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  #3701    
Old April 25th, 2010 (08:56 AM). Edited April 25th, 2010 by Collen.
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Ok, the XSE thing is good... But in the tutorial, it doesn't say how to insert the script into the game.
How would I do that?

EDIT: I feel like an idiot. Nevermind, I found out.
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  #3702    
Old April 25th, 2010 (12:51 PM).
romancandle romancandle is offline
 
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Hi, I'm having a totally noob problem here:

My scripts won't compile into the ROM. I'll open the rom in XSE, copy & paste the script, compile, save, copy the dynamic # into Advance Map, save, and click "open script" only to find a blank page. Its been half a year since I last did this. Help, please?
  #3703    
Old April 25th, 2010 (01:09 PM).
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Are you sure you're opening the same ROM both times?
...
That's all I've got :\. I have no idea what the problem is otherwise, if you're doing all the steps as you outlined.
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  #3704    
Old April 25th, 2010 (04:10 PM).
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Quote originally posted by romancandle:
Hi, I'm having a totally noob problem here:

My scripts won't compile into the ROM. I'll open the rom in XSE, copy & paste the script, compile, save, copy the dynamic # into Advance Map, save, and click "open script" only to find a blank page. Its been half a year since I last did this. Help, please?
You're copying the offset of the "start" part of the script from the thing that pops up after clicking compile, right?

Ah, just a quickie of my own. How do I change the direction of the Seagallop Ferry in FR? According to the RHN, it's with 0x8004, but that doesn't work. The in-game scripts...don't exactly do anything in helping me, either. They only set 8006 (for the location, I believe) and 8005 once, not checking for where it's going. @_@
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  #3705    
Old April 25th, 2010 (04:47 PM).
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Ok, I need help.
My message comes out allright, but it only uses the first line, as in the text crosses over the other text.
Spoiler:
'---------------
#org 0x168C4A
msgbox 0x818D3D1 MSG_KEEPOPEN '"MOM: [player]!\nYou should take a ..."
closeonkeypress
call 0x81A6C26
msgbox 0x818D3F8 MSG_KEEPOPEN '"MOM: Oh, good! You and your\nPOKéM..."
release
end

'---------------
#org 0x168C38
msgbox 0x818D2F0 MSG_KEEPOPEN '"Mom: [.]Prof. Oak came to Kail to/..."
return

'---------------
#org 0x168C41
msgbox 0x818D360 MSG_KEEPOPEN '"Mom: [.]Prof. Oak came to Kail to/..."
return

'---------------
#org 0x1A6C26
fadescreen 0x1
fanfare 0x100
waitfanfare
special 0x0
fadescreen 0x0
return


'---------
' Strings
'---------
#org 0x18D3D1
= MOM: [player]!\nYou should take a quick rest.

#org 0x18D3F8
= MOM: Oh, good! You and your\nPOKéMON are looking great.\lTake care now!

#org 0x18D2F0
= Mom: [.]Prof. Oak came to Kail to/ngive out Pokemon to us/land our neighbors./pIsn't that thoughtful?

#org 0x18D360
= Mom: [.]Prof. Oak came to Kail to/ngive out Pokemon to us/land our neighbors./pIsn't that thoughtful?

What am I doing wrong?
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  #3706    
Old April 25th, 2010 (06:00 PM).
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Ah, you're not supposed to use /, use \. Then it'll work fine.
@Ninja, you'll need to check some of the islands as well as Vermilion and One island. There should be a var change or something there.
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  #3707    
Old April 26th, 2010 (08:24 PM).
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Is there a command to buffer a byte at an offset? I've searched XSE, and PC, but nothing came up.
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  #3708    
Old April 26th, 2010 (10:44 PM).
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Quote originally posted by shiny quagsire:
Is there a command to buffer a byte at an offset? I've searched XSE, and PC, but nothing came up.
You have to just manually use copybyte (might be a different name) to copy it to the address of a variable, then use the same commands to buffer a variable as normal.
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  #3709    
Old April 27th, 2010 (03:24 AM).
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Ok, I need help.
The script is supposed to make your Dad look at you, then saay "Wait! Come back here!" and then you face up and walk up at normal speed. Instead, it just freezes. It works when I get the pokemon from him first, though. (As in, it doesn't happen at all when I set the flag)
Spoiler:
'---------------
#org 0x801F47
checkflag 0x200
if 0x1 goto 0x8801F71
applymovement 0x2 0x8801F74
msgbox 0x8801F7B MSG_NORMAL '"Wait! Come back here!"
applymovement MOVE_PLAYER 0x8801F77
msgbox 0x8801F93 MSG_NORMAL '"I need to give you your/nPokemon!"
release
end

'---------------
#org 0x801F71
release
end


'---------
' Strings
'---------
#org 0x801F7B
= Wait! Come back here!

#org 0x801F93
= I need to give you your/nPokemon!


'-----------
' Movements
'-----------
#org 0x801F74
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x801F77
#raw 0x1 'Face Up
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

Any help?
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  #3710    
Old April 27th, 2010 (03:42 AM).
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Quote originally posted by Collen:
Ok, I need help.
The script is supposed to make your Dad look at you, then saay "Wait! Come back here!" and then you face up and walk up at normal speed. Instead, it just freezes. It works when I get the pokemon from him first, though. (As in, it doesn't happen at all when I set the flag)
Spoiler:
'---------------
#org 0x801F47
checkflag 0x200
if 0x1 goto 0x8801F71
applymovement 0x2 0x8801F74
msgbox 0x8801F7B MSG_NORMAL '"Wait! Come back here!"
applymovement MOVE_PLAYER 0x8801F77
msgbox 0x8801F93 MSG_NORMAL '"I need to give you your/nPokemon!"
release
end

'---------------
#org 0x801F71
release
end


'---------
' Strings
'---------
#org 0x801F7B
= Wait! Come back here!

#org 0x801F93
= I need to give you your/nPokemon!


'-----------
' Movements
'-----------
#org 0x801F74
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x801F77
#raw 0x1 'Face Up
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

Any help?
You need waitmovement 0x0 after putting applymovement.
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  #3711    
Old April 27th, 2010 (06:32 AM).
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Quote originally posted by Darthatron:
You have to just manually use copybyte (might be a different name) to copy it to the address of a variable, then use the same commands to buffer a variable as normal.
Would the address be like 0x8004? or like 0x800000? I'm confused. :\
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Old April 27th, 2010 (12:07 PM).
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No it's in 0x02000000 section that is where the gba stores the vars, and other things.
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  #3713    
Old April 27th, 2010 (01:37 PM). Edited April 27th, 2010 by Shiny Quagsire.
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Quote originally posted by NarutoActor:
No it's in 0x02000000 section that is where the gba stores the vars, and other things.
So, say if I had the variable 0x8004, would the address be 0x02008004?

*edit* I found the address for var 0x8005. It's at 0x020370c2. (Found it in an ASM tutorial. )
Is each variable 1 byte? or 2?
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  #3714    
Old April 27th, 2010 (02:20 PM).
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two bytes XXYY, Every var as a total possibility of 65,535 numerical values, and FFFF hex values.
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  #3715    
Old April 27th, 2010 (02:32 PM).
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Man, I just figured that out!

How could I convert a variable into a decimal through scripting? or should I just check it and store it as a string at an offset?
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Old April 27th, 2010 (02:35 PM).
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Just use buffervar it dose the converting automatically ;D
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  #3717    
Old April 27th, 2010 (02:58 PM).
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Quote originally posted by NarutoActor:
Just use buffervar it dose the converting automatically ;D
SWEEEEEET! Thanx for the help man!
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  #3718    
Old April 27th, 2010 (04:00 PM).
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Okay, I'm a complete n00b around this stuff, so bear with me.

I'm trying to make a person script so when you talk to this guy, you answer yes or no. Yes gives you one mudkip, then if you talk to him after, he won't give you any more. The problem is, every time talk to him and press yes, these weird white boxes saying "0 coins" pop up and only go away after you enter a building or a battle.

Script below.
Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x0 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end

#org @1
= I HERD U LIEK MUDKIPZ?

#org @2
= MAH BOI, U FAIL.

#org @3
= [black_fr]You received a Mudkip!

#org @4
= [black_fr]Would you like to give a\nnickname to Mudkip?

#org @5
= MUDKIPZ ROOL! LOLZ

#org @6
= NO MOAR MUDKIPZ.LOSER.


What am I doing wrong?
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  #3719    
Old April 27th, 2010 (04:38 PM). Edited April 28th, 2010 by Collen.
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I need help... (again)
This one freezes even though I used waitmovement 0x00.
I think it's because I used a script tile, but I was just doing the same thing the rest of the game uses.
Lance and Sally both have $000000 as their offsets, and 0201 as their IDs.
Here is my script:
Spoiler:
'---------------
#dynamic 0x8050C5

#org @start
lock
checkflag 0x201
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x02 @move
waitmovement 0x00
applymovement 0x03 @move2
waitmovement 0x00
msgbox @2 0x6
applymovement 0xFF @move3
waitmovement 0x00
applymovement 0x02 @move4
waitmovement 0x00
msgbox @3 0x6
trainerbattle 0x1 0x01F 0x0 @before @after @later
end

#org @done
release
end

#org @1
= Hey, it's Lance!

#org @move
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1D
#raw 0x1D
#raw 0xFE

#org @move2
#raw 0x62
#raw 0x01
#raw 0xFE

#org @2
= [darknavyblue_fr]Lance: Oh no...\nNot another fangirl...\lHey, you! can you get this girl\loff me?\pBattle her or something, please!\lI don't have time for this!

#org @move3
#raw 0x10
#raw 0x10
#raw 0x0F
#raw 0x0F
#raw 0xFE

#org @move4
#raw 0x02
#raw 0xFE

#org @3
= This is my big challenge?\nSo be it! I will battle you!

#org @before
= Go! Nidoran\hb5!

#org @after
= Huh? I guess I wasn't good\nenough. Fine! I'll go train.\pCya 'round!

#org @later
msgbox @4 0x6
applymovement 0x02 @move5
waitmovement 0x00
applymovement 0x03 @move6
waitmovement 0x00
msgbox @5 0x6
applymovement 0x03 @move7
waitmovement 0x00
setflag 0x201
release
end

#org @4
= [lightgreen_fr]Sally: Well, I guess this is goodbye.

#org @move5
#raw 0x1E
#raw 0x1E
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @move6
#raw 0x02
#raw 0xFE

#org @5
= [darknavyblue_fr]Lance: Well, that was good.\nI was looking around here for\lclues about why the bridge is\lout. I have a theory, but\lI'll have to goto a lab\lto check it.\pFarewell!

#org @move7
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x20
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE


Ok, I fixed that, but now when I finish the script, this happens...

I can't move my character, instead I have a "mirror" version of my player. What's wrong?
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Old April 28th, 2010 (04:10 AM).
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Okay,so I have tried to make a script where when you would step on the script tile,2 people from offscreen would run some time,stop,say a message,continue running then go off screen.No flags or vars because I want this to happen every time I step on the tile.Yes,I'm aware that you need to reenter the building for the people to reset positions,however even the first time I step on it the game freezes.
Spoiler:
#org $bin
jingle
applymovement 9 $walk
$walk 1 ; #binary 0x1D 0x1D 0x1D 0x1D 0x1D 0x20 0x20 0x20 0x20 0xFE
applymovement 10 $walk1
$walk1 1 ; #binary 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x20 0x20 0x20 0xFE
pausemove 0x0000
message $LOL
$LOL 1 = \c\h01\h03Crazy Guy 1:Give me those papers!\pCrazy Guy 2:NEVER!!!
boxset 6
applymovement 9 $walk2
$walk2 1 ; #binary 0x20 0x20 0x20 0x1E 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
applymovement 10 $walk3
$walk3 1 ; #binary 0x20 0x20 0x20 0x20 0x1E 0x1F 0x1F 0x1F 0x1F 0xFE
pausemove 0x0000
applymovement 9 $walk4
$walk4 1 ; #binary 0x1D 0x20 0x20 0x20 0x20 0x1E 0x1E 0x1E 0x1E 0xFE
applymovement 10 $walk5
$walk5 1 ; #binary 0x1F 0x1D 0x20 0x20 0x20 0x20 0x1E 0x1E 0x1E 0xFE
pausemove 0x0000
applymovement 9 $walk6
$walk6 1 ; #binary 0x1E 0x1E 0xFE
applymovement 10 $walk7
$walk7 1 ; #binary 0x1E 0x1E 0xFE
pausemove 0x0000
message $LOL2
$LOL2 1 = \c\h01\h08Rewence O.o\nDo I want to work in this place?
boxset 6
release
end

I'm stumped as to what could be the cause of the freeze,as I've tried everything possible.And I'm using Pokescript because I don't have access to downloads on this computer.Anyway,help would be appreciated.
  #3721    
Old April 28th, 2010 (05:02 AM).
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I'm not expert on Pokescripting but I would think that Eternity and Collen have the same problem.

On the script tile set the unknown value to 0003 and the var number to 4050
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  #3722    
Old April 28th, 2010 (11:49 AM). Edited April 29th, 2010 by Collen.
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Quote originally posted by SwiftSign:
I'm not expert on Pokescripting but I would think that Eternity and Collen have the same problem.

On the script tile set the unknown value to 0003 and the var number to 4050
I did that. Now I'm on my next question: Why is my player "mirrored"?


Ok, my playerer turned into another sprite the was off-screen. It's because of the battle.
How can I fix this?
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  #3723    
Old April 29th, 2010 (05:41 AM). Edited April 29th, 2010 by red panda.
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Hi.

I'm a complete Noob at Scripting exept for the talking Script and I need help fixing this script.

So before I put it here, this is what should happen: The NPC is looking left and you can only talk to him while he's facing away. He talks, has a "!" over his head and turns around, talks to the player, and then boots the player away and returns to looking left.

But instead of that, the NPC just looks at me.

Spoiler:
#dynamic 0x800000
Spoiler:


#org @start
lock
faceplayer
if 0x1 goto @done
checkflag 0x1201
msgbox @1 0x6
applymovement 0x23 @move1
waitmovement 0x0
msgbox @2 0x6
setflag 0x1B

release
end

#org @done
applymovement 0x23 @move2
waitmovement 0x0
applymovement 0xFF @move3
waitmovement 0x0

release
end

#org @1
= ...... \pSo this is the \nfamous Elm Pok\hmon \pLab...

#org @move1

#raw 0x56
#raw 0x02
#raw 0xFE

#org @2
= ...What are you \n staring at?

#org @move2

#raw 0x06
#raw 0x04
#raw 0x13
#raw 0x07
#raw 0xFE

#org @move3

#raw 0x3A
#raw 0xFE
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  #3724    
Old April 29th, 2010 (05:56 AM).
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Quote originally posted by red panda:
Hi.

I'm a complete Noob at Scripting exept for the talking Script and I need help fixing this script.

So before I put it here, this is what should happen: The NPC is looking left and you can only talk to him while he's facing away. He talks, has a "!" over his head and turns around, talks to the player, and then boots the player away and returns to looking left.

But instead of that, the NPC just looks at me.

Spoiler:
#dynamic 0x800000
Spoiler:


#org @start
lock
faceplayer
if 0x1 goto @done
checkflag 0x1201
msgbox @1 0x6
applymovement 0x23 @move1
waitmovement 0x0
msgbox @2 0x6
setflag 0x1B

release
end

#org @done
applymovement 0x23 @move2
waitmovement 0x0
applymovement 0xFF @move3
waitmovement 0x0

release
end

#org @1
= ...... \pSo this is the \nfamous Elm Pok\hmon \pLab...

#org @move1

#raw 0x56
#raw 0x02
#raw 0xFE

#org @2
= ...What are you \n staring at?

#org @move2

#raw 0x06
#raw 0x04
#raw 0x13
#raw 0x07
#raw 0xFE

#org @move3

#raw 0x3A
#raw 0xFE
the 'ifs' go after the checkflag. Like so:

checkflag 0x1201
if 0x1 goto @done

Now for my question:

Is there a way to have more than 3 buffers, or to combine buffers together?
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Old April 29th, 2010 (11:58 AM).
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Depends on what your buffering, you can always copy bytes and store them in temporary vars then use copy var and copy the data to a different var.
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