The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > Creative Discussions > Emulation & ROM Hacking > Toolbox
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices

Toolbox Various tools to help you develop your hacks can be found here.
New threads in this forum are to be approved by a moderator before they are displayed.


Closed Thread
Click here to go to the first staff post in this thread.  
Thread Tools
  #576    
Old January 18th, 2010, 09:24 AM
Full Metal's Avatar
Full Metal
C(++) Developer.
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: In my mind.
Age: 18
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to Full Metal
Quote:
Originally Posted by Iacobus View Post
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:
Also like i said, nothing immediately noticeable .
Sorry for not observing numbers like a good nerd who has nothing to do.
__________________

★ full metal.

I like to push it,
and push it,
until my luck is over.
  #577    
Old January 18th, 2010, 09:40 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by Full Metal View Post
Sorry for not observing numbers like a good nerd who has nothing to do.
Oh come now, GTK doesn't count as "something to do"

Anyway, for future reference, you find sizes once you've compiled:
Code:
#ORG: data
   -> 0x71A304 (0x3A bytes)
   -> 0x71A305 (0xB bytes)
   -> 0x71A306 (0x1C bytes)
   -> 0x71A316 (0xB bytes)
   -> 0x71A317 (0xB bytes)
   -> 0x71A307 (0x10 bytes)
   -> 0x71A308 (0x17 bytes)
   -> 0x71A309 (0x95 bytes)
   -> 0x71A30A (0x35 bytes)
   -> 0x71A30B (0x2E bytes)
   -> 0x71A30C (0x78 bytes)
   -> 0x71A30D (0x2E bytes)
   -> 0x71A30E (0x13 bytes)
   -> 0x71A30F (0x5A bytes)
   -> 0x71A311 (0x5C bytes)
   -> 0x71A312 (0x9 bytes)
   -> 0x71A313 (0x6 bytes)
   -> 0x71A314 (0x9 bytes)
   -> 0x71A315 (0x6 bytes)
I should implement a mechanism to detect overlapping offsets.

EDIT:
Not uploaded this, but:
Code:
WARNING! Offset 0x71A304 overlaps offset 0x71A305!
WARNING! Offset 0x71A304 overlaps offset 0x71A306!
WARNING! Offset 0x71A304 overlaps offset 0x71A316!
WARNING! Offset 0x71A304 overlaps offset 0x71A317!
WARNING! Offset 0x71A304 overlaps offset 0x71A307!
WARNING! Offset 0x71A304 overlaps offset 0x71A308!
WARNING! Offset 0x71A304 overlaps offset 0x71A309!
WARNING! Offset 0x71A304 overlaps offset 0x71A30A!
WARNING! Offset 0x71A304 overlaps offset 0x71A30B!
WARNING! Offset 0x71A304 overlaps offset 0x71A30C!
WARNING! Offset 0x71A304 overlaps offset 0x71A30D!
WARNING! Offset 0x71A304 overlaps offset 0x71A30E!
WARNING! Offset 0x71A304 overlaps offset 0x71A30F!
WARNING! Offset 0x71A304 overlaps offset 0x71A311!
WARNING! Offset 0x71A304 overlaps offset 0x71A312!
WARNING! Offset 0x71A304 overlaps offset 0x71A313!
WARNING! Offset 0x71A304 overlaps offset 0x71A314!
WARNING! Offset 0x71A304 overlaps offset 0x71A315!
WARNING! Offset 0x71A305 overlaps offset 0x71A306!
WARNING! Offset 0x71A305 overlaps offset 0x71A307!
WARNING! Offset 0x71A305 overlaps offset 0x71A308!
WARNING! Offset 0x71A305 overlaps offset 0x71A309!
WARNING! Offset 0x71A305 overlaps offset 0x71A30A!
WARNING! Offset 0x71A305 overlaps offset 0x71A30B!
WARNING! Offset 0x71A305 overlaps offset 0x71A30C!
WARNING! Offset 0x71A305 overlaps offset 0x71A30D!
WARNING! Offset 0x71A305 overlaps offset 0x71A30E!
WARNING! Offset 0x71A305 overlaps offset 0x71A30F!
WARNING! Offset 0x71A306 overlaps offset 0x71A316!
WARNING! Offset 0x71A306 overlaps offset 0x71A317!
WARNING! Offset 0x71A306 overlaps offset 0x71A307!
WARNING! Offset 0x71A306 overlaps offset 0x71A308!
WARNING! Offset 0x71A306 overlaps offset 0x71A309!
WARNING! Offset 0x71A306 overlaps offset 0x71A30A!
WARNING! Offset 0x71A306 overlaps offset 0x71A30B!
WARNING! Offset 0x71A306 overlaps offset 0x71A30C!
WARNING! Offset 0x71A306 overlaps offset 0x71A30D!
WARNING! Offset 0x71A306 overlaps offset 0x71A30E!
WARNING! Offset 0x71A306 overlaps offset 0x71A30F!
WARNING! Offset 0x71A306 overlaps offset 0x71A311!
WARNING! Offset 0x71A306 overlaps offset 0x71A312!
WARNING! Offset 0x71A306 overlaps offset 0x71A313!
WARNING! Offset 0x71A306 overlaps offset 0x71A314!
WARNING! Offset 0x71A306 overlaps offset 0x71A315!
WARNING! Offset 0x71A316 overlaps offset 0x71A317!
WARNING! Offset 0x71A307 overlaps offset 0x71A308!
WARNING! Offset 0x71A307 overlaps offset 0x71A309!
WARNING! Offset 0x71A307 overlaps offset 0x71A30A!
WARNING! Offset 0x71A307 overlaps offset 0x71A30B!
WARNING! Offset 0x71A307 overlaps offset 0x71A30C!
WARNING! Offset 0x71A307 overlaps offset 0x71A30D!
WARNING! Offset 0x71A307 overlaps offset 0x71A30E!
WARNING! Offset 0x71A307 overlaps offset 0x71A30F!
WARNING! Offset 0x71A307 overlaps offset 0x71A311!
WARNING! Offset 0x71A307 overlaps offset 0x71A312!
WARNING! Offset 0x71A307 overlaps offset 0x71A313!
WARNING! Offset 0x71A307 overlaps offset 0x71A314!
WARNING! Offset 0x71A307 overlaps offset 0x71A315!
WARNING! Offset 0x71A308 overlaps offset 0x71A309!
WARNING! Offset 0x71A308 overlaps offset 0x71A30A!
WARNING! Offset 0x71A308 overlaps offset 0x71A30B!
WARNING! Offset 0x71A308 overlaps offset 0x71A30C!
WARNING! Offset 0x71A308 overlaps offset 0x71A30D!
WARNING! Offset 0x71A308 overlaps offset 0x71A30E!
WARNING! Offset 0x71A308 overlaps offset 0x71A30F!
WARNING! Offset 0x71A308 overlaps offset 0x71A311!
WARNING! Offset 0x71A308 overlaps offset 0x71A312!
WARNING! Offset 0x71A308 overlaps offset 0x71A313!
WARNING! Offset 0x71A308 overlaps offset 0x71A314!
WARNING! Offset 0x71A308 overlaps offset 0x71A315!
WARNING! Offset 0x71A309 overlaps offset 0x71A30A!
WARNING! Offset 0x71A309 overlaps offset 0x71A30B!
WARNING! Offset 0x71A309 overlaps offset 0x71A30C!
WARNING! Offset 0x71A309 overlaps offset 0x71A30D!
WARNING! Offset 0x71A309 overlaps offset 0x71A30E!
WARNING! Offset 0x71A309 overlaps offset 0x71A30F!
WARNING! Offset 0x71A309 overlaps offset 0x71A311!
WARNING! Offset 0x71A309 overlaps offset 0x71A312!
WARNING! Offset 0x71A309 overlaps offset 0x71A313!
WARNING! Offset 0x71A309 overlaps offset 0x71A314!
WARNING! Offset 0x71A309 overlaps offset 0x71A315!
WARNING! Offset 0x71A30A overlaps offset 0x71A30B!
WARNING! Offset 0x71A30A overlaps offset 0x71A30C!
WARNING! Offset 0x71A30A overlaps offset 0x71A30D!
WARNING! Offset 0x71A30A overlaps offset 0x71A30E!
WARNING! Offset 0x71A30A overlaps offset 0x71A30F!
WARNING! Offset 0x71A30A overlaps offset 0x71A311!
WARNING! Offset 0x71A30A overlaps offset 0x71A312!
WARNING! Offset 0x71A30A overlaps offset 0x71A313!
WARNING! Offset 0x71A30A overlaps offset 0x71A314!
WARNING! Offset 0x71A30A overlaps offset 0x71A315!
WARNING! Offset 0x71A30B overlaps offset 0x71A30C!
WARNING! Offset 0x71A30B overlaps offset 0x71A30D!
WARNING! Offset 0x71A30B overlaps offset 0x71A30E!
WARNING! Offset 0x71A30B overlaps offset 0x71A30F!
WARNING! Offset 0x71A30B overlaps offset 0x71A311!
WARNING! Offset 0x71A30B overlaps offset 0x71A312!
WARNING! Offset 0x71A30B overlaps offset 0x71A313!
WARNING! Offset 0x71A30B overlaps offset 0x71A314!
WARNING! Offset 0x71A30B overlaps offset 0x71A315!
WARNING! Offset 0x71A30C overlaps offset 0x71A30D!
WARNING! Offset 0x71A30C overlaps offset 0x71A30E!
WARNING! Offset 0x71A30C overlaps offset 0x71A30F!
WARNING! Offset 0x71A30C overlaps offset 0x71A311!
WARNING! Offset 0x71A30C overlaps offset 0x71A312!
WARNING! Offset 0x71A30C overlaps offset 0x71A313!
WARNING! Offset 0x71A30C overlaps offset 0x71A314!
WARNING! Offset 0x71A30C overlaps offset 0x71A315!
WARNING! Offset 0x71A30D overlaps offset 0x71A30E!
WARNING! Offset 0x71A30D overlaps offset 0x71A30F!
WARNING! Offset 0x71A30D overlaps offset 0x71A311!
WARNING! Offset 0x71A30D overlaps offset 0x71A312!
WARNING! Offset 0x71A30D overlaps offset 0x71A313!
WARNING! Offset 0x71A30D overlaps offset 0x71A314!
WARNING! Offset 0x71A30D overlaps offset 0x71A315!
WARNING! Offset 0x71A30E overlaps offset 0x71A30F!
WARNING! Offset 0x71A30E overlaps offset 0x71A311!
WARNING! Offset 0x71A30E overlaps offset 0x71A312!
WARNING! Offset 0x71A30E overlaps offset 0x71A313!
WARNING! Offset 0x71A30E overlaps offset 0x71A314!
WARNING! Offset 0x71A30E overlaps offset 0x71A315!
WARNING! Offset 0x71A30F overlaps offset 0x71A311!
WARNING! Offset 0x71A30F overlaps offset 0x71A312!
WARNING! Offset 0x71A30F overlaps offset 0x71A313!
WARNING! Offset 0x71A30F overlaps offset 0x71A314!
WARNING! Offset 0x71A30F overlaps offset 0x71A315!
WARNING! Offset 0x71A311 overlaps offset 0x71A312!
WARNING! Offset 0x71A311 overlaps offset 0x71A313!
WARNING! Offset 0x71A311 overlaps offset 0x71A314!
WARNING! Offset 0x71A311 overlaps offset 0x71A315!
WARNING! Offset 0x71A312 overlaps offset 0x71A313!
WARNING! Offset 0x71A312 overlaps offset 0x71A314!
WARNING! Offset 0x71A312 overlaps offset 0x71A315!
WARNING! Offset 0x71A313 overlaps offset 0x71A314!
WARNING! Offset 0x71A313 overlaps offset 0x71A315!
WARNING! Offset 0x71A314 overlaps offset 0x71A315!
__________________
Plz not to PM me, I don't come here often enough. Email if you need me

Last edited by score_under; January 18th, 2010 at 10:48 AM.
  #578    
Old January 18th, 2010, 10:38 AM
Full Metal's Avatar
Full Metal
C(++) Developer.
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: In my mind.
Age: 18
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to Full Metal
xD i was eating lunch at the time but yea... i know >.> stupid linker.
So...will it be able to auto-adjust the overlapping offsets?
__________________

★ full metal.

I like to push it,
and push it,
until my luck is over.
  #579    
Old January 18th, 2010, 11:01 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by Full Metal View Post
xD i was eating lunch at the time but yea... i know >.> stupid linker.
So...will it be able to auto-adjust the overlapping offsets?
That'd be going a little far If the offsets are specified manually, I'd leave them there. I suppose I could set the program to decompile in dynamic mode by default, though.
__________________
Plz not to PM me, I don't come here often enough. Email if you need me
  #580    
Old January 18th, 2010, 05:26 PM
SoaY's Avatar
SoaY
Pichu lieks gunz.
 
Join Date: Jan 2010
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Iacobus View Post
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:
Nup. Still came out as raws. Then when I compiled it all, PKSV stopped working.

Edit: Actually I screwed up how I put the dynamic. Pretty much why PKSV stopped working. XD
Yet, it still comes out as raws when I open it up with AM.

Edit 2: I finally saw what I did wrong. I put the offset in AM wrong. XD
But now it comes out as a bunch of...random things. ._.
__________________
<a href=http://fc07.deviantart.net/fs70/f/2009/362/1/2/Rock_Band_com_Userbar_by_ZSoaYZ.png target=_blank>www.rockband.com/users/RB2SoaY</a>

Last edited by SoaY; January 18th, 2010 at 06:19 PM. Reason: Is a reason really necessary?
  #581    
Old January 18th, 2010, 06:18 PM
558122_DG's Avatar
558122_DG
Learning how to make mistakes
 
Join Date: Nov 2009
Gender: Male
hold, on so now i got myself a question. Does applymovement CAMERA

replace :

special 0x113 &special 0x114?




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!)


just what i would expect from a noob. I've been using PKSVUI and hell it's better than most programs out there. It even comes with a script gen. If you learn HOW TO insert scripts then you would know. first off, don't mess with person event #'s in A-map cause then it tens to overlap and you tend to sqrew up T_T
__________________
This signature has been disabled.
Spoilers are forbidden in signatures
Please review and fix the issues by reading the signature rules.

You must edit it to meet the limits set by the rules before you may remove the [sig-reason] code from your signature. Removing this tag will re-enable it.

Do not remove the tag until you fix the issues in your signature. You may be infracted for removing this tag if you do not fix the specified issues. Do not use this tag for decoration purposes.

Last edited by 558122_DG; January 18th, 2010 at 06:24 PM. Reason: Your double post has been automatically merged.
  #582    
Old January 18th, 2010, 06:56 PM
Full Metal's Avatar
Full Metal
C(++) Developer.
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: In my mind.
Age: 18
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to Full Metal
Quote:
Originally Posted by 558122_DG View Post
hold, on so now i got myself a question. Does applymovement CAMERA

replace :

special 0x113 &special 0x114?
Nope, PKSV and XSE do the same thing, only different ways (sort of, different ways as in syntax) and the CAMERA is just an alias used to applymovement to whatever persond id the camera has.
__________________

★ full metal.

I like to push it,
and push it,
until my luck is over.
  #583    
Old January 18th, 2010, 10:15 PM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: Superjail Penitentiary
Age: 21
Gender: Male
Nature: Gentle
Quote:
Originally Posted by 558122_DG View Post
hold, on so now i got myself a question. Does applymovement CAMERA

replace :

special 0x113 &special 0x114?
Nope, applymovement CAMERA
is the same as
applymovement 0x7E

You still need special 0x113 and special 0x114 t ouse it, same as both XSE and PKSV, PokeScript, and even ScriptEd.

All of the scripting programs do the same thing, the difference is which ones actually have the capabilities of keywords like special, random, and any other command.
Older script programs require typing them in using RAWs, it is the same exact thing, just makes it easier to read.

For instance...
#raw 0x25
#raw 0x01
#raw 0x14

is the SAME EXACT THING as

special 0x114, but special 0x114 is easier to read indeed, is it not?
__________________
>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
Sex: Male ♂
Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
╠══End of File══╣
Awaiting user input...

>
  #584    
Old January 19th, 2010, 09:07 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by 0m3GA ARS3NAL View Post
For instance...
#raw 0x25
#raw 0x01
#raw 0x14

is the SAME EXACT THING as

special 0x114, but special 0x114 is easier to read indeed, is it not?
As is:
Code:
special CAMERA_START
' ...
special CAMERA_END
But I admit I don't document these well :p
I might bundle a text file or something with the EXE...
__________________
Plz not to PM me, I don't come here often enough. Email if you need me
  #585    
Old January 21st, 2010, 06:24 PM
558122_DG's Avatar
558122_DG
Learning how to make mistakes
 
Join Date: Nov 2009
Gender: Male
ok in other words it goes like this:

Applymovement 0x7F == Applymovement CAMERA

Special 0x113 == Special CAMERA_START

Special 0x114 == Special CAMERA_END





and then what if i wanted to change the tile though a level script

For ex:

Earthquake occurs one of the cave wall tile gets replaced with entrance tile/warp tile.

i'm not sure of the commands (yes i know earthquake script...i'm not a total n00b)
__________________
This signature has been disabled.
Spoilers are forbidden in signatures
Please review and fix the issues by reading the signature rules.

You must edit it to meet the limits set by the rules before you may remove the [sig-reason] code from your signature. Removing this tag will re-enable it.

Do not remove the tag until you fix the issues in your signature. You may be infracted for removing this tag if you do not fix the specified issues. Do not use this tag for decoration purposes.
  #586    
Old January 22nd, 2010, 08:26 PM
Computers201
Beginning Trainer
 
Join Date: Jan 2010
Gender: Male
Here's my code (I used the script generator to create an event for someone giving you a Squirtle):
#dyn 0x740000
#org @start
lock
checkflag 0x200
if 0x1 jump :end
setflag FR_POKEMON
countpokemon
compare LASTRESULT 6
if == jump @noroom
addpokemon SQUIRTLE 0x5 NONE 0 0 0
setflag 0x200
storepokemon 0 SQUIRTLE
message @get-msg
fanfare 0x101
showmsg
waitfanfare
waitbutton
:end
release
end

#org @noroom
msgbox @noroom-msg
callstd MSG_NOCLOSE
release
end

#org @noroom-msg
= You don't have enough room in your party.

#org @get-msg
= You got a \v\h02!


...but when I test it out, it ends up giving me a potion? Can someone tell me where I went wrong?
  #587    
Old January 22nd, 2010, 08:56 PM
Full Metal's Avatar
Full Metal
C(++) Developer.
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: In my mind.
Age: 18
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to Full Metal
1) try just using another 0 instead of NONE (idk, that might be the right syntax, i just usually use 0)
2) try removing storepokemon
__________________

★ full metal.

I like to push it,
and push it,
until my luck is over.
  #588    
Old January 22nd, 2010, 09:11 PM
Computers201
Beginning Trainer
 
Join Date: Jan 2010
Gender: Male
I did both of what you suggested Full Metal, but it didn't work. When I press A at the poke-ball (that's the pic I chose to run the event), and it still gives me the script that would happen if you picked up a potion from the ground....Any other suggestions?
  #589    
Old January 23rd, 2010, 03:42 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by Computers201 View Post
I did both of what you suggested Full Metal, but it didn't work. When I press A at the poke-ball (that's the pic I chose to run the event), and it still gives me the script that would happen if you picked up a potion from the ground....Any other suggestions?
Then it's most likely that the script attached to that poke-ball hasn't been repointed to the correct script.
__________________
Plz not to PM me, I don't come here often enough. Email if you need me
  #590    
Old January 23rd, 2010, 10:24 AM
Computers201
Beginning Trainer
 
Join Date: Jan 2010
Gender: Male
hm....So, should I try a new script then?

Never mind guys, I figured it out. When I set the picture ID to the pokeball in Advanced Map, it automatically set the script to be the same one as another pokeball event in the same map. So, I went through all of the other person events in the map, and found out that Script Slot 1 wasn't being used. So, I used that script, and it worked perfectly!

Last edited by Computers201; January 23rd, 2010 at 10:38 AM. Reason: Your double post has been automatically merged.
  #591    
Old February 19th, 2010, 09:35 AM
PeregrineFig's Avatar
PeregrineFig
Starting Pokémon Obsidian
 
Join Date: Feb 2010
Location: Michigan, USA
Age: 19
Gender: Male
Nature: Hardy
I need some help here. I'm still a newbie at writing scripts, but I ran into a problem when using this program, and am stumped on what I did wrong. I wrote a script to give the player a Pokemon egg, and it appears to be written properly, and compiles normally. However, when I decompile the offset it was stored to, the first #org of the script remains normal, but after that it's a mess of #RAWs and random commands like checking the coincase. This is my script: (the first part is only a jump command because I messed up and needed to erase that textbox, and converting it to a jump was far easier than moving the part 2 commands up)

Spoiler:

#dyn 0x740000
#org @start
lock
jump @getegg

#org @getegg
faceplayer
checkflag 0x200
if 0x1 jump @egg2
msgbox @egg3
callstd MSG_NORMAL
countpokemon
compare LASTRESULT 0x6
if == jump @toomany
giveegg AZURILL
setflag 0x200
textcolor GRAY
fanfare 0x101
msgbox @getegg
showmsg
waitfanfare
waitbutton
faceplayer
textcolor BLUE
msgbox @howsegg
callstd MSG_NORMAL
end

#org @egg2
faceplayer
msgbox @howsegg
callstd MSG_NORMAL
end

#org @toomany
msgbox @toomuch
callstd MSG_NOCLOSE
release
end

#org @howsegg
= I hope you take good care of\nthat EGG!

#org @egg3
= This is an EGG of a rare POK\eMON.\nYou can't find them anywhere nearby.

#org @toomany
= You have 6 POK\eMON, though. Drop off one\nor two and come back here.

#org @getegg
= \v\h01 got an EGG!


And this is what I get if I compile and decompile:

Spoiler:

#org 0x87405B4
'-----------------------------------
lock
jump 0x8740738

#org 0x8740738
'-----------------------------------
#raw 0xFD
nop1 ' #raw 0x1
nop0 ' #raw 0x0
#raw 0xDB
#raw 0xE3
#raw 0xE8
nop0 ' #raw 0x0
#raw 0xD5
#raw 0xE2
nop0 ' #raw 0x0
#raw 0xBF
hidecoins 0xC1 0xAB
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
'Decompiler stopped due to failsafe mechanism (too many #RAW 0xFF commands)
  #592    
Old February 19th, 2010, 05:05 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Did it show any errors on compilation?

Are you decompiling from the offset it gives on compilation?
__________________
Plz not to PM me, I don't come here often enough. Email if you need me
  #593    
Old February 19th, 2010, 05:06 PM
PeregrineFig's Avatar
PeregrineFig
Starting Pokémon Obsidian
 
Join Date: Feb 2010
Location: Michigan, USA
Age: 19
Gender: Male
Nature: Hardy
It showed 0 errors on the compilation log, I did a debug first to make sure, then did a real compilation, same results. I copied the exact offset @start was set to, and got that.
  #594    
Old February 19th, 2010, 07:06 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Ahaha, I see it now... I should have spotted that much earlier - there are 2 offsets named @getegg in your script.
__________________
Plz not to PM me, I don't come here often enough. Email if you need me
  #595    
Old February 19th, 2010, 07:46 PM
PeregrineFig's Avatar
PeregrineFig
Starting Pokémon Obsidian
 
Join Date: Feb 2010
Location: Michigan, USA
Age: 19
Gender: Male
Nature: Hardy
Ahh, I feel so dumb now, I should have seen that earlier too Ah well, thanks for the help, I pray this works now. I swear Pokemon scripting just doesn't like me sometimes >.<

Edit: After numerous changes I got it working All the errors were caused by my own dumb mistakes. I wanted to tell you your program is simply amazing. I tried using Pokescript a long time ago, and never once compiled a working script. With your wondrous program, almost all of mine have worked so far.

Last edited by PeregrineFig; February 19th, 2010 at 07:52 PM.
  #596    
Old February 24th, 2010, 09:46 AM
jamesofice's Avatar
jamesofice
Anyone a fan of Spyro?
 
Join Date: Feb 2010
Location: Moray,Scotland
Gender: Male
Nature: Relaxed
im having trouble with offsets...
i use script generator to make the scripts and when i compile it i shows the number and no errors yet i'll copy and paste the number in a script thingy for a person. when i talk to them they say nothing...
  #597    
Old February 24th, 2010, 10:24 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by jamesofice View Post
im having trouble with offsets...
i use script generator to make the scripts and when i compile it i shows the number and no errors yet i'll copy and paste the number in a script thingy for a person. when i talk to them they say nothing...
Are you copying the offset for the script? If you copy the text offset instead, it won't have any predictable effect.
__________________
Plz not to PM me, I don't come here often enough. Email if you need me
  #598    
Old February 25th, 2010, 01:34 PM
jamesofice's Avatar
jamesofice
Anyone a fan of Spyro?
 
Join Date: Feb 2010
Location: Moray,Scotland
Gender: Male
Nature: Relaxed
yeahh il compile it.. the box pops up saying org start etc..

i t will have a number eg $7044b3 which i copy and paste into the script offset...
  #599    
Old February 26th, 2010, 10:35 AM
Ashman66's Avatar
Ashman66
Beginning Trainer
 
Join Date: Sep 2007
Gender:
hey can some teach me how to use this cause the tutorial won't work on my computer.
  #600    
Old February 26th, 2010, 02:13 PM
PeregrineFig's Avatar
PeregrineFig
Starting Pokémon Obsidian
 
Join Date: Feb 2010
Location: Michigan, USA
Age: 19
Gender: Male
Nature: Hardy
I'm getting decent at writing scripts, but ran into another annoying problem with no obvious issues I can fix. I attempted to make a movement script, a more simplified version of the jumping-off-the-truck level script in Sapphire. This is my script:

Spoiler:

#dyn 0x740000
#org @start
checkflag 0x846
if == jump @end
lockall
applymovement PLAYER @exit
setflag 0x846
releaseall
end

#org @end
releaseall
end

#org @exit
M raw_45 pause4 pause4 pause4 end


And when I compiled and decompiled it, the movement commands were totally ruined:
Spoiler:

#org 0x8740665
'-----------------------------------
checkflag 0x846
if true jump 0x8740679 ' Flag is set
lockall
call 0x874067B
setflag 0x846
releaseall
end

#org 0x8740679
'-----------------------------------
releaseall
end

#org 0x874067B
'-----------------------------------
removeitem 0x1414 65044
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
#raw 0xFF
'Decompiler stopped due to failsafe mechanism (too many #RAW 0xFF commands)


I tried removing the pause4s in the commands, but got the exact same result, so I'm stuck as to what I did wrong. Help would be greatly appreciated

Last edited by PeregrineFig; February 26th, 2010 at 02:22 PM.
Closed Thread
Quick Reply

Sponsored Links


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 10:40 PM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.