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  #4551    
Old August 11th, 2010, 05:57 AM
Capitalist Ness's Avatar
Capitalist Ness
 
Join Date: Jul 2008
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It doesn't want to work. Looks like Emerald hacking is more complicated than Ruby.
  #4552    
Old August 11th, 2010, 10:27 AM
Resultz's Avatar
Resultz
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Join Date: Aug 2009
Location: Yorkshire, England
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Hey i was just wndering where i went wrong with this trainerbattle script:
The sprite 'sees' me then runs to me, but then the screen just goes red and it crashes.
the script:
Code:
#Dynamic 0x21F202
#org 0x21F202
trainerbattle 0x0 0x002 0x0 0x821F115 0x821F1B2
msgbox 0x821F1E4 MSG_NORMAL '"Im not telling you anything!"
release
end


'---------
' Strings
'---------
#org 0x21F115
= What are you doing here, kid? \nThis town is ours \l and you can't take it back! \lNow run off home! \p.... \p.... \nWhat, you're still here? \lyou'll regret it!

#org 0x21F1B2
= We're team rage, We have \nstrength in numbers!

#org 0x21F1E4
= Im not telling you anything!
Im just wondering if its not the script if theres anything i couldve done wrong when inserting/compiling it.

I did another today which wors perfectly.
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  #4553    
Old August 11th, 2010, 11:18 AM
colcolstyles's Avatar
colcolstyles
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Quote:
Originally Posted by Resultz View Post
Hey i was just wndering where i went wrong with this trainerbattle script:
The sprite 'sees' me then runs to me, but then the screen just goes red and it crashes.
the script:
Code:
#Dynamic 0x21F202
#org 0x21F202
trainerbattle 0x0 0x002 0x0 0x821F115 0x821F1B2
msgbox 0x821F1E4 MSG_NORMAL '"Im not telling you anything!"
release
end


'---------
' Strings
'---------
#org 0x21F115
= What are you doing here, kid? \nThis town is ours \l and you can't take it back! \lNow run off home! \p.... \p.... \nWhat, you're still here? \lyou'll regret it!

#org 0x21F1B2
= We're team rage, We have \nstrength in numbers!

#org 0x21F1E4
= Im not telling you anything!
Im just wondering if its not the script if theres anything i couldve done wrong when inserting/compiling it.

I did another today which wors perfectly.
My guess is that the trainer ID that you used isn't valid. Try something other than '0x0002'.
On a separate note, why did you use the "dynamic" preprocessing directive if you didn't use any dynamic offsets? Unless, of course, this is a decompiled script.
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  #4554    
Old August 11th, 2010, 11:53 AM
Resultz's Avatar
Resultz
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@Colcolstyles, the truth is i'm new to scripting, so i was following what i'd seen with that respect.

Ive had a bit of a look myself and found out that that doesnt appear to be the problem.
the problem seems that whenever i batch compile a script in XSE, regardless of the different start offsets, each of the people i'm trying to change have exactly the same strings. i.e i'll compile one trainerbattle, and everyone of the 3 ive attempted today all appear to have been assigned the same strings, despite being different in battle.
then ill compile another, and the same thing happens, they all go on that script..

and with the dynamic offsets thing, what exactly do you mean?

im getting really quite confused here.
-when i open the script, do i have to open it with the rom in xse (have both the saved script and the rom in the top left box?
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  #4555    
Old August 11th, 2010, 06:31 PM
metapod23's Avatar
metapod23
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Quote:
Originally Posted by Resultz View Post
@Colcolstyles, the truth is i'm new to scripting, so i was following what i'd seen with that respect.

Ive had a bit of a look myself and found out that that doesnt appear to be the problem.
the problem seems that whenever i batch compile a script in XSE, regardless of the different start offsets, each of the people i'm trying to change have exactly the same strings. i.e i'll compile one trainerbattle, and everyone of the 3 ive attempted today all appear to have been assigned the same strings, despite being different in battle.
then ill compile another, and the same thing happens, they all go on that script..

and with the dynamic offsets thing, what exactly do you mean?

im getting really quite confused here.
-when i open the script, do i have to open it with the rom in xse (have both the saved script and the rom in the top left box?
Some explanations:

The #dynamic command is only used to locate an offset for you. If you have an offset already picked out, you don't need it. For instance:

Code:
#dynamic 0x800000
#org @start
msgbox @go msg_face
end
^ A simple script. The @start is a "blank" offset. The #dynamic command is saying to search for some free space for your script starting at offset 0x800000 (which is a good place to do it - I would not recommend inserting scripts at offsets in the 200000 or anywhere before 0x700000, because the game stores crucial data there, and if you accidentally overwrite it, you'll screw up the rom).

Now, if you happen to have an offset already picked out with enough space for your script, you'd just write:

Code:
#org 0x800000
msgbox @go msg_face
end
If the game is crashing, you might have written over some important data or something - I just checked what's there at those offsets - it's only a bunch of zeros, but those could be significant. You only want to overwrite FFs. An FF byte is free space, not 00.

I would get a new rom, and try compiling your script like this:

Code:
#dynamic 0x800000
#org @start
trainerbattle 0x0 0x002 0x0 @go @end
msgbox @final MSG_NORMAL '"Im not telling you anything!"
release
end


'---------
' Strings
'---------
#org @go
= What are you doing here, kid? \nThis town is ours \l and you can't take it back! \lNow run off home! \p.... \p.... \nWhat, you're still here? \lyou'll regret it!

#org @end
= We're team rage, We have \nstrength in numbers!

#org @final
= Im not telling you anything!
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  #4556    
Old August 11th, 2010, 09:41 PM
colcolstyles's Avatar
colcolstyles
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Your explanation is good for the most part but I have a few nitpicks.

Quote:
Originally Posted by metapod23 View Post
Now, if you happen to have an offset already picked out with enough space for your script, you'd just write:

Code:
#org 0x800000
msgbox @go msg_face
end
In this script, you use a dynamic offset ("@go") but you don't use the "dynamic" preprocessing directive. The script would look more like this:

Code:
#org 0x800000
msgbox 0x8740020 MSG_FACE
end

#org 0x740020
= Text goes here.
I included the '8' as part of the address of the text because that's how XSE displays addresses when you decompile a script. It's unnecessary when you're compiling.

Quote:
Originally Posted by metapod23 View Post
If the game is crashing, you might have written over some important data or something - I just checked what's there at those offsets - it's only a bunch of zeros, but those could be significant. You only want to overwrite FFs. An FF byte is free space, not 00.
Keep in mind that '0x00' is considered "free space" in R/S/E. Although by definition, free space could be any value. "Free space" is just a section of a ROM that is not accessed by the unedited game or data that, if changed, would not affect the flow of the game at all unless changes to non free space were made. Well, at least that's how I would define it. :P
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  #4557    
Old August 12th, 2010, 04:26 AM
joshblevins's Avatar
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Gender: Male
Question, im trying to make a script where four team rocket grunts walk simultaneously how would i go about that?
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  #4558    
Old August 12th, 2010, 05:06 AM
Mik97
Beginning Trainer
 
Join Date: Jun 2010
Gender: Male
Quote:
Originally Posted by joshblevins View Post
Question, im trying to make a script where four team rocket grunts walk simultaneously how would i go about that?
Just put 4 applymovement scripts next to each other. Then a waitmovement 0x0 underneath, unless you want the script to carry on while they're still moving.

I'm having trouble with a givepokemon script (surprise, surprise).
Using XSE 1.1.1 and Advance Map 1.92, and it's a Person Event (a pokeball) in Fire Red.

Here's the script I put in:
Spoiler:
'---------------
#org 0x71AA22
lock
checkflag 0x828
if 0x1 goto 0x83980D4
msgbox 0x871A9BE MSG_YESNO '"[red_fr]In the ball is a Rattata.\..."
compare LASTRESULT 0x1
if 0x1 goto 0x871AAEB
msgbox 0x871A27E MSG_NORMAL '"[red_fr]Well that's just too bad."
givepokemon 0x13 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
msgbox 0x871A23E MSG_NORMAL '"[player] (reluctantly) received a\..."
waitfanfare
msgbox 0x871AA7A MSG_YESNO '"Give a nickname to the Rattata?"
compare LASTRESULT 0x1
if 0x1 call 0x81A74EB
release
end

'---------------
#org 0x3980D4
msgbox 0x871A2C9 MSG_NORMAL '"There's another Pokeball on the\nt..."
release
end

'---------------
#org 0x71AAEB
givepokemon 0x13 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
msgbox 0x71AAEF 0x6
waitfanfare
msgbox 0x871AA7A MSG_YESNO '"Give a nickname to the Rattata?"
compare LASTRESULT 0x1
if 0x1 call 0x81A74EB
release
end

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org 0x71A9BE
= [red_fr]In the ball is a Rattata.\nDo you want it or not?

#org 0x71A27E
= [red_fr]Well that's just too bad.

#org 0x71A23E
= [player] (reluctantly) received a\nRattata!

#org 0x71AA7A
= Give a nickname to the Rattata?

#org 0x71A2C9
= There's another Pokeball on the\ntable.\pBetter leave it alone.

#org 0x71AAEF
= [player] received a Rattata!


Then after I compile it, close the script and open it again, this pops out:

Spoiler:
'---------------
#org 0x71AA22
lock
checkflag 0x828
if 0x1 goto 0x83980D4
msgbox 0x871A9BE MSG_YESNO '"[red_fr]In the ball is a Rattata.\..."
compare LASTRESULT 0x1
if 0x1 goto 0x871AAEB
msgbox 0x871A27E MSG_NORMAL '"[red_fr]Well that's just too bad."
givepokemon 0x13 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
msgbox 0x871A23E MSG_NORMAL '"[player] (reluctantly) received a\..."
waitfanfare
msgbox 0x871AA7A MSG_YESNO '"Give a nickname to the Rattata?"
compare LASTRESULT 0x1
if 0x1 call 0x81A74EB
release
end

'---------------
#org 0x3980D4
msgbox 0x871A2C9 MSG_NORMAL '"There's another Pokeball on the\nt..."
release
end

'---------------
#org 0x71AAEB
givepokemon 0x13 0x5 0x1FD 0xD7D9E600 0xD9EADDD9 0xD8
nop

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org 0x71A9BE
= [red_fr]In the ball is a Rattata.\nDo you want it or not?

#org 0x71A27E
= [red_fr]Well that's just too bad.

#org 0x71A23E
= [player] (reluctantly) received a\nRattata!

#org 0x71AA7A
= Give a nickname to the Rattata?

#org 0x71A2C9
= There's another Pokeball on the\ntable.\pBetter leave it alone.


Bolded the important bits.
Basically, XSE deletes some of it and changes one of the givepokemon commands, and I can't work out why.

Any ideas?

Last edited by Mik97; August 12th, 2010 at 05:13 AM.
  #4559    
Old August 12th, 2010, 05:22 AM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by colcolstyles View Post
Keep in mind that '0x00' is considered "free space" in R/S/E. Although by definition, free space could be any value. "Free space" is just a section of a ROM that is not accessed by the unedited game or data that, if changed, would not affect the flow of the game at all unless changes to non free space were made. Well, at least that's how I would define it.
I didn't know that about R/S/E. Does XSE only search for FFs though anyway when looking for free space?

To me, though, it's easier just to think of FF as a free space byte. Wouldn't R/S/E even use 00, say in the images, like the sprites? But you're right, because you can replace most of the scripts that are in the game and have no problems, though I wouldn't consider that free space - maybe unimportant space. Free space (or replacing FF bytes) is just easier/safer, as I learned from experience.


Quote:
Originally Posted by Mik97 View Post
Just put 4 applymovement scripts next to each other. Then a waitmovement 0x0 underneath, unless you want the script to carry on while they're still moving.

I'm having trouble with a givepokemon script (surprise, surprise).
Using XSE 1.1.1 and Advance Map 1.92, and it's a Person Event (a pokeball) in Fire Red.

Here's the script I put in:
Spoiler:
#dynamic 0x700000

'---------------
#org 0x71AA22
lock
checkflag 0x828
if 0x1 goto 0x83980D4
msgbox 0x871A9BE MSG_YESNO '"[red_fr]In the ball is a Rattata.\..."
compare LASTRESULT 0x1
if 0x1 goto @go
msgbox 0x871A27E MSG_NORMAL '"[red_fr]Well that's just too bad."
givepokemon 0x13 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
msgbox 0x871A23E MSG_NORMAL '"[player] (reluctantly) received a\..."
waitfanfare
msgbox 0x871AA7A MSG_YESNO '"Give a nickname to the Rattata?"
compare LASTRESULT 0x1
if 0x1 call 0x81A74EB
release
end

'---------------
#org 0x3980D4
msgbox 0x871A2C9 MSG_NORMAL '"There's another Pokeball on the\nt..."
release
end

'---------------
#org @go
givepokemon 0x13 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
msgbox 0x71AAEF 0x6
waitfanfare
msgbox 0x871AA7A MSG_YESNO '"Give a nickname to the Rattata?"
compare LASTRESULT 0x1
if 0x1 call 0x81A74EB
release
end
'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org 0x71A9BE
= [red_fr]In the ball is a Rattata.\nDo you want it or not?

#org 0x71A27E
= [red_fr]Well that's just too bad.

#org 0x71A23E
= [player] (reluctantly) received a\nRattata!

#org 0x71AA7A
= Give a nickname to the Rattata?

#org 0x71A2C9
= There's another Pokeball on the\ntable.\pBetter leave it alone.

#org 0x71AAEF
= [player] received a Rattata!


Then after I compile it, close the script and open it again, this pops out:

Spoiler:
'---------------
#org 0x71AA22
lock
checkflag 0x828
if 0x1 goto 0x83980D4
msgbox 0x871A9BE MSG_YESNO '"[red_fr]In the ball is a Rattata.\..."
compare LASTRESULT 0x1
if 0x1 goto 0x871AAEB
msgbox 0x871A27E MSG_NORMAL '"[red_fr]Well that's just too bad."
givepokemon 0x13 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fanfare 0x13E
msgbox 0x871A23E MSG_NORMAL '"[player] (reluctantly) received a\..."
waitfanfare
msgbox 0x871AA7A MSG_YESNO '"Give a nickname to the Rattata?"
compare LASTRESULT 0x1
if 0x1 call 0x81A74EB
release
end

'---------------
#org 0x3980D4
msgbox 0x871A2C9 MSG_NORMAL '"There's another Pokeball on the\nt..."
release
end

'---------------
#org 0x71AAEB
givepokemon 0x13 0x5 0x1FD 0xD7D9E600 0xD9EADDD9 0xD8
nop

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org 0x71A9BE
= [red_fr]In the ball is a Rattata.\nDo you want it or not?

#org 0x71A27E
= [red_fr]Well that's just too bad.

#org 0x71A23E
= [player] (reluctantly) received a\nRattata!

#org 0x71AA7A
= Give a nickname to the Rattata?

#org 0x71A2C9
= There's another Pokeball on the\ntable.\pBetter leave it alone.


Bolded the important bits.
Basically, XSE deletes some of it and changes one of the givepokemon commands, and I can't work out why.

Any ideas?
Yes, the offset you used for the givepokemon script doesn't have enough space after it. Pretty much, there is a script a few bytes away from the offset that you're using, and XSE is melding the new script with the old one. Just try another dynamic offset - changes in first spoiler in bold.
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  #4560    
Old August 12th, 2010, 05:26 AM
Mik97
Beginning Trainer
 
Join Date: Jun 2010
Gender: Male
Sweet. That did the trick.
Thanks a lot.
  #4561    
Old August 12th, 2010, 09:30 AM
Resultz's Avatar
Resultz
All- round Poke-Whizz
 
Join Date: Aug 2009
Location: Yorkshire, England
Gender: Male
ah riht, thanks for that, i appreciate you guys going into so much detail for me.
so its safer to use offsets after 800000, how many approx is there after 800000?

and does anyone know what might be causing the string duplication?
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  #4562    
Old August 12th, 2010, 04:02 PM
KotovSyndrome_'s Avatar
KotovSyndrome_
Consumer of many asparagus.
 
Join Date: Jul 2008
Location: Wales
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Resultz View Post
ah riht, thanks for that, i appreciate you guys going into so much detail for me.
so its safer to use offsets after 800000, how many approx is there after 800000?

and does anyone know what might be causing the string duplication?
Hundreds.. of thousands.
I wouldn't worry about running out or anything, and even if you do, you can double the ROM size with a ROM Expander.

I don't know about the string duplication sorry. :/
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Last edited by KotovSyndrome_; August 12th, 2010 at 04:17 PM.
  #4563    
Old August 13th, 2010, 12:10 AM
Andrut's Avatar
Andrut
Collecting dust since 1898
 
Join Date: Dec 2009
Location: Warsaw, Poland
Age: 16
I'm hacking Emerald. I have a problem with the Lavaridge Egg script. I want to swap Wynaut with Celebi. When i calculated the Hex Number of Celebi,i was surprised,because it came up with "FB". Then i swap the "164" with "0FB" and XSE cuts a part of it. When i test it it cames up with:
Option 1) The woman just doesn't give me the egg and says something about Day Care
Option 2) When i enter the map where the woman was by a warp, there is a sound "Tootootoodae" when you receive the item,and the screen is all black.
Script:
Spoiler:
'-----------------------
#org 0x1EA744
lock
faceplayer
checkflag 0x10A
if 0x1 goto 0x81EA787
msgbox 0x81EAB80 '"I have here an EGG.\pI'd hoped to h..."
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x81EA79B
countpokemon
compare LASTRESULT 0x6
if 0x1 goto 0x81EA791
msgbox 0x81EACC0 '"Good! I hope you'll walk plenty wit..."
callstd 0x4
setflag 0x10A
fanfare 0x172
msgbox2 0x81EACF4 '"[player] received the EGG."
waitfanfare
giveegg 0x168
release
end

'-----------------------
#org 0x1EA787
msgbox 0x81EAD9E '"Every so often, an EGG will be foun..."
callstd 0x4
release
end

'-----------------------
#org 0x1EA79B
msgbox 0x81EAD44 '"As you wish, then[.]\pIf you have a..."
callstd 0x4
release
end

'-----------------------
#org 0x1EA791
msgbox 0x81EAD09 '"Oh? You've too many POKéMON.\nThere..."
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x1EAB80
= I have here an EGG.\pI'd hoped to hatch it by covering it in\nhot sand by the hot springs.\lBut that doesn't seem to be enough[.]\pI've heard it would be best if it were\nkept together with POKéMON and\lcarried about.\pYou are a TRAINER, yes?\nAnd your POKéMON radiate vitality.\pSo, what say you?\nWill you take this EGG to hatch?

#org 0x1EACC0
= Good! I hope you'll walk plenty with\nthis here EGG!

#org 0x1EACF4
= [player] received the EGG.

#org 0x1EAD9E
= Every so often, an EGG will be found at\nthe POKéMON DAY CARE.\pOr at least that's how the rumor goes.

#org 0x1EAD44
= As you wish, then[.]\pIf you have a change of heart about\nhatching this EGG, I will be here.

#org 0x1EAD09
= Oh? You've too many POKéMON.\nThere's no room for this EGG[.]

I try to type the FB except 168, but XSE returns to the previous number. O_o
EDIT: Wait,it works with Mew. I'll try Celebi.
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Quote:
Originally Posted by anonymous
Florges
It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.

Last edited by Andrut; August 13th, 2010 at 12:17 AM.
  #4564    
Old August 13th, 2010, 12:17 AM
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 xoax View Post
I'm hacking Emerald. I have a problem with the Lavaridge Egg script. I want to swap Wynaut with Celebi. When i calculated the Hex Number of Celebi,i was surprised,because it came up with "FB". Then i swap the "164" with "0FB" and XSE cuts a part of it. When i test it it cames up with:
Option 1) The woman just doesn't give me the egg and says something about Day Care
Option 2) When i enter the map where the woman was by a warp, there is a sound "Tootootoodae" when you receive the item,and the screen is all black.
Script:
Spoiler:
'-----------------------
#org 0x1EA744
lock
faceplayer
checkflag 0x10A
if 0x1 goto 0x81EA787
msgbox 0x81EAB80 '"I have here an EGG.\pI'd hoped to h..."
callstd 0x5
compare LASTRESULT 0x0
if 0x1 goto 0x81EA79B
countpokemon
compare LASTRESULT 0x6
if 0x1 goto 0x81EA791
msgbox 0x81EACC0 '"Good! I hope you'll walk plenty wit..."
callstd 0x4
setflag 0x10A
fanfare 0x172
msgbox2 0x81EACF4 '"[player] received the EGG."
waitfanfare
giveegg 0x168
release
end

'-----------------------
#org 0x1EA787
msgbox 0x81EAD9E '"Every so often, an EGG will be foun..."
callstd 0x4
release
end

'-----------------------
#org 0x1EA79B
msgbox 0x81EAD44 '"As you wish, then[.]\pIf you have a..."
callstd 0x4
release
end

'-----------------------
#org 0x1EA791
msgbox 0x81EAD09 '"Oh? You've too many POKéMON.\nThere..."
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x1EAB80
= I have here an EGG.\pI'd hoped to hatch it by covering it in\nhot sand by the hot springs.\lBut that doesn't seem to be enough[.]\pI've heard it would be best if it were\nkept together with POKéMON and\lcarried about.\pYou are a TRAINER, yes?\nAnd your POKéMON radiate vitality.\pSo, what say you?\nWill you take this EGG to hatch?

#org 0x1EACC0
= Good! I hope you'll walk plenty with\nthis here EGG!

#org 0x1EACF4
= [player] received the EGG.

#org 0x1EAD9E
= Every so often, an EGG will be found at\nthe POKéMON DAY CARE.\pOr at least that's how the rumor goes.

#org 0x1EAD44
= As you wish, then[.]\pIf you have a change of heart about\nhatching this EGG, I will be here.

#org 0x1EAD09
= Oh? You've too many POKéMON.\nThere's no room for this EGG[.]

I try to type the FB except 168, but XSE returns to the previous number. O_o
Since you are using a HEX number you have to use the prefix 0x.

For instance...
0xFB would be Celebi's number.
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  #4565    
Old August 13th, 2010, 12:45 AM
Andrut's Avatar
Andrut
Collecting dust since 1898
 
Join Date: Dec 2009
Location: Warsaw, Poland
Age: 16
I've wrote the OxFB,properly saved it but i move it to another location.The woman says things she says after giving the egg. >_< Should i put something more than the Script Offset to the new map?
EDIT: I surrender. This script drives me mad. T_T
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Quote:
Originally Posted by anonymous
Florges
It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.

Last edited by Andrut; August 13th, 2010 at 01:09 AM.
  #4566    
Old August 13th, 2010, 05:24 AM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by xoax View Post
I've wrote the OxFB,properly saved it but i move it to another location.The woman says things she says after giving the egg. >_< Should i put something more than the Script Offset to the new map?
EDIT: I surrender. This script drives me mad. T_T
Are you saving the game after you test the script? Because it seems like the flag for that script is set. If you look in the first part of the script, there is a "checkflag 0x10A" command. When flag 10A is set, it will take you to the after message for receiving the egg. You can see that the "setflag 0x10A" command is near the end of the first script, after you receive the egg. Once you receive the egg, the script will always go to that message because that flag is set.

Now, if the problem is not that you've set that particular flag, then I'm not sure what the problem is.
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  #4567    
Old August 13th, 2010, 06:18 AM
Andrut's Avatar
Andrut
Collecting dust since 1898
 
Join Date: Dec 2009
Location: Warsaw, Poland
Age: 16
I don't know to do with that script. I'll just surrender,because this script does weird things like making the egg never hatch when i changed Celebi's steps to hatching to 60.
And yes, how can i change Mew's level in Faraway Island?
I think it is:
Spoiler:
setvar 0x8004 0x97
setvar 0x8005 0x1E

but i just want to be sure...
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Quote:
Originally Posted by anonymous
Florges
It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.
  #4568    
Old August 13th, 2010, 04:41 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 xoax View Post
I don't know to do with that script. I'll just surrender,because this script does weird things like making the egg never hatch when i changed Celebi's steps to hatching to 60.
And yes, how can i change Mew's level in Faraway Island?
I think it is:
Spoiler:
setvar 0x8004 0x97
setvar 0x8005 0x1E

but i just want to be sure...
Never give up, how do you think all the greatest scripters got where they are.
Look at LinkandZelda.
After so many years, he's still working on Pokemon Liquid Crystal.
You can do this, I know you can.
I'll go ahead and revise your script...
Revised (Left this window open while I did it.)
If you want to use this script you need to be using XSE Ver 1.1.1.
No Earlier, as it doesn't support the Combining of MSGBOX and boxset commands...

Changes are in BOLD RED
Code:
//Comments: I made this script Dynamic for you.
//This not only makes the script easier to insert,
//But also makes it much less of a chance of
//Overwriting important data.
//You should be able to insert this script and have it run perfect, I tested it.

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x1000  //I changed this flag for safety
if 0x1 goto @after
msgbox @egg 0x5 //You are using an older XSE, please update!
compare LASTRESULT 0x0
if 0x1 goto @no
countpokemon
compare LASTRESULT 0x6
if 0x1 goto @manypokes
msgbox @giveegg 0x6
setflag 0x1000
fanfare 0x172
msgbox @gotegg 0x4 //Boxset 4 works better for this than MSGBOX2 IMO
waitfanfare
closeonkeypress //Needed for the Boxset 4
giveegg 0xFB  //HEX'd
release
end

'-----------------------//The Rest are very MINOR changes so I didn't Bold/Red them
#org @after
msgbox @aftertext 0x6
release
end

'-----------------------
#org @no
msgbox @notext 0x6
release
end

'-----------------------
#org @manypokes
msgbox @manypokestext 0x6
release
end


'---------
' Strings
'---------
#org @egg
= I have here an EGG.\pI'd hoped to hatch it by covering it in\nhot sand by the hot springs.\lBut that doesn't seem to be enough[.]\pI've heard it would be best if it were\nkept together with POKéMON and\lcarried about.\pYou are a TRAINER, yes?\nAnd your POKéMON radiate vitality.\pSo, what say you?\nWill you take this EGG to hatch?

#org @giveegg
= Good! I hope you'll walk plenty with\nthis here EGG!

#org @gotegg
= [player] received the EGG.

#org @aftertext
= Every so often, an EGG will be found at\nthe POKéMON DAY CARE.\pOr at least that's how the rumor goes.

#org @notext
= As you wish, then[.]\pIf you have a change of heart about\nhatching this EGG, I will be here.

#org @manypokestext
= Oh? You've too many POKéMON.\nThere's no room for this EGG[.]
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  #4569    
Old August 13th, 2010, 05:13 PM
redfable
Beginning Trainer
 
Join Date: Aug 2010
Gender: Male
Im a scripting noob and i need help when ever i put this script in my game nothing puts the npc doesnt even look at me im using pokescript
# org $script
lock
faceplayer
message $talk 1
$talk 1 = Hello.
boxset 6
release
end
  #4570    
Old August 13th, 2010, 05:21 PM
Shiny Quagsire's Avatar
Shiny Quagsire
Being a Wizard
 
Join Date: May 2009
Location: Hoenn Safari Zone
Age: 16
Gender: Male
Nature: Jolly
Quote:
Originally Posted by redfable View Post
Im a scripting noob and i need help when ever i put this script in my game nothing puts the npc doesnt even look at me im using pokescript
# org $script
lock
faceplayer
message $talk 1
$talk 1 = Hello.
boxset 6
release
end
First off, I recommend you switch to XSE, as it's more up do date with commands. Second, Be sure you actually compiled it into the right spot. Other that that, there's not much I can see wrong. Maybe change boxset 6 to 2.
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  #4571    
Old August 13th, 2010, 05:21 PM
Geeked's Avatar
Geeked
Pokemon Crimson Version
 
Join Date: Jun 2007
Age: 20
Gender: Male
Nature: Adamant
@redfable

Try this

Code:
#org $script
lock
faceplayer
message $talk
$talk 1 = Hello.
boxset 6
release
end
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  #4572    
Old August 13th, 2010, 05:33 PM
redfable
Beginning Trainer
 
Join Date: Aug 2010
Gender: Male
Quote:
Originally Posted by shiny quagsire View Post
First off, I recommend you switch to XSE, as it's more up do date with commands. Second, Be sure you actually compiled it into the right spot. Other that that, there's not much I can see wrong. Maybe change boxset 6 to 2.
Ok since i am noob do you know any good tuts for xse? I am a big noob
Edit: Geeked it didnt work
  #4573    
Old August 13th, 2010, 05:45 PM
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
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Join Date: Jan 2008
Location: Superjail Penitentiary
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Quote:
Originally Posted by redfable View Post
Im a scripting noob and i need help when ever i put this script in my game nothing puts the npc doesnt even look at me im using pokescript
# org $script
lock
faceplayer
message $talk 1
$talk 1 = Hello.
boxset 6
release
end
I hate you all.
If you're going to try to help someone, at least do it right.

Code:
#org $script
lock
faceplayer
message $talk
boxset 6
release
end

#org $talk
$talk 1 =Hello.
And in case you have a change of heart and do this in XSE. (I'll be able to help much more if you do.)

Code:
//XSE ONLY
#dynamic 0x800000

#org @start
lock
faceplayer
message @talk 6
release
end

#org @talk
= Hello.

As for a tutorial, XSE comes with one built in. Just open XSE and press the F2 key on your Keyboard.
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>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.
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Awaiting user input...

>
  #4574    
Old August 13th, 2010, 06:14 PM
redfable
Beginning Trainer
 
Join Date: Aug 2010
Gender: Male
Quote:
Originally Posted by 0m3GA ARS3NAL View Post
I hate you all.
If you're going to try to help someone, at least do it right.

Code:
#org $script
lock
faceplayer
message $talk
boxset 6
release
end
 
#org $talk
$talk 1 =Hello.
And in case you have a change of heart and do this in XSE. (I'll be able to help much more if you do.)

Code:
//XSE ONLY
#dynamic 0x800000
 
#org @start
lock
faceplayer
message @talk 6
release
end
 
#org @talk
= Hello.

As for a tutorial, XSE comes with one built in. Just open XSE and press the F2 key on your Keyboard.
I must be doing something wrong because i tryied them both and they did not work something must be wrong when i put it on advance map
  #4575    
Old August 13th, 2010, 06:29 PM
Geeked's Avatar
Geeked
Pokemon Crimson Version
 
Join Date: Jun 2007
Age: 20
Gender: Male
Nature: Adamant
@Omega Arsenal, my script does work. So don't make comments that If I do it I should do it right.

redfable, your probably using the wrong offset you get from Pokescript, use the one at the top.
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