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  #5701    
Old June 11th, 2011, 05:39 PM
1-Up's Avatar
1-Up
Beginning Trainer
 
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Quote:
Originally Posted by Ash493 View Post
I'd recompile champions' script to free location and added series of check and setflag commands and those set flags would be used in giving starters script =)
It has advantage in a fact that champion can have different team each run (if you set it of course :D), isn't that great? :D

Ah, ok I see what you mean. Cool, ty.

Thanks to everyone, actually.
  #5702    
Old June 13th, 2011, 03:10 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
I am attempting to get a simple trainerbattle script to work. When I compile it into a regular FR rom, everything works fine. But when I compile the same script into a rom patched with JPAN's hacked engine, it freezes right before the battle should start and the trainer's music just keeps playing.

Does anyone know what the problem is here? I'm guessing it is something to do with the engine, but I can't figure out what.

Any help is appreciated!
Thanks.
  #5703    
Old June 13th, 2011, 10:28 PM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
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Location: Abyss of Time, Great Seal
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Quote:
Originally Posted by shinyabsol1 View Post
I am attempting to get a simple trainerbattle script to work. When I compile it into a regular FR rom, everything works fine. But when I compile the same script into a rom patched with JPAN's hacked engine, it freezes right before the battle should start and the trainer's music just keeps playing.

Does anyone know what the problem is here? I'm guessing it is something to do with the engine, but I can't figure out what.

Any help is appreciated!
Thanks.
I unfortunately did not try JPAN's engine yet but if I remember correctly then it's "stripped" of these things and you need to insert them.
I'm sorry I really don't know... I hope someone else answers this better.
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  #5704    
Old June 14th, 2011, 12:35 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Quote:
Originally Posted by Ash493
I unfortunately did not try JPAN's engine yet but if I remember correctly then it's "stripped" of these things and you need to insert them.
I'm sorry I really don't know... I hope someone else answers this better.
Thanks for trying to help. I'm not sure what you mean when you say that it is "stripped" of the "things" necessary to make this work.....and what would I need to insert?

But like you said, you're not really sure...and I'm not sold on the idea that I need to insert something. Wouldn't this stuff have been mentioned in the hacked engine's guide?

Anyone else have an idea of what the problem is?
Thanks.
  #5705    
Old June 14th, 2011, 03:17 PM
Chimchar 9's Avatar
Chimchar 9
inactive ~ depression :/
 
Join Date: Jan 2008
Location: England, Southampton.
Age: 20
Gender: Male
Nature: Calm
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Can anyone help me? I've just got back into hacking and basically forgot how to script.

I'm having trouble with this script:
Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x1 goto @done
applymovement 0x04 @move1
waitmovement 0x0
playsong 0x0110 0x0
msgbox @1 0x6
applymovement 0x04 @move2
waitmovement 0x0
fadesong 0x12c
hidesprite 0x04
release
end

#org @done
clearflag 0x1000
release
end

#org @move1
#raw 0x02
#raw 0x62
#raw 0xA
#raw 0xFE

#org @move2
#raw 0xB
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @1
= Hello, [player]. I've found\nsomething really strange near the\llake. Come meet me there, I'll be\lwaiting for you. See ya there!


Problems:
1.The rival only does the movements, but doesn't say anything and just walks off.
2.When I go into a different map and then come back, he is then there again, and then the script can repeat.

I'd like to solve this quickly as possible, thank you!
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  #5706    
Old June 14th, 2011, 03:51 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Chimchar 9 View Post
Can anyone help me? I've just got back into hacking and basically forgot how to script.

I'm having trouble with this script:
Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x1 goto @done
applymovement 0x04 @move1
waitmovement 0x0
playsong 0x0110 0x0
msgbox @1 0x6
applymovement 0x04 @move2
waitmovement 0x0
fadesong 0x12c
hidesprite 0x04
release
end

#org @done
clearflag 0x1000
release
end

#org @move1
#raw 0x02
#raw 0x62
#raw 0xA
#raw 0xFE

#org @move2
#raw 0xB
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @1
= Hello, [player]. I've found\nsomething really strange near the\llake. Come meet me there, I'll be\lwaiting for you. See ya there!


Problems:
1.The rival only does the movements, but doesn't say anything and just walks off.
2.When I go into a different map and then come back, he is then there again, and then the script can repeat.

I'd like to solve this quickly as possible, thank you! :)
I have no idea why it isn't displaying the text :<

Did you set his person ID to 1000? If you haven't that would explain why his sprite is reappearing. I'm not sure why you put 'clearflag 0x1000' in org @done because that would be allowing you to repeat the script again - It may also have something to to with being able to see him again as well.
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  #5707    
Old June 14th, 2011, 07:25 PM
shinyabsol1's Avatar
shinyabsol1
Pokemon DarkJasper!?
 
Join Date: Aug 2010
Gender: Male
Nature: Calm
Quote:
Originally Posted by shinyabsol1
I am attempting to get a simple trainerbattle script to work. When I compile it into a regular FR rom, everything works fine. But when I compile the same script into a rom patched with JPAN's hacked engine, it freezes right before the battle should start and the trainer's music just keeps playing.

Does anyone know what the problem is here? I'm guessing it is something to do with the engine, but I can't figure out what.

Any help is appreciated!
Thanks.

Now I tried it on another FR patched with JPAN's engine and it worked! I forgot to mention that the rom that the script didn't work in had already been tampered with (test tiles/palettes and other scripts). Are my previous tamperings with the rom maybe what caused my trainer script to freeze? I just don't want this to happen when I start real scripting for my hack.
  #5708    
Old June 15th, 2011, 01:37 AM
Anselection's Avatar
Anselection
Malicious Mapper
 
Join Date: Jul 2009
Gender: Male
Okay, I've re-downloaded XSE, and it didn't work, so it's obviously something with this script. I'm trying to teach myself to script and this script(I thought I was doing it fine) crashes XSE when I try to debug it. A normal talking script works fine, but this crashes the whole program. Can anyone tell me what's wrong with it? This is for Fire Red
Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x200
if 0x1 goto @done1
setflag 0x200
applymovement 0x01 @move
waitmovement 0x01
applymovement 0xFF @move2
waitmovement 0xFF
checkflag 0x82F
if 0x1 goto @momma
msgbox @1 0x6
setflag 0x82F
release
end

#org @done
release
end

#org @momma
msgbox @2 0x6
release
end

#org @2
= Hey, [PLAYER]! Did you clean your room\nlike I asked you to earlier?

#org @1
= [PLAYER]! I have a surprise for\nyou! You remember how you’ve\lalways wanted a Pokémon? Well,\lI’ve decided it’s time for you to\lget one! Professor John said\lhe’ll be waiting for you in his\llab to give you a choice of three\lPokémon! You know, last night I\lsaw a commercial about the Elite\lFour. Turns out they’re doing it\lone last time. They called it\ltheir Swan Song. You should try\lto join it! I think it would be\lgreat! I know you’ve always\lwanted to be a Trainer. Now’s\lyour chance! Oh, by the way. I\lalso got you these shoes. They\lmight just make your journey\leasier.

#org @move
#raw 0x1
#raw 0xFE

#org @move2
#raw 0xA
#raw 0xC
#raw 0xFE
__________________

Last edited by Anselection; June 15th, 2011 at 01:53 AM.
  #5709    
Old June 15th, 2011, 01:48 AM
Tryndamere's Avatar
Tryndamere
the Barbarian King.
 
Join Date: Mar 2011
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Nature: Rash
i think what is wrong is that there should be only 1 waitmovement 0x0
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Last edited by Tryndamere; June 15th, 2011 at 01:57 AM.
  #5710    
Old June 15th, 2011, 01:55 AM
Anselection's Avatar
Anselection
Malicious Mapper
 
Join Date: Jul 2009
Gender: Male
I already had the spaces in the script. They just didn't copy over. And I tried taking out the second waitmovement. It still crashed XSE. I thought you were supposed to do a waitmovement after every applymovement so it could wait the appropriate amount of time for the movement? Thanks in advance to whoever can get the answer. /:
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  #5711    
Old June 15th, 2011, 02:19 AM
Chimchar 9's Avatar
Chimchar 9
inactive ~ depression :/
 
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Location: England, Southampton.
Age: 20
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Quote:
Originally Posted by DrFuji View Post
I have no idea why it isn't displaying the text :<

Did you set his person ID to 1000? If you haven't that would explain why his sprite is reappearing. I'm not sure why you put 'clearflag 0x1000' in org @done because that would be allowing you to repeat the script again - It may also have something to to with being able to see him again as well.
Okay, I've done everything you said. But the text is still not coming up, another thing is that the sprite re-appeared for the second time and once the script activated again, then the sprite disappeared forever and the script wouldn't work again. So, you fixed something I guess, but not all of the problems.
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  #5712    
Old June 15th, 2011, 02:21 AM
jhay21's Avatar
jhay21
 
Join Date: Jan 2010
Location: Philippines
Gender: Male
Nature: Timid
Quote:
Originally Posted by Anselection View Post
I already had the spaces in the script. They just didn't copy over. And I tried taking out the second waitmovement. It still crashed XSE. I thought you were supposed to do a waitmovement after every applymovement so it could wait the appropriate amount of time for the movement? Thanks in advance to whoever can get the answer. /:
waitmovement 0x0 makes it so that it will wait just enough time for the applymovement to finish if you wanted it to wait some more you can use pause
  #5713    
Old June 15th, 2011, 02:26 AM
Anselection's Avatar
Anselection
Malicious Mapper
 
Join Date: Jul 2009
Gender: Male
Can you answer my question 2 posts above that one?
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  #5714    
Old June 15th, 2011, 02:48 AM
jhay21's Avatar
jhay21
 
Join Date: Jan 2010
Location: Philippines
Gender: Male
Nature: Timid
Quote:
Originally Posted by Chimchar 9 View Post
Okay, I've done everything you said. But the text is still not coming up, another thing is that the sprite re-appeared for the second time and once the script activated again, then the sprite disappeared forever and the script wouldn't work again. So, you fixed something I guess, but not all of the problems.
put a pause after the playsong command something like pause 0x5
and you cleared the 0x1000 flag after checking if it is done.. change it

Quote:
Originally Posted by Anselection View Post
Can you answer my question 2 posts above that one?
edit wait a sec
btw.. by crash do you meant that your XSE closes when you compile? or it just pops up a dialog box?

Last edited by jhay21; June 15th, 2011 at 03:24 AM.
  #5715    
Old June 15th, 2011, 03:02 AM
Anselection's Avatar
Anselection
Malicious Mapper
 
Join Date: Jul 2009
Gender: Male
As in, I click the debug button then it says "XSE has stopped working. Windows is looking for a solution to the problem." -Closes out- But, it doesn't do that for a basic talking script.
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  #5716    
Old June 15th, 2011, 03:13 AM
jhay21's Avatar
jhay21
 
Join Date: Jan 2010
Location: Philippines
Gender: Male
Nature: Timid
Quote:
Originally Posted by Anselection View Post
As in, I click the debug button then it says "XSE has stopped working. Windows is looking for a solution to the problem." -Closes out- But, it doesn't do that for a basic talking script.
im just taking a guess but it might be from those apostrophes['] idk why though it should work even with the those in, i removed them from that huge chunk of text and its compiling now.. also one of your dynamic label done needs to be changed to done1

here's what'd it look like
Code:
#dynamic 0x800000

#org @start
checkflag 0x900
if 0x1 goto @done1
setflag 0x900
applymovement 0x01 @move
waitmovement 0x0
applymovement 0xFF @move2
waitmovement 0x0
checkflag 0x82F
if 0x1 goto @momma
msgbox @msg1 0x6
setflag 0x82F
release
end

#org @done1
release
end

#org @momma
msgbox @msg2 0x6
release
end

#org @msg2
= Hey, \v\h01! Did you clean your room\nlike I asked you to earlier?

#org @msg1
= I have a surprise for you! You\nremember how you ve always\lwanted a Pokémon? Well, I have\ldecided it is time for you to get\lone! Professor John said he will\lbe waiting for you in his lab to\lgive you a choice of\lthree Pokémon! You know, last\lnight I saw a commercial about\lthe Elite Four. Turns out\lthey are doing it one last time.\lThey called it their Swan Song.\lYou should try to join it! I\lthink it would be great! I know\lyou have always wanted to be a\lTrainer. Now is your chance! Oh,\lby the way. I also got you these\lshoes. They might just make your\ljourney easier.

#org @move
#raw 0x1
#raw 0xFE

#org @move2
#raw 0xA
#raw 0xC
#raw 0xFE
  #5717    
Old June 15th, 2011, 04:45 AM
Chimchar 9's Avatar
Chimchar 9
inactive ~ depression :/
 
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Location: England, Southampton.
Age: 20
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Quote:
Originally Posted by jhay21 View Post
put a pause after the playsong command something like pause 0x5
and you cleared the 0x1000 flag after checking if it is done.. change it
It still does the same thing. :\
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  #5718    
Old June 15th, 2011, 04:55 AM
jhay21's Avatar
jhay21
 
Join Date: Jan 2010
Location: Philippines
Gender: Male
Nature: Timid
Quote:
Originally Posted by Chimchar 9 View Post


It still does the same thing. :\
we've overlooked the biggest thing you're missing.. a setflag.. XD
also are you sure the pause doesnt work?

if i were to re-write it, it'd be
Code:
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @next
release
end

#org @next
applymovement 0x04 @move1
waitmovement 0x0
playsong 0x0110 0x0
pause 0x5
msgbox @1 0x6
applymovement 0x04 @move2
waitmovement 0x0
fadesong 0x12c
hidesprite 0x04
setflag 0x1000
release
end

#org @move1
#raw 0x02
#raw 0x62
#raw 0xA
#raw 0xFE

#org @move2
#raw 0xB
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @1
= Hello, [player]. I've found\nsomething really strange near the\llake. Come meet me there, I'll be\lwaiting for you. See ya there!
  #5719    
Old June 15th, 2011, 09:35 AM
Anselection's Avatar
Anselection
Malicious Mapper
 
Join Date: Jul 2009
Gender: Male
For Fire Red. This script is supposed to keep pushing you back until you select a Pokemon, then once you step on the tile again, it's supposed to take you to the Prof. But, it just freezes when I step on it. I set the unknown on A-Map to 0003 and the var number to 4050. Can anyone help me with this? Thanks in advance.

Spoiler:

#dynamic 0x800000
#org @start
checkflag 0x1
if 0x0 goto @move1
goto @move2
msgbox @Pokedex 0x6
fanfare 0x13E
msgbox @received 0x4
waitfanfare
closeonkeypress
setflag 0x829
release
end
#org @pokedex
= Very well then! That was a very\ngood choice, [PLAYER]. With your first\lPokemon, you get a Pokedex. This\lautomatically records data on\levery Pokemon you see. Even more\ldata on every on you capture!\lThat is something to keep in mind.\lWith that, I ask you to leave as I\lhave some studies to attend to.\lMake sure to pay attention on your\ljourney. I may send some of my\laides if I need your assistance\lwith anything. Bye, [PLAYER].\lTake care!
#org @received
=You received a Pokedex!
#org @move1
#raw 0x9
#raw 0xFE
#org @move2
#raw 0xA
#raw 0xA
#raw 0x1
#raw 0xFE
__________________
  #5720    
Old June 15th, 2011, 03:40 PM
Chimchar 9's Avatar
Chimchar 9
inactive ~ depression :/
 
Join Date: Jan 2008
Location: England, Southampton.
Age: 20
Gender: Male
Nature: Calm
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Quote:
Originally Posted by jhay21 View Post
we've overlooked the biggest thing you're missing.. a setflag.. XD
also are you sure the pause doesnt work?

if i were to re-write it, it'd be
Code:
#dynamic 0x800000

#org @start
checkflag 0x1000
if 0x0 goto @next
release
end

#org @next
applymovement 0x04 @move1
waitmovement 0x0
playsong 0x0110 0x0
pause 0x5
msgbox @1 0x6
applymovement 0x04 @move2
waitmovement 0x0
fadesong 0x12c
hidesprite 0x04
setflag 0x1000
release
end

#org @move1
#raw 0x02
#raw 0x62
#raw 0xA
#raw 0xFE

#org @move2
#raw 0xB
#raw 0xB
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0x8
#raw 0xFE

#org @1
= Hello, [player]. I've found\nsomething really strange near the\llake. Come meet me there, I'll be\lwaiting for you. See ya there!
Hm, I've tried it, but it still does the same thing. If I were to send you the ips, would you consider trying to fix it that way?
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  #5721    
Old June 15th, 2011, 11:50 PM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Quote:
Originally Posted by Anselection View Post
For Fire Red. This script is supposed to keep pushing you back until you select a Pokemon, then once you step on the tile again, it's supposed to take you to the Prof. But, it just freezes when I step on it. I set the unknown on A-Map to 0003 and the var number to 4050. Can anyone help me with this? Thanks in advance.

Spoiler:

#dynamic 0x800000
#org @start
checkflag 0x1
if 0x0 goto @move1
goto @move2
msgbox @Pokedex 0x6
fanfare 0x13E
msgbox @received 0x4
waitfanfare
closeonkeypress
setflag 0x829
release
end
#org @pokedex
= Very well then! That was a very\ngood choice, [PLAYER]. With your first\lPokemon, you get a Pokedex. This\lautomatically records data on\levery Pokemon you see. Even more\ldata on every on you capture!\lThat is something to keep in mind.\lWith that, I ask you to leave as I\lhave some studies to attend to.\lMake sure to pay attention on your\ljourney. I may send some of my\laides if I need your assistance\lwith anything. Bye, [PLAYER].\lTake care!
#org @received
=You received a Pokedex!
#org @move1
#raw 0x9
#raw 0xFE
#org @move2
#raw 0xA
#raw 0xA
#raw 0x1
#raw 0xFE
I can see 3 errors in the first 3 lines after @start :D
Okay, lemme explain a little =)
1) Use flags that are over 200 (or better 1000). Flag 1 is imo already set for item script.
2) You must direct (which is goto command) to new string of script, you cannot direct to movement =)
So in your case it should be like this:
checkflag 0x1000
if 0x0 goto @string1
.
.
.
(continuation of script which is done after flag 1000 is set =))

#org @string1
applymovement 0x(number of person in hex) @1
waitmovement 0x0
end

#org @1
movement

Etc... =)) I hope you understand what I meant =)
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  #5722    
Old June 16th, 2011, 09:07 AM
PaulGR's Avatar
PaulGR
Beginning Trainer
 
Join Date: Jun 2011
Location: Greece
Gender: Male
Nature: Serious
The command disappear 0x1 is not working why?
  #5723    
Old June 16th, 2011, 10:30 AM
Whispeon's Avatar
Whispeon
Newfound Ghosttype Eeveelution
 
Join Date: Apr 2010
Location: In the place near the thing with the people
Gender: Male
Nature: Gentle
I have searched the whole thread and my problem has arisen on a number of times, it's just people don't seem to give them an answer.
I am using PokeScript (I just find it a lot easier to use) and I am having trouble compiling this script:

Spoiler:
#org $start
lock
checkflag 0x1200
if 0x01 goto $again
message $talk
$talk 1 = ... \p...Calm down... \p...Stop shaking... \p...Everything will be okay... \p...Nothing bad will happen... \p...Trust me... \p... \p...Could you do that for me? \pCan you trust me? \p... \p...Thank you... \p...You are very brave... \p... \p...Come...
boxset 6
applymovement 0xFF $outofway
$outofway 1 ; #binary 0x17 0x03 0xFE
pausemove 0
applymovement 1 $come
$come 1 ; #binary 0x15 0x15 0xFE
pausemove 0
applymovement 0xFF $fix
$fix 1 ; #binary 0x18 0x00 0xFE
pausemove 0
applymovement 1 $go
$go 1 ; #binary 0x15 0x18 0x18 0x18 0x18 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x18 0x02 0xFE
applymovement 0xFF $fllw
$fllw 1 ; #binary 0x15 0x18 0x18 0x18 0x18 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x15 0x03 0xFE
pausemove 0
message $cont
$cont 1 = ...Please... \p...Use this...
boxset 6
givepokemon 10 5 0x86
fanfare 0x13E
message $got
$got 1 = \v\h01 received the CATERPIE!
boxset 4
waitfanfare
pause 0x30
setflag 0x828
setflag 0x829
message $kepgoin
$kepgoin 1 = ... \p...Use these to catch Pokémon...
boxset 6
giveitem 0x04 0x05
message $finish
$finish 1 = ... \p...And these for healing...
boxset 6
giveitem 0x8B 0x05
message $done
$done 1 = ... \p...Please... \p...Go...
boxset 6
applymovement 0xFF $advance
$advance 1 ; #binary 0x17 0x03 0xFE
applymovement 1 $push
$push 1 ; #binary 0x17 0xFE
pausemove 0
message $final
$final 1 = ...There is no time to waste...
boxset 6
setflag 0x1200
release
end

#org $again
lock
faceplayer
message $final
boxset 6
release
end


Whenever I try to compile. It always says "Run-time error '13': Type mismatch"
I really need an answer for this. (Before any of you speculate, yes this is the starter script, and yes, the starter is Caterpie. I'm just THAT lame)
  #5724    
Old June 16th, 2011, 04:58 PM
Anselection's Avatar
Anselection
Malicious Mapper
 
Join Date: Jul 2009
Gender: Male
This is also for Fire Red. I made this script for the first rival battle, and when I go to debug or compile it, XSE closes itself out. I've tried redownloading XSE and it didn't work.

Code:
#dynamic 0x800000
 
#org @start
checkflag 0x1001
if 0x1 goto @done1
lock
applymovement 0x01 @move2
waitmovement 0x0
trainerbattle 0x0 0x001 0x0 @before @after
msgbox 0x6 @BeforeWalkingAway
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x800F
setflag 0x1001
release
end
 
#org @done1
release
end
 
#org @before
=  Well, hey there stranger.\nWhat are you doing around here in\lthe wild? Oh, you are a Pokémon\ltrainer, too? We should battle!\lYeah, come on!
 
#org @after
= Whoa! You're really strong!
 
#org @BeforeWalkingAway
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are? … Oh, your name is\l[PLAYER]? Look, I can’t stay long. I\lgotta go beat the gym leader in\lAsidia City if I wanna become\lthe final Elite Four Champion.\lSee ya!
 
#org @move2
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
So, to whoever can fix this: thank you. SO much.
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  #5725    
Old June 16th, 2011, 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 Anselection View Post
This is also for Fire Red. I made this script for the first rival battle, and when I go to debug or compile it, XSE closes itself out. I've tried redownloading XSE and it didn't work.

Code:
#dynamic 0x800000
 
#org @start
checkflag 0x1001
if 0x1 goto @done1
lock
applymovement 0x01 @move2
waitmovement 0x0
trainerbattle 0x0 0x001 0x0 @before @after
msgbox 0x6 @BeforeWalkingAway
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x800F
setflag 0x1001
release
end
 
#org @done1
release
end
 
#org @before
=  Well, hey there stranger.\nWhat are you doing around here in\lthe wild? Oh, you are a Pokémon\ltrainer, too? We should battle!\lYeah, come on!
 
#org @after
= Whoa! You're really strong!
 
#org @BeforeWalkingAway
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are? … Oh, your name is\l[PLAYER]? Look, I can’t stay long. I\lgotta go beat the gym leader in\lAsidia City if I wanna become\lthe final Elite Four Champion.\lSee ya!
 
#org @move2
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
So, to whoever can fix this: thank you. SO much.
I am not really a FireRed scripter, but somehow, I managed to fix your script.
The errors I saw in your script are...
Code:
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE
You forgot the end command which is #raw 0xFE...

Code:
#org @BeforeWalkingAway
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are? … Oh, your name is\l[PLAYER]? Look, I can’t stay long. I\lgotta go beat the gym leader in\lAsidia City if I wanna become\lthe final Elite Four Champion.\lSee ya!
This one was weird for me... Somehow, it compiled when I removed the "" and the apostrophe in your "cant" in that text.

Code:
...
msgbox 0x6 @BeforeWalkingAway
...
And here, it should be "msgbox @BeforeWalkingAway 0x6"...

Code:
...
trainerbattle 0x0 0x001 0x0 @before @after
...
Here, if you want your script to continue after the battle, it should be "trainerbattle 0x1 <trainer id> 0x0 <text1> <text2> <address where the script continues>"...

I haven't manage to fix the NPC to disappear, but I guess you can fix that one. Here's the new script.

Code:
#dynamic 0x800000
 
#org @start
checkflag 0x1001
if 0x1 goto @done1
applymovement 0x01 @move2
waitmovement 0x0
trainerbattle 0x1 0x001 0x0 @before @after @then
end

#org @then
msgbox @BWA 0x6
applymovement 0x01 @move3
waitmovement 0x0
hidesprite 0x800F
setflag 0x1001
release
end
 
#org @done1
release
end
 
#org @before
=  Well, hey there stranger.\nWhat are you doing around here in\lthe wild? Oh, you are a Pokémon\ltrainer, too? We should battle!\lYeah, come on!
 
#org @after
= Whoa! You're really strong!
 
#org @BWA
= Whoa, that Pokémon is quite\nthe fighter. My name is [RIVAL]. And\lyou are?\pOh, your name is \v\h01?\nLook, I cannot stay long.\pI gotta go beat the gym leader in\nAsidia City if I wanna become\lthe final Elite Four Champion.\pSee ya!
 
#org @move2
#raw 0x62
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE
 
#org @move3
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE
Here's a video of your script...
Spoiler:

(note: somehow, YouTube deleted the part where I defeated the guy...)
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