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  #176    
Old October 11th, 2008 (12:32 PM).
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score_under score_under is offline
I program the *other* ASM.
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What has changed in the versions?
Bugfixes, Pokémon Gold scripting support, hex<->dec converting tool, Pokémon Gold offset and pointer converting tool, and I can't remember anything else.
Quote:
Have you had time to make a new tutorial?
It still confuses me.
I am in the progress of making it, but it will be very large. I have almost completed the Fire Red command listing, descriptions, and usage, and will then go on to a guide on how to use them in a larger script (where it is best to use, etc).
Quote:
Oh, Thanks for explaining score_under.
Will you release a new version of PKSV anytime soon?
It's a great script compiler.
Btw obedience command is something in the RAM of the rom?
I don't know exactly what you mean there (in the random access memory of the read-only memory?), but setobedience will set the obedience of one pokémon, and checkobedience will check it.
Checkobedience is used, for example, with the person that gives you the TM for either "return" or "frustration" depending on your pokémon's obedience.
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  #178    
Old October 23rd, 2008 (01:30 AM).
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It won't be e-mailed to you! You have to download one of the packages, , from sourceforge!
  #179    
Old October 27th, 2008 (02:14 PM).
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your "tutorial link" freezes my computer >:[
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  #180    
Old October 31st, 2008 (01:45 AM).
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Maybe your browser doesn't have support for viewing PDFs, you could just just right click the link and "save it as", then view it in Acrobat Reader amongst other programs.
  #181    
Old November 7th, 2008 (05:47 AM).
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This is a very cool editor! *salute*
  #182    
Old November 7th, 2008 (06:51 AM).
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I know there is a guide
But my computer has no room for adobe reader to open PDFS.
This tool looks good, but how do I give a character the script I generated using the tool you made.
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  #183    
Old November 7th, 2008 (09:09 AM). Edited November 7th, 2008 by lordtomato.
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in advance map, select the script, and change the offset to the hex value of your main #org

question: When I search for free space, and set my new script to its offset, is it ok to delete all that stuff in it already?
  #184    
Old November 9th, 2008 (11:40 AM). Edited March 31st, 2009 by score_under.
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Quote originally posted by lordtomato:
question: When I search for free space, and set my new script to its offset, is it ok to delete all that stuff in it already?
Since it's tried to find free space, it will have given you a location where no data is being used - so it is safe to delete the files.

Anyone who wants to severely abuse an alpha version of my program which will be compiled in Microsoft Visual Studio 2005 and will have support for #dynamic, please PM me and I'll give you further details.

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  #185    
Old November 9th, 2008 (11:54 AM).
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ill be beta tester cool and wow
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  #186    
Old November 13th, 2008 (11:51 AM).
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I program the *other* ASM.
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Still want beta testers... please?
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  #187    
Old November 14th, 2008 (07:18 PM).
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need some help. umm i just finish like scripting, but where do i save it so the script can be shown in the rom? because im having a trouble when i talk to a person in the game, it still has the original text. so is there like away to save the written script? or something?
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  #188    
Old November 15th, 2008 (09:07 AM).
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Quote originally posted by King Gengar:
is there like away to save the written script? or something?
There are 3 ways to do this.
  1. Press F9
  2. or, go to the ROM Tools menu and press compile
  3. or, click the gear-wheel icon on the toolbar


And yet, I am still in need of beta testers...
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  #189    
Old November 15th, 2008 (08:27 PM).
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Quote originally posted by score_under:
...
And yet, I am still in need of beta testers...
Don't worry Score_under...Beta testers don't come in 1 day, or even one week. They'll come eventually.

I wish I could be one, but I just can't...Damn.
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  #190    
Old November 16th, 2008 (02:59 PM).
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Quote originally posted by cooley:
Don't worry Score_under...Beta testers don't come in 1 day, or even one week. They'll come eventually.
And yet people asking for help, and/or downloading, come daily - it makes no sense.

I'm keeping this beta more or less closed, open only to those who sign up to it because of the expected bugs and instability from grafting on some new multi-platform code (meaning it could be compiled in Linux).
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  #191    
Old November 16th, 2008 (09:43 PM).
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I can beta test for you
i like PKSV
the only thing i don't like is that it doesn't have Dynamic offsets
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  #192    
Old November 17th, 2008 (05:46 AM).
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Uhh... As I recall he said something about getting those to work to me. I dunno, I just told him about how dynamic offsets in CON files were gonna eat his babies.
  #193    
Old November 20th, 2008 (12:05 PM).
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I need some help with the pksvui... the thing is... I don't know anything about scripting.
The auto-script is amazingly wonderful, but lacks some of my favorite elements to use in map-design... obstacles. I can't script cuttable trees and smashable rocks. I also have problems scripting people. Anyways... any help is much appreciated in advance... I have a LONG way to go.

(To Score_Under: I would really love to be a beta tester for you, as I just started my first pokemon hack two days ago. I'm sure I will bounce around every inch of your program before I finish, and it should be a good dummy test for your more automated processes)
  #194    
Old November 21st, 2008 (10:46 AM).
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Quote originally posted by Korronensu:
The auto-script is amazingly wonderful, but lacks some of my favorite elements to use in map-design... obstacles. I can't script cuttable trees and smashable rocks. I also have problems scripting people. Anyways... any help is much appreciated in advance... I have a LONG way to go.
Assuming you're using Fire Red, you can just set the script offset of anything you want to behave like a cuttable tree to 1BDF13. This is better than creating another script because it does not take up any more space in the ROM, and is consistent even if you edit the script (for example, if you don't like the animation).

The smashable rock is at 1BE00C, and a rock you can move only with strength is at 1BE11D.
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  #195    
Old November 21st, 2008 (12:36 PM).
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Quote originally posted by score_under:
Assuming you're using Fire Red, you can just set the script offset of anything you want to behave like a cuttable tree to 1BDF13. This is better than creating another script because it does not take up any more space in the ROM, and is consistent even if you edit the script (for example, if you don't like the animation).

The smashable rock is at 1BE00C, and a rock you can move only with strength is at 1BE11D.
Thanks much! Is there a complete list out there of reuseable offsets like that?
  #196    
Old November 21st, 2008 (01:21 PM).
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Quote originally posted by Korronensu:
Thanks much! Is there a complete list out there of reuseable offsets like that?
No, but it's usually easy to either find them or ask someone else to
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  #197    
Old November 22nd, 2008 (03:24 AM).
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I have a few problems.
1: When i want to insert a new script, it takes very long to open it, then gives a Error message.
Help?
2: When i edit a script that already exists, it doesn't saves it
Help?
  #198    
Old November 22nd, 2008 (10:36 AM). Edited November 22nd, 2008 by score_under.
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I program the *other* ASM.
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Quote originally posted by Mew-Mewwer:
I have a few problems.
1: When i want to insert a new script, it takes very long to open it, then gives a Error message.
Help?
2: When i edit a script that already exists, it doesn't saves it
Help?
You might be decompiling (getting code from ROM and displaying it in the editor) when you should be compiling (getting code from editor and inserting it into the ROM), and vice-versa.

And an old quote...
Quote:
your "tutorial link" freezes my computer >:[
Disable the Adobe Acrobat Reader ActiveX control and install Foxit Reader.
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  #199    
Old November 23rd, 2008 (08:24 AM).
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Thanks for your help. I guess you have to do that by opening pokesvui and insert a free code, and then insert it into the rom?
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  #200    
Old November 23rd, 2008 (11:58 AM).
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Quote originally posted by Mew-Mewwer:
Thanks for your help. I guess you have to do that by opening pokesvui and insert a free code, and then insert it into the rom?
If this is set as the default script editor for AdvanceMap, and you want to edit a script, just open it from advancemap, make the necessary changes, and press F9 to compile it into the ROM.

You can also do this with scripts you have written from scratch.

If you want to decompile without AdvanceMap (unlikely, but hey) press F8 and type the offset you would like to compile. Click the "decompile" button and it should take you to the correct offset.

The 3 text fields and "Convert" button at the bottom of the "Decompile" dialog are used only in Pokemon Gold scripting.
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