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  #451    
Old February 13th, 2009 (11:11 PM).
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by TheSilverVersion View Post
Game: Firered
Editor: XSE

Ok, so I've just started playing around with scripts. I can get simple dialogues to work, but I'm having trouble with making sprites move. I've been looking at the guides, ect. but I can't make this quite right.
I'm trying to make it so when you enter the room, the sprite will walk down two squares, and then over to the right one, then say something. However, when I enter nothing happens, untill I try and leave, at which point the message box pops up, but the sprite is invisible at all times.

Oh, and I've compiled this script to a green script tile in advance map, and changed the unknown and variable number thingies.

Evaluate, at your pleasure:
Spoiler:
'---------------
#dynamic 0x800210
lock
applymovement 0x16 0x8800231
msgbox 0x8800237 MSG_NORMAL '"Yo son. Take this Pokemon."
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0x800237
= Yo son. Take this Pokemon.


'-----------
' Movements
'-----------
#org 0x800231
#raw 0x62 'Exclamation Mark (!)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

Thanks in advance.
Looks like you're mixing up decimal and hexadecimal numbers.
It's most like you actually meant:

Code:
applymovement 0x10 0x8800231
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  #452    
Old February 14th, 2009 (08:17 AM).
Bigboy's Avatar
Bigboy
15 degrees off cool
 
Join Date: Jul 2007
Gender:
Nature: Adamant
Game: Emerald
Editor: Pokescript

Ok well the following code should let me battle a trainer. Then when you talk to the trainer after the battle he should say something then disappear. But all it does is battle first, then message, then it disappears. but when i take a step it comes back. So is there anything that i can do to make it from coming back.

#org $start
trainerbattle 0 0x004 $before $after
message $beaten
#raw 0x53 0x04 0x00
setflag 0x201
boxset 6
release
end

#org $before
$before 1 = What are you doing here?

#org $after
$after 1 = I thought we cleared the building.

#org $beaten
$beaten 1 = You may be a threat.\n The others should know?
  #453    
Old February 14th, 2009 (01:35 PM).
Ninja Caterpie's Avatar
Ninja Caterpie
Sitting by the back window
 
Join Date: Mar 2008
Location: Best City OCE
Age: 18
Gender: Male
Nature: Bold
Put 201 (as that's the flag that you set) as the person's Person ID in AMap.
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Brony represent.
  #454    
Old February 14th, 2009 (02:24 PM).
Bigboy's Avatar
Bigboy
15 degrees off cool
 
Join Date: Jul 2007
Gender:
Nature: Adamant
Ahh, thank you. I kept putting the person id as the person event number. That is why it wouldn't work. thank you very much
  #455    
Old February 15th, 2009 (02:24 AM).
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
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Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Hi I have small script problem I did everything according to youtube tutorial (http://www.youtube.com/watch?v=XvL0xb8o--Y) but in game it looks like this -
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  #456    
Old February 15th, 2009 (03:31 PM). Edited February 16th, 2009 by Robert Conley.
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Robert Conley
GPXPlus.net/user/Robert+Conley
 
Join Date: Oct 2008
Location: The Anti Spiral Homeworld
Gender: Male
Nature: Docile
Quote:
Originally Posted by hildetorr View Post
2.I want a script that will stop you from going into certain areas till after the elite four.just not entirely sure how to make it or what flag to set.

I am using a Firered ROM



How do I
make a script where pokemon are sold as items? can somebody possibly provide me with an example script and tell me how to change the pokemon and prices?
So how do i do these things?

also in firered i want to make it so oak gives you the national pokedex at the at the start instead of the normal pokedex.which part of the script do I change to special 0x16f to change that.and than which part of the script do i change to get rid of the national pokedex giving after the e4?
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  #457    
Old February 16th, 2009 (04:12 AM).
Mortar
Trainer
 
Join Date: May 2007
Location: Europe
Gender:
Nature: Adamant
Quote:
Originally Posted by Ash493 View Post
Hi I have small script problem :( I did everything according to youtube tutorial (http://www.youtube.com/watch?v=XvL0xb8o--Y) but in game it looks like this -
Get XSE, lol.

In XSE just use this script.

Code:
#dynamix 0x[your offset]

#org @start
msgbox @greet 0x2
end

#org @greet
= Hi.
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  #458    
Old February 16th, 2009 (08:47 AM).
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
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I can't compile it because it didn't recognize dinamix keyword
Btw by offset you mean offset of that bad script? Or which one?
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  #459    
Old February 16th, 2009 (03:19 PM).
Megiddo-san's Avatar
Megiddo-san
Barium - Summer '12 Return?
 
Join Date: Dec 2007
Location: Where you least expect it
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Send a message via Windows Live Messenger to Megiddo-san
Should be #dynamic, not dynamix.
The offset is where it will start the search for free space.
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  #460    
Old February 17th, 2009 (01:50 AM).
Hoshiko Aki's Avatar
Hoshiko Aki
Avatar rules
 
Join Date: Oct 2008
Code:
'---------------
#org 0x3B4DEF
lock
faceplayer
msgbox 0x83B4E22 MSG_YESNO '"Smoochum: You want to form a rescu..."
compare LASTRESULT 0x1
fadescreen 0x1
fadescreen 0x0
hidesprite LASTTALKED
setflag 0x1001
if 0x1 goto 0x83B4E18
msgbox 0x83B9760 MSG_FACE '"Smoochum:  That make me sad."
end

'---------------
#org 0x3B4E18
msgbox 0x83B9820 MSG_FACE '"Smoochum: lets talk with gallade"
end


'---------
' Strings
'---------
#org 0x3B4E22
= Smoochum: You want to form a rescue team?\nwith me?

#org 0x3B9760
= Smoochum: :( That make me sad.

#org 0x3B9820
= Smoochum: lets talk with gallade
The screen most be black if you have choose yes and them Schoomchum must disapear, But it don't dissapeart. But if you choose no the screen will be black and them smoochum dissapeart.

Wat's wrong with this script?
  #461    
Old February 17th, 2009 (04:34 AM). Edited February 20th, 2009 by TB Pro.
TB Pro's Avatar
TB Pro
Old-timer
 
Join Date: Nov 2004
Location: Midwestern USA
Age: 20
Gender: Male
FIXED...KINDA
Game: FireRed
Type: Level
Editor: XSE
Script:
Spoiler:
#dynamic 0x800000

#ORG @begin
scriptscriptscript


Problem: When I compile this script into the game, and set it up, you know blah, it deletes all the other scripts in the game. I don't know if the foul-up is caused by me not putting it in correctly, or what. Thanks for the help.
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  #462    
Old February 17th, 2009 (05:18 AM).
Andryandrew
Italian Asm Hacker
 
Join Date: Mar 2007
Age: 21
Gender:
Nature: Timid
Quote:
Originally Posted by raibaru View Post
[spoiler]
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @msg MSG_YESNO '"Smoochum: You want to form a rescu..."
compare LASTRESULT 0x1
if 0x1 goto @yes
msgbox @msg2 MSG_FACE
end

#org @yes

fadescreen 0x1
hidesprite LASTTALKED
fadescreen 0x0
setflag 0x1001
msgbox @msg3 MSG_FACE
end

'---------
' Strings
'---------
#org @msg
= Smoochum: You want to form a rescue team?\nwith me?

#org @msg2
= Smoochum: That make me sad.

#org @msg3
= Smoochum: lets talk with gallade [/code]

The screen most be black if you have choose yes and them Schoomchum must disapear, But it don't dissapeart. But if you choose no the screen will be black and them smoochum dissapeart.

Wat's wrong with this script?
Fixes are in BOLD... you went wrong with yesno construct
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  #463    
Old February 18th, 2009 (04:49 PM).
Poké!'s Avatar
Poké!
And as the world ends...
 
Join Date: Jun 2008
Location: Washington
Age: 18
Gender: Male
Nature: Lonely
I can't find ANY helpful Trainer Battle scripts(for XSE of course) in Tuts... Help?
__________________


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CSS by Rachel of the deceased Pokemon Epiphany.
Bottom Banner by -Red-
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Team Rocket has come back to find their leader, Giovanni.
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Pokémon: Johto Theory
3 Chapters Completed.
  #464    
Old February 18th, 2009 (08:13 PM). Edited February 19th, 2009 by TheSilverVersion.
TheSilverVersion's Avatar
TheSilverVersion
Beginning Trainer
 
Join Date: Nov 2007
Location: Looking for TheGoldVersion. He/She/It is out there somewhere...
If I may ask another question:

Firered/ XSE

I have two scripts here: The first is a script I wrote that will move the main character back a step.
script 1
Spoiler:

'---------------
#org 0x800038
checkflag 0x1002 (The second script)
if 0x0 call 0x8800043
end

'---------------
#org 0x800043
msgbox 0x8800053 MSG_FACE '"Better get Ryhorn before I go..."
applymovement MOVE_PLAYER 0x8800076

'---------
' Strings
'---------
#org 0x800053
= Better get Ryhorn before I go...


'-----------
' Movements
'-----------
#org 0x800076
#raw 0x10 'Step Down (Normal)


It will work the first time you step on the tile, but if you step on the tile a second time, the message will appear, and the game freezes. My main problem is the interaction with the second script:

Script 2:
Spoiler:

'---------------
#org 0x800000
givepokemon 0x6F 0x5 0x0 0x0 0x0 0x0
msgbox 0x8800022 MSG_FACE '"You got your Ryhorn!"
setflag 0x1001 (Hides the Sprite)
setflag 0x1002 (Sets the flag for the other event to deactivate)
setflag 0x828
end


'---------
' Strings
'---------
#org 0x800022
= You got your Ryhorn!


This second script is attached to a person event. It also works, however, only if you activate it before you activate the first script, otherwise, it will freeze. I'm assuming that I've scripted something wrong, so that the scripts can't work with one another?

Many thanks in advance, if you can help me out.
  #465    
Old February 18th, 2009 (09:53 PM). Edited February 18th, 2009 by 0m3GA ARS3NAL.
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: Superjail Penitentiary
Age: 22
Gender: Male
Nature: Gentle
Quote:
Originally Posted by TheSilverVersion View Post
If I may ask another question:

Firered/ XSE

I have two scripts here: The first is a script I wrote that will move the main character back a step.
script 1
Spoiler:

'---------------
#org 0x800038
checkflag 0x1002 (The second script)
if 0x0 call 0x8800043
end

'---------------
#org 0x800043
msgbox 0x8800053 MSG_FACE '"Better get Ryhorn before I go..."
applymovement MOVE_PLAYER 0x8800076

'---------
' Strings
'---------
#org 0x800053
= Better get Ryhorn before I go...


'-----------
' Movements
'-----------
#org 0x800076
#raw 0x10 'Step Down (Normal)


It will work the first time you step on the tile, but if you step on the tile a second time, the message will appear, and the game freezes. My main problem is the interaction with the second script:

Script 2:
Spoiler:

'---------------
#org 0x800000
givepokemon 0x6F 0x5 0x0 0x0 0x0 0x0
msgbox 0x8800022 MSG_FACE '"You got your Ryhorn!"
setflag 0x1001 (Hides the Sprite)
setflag 0x1002 (Sets the flag for the other event to deactivate)
setflag 0x828
end


'---------
' Strings
'---------
#org 0x800022
= You got your Ryhorn!


This second script is attached to a person event. It also works, however, only if you activate it before you activate the first script, otherwise, it will freeze. I'm assuming that I've scripted something wrong, so that the scripts can't work with one another?

Many thanks in advance, if you can help me out.
Well, one problem is that you dont have a movement 0xFE at the end of those movements... (Finish Movement)
Try adding it and then coming back here? Okay hon'?

~0a
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  #466    
Old February 19th, 2009 (01:39 AM). Edited February 19th, 2009 by TheSilverVersion.
TheSilverVersion's Avatar
TheSilverVersion
Beginning Trainer
 
Join Date: Nov 2007
Location: Looking for TheGoldVersion. He/She/It is out there somewhere...
Quote:
Originally Posted by 0m3GA ARS3NAL View Post
Well, one problem is that you dont have a movement 0xFE at the end of those movements... (Finish Movement)
Try adding it and then coming back here? Okay hon'?
Ok. That fixes the first script right up. Now when the second script is activated, it will work, and then when I go back to the first tile script, the game will freeze up. So do I need to put in a call for yes and point it to an end command in order to remove the script? Thank you for your time.
  #467    
Old February 19th, 2009 (04:37 AM).
Spookyghost
Beginning Trainer
 
Join Date: Jan 2009
Uhm, can anyone help?

I have a basic givepokemon script that makes your dad give you an eevee. The dad is replacing your mom in the game, but I want to know if I can merge the script I have with the original mom script.


Here's the Eevee one. It also sets the running shoes flag, but I might remove that as its not working. I can easily make someone else give you them.

Code:
#org $start
lock
faceplayer
checkflag 0x828
if b_true goto $done
message $1
boxset 5
compare LASTRESULT 0x1
if b_true goto $take
message $2
boxset 6
release
end

#org $take
givepokemon 133 5 0
fanfare 0x13E
message $3
boxset 4
waitfanfare
#raw 0x68
setflag 0x828
message $4
boxset 5
compare LASTRESULT 0x1
if b_true gosub $name
message $5
boxset 6
goto $shoes
release
end

#org $shoes
message $9
fanfare 0x13E
message $7
boxset 4
waitfanfare
#raw 0x68
setflag 0x860
message $8
boxset 6
release
end

#org $name
call 0x1A74EB
return

#org $done
message $6
boxset 6
release
end

#org $1
$1 1 =So, \v\h01, today is the day\n you set off.\pI know you've always wanted to\n search for your mother.\pAnyway, this was your\nmother's Eevee.\pDo you want it?

#org $2
$2 1 =Are you sure? You really\nshould take it.

#org $3
$3 1 =\c\h01\h02You received an Eevee!

#org $4
$4 1 =\c\h01\h02Would you like to rename Eevee?

#org $5
$5 1 =Take Care of Eevee.

#org $6
$6 1 =I hope you're taking good care of\nEevee.

#org $7
$7 1 =\c\h01\h02You received the Running Shoes!

#org $8
$8 1 =\c\h01\h02 Start blazing trails of adventure by holding B!

#org $9
$9 1 =Oh, take these too!\nI think they'll be\nuseful for your journey.

#org $10
$10 1 =\v\h01! I nearly forgot. Professor Aspen in Quentila Town has\na package for you.\pYou should go and see him.\pGood luck \v\h01.


And I'm using FireRed if you need to know.
  #468    
Old February 19th, 2009 (08:11 AM).
Novus's Avatar
Novus
The English Kiwi
 
Join Date: Feb 2009
Location: Dorset, England
Age: 21
Gender: Male
Nature: Calm
Hi, I'm making a hack and am having a problem with a script I made. As you're about to leave your house your mum comes up to you and says some stuff and then walks away offscreen. But when I do the 'debug script' in XSE, it says:

Spoiler:

Error 13 'Type mismatch' on line 6.
Missing #define or parameter

Line: if 0x1 goto @done


This is my script:

Spoiler:

#dynamic 0x2DD17F

#org @start
checkflag 0x200
if 0x0 goto @mum
if 0x1 goto @done
end

#org @mum
lock
applymovement 0xFF @move
applymovement 0x01 @move2
waitmovement 0x0
message @talk
boxset 6
applymovement 0x01 @move3
waitmovement 0x0
release
end

#org @move
#raw 0x62
#raw 0x2E
#raw 0xFE

#org @move2
#raw 0x0C
#raw 0x0C
#raw 0x0C
#raw 0x0C
#raw 0x0C
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x2D
#raw 0xFE

#org @talk
= Good morning honey.\pHave you seen \v\h06 or Liam\ntoday?\pRemember you're Dad's got a surprise for\nthe three of you for you're help last summer.\p.....\pWell, you should go find them and\nbring them down to the lab.\pOff you go then.

#org @move3
#raw 0x0F
#raw 0x0F
#raw 0x0F
#raw 0x0F
#raw 0x0F
#raw 0x0D
#raw 0x0D
#raw 0x0D
#raw 0xFE


What's wrong?
  #469    
Old February 19th, 2009 (08:19 AM). Edited February 19th, 2009 by 0m3GA ARS3NAL.
0m3GA ARS3NAL's Avatar
0m3GA ARS3NAL
Im comin' home...
Community Supporter Tier 1
 
Join Date: Jan 2008
Location: Superjail Penitentiary
Age: 22
Gender: Male
Nature: Gentle
Quote:
Originally Posted by TheSilverVersion View Post
Ok. That fixes the first script right up. Now when the second script is activated, it will work, and then when I go back to the first tile script, the game will freeze up. So do I need to put in a call for yes and point it to an end command in order to remove the script? Thank you for your time.
Well, you should also always include a 'release', even if there is no lock, especially if nothing happens. (A checkflag does not really count) Try adding a release after the checkflag.
(But of course, here is a fabulous tip... Try adding a 'goto @TEXT' after the checkflag (Text can be anything) and then make it be;
#org @TEXT
release
end

Then just write down that pointer after you compile and use that whenever you need to simply 'end' a script, it will be a great time saver.)

~0A


Quote:
Originally Posted by Lord Wolfybob View Post
Hi, I'm making a hack and am having a problem with a script I made. As you're about to leave your house your mum comes up to you and says some stuff and then walks away offscreen. But when I do the 'debug script' in XSE, it says:

Spoiler:

Error 13 'Type mismatch' on line 6.
Missing #define or parameter

Line: if 0x1 goto @done


This is my script:

Spoiler:

#dynamic 0x2DD17F

#org @start
checkflag 0x200
if 0x0 goto @mum
if 0x1 goto @done
end

#org @mum
lock
applymovement 0xFF @move
applymovement 0x01 @move2
waitmovement 0x0
message @talk
boxset 6
applymovement 0x01 @move3
waitmovement 0x0
release
end

#org @move
#raw 0x62
#raw 0x2E
#raw 0xFE

#org @move2
#raw 0x0C
#raw 0x0C
#raw 0x0C
#raw 0x0C
#raw 0x0C
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x0E
#raw 0x2D
#raw 0xFE

#org @talk
= Good morning honey.\pHave you seen \v\h06 or Liam\ntoday?\pRemember you're Dad's got a surprise for\nthe three of you for you're help last summer.\p.....\pWell, you should go find them and\nbring them down to the lab.\pOff you go then.

#org @move3
#raw 0x0F
#raw 0x0F
#raw 0x0F
#raw 0x0F
#raw 0x0F
#raw 0x0D
#raw 0x0D
#raw 0x0D
#raw 0xFE


What's wrong?
You forgot to add a 'done' section silly!
There are no sections that have,
#org @done
as there starter lines!
Another bit of information, this is not PokeScript anymore, Movements can be written on one line!
Also, you are going to want to update your copy of XSE, because XSE does not use 'boxset' anymore.
NOW it uses

message @talk 6

See, boxset, is now a part of 'message'!
So just add the #org @done section, including all of hte script you are going to need, and update XSE, and then fix that boxset, and this script will work fine!


Quote:
Originally Posted by ∙√Poké View Post
I can't find ANY helpful Trainer Battle scripts(for XSE of course) in Tuts... Help?
Wel, you might want to update your XSE and look at the newest guide then huh? It comes with a section on trainer battles and all of it's glory!
Just get hte newest XSE, open it up, and press the F2 button!

~~0A
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  #470    
Old February 19th, 2009 (12:15 PM). Edited February 19th, 2009 by Razer Rage.
Razer Rage
Beginning Hacker
 
Join Date: Apr 2008
Gender:
Quote:
Originally Posted by ckret2 View Post
I'm working on the first script I've ever made, and I'm having trouble with XSE. I made one script and gave it a new offset I found with the FSF, compiled into my rom (at least I guess that's what I managed to do; you compile it just by clicking the button that looks like two blue gears, right?), went into the game and checked it out--it worked fine, the character talked just like he was supposed to. Except I'd messed up some of the dialogue and wanted to change it, so I went back into the script, changed the dialogue, and compiled it again.

But when I went back into the game it hadn't changed. I've tried several times. I've closed and opened XSE and compiled it again to see if it'd change, and saved in AdvanceMap after compiling to see if that would do any good. It hasn't.

What do I need to do to change a script once it's been compiled?
XSE is a little weird. It changes the offset of your script every time you compile it, but those changes are not reflected in the script itself until you reload it.

If you want to use the same offset, then you must first decompile the offset, add the changes, and then recompile it.

So for example, let's say your offset is 800000. In the toolbar (under the tabs) on the right hand side you will see "offset". Next to that is a field. Enter in the offset (in this case, 800000), and then click on the cross wrench/screwdriver symbol (or "decompile") next to the form. This will bring back the old script that was first compiled.

As far as I know, it is not possible to delete offsets, or scripts for that matter. Or, there is a way and I still can't figure it out. -.-

I have a couple of questions that I can't seem to find answers too. First off for offsets, why does the default seem to be 800000? What do all the numbers mean? I know that with flags it is recommended to go with 1000+ because up to 800 is reserved by the game, is this the case with offsets too?

Also, I've noticed that there are no warp points in advanced maps for built in game maps (like pallet town to route 1). I was wondering how this could be done with custom built maps?

I have other questions I'm sure, but I will use search first (which in my opinion, is not a very good search engine.).

Thanks.

EDIT: I just remembered, for some reason I can not access the built in XSE guide. When I try to open it I first get this page:

Navigation to the webpage was canceled

What you can try:

[IMG]res://ieframe.dll/bullet.png[/IMG] Retype the address.


Then when I try to navigate, I get this page:


The address is not valid

Most likely causes:

  • There might be a typing error in the address.
  • If you clicked on a link, it may be out of date.
What you can try:

Retype the address.

Go back to the previous page.

Help?
__________________
Click here if you are a fan of The Legend of Zelda: Ocarina of Time.
  #471    
Old February 19th, 2009 (12:46 PM).
TheSilverVersion's Avatar
TheSilverVersion
Beginning Trainer
 
Join Date: Nov 2007
Location: Looking for TheGoldVersion. He/She/It is out there somewhere...
Quote:
Originally Posted by Razer Rage View Post
EDIT: I just remembered, for some reason I can not access the built in XSE guide. When I try to open it I first get this page:

Navigation to the webpage was canceled

What you can try:

[IMG]res://ieframe.dll/bullet.png[/IMG] Retype the address.


Then when I try to navigate, I get this page:


The address is not valid

Most likely causes:

  • There might be a typing error in the address.
  • If you clicked on a link, it may be out of date.
What you can try:

Retype the address.

Go back to the previous page.
Help?
I can't help with the other stuff, but I know the answer to the guide. What I had to do was allow it through the firewall on my computer. I'm pretty sure you're firewall is blocking it.
  #472    
Old February 19th, 2009 (12:51 PM). Edited February 19th, 2009 by Razer Rage.
Razer Rage
Beginning Hacker
 
Join Date: Apr 2008
Gender:
Quote:
Originally Posted by TheSilverVersion View Post
I can't help with the other stuff, but I know the answer to the guide. What I had to do was allow it through the firewall on my computer. I'm pretty sure you're firewall is blocking it.
That's what I was afraid of. I'm at school, and I think the router is configured to more or less block anything that is not an internet browser from accessing the internet. I've been able to get ONE program to work, but not the rest.

Why isn't the guide a part of the download package? In that case, does anyone know the web location of the guide? I'd like to be able to download it for when I'm not online.

EDIT: For those who can access the guide, I'm pretty sure you can get the location by right clicking on the page and then clicking "copy page location", or something like that.
__________________
Click here if you are a fan of The Legend of Zelda: Ocarina of Time.
  #473    
Old February 19th, 2009 (01:07 PM).
Spookyghost
Beginning Trainer
 
Join Date: Jan 2009
help. I sorted the previous problem.

Anyways, I have the exit to the first town, its one block wide, and there's a mand stadning there. He's menat to tell you to go see you dad, unless you have a pokemon, whne he is supposed to walk off screen.

Earlier I had it working so you could talk to him without a poke and it'd be fine. But when you got it it would be glitchy text.

But now he doesn't even talk. DDDDDDDD;


Code:
#org $start
lock
faceplayer
checkflag 0x828
if b_true goto $done
message $1
boxset 6
release
end

#org $done
message $2
applymovement 0x06 $move
release
end

#org $move
#raw 0x13 0x13 0x13 0x13 0x13 0x60

#org $1
$1 1 = \v\h01! Are you leaving today?\nHave you talked to your father?\pI think you should.

#org $2
$2 1 =Oh, I see you have a pokemon now.\nI guess you can leave.


I think its something to do with the applymovement but I'm lost.
  #474    
Old February 19th, 2009 (01:41 PM).
daigonite's Avatar
daigonite
Don't be afraid of the dark
Community Supporter
 
Join Date: Feb 2009
Location: With the Birds
Age: 21
Gender:
Nature: Impish
Quote:
Originally Posted by Spookyghost View Post
help. I sorted the previous problem.

Anyways, I have the exit to the first town, its one block wide, and there's a mand stadning there. He's menat to tell you to go see you dad, unless you have a pokemon, whne he is supposed to walk off screen.

Earlier I had it working so you could talk to him without a poke and it'd be fine. But when you got it it would be glitchy text.

But now he doesn't even talk. DDDDDDDD;


Code:
#org $start
lock
faceplayer
checkflag 0x828
if b_true goto $done
message $1
boxset 6
release
end
 
#org $done
message $2
applymovement 0x06 $move
release
end
 
#org $move
#raw 0x13 0x13 0x13 0x13 0x13 0x60
 
#org $1
$1 1 = \v\h01! Are you leaving today?\nHave you talked to your father?\pI think you should.
 
#org $2
$2 1 =Oh, I see you have a pokemon now.\nI guess you can leave.


I think its something to do with the applymovement but I'm lost.
Hmm, you don't have a boxset between the message 2 and the applymovement. You had one earlier, but I guess you forgot to encode the second one. Don't worry, I make stupid errors like that all the time XD

Also, unless you want the sprite to be moving after the release, I'd recommend a waitmovement command.
__________________
  #475    
Old February 19th, 2009 (02:51 PM).
NarutoActor's Avatar
NarutoActor
The rocks cry out to me
Community Supporter
 
Join Date: Jan 2009
Location: Brooklyn/Marlboro
Age: 21
Gender: Female
Nature: Bashful
Send a message via AIM to NarutoActor Send a message via Windows Live Messenger to NarutoActor
hiya Ive been working on my hack pokemon light and I was editing a script
for a wild pokemon I did everything the tutorial says but it dosent work here is my script
Spoiler:

'-----------------------
#org 0x151B0A
lock
faceplayer
checksound
pause 0x28
waitcry
cry 0x13D 0x2
startwildbattle 0xC7 0x1E 0x8B
fadescreen 0x1
fadescreen 0x0
release
end
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