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  #101    
Old June 6th, 2008 (06:42 PM).
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Quote:
There are a lot of very in-depth tutorials on ASM. It's just up to you to gain a decent enough understanding to apply it to roms. The Dark Alliance is a good place to learn basic ASM, and more complicated...Most people who know ASM well, apply their knowkledge in diffrent areas so yeh. Also Cheat engine and it's tutorial are a good place to start. Cheat engine is a memory scanner, that uses ASM. (Some AV's scan it as a trojan . The site warns you).
It's just up to you to learn the basics, then apply em in roms. Btw ASM is not reccomended for a first language
he means ASM as per ROM hacking for pokemon.
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  #102    
Old June 6th, 2008 (09:21 PM).
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excuse me but does anyone know how to get wild pokemon sprites to fight you (meaning when you fight Mewtwo you have to talk to the sprite)
  #103    
Old June 6th, 2008 (09:25 PM).
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Quote:
excuse me but does anyone know how to get wild pokemon sprites to fight you (meaning when you fight Mewtwo you have to talk to the sprite)
Reply With Quote
I think you're referring to this:
Quote:
wildbattle 0xSpecies 0xLv 0xItem 0xStyle
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  #104    
Old June 6th, 2008 (09:39 PM).
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Quote originally posted by ZodiacDaGreat:
he means ASM as per ROM hacking for pokemon.
I know that...lol. but how exactly does he plan to hack a rom with ASM if he doesn't know ASM and there are no tuts showing him step by step how to use to hack a pokemon rom?

That would be hard...very hard :/ I was just suggesting that instead of asking for tutorials on how to apply knowledge, he should be looking for tutorials on the basics first. Then once he understands the basics, move on to applying knowledge.

Btw, with scripting, how do you tell how many bytes are needed for a script? Mainly the script I posted before that I'm having problems with :P Where you talk to her and she gives you a pikachu then asks how the pikachu is going...Does each command take up a certain amount of bytes? Or does it vary depending on say how you use the command?
  #105    
Old June 6th, 2008 (09:45 PM).
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hey you try to work on a hack with nobody else to help you
  #106    
Old June 6th, 2008 (09:51 PM).
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Quote:
Btw, with scripting, how do you tell how many bytes are needed for a script? Mainly the script I posted before that I'm having problems with Where you talk to her and she gives you a pikachu then asks how the pikachu is going...Does each command take up a certain amount of bytes? Or does it vary depending on say how you use the command?
Different commands have different parameters, each bit of a parameter takes up a byte, text data also take up bytes - one character per byte.
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  #107    
Old June 7th, 2008 (08:06 AM). Edited June 7th, 2008 by GiantGroudon.
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I took the open source script (credits to cheesePeow) and copied it in XSE, changed the $ into @, but when i want to compile it, it says something like :no dynamic startoffset was chosen (this sentence was translated. I'm using german version) That's the script:

Code:
#org @begin
lock
faceplayer
message @flightchooser
@flightchooser 1 = Hello, welcome to Heartrow Airport.\nYou can choose where you\nare to fly to.\pHere we go.
boxset 6
message @Izuki
@kanto 1 = Would you like to fly to Izuki?
boxset 5
compare LASTRESULT 1
if 1 goto @flytokanto

release
end

#org @flytokanto
message $enjoyflightkanto
@enjoyflightkanto 1 = Enjoy your flight to Izuki!
boxset 6
warp 0x0 0x0
release
end
And i need to know where to input the mapbankExample: 3.10 and warp number 0. if anyone could posta reply, please insert this stuff where it belongs and correct the script if there are any mistakes.
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  #108    
Old June 7th, 2008 (08:16 AM).
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Quote originally posted by GiantGroudon:
I took the open source script (credits to cheesePeow) and copied it in XSE, changed the $ into @, but when i want to compile it, it says something like :no dynamic startoffset was chosen (this sentence was translated. I'm using german version) That's the script:


And i need to know where to input the mapbankExample: 3.10 and warp number 0. if anyone could posta reply, please insert this stuff where it belongs and correct the script if there are any mistakes.
Code:
#dynamic 0x?????? '<----offset you want replaces ??????

#org @begin
lock
faceplayer
message @flightchooser
boxset 6
message @Izuki
boxset 5
compare LASTRESULT 1
if 1 goto @flytokanto
release
end

#org @izuki
= Would you like to fly to Izuki?

#org @flightchooser
= Hello, welcome to Heartrow Airport.\nYou can choose where you\nare to fly to.\pHere we go.

#org @enjoyflightkanto 
= Enjoy your flight to Izuki!

#org @flytokanto
message @enjoyflightkanto
boxset 6
warp 0x3 0x19 0xFF 0x5 0x5   '<------ 1st int means bank, 2 no., 3. seperator, 4 x coord, 5 y, what I have would be route 1 at 5x/5y
release
end
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  #109    
Old June 7th, 2008 (08:25 AM).
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Thanks dude. Now it works.
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  #110    
Old June 7th, 2008 (08:56 AM).
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Quote originally posted by GiantGroudon:
Thanks dude. Now it works.
No problem, if you need command help press F1 in XSE it brings up a popup with all its commands listed so enjoy! I you still need help post here and I will see what I can do about it ;)
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  #111    
Old June 7th, 2008 (08:57 AM).
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How much bytes do I need for this script?
Code:
#dynamic 0x?????? 

#org @begin
lock
faceplayer
message @flightchooser
boxset 6
#define message @Izuki
boxset 5
compare LASTRESULT 1
if 1 goto @flytokanto
release
end

#org @izuki
= Would you like to fly to Izuki?

#org @flightchooser
= Hello, welcome to Heartrow Airport.\nYou can choose where you\nare to fly to.\pHere we go.

#org @enjoyflightkanto 
= Enjoy your flight to Izuki!

#org @flytokanto
#define message @enjoyflightkanto
boxset 6
warp 0x3 0x19 0xFF 0x5 0x5   '<------ 1st int means bank, 2 no., 3. seperator, 4 x coord, 5 y, what I have would be route 1 at 5x/5y
release
end
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  #112    
Old June 7th, 2008 (09:02 AM).
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Quote originally posted by GiantGroudon:
How much bytes do I need for this script?
Code:
#dynamic 0x?????? 

#org @begin
lock
faceplayer
message @flightchooser
boxset 6
#define message @Izuki
boxset 5
compare LASTRESULT 1
if 1 goto @flytokanto
release
end

#org @izuki
= Would you like to fly to Izuki?

#org @flightchooser
= Hello, welcome to Heartrow Airport.\nYou can choose where you\nare to fly to.\pHere we go.

#org @enjoyflightkanto 
= Enjoy your flight to Izuki!

#org @flytokanto
#define message @enjoyflightkanto
boxset 6
warp 0x3 0x19 0xFF 0x5 0x5   '<------ 1st int means bank, 2 no., 3. seperator, 4 x coord, 5 y, what I have would be route 1 at 5x/5y
release
end

Just enter your dynamic offset where the ?'s are and it comes up with a window once you press compile. It already selected the needed offset so press the copy button then in Adv Map go to you event you want to apply it to and paste your offset in the Event's offset box!
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  #113    
Old June 14th, 2008 (05:11 PM).
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Quote originally posted by CheesePeow:
Hockeypanda:

You'll need to convert it to hex if you put 0x infront of it.
17 should be 0x11. I think Advance Map has is in decimal, if not, im wrong. Try it anyways though.

Psyduck007:

Why did you add a nop? It doesnt mean anything.
Also, there must be something wrong with your command if it says that.
Try this:

Code:
startwildbattle 0x82 0x1E 0x0
Instead of wildbattle, remember XSE has some differences to other scripting programs.
i added nop to make it shiny
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  #114    
Old June 18th, 2008 (06:36 AM).
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  #115    
Old June 18th, 2008 (06:54 AM).
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using flags is something really simple. They are just marks that a script has been activated before.
for example:
Code:
#dynamic 0x800000

#org @begin
checkflag 0x200
if B_true goto @other
lock
faceplayer
message @talk
boxset 0x6
setflag 0x200
release
end

#org @talk
= Hi, nice to meet you!

#org @other
lock
faceplayer
message @met
boxset 0x6
release
end

#org @met
= We met before, right?
you first check, if flag 0x200 has been activated. if it was, you give a pointer to another part of the script.
So the first time the script activates, flag 0x200 is activated. The second time, the script will recognize that flag 0x200 has been activated, and jump to another part of the script.
hope that helps

@psyduck: nop to make a wild pokemon shiny? O.o
nop is simply a buffer, it doesn't do ANYTHING. It's useless ( at least in XSE, afaik. In pokescript it's sometimes necessary)
To make a wild pokemon shiny u need to use MM_X's shiny hack and the command "callasm".
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  #116    
Old June 18th, 2008 (06:57 AM).
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Quote originally posted by Onvoloper:
I know that...lol. but how exactly does he plan to hack a rom with ASM if he doesn't know ASM and there are no tuts showing him step by step how to use to hack a pokemon rom?

That would be hard...very hard :/ I was just suggesting that instead of asking for tutorials on how to apply knowledge, he should be looking for tutorials on the basics first. Then once he understands the basics, move on to applying knowledge.
That's what I was talking about. I know its a little on topic and 'll stop doing this after this post but where can I get the basic knowledge and advance. I hear people talking but I've never seen anyone around here actually apply it in a pokemon game or try it. There has to be a group or something here that can help me with the basics, is there?
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  #117    
Old June 19th, 2008 (05:47 AM).
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I hate to be a bother, but how can you script the Pokeballs at the beginning of the game? I keep trying but I get this -

" Error 13 'Type Mismatch' on line 23.
Missing #define or parameter."
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  #118    
Old June 19th, 2008 (09:31 AM).
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er...if this message comes up, you've written a command wrong.
XSE should automatically go to the line where the error is (in this case line 23).
so there is the mistake, you need to copy this line and post it here so we know what command it was and what's wrong with the way you wrote it
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  #119    
Old June 19th, 2008 (12:53 PM).
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Quote originally posted by hockeypanda32:
In a hex editor totally clean up the hex manually then if you want to overwrite it! Close XSE after and reopen, then compile
Sorry but that's wrong. First of all you wouldn't need to close and reopen XSE. Second, XSE features some cleaning up directives. One of them is called #erase. It will overwrite any number of bytes with FFs, starting from a specified offset.

Example:
Code:
#erase 0x800000 0xA
That would erase 10 bytes (0xA) starting from offset 0x800000.

Eventually you can use the #eraserange directive. It's quite the same except you input the starting and the ending offset as parameters.
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  #120    
Old June 19th, 2008 (01:46 PM).
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Quote originally posted by Master_Track:
er...if this message comes up, you've written a command wrong.
XSE should automatically go to the line where the error is (in this case line 23).
so there is the mistake, you need to copy this line and post it here so we know what command it was and what's wrong with the way you wrote it
It was: givepokemon 0x247 0x05 0x00

I'm aware I've done something wrong, seeing as I'm a noob like that..
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  #121    
Old June 19th, 2008 (01:51 PM).
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klick f1 after you write a command, and you'll see how much bytes it needs.
In this case it's givepokemon, and it needs 15 bytes.
So you write givepokemon [number][level][item]0 0 0
givepokemon 247 5 0 0 0 0

hope that's right, I sometimes confuse wildbattle and givepokemon xD
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  #122    
Old June 19th, 2008 (02:05 PM).
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Quote originally posted by Master_Track:
klick f1 after you write a command, and you'll see how much bytes it needs.
In this case it's givepokemon, and it needs 15 bytes.
So you write givepokemon [number][level][item]0 0 0
givepokemon 247 5 0 0 0 0

hope that's right, I sometimes confuse wildbattle and givepokemon xD

Oh thank you so much!! *hugs* It works!

It works, but when I complie it I get the log but not the offsets.. Unless the 0x?????? is the offset.. oO
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  #123    
Old June 23rd, 2008 (05:48 AM). Edited June 23rd, 2008 by lennycharriez315.
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anybody know the wild battle script for xse? im using firered.....

i need the whole script and maybe a couple tips like how to change the pokemon that apears and the level.........please i need help.
  #124    
Old June 24th, 2008 (11:15 AM).
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Can someone help me with a Wild Battle script for Ruby. This is the script:
Quote:
'-----------------------
#org 0x978456
lock
faceplayer
startwildbattle 0x19A 0x46 0x0
checksound
cry 0x19A 0x2
pause 0x28
waitcry
setflag 0x306
setflag 0x862
special 0x139
waitstate
clearflag 0x862
release
end
How can you make it so that you only fight the pokemon once, not over and over again like it is doing?
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  #125    
Old June 24th, 2008 (10:12 PM). Edited June 24th, 2008 by lennycharriez315.
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Quote originally posted by Turtwigtoon:
Can someone help me with a Wild Battle script for Ruby. This is the script:


How can you make it so that you only fight the pokemon once, not over and over again like it is doing?
ok. i tried your script myself and if give you a wild deoxys lv.70.now i understand what you are talking about that its still there..according to the one of MANY guides i read that were totally useless and thats y im waiting for hack mews guide.

but i do know that you need to add a ''fadescreen 0'' or ''fadescreen 1'' before release. if that dont work then im sorry but itried.

ok i understand most basics of scripting and i wondered if any body would kindly post a script for a wild celebi lv 30 and tell me how to change the pokemon.but it can only appear once in the game...

i hope one of u get the heart to help me. and ill kindly post you a real real good story line that i read about. and believe me you WILL like it.just please help me.
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