the map. You are going to have to turn this into a level script somehow if you want it to happen when leaving the pokecenter. Also, if you don't open the door for sprite 0xA, it's going to be weird. I have some ideas on how to do both, so if you can't figure it out, pm me.
Sir, I officially love you. Thank you so much for helping me fix my script. You are the greatest.
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  #7547    
Old January 16th, 2013, 07:39 PM
thizzman's Avatar
thizzman
PKMN rom maker and hacker
 
Join Date: Jan 2013
Gender: Male
Quote:
Originally Posted by karatekid552 View Post
Just an idea. Learn how to expand the number of ingame pokemon, but not the dex, to twice as many pokemon as you need. Then, take all of the new slots and duplicate every pokemon, or just the ones you want to make shadow. Then, recolor their regular sprite to shadow ones. Lastly, make them evolve into the regular form by the machine that purify's the pokemon.

For catching a shadow pokemon from a trainer, you would need to set it up so that when the battle begins, the changes that a catch trainer's pokemon gameshark code are applied. I don't know much about gameshark codes, but from what I understand, it's just modifying the ram which you can do in a script.

Thx so much!
However i dont get the "expand the number of ingame pokemon" Do you know any gd tutorials on how to change ingame data?
  #7548    
Old January 17th, 2013, 10:39 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by thizzman View Post
Thx so much!
However i dont get the "expand the number of ingame pokemon" Do you know any gd tutorials on how to change ingame data?
I don't know how to personally, but several hackers have.

Here is what Chaos Rush did in his 649 patch:
Quote:
*Re-point Pokémon names table
*Re-point Base stats table
*Re-point front sprites table
*Re-point back sprites table
*Re-point normal palettes table
*Re-point shiny palettes table
*Re-point TM-compatibility table
*Re-point evolution table
*Re-point moveset table
*Re-point Icon table
*Re-point Icon Palette table
*Re-point battle positioning tables
*Re-point footprint table
I believe this is the thread he used to do it. I haven't read the whole thing but it looks promising:
http://www.pokecommunity.com/showthr...ighlight=65536

It looks like it is just a bunch of re-pointing.


However, I just thought of something. XD didn't feature all of the Pokemon, so if you're going to make it exactly like XD, just replace some of the pokemon that won't appear, then reorder the pokedex and put the shadow pokemon either right next to the normal one, or all clumped together at the end. There is a tool in PGE for doing that.


Just a note that this discusion has left the topic of scripting and that if you need any more info, it would be best to take it to the simple questions thread just so that noone gets annoyed.
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Last edited by karatekid552; January 17th, 2013 at 11:46 AM.
  #7549    
Old January 17th, 2013, 08:36 PM
MrDollSteak's Avatar
MrDollSteak
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 19
Gender: Male
Hey guys, I've been having trouble with this movesprite level script on Pokemon Firered.
Basically when you enter the map nothing moves. Is there anything I have to activate on the people such as people ID's etc.?

'---------------
#org 0x71AAC8
#raw 0x2
#raw pointer 0x871A376
#raw 0x0

'---------------
#org 0x71A376
#raw word 0x0
#raw word 0x0
#raw pointer 0x8803EEC
#raw word 0x0

'---------------
#org 0x803EEC
checkflag 0x216
if 0x1 goto 0x8803F4E
checkflag 0x820
if 0x1 goto 0x8803F51
checkflag 0x215
if 0x1 goto 0x8803F4E
movesprite 0x1 0x17 0x27
movesprite 0x2 0x17 0x27
movesprite 0x3 0x17 0x27
movesprite 0x4 0x17 0x27
movesprite 0x5 0x17 0x27
movesprite 0x6 0x18 0x27
movesprite 0x7 0x18 0x27
movesprite 0x8 0x18 0x27
movesprite 0x9 0x18 0x27
movesprite 0xA 0x18 0x27
'---------------
#org 0x803F4E
release
end

'---------------
#org 0x803F51
hidesprite 0x1
hidesprite 0x2
hidesprite 0x3
hidesprite 0x4
hidesprite 0x5
hidesprite 0x6
hidesprite 0x7
hidesprite 0x8
hidesprite 0x9
hidesprite 0xA
setflag 0x216
  #7550    
Old January 17th, 2013, 09:47 PM
SpadeEdge16's Avatar
SpadeEdge16
 
Join Date: May 2012
Gender: Male
Okay, so I don't know what's up, if I'm just not noticing something obvious with this or what, but it's happened to me before. This script won't work, that's it. The only way how I've been able to fix this problem if by switching "if 0x1" to "if 0x0", but on other scripts when I use "if 0x1" the same exact way, it works just fine. Why does this keep happening?

#dynamic 0x800000
#org @start
checkflag 0x2B
if 0x1 goto @done
lock
applymovement 0x1 @mom
waitmovement 0x1
msgbox @alert 0x6
applymovement 0x1 @go
waitmovement 0x1
msgbox @mom1 0x6
setflag 0x2B
setflag 0x2C
setflag 0x2D
release
end

#org @done
release
end

#org @alert
= MOM: [player]!

#org @mom1
= You were supposed to be meeting\nPROFESSOR OAK outside so you could\lget your first POKEMON!\lGet out there so you're not\lkeeping him waiting any longer!

#org @mom
#raw 0x62
#raw 0xFE

#org @go
#raw 0x1E
#raw 0x20
#raw 0x20
#raw 0x20
#raw 0x1E
#raw 0x3
#raw 0xFE
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