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  #551    
Old December 5th, 2009, 01:24 PM
IceGod64's Avatar
IceGod64
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Quote:
Originally Posted by score_under View Post
What script are you using for movement?
Don't worry about it now. I just used raw data instead of movement and it works fine now.
  #552    
Old December 6th, 2009, 09:12 AM
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I was just wondering, when is the next release ?
  #553    
Old December 6th, 2009, 01:44 PM
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I program the *other* ASM.
 
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Quote:
Originally Posted by SwordsNKnives View Post
I was just wondering, when is the next release ?
...Unplanned? :p
If people have enough (useful and feasible) ideas to warrant another release, I'll get to work.
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  #554    
Old December 8th, 2009, 08:18 PM
gooblaster
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Thanks for making this!
Its one of the best editing programs yet!
The beginner guide really helps xD

Last edited by gooblaster; December 8th, 2009 at 08:20 PM. Reason: Your double post has been automatically merged.
  #555    
Old December 9th, 2009, 06:23 PM
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i am having a hard time trying to figure out why when i press the open script in am
it says
the system cannot find the file specified
would you know anything on how to fix that?
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  #556    
Old December 9th, 2009, 06:51 PM
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O_o...
okay...i'm going to assume you meant....
I am having a hard time trying to figure out why when i press teh "open script" button in Advance Map, it says "the system cannot find the file specified"
Would you know anything on how to fix that?
First of all
1) Is it Advance Map or PKSV who says that?
2) Is you script editor set to PKSV in A-Map?
3) Are you sure you haven't just moved ur pksv or something?
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  #557    
Old December 9th, 2009, 07:05 PM
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Quote:
Originally Posted by Full Metal View Post
O_o...
okay...i'm going to assume you meant....
I am having a hard time trying to figure out why when i press teh "open script" button in Advance Map, it says "the system cannot find the file specified"
Would you know anything on how to fix that?
First of all
1) Is it Advance Map or PKSV who says that?
2) Is you script editor set to PKSV in A-Map?
3) Are you sure you haven't just moved ur pksv or something?
i just re-downloaded both and used a clean rom on it and it still didn't work, i do believe that is PKSV that is saying that, and A-Map script editor is put to PKSV, it works with XSE though which is wierd
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  #558    
Old December 12th, 2009, 01:10 PM
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score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by DreadWaffle View Post
i just re-downloaded both and used a clean rom on it and it still didn't work, i do believe that is PKSV that is saying that, and A-Map script editor is put to PKSV, it works with XSE though which is wierd
When you choose your script editor, it asks you if you want to separate the filename from the offset with a space or a colon. I chose space, so press "no" on the dialog.

One of the reasons for this is NTFS ADS
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  #559    
Old December 12th, 2009, 02:12 PM
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it doesnt work for me 1st the associate shell thing says error access denied
2nd it won't open any rom i say open and nothin happens
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  #560    
Old December 12th, 2009, 06:19 PM
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Quote:
Originally Posted by score_under View Post
When you choose your script editor, it asks you if you want to separate the filename from the offset with a space or a colon. I chose space, so press "no" on the dialog.

One of the reasons for this is NTFS ADS
thanks, i will try it then
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  #561    
Old December 16th, 2009, 01:11 PM
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The icon files are there, so they're not showing up upon launch of program.
  #562    
Old December 16th, 2009, 01:57 PM
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score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by redozano View Post
The icon files are there, so they're not showing up upon launch of program.
I still haven't gotten around to fixing that; though the workaround is to set your monitor's colour depth to 32-bit.
Edit: Fixed
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Last edited by score_under; December 19th, 2009 at 07:07 AM.
  #563    
Old December 16th, 2009, 02:17 PM
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>____________> stupid graphics card
i'm gettn a new un soooooon, but not nescesarily for christmas
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  #564    
Old December 16th, 2009, 03:11 PM
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It aint workin with Advanced Map
Quote:
Did you see the newest Full metal alchemist Brother Hood Major general Armstrong Is freaking awesome!!!!!
  #565    
Old December 17th, 2009, 02:03 PM
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score_under
I program the *other* ASM.
 
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Quote:
Originally Posted by redozano View Post
It aint workin with Advanced Map
See the post before my last.
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  #566    
Old December 19th, 2009, 10:54 AM
Kaikai
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I thinK THIS thing is messed up! All it did was make the events i made share a same event! And it makes something go to the wrong place! Seriously, fix this up a LOT!

(And do NOT delete this!)
  #567    
Old December 19th, 2009, 12:27 PM
Razer Rage
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I tried running the "AssociateShell" file, but I just get "Access Denied" errors. I know what the problem is, I'm not an admin. -.-

Why is this necessary anyway? AdvanceMap and XSE don't need to be installed like this, you can just run them.

And PKSV seems to work, even though I can't run the .bat file...

Oh well, it looks like I'll just have to stick with XSE.
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  #568    
Old December 19th, 2009, 03:41 PM
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score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 22
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Quote:
Originally Posted by Kaikai View Post
I thinK THIS thing is messed up! All it did was make the events i made share a same event! And it makes something go to the wrong place! Seriously, fix this up a LOT!

(And do NOT delete this!)
1. I don't have power to delete posts here.
2. If there's something wrong with the program, it's best that I know. If I could delete that post and then did delete it, I'd probably forget.
Edit- turns out the problem was caused by having the same "Person Event No." for each sprite. Another small detail to add to my mental list of non-obvious mistakes.

Quote:
Originally Posted by Razer Rage View Post
Why is this necessary anyway? AdvanceMap and XSE don't need to be installed like this, you can just run them.
AdvanceMap and XSE don't try to do this. Associating with the shell is a completely optional task, PKSV works fine without it.
Edit- Actually, I've just remembered AdvanceMap has a context menu extension. Same thing though, optional-but-it-helps type of thing.
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Last edited by score_under; December 19th, 2009 at 04:33 PM.
  #569    
Old December 19th, 2009, 10:46 PM
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Pksv Is the best...DAaaaa
  #570    
Old December 23rd, 2009, 01:00 PM
Razer Rage
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I think I like PKSV more than XSE. The colored code, the expand/collapse option...it's really good.

Of course, it could be better (tabs, command help, better documentation, etc.) like XSE has.
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  #571    
Old January 13th, 2010, 02:58 PM
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SoaY
Pichu lieks gunz.
 
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Hey, I was wondering if someone could help me out here. I think I really messed up on something because when I edited a certain trainer's text, it plays out normally but after the battle I switch over to a nearby sprite. Weird. But kinda cool. XD
This only happens when I directly face the trainer to battle.

Spoiler:


Code:
#org 0x81AA2A9
'-----------------------------------
trainerbattle 0x0 0x106 0x0 0x818410B 0x8184129
special2 LASTRESULT WANT_REMATCH
compare LASTRESULT TRUE
if == jump 0x81AA2D0 ' Equal To
msgbox 0x818413E ' Congrats!\pLet's bat...
callstd MSG_LOCK ' Built-in lock command
end

#org 0x81AA2D0
'-----------------------------------
trainerbattle 0x5 0x106 0x0 0x81C17A9 0x8184129
msgbox 0x818413E ' Congrats!\pLet's bat...
callstd MSG_LOCK ' Built-in lock command
end


#org 0x818410B
= Yay! You're finally here!

#org 0x8184129
= Aww....

#org 0x818413E
= Congrats!\pLet's battle again sometime!

#org 0x81C17A9
= All right!\nLet's play another game!


Also, most of the time when I edit text, some of it becomes replaced by another person's text.

Spoiler:

Code:
#org 0x81AA1EF
'-----------------------------------
trainerbattle 0x0 0xAB 0x0 0x81840A1 0x81840DC
special2 LASTRESULT WANT_REMATCH
compare LASTRESULT TRUE
if == jump 0x81AA216 ' Equal To
msgbox 0x81840EA ' May the road ahead b...
callstd MSG_LOCK ' Built-in lock command
end

#org 0x81AA216
'-----------------------------------
trainerbattle 0x5 0xAB 0x0 0x81C176F 0x81840DC
msgbox 0x81840EA ' May the road ahead b...
callstd MSG_LOCK ' Built-in lock command
end


#org 0x81840A1
= Now it's my turn to do some battling! \nThis won't be easy!

#org 0x81840DC
= You truly are Yay! You're finally here!

#org 0x81840EA
= May the road ahead be a successfuYay! You're finally here!

#org 0x81C176F
= I'm not all that good at battling...


This is how it looks after I compile and everything. I dunno what the freak I'm doing wrong. I think I need to redownload it or something.
BTW, this program's awesome. Even though I have problems understanding it. ;
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  #572    
Old January 14th, 2010, 12:54 PM
score_under's Avatar
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I program the *other* ASM.
 
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No idea about the sprite switching try using MSG_STANDARD or something...

As for the text overwriting, though, try using dynamic offsets - this will relocate the offsets to a different position so that they won't overlap.
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  #573    
Old January 17th, 2010, 10:02 PM
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SoaY
Pichu lieks gunz.
 
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Ah, okay. Thanks. That pretty much worked.
Now, I have another problem. (I'm such a noob. I know.)
I've created a large script that turns out as a large pile of #raws when I open it with AM.
I compiled it and checked if everything belonged in the right place. Seems right.
But again, full script of #raws.

Spoiler:
Code:
#org 0x871A304
lockall
playsound 0x13B 0x0
reappear 0x1
checkgender
compare LASTRESULT BOY
if == call 0x871A305
compare LASTRESULT GIRL
if == call 0x871A307
compare LASTRESULT BOY
if == call 0x871A305 'BOY Talk 2
compare LASTRESULT GIRL
if == call 0x871A307 'GIRL Talk 2
disappear 0x1
releaseall
end

#org 0x871A305 'Boy Trainer
applymovement 0x1 0x871A312 'Boy action 1
pauseevent 0x0
return

#org 0x871A306 'Boy Talk 1
msgbox 0x871A309 'Boy Msg 1
callstd MSG_NOCLOSE
trainerbattle 0x9 0x2E6 0x0 0x871A30A 0x871A30B
call 0x871A316
return

#org 0x871A316 'Boy movement 2
applymovement 0x1 0x871A313 'Boy action 2
setflag 0x1203
return

#org 0x871A317 'Girl movement 2
applymovement 0x1 0x871A315 'Girl action
setflag 0x1204
return

#org 0x871A307 'Girl Trainer
applymovement 0x1 0x871A314 'girl action 1
pauseevent 0x0
call 0x871A308 'Girl Talk 2
return

#org 0x871A308 'Girl Talk 2
msgbox 0x871A30C 'Girl Msg 2
callstd MSG_NOCLOSE
trainerbattle 0x9 0x2DE 0x0 0x871A30D 0x871A3E
return


#org 0x871A309 'Boy Trainer
= And lookie who I found.\p Heh. What'd you think?\pPerfect match huh?\pOh, you think so too?\pWell, in that case[.]\pI'll just\nbe taking over your life now!

#org 0x871A30A 'Boy Wins
= Ah ha ha! I really am worthy\nof taking the name \v\h01!!

#org 0x871A30B 'Boy Loses
= What?! How could I lose to a loser like you?!

#org 0x871A30C 'Girl Trainer
= Oh, hi there! Finally we meet face to face!\p So[.]\pHow do I look?\pExact copy, right? Of course, there can only be one \v\h01[.]

#org 0x871A30D 'Girl Wins
= Yay! I really did it!\pNothing to it! Hee hee!

#org 0x871A30E 'Girl Loses
= Awww!! My Pok\emon!

#org 0x871A30F 'Boy talks 2
= Welp.\pEither way, I'm gonna go and take\nyour place in the Pokemon League. See ya! Eh heh!

#org 0x871A311 'Girl Talks 2
= That was fun and all but now\nI gotta go and pretend to be\p you for a while! Catch ya later!

#org 0x871A312 'Boy action 1
m walk_up walk_up walk_up walk_up walk_up say_? jump_up say_!! end

#org 0x871A313 ' Boy action 2
m walk_right walk_up walk_up walk_up walk_up end

#org 0x871A314 'Girl action 1
m walk_up walk_up walk_up walk_up walk_up say_? jump_up say_!! end

#org 0x871A315 ' Girl action 2
m walk_right walk_up walk_up walk_up walk_up end


Please tell me it's something small. :\ As in like, I should put the offsets somewhere else. I spent like an hour or two on this (because I'm still learning). I mean, I have a backup in case, but it just frustrates me that it all pretty much goes to waste.
  #574    
Old January 18th, 2010, 08:46 AM
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Full Metal
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um...i don't see anything immediately obvious, try using dynamics again (you should probably make that a habbit btw)
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  #575    
Old January 18th, 2010, 09:07 AM
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sǝɯɐɾ
 
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Quote:
Originally Posted by Full Metal View Post
um...i don't see anything immediately obvious
Oh boy, I think you need eyeglasses.
Look at the offsets he used to compile his script. Does that look right to you?
SoaY, every 'org' would, once decompiled, only give the first byte of every org, followed by the last string. But since the decompiler doesn't know it's a string, you'll only get to see that string as raw hexadecimal data too.
As Full Metal said:
Quote:
Originally Posted by Full Metal
try using dynamics again (you should probably make that a habbit btw)
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