Community

The PokéCommunity

We are still working on a better slogan!

Visit Index



Advertise here

Go Back   The PokéCommunity Forums > ROM Hacking > ROM Hacking Hub
Notices

ROM Hacking Hub General discussions about ROM Hacking and Emulation. Not sure where to start? This is the place for you.
Posting links to ROMs is illegal and is not tolerated anywhere on the forum.
New threads in this forum are to be approved by a moderator before they are displayed.

Closed Thread
Click here to go to the first staff post in this thread.  
Thread Tools
  #4951    
Old December 3rd, 2010, 10:57 PM
Teh Blazer's Avatar
Teh Blazer
Divider of Zero
 
Join Date: Feb 2009
Location: 'MERICA
Age: 19
Gender: Male
Nature: Relaxed

Advertise here
Quote:
Originally Posted by Pokemonguy1990 View Post
Using Brock's script, where would i place camera movements? i understand what to use for it (thanks to your tut) but not where to place them. What I'm looking for is to enter the gym, as soon as I enter, the camera moves up to center on the gymleader (10 tiles up), who does their usual talking in the begining, battles, and the finishes with giving the badge and TM, then recenters the camera on the player, at which time you can then leave the gym. I'm also wanting this to happen only BEFORE you beat the leader.

I'm still learning scripting and understand this may be out of my current abilities, I'm not asking for a script, just an explanation as to how i would go about doing this.
Do you mean the commands for the "move-camera" thing?
If no, then I think you mean a level script; something that activates as soon as you enter the map.
If not a level script, then a normal script? If so, then you'd probably place the move camera after all of your locks and preparation (checkflags and whatnot). In the game, it would appear first since it doesn't visually show you it is checking the flags. id I get it? :3


One small thing, my question, is there a command in XSE to open up multiple picture boxes at once (like showpokepic but opening up more than one)?
Coming soon...
  #4952    
Old December 4th, 2010, 07:06 AM
masterquestmq's Avatar
masterquestmq
Enthusiastic Rom Hacker
 
Join Date: Nov 2010
Gender: Male
working wit JPAN rom engine
and having trouble setting up the pokemon center...game frezzes after nurse joy gives the players pokemon back (before the hope we see u again line)

would appreciate any sort of help


#dynamic 0x720000
#org @nurse_start
lock
faceplayer
special 0x187
compare LASTRESULT 0x2
if 0x1 goto @error_release
preparemsg @heal_q '"Welcome to our POKéMON CENTER!\pWo..."
waitmsg
multichoice 0x13 0x8 0x0 0x2
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @set_heal_poke
compare 0x8000 0x1
if 0x1 goto @go_away
compare 0x8000 0x7F
if 0x1 goto @go_away
release
end

'---------------
#org @error_release
release
end

'---------------
#org @set_heal_poke
cmdc3 0xF
preparemsg @will_heal '"Okay, I'll take your POKéMON for a..."
waitmsg
call @heal_anime
special 0x169
goto @check_wireless

'---------------
#org @go_away
msgbox @goodbye MSG_KEEPOPEN '"We hope to see you again!"
release
end
  #4953    
Old December 4th, 2010, 11:11 AM
Equin's Avatar
Equin
Got it memorized?
 
Join Date: Nov 2010
Quote:
Originally Posted by Teh Blazer View Post
One small thing, my question, is there a command in XSE to open up multiple picture boxes at once (like showpokepic but opening up more than one)?
I'm going to take a guess and say no. This is just hypothetical, but if there was such a command on XSE, it should be in here. I'm not saying it's not impossible, though. But, it wouldn't happen to be in a raw command on XSE.
Signature? I have none.
  #4954    
Old December 4th, 2010, 11:13 AM
Pokemonguy1990's Avatar
Pokemonguy1990
Pokemon Shoto Saga Creator
 
Join Date: Sep 2010
Location: Chicago, Illinois
Age: 24
Gender: Male
Nature: Quirky
Send a message via AIM to Pokemonguy1990
Quote:
Originally Posted by Teh Blazer View Post
Do you mean the commands for the "move-camera" thing?
If no, then I think you mean a level script; something that activates as soon as you enter the map.
If not a level script, then a normal script? If so, then you'd probably place the move camera after all of your locks and preparation (checkflags and whatnot). In the game, it would appear first since it doesn't visually show you it is checking the flags. id I get it? :3


One small thing, my question, is there a command in XSE to open up multiple picture boxes at once (like showpokepic but opening up more than one)?
Normal script, i think. I'm not for sure how to explain it. here's what i have set up/would like to do.

Spoiler:
You walk in to the gym, and battle the Jr trainers, at the back of the gym is a doorway. When you enter i have it set up like a battle field from the anime (the soccer feild looking thing) you walk up to the platform, when you do I want to iniate a sequence where the camera pans up and centers on the Gym leader, Say Brock for exsample. He will say his opening lines and start the battle. once it's over the camera is still on brock, he gives you the badge and prize, then the camera returns to you and you can leave.
If you re-enter after beating him, the camera WILL NOT move and you just walk up to him like normal.

I'm really not good a scripting, i just learned how to do basic speech scripts, but I think this would be a really good concept (if i can get it to work)
Pokemon: It's not just a game, it's a way of life.
Site for my game (in progress)
http://pokemonshotosaga.blogspot.com/
Leader of Cyndiquil Productions Hack Team

  #4955    
Old December 4th, 2010, 01:58 PM
Blaziquaza's Avatar
Blaziquaza
...
 
Join Date: Jun 2009
Location: Whyalla, Australia
Gender: Male
Nature: Jolly
What command does the Elite Four use to repeat a battle?
Everything you say to me pushes one step closer to the edge



And I'm about to break
I need a little room to breathe...

Steam IGN: Hybrid Theory
  #4956    
Old December 4th, 2010, 06:15 PM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
Community Supporter
 
Join Date: May 2007
Location: Philippines
Gender: Male
Nature: Careful
Quote:
Originally Posted by Blaziquaza View Post
What command does the Elite Four use to repeat a battle?
I think you can simply use cleartrainerflag command for that.
  #4957    
Old December 5th, 2010, 03:47 AM
Scarlex
Beginning Trainer
 
Join Date: Nov 2010
First off, Hi there PokéCommunity! First post here!

I recently(days) started scripting and I have encountered a problem.
Just to confirm things, I have tried search button, but the phrases I was searching for did not find me what I wanted. Call me lazy, but I did not want to go through 200 pages looking for something that might help me.
I figured this would be more efficient.

Anyway, for the problem:

In my script(s) I have designed Oak to say something(@speak1) and send you away unless you have completed an event(flag 0x1200). After that he will talk for some time, then move abit and release you. Basics.
The first event script works fine. However, when I try to talk to Oak, he keeps saying:

Code:
"It's like an encyclopedia, but the pages are blank"
My script:

Code:
#dynamic 0x71AB00

#org @start
lock
faceplayer
Message @speak1 0x6
checkflag 0x1200
if 0x1 goto @gotPKMN
release
end

#org @gotPKMN
Message @speak2 0x6
applymovement 0x3 @move
Message @speak4 0x6
applymovement 0x3 @move2
faceplayer
setflag 0x1211
release
end

#org @speak1
= COMEBACKLATER

#org @speak2
= DONEEVENTMSG

#org @speak4
= PICK A STONE!

#org @move
#raw 0x13
#raw 0x13
#raw 0x0

#org @move2
#raw 0x12
#raw 0x12
(NOTE: the messages are ofc "placeholders" that will eb replaced with proper dialogue later. I do this for the purpose of testing my script before adding text)

My script might also look very "messy" so if you have any tips for me I would appreciate them as well
  #4958    
Old December 5th, 2010, 06:59 AM
Your Mum's Avatar
Your Mum
Level 2 'THE LEGACY'
 
Join Date: Dec 2010
Location: England
Gender: Male
Nature: Jolly
Hey! Can i just say when I use a script box, I write the script, I do everything right.(vars & stuff) But when i step on the box it's as if it wasnt even there?!
thanks.

" Fly Higher Than you ever did before "
  #4959    
Old December 5th, 2010, 03:41 PM
Equin's Avatar
Equin
Got it memorized?
 
Join Date: Nov 2010
Quote:
Originally Posted by Scarlex View Post
First off, Hi there PokéCommunity! First post here!

I recently(days) started scripting and I have encountered a problem.
Just to confirm things, I have tried search button, but the phrases I was searching for did not find me what I wanted. Call me lazy, but I did not want to go through 200 pages looking for something that might help me.
I figured this would be more efficient.

Anyway, for the problem:

In my script(s) I have designed Oak to say something(@speak1) and send you away unless you have completed an event(flag 0x1200). After that he will talk for some time, then move abit and release you. Basics.
The first event script works fine. However, when I try to talk to Oak, he keeps saying:

Code:
"It's like an encyclopedia, but the pages are blank"
My script:

Code:
#dynamic 0x71AB00

#org @start
lock
faceplayer
Message @speak1 0x6
checkflag 0x1200
if 0x1 goto @gotPKMN
release
end

#org @gotPKMN
Message @speak2 0x6
applymovement 0x3 @move
Message @speak4 0x6
applymovement 0x3 @move2
faceplayer
setflag 0x1211
release
end

#org @speak1
= COMEBACKLATER

#org @speak2
= DONEEVENTMSG

#org @speak4
= PICK A STONE!

#org @move
#raw 0x13
#raw 0x13
#raw 0x0

#org @move2
#raw 0x12
#raw 0x12
(NOTE: the messages are ofc "placeholders" that will eb replaced with proper dialogue later. I do this for the purpose of testing my script before adding text)

My script might also look very "messy" so if you have any tips for me I would appreciate them as well
Well, first of all, your script doesn't seem messy at all.

At the 'move' and 'move2' pointers, there is a '#raw 0xFE' missing at the end of each moevement raw list, vital to the whole command-unless, of course, you forgot to paste it.

Anyway, are you sure that the specified overworld has the script you compiled in the 'script' value, or is it another script? (one that, most probably is the original 'pokedex overworld msg' script)
Signature? I have none.
  #4960    
Old December 6th, 2010, 01:46 AM
Zeffy's Avatar
Zeffy
mischief managed
 
Join Date: Apr 2009
Location: Pearl of the Orient
Gender:
Send a message via Skype™ to Zeffy
Quote:
Originally Posted by Your Mum View Post
Hey! Can i just say when I use a script box, I write the script, I do everything right.(vars & stuff) But when i step on the box it's as if it wasnt even there?!
thanks.
In A-map, you need to do this:
  #4961    
Old December 6th, 2010, 02:49 AM
Shadow_Aura_64's Avatar
Shadow_Aura_64
...
 
Join Date: Jul 2010
Location: Somewhere, someplace.
Gender: Male
Nature: Lonely
Um... Forgive me if this is a completely "n00bish" question, but...

I'm new to ROM hacking, and, to be honest, I have little to no idea what a script is, or what it does. Help, please...?
Time keeps flowing, life keeps going.


  #4962    
Old December 6th, 2010, 02:56 AM
Regeneration's Avatar
Regeneration
meow
Community Supporter
 
Join Date: Nov 2010
Location: Somewhere I Belong
Age: 19
Gender: Male
Nature: Calm
Send a message via Skype™ to Regeneration
Quote:
Originally Posted by Shadow_Aura_64 View Post
Um... Forgive me if this is a completely "n00bish" question, but...

I'm new to ROM hacking, and, to be honest, I have little to no idea what a script is, or what it does. Help, please...?
Scripting is an integral part of rom hacking. A script is just like a set of instructions for the game to perform certain functions. For example,
Code:
'---------------
#org 0x16582F
msgbox 0x817D80D MSG_FACE '"Technology is incredible!\pYou can..."
end

#org 0x17D80D
= Technology is incredible!\pYou can now store and recall items\nand POKéMON as data via PC.
^ This is a script. In game, it will display a message where a person will say the following line- "Technology is incredible! You can now store and recall items and POKéMON as data via PC."

I hope that was somewhat helpful.

If you are looking for a tutorial, check this tutorial!

Last edited by Regeneration; December 6th, 2010 at 03:17 AM.
  #4963    
Old December 7th, 2010, 12:14 PM
Your Mum's Avatar
Your Mum
Level 2 'THE LEGACY'
 
Join Date: Dec 2010
Location: England
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Zeffy View Post
[FONT="Tahoma"][SIZE="2"]
In A-map, you need to do this:
Thanks But it still doesn't work.. is there anything else i can do?

" Fly Higher Than you ever did before "
  #4964    
Old December 7th, 2010, 12:27 PM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Quote:
Originally Posted by Your Mum View Post
Thanks But it still doesn't work.. is there anything else i can do?
Make sure that you aren't checking for a used flag at the beginning. For example, this script won't work properly, because the flag is used (in FR/LG):
Spoiler:
Code:
#dynamic 0x800000

#org @start
lock
checkflag 0x5
if 0x1 goto @done
msgbox @buggy 0x4
setflag 0x5
release
end

#org @done
release
end

#org @buggy
= Hi!\pI won't work as expected!


It would help if you posted the script you have, (within spoiler tags), so we can see if your error is in there. I'm assuming the script compiles, and I'm also assuming you're using XSE.
Want my help in PokéScripting? PM me =)
I use XSE v1.1.1 (HackMew = awesome) and Advance Map 1.92.
Thanks to Diego and HackMew for their tutorials, helping me learn how to script!

Hacks I support 100% (MUST SEE!):


Very well made hacks:

My work:
Figuring out scripting in PMD
Entire script map of LeafGreen
PMDSE (Pokémon Mystery Dungeon Script Editor)
  #4965    
Old December 8th, 2010, 02:25 PM
Pokemonguy1990's Avatar
Pokemonguy1990
Pokemon Shoto Saga Creator
 
Join Date: Sep 2010
Location: Chicago, Illinois
Age: 24
Gender: Male
Nature: Quirky
Send a message via AIM to Pokemonguy1990
Is there a way i can erase the content connected to an offset and use it for something else? Like so that the offset will show up in FSF later on?

when i tried to edit the pallet town sign scripts, they started pushing everything around. the end of Oak's lab sign ended up on the players house and overwrote it. so i decided to just write new ones, with new offsets, but I want to be able to use those offsets later on, it just seems like a waste to have them filled and not used.
Pokemon: It's not just a game, it's a way of life.
Site for my game (in progress)
http://pokemonshotosaga.blogspot.com/
Leader of Cyndiquil Productions Hack Team

  #4966    
Old December 8th, 2010, 02:53 PM
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 Pokemonguy1990 View Post
Is there a way i can erase the content connected to an offset and use it for something else? Like so that the offset will show up in FSF later on?

when i tried to edit the pallet town sign scripts, they started pushing everything around. the end of Oak's lab sign ended up on the players house and overwrote it. so i decided to just write new ones, with new offsets, but I want to be able to use those offsets later on, it just seems like a waste to have them filled and not used.
I'm not going to tell you what it is, that would defeat the purpose of learning it for yourself now wouldn't it?
But I WILL tell you how to find the information you are looking for.

If you're using XSE, then luckily, there are 2 commands in XSE that, depending on the one you use, can erase the main portion of a script, and leave behind text, movements, etc etc, OR erase the ENTIRE script at the offset you give it.

These 2 commands are located in the Comprehensive XSE Guide, that comes with XSE.
Open XSE, and press F2.
The open the "What makes a Script" section, and select "Preprocessing Directives"
In this section is a list of every command you can give XSE, that isn't a command that is used in the ROM, like #dynamic, or #define.

Have fun!
>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>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.
╠══End of File══╣
Awaiting user input...

>
  #4967    
Old December 8th, 2010, 03:34 PM
Pokemonguy1990's Avatar
Pokemonguy1990
Pokemon Shoto Saga Creator
 
Join Date: Sep 2010
Location: Chicago, Illinois
Age: 24
Gender: Male
Nature: Quirky
Send a message via AIM to Pokemonguy1990
Quote:
Originally Posted by 0m3GA ARS3NAL View Post
I'm not going to tell you what it is, that would defeat the purpose of learning it for yourself now wouldn't it?
But I WILL tell you how to find the information you are looking for.

If you're using XSE, then luckily, there are 2 commands in XSE that, depending on the one you use, can erase the main portion of a script, and leave behind text, movements, etc etc, OR erase the ENTIRE script at the offset you give it.

These 2 commands are located in the Comprehensive XSE Guide, that comes with XSE.
Open XSE, and press F2.
The open the "What makes a Script" section, and select "Preprocessing Directives"
In this section is a list of every command you can give XSE, that isn't a command that is used in the ROM, like #dynamic, or #define.

Have fun!
I'm taking that this is it?

#erase
Overwrites a certain amount of bytes with the free space-byte value set, starting from the specified offset.


Usage:
#erase lOffset aValue


Example:

#erase 0x720000 0x64
0x64 (100) bytes from offset 0x720000 got overwritten with free space.

one quick thing, since this says 0x64 (100) bytes... How do i determine how many bytes a script takes? i understand that the number is in hexadecimal, and i can convert from decimal to hexadecimal (thanks to XSE's converter calculater thing) but i don't know where to find the number to convert to erace the proper amount.
Pokemon: It's not just a game, it's a way of life.
Site for my game (in progress)
http://pokemonshotosaga.blogspot.com/
Leader of Cyndiquil Productions Hack Team

  #4968    
Old December 8th, 2010, 06:15 PM
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 Pokemonguy1990 View Post
I'm taking that this is it?

#erase
Overwrites a certain amount of bytes with the free space-byte value set, starting from the specified offset.


Usage:
#erase lOffset aValue


Example:

#erase 0x720000 0x64
0x64 (100) bytes from offset 0x720000 got overwritten with free space.

one quick thing, since this says 0x64 (100) bytes... How do i determine how many bytes a script takes? i understand that the number is in hexadecimal, and i can convert from decimal to hexadecimal (thanks to XSE's converter calculater thing) but i don't know where to find the number to convert to erace the proper amount.
Close, but no cigar, keep reading the document, and you'll see 2 more commands that specifically remove a script, automatically figuring the space it takes.

You see, the #erase command can be dangerous, because if you erase something at the wrong place, or if you erase too many bytes, you can potentially ruin other stuff in the ROM.
No, I'm speaking of the #remove, and #removeall commands.
#remove 0xOffset removes the main portion of the script at the offset, but leaves the text, movements, mart data it contains (If it contains any), braille (If any) and other things behind, for future use.
#removeall 0xOffset erases the WHOLE thing, text data, movement data, everything that script pointed to.

For instance, if you were to use the fat guy in Pallet tow's offset for the #remove command, his speech about technology will still exist in the ROM, but the rest of the script is gone, but if you use #removeall instead, that speech is gone, and freespace is left over.

Though if you want to erase images, ASM, and other NON-SCRIPT crap, #erase is your best friend.
>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>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.
╠══End of File══╣
Awaiting user input...

>
  #4969    
Old December 8th, 2010, 07:36 PM
Pokemonguy1990's Avatar
Pokemonguy1990
Pokemon Shoto Saga Creator
 
Join Date: Sep 2010
Location: Chicago, Illinois
Age: 24
Gender: Male
Nature: Quirky
Send a message via AIM to Pokemonguy1990
Quote:
Originally Posted by 0m3GA ARS3NAL View Post
Close, but no cigar, keep reading the document, and you'll see 2 more commands that specifically remove a script, automatically figuring the space it takes.

You see, the #erase command can be dangerous, because if you erase something at the wrong place, or if you erase too many bytes, you can potentially ruin other stuff in the ROM.
No, I'm speaking of the #remove, and #removeall commands.
#remove 0xOffset removes the main portion of the script at the offset, but leaves the text, movements, mart data it contains (If it contains any), braille (If any) and other things behind, for future use.
#removeall 0xOffset erases the WHOLE thing, text data, movement data, everything that script pointed to.

For instance, if you were to use the fat guy in Pallet tow's offset for the #remove command, his speech about technology will still exist in the ROM, but the rest of the script is gone, but if you use #removeall instead, that speech is gone, and freespace is left over.

Though if you want to erase images, ASM, and other NON-SCRIPT crap, #erase is your best friend.
Thank you very much. So if i use the #removeall, or #erase, FSF will find these offsets again if it's within the size of bytes i need/ specify?
Pokemon: It's not just a game, it's a way of life.
Site for my game (in progress)
http://pokemonshotosaga.blogspot.com/
Leader of Cyndiquil Productions Hack Team

  #4970    
Old December 12th, 2010, 06:48 AM
sab's Avatar
sab
Now too much of a life.
 
Join Date: Jul 2008
Location: Midgar
Age: 18
Gender: Male
Nature: Timid
I have a script for xse. The problem is that it locks the player from moving. how can I avoid this?
Spoiler:
'---------------
#org 0x6F1AD2
waitkeypress
goto 0x86F1799
'---------------
#org 0x6F1799
comparefarbytetobyte 0x4000130 0xFF
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xFE
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xFD
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xF7
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xFC
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xFB
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0x7F
if 0x1 goto 0x86F1992
comparefarbytetobyte 0x4000130 0xBF
if 0x1 goto 0x86F19AA
comparefarbytetobyte 0x4000130 0xDF
if 0x1 goto 0x86F19C2
comparefarbytetobyte 0x4000130 0xEF
if 0x1 goto 0x86F19DA
msgbox 0x86F1A70 MSG_NORMAL '"some text stating that the person ..."
writebytetooffset 0xFF 0x8FFFFFE
writebytetooffset 0xFF 0x8FFFFFF
clearflag 0x52
end
'---------------
#org 0x6F1A22
msgbox 0x86F1A70 MSG_NORMAL '"some text stating that the person ..."
writebytetooffset 0xFF 0x8FFFFFE
writebytetooffset 0xFF 0x8FFFFFF
clearflag 0x52
end
'---------------
#org 0x6F1992
writebytetooffset 0x7F 0x8FFFFFE
checkflag 0x52
if 0x1 goto 0x86F18C8
setflag 0x52
goto 0x86F1837
'---------------
#org 0x6F19AA
writebytetooffset 0xBF 0x8FFFFFE
checkflag 0x52
if 0x1 goto 0x86F18C8
setflag 0x52
goto 0x86F1837
'---------------
#org 0x6F19C2
writebytetooffset 0xDF 0x8FFFFFE
checkflag 0x52
if 0x1 goto 0x86F18C8
setflag 0x52
goto 0x86F1837
'---------------
#org 0x6F19DA
writebytetooffset 0xEF 0x8FFFFFE
checkflag 0x52
if 0x1 goto 0x86F18C8
setflag 0x52
goto 0x86F1837
'---------------
#org 0x6F18C8
comparefarbytetobyte 0x8FFFFFF 0x7F
if 0x1 goto 0x86F1951
comparefarbytetobyte 0x8FFFFFF 0xBF
if 0x1 goto 0x86F1944
comparefarbytetobyte 0x8FFFFFF 0xDF
if 0x1 goto 0x86F1937
comparefarbytetobyte 0x8FFFFFF 0xEF
if 0x1 goto 0x86F192A
'---------------
#org 0x6F1837
comparefarbytetobyte 0x4000130 0xFF
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xFE
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xFD
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xF7
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xFC
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0xFB
if 0x1 goto 0x86F1A22
comparefarbytetobyte 0x4000130 0x7F
if 0x1 goto 0x86F19F2
comparefarbytetobyte 0x4000130 0xBF
if 0x1 goto 0x86F19FE
comparefarbytetobyte 0x4000130 0xDF
if 0x1 goto 0x86F1A0A
comparefarbytetobyte 0x4000130 0xEF
if 0x1 goto 0x86F1A16
msgbox 0x86F1A70 MSG_NORMAL '"some text stating that the person ..."
writebytetooffset 0xFF 0x8FFFFFE
writebytetooffset 0xFF 0x8FFFFFF
clearflag 0x52
end
'---------------
#org 0x6F1951
applymovement 0x2 0x86F1AB3
goto 0x86F1837
'---------------
#org 0x6F1944
applymovement 0x2 0x86F1AB1
goto 0x86F1837
'---------------
#org 0x6F1937
applymovement 0x2 0x86F1AAF
goto 0x86F1837
'---------------
#org 0x6F192A
applymovement 0x2 0x86F1AAD
goto 0x86F1837
'---------------
#org 0x6F19F2
writebytetooffset 0x7F 0x8FFFFFF
goto 0x86F18F9
'---------------
#org 0x6F19FE
writebytetooffset 0xBF 0x8FFFFFF
goto 0x86F18F9
'---------------
#org 0x6F1A0A
writebytetooffset 0xDF 0x8FFFFFF
goto 0x86F18F9
'---------------
#org 0x6F1A16
writebytetooffset 0xEF 0x8FFFFFF
goto 0x86F18F9
'---------------
#org 0x6F18F9
comparefarbytetobyte 0x8FFFFFE 0x7F
if 0x1 goto 0x86F1985
comparefarbytetobyte 0x8FFFFFE 0xBF
if 0x1 goto 0x86F1978
comparefarbytetobyte 0x8FFFFFE 0xDF
if 0x1 goto 0x86F196B
comparefarbytetobyte 0x8FFFFFE 0xEF
if 0x1 goto 0x86F195E
'---------------
#org 0x6F1985
applymovement 0x2 0x86F1AB3
goto 0x86F1799
'---------------
#org 0x6F1978
applymovement 0x2 0x86F1AB1
goto 0x86F1799
'---------------
#org 0x6F196B
applymovement 0x2 0x86F1AAF
goto 0x86F1799
'---------------
#org 0x6F195E
applymovement 0x2 0x86F1AAD
goto 0x86F1799

'---------
' Strings
'---------
#org 0x6F1A3B
= some text stating that the person will follow you.
#org 0x6F1A70
= some text stating that the person will stop following you.

'-----------
' Movements
'-----------
#org 0x6F1AB3
#raw 0x8 'Step Down (Normal)
#raw 0xfe
#org 0x6F1AB1
#raw 0x9 'Step Up (Normal)
#raw 0xfe
#org 0x6F1AAF
#raw 0xA 'Step Left (Normal)
#raw 0xfe
#org 0x6F1AAD
#raw 0xB 'Step Right (Normal)
#raw 0xfe
anCay ouyay eakspay igpay atinlay? Ifay osay easeplay m.p.ay
emay enthay opycay anday astepay isthay inay ouryay ignaturesay.

Last edited by sab; December 12th, 2010 at 10:38 AM.
  #4971    
Old December 12th, 2010, 04:13 PM
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
@sab:
One, you should probably use a "copybyte" statement at the beginning in order to capture the value of the input register immediately after the "waitkeypress" is passed. Otherwise, you run the risk of reading different values each time you use "comparefarbytetobyte". Two, you can't write to the ROM. That's why it's called Read-Only Memory.

Brother of Vrai
  #4972    
Old December 12th, 2010, 05:59 PM
AeroDud3's Avatar
AeroDud3
Beginning Trainer
 
Join Date: Nov 2010
Gender: Male
Here is my script
Spoiler:
#dynamic 0x800000

#org @start
setflag 0x828
if 0x1 goto @done
msgbox @1 0x6
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
applymovement 0x04 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x04 @move3
waitmovement 0x0
msgbox @3 0x6
fadesong 0x12C
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x00
#raw 0xFE

#org @move3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x00
#raw 0xFE
#org @1
= Good Morning \v\h01!
#org @2
= I know it's your birthday and I\nfound a Pokemon in the forest that\plooked like it was in pain so\nsince that day I have been nursing\pit to full health waiting to give\nit to you on this special day.\pPlease take it!
#org @3
= \v\h01 Recieved a Kibago!


It works fine but when I step on the place where the script activates the event keeps on activating over and over I need it to only happen once
  #4973    
Old December 12th, 2010, 06:17 PM
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 Pokemonguy1990 View Post
Thank you very much. So if i use the #removeall, or #erase, FSF will find these offsets again if it's within the size of bytes i need/ specify?
#removeall will erase the entire script that you point it to, no matter how large it is, and #erase erases ANYTHING in it's path, the size you give it, so #erase 0x800000 0x10 will erase 16 bytes starting at 0x800000

(I don't however, know if #removeall follows goto commands and erases what they point to as well, you'll have to test that for yourself...

Quote:
Originally Posted by AeroDud3 View Post
Here is my script
Spoiler:
#dynamic 0x800000

#org @start
setflag 0x828
if 0x1 goto @done
msgbox @1 0x6
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
applymovement 0x04 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x04 @move3
waitmovement 0x0
msgbox @3 0x6
fadesong 0x12C
setflag 0x828
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x00
#raw 0xFE

#org @move3
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x00
#raw 0xFE
#org @1
= Good Morning \v\h01!
#org @2
= I know it's your birthday and I\nfound a Pokemon in the forest that\plooked like it was in pain so\nsince that day I have been nursing\pit to full health waiting to give\nit to you on this special day.\pPlease take it!
#org @3
= \v\h01 Recieved a Kibago!


It works fine but when I step on the place where the script activates the event keeps on activating over and over I need it to only happen once
You forgot to setflag 0x828, changes are in BOLD
>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>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.
╠══End of File══╣
Awaiting user input...

>

Last edited by 0m3GA ARS3NAL; December 12th, 2010 at 06:21 PM. Reason: Your double post has been automatically merged.
  #4974    
Old December 12th, 2010, 06:29 PM
AeroDud3's Avatar
AeroDud3
Beginning Trainer
 
Join Date: Nov 2010
Gender: Male
I had it in the beginning so do I change the first setflag to checkflag?
  #4975    
Old December 13th, 2010, 03:51 AM
tyhone's Avatar
tyhone
Good Mapper and Spriter
 
Join Date: Dec 2007
Gender: Male
Nature: Docile
Game: Fire red
Type: on step script
Problem: whenever i step on the script my character gets locked and i cant move, but i know it hasent frozen as the music still plays normaly

Spoiler:
#dynamic 0x8001A2

#org @start
checkflag 0x200
if B_true goto @done
applymovement 0x2 @movement1
waitmovement 0x2
msgbox @person 0x6
applymovement 0x2 @movement2
waitmovement 0x2
setflag 0x200
end

#org @movement1
#raw 0x10
#raw 0x10
#raw 0x0F
#raw 0x4A
#raw 0xFE

#org @person
= Hey there! \nHere have this!
givepokemon 0xD7 0x5 0x0 0x0 0x0 0x0
fanfare 0x101

#org @movement2
#raw 0x0E
#raw 0x11
#raw 0x11
#raw 0x02
#raw 0xFE

#org @done
end

I have been trying to fix this for ages now, any help would be apprecitated =D
(also ill give you a muffin)
Closed Thread
Quick Reply

Sponsored Links


Advertise here
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 01:14 AM.

About Us
© 2002 - 2014 The PokéCommunity™, pokecommunity.com. Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.

Copyright
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com. PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator. Header artwork by Jordanice of deviantART.

Social Media
If you would like to stay up-to-date with us on the go, when we're down, or other such things, follow us on social media sites--most notibly Twitter, Facebook, and Google Plus--by clicking on the links provided.

Design presented by Peitharchia. Special thanks to Hiroshi Sotomura and Ausaudriel.