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  #526    
Old August 23rd, 2009 (04:41 PM).
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Quote originally posted by ChazZeromus:
I looked at the source and realize how monolithic it was...you should have included a table of contents in your source XD
And maybe a reference manual, I'm pretty sure I abuse 1-letter variables and reuse wrongly-named variables because I always lose my place in the code if I scroll to the top of the function in its current state ... also, in both PKSV and PKSV-UI, I used a "goto" statement... hehe... it makes much more sense in PKSV, but in PKSVUI I could have used a function call with some local variables passed to it.

PKSV source (as opposed to PKSVUI) is only accessible through SVN, by the way.
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  #527    
Old August 25th, 2009 (05:56 AM).
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Okay I know how to use the programme to edit existing scripts but making new scripts just wont work and I've tried a lot already
  #528    
Old August 25th, 2009 (07:03 AM).
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Quote originally posted by Daruxis:
Okay I know how to use the programme to edit existing scripts but making new scripts just wont work and I've tried a lot already
You must be doing something wrong then. D:
  #529    
Old August 29th, 2009 (06:42 PM).
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This just has unused flags and offsets for Firered.I think it should have unused flags and offsets for Ruby to.
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  #530    
Old August 30th, 2009 (05:23 AM).
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Quote originally posted by BryanDX:
This just has unused flags and offsets for Firered.I think it should have unused flags and offsets for Ruby to.
The list is filled with default flags, but as I said (in the "read this" message), it's not exhaustive, it's only filled in as an example - it is there for you to be able to record your usage of flags. As long as you don't use the flags for badges and menu items where you shouldn't, then pretty much every flag is free. I advise you start at 0x200 or 0x500.

It does not, however, have a list of unused offsets - the offsets presented there were of related script. To get an unused offset, you just have to compile a script using dynamic offsets.
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  #531    
Old August 30th, 2009 (12:54 PM).
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Quote originally posted by score_under:
The list is filled with default flags, but as I said (in the "read this" message), it's not exhaustive, it's only filled in as an example - it is there for you to be able to record your usage of flags. As long as you don't use the flags for badges and menu items where you shouldn't, then pretty much every flag is free. I advise you start at 0x200 or 0x500.

It does not, however, have a list of unused offsets - the offsets presented there were of related script. To get an unused offset, you just have to compile a script using dynamic offsets.
Those flags are used by the game.
Many flags around 0x200 and 0x500 are used.
Your best bet would be to use flags starting at 0x1000, since there are NO flags after it that are used in the game.
The truly FREE flags range from 0x1000 to 0x3FFF... that is 12287 free flags, more than enough to accommodate even the largest hacks.
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  #532    
Old August 31st, 2009 (02:04 AM).
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Quote originally posted by 0m3GA ARS3NAL:
Those flags are used by the game.
Many flags around 0x200 and 0x500 are used.
Yes, but most hacks would not include most of the original game (same sprites, towns, and scripts), would they?
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  #533    
Old September 1st, 2009 (02:39 AM).
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Mine says Access is Denied
  #534    
Old September 1st, 2009 (02:42 AM).
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Quote originally posted by score_under:
Yes, but most hacks would not include most of the original game (same sprites, towns, and scripts), would they?
Those flags are used by level scripts, and most people don't bother removing them.
Lots of errors can occur later in game if those flags are tampered with.
Like I said before, just use 0x1000 - 0x3FFF...
that is 12287 flags free, not even the biggest hacks use that many.
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  #535    
Old September 1st, 2009 (08:00 AM).
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I program the *other* ASM.
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Quote originally posted by G Deoxys:
Mine says Access is Denied
Where does it say that - on the download page, when you start, when you compile, ...?
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  #536    
Old September 4th, 2009 (01:01 PM).
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good program i just think the script genorator could use some work it doesntr work to well for me
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  #537    
Old September 5th, 2009 (09:22 AM).
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Quote originally posted by M4CK_M4YN3:
good program i just think the script genorator could use some work it doesntr work to well for me
What is wrong with it? Bear in mind it is meant for Fire Red.
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  #538    
Old September 19th, 2009 (03:31 PM).
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I HAVE AN IDEA! How about somehow making a script generator that lets you make cut scenes easier...Like the cut scene in Shiny Gold (originally from Pokemon G/S/C). I have always wondered how to make a cool cut scene like that..but never was able to do so. I think that making a script generator for that kind of thing would be AWESOME!
but that's just what i think.
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  #539    
Old September 20th, 2009 (03:52 AM).
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Quote originally posted by videoman:
How about somehow making a script generator that lets you make cut scenes easier...
With something like that, I am pretty much clueless as to where to start - the possibilities for the cutscene are pretty much endless!
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  #540    
Old October 7th, 2009 (01:48 PM).
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no no no

tried it, all the scripts I make, they make my game freeze
this is a no-no
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  #541    
Old October 14th, 2009 (07:24 AM).
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Quote originally posted by Skara:
no no no

tried it, all the scripts I make, they make my game freeze
this is a no-no
Which scripts caused this? It's not doing this for anyone else, so you're probably making a mistake somewhere.
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  #542    
Old October 26th, 2009 (08:06 AM).
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This will be very useful to me. BTW I am Shroom45.
  #543    
Old October 26th, 2009 (08:46 AM).
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Emm i dont know if this is a glitch but i made a walking script in ruby and here is what it was:
#org @movinggrunt1
m walk_down walk_down walk_down walk_down walk_down walk_down walk_left walk_left end

But instead he walked left for 6 and down for 2
and followed some advice from the backend of the thread and did what should have worked.But then when he stopped moving the game was still in lock
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  #544    
Old October 26th, 2009 (09:00 AM).
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Quote originally posted by score_under:
With something like that, I am pretty much clueless as to where to start - the possibilities for the cutscene are pretty much endless!
how about a script generator that can generate a earthquake( you chose the level and size of the earthquake)
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  #545    
Old October 26th, 2009 (02:13 PM).
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hm...an idea to add to SG
And an update for mah tut?
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  #546    
Old October 31st, 2009 (09:45 AM).
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I use this nifty piece of software ALL the time, and I would recommend it to anyone making their first Pokemon Hack. It's great!
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  #547    
Old November 18th, 2009 (05:58 PM). Edited November 18th, 2009 by IceGod64.
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I love the program, wouldn't want to use any other, but I'm having a bit of an issue..
Spoiler:
Code:
#dyn 0x740000
#org @MOMCHECKDIALOGUE
lock
faceplayer
checkflag 0x28
if true jump = @MomHaStarter
callstd MSG_NORMAL
msgbox @MOMSPOKENA
release
end

#org @MomHaStarter
lock
faceplayer
msgbox @MOMSPOKENB
release
end

#org @MOMSPOKENA
= Oh, I'm alright dear..\p All kids leave home\nsomeday, after all. Don't forget\nyour things, dear.

#org @MOMSPOKENB
= Wow, what a cute Pokémon!\p You should treat it with\nlove an care.

I try to compile this with the newest version, and, well... The frist part of the script works right, but then, the jump part of the script goes to 0x800000... All the parts apparently compile, but it doesn't reference them like it should. I don't believe it's my fault..

Also, random question.. If I use offsets like I did above(Text pointers), it actually converts them to proper offsets when I compile? For example, if I have one script start with #org @start, and then, I have a different script that has the same text offset, will it still cause problems? I know it's a no-no with Pokéscript.
  #548    
Old November 18th, 2009 (06:53 PM).
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hm....at a glance i would guess you need to remove the "=" sign in the
"if true jump = @MomHaStarter" ?
try that
*edit*
also post the decompiled output as well if you can...
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  #549    
Old November 18th, 2009 (07:19 PM). Edited November 19th, 2009 by IceGod64.
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Okay, I fixed it. I manage to compile my first few functional scripts in Pokémon Emerald. Sweet.

However, the movement code I said doesn't work.. That's a side effect of no R/S proper support that I can find... I'd really prefer it over R/S or FR/LG..
  #550    
Old November 20th, 2009 (04:31 PM).
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What script are you using for movement?
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