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  #7676    
Old January 29th, 2013 (03:36 PM).
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Quote originally posted by karatekid552:
Just my opinion on XSE, yes in some respects PKSVUI is easier, however, it doesn't tell you what parameters are required for each command, while XSE tells you as you type.
You can just hit debug and all that info is all displayed.

Quote originally posted by karatekid552:
Personally, it is a little less user friendly (no drop down box) but I like it better. Its defined names (sush as LASTRESULT) can also be edited very easily. It also auto selects your @start offset for copying after you compile, which can speed up things if you have a lot of scripts to do, whereas PKSVUI is a little bit tougher to copy your new offset.
This is true, but PKSV has ascript generator which is useful for fast scripting, a movement helper, auto complete, a list of important flags, the defined names is just a side thing.

Quote:
Also, don't forget that XSE has a command database that contains everything known about each command.
Fair enough, that and the text adjuster are the only things I use in XSE
When you decompile a script that has a callasm command, PKSV branches down and prints out the ASM commands themselves.

Quote:
Popularity? When I first started hacking, all I heard was PKSVUI this and PKSVUI that. I'm sitting there with XSE going, what do I do??? haha

I know I'm not tajaros, so this is just my personal opinion of the subject.
Exact opposite for me ;(
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  #7677    
Old January 29th, 2013 (03:43 PM).
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Quote originally posted by FBI agent:
You can just hit debug and all that info is all displayed.


This is true, but PKSV has ascript generator which is useful for fast scripting, a movement helper, auto complete, a list of important flags, the defined names is just a side thing.


Fair enough, that and the text adjuster are the only things I use in XSE
When you decompile a script that has a callasm command, PKSV branches down and prints out the ASM commands themselves.


Exact opposite for me ;(
Okay, we'll call it a draw... Just depends on the situation you need it for.
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  #7678    
Old January 29th, 2013 (04:54 PM).
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Wow nothings working... It's so weird...
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  #7679    
Old January 29th, 2013 (05:02 PM).
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Quote originally posted by thetripplenine:
Wow nothings working... It's so weird...
Post a copy of your most recent script with exactly what you are trying to do and I will personally compile it and do my best to fix it.
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  #7680    
Old January 29th, 2013 (05:15 PM).
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Spoiler:
#dynamic 0x9C0000

#org @start
movesprite 0xD7 0x6 0x2
if movesprite goto @Stop
faceplayer
msgbox @1 0x6
release
end

#org @stop
setflag 0x220
return

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I think i messed up a lot, just saying...
  #7681    
Old January 29th, 2013 (05:23 PM).
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Quote originally posted by thetripplenine:
Spoiler:
#dynamic 0x9C0000

#org @start
movesprite 0xD7 0x6 0x2
if movesprite goto @Stop
faceplayer
msgbox @1 0x6
release
end

#org @stop
setflag 0x220
return

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I think i messed up a lot, just saying...
Why not just use an applymovement and have the mom walk over? Also, if movesprite... makes absolutly no sense. If is used to determine what to do if a compare type command is used and a certain value is returned.
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  #7682    
Old January 29th, 2013 (05:23 PM).
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Quote originally posted by thetripplenine:
Spoiler:
#dynamic 0x9C0000

#org @start
movesprite 0xD7 0x6 0x2
if movesprite goto @Stop
faceplayer
msgbox @1 0x6
release
end

#org @stop
setflag 0x220
return

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I think i messed up a lot, just saying...
1) Stop using movesprite
2) Get the new XSE
3) if movesprite? That's wrong. If statements check if something evaluates to something else.
I.E:
If it's raining <- condition
I will wear my coat
You are not checking anything there with if movesprite infact you shouldn't even be able to compile the script with that kinda error. Try this:

if [condition] == TRUE
jump @SubSection

4) Tell us what you're trying to do in detail with this script. Right now there are so many errors it's hard to tell what you want happening.
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  #7683    
Old January 29th, 2013 (05:25 PM).
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Well I just wanted the stupid mom to walk over and tell you something... But, I guess I can use applymovement...
  #7684    
Old January 29th, 2013 (05:36 PM).
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Quote originally posted by thetripplenine:
Well I just wanted the stupid mom to walk over and tell you something... But, I guess I can use applymovement...
In pksv it looks like this:

#dynamic 0x740000
#org @start
lock
applymovement 0x[mother's id] @HerMovements
pauseevent 0x0
msgbox @MothersMessage
callstd MSG_NORMAL
release
end

#org @HerMovements
m walk_left walk_right walk_down walk_up end

#org @MothersMessage
= Her message

Remember, unlike a message box, the applymovement uses 'm' instead of an '=' and at the end of the movements you need to type out 'end'
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  #7685    
Old January 29th, 2013 (05:40 PM).
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Quote originally posted by thetripplenine:
Well I just wanted the stupid mom to walk over and tell you something... But, I guess I can use applymovement...
Then you deffinately had the wrong command. Movesprite will just make the sorte warp to the specified coordinates. The only way to make it walk is with the applymovement.
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  #7686    
Old January 29th, 2013 (06:13 PM).
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Quote originally posted by karatekid552:
Then you deffinately had the wrong command. Movesprite will just make the sorte warp to the specified coordinates. The only way to make it walk is with the applymovement.
So I wrote the applymovement script and it still doesn't work, just ends up freezing...

Spoiler:
'---------------
#org 0x759E6C
lock
applymovement 0x1 0x8759E8B
waitmovement 0x0
msgbox 0x8869C1C MSG_NORMAL '"Hi player ! Ignore some of what\n..."
release
end


'---------
' Strings
'---------
#org 0x869C1C
= Hi player ! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


'-----------
' Movements
'-----------
#org 0x759E8B
#raw 0x9 'Step Up (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xFE 'End of Movements


Btw what's supposed to happen is that the player steps down from the ladder twice and then the mother walks up to you and tells you some ****, but all it does is freeze.
  #7687    
Old January 29th, 2013 (06:18 PM).
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Quote originally posted by thetripplenine:
So I wrote the applymovement script and it still doesn't work, just ends up freezing...

Spoiler:
'---------------
#org 0x759E6C
lock
applymovement 0x1 0x8759E8B
waitmovement 0x0
msgbox 0x8869C1C MSG_NORMAL '"Hi player ! Ignore some of what\n..."
release
end


'---------
' Strings
'---------
#org 0x869C1C
= Hi player ! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


'-----------
' Movements
'-----------
#org 0x759E8B
#raw 0x9 'Step Up (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xFE 'End of Movements


Btw what's supposed to happen is that the player steps down from the ladder twice and then the mother walks up to you and tells you some ****, but all it does is freeze.
Wait, I think I see what you're doing. Are you using green script tiles? Also, you forgot about the flags.
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  #7688    
Old January 29th, 2013 (06:33 PM).
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Quote originally posted by FBI agent:
Wait, I think I see what you're doing. Are you using green script tiles? Also, you forgot about the flags.
ya i'm using the green script tiles.. isn't that what you're supposed to do.
  #7689    
Old January 29th, 2013 (06:43 PM).
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Quote originally posted by thetripplenine:
ya i'm using the green script tiles.. isn't that what you're supposed to do.
Go to advance map and set the Var number to 5240 and then the unknown to 03 00. See if that fixes the problem.
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  #7690    
Old January 29th, 2013 (06:45 PM). Edited January 29th, 2013 by Dullstar.
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I've modified Professor Oak's walk (Don't go in the grass, blah blah blah), but the script is behaving... strangely.

I'm only modifying the existing script. It looks fine to me, but upon running the game, I find it doesn't work at all. So I'd load it up in PKSV again and see if I can find my error, and I find that the script ends up looking significantly different from when I compiled it.

I had added a line to the dialogue. Looked fine when I clicked compile. After loading it again, the dialogue was all messed up. So I gave up on it. Which is why I'm not going to post an example of that. HOWEVER, it's also messing with the movement. Specifically, I need him to move up once then right nine times.

Here's what it looks like when I click compile. This is after reloading it once to fix the most severe of the problems. I have another version of it that I saved, but I don't know if it's intact except for intentional changes. It's mainly being posted for reference purposes, along with a copy of the original script.
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x2 0x2
message 0x817D72C ' OAK: Hey!\nDon't go ...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_left walk_up hi...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_right w...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_righ...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_left walk_up wa...
applymovement PLAYER 0x8165731 ' walk_left walk_left ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_left walk_left ...
applymovement PLAYER 0x8165744 ' walk_left walk_left ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
After compilation
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x2 0x2
message 0x817D72C ' OAK: Hey!\nDon't go ...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_left walk_up hi...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_right w...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_righ...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_left walk_up wa...
applymovement PLAYER 0x8165731 ' walk_left walk_left ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_left walk_left ...
applymovement PLAYER 0x8165744 ' walk_left walk_left ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
Here are the specific lines that are getting messed up. At least that I'm aware of. With this one as messed up as it is, it's hard to make sure everything is in working order. In which case I wouldn't have attempted to fix them yet.

Should be:
#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

After loading again after compilation:
#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end


Additionally, despite me never touching the line that activates the music, the Professor Oak music has been replaced with the "turned on the PC" sound.


Saved script from earlier. May or may not have been compiled once or twice, not certain.
Code:
#org 0x81655F9
'-----------------------------------
lockall
setvar 0x4001 0x1
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x12E 0x0
message 0x817D72C ' OAK: Hey! Wait!\nDon...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_right walk_up h...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_up walk...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_up w...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_down walk_left ...
applymovement PLAYER 0x8165731 ' walk_down walk_down ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_down walk_left ...
applymovement PLAYER 0x8165744 ' walk_down walk_down ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_right walk_right walk_right walk_right walk_right walk_right walk_up walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
The original script loaded from an unhacked FireRed ROM:
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x12E 0x0
message 0x817D72C ' OAK: Hey! Wait!\nDon...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_right walk_up h...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_up walk...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_up w...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_down walk_left ...
applymovement PLAYER 0x8165731 ' walk_down walk_down ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_down walk_left ...
applymovement PLAYER 0x8165744 ' walk_down walk_down ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_right walk_up hide end

#org 0x81656F2
M walk_up walk_up walk_right walk_up walk_up walk_right walk_up walk_up end

#org 0x81656FB
M walk_right walk_up walk_up walk_right walk_up walk_up walk_right walk_up walk_up end

#org 0x8165705
M walk_down walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right walk_right look_up_delayed end

#org 0x8165731
M walk_down walk_down walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right end

#org 0x8165719
M walk_down walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right walk_right look_up_delayed end

#org 0x8165744
M walk_down walk_down walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right end
__________________

  #7691    
Old January 29th, 2013 (07:01 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 Dullstar:
I've modified Professor Oak's walk (Don't go in the grass, blah blah blah), but the script is behaving... strangely.

I'm only modifying the existing script. It looks fine to me, but upon running the game, I find it doesn't work at all. So I'd load it up in PKSV again and see if I can find my error, and I find that the script ends up looking significantly different from when I compiled it.

I had added a line to the dialogue. Looked fine when I clicked compile. After loading it again, the dialogue was all messed up. So I gave up on it. Which is why I'm not going to post an example of that. HOWEVER, it's also messing with the movement. Specifically, I need him to move up once then right nine times.

Here's what it looks like when I click compile. This is after reloading it once to fix the most severe of the problems. I have another version of it that I saved, but I don't know if it's intact except for intentional changes. It's mainly being posted for reference purposes, along with a copy of the original script.
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x2 0x2
message 0x817D72C ' OAK: Hey!\nDon't go ...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_left walk_up hi...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_right w...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_righ...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_left walk_up wa...
applymovement PLAYER 0x8165731 ' walk_left walk_left ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_left walk_left ...
applymovement PLAYER 0x8165744 ' walk_left walk_left ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
After compilation
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x2 0x2
message 0x817D72C ' OAK: Hey!\nDon't go ...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_left walk_up hi...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_right w...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_righ...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_left walk_up wa...
applymovement PLAYER 0x8165731 ' walk_left walk_left ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_left walk_left ...
applymovement PLAYER 0x8165744 ' walk_left walk_left ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
Here are the specific lines that are getting messed up. At least that I'm aware of. With this one as messed up as it is, it's hard to make sure everything is in working order. In which case I wouldn't have attempted to fix them yet.

Should be:
#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

After loading again after compilation:
#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end


Additionally, despite me never touching the line that activates the music, the Professor Oak music has been replaced with the "turned on the PC" sound.


Saved script from earlier. May or may not have been compiled once or twice, not certain.
Code:
#org 0x81655F9
'-----------------------------------
lockall
setvar 0x4001 0x1
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x12E 0x0
message 0x817D72C ' OAK: Hey! Wait!\nDon...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_right walk_up h...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_up walk...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_up w...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_down walk_left ...
applymovement PLAYER 0x8165731 ' walk_down walk_down ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_down walk_left ...
applymovement PLAYER 0x8165744 ' walk_down walk_down ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_right walk_right walk_right walk_right walk_right walk_right walk_up walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
The original script loaded from an unhacked FireRed ROM:
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x12E 0x0
message 0x817D72C ' OAK: Hey! Wait!\nDon...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_right walk_up h...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_up walk...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_up w...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_down walk_left ...
applymovement PLAYER 0x8165731 ' walk_down walk_down ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_down walk_left ...
applymovement PLAYER 0x8165744 ' walk_down walk_down ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_right walk_up hide end

#org 0x81656F2
M walk_up walk_up walk_right walk_up walk_up walk_right walk_up walk_up end

#org 0x81656FB
M walk_right walk_up walk_up walk_right walk_up walk_up walk_right walk_up walk_up end

#org 0x8165705
M walk_down walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right walk_right look_up_delayed end

#org 0x8165731
M walk_down walk_down walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right end

#org 0x8165719
M walk_down walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right walk_right look_up_delayed end

#org 0x8165744
M walk_down walk_down walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right end
I didn't actually go through all of your scripts but I think I know the problem. If you add to a script that is already compiled, it will take up more room. So, if it takes up more room, something has to be deleted. If you want this script to work perfectly, you must repoint the sections that have been expanded to free space. I didn't notice any dynamic offsets (@start and such) which would deffinately cause problems.
__________________

Paired with Simba
  #7692    
Old January 29th, 2013 (07:02 PM).
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 17
Gender: Male
Nature: Bold
Quote originally posted by Dullstar:
I've modified Professor Oak's walk (Don't go in the grass, blah blah blah), but the script is behaving... strangely.

I'm only modifying the existing script. It looks fine to me, but upon running the game, I find it doesn't work at all. So I'd load it up in PKSV again and see if I can find my error, and I find that the script ends up looking significantly different from when I compiled it.

I had added a line to the dialogue. Looked fine when I clicked compile. After loading it again, the dialogue was all messed up. So I gave up on it. Which is why I'm not going to post an example of that. HOWEVER, it's also messing with the movement. Specifically, I need him to move up once then right nine times.

Here's what it looks like when I click compile. This is after reloading it once to fix the most severe of the problems. I have another version of it that I saved, but I don't know if it's intact except for intentional changes. It's mainly being posted for reference purposes, along with a copy of the original script.
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x2 0x2
message 0x817D72C ' OAK: Hey!\nDon't go ...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_left walk_up hi...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_right w...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_righ...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_left walk_up wa...
applymovement PLAYER 0x8165731 ' walk_left walk_left ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_left walk_left ...
applymovement PLAYER 0x8165744 ' walk_left walk_left ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
After compilation
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x2 0x2
message 0x817D72C ' OAK: Hey!\nDon't go ...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_left walk_up hi...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_right w...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_righ...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_left walk_up wa...
applymovement PLAYER 0x8165731 ' walk_left walk_left ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_left walk_left ...
applymovement PLAYER 0x8165744 ' walk_left walk_left ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
Here are the specific lines that are getting messed up. At least that I'm aware of. With this one as messed up as it is, it's hard to make sure everything is in working order. In which case I wouldn't have attempted to fix them yet.

Should be:
#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

After loading again after compilation:
#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end


Additionally, despite me never touching the line that activates the music, the Professor Oak music has been replaced with the "turned on the PC" sound.


Saved script from earlier. May or may not have been compiled once or twice, not certain.
Code:
#org 0x81655F9
'-----------------------------------
lockall
setvar 0x4001 0x1
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x12E 0x0
message 0x817D72C ' OAK: Hey! Wait!\nDon...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_right walk_up h...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_up walk...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_up w...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_down walk_left ...
applymovement PLAYER 0x8165731 ' walk_down walk_down ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_down walk_left ...
applymovement PLAYER 0x8165744 ' walk_down walk_down ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_right walk_right walk_right walk_right walk_right walk_right walk_up walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
The original script loaded from an unhacked FireRed ROM:
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x12E 0x0
message 0x817D72C ' OAK: Hey! Wait!\nDon...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_right walk_up h...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_up walk...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_up w...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_down walk_left ...
applymovement PLAYER 0x8165731 ' walk_down walk_down ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_down walk_left ...
applymovement PLAYER 0x8165744 ' walk_down walk_down ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_right walk_up hide end

#org 0x81656F2
M walk_up walk_up walk_right walk_up walk_up walk_right walk_up walk_up end

#org 0x81656FB
M walk_right walk_up walk_up walk_right walk_up walk_up walk_right walk_up walk_up end

#org 0x8165705
M walk_down walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right walk_right look_up_delayed end

#org 0x8165731
M walk_down walk_down walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right end

#org 0x8165719
M walk_down walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right walk_right look_up_delayed end

#org 0x8165744
M walk_down walk_down walk_left walk_left walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_down walk_right walk_right walk_right walk_right end
It doesn't look like you compiled it in xse, did u use PKSVU?
  #7693    
Old January 29th, 2013 (07:04 PM). Edited January 29th, 2013 by FBI agent.
FBI agent's Avatar
FBI agent
If my PM box is full, VM instead :x
 
Join Date: Jan 2013
Location: Unknown Island
Gender: Male
Quote originally posted by Dullstar:
I've modified Professor Oak's walk (Don't go in the grass, blah blah blah), but the script is behaving... strangely.

I'm only modifying the existing script. It looks fine to me, but upon running the game, I find it doesn't work at all. So I'd load it up in PKSV again and see if I can find my error, and I find that the script ends up looking significantly different from when I compiled it.

I had added a line to the dialogue. Looked fine when I clicked compile. After loading it again, the dialogue was all messed up. So I gave up on it. Which is why I'm not going to post an example of that. HOWEVER, it's also messing with the movement. Specifically, I need him to move up once then right nine times.

Here's what it looks like when I click compile.
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x2 0x2
message 0x817D72C ' OAK: Hey!\nDon't go ...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_left walk_up hi...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_right w...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_righ...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_left walk_up wa...
applymovement PLAYER 0x8165731 ' walk_left walk_left ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_left walk_left ...
applymovement PLAYER 0x8165744 ' walk_left walk_left ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
After compilation
Code:
#org 0x81655ED
'-----------------------------------
lockall
setvar 0x4001 0x0
jump 0x8165605

#org 0x8165605
'-----------------------------------
setvar 0x8004 0x0
setvar 0x8005 0x2
special FAME_CHECKER_NEW
textcolor BLUE
pause 0x1E
playsound 0x2 0x2
message 0x817D72C ' OAK: Hey!\nDon't go ...
showmsg
pause 0x55
closemsg
applymovement PLAYER 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
sound 0x15
applymovement PLAYER 0x81A75DB ' say_! end
pauseevent 0x0
pause 0x1E
reappear 0x3
compare 0x4001 0x0
if == call 0x81656B8 ' Equal To
compare 0x4001 0x1
if == call 0x81656C3 ' Equal To
pause 0x1E
msgbox 0x817D74A ' OAK: It's unsafe!\nW...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
pause 0x1E
compare 0x4001 0x0
if == call 0x81656CE ' Equal To
compare 0x4001 0x1
if == call 0x81656E0 ' Equal To
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E ' walk_up hide end
applymovement PLAYER 0x8165758 ' walk_left walk_up hi...
pauseevent 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitspecial
releaseall
end

#org 0x81656B8
'-----------------------------------
applymovement 0x3 0x81656F2 ' walk_up walk_right w...
pauseevent 0x0
return

#org 0x81656C3
'-----------------------------------
applymovement 0x3 0x81656FB ' walk_right walk_righ...
pauseevent 0x0
return

#org 0x81656CE
'-----------------------------------
applymovement 0x3 0x8165705 ' walk_left walk_up wa...
applymovement PLAYER 0x8165731 ' walk_left walk_left ...
pauseevent 0x0
return

#org 0x81656E0
'-----------------------------------
applymovement 0x3 0x8165719 ' walk_left walk_left ...
applymovement PLAYER 0x8165744 ' walk_left walk_left ...
pauseevent 0x0
return


#org 0x817D72C
= OAK: Hey!\nDon't go out!

#org 0x817D74A
= OAK: It's unsafe!\nWild POK\eMON live in tall grass!\pYou need your own POK\eMON for\nyour protection.\pI know!\nHere, come with me!

#org 0x81A75ED
M look_down_delayed end

#org 0x81A75DB
M say_! end

#org 0x816572E
M walk_up hide end

#org 0x8165758
M walk_left walk_up hide end

#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x81656FB
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

#org 0x8165705
M walk_left walk_up walk_left walk_left look_up_delayed end

#org 0x8165731
M walk_left walk_left walk_up walk_left end

#org 0x8165719
M walk_left walk_left walk_left look_up_delayed end

#org 0x8165744
M walk_left walk_left walk_left end
Here are the specific lines that are getting messed up. At least that I'm aware of. With this one as messed up as it is, it's hard to make sure everything is in working order. In which case I wouldn't have attempted to fix them yet.

Should be:
#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

After loading again after compilation:
#org 0x81656F2
M walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end


Additionally, despite me never touching the line that activates the music, the Professor Oak music has been replaced with the "turned on the PC" sound.
It's overwriting existing commands and such. You need to repoint. Another solution is to change pointers of the things that you're adding (by pointers I mean the 0x87234314 (those stuff). For example if I have a script that looks like this after compiled:

Spoiler:

#org 0x88E2C83 'note this is not a real script just an example
lock
msgbox 0x8732491
callstd MSG_NORMAL
applymovement 0x2 0x87648EA
pauseevent 0x0
release
end

#org 0x8732491
= Some text.

#org 0x87648EA
m walk_up walk_up end


Take note of the pointers that I bolded. You need to change those when there is some overlap.
Say I want the player to move down twice instead of up I'd do this:

Spoiler:

#dyn 0x740000
#org @start

lock
msgbox 0x8732491
callstd MSG_NORMAL
applymovement PLAYER @move
pauseevent 0x0
release
end

#org 0x8732491
= Some text.

#org @move
m walk_down walk_down end


Notice that I added #dyn 0x740000, and changed the #org 0xnumbers into #org @start, you should do this too just to be safe. Finally the change that you need to look at most is that I changed the pointers in the scripts. I've bolded them so you can see :)
__________________
...

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ASM request/resource thread
ASM tutorials thread
  #7694    
Old January 29th, 2013 (07:17 PM).
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 17
Gender: Male
Nature: Bold
Quote originally posted by FBI agent:
Go to advance map and set the Var number to 5240 and then the unknown to 03 00. See if that fixes the problem.
Ok well it fixed it, but the mom doesn't move, but the script works, maybe i should go back to movesprite... Also how do I change this script so it just happens once...

Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x04 @move
waitmovement 0x0
release
end

#org @done
setflag 0x860
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.
  #7695    
Old January 29th, 2013 (07:35 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 thetripplenine:
Ok well it fixed it, but the mom doesn't move, but the script works, maybe i should go back to movesprite... Also how do I change this script so it just happens once...

Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x04 @move
waitmovement 0x0
release
end

#org @done
setflag 0x860
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.
You forgot to checkflag at the beginning and just make sure that the mom's person event number is 4.
__________________

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  #7696    
Old January 29th, 2013 (07:36 PM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Downia-upside
Age: 22
Gender: Male
Nature: Jolly
Quote originally posted by thetripplenine:
Ok well it fixed it, but the mom doesn't move, but the script works, maybe i should go back to movesprite... Also how do I change this script so it just happens once...

Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x04 @move
waitmovement 0x0
release
end

#org @done
setflag 0x860
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.
You want the flag to activate the first time you go through the script (after it has been initially checked) if you only want to go through it once. If you place the setflag command in the @done section then it will never activate since you need the flag to be set in the first place to reach there.

Here's an edited version where Red = Delete and Blue = Changed from the original script.

Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer // Only applies when you're talking to an OW, since you're on a tile it won't do anything
checkflag 0x860 // This asks the game about the status of the flag: Is it set or not?
if 0x1 goto @done
msgbox @1 0x6
setflag 0x860 // Moved the flag up here so the next time this script activates it will goto @done rather than continue down this path
applymovement 0x04 @move
waitmovement 0x0
release
end

#org @done
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I'm not sure why the mother wouldn't be moving so long as she has the person event number 0x4. Is she a few tiles offscreen when you start?
__________________
  #7697    
Old January 29th, 2013 (07:45 PM). Edited January 29th, 2013 by thetripplenine.
thetripplenine's Avatar
thetripplenine
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Join Date: Jan 2013
Location: California
Age: 17
Gender: Male
Nature: Bold
Quote originally posted by DrFuji:
You want the flag to activate the first time you go through the script (after it has been initially checked) if you only want to go through it once. If you place the setflag command in the @done section then it will never activate since you need the flag to be set in the first place to reach there.

Here's an edited version where Red = Delete and Blue = Changed from the original script.

Spoiler:
#dynamic 0x9C0000

#org @start
faceplayer // Only applies when you're talking to an OW, since you're on a tile it won't do anything
checkflag 0x860 // This asks the game about the status of the flag: Is it set or not?
if 0x1 goto @done
msgbox @1 0x6
setflag 0x860 // Moved the flag up here so the next time this script activates it will goto @done rather than continue down this path
applymovement 0x04 @move
waitmovement 0x0
release
end

#org @done
release
end

#org @move
#raw 0x09
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0x0B
#raw 0xFE

#org @1
= Hi [player]! Ignore some of what\nProfessor Birch said. Your mission\lis to infultrate Team Magma's\lheadquarters. Go north of this\lhouse, enter the cave, receive\lyour pokemon, and find the sailor\lwho will send you to the\lrecruitment training.


I'm not sure why the mother wouldn't be moving so long as she has the person event number 0x4. Is she a few tiles offscreen when you start?
I don't know where I got 4 she has the event number 0 Lol... That's probably why it wasn't working...

Ya that's why it wasn't working but the mother moved right after the script ended and she didn't even face the player...

BTW I thought setflag was supposed to give u the running shoes... Cause I wanted her to give the running shoes at the same time xD
  #7698    
Old January 29th, 2013 (08:17 PM).
BlitzMK
Unhatched Egg
 
Join Date: May 2010
Gender: Male
So, I'm trying to do a ROM hack for the first time in years, and I have a few questions.

One, what would be the best way to get rid of all of a particular item in the game?
Two, the main reason I came in here, how do I edit a function? And what I mean by that is, I want to edit what Pokecenters do, so I opened up one of the Pokecenter ladies in a script editor and found what I need to edit:
Quote:
#org 0x81A65CE
'-----------------------------------
applymovement LASTTALKED 0x81A75E7 ' look_left_delayed en...
pauseevent 0x0
doanimation 0x19
checkanimation 0x19
applymovement LASTTALKED 0x81A75ED ' look_down_delayed en...
pauseevent 0x0
special HEAL_POKEMON
return
So, what I need to know is where HEAL_POKEMON defined? Basically, I want to make it so fainted Pokemon aren't healed at all.
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  #7699    
Old January 29th, 2013 (08:44 PM).
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 17
Gender: Male
Nature: Bold
Quote originally posted by BlitzMK:
So, I'm trying to do a ROM hack for the first time in years, and I have a few questions.

One, what would be the best way to get rid of all of a particular item in the game?
Two, the main reason I came in here, how do I edit a function? And what I mean by that is, I want to edit what Pokecenters do, so I opened up one of the Pokecenter ladies in a script editor and found what I need to edit:


So, what I need to know is where HEAL_POKEMON defined? Basically, I want to make it so fainted Pokemon aren't healed at all.
I do not know what you're asking...
  #7700    
Old January 29th, 2013 (09:10 PM).
BlitzMK
Unhatched Egg
 
Join Date: May 2010
Gender: Male
Quote originally posted by thetripplenine:
I do not know what you're asking...
Where is the "special" function HEAL_POKEMON defined in the script "special HEAL_POKEMON"? I want to change what that command does, so when a Pokemon has one or more HP, they get fully healed, but if they have zero HP they remain that way.
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The sweat bursts out like a million fountains in your skin.
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