@hockeypanda32 - is the map bank, map number, and warp number in hex?
@KanouKono - You can't, there's no such thing. Day and Night can only be achieved by ASM.
warp 0x3 0x66 0xFF 0x6 0x17
startwildbattle 0x82 0x1E 0x0
I am trying to warp to map Route 1 and have it at X: 6 Y:17
its this line
remember the values should be in hex, use XSE's built in calculator to find the values.warp 0x3 0x13 0xFF 0x6 0x11
wildbattle is a construct, why don't you check the database to see what's wrong, but, I think you're trying to use this:Line: wildbattle 130 30 1
and which warp?
but this should work:
remember the values should be in hex, use XSE's built in calculator to find the values.
wildbattle is a construct, why don't you check the database to see what's wrong, but, I think you're trying to use this:
startwildbattle 0xPK 0xLV 0xItem
Great how do I post pone it til after my message?
'-----------------------
#org 0x3B4D84
lock
faceplayer
msgbox2 0x8456734 '"Hey! How are you?"
callstd 0x6
release
end
'---------
' Strings
'---------
#org 0x456734
= Hey! How are you?
'-----------------------
#Dynamic 0x3B4D84
#org @Talk
lock
faceplayer
checkflag 0x910
if b_true goto @Speak
message @message
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end
#org @Speak
message @Pika
boxset 0x6
release
end
#org @message
= Here, this pikachu\nIs lonely.\nYou take it.
#org @Pika
= How is the Pikachu?
Version\1636 - Pokemon - Fire Red Version.gba...
Processing input script...
2 - DYNAMIC
> lDynamicStart = 0x3B4D84
4 - ORG
> lNewOffset = 0x47B0E7
5 - (6A) - LOCK
6 - (5A) - FACEPLAYER
7 - (2B) - CHECKFLAG
> iWord = 0x910
8 - (??) IF (native)
> bCondition = 0x1
This is a jumping IF, 0x06.
> pTarget = 0x847B139
9 - (0F) MSGBOX (native)
> pText = 0x847B22F
10 - (79) - GIVEPOKEMON
> iWord = 0x19
> bByte = 0xA
> iWord = 0x0
> lDword = 0x0
> lDword = 0x0
> bByte = 0x0
11 - (29) - SETFLAG
> iWord = 0x910
12 - (6C) - RELEASE
13 - (02) - END
15 - ORG
> lNewOffset = 0x47B139
16 - (0F) MSGBOX (native)
> pText = 0x847B4C7
17 - (09) BOXSET (native)
> bType = 0x6
18 - (6C) - RELEASE
19 - (02) - END
21 - ORG
> lNewOffset = 0x47B22F
22 - RAW TEXT
> sText = "Here, this pikachu\nIs lonely.\nYou take it."
24 - ORG
> lNewOffset = 0x47B4C7
25 - RAW TEXT
> sText = "How is the Pikachu?"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @Pika
> lOffset = 0x47B4C7
DYNAMIC_OFFSET 2
> sLabel = @Speak
> lOffset = 0x47B139
DYNAMIC_OFFSET 3
> sLabel = @Talk
> lOffset = 0x47B0E7
DYNAMIC_OFFSET 4
> sLabel = @message
> lOffset = 0x47B22F
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.145 seconds.
My earlier script, that I tried jsut had a girl saying "Hey, how are you?"
Now I tried to make one that gave you a Pikachu then asked how the Pikachu was...
I clicked open script in advance map and opened the old script in XSE
Code:'----------------------- #org 0x3B4D84 lock faceplayer msgbox2 0x8456734 '"Hey! How are you?" callstd 0x6 release end '--------- ' Strings '--------- #org 0x456734 = Hey! How are you?
That one works, I had the offset in XSE as 3B4D84 and comiled it into Fire Red
Now my new script is
Code:'----------------------- #Dynamic 0x3B4D84 #org @Talk lock faceplayer checkflag 0x910 if b_true goto @Speak message @message givepokemon 0x19 0xA 0x0 0x0 0x0 0x0 setflag 0x910 release end #org @Speak message @Pika boxset 0x6 release end #org @message = Here, this pikachu\nIs lonely.\nYou take it. #org @Pika = How is the Pikachu?
I deleted the old script, and wrote this one in. It doesn't have any errors in it that I know of as it gives me this
Code:Version\1636 - Pokemon - Fire Red Version.gba... Processing input script... 2 - DYNAMIC > lDynamicStart = 0x3B4D84 4 - ORG > lNewOffset = 0x47B0E7 5 - (6A) - LOCK 6 - (5A) - FACEPLAYER 7 - (2B) - CHECKFLAG > iWord = 0x910 8 - (??) IF (native) > bCondition = 0x1 This is a jumping IF, 0x06. > pTarget = 0x847B139 9 - (0F) MSGBOX (native) > pText = 0x847B22F 10 - (79) - GIVEPOKEMON > iWord = 0x19 > bByte = 0xA > iWord = 0x0 > lDword = 0x0 > lDword = 0x0 > bByte = 0x0 11 - (29) - SETFLAG > iWord = 0x910 12 - (6C) - RELEASE 13 - (02) - END 15 - ORG > lNewOffset = 0x47B139 16 - (0F) MSGBOX (native) > pText = 0x847B4C7 17 - (09) BOXSET (native) > bType = 0x6 18 - (6C) - RELEASE 19 - (02) - END 21 - ORG > lNewOffset = 0x47B22F 22 - RAW TEXT > sText = "Here, this pikachu\nIs lonely.\nYou take it." 24 - ORG > lNewOffset = 0x47B4C7 25 - RAW TEXT > sText = "How is the Pikachu?" ------------------------------- DYNAMIC_OFFSET 1 > sLabel = @Pika > lOffset = 0x47B4C7 DYNAMIC_OFFSET 2 > sLabel = @Speak > lOffset = 0x47B139 DYNAMIC_OFFSET 3 > sLabel = @Talk > lOffset = 0x47B0E7 DYNAMIC_OFFSET 4 > sLabel = @message > lOffset = 0x47B22F ------------------------------- Cleaning up... Closing output... Finished processing input in 0.145 seconds.
BUT when I close it and go into advance map and reopen the script it still has the first one...and ingame all she says is "Hey, how are you?"
:/ I get this whenever I use #Dynamic 0xOffset
If I start it with #org 0xOffset it works BUT I can't use stuff like #org @message I have to use other offsets :/
Thanks, but what If I'm trying to replace the first script? Which is what I am trying. Why can't it have the same offset, and replace the older one?
Also I found that offset in fsf, and used it in my first script, that was practically the one in the tutorial and it had the same problem until I made it like the first script in my post there.
Oki, I changed the offset of the script, and the offset of the event's script in advance map to 71A794 and it works :)
So how do I replace scripts offsets? :/
Also the with the script, she always says "How's Pikachu?" :/ What'd I do wrong there? :P
In a hex editor totally clean up the hex manually then if you want to overwrite it! Close XSE after and reopen, then compile
'-----------------------
#org 0x71A794
lock
faceplayer
checkflag 0x910
if 0x1 goto 0x871A7BA
msgbox 0x871A7C5 '"Here, this pikachu\nIs lonely.\nYou..."
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end
'-----------------------
#org 0x71A7BA
msgbox 0x871A7F3 '"How is the Pikachu?"
callstd 0x6
release
end
'---------
' Strings
'---------
#org 0x71A7C5
= Here, this pikachu\nIs lonely.\nYou take it.
#org 0x71A7F3
= How is the Pikachu?
#org 0x71A794
lock
faceplayer
checkflag 0x910
if 0x1 goto 0x871A7BA
msgbox 0x871A7C5 '"Here, this pikachu\nIs lonely.\nYou..."
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end
#org @Talk
lock
faceplayer
checkflag 0x910
checkflag 0x910
if b_true goto @Speak
message @message
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end
You can use the Erase Function. It is set out like this:Thanks, but what If I'm trying to replace the first script? Which is what I am trying. Why can't it have the same offset, and replace the older one?
Also I found that offset in fsf, and used it in my first script, that was practically the one in the tutorial and it had the same problem until I made it like the first script in my post there.
Oki, I changed the offset of the script, and the offset of the event's script in advance map to 71A794 and it works :)
So how do I replace scripts offsets? :/
Also the with the script, she always says "How's Pikachu?" :/ What'd I do wrong there? :P
#Dynamic 0x800000
#Erase 0x812345 0xFF
How many more commands are in here than in Poke script?Also, are they important commands?
I guess I'm in the wrong section. This'll do later as I script more but is it possible for anyone to help me navigate to the ASM hack tool or to a tutorial because I can't find one. All thanks is aprreciated and sorry for the clueless spamming.
@yunghove - check the features, XSE has nearly all included though not all uses have been found, but the fact is pokewitch only had 2-5 new commands while XSE outweighs it. Yes, all commands are important, without which the game won't run proper and you won't be able to script.
@KanouKono - There's no such thing is a specific ASM tool, as ASM itself is unspecific, all you need is a emulator with builtin debugger(VBA-SDL-H), disassembler(VBA has one), assembler(GoldRoad, Devkit Adv, etc) and some knowledge on ASM. Then you fiddle around with it, find stuff amd modifiy it to your desire. There aren't much tutorials on ASM, google it or something, PHO has some.