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  #5126    
Old January 19th, 2011, 06:25 PM
Dark pokemon's Avatar
Dark pokemon
Beginner Hacker
 
Join Date: Mar 2010
Location: Jacksonville
Gender: Male
Nature: Calm


I did it but it still didn't work
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  #5127    
Old January 19th, 2011, 06:41 PM
SPG's Avatar
SPG
Pyroblock
 
Join Date: Dec 2010
Age: 18
Gender: Male
Send a message via Skype™ to SPG
Quote:
Originally Posted by Dark pokemon View Post


I did it but it still didn't work
you might need to update XSE to the latest version (1.1.1)
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want to help with forbidden version? or want more details about it? pm me or contact me at [email protected]

Last edited by SPG; January 21st, 2011 at 06:25 PM. Reason: Your double post has been automatically merged.
  #5128    
Old January 19th, 2011, 06:52 PM
Dark pokemon's Avatar
Dark pokemon
Beginner Hacker
 
Join Date: Mar 2010
Location: Jacksonville
Gender: Male
Nature: Calm
Quote:
Originally Posted by SPG View Post
you might need to update XSE to the latest version (1.1.1)

------------------------------------------------------------------------------------------------------------------------------------------------how would i make a boat script? (like going to sevi islands but i wont have choices) would it be movment and person script, person and signpost, signost and movment? my best bet would be movment and person (i think any ways) but i havent found a tut on how to make a boat script
IT finally works thanks.

..............
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Hacks I support:




  #5129    
Old January 19th, 2011, 09:15 PM
djvbb12
Beginning Trainer
 
Join Date: Jan 2011
Gender: Male
Game: Pokemon Fire Red
Type: US
Editor: XSE
Script:
Spoiler:
#dynamic 0x740000
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 jump @done
setvar 0x4036 0x013
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if 0x1 jump @one
setvar 0x4036 0x014
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if 0x1 jump @two
msgbox @first
boxset 6
release
end

#org @one
setvar 0x4036 0x014
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if 0x1 jump @both
bufferpokemon 3 13
bufferpokemon 2 14
msgbox @half
boxset 6
release
end

#org @two
setvar 0x4036 0x013
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if 0x1 jump @both
bufferpokemon 3 14
bufferpokemon 2 13
msgbox @half
boxset 6
release
end

#org @both
msgbox @choice
boxset 5
compare LASTRESULT 1
if 0x1 jump @yes
compare LASTRESULT 0
if 0x1 jump @no
release
end

#org @no
msgbox @toobad
boxset 6
release
end

#org @yes
setvar 0x4036 0x013
copyvar 0x8004 0x4036
callasm 0x812271
setvar 0x4036 0x014
copyvar 0x8004 0x4036
callasm 0x812271

givepokemon 0x17d 2 0 0 0 0
setflag 0x0200
msgbox @wut
boxset 6
release
end

#org @done
msgbox @wut
boxset 6
release
end

#org @choice
= Would you like me to perform\na ritual to unite AOI and AKAI?

#org @toobad
= Oh...\nThat's too bad.

#org @first
= Listen well child.\nIf you ever capture the legendary\lfire and water ghosts bring\nthem to me.

#org @half
= Hey!\nYou have the legendary ghost \v\h03\lwith you! \pIf you bring the other legendary\nghost,\v\h02,\lI can use my powers to unite them.

#org @wut
= I'm so glad that AOI and AKAI\ncould finally be reunited!

I've bolded the suspected problem area.
The script will not remove two pokemon like I want it to.
The problem is centered around the script concerning ASM. The ASM is from HackMew (pokecommunity.com/showthread.php?t=206138) but the problem is my understanding. Obviously I am not giving the script the right information in order to remove the pokemon (My own custom pokemon taking up the slots of rattata and raticate). So my question is what do I need to do to give the ASM the right info?

Last edited by djvbb12; January 19th, 2011 at 09:20 PM. Reason: Spelling/Clarification
  #5130    
Old January 20th, 2011, 07:11 AM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by djvbb12 View Post
Game: Pokemon Fire Red
Type: US
Editor: XSE
Script:
Spoiler:
#dynamic 0x740000
#org @start
lock
faceplayer
checkflag 0x200
if 0x1 jump @done
setvar 0x4036 0x013
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if 0x1 jump @one
setvar 0x4036 0x014
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if 0x1 jump @two
msgbox @first
boxset 6
release
end

#org @one
setvar 0x4036 0x014
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if 0x1 jump @both
bufferpokemon 3 13
bufferpokemon 2 14
msgbox @half
boxset 6
release
end

#org @two
setvar 0x4036 0x013
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1
if 0x1 jump @both
bufferpokemon 3 14
bufferpokemon 2 13
msgbox @half
boxset 6
release
end

#org @both
msgbox @choice
boxset 5
compare LASTRESULT 1
if 0x1 jump @yes
compare LASTRESULT 0
if 0x1 jump @no
release
end

#org @no
msgbox @toobad
boxset 6
release
end

#org @yes
setvar 0x4036 0x013
copyvar 0x8004 0x4036
callasm 0x812271
setvar 0x4036 0x014
copyvar 0x8004 0x4036
callasm 0x812271

givepokemon 0x17d 2 0 0 0 0
setflag 0x0200
msgbox @wut
boxset 6
release
end

#org @done
msgbox @wut
boxset 6
release
end

#org @choice
= Would you like me to perform\na ritual to unite AOI and AKAI?

#org @toobad
= Oh...\nThat's too bad.

#org @first
= Listen well child.\nIf you ever capture the legendary\lfire and water ghosts bring\nthem to me.

#org @half
= Hey!\nYou have the legendary ghost \v\h03\lwith you! \pIf you bring the other legendary\nghost,\v\h02,\lI can use my powers to unite them.

#org @wut
= I'm so glad that AOI and AKAI\ncould finally be reunited!

I've bolded the suspected problem area.
The script will not remove two pokemon like I want it to.
The problem is centered around the script concerning ASM. The ASM is from HackMew (pokecommunity.com/showthread.php?t=206138) but the problem is my understanding. Obviously I am not giving the script the right information in order to remove the pokemon (My own custom pokemon taking up the slots of rattata and raticate). So my question is what do I need to do to give the ASM the right info?
I haven't used HackMew's routine (yet), but I believe that you don't put the Pokémon's number, but the slot #, so it would only be 0-5 that works.

0 would be the first slot in your party, and 5 would be the last slot in your party.

I'm not sure why you have the setvar 0x4036 stuff, though, but using 0x13 and 0x14 (Rattata and Raticate's #s) won't do anything, because you need to put in the slot # of the Pokémon you want to remove from your party (0-5). Obviously, this will make it harder to release a specific Pokémon, but you might be able to combine that asm bit with this script I did to make it work, but I'm not sure you can:

http://www.pokecommunity.com/showthread.php?t=210016

I don't know if there's a way to compare a Pokemon in a particular slot # to a particular Pokémon ... if you figure something out, let me know, because I've just been using the Daycare script to do this in my hack. You could probably do the same thing, if you removed the daycare from your game.
__________________

Last edited by metapod23; January 20th, 2011 at 07:17 AM.
  #5131    
Old January 20th, 2011, 10:52 AM
djvbb12
Beginning Trainer
 
Join Date: Jan 2011
Gender: Male
Quote:
Originally Posted by metapod23 View Post
I haven't used HackMew's routine (yet), but I believe that you don't put the Pokémon's number, but the slot #, so it would only be 0-5 that works.

0 would be the first slot in your party, and 5 would be the last slot in your party.

I'm not sure why you have the setvar 0x4036 stuff, though, but using 0x13 and 0x14 (Rattata and Raticate's #s) won't do anything, because you need to put in the slot # of the Pokémon you want to remove from your party (0-5). Obviously, this will make it harder to release a specific Pokémon, but you might be able to combine that asm bit with this script I did to make it work, but I'm not sure you can:

pokecommunity.com/showthread.php?t=210016

I don't know if there's a way to compare a Pokemon in a particular slot # to a particular Pokémon ... if you figure something out, let me know, because I've just been using the Daycare script to do this in my hack. You could probably do the same thing, if you removed the daycare from your game.
The setvar stuff is the result of me using part of someone elses script and my lack of understanding. I'd rather not destroy the Daycare...What I want to do seems simple enough and I feel like I shouldn't have to re-write part of the game just to remove two pokemon from the game.
  #5132    
Old January 20th, 2011, 11:16 AM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Quote:
Originally Posted by deoxys121 View Post
Does anybody know the offset of the script in Pokemon Ruby that gives you the Pokedex for the first time? If I can find that, I will be able to modify it to give a national Pokedex from the start.
Nope. But you can find it if you look for the Professor's script. I'm more of a FR/LG hacker, sadly.

Quote:
Originally Posted by fizzmaister View Post
So I'm trying to get the Lab in Cinnabar to allow me to revive all three Kanto fossils. I've commented a lot of the original code, and I'm trying to find where it prevents the Dome fossil from being recognized. I've caught the part at the beginning where it checks if either of the story fossils were revived, and I know that part works because after reviving the Old Amber and Helix fossil, the crazy scientist performs says the line if you don't have a fossil, instead of the one when there are no more fossils to revive.

commented original code:
Spoiler:
Code:
#include stditems.rbh
#include stdpoke.rbh

//---------------
#org 0x16E459
lock
faceplayer
setvar LASTRESULT 0x0    //clear last result
checkflag 0x2EE            //check if Aerodactyl has been revived
if 0x1 call 0x816E87D    //if revived, check if a story fossil was  revived
compare LASTRESULT 0x1
if 0x1 goto 0x816E873    //if a story fossil and Aerodactyl were  revived, end script
compare 0x406A 0x2
if 0x1 goto 0x816E712
compare 0x406A 0x1
if 0x1 goto 0x816E708
call 0x816E4C8            //check if Helix Fossil is in inventory
compare LASTRESULT 0x1
if 0x1 goto 0x816E520    //if yes go to check if Old Amber and ask which  (if any) of those two to revive
call 0x816E4E0            //check if Dome Fossil is in inventory
compare LASTRESULT 0x1
if 0x1 goto 0x816E562    //if yes, go to check if old Amber and ask  which (if any) of the two to revive.
call 0x816E4F8            //check if Old amber is picked up and not  revived.
compare LASTRESULT 0x1
if 0x1 goto 0x816E5A4    //if so, ask whether to revive old Amber
msgbox 0x819A25E MSG_KEEPOPEN //"Hiya!\pI am important doctor.\nYes..."
goto 0x816E516

//---------------
#org 0x16E87D
checkflag 0x273            //if we got helix fossil
if 0x1 goto 0x816E895    //return 1 if in inventory, else 0
checkflag 0x272            //if we got dome fossil
if 0x1 goto 0x816E8A4    //return 1 if in inventory, else 0
goto 0x816E510            //else return 0

//---------------
#org 0x16E873
msgbox 0x819A4BD MSG_KEEPOPEN //"Aiyah!\nYou come again!"
release
end

//---------------
#org 0x16E712
compare 0x4069 0x1
if 0x1 goto 0x816E734
compare 0x4069 0x2
if 0x1 goto 0x816E779
compare 0x4069 0x3
if 0x1 goto 0x816E7BE
end

//---------------
#org 0x16E708
msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
release
end

//---------------
#org 0x16E4C8
checkflag 0x273            //was helix fossil picked up
if 0x0 goto 0x816E510    //if not
checkflag 0x2ED            //or if already revived
if 0x1 goto 0x816E510    //return 0
setvar LASTRESULT 0x1    //
return                    //else return has Helix Fossil

//---------------
#org 0x16E520
preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
waitmsg
call 0x816E4F8            //check if old amber is picked up and not  revived
compare LASTRESULT 0x1
if 0x1 goto 0x816E5D6    //if so, go here
multichoice 0x0 0x0 0x15 0x0    //ask if Helix fossil or none
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x816E644    //if Helix Fossil revive it
compare 0x8000 0x1
if 0x1 goto 0x816E516    //if no, end script
compare 0x8000 0x7F
if 0x1 goto 0x816E516    //else, end script
end

//---------------
#org 0x16E4E0
checkflag 0x272            //was dome fossil picked up
if 0x0 goto 0x816E510    //if not
checkflag 0x2EC            //or if already revived
if 0x1 goto 0x816E510    //return 0
setvar LASTRESULT 0x1
return                    //else return has Dome Fossil

//---------------
#org 0x16E562
preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
waitmsg
call 0x816E4F8            //check if Old Amber is picked up and not  revived
compare LASTRESULT 0x1
if 0x1 goto 0x816E60D    //if so go to Dome and Amber choice
multichoice 0x0 0x0 0x16 0x0    //revive Dome?
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0        //if Dome
if 0x1 goto 0x816E682    //go to Dome revive
compare 0x8000 0x1        //
if 0x1 goto 0x816E516
compare 0x8000 0x7F
if 0x1 goto 0x816E516
end

//---------------
#org 0x16E4F8
checkflag 0x25E            //was Old Amber picked up
if 0x0 goto 0x816E510    //if not
checkflag 0x2EE            //or if already revived
if 0x1 goto 0x816E510    //return 0
setvar LASTRESULT 0x1
return                    //else return has Old Amber

//---------------
#org 0x16E5A4
preparemsg 0x819A25E //"Hiya!\pI am important doctor.\nYes..."
waitmsg
multichoice 0x0 0x0 0x17 0x0    //ask whether to revive old Amber
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x816E6C0        //if Old Amber, revive it
compare 0x8000 0x1
if 0x1 goto 0x816E516        //if none, end script
compare 0x8000 0x7F
if 0x1 goto 0x816E516        //else end script
end

//---------------
#org 0x16E516
msgbox 0x819A2F0 MSG_KEEPOPEN //"No!\nIs too bad!"
release
end

//---------------
#org 0x16E895
checkflag 0x2ED            //check if Helix Fossil is revived
if 0x0 goto 0x816E510    //if not revived, return 0
setvar LASTRESULT 0x1    
return                    //else return story fossil revived

//---------------
#org 0x16E8A4
checkflag 0x2EC            //check if Dome Fossil is revived
if 0x0 goto 0x816E510    //if not revived, return 0
setvar LASTRESULT 0x1
return                    //else return story fossil revived

//---------------
#org 0x16E510
setvar LASTRESULT 0x0
return

//---------------
#org 0x16E734
setvar 0x4001 0x8A
bufferpokemon 0x0 PKMN_OMANYTE
msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
givepokemon PKMN_OMANYTE 0x5 ITEM_NONE 0x0 0x0 0x0
compare LASTRESULT 0x2
if 0x1 goto 0x81A9258
setflag 0x2ED
compare LASTRESULT 0x0
if 0x1 goto 0x816E803
compare LASTRESULT 0x1
if 0x1 goto 0x816E837
end

//---------------
#org 0x16E779
setvar 0x4001 0x8C
bufferpokemon 0x0 PKMN_KABUTO
msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
givepokemon PKMN_KABUTO 0x5 ITEM_NONE 0x0 0x0 0x0
compare LASTRESULT 0x2
if 0x1 goto 0x81A9258
setflag 0x2EC
compare LASTRESULT 0x0
if 0x1 goto 0x816E803
compare LASTRESULT 0x1
if 0x1 goto 0x816E837
end

//---------------
#org 0x16E7BE
setvar 0x4001 0x8E
bufferpokemon 0x0 PKMN_AERODACTYL
msgbox 0x819A32B MSG_KEEPOPEN //"You late.\nWhere were you?\pYour f..."
givepokemon PKMN_AERODACTYL 0x5 ITEM_NONE 0x0 0x0 0x0
compare LASTRESULT 0x2
if 0x1 goto 0x81A9258
setflag 0x2EE
compare LASTRESULT 0x0
if 0x1 goto 0x816E803
compare LASTRESULT 0x1
if 0x1 goto 0x816E837
end

//---------------
#org 0x16E5D6
multichoice 0x0 0x0 0x18 0x0    //ask if Helix Fossil or Old Amber
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x816E644        //if Helix fossil, revive it.
compare 0x8000 0x1
if 0x1 goto 0x816E6C0        //if Old Amber, revive it
compare 0x8000 0x2
if 0x1 goto 0x816E516        //if none, end script
compare 0x8000 0x7F
if 0x1 goto 0x816E516        //else end script
end

//---------------
#org 0x16E644
bufferpokemon 0x0 PKMN_OMANYTE
bufferitem 0x1 ITEM_HELIXFOSSIL
msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E6FE
msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
textcolor 0x0
removeitem ITEM_HELIXFOSSIL 0x1
msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
setvar 0x406A 0x1
setvar 0x4069 0x1
release
end

//---------------
#org 0x16E60D
multichoice 0x0 0x0 0x19 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto 0x816E682
compare 0x8000 0x1
if 0x1 goto 0x816E6C0
compare 0x8000 0x2
if 0x1 goto 0x816E516
compare 0x8000 0x7F
if 0x1 goto 0x816E516
end

//---------------
#org 0x16E682
bufferpokemon 0x0 PKMN_KABUTO
bufferitem 0x1 ITEM_DOMEFOSSIL
msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E6FE
msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
textcolor 0x0
removeitem ITEM_DOMEFOSSIL 0x1
msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
setvar 0x406A 0x1
setvar 0x4069 0x2
release
end

//---------------
#org 0x16E6C0
bufferpokemon 0x0 PKMN_AERODACTYL
bufferitem 0x1 ITEM_OLDAMBER
msgbox 0x819A3B0 MSG_YESNO //"Oh!\nThat is [buffer2], it is!\pIt..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E6FE
msgbox 0x819A439 MSG_KEEPOPEN //"So!\nYou hurry and give me that!\p..."
textcolor 0x0
removeitem ITEM_OLDAMBER 0x1
msgbox 0x819A487 MSG_KEEPOPEN //"I take a little time!\nYou go for ..."
setvar 0x406A 0x1
setvar 0x4069 0x3
release
end

//---------------
#org 0x1A9258
textcolor 0x3
msgbox 0x81A5E0D MSG_KEEPOPEN //"There's no more room for POKéMON!\..."
release
end

//---------------
#org 0x16E803
textcolor 0x3
fanfare 0x101
preparemsg 0x819A37A //"[player] received the [buffer1]\nf..."
waitmsg
waitfanfare
setvar 0x406A 0x0
msgbox 0x81A5683 MSG_YESNO //"Do you want to give a nickname to\..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E871
call 0x81A8C03
call 0x81A74C7
goto 0x816E871

//---------------
#org 0x16E837
textcolor 0x3
fanfare 0x101
preparemsg 0x819A37A //"[player] received the [buffer1]\nf..."
waitmsg
waitfanfare
setvar 0x406A 0x0
msgbox 0x81A5683 MSG_YESNO //"Do you want to give a nickname to\..."
compare LASTRESULT 0x0
if 0x1 goto 0x816E866
call 0x81A8C0F
goto 0x816E866

//---------------
#org 0x16E6FE
msgbox 0x819A4BD MSG_KEEPOPEN //"Aiyah!\nYou come again!"
release
end

//---------------
#org 0x16E871
release
end

//---------------
#org 0x1A8C03
countpokemon
subvar LASTRESULT 0x1
copyvar 0x8004 LASTRESULT
return

//---------------
#org 0x1A74C7
fadescreen 0x1
special 0x9E
waitstate
return

//---------------
#org 0x16E866
call 0x81A8C18
goto 0x816E871

//---------------
#org 0x1A8C0F
fadescreen 0x1
special 0x166
waitstate
lock
faceplayer
return

//---------------
#org 0x1A8C18
bufferboxname 0x0 0x4037
bufferpokemon 0x1 0x4001
checkflag 0x834
if 0x0 call 0x81A8C33
checkflag 0x834
if 0x1 call 0x81A8C5E
return

//---------------
#org 0x1A8C33
special2 LASTRESULT 0x165
compare LASTRESULT 0x1
if 0x1 goto 0x81A8C4C
msgbox 0x81A5CCD MSG_KEEPOPEN //"[buffer2] was transferred to\nSome..."
return

//---------------
#org 0x1A8C5E
special2 LASTRESULT 0x165
compare LASTRESULT 0x1
if 0x1 goto 0x81A8C77
msgbox 0x81A5D0D MSG_KEEPOPEN //"[buffer2] was transferred to\nBILL..."
return

//---------------
#org 0x1A8C4C
special2 LASTRESULT 0x18A
bufferboxname 0x2 LASTRESULT
msgbox 0x81A5D4A MSG_KEEPOPEN //"BOX ["][buffer3]" on\nSomeone's PC..."
return

//---------------
#org 0x1A8C77
special2 LASTRESULT 0x18A
bufferboxname 0x2 LASTRESULT
msgbox 0x81A5D8D MSG_KEEPOPEN //"BOX ["][buffer3]" on\nBILL'S PC wa..."
return


//---------
// Strings
//---------
#org 0x19A25E
= Hiya!\pI am important doctor.\nYes, very much so, indeed.\pHere, I  study rare POKéMON fossils.\nAll the time, I study.\pYou!\nHave you a  fossil for me?

#org 0x19A4BD
= Aiyah!\nYou come again!

#org 0x19A487
= I take a little time!\nYou go for walk a little while!

#org 0x19A2F0
= No!\nIs too bad!

#org 0x19A32B
= You late.\nWhere were you?\pYour fossil is back to life!\nIt was  [buffer1] like I think!

#org 0x19A3B0
= Oh!\nThat is [buffer2], it is!\pIt is fossil of [buffer1],\na POKéMON  that is already extinct!\pMy Resurrection Machine will make\nthat  POKéMON live again!

#org 0x19A439
= So!\nYou hurry and give me that!\p\c\h06Á[player] handed over  the\n[buffer2] to the weird doctor.

#org 0x1A5E0D
= There's no more room for POKéMON!\pThe POKéMON BOXES are full  and\ncan't accept any more!

#org 0x19A37A
= [player] received the [buffer1]\nfrom the doctor.

#org 0x1A5683
= Do you want to give a nickname to\nthis [buffer1]?

#org 0x1A5CCD
= [buffer2] was transferred to\nSomeone's PC.\pIt was placed in \nBOX  ["][buffer1]."

#org 0x1A5D0D
= [buffer2] was transferred to\nBILL'S PC.\pIt was placed in \nBOX  ["][buffer1]."

#org 0x1A5D4A
= BOX ["][buffer3]" on\nSomeone's PC was full.\p[buffer2] was  transferred to\nBOX ["][buffer1]."

#org 0x1A5D8D
= BOX ["][buffer3]" on\nBILL'S PC was full.\p[buffer2] was transferred  to\nBOX ["][buffer1]."
my replacement code:
Spoiler:
Code:
#include stditems.rbh
#include stdpoke.rbh
#dynamic 0x800140

//---------------
#org @Start
lock
faceplayer
setvar LASTRESULT 0x0    //clear last result
checkflag 0x2EE        //check if Aerodactyl has been revived
if 0x1 call @CheckHelix
compare LASTRESULT 0x1
if 0x1 goto 0x816E873    //if both story fossils and Aerodactyl were  revived, end script
compare 0x406A 0x2
if 0x1 goto 0x816E712
compare 0x406A 0x1
if 0x1 goto 0x816E708
call @HelixI
compare LASTRESULT 0x1
if 0x1 goto 0x816E520    //if yes go to check if Old Amber and ask which  (if any) of those two to revive
call @DomeI
compare LASTRESULT 0x1
if 0x1 goto 0x816E562    //if yes, go to check if old Amber and ask  which (if any) of the two to revive.
call 0x816E4F8            //check if Old amber is picked up and not  revived.
compare LASTRESULT 0x1
if 0x1 goto 0x816E5A4    //if so, ask whether to revive old Amber
msgbox 0x819A25E MSG_KEEPOPEN //"Hiya!\pI am important doctor.\nYes..."
goto 0x816E516

//------------
#org @CheckHelix
checkflag 0x2ED
if 0x1 goto @CheckDome
return

//--------------
#org @CheckDome
checkflag 0x2EC
if 0x1 goto @Yes
return

//-------------
#org @Yes
setvar LASTRESULT 0x1
return

//-------------
#org @DomeI
checkitem 0x165 0x1
if 0x1 goto @Yes
return

//-------------
#org @HelixI
checkitem 0x166 0x1
if 0x1 goto @Yes
return
Any help would be appreciated.
Ok, yours is the most interesting. I don't know of any real error, except for two things. One..., you check for the fossil differently than the game does. And two, your check for fossils may leave unexpected results.

With a proper check, if any of the results return false, then it should return 0. Otherwise, it returns 1. Namely, an AND gate. But, because of how it's coded, using LASTRESULT can lead to unexpected results if you use compare statements. Thus, my corrections are as follows:

Code:
//------------
#org @CheckHelix
checkflag 0x2ED
if 0x1 goto @CheckDome
goto @No

//--------------
#org @CheckDome
checkflag 0x2EC
if 0x1 goto @Yes
goto @No

//-------------
#org @Yes
setvar LASTRESULT 0x1
return

//-------------
#org @No
setvar LASTRESULT 0x0
return

//-------------
#org @DomeI
checkitem 0x165 0x1
if 0x1 goto @Yes
goto @No

//-------------
#org @HelixI
checkitem 0x166 0x1
if 0x1 goto @Yes
goto @No
This is assuming that the checking for the particular item is correct. There are three reasons off the top of my head that could make it not work. Either the item is no longer in your inventory after you make two of them (Removed by the game), or the command itself is incorrect (Shouldn't be. I checked it.), or, lastly, you have more than 1 Dome or Helix fossil. I'm not sure if checkitem will return true with more than one. Either that, or the command is buggy in your game. Nonetheless, if all else fails, then rather than checking for the item, check for a flag set when you get the item, as is done in the Nintendo scripts.

Note: Yes, I realize some of the "goto @No"'s are unnecessary. But I don't trust LASTRESULT as a variable unless it's just after a compare or other item it affects. You might fix the problem by using a variable other than LASTRESULT. Maybe 0x8000, for example.

Quote:
Originally Posted by djvbb12 View Post
The setvar stuff is the result of me using part of someone elses script and my lack of understanding. I'd rather not destroy the Daycare...What I want to do seems simple enough and I feel like I shouldn't have to re-write part of the game just to remove two pokemon from the game.
I haven't tested this, but you could use "comparebanks"

Basically, iterate through all the pokemon in the party, buffer the name of the pokemon in the party with "bufferpartypokemon", and compare it with a buffer of Raticate and Rattata. Something like this:

Code:
#dynamic 0x800000
#org @start
countpokemon
copyvar 0x8000 LASTRESULT
subvar 0x8000 0x1
bufferpokemon 0x1 0x13
bufferpokemon 0x2 0x14
goto @loop

#org @loop
compare 0x8000 0x0 // While loop:
if B_<= goto @end  //while (0x8000 > 0) { 

//This is where we check the names
bufferpartypokemon 0x0 0x8000
comparebanks 0x0 0x1
if 0x1 call @remove
comparebanks 0x0 0x2
if 0x1 call @remove

// The end of the loop
subvar 0x8000 0x1 // 0x8000 = 0x8000 - 1
goto @loop        // }

#org @remove
//Code to remove the party pokemon goes here.
//Best to use "copyvar"
copyvar 0x8004 0x8000
callasm ASM_ROUTINE
return

#org @end
end
As a note, there IS a special that will remove a pokemon (or all Pokemon) from your party, erasing it completely. I don't remember what the special is, but I also figure there would have to be one, cause you can "release" pokemon in the game.

You can also erase it manually. I wouldn't recommend it, but it's still possible. It would require what I call "Scripting in ASM without using ASM."
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Last edited by Nerketur; January 21st, 2011 at 09:14 PM. Reason: Added help for a new person. - Fixed code, again!
  #5133    
Old January 20th, 2011, 05:46 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by djvbb12 View Post
The setvar stuff is the result of me using part of someone elses script and my lack of understanding. I'd rather not destroy the Daycare...What I want to do seems simple enough and I feel like I shouldn't have to re-write part of the game just to remove two pokemon from the game.
Maybe someone else can help you, then. What you need is a check to make sure the Pokemon being removed from that slot is the Pokemon you want it to be, but I don't know if there's an in-game method to do that, or if someone could write an asm routine for it ... I don't know enough about asm to do it myself, but I suspect it wouldn't be difficult to add that to HackMew's routine and have a special routine to only remove Rattata or Raticate (for someone experienced with asm).
__________________
  #5134    
Old January 21st, 2011, 08:46 AM
Geogebra
Beginning Trainer
 
Join Date: Nov 2010
Gender: Male
Hello I try to make a hack with Fire red using Advanced map and XSE, however I have for a long time had some problems with the "applymovement" command. What I am trying to achieve is that the player and Oak is moving at the same time (like at the very start of the game), however there is only Proffessor Oak that is moving, and the player only moves like one tile, but then stops.. annyone knows why thios is happening or what I have done wrong? would apreciate some answers, and oh, sorry for kind of bad english..

here is my script:
Spoiler:
#dynamic 0x2DD105
#org @start

checkflag 0x821
if 0x1 goto @gjort
msgbox @oaktalk 0x2
applymovement 0xFF @player
applymovement 0x06 @oakmove
end

#org @gjort
msgbox @oaktalk2 0x2
end

#org @oaktalk2
= okey then

#org @oaktalk
= well halleo there

#org @player
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0xFE

#org @oakmove
#raw 0x18
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x60
#raw 0xFE


I also have to note that when the scrip is finished and I go back to talk to Oak, the player start moving instead of Oak.
  #5135    
Old January 21st, 2011, 02:23 PM
Tenn Tenki's Avatar
Tenn Tenki
Awesome Dude
 
Join Date: Nov 2010
Location: classified
Gender: Male
Nature: Quirky
I need help with this script. It is a givepokemon script but when I talk to the guy it just game freezes

Code:
'---------------
#org 0x2DD100
lockall
faceplayer
checkflag 0x828
if 0x1 goto 0x82DD134
msgbox 0x82DD13F MSG_NORMAL '"Detictive Obtain Charmander!"
givepokemon 0x4 0x5 0x3F 0x0 0x0 0x0
giveitem 0x32 0x5 MSG_OBTAIN
setflag 0x828
releaseall
end
'---------------
#org 0x2DD134
msgbox 0x82DD15E MSG_NORMAL '"No more!"
release
end

'---------
' Strings
'---------
#org 0x2DD13F
= Detictive Obtain Charmander!
#org 0x2DD15E
= No more!
  #5136    
Old January 21st, 2011, 02:46 PM
erma96's Avatar
erma96
Beginning Trainer
 
Join Date: Jan 2010
Code:
'---------------
#org 0x2DD100
lock
faceplayer
checkflag 0x828
if 0x1 goto 0x82DD134
msgbox 0x82DD13F MSG_NORMAL '"Detictive Obtain Charmander!"
givepokemon 0x4 0x5 0x3F 0x0 0x0 0x0
giveitem 0x32 0x5 MSG_OBTAIN
setflag 0x828
release
end
'---------------
#org 0x2DD134
msgbox 0x82DD15E MSG_NORMAL '"No more!"
release
end

'---------
' Strings
'---------
#org 0x2DD13F
= Detictive Obtain Charmander!
#org 0x2DD15E
= No more!
  #5137    
Old January 21st, 2011, 02:47 PM
SPG's Avatar
SPG
Pyroblock
 
Join Date: Dec 2010
Age: 18
Gender: Male
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Quote:
Originally Posted by Tenn Tenki View Post
I need help with this script. It is a givepokemon script but when I talk to the guy it just game freezes

Code:
'---------------
#org 0x2DD100
lockall
faceplayer
checkflag 0x828
if 0x1 goto 0x82DD134
msgbox 0x82DD13F MSG_NORMAL '"Detictive Obtain Charmander!"
givepokemon 0x4 0x5 0x3F 0x0 0x0 0x0
giveitem 0x32 0x5 MSG_OBTAIN
setflag 0x828
releaseall
end
'---------------
#org 0x2DD134
msgbox 0x82DD15E MSG_NORMAL '"No more!"
release
end
 
'---------
' Strings
'---------
#org 0x2DD13F
= Detictive Obtain Charmander!
#org 0x2DD15E
= No more!
what game are you using? if you are using fire red its all wrong welll when i do give pokemon its set up diffrently
__________________
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  #5138    
Old January 21st, 2011, 03:08 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 Tenn Tenki View Post
I need help with this script. It is a givepokemon script but when I talk to the guy it just game freezes

Code:
'---------------
#dynamic 0x800000

#org @start
lockall
faceplayer
checkflag 0x828
if 0x1 goto @NO_MORE
msgbox 0xCHARMANDER_GET MSG_NORMAL
givepokemon 0x4 0x5 0x3F 0x0 0x0 0x0
giveitem 0x32 0x5 MSG_OBTAIN
setflag 0x828
releaseall
end
'---------------
#org @NO_MORE
msgbox NO_MORE_MSG MSG_NORMAL '"No more!"
release
end

'---------
' Strings
'---------
#org @CHARMANDER_GET
= Detictive Obtain Charmander!
#org NO_MORE_MSG
= No more!
Oh good lord the offset.

WHY oh WHY would you ever place a script THERE of all places.
Okay, you'll need a ROM that you HAVE NOT inserted this script already.
If you don't have one, oh well, you'll need to start over.
Okay look at the quote, I edited the offset for you, put the script in XSE and press compile.

Then choose the first offset given in the list, it'll be @start (In the compiler log)

Then go to A-MAP and give the script that offset.
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  #5139    
Old January 21st, 2011, 03:59 PM
naokichi's Avatar
naokichi
Dances with Dragonite
 
Join Date: Jan 2010
Gender: Male
Sorry if I put this in the wrong section, but I'm new on this site and I'm still getting the hang of it.
Anyways, I have a script that continues to loop and I can't figure out why. Now I'm only a novice scripter, so the problem is probably obvious.
Heres my script:
HTML Code:
#dynamic 0x800035

#org @start
checkflag 0x1
if 0x1 goto @done
msgbox @talk 0x6
applymovement 0xFF @move
waitmovement 0x3
applymovement 0x3 @move1
waitmovement 0x3
applymovement 0x3 @move2
msgbox @talk1 0x6
applymovement 0x3 @move3
waitmovement 0x3
release
end

#org @done
clearflag 0x1
release
end

#org @talk
= Hey you!

#org @move
#raw 0x2
#raw 0xFE

#org @move1
#raw 0x3
#raw 0x62
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @talk1
= Why are you still in here?\pEverybody has already headed\nout into the town!\lHurry up and you might be able to\lcatch up with them.

#org @move3
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0xFE
Thanks for the help!
  #5140    
Old January 21st, 2011, 04:32 PM
kanto123326's Avatar
kanto123326
squ1r3llz m@k3 m3 cry
 
Join Date: Jan 2011
Location: Candyland?
Gender: Female
Nature: Lax
I'm a total newbie; how do I script at all???
Please post download below?
I hope im not breaking rules there...
__________________
Asparachuks, ACTIVATE!
  #5141    
Old January 21st, 2011, 04:43 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 kanto123326 View Post
I'm a total newbie; how do I script at all???
Please post download below?
I hope im not breaking rules there...
First you need your PKMN ROM, Advance Map, and scripting tool.
For the scripting tool, I would like to recommend HackMew's XSE.
You can get that tool in the Toolbox Section, along with the Advance Map.

Then, you need to read tutorials on how to script in the Tutorials section.
Since you are a beginner, you need to first look at the basics of scripting. After that, you can then move on to more advance methods of scripting.

If you want to learn how to script, then you need time and trial and error.
Don't rush on things.
__________________
  #5142    
Old January 21st, 2011, 06:31 PM
SPG's Avatar
SPG
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Age: 18
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how would i make a script for a boat to take me somewhere? like test say from pallet town to vridian city (its just an example) how would i set up the 2 scripts? i have done scripting before and its easy (for me) but i havent found any thing to do with a boat taking me some where! i looked at other scripts in the game and it confused me for the boat to take me somewhere in the game you would need a starter pokemon (in the game im making there is only 1) and the pokedex. first things first... is it even possible to do this (need two items to get on the boat) or can i only just use 1?
__________________
want to help with forbidden version? or want more details about it? pm me or contact me at [email protected]
  #5143    
Old January 21st, 2011, 06:38 PM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Quote:
Originally Posted by SPG View Post
how would i make a script for a boat to take me somewhere? like test say from pallet town to vridian city (its just an example) how would i set up the 2 scripts? i have done scripting before and its easy (for me) but i havent found any thing to do with a boat taking me some where! i looked at other scripts in the game and it confused me for the boat to take me somewhere in the game you would need a starter pokemon (in the game im making there is only 1) and the pokedex. first things first... is it even possible to do this (need two items to get on the boat) or can i only just use 1?
I'm sure it's possible. Not sure what you mean by "How" you would set it up, but I'm pretty sure there are boat scripts in a few of the GBA games. I'd recommend looking there =)
__________________
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)
  #5144    
Old January 21st, 2011, 06:46 PM
SPG's Avatar
SPG
Pyroblock
 
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Age: 18
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Quote:
Originally Posted by Nerketur View Post

I'm sure it's possible. Not sure what you mean by "How" you would set it up, but I'm pretty sure there are boat scripts in a few of the GBA games. I'd recommend looking there =)
looks like some one didnt read my post completly cuz i said i looked at the game, no im not being rude
__________________
want to help with forbidden version? or want more details about it? pm me or contact me at [email protected]
  #5145    
Old January 21st, 2011, 07:01 PM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Quote:
Originally Posted by SPG View Post
looks like some one didnt read my post completly cuz i said i looked at the game, no im not being rude
I read the post (Twice, actually), but I don't understand the question. Personally, I haven't looked at the game, nor do I know which game you're speaking of. I don't know what you're looking for. You say "How do I do a boat script?" My response is "Look at the game." You say "I did." Well, since I am not knowledgeable about what you're looking for, I can't be of much (Or any) help, other than to say "Try it out and see. Experiment."

There are multiple types of "boat scripts" you could do, for example. Such as walking inside, as it goes from one place to the other, and opening doors to each "destination" based on a flag set. Or you might be wanting the "Player enters boat, we see boat driving away, and then reach destination where player walks out." type of thing.

So, if you would kindly elaborate, give as much detail as possible, and then I can help you better =)

PS: When I said "Look at the game", I meant explore, find out patterns, see what you know, tinker with it a bit. Not just "look" at it, and then say "This is confusing! D=". Through experimentation, one can learn a LOT faster than being told what to do.
__________________
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)
  #5146    
Old January 21st, 2011, 07:07 PM
djvbb12
Beginning Trainer
 
Join Date: Jan 2011
Gender: Male
Quote:
Originally Posted by Nerketur View Post

I haven't tested this, but you could use "comparebanks"

Basically, iterate through all the pokemon in the party, buffer the name of the pokemon in the party with "bufferpartypokemon", and compare it with a buffer of Raticate and Rattata. Something like this:

Code:
#dynamic 0x800000
#org @start
countpokemon
copyvar 0x8000 LASTRESULT
subvar 0x8000 0x1
bufferpokemon 0x1 0x13
bufferpokemon 0x2 0x14
goto @loop

#org @loop
compare 0x8000 0x0 // While loop:
if B_<= goto @end  //while (0x8000 > 0) { 

//This is where we check the names
bufferpartypokemon 0x0 0x8000
comparebanks 0x0 0x1
if 0x1 call @remove
comparebanks 0x0 0x2
if 0x1 call @remove

// The end of the loop
subvar 0x8000 0x1 // 0x8000 = 0x8000 - 1
goto @loop        // }

#org @remove
//Code to remove the party pokemon goes here.
//Best to use "copyvar"
copyvar 0x8004 0x8000
callasm ASM_ROUTINE
goto @end

#org @end
end
As a note, there IS a special that will remove a pokemon (or all Pokemon) from your party, erasing it completely. I don't remember what the special is, but I also figure there would have to be one, cause you can "release" pokemon in the game.

You can also erase it manually. I wouldn't recommend it, but it's still possible. It would require what I call "Scripting in ASM without using ASM."
Okay I'm very confused...I tried integrating the code you posted but when I test it in game the screen just goes black. This is how I combined it.

Spoiler:
'---------------
#org 0x7404EE
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x8740634
setvar 0x4036 0x13
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8740538
setvar 0x4036 0x14
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8740565
msgbox 0x8740696 MSG_NORMAL '"Listen well child.\nIf you ever ca..."
release
end

'---------------
#org 0x740634
msgbox 0x8740775 MSG_NORMAL '"I'm so glad that AOI and AKAI\ncou..."
release
end

'---------------
#org 0x740538
setvar 0x4036 0x14
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8740592
bufferpokemon 0x3 0xD
bufferpokemon 0x2 0xE
msgbox 0x87406F5 MSG_NORMAL '"Hey!\nYou have the legendary ghost..."
release
end

'---------------
#org 0x740565
setvar 0x4036 0x13
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8740592
bufferpokemon 0x3 0xE
bufferpokemon 0x2 0xD
msgbox 0x87406F5 MSG_NORMAL '"Hey!\nYou have the legendary ghost..."
release
end

'---------------
#org 0x740592
msgbox 0x874063F MSG_YESNO '"Would you like me to perform\na ri..."
compare LASTRESULT 0x1
if 0x1 goto 0x87405BE
compare LASTRESULT 0x0
if 0x1 goto 0x87405B3
release
end

'---------------
#org 0x7405BE
countpokemon
copyvar 0x8000 LASTRESULT
subvar 0x8000 0x1
bufferpokemon 0x1 0x13
bufferpokemon 0x2 0x14
goto 0x87405D7

'---------------
#org 0x7405B3
msgbox 0x874067E MSG_NORMAL '"Oh...\nThat's too bad."
release
end

'---------------
#org 0x7405D7
compare 0x8000 0x0
if 0x3 goto 0x8740617
bufferpartypokemon 0x0 0x8000
comparebanks 0x0 0x1
if 0x1 call 0x8740607
comparebanks 0x0 0x2
if 0x1 call 0x8740607
subvar 0x8000 0x1
goto 0x87405D7

'---------------
#org 0x740617
givepokemon 0x17D 0x2 0x0 0x0 0x0 0x0
setflag 0x200
msgbox 0x8740775 MSG_NORMAL '"I'm so glad that AOI and AKAI\ncou..."
release
end

'---------------
#org 0x740607
copyvar 0x8004 0x8000
callasm 0x8812271
goto 0x8740617


'---------
' Strings
'---------
#org 0x740696
= Listen well child.\nIf you ever capture the legendary\lfire and water ghosts bring\nthem to me.

#org 0x740775
= I'm so glad that AOI and AKAI\ncould finally be reunited!

#org 0x7406F5
= Hey!\nYou have the legendary ghost [buffer2]\lwith you! \pIf you bring the other legendary\nghost,[buffer1],\lI can use my powers to unite them.

#org 0x74063F
= Would you like me to perform\na ritual to unite AOI and AKAI?

#org 0x74067E
= Oh...\nThat's too bad.


The screen turns black as soon as I hit yes. Sorry but I'm just really inexperienced.
  #5147    
Old January 21st, 2011, 07:17 PM
SPG's Avatar
SPG
Pyroblock
 
Join Date: Dec 2010
Age: 18
Gender: Male
Send a message via Skype™ to SPG
Quote:
Originally Posted by Nerketur View Post

I read the post (Twice, actually), but I don't understand the question. Personally, I haven't looked at the game, nor do I know which game you're speaking of. I don't know what you're looking for. You say "How do I do a boat script?" My response is "Look at the game." You say "I did." Well, since I am not knowledgeable about what you're looking for, I can't be of much (Or any) help, other than to say "Try it out and see. Experiment."

There are multiple types of "boat scripts" you could do, for example. Such as walking inside, as it goes from one place to the other, and opening doors to each "destination" based on a flag set. Or you might be wanting the "Player enters boat, we see boat driving away, and then reach destination where player walks out." type of thing.

So, if you would kindly elaborate, give as much detail as possible, and then I can help you better =)

PS: When I said "Look at the game", I meant explore, find out patterns, see what you know, tinker with it a bit. Not just "look" at it, and then say "This is confusing! D=". Through experimentation, one can learn a LOT faster than being told what to do.
oh crap... wow i left out some words XD said it in my mind but didnt come out when i was typing XD but when i read your post you said exactly what i needed!
Quote:
"Player enters boat, we see boat driving away, and then reach destination where player walks out."
how would i do that? but you would need 2 items (well an item and a pokemon) to board like a pokedex and a mewtwo? (just for example)
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  #5148    
Old January 21st, 2011, 09:01 PM
Nerketur's Avatar
Nerketur
PokéScripter
 
Join Date: Nov 2010
Gender: Male
Nature: Quirky
Quote:
Originally Posted by SPG View Post
oh crap... wow i left out some words XD said it in my mind but didnt come out when i was typing XD but when i read your post you said exactly what i needed! how would i do that? but you would need 2 items (well an item and a pokemon) to board like a pokedex and a mewtwo? (just for example)
Now we're getting somewhere. Ok. Basic format would be this (Not real code, here, just example outline):
  1. Hide the player sprite
  2. if the boat is all one tile, then just set it to walk left, (or right), until it goes offscreen (A "Person" event)
  3. Warp the player to the desired map
  4. Have a level script do the "come in" scene (Player arriving)
  5. (Optional) Hide Player again (I don't know if it stays hidden. I suppose it depends on your method.)
  6. show the player sprite, and have him walk out.
As for how to do all of this? I'm sure you can figure it out =P

Quote:
Originally Posted by djvbb12 View Post
Okay I'm very confused...I tried integrating the code you posted but when I test it in game the screen just goes black. This is how I combined it.

Spoiler:
'---------------
#org 0x7404EE
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x8740634
setvar 0x4036 0x13
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8740538
setvar 0x4036 0x14
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8740565
msgbox 0x8740696 MSG_NORMAL '"Listen well child.\nIf you ever ca..."
release
end

'---------------
#org 0x740634
msgbox 0x8740775 MSG_NORMAL '"I'm so glad that AOI and AKAI\ncou..."
release
end

'---------------
#org 0x740538
setvar 0x4036 0x14
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8740592
bufferpokemon 0x3 0xD
bufferpokemon 0x2 0xE
msgbox 0x87406F5 MSG_NORMAL '"Hey!\nYou have the legendary ghost..."
release
end

'---------------
#org 0x740565
setvar 0x4036 0x13
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto 0x8740592
bufferpokemon 0x3 0xE
bufferpokemon 0x2 0xD
msgbox 0x87406F5 MSG_NORMAL '"Hey!\nYou have the legendary ghost..."
release
end

'---------------
#org 0x740592
msgbox 0x874063F MSG_YESNO '"Would you like me to perform\na ri..."
compare LASTRESULT 0x1
if 0x1 goto 0x87405BE
compare LASTRESULT 0x0
if 0x1 goto 0x87405B3
release
end

'---------------
#org 0x7405BE
countpokemon
copyvar 0x8000 LASTRESULT
subvar 0x8000 0x1
bufferpokemon 0x1 0x13
bufferpokemon 0x2 0x14
goto 0x87405D7

'---------------
#org 0x7405B3
msgbox 0x874067E MSG_NORMAL '"Oh...\nThat's too bad."
release
end

'---------------
#org 0x7405D7
compare 0x8000 0x0
if 0x3 goto 0x8740617
bufferpartypokemon 0x0 0x8000
comparebanks 0x0 0x1
if 0x1 call 0x8740607 // expects return
comparebanks 0x0 0x2
if 0x1 call 0x8740607 // expects return
subvar 0x8000 0x1
goto 0x87405D7

'---------------
#org 0x740617
givepokemon 0x17D 0x2 0x0 0x0 0x0 0x0
setflag 0x200
msgbox 0x8740775 MSG_NORMAL '"I'm so glad that AOI and AKAI\ncou..."
release
end

'---------------
#org 0x740607 // This was CALLED, which means the last command should usually be "return"
copyvar 0x8004 0x8000
callasm 0x8812271
return

'---------
' Strings
'---------
#org 0x740696
= Listen well child.\nIf you ever capture the legendary\lfire and water ghosts bring\nthem to me.

#org 0x740775
= I'm so glad that AOI and AKAI\ncould finally be reunited!

#org 0x7406F5
= Hey!\nYou have the legendary ghost [buffer2]\lwith you! \pIf you bring the other legendary\nghost,[buffer1],\lI can use my powers to unite them.

#org 0x74063F
= Would you like me to perform\na ritual to unite AOI and AKAI?

#org 0x74067E
= Oh...\nThat's too bad.


The screen turns black as soon as I hit yes. Sorry but I'm just really inexperienced.
Well, in the original, you used "call" without using "return" when you "call" an address, it's like you're saying "Go here, temporarily, until I tell you to return" When you use "goto", you're saying "Go here permanently." It's as if the goto wasn't even there, the code just continues from the specified address. Code change in RED.

Note: I apologize for making that error in my "Something like" code. But I still think explaining the difference is important. =) ::goes back and corrects::
__________________
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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!

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Very well made hacks:

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Last edited by Nerketur; January 21st, 2011 at 09:18 PM. Reason: Corrected colors. Dunno why it didn't save properly.
  #5149    
Old January 22nd, 2011, 03:56 PM
adamb241's Avatar
adamb241
Pokémon Raging Fury
 
Join Date: Jan 2008
Location: New York
Age: 21
Nature: Brave
Well I have a few questions about this script. Hopefully someone here can help me.

Spoiler:
#dynamic 0x800000

#org @start
lockall
checkflag 0x205
if 0x1 goto @done
special 0x113
applymovement 0x7F @move
applymovement 0xA @move2
applymovement 0xB @move3
waitmovement 0x0
applymovement 0xA @move4
applymovement 0xB @move5
waitmovement 0x0
msgbox @1 0x6
applymovement 0xFF @move6
applymovement 0xA @move7
applymovement 0xB @move8
waitmovement 0x0
msgbox @2 0x6
trainerbattle 0x1 0x006 0x0 @before @after @later
end

#org @later
msgbox @3 0x6
msgbox @4 0x6
applymovement 0xB @move10
waitmovement 0x0
applymovement 0xFF @move11
waitmovement 0x0
trainerbattle 0x1 0x005 0x0 @before1 @after1 @later1
end

#org @later1
msgbox @5 0x6
msgbox @6 0x6
applymovement 0xA @move12
applymovement 0xB @move13
applymovement 0xFF @move14
waitmovement 0x0
special 0x114
setflag 0x205
releaseall
end

#org @done
release
end

#org @1
= [red_fr]Thug 2: Well this is the end of\nthe forest. Where the hell is\leveryone?! I knew this whole trip\lwas a waste of time.\lThug 1: Now look who's\lcomplaining! You're right though,\lthis was a compleate waste of our\ltime.

#org @2
= [blue_fr][player]: Hey! You two! I want to\nspeak to you!.

#org @before
= [red_fr]Thug 1: Well, well, well. Look\nwhat the cat dragged in.\l[blue_fr][player]: Where is my\lfather! I demand an anwser now!\l[red_fr]Thug 1: Do you really think\lwe're going to tell YOU that?\lThug 2: What should we do with\lhim?\lThug 1: Punish him ofcourse!


#org @after
= You got lucky this time.

#org @3
= [red_fr]Thug 1: Wow! This child is\nactually pretty good.

#org @4
= [blue_fr][player]: Now tell me where my\nfather is!!!

#org @before1
= [red_fr]Thug 2: Not so fast there young\none, you have to get through me\lfirst.

#org @after1
= I guess I'll tell you where he is.

#org @5
= [blue_fr][player]: Alright, I've beaten\nyou both! Tell me where he is!

#org @6
= [red_fr]Thug 2: Ha! You actually\nbelived we were going to tell you\lwhere we hid him! You're dumber\lthan you look!. Lets get out of\lhere!

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

#org @move2
#raw 0x11 0x11 0x11 0x11 0xFE

#org @move3
#raw 0x11 0x11 0x11 0x11 0xFE

#org @move4
#raw 0x10 0x12 0x12 0x10 0x12 0x18 0x0 0x18 0x2 0x18 0x1 0x18 0x13 0x11 0x13 0x13 0x11 0x3 0xFE

#org @move5
#raw 0x0 0x3 0x2 0x1 0x0 0x2 0xFE

#org @move6
#raw 0x11 0x11 0x11 0x11 0xFE

#org @move7
#raw 0x18 0x18 0x0 0x62 0xFE

#org @move8
#raw 0x18 0x18 0x0 0x62 0xFE

#org @move10
#raw 0x10 0x2 0xFE

#org @move11
#raw 0x3 0xFE

#org @move12
#raw 0x11 0x13 0x13 0x11 0x11 0x11 0x60 0x1E 0x1E 0xFE

#org @move13
#raw 0x11 0x11 0x13 0x11 0x11 0x11 0x60 0x1E 0x1E 0xFE

#org @move14
#raw 0x18 0x62 0x0 0xFE


1. After the 2nd trainer battle, the two guys are suppose to walk away but halfway through their movements they stop and the script ends (player can move around). I've tried a lot of different fixes but I can't seem to solve this problem.



2. I want to make the guy pause in the script. ex. Walks (stops) looks left (pauses) looks right (pauses). How would I go about making that happen? I've tried experimenting with the "delay" commands but to no avail.
3. Finally, if the player gets defeated by blither trainer, if he goes back to the script start again, it goes up to the part right before the battle and releases the player. How can I fix this?

Thanks for any help.
__________________

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  #5150    
Old January 22nd, 2011, 04:09 PM
Geogebra
Beginning Trainer
 
Join Date: Nov 2010
Gender: Male
Hi! I wondered if it was any possible script/command to either trade pokémons, or sort of "get rid of them". What I want is to remove a certain pokémon (from the player) for a period and then give it back again, the player will also recieve a temporarily pokémon. What I first thought of was to use the givepokemon command, and by some sort of way removing an other pokemon from the party(however I didn't find such a command). But then I thought of that it may would have been possible to use a command to trade with the computer.

So what I am asking is: is there any commands as the two described above("takepokemon" or "trade with CPU"- sort of)?

And I am using XSE in a fire red hack
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