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  #76    
Old August 15th, 2008, 03:29 PM
Bishopk's Avatar
Bishopk
meow :)
 
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It's okay, I five'd it for ya :D
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  #77    
Old August 15th, 2008, 03:57 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Location: Hertfordshire, England
Age: 21
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Quote:
Originally Posted by Bishopk View Post
It's okay, I five'd it for ya :D
(Current thread ratings [averages]: 5 [5], 1 [3], 5 [4]).
Thanks... I take it that means you like the program ?
Spoiler:
To tell the sincere truth, I use XSE as well, but only for testing.
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  #78    
Old August 15th, 2008, 05:46 PM
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pokenar
Lunatic Red Eyes
 
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Age: 19
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well this is a question and recomandation how do i make wild pokemon scripts on this and you might want to add that to the auto script generator
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  #79    
Old August 16th, 2008, 07:56 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
I already have - it's under the name "Battle Pokémon".
It generates a fully-fledged (with all usual features, "Pokémon fled" message in a standard offset, etc) FireRed wild battle script. The item ID, in case you aren't sure, is the item it holds (e.g. SACREDASH)
If you don't have version 1.4.9 (check the "about" screen) then re-download, as so many bugs have been fixed and upgrades have been done since previous versions.
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Last edited by score_under; August 16th, 2008 at 08:01 AM.
  #80    
Old August 17th, 2008, 03:07 AM
*Shiny Umbreon*'s Avatar
*Shiny Umbreon*
is not the former mod
 
Join Date: Jul 2008
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um hate to ask but... how much is it in download???
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  #81    
Old August 17th, 2008, 12:02 PM
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score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Quote:
Originally Posted by *Shiny Umbreon* View Post
um hate to ask but... how much is it in download???
If you go to the "Browse all files" link, then you can have a look at the size for each version.
The pkg (package) file, containing everything a normal end user needs, is 237.7 KB. (Less than 1/64 of the size of your Fire Red ROM.)
The sourcecode file, containing everything in the package file but with accompanying source code (except for the backend source code, an old version is on the site but if you PM me I can give you an intermediary version). The size of the source code package, which I doubt anyone wants seeing as C programmers are rare nowadays (except in Linux communities), is 304.5 KB at the moment, just over 1/64 of the size of your Fire Red ROM.

[If you're curious, 1/64 of the size of a Fire Red or Ruby ROM is 256 KB.]

In other words, if you can fit a GBA ROM on your computer, you can fit this software on many, many times.
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  #82    
Old August 20th, 2008, 11:05 PM
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Rexhunter99
C/C++ Programmer
 
Join Date: Dec 2006
Location: Atla
Age: 23
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Nature: Quirky
Wow handy!
Much better than using a notepad interface.
  #83    
Old August 21st, 2008, 08:19 PM
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hoyboy
The Eevee trainer
 
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Very good program although I have difficulty using it sometimes its one of the best programs I've used
  #84    
Old August 22nd, 2008, 02:42 PM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
Hi, I've got the 1.5.0 version up & ready!
Download <-- Clicky!
Mirror

Features:
  • Now you can run the tools dialog AND the decompile dialog at the same time, WHILE STILL editing text Neat, eh?
  • Added much-needed tooltips to toolbar. That was hell to implement.
  • Identifies, decompiles and recompiles... Pokémon Gold, Silver and Prism!! (not tried crystal, but Prism has a silly lockout-code which I just added to PKSV. Thanks Cooley, for the idea, the resources, and the motivation!)
  • Can convert offsets to pointers and back (thanks Blazichu!), meaning you won't have to switch to Scizz's A-Point every few seconds!
  • Has G/S/C autocomplete registry (except from pokeinc, I do NOT want to have to update that autocomplete set, it would take hours!)
  • Only hybrid G/S/C/R/S/E/FR/LG script editor out there, ever!
    And...
  • It's open source! Feel free to grab the source code (link)!

[If you're wondering where the decompiler/recompiler source is, grab the source to the non-GUI package instead]

Remember, any glitches should be PM'd directly to me so I can track 'em down and iron 'em out.
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Last edited by score_under; August 22nd, 2008 at 02:49 PM.
  #85    
Old August 22nd, 2008, 04:27 PM
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Tyrantrum
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I'm very confused how to use it. :\
I looked at the tut, but it's hard to understand. :\
Help?
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  #86    
Old August 22nd, 2008, 08:54 PM
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Full Metal
C(++) Developer.
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this might sound stupid but eh why is it v1.4.9 and v1.5 etc.y not v1 v2 v3 and so on?
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  #87    
Old August 23rd, 2008, 04:41 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
Join Date: Aug 2005
Location: Hertfordshire, England
Age: 21
Nature: Rash
@ JJJ: I use minor and major versions to show people how important an update is. If I update the major version (the first number), that usually means something to totally change the program (i.e. a re-write) has occurred. The second number, the minor version, is to show whenever I update something important. The last number is used for bugfixes and tiny features.

@ Wind: I'm thinking of writing a tutorial for the scripting commands, entirely in XHTML.
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  #88    
Old August 23rd, 2008, 05:14 AM
thethethethe
Gym Leader
 
Join Date: Jun 2007
Location: Melbourne, Australia
Gender: Male
I haven't really posted here. But I've been looking at all the little differences I can see between this, XSE and Pokescript lately. And I've found that Pokescript is the one I like the most, but only because I'm able to edit the 'command database' so that I can rename commands so that they're much easier for me to remember. That feature is missing from these new tools.
Well, what I'm saying is if you can, is it possible to add that possiblity? It would help people like me and others who are stuck in their ways, to make the change over to a more reliable tool.
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  #89    
Old August 23rd, 2008, 10:12 PM
Penumbra's Avatar
Penumbra
Do you enjoy reading this?
 
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Uh, okay sorry if i'm a total nub. but, when I save, it doesn't.. well, save. I Take a new script, attempt to edit it, close and save it, re-open, it's back to the old script.

My friend said you have to compile it or whatever, so I did and it says
"Opened file.
Premature end to #DEFINE!"

but it still doesn't save...
Could anyone help? Thanks
  #90    
Old August 24th, 2008, 01:15 PM
Zennerick's Avatar
Zennerick
The Researcher
 
Join Date: Jun 2007
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Quote:
Uh, okay sorry if i'm a total nub. but, when I save, it doesn't.. well, save. I Take a new script, attempt to edit it, close and save it, re-open, it's back to the old script.

My friend said you have to compile it or whatever, so I did and it says
"Opened file.
Premature end to #DEFINE!"

but it still doesn't save...
Could anyone help? Thanks
Yeah. Samething with me... I have no idea what to do.
  #91    
Old August 24th, 2008, 02:25 PM
Champio30's Avatar
Champio30
Pokemon: Team Alpha's Revenge
 
Join Date: Aug 2008
Same thing happens to me.

What i do, is use a script thats already in use, edit that, compile, put it where i want to put it, and it works!
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  #92    
Old August 24th, 2008, 02:43 PM
Punkinfatty
Beginning Trainer
 
Join Date: Aug 2008
Quote:
Originally Posted by Awakening View Post
Uh, okay sorry if i'm a total nub. but, when I save, it doesn't.. well, save. I Take a new script, attempt to edit it, close and save it, re-open, it's back to the old script.

My friend said you have to compile it or whatever, so I did and it says
"Opened file.
Premature end to #DEFINE!"

but it still doesn't save...
Could anyone help? Thanks
Having the same problem with latest version. Any fixes?
  #93    
Old August 24th, 2008, 03:24 PM
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 thethethethe View Post
I haven't really posted here. But I've been looking at all the little differences I can see between this, XSE and Pokescript lately. And I've found that Pokescript is the one I like the most, but only because I'm able to edit the 'command database' so that I can rename commands so that they're much easier for me to remember. That feature is missing from these new tools.
Well, what I'm saying is if you can, is it possible to add that possiblity? It would help people like me and others who are stuck in their ways, to make the change over to a more reliable tool.
If you download the backend source code (PKSV w/o GUI) then look in "pokedef.h" or "golddef.h", and "recompiler.h" and "decompiler.h", you will find all the commands and all related code.
EDIT:
Autocomplete listing is in the pksvui.c of the frontend source code.

As for the premature end to #define... What a way to start V1.5.0, eh?
Update for that coming in a few minutes

Update has come.
If you cannot get the update and are stuck with version 1.5.0, go into PokeInc.txt and do a find/replace:
Find: CH'D
Replace: CHD
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Last edited by score_under; August 28th, 2008 at 07:04 AM.
  #94    
Old August 25th, 2008, 06:28 PM
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hackergkenzz
Beginning Trainer
 
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Location: Mass, USA
Age: 20
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is there a tut on this????

nvm i didnt see the auto script
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Last edited by hackergkenzz; August 25th, 2008 at 06:49 PM. Reason: Your double post has been automatically merged.
  #95    
Old August 25th, 2008, 07:02 PM
bobby681
Beginning Trainer
 
Join Date: Jul 2007
Nature: Adamant
Hey, I'm trying to decompile a Pokemon Gold script and I can't find the 'event bank' for scripts anywhere. Is there something I'm missing?
  #96    
Old August 25th, 2008, 07:14 PM
Innocence's Avatar
Innocence
PC Lurker: I'm watching you...
 
Join Date: Aug 2004
Location: Queensland, Australia. What are you, a stalker?
Age: 19
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Score_under
Prism has a silly lockout-code which I just added to PKSV.
A little too evil perhaps?

Don't mind me, an excellent new feature to your editor, and the others, I suppose...I still haven't read the other features, XD
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  #97    
Old August 26th, 2008, 08:44 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 bobby681 View Post
Hey, I'm trying to decompile a Pokemon Gold script and I can't find the 'event bank' for scripts anywhere. Is there something I'm missing?
If you double-click the map's name in Gold Map, then you can find the "Event data offset".
There will be a pointer, then a number in brackets. The part of the number before the colon is what you want.
Quote:
Originally Posted by Innocence View Post
A little too evil perhaps?

Don't mind me, an excellent new feature to your editor, and the others, I suppose...I still haven't read the other features, XD
Too evil? No such thing! Ganon is a great example of this!
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  #98    
Old August 26th, 2008, 02:59 PM
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Melash
Back for now.
 
Join Date: May 2008
Location: Idaho
Age: 20
Gender: Male
Nature: Relaxed
Woah...this is definately going to help me out! I haven't tried it yet, though!
  #99    
Old August 26th, 2008, 04:48 PM
hoyboy's Avatar
hoyboy
The Eevee trainer
 
Join Date: Jul 2008
Location: With my Eevees out in the wild
Gender:
Nature: Adamant
Ok I'm working on a ruby ROM converting it to my own game and for some reason I am having trouble. How do I add new scripts to the game
  #100    
Old August 27th, 2008, 08:13 AM
Champio30's Avatar
Champio30
Pokemon: Team Alpha's Revenge
 
Join Date: Aug 2008
hmm... sorry to be a random noob.

but you think in your next version, you can post a trainerscriptgen??
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