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  #6201    
Old October 22nd, 2011, 12:25 PM
DMONDThrice's Avatar
DMONDThrice
Beginning Trainer
 
Join Date: May 2010
Age: 21
Gender: Male
Nature: Quirky

Advertise here
Okay, my script is...kind of working. It's in XSE, by the way. Here it is; I'll explain the problem in a second.

Spoiler:
'---------------
#org 0x830000
lock
checkflag 0x1100
if 0x1 goto 0x8930064
showsprite 0x10
msgbox 0x8830064 MSG_KEEPOPEN '"Ooooiiiii!!"
applymovement 0x10 0x8830059
waitmovement 0x0
applymovement MOVE_PLAYER 0x883005D
waitmovement 0x0
msgbox 0x8830072 MSG_KEEPOPEN '"Oh ho! A new Trainer, then?\nYou k..."
trainerbattle 0x3 0x1 0x0 0x8830197
pause 0x30
msgbox 0x8830126 MSG_KEEPOPEN '"Hmm...\nMaybe the paths are there ..."
applymovement 0x10 0x8830060
hidesprite 0x10
setflag 0x1100
release
end

'---------------
#org 0x930064
release
end


'---------
' Strings
'---------
#org 0x830064
= Ooooiiiii!!

#org 0x830072
= Oh ho! A new Trainer, then?\nYou know, instead of just walking the\lsame old path, you could just train\lin the forest.\pLet me show you just how effective\nthat training can be!

#org 0x830197
= Well, damn...

#org 0x830126
= Hmm...\nMaybe the paths are there for a\nreason.\pStill! I'll stick to my instinct!\nWell, see you around, kid.


'-----------
' Movements
'-----------
#org 0x830059
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x83005D
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0x830060
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements


Well, the script works. Nothing freezes, the battle plays fine, and the message boxes all appear. However...the sprite doesn't. It doesn't show up and it doesn't move(if I make it visible normally), either. I'd insert a SC of Advance Map so you could see all the settings for the sprite, but I haven't made 15 posts, so I'll just list them in order:

Spoiler:
No.: 9
Person Event Number: 10
Unknown: 00 00
Unknown: 03
Movement: 11
Unknown: 00
Trainer: No
Unknown: 00
View Radius: 0000
Script Offset: $000000
Person ID: 003C
Unknown: 00 00


Anyone know what I've done wrong here?
  #6202    
Old October 22nd, 2011, 01:37 PM
M.L's Avatar
M.L
Busy atm
 
Join Date: Oct 2010
Gender: Male
Try changing theperson id to 1100 some flags are already set in game and if it is your sprite wont appear :/
Fluffy
  #6203    
Old October 22nd, 2011, 02:01 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by DMONDThrice View Post
Okay, my script is...kind of working. It's in XSE, by the way. Here it is; I'll explain the problem in a second.

Anyone know what I've done wrong here?
AdvanceMap shows the "person event number" in decimal, but you are specifying it in hex in XSE. Decimal 10 is not equal to hexadecimal 0x10; change your showsprite/hidesprite commands to use either 10 (no prefix) or 0xA.

Side note:
Quote:
Originally Posted by M.L View Post
Try changing theperson id to 1100 some flags are already set in game and if it is your sprite wont appear :/
Flags above 0x8FF don't technically exist and hence are not safe to use; they overwrite other save data in RAM.

Last edited by DavidJCobb; October 22nd, 2011 at 02:03 PM. Reason: Your double post has been automatically merged.
  #6204    
Old October 22nd, 2011, 03:18 PM
DMONDThrice's Avatar
DMONDThrice
Beginning Trainer
 
Join Date: May 2010
Age: 21
Gender: Male
Nature: Quirky
Ah, thanks. I've done some scripting, but I'm very new to actually doing any hex editing. Turns out I also forgot a "waitmovement" command too, but I fixed that pretty easily. And I'm not so much worried about flags and corrupting stuff right now; what I'm doing at the moment is just learning on a test ROM that I won't actually be using for anything. Best to know what I'm doing before I start making the game.
  #6205    
Old October 24th, 2011, 03:03 AM
joshblevins's Avatar
joshblevins
 
Join Date: Jul 2010
Gender: Male
Game: Fire Red
Type: Signpost
Editor: XSE
Script: Sisnpost
Spoiler:
#org 0x800000

#org @start
msgbox @sign 0x3
end

#org @sign
= my sign should work.



For some reason my signposts in my rom hack arn't working. I did the live update to XSE 1.1 and i can't think of anything else seeing as i followed diegosawesome tutorial correctly.
Working on a Fire Red Remake Hack nameless for the time being!
  #6206    
Old October 24th, 2011, 04:11 AM
SupahNinja's Avatar
SupahNinja
Scripting Ninja
 
Join Date: Mar 2011
Gender: Male
Quote:
Originally Posted by joshblevins View Post
Game: Fire Red
Type: Signpost
Editor: XSE
Script: Signpost
Spoiler:
#org 0x800000

#org @start
msgbox @sign 0x3
end

#org @sign
= my sign should work.



For some reason, the signposts in my rom hack aren't working. I did the live update to XSE 1.1 and I can't think of anything else, seeing as I followed diegoisawesome's tutorial correctly.
When I tried compiling your script with XSE, I got the "No dynamic start offset specified" error.
Looking at your script, it makes sense.
You start with a static offset (#org 0x800000), but then you use pointers (@start, @sign) in the rest of the script.
Pointers require a dynamic offset, so try changing the first line to #dynamic 0x800000.
That way, XSE will find free space starting from 0x800000, and continuing for each pointer.
SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Favorites:

-My favorite color is green.
-My favorite type is fire.
-My favorite Pokémon are:
Growlithe, Charizard, Mew,
Giratina, Haxorus, and Aggron.
SupahNinja
  #6207    
Old October 24th, 2011, 04:22 AM
joshblevins's Avatar
joshblevins
 
Join Date: Jul 2010
Gender: Male
Quote:
Originally Posted by SupahNinja View Post
When I tried compiling your script with XSE, I got the "No dynamic start offset specified" error.
Looking at your script, it makes sense.
You start with a static offset (#org 0x800000), but then you use pointers (@start, @sign) in the rest of the script.
Pointers require a dynamic offset, so try changing the first line to #dynamic 0x800000.
That way, XSE will find free space starting from 0x800000, and continuing for each pointer.
Sorry i wrote the script incorrectly in the thread i have #dynamic 0x800000 not #org.

there must be something else wrong with it.
Working on a Fire Red Remake Hack nameless for the time being!
  #6208    
Old October 24th, 2011, 04:42 AM
SupahNinja's Avatar
SupahNinja
Scripting Ninja
 
Join Date: Mar 2011
Gender: Male
Quote:
Originally Posted by joshblevins View Post
Sorry i wrote the script incorrectly in the thread i have #dynamic 0x800000 not #org.

there must be something else wrong with it.
Ok.

1. Did you remember to copy the script offset XSE gave you and put it into the script offset box in Advance Map?

2. What is the talking height of the signpost set to?
SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Favorites:

-My favorite color is green.
-My favorite type is fire.
-My favorite Pokémon are:
Growlithe, Charizard, Mew,
Giratina, Haxorus, and Aggron.
SupahNinja
  #6209    
Old October 24th, 2011, 04:51 AM
joshblevins's Avatar
joshblevins
 
Join Date: Jul 2010
Gender: Male
Quote:
Originally Posted by SupahNinja View Post
Ok.

1. Did you remember to copy the script offset XSE gave you and put it into the script offset box in Advance Map?

2. What is the talking height of the signpost set to?
1.yes

2.taling level is always[00] and signpost type is script,if hero is face up[01].
Working on a Fire Red Remake Hack nameless for the time being!
  #6210    
Old October 24th, 2011, 05:07 AM
SupahNinja's Avatar
SupahNinja
Scripting Ninja
 
Join Date: Mar 2011
Gender: Male
Quote:
Originally Posted by joshblevins View Post
1.yes

2.taling level is always[00] and signpost type is script,if hero is face up[01].
Then I don't see anything wrong.
I just did everything exactly the same as you described, and it worked perfectly for me.
SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Favorites:

-My favorite color is green.
-My favorite type is fire.
-My favorite Pokémon are:
Growlithe, Charizard, Mew,
Giratina, Haxorus, and Aggron.
SupahNinja
  #6211    
Old October 24th, 2011, 07:54 AM
joshblevins's Avatar
joshblevins
 
Join Date: Jul 2010
Gender: Male
ughhhh!!!

thank you for your time.
Working on a Fire Red Remake Hack nameless for the time being!
  #6212    
Old October 24th, 2011, 10:29 AM
MasterWarlord's Avatar
MasterWarlord
 
Join Date: May 2010
Gender: Male
I've made several talking scripts and more complicated scripts already that work fine, but all of a sudden now when I'm trying to make a generic talking script in XSE I'm getting an error when I try to compile it, preventing me from doing so.

"Error 9: Subscript out of range", on the line the actual dialogue is. It works if I shorten the dialogue to ridiculous extents, but I've made plenty of dialogue longer than that in other scripts. Why is it randomly acting up now?

Just to show you that this is nothing other than a generic talking script I'll post it. Yes, it does hate -both- lines of dialogue.

Spoiler:
#dynamic 0x801D00
#org @start
Lock
msgbox @1 0x6
faceplayer
msgbox @2 0x6
release
end

#org @1
= Dude! Why is Hugo so hard to play?\nHe paid all this money to be put into\pthis game, and then I can't play\nhim for jack. When the\ppeople online play him, though,\nhe kicks my ass! What gives?!?\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…

#org @2
= What’re you lookin’ at, kid?\nGet to work! You don’t\pwanna play this embarrassment of\na video game anyway!

Last edited by MasterWarlord; October 24th, 2011 at 10:35 AM.
  #6213    
Old October 25th, 2011, 02:05 PM
dudedude1
.
 
Join Date: Feb 2011
Gender: Male
Spoiler:
#org 0x1BE38B
lockall
checkattack 0x123
compare 0x800D 0x6
if 0x1 goto 0x81BE3CA
bufferpartypokemon 0x0 0x800D
setanimation 0x0 0x800D
setanimation 0x1 0x1
msgbox 0x81BE469 0x5 '"The sea is deep here.\nWould you l..."
compare 0x800D 0x0
if 0x1 goto 0x81BE3D2
msgbox 0x81BE49B 0x4 '"[buffer1] used DIVE."
doanimation 0x2C
goto 0x81BE3D2

'---------------
#org 0x1BE3CA
msgbox 0x81BE42B 0x4 '"The sea is deep here. A POKéMON\nm..."
releaseall
end

'---------------
#org 0x1BE3D2
releaseall
end


'---------
' Strings
'---------
#org 0x1BE469
= The sea is deep here.\nWould you like to use DIVE?

#org 0x1BE49B
= [buffer1] used DIVE.

#org 0x1BE42B
= The sea is deep here. A POKéMON\nmay be able to go underwater.

Spoiler:
'---------------
#org 0x1BE3D4
lockall
checkattack 0x123
compare 0x800D 0x6
if 0x1 goto 0x81BE412
bufferpartypokemon 0x0 0x800D
setanimation 0x0 0x800D
setanimation 0x1 0x1
msgbox 0x81BE4EF 0x5 '"Light is filtering down from above..."
compare 0x800D 0x0
if 0x1 goto 0x81BE429
msgbox 0x81BE49B 0x4 '"[buffer1] used DIVE."
doanimation 0x2C
goto 0x81BE429

'---------------
#org 0x1BE412
lockall
msgbox 0x81BE4A9 0x4 '"Light is filtering down from above..."
goto 0x81BE429

'---------------
#org 0x1BE429
releaseall
end


'---------
' Strings
'---------
#org 0x1BE4EF
= Light is filtering down from above.\nWould you like to use DIVE?

#org 0x1BE49B
= [buffer1] used DIVE.

#org 0x1BE4A9
= Light is filtering down from above.\nA POKéMON may be able to surface.


I'm trying to change the check move so that it checks if a pokemon has Dig rather than Dive and then I was gonna change the text on my own. Thanks.
  #6214    
Old October 25th, 2011, 04:25 PM
SupahNinja's Avatar
SupahNinja
Scripting Ninja
 
Join Date: Mar 2011
Gender: Male
Quote:
Originally Posted by dudedude1 View Post
Spoiler:
#org 0x1BE38B
lockall
checkattack 0x123
compare 0x800D 0x6
if 0x1 goto 0x81BE3CA
bufferpartypokemon 0x0 0x800D
setanimation 0x0 0x800D
setanimation 0x1 0x1
msgbox 0x81BE469 0x5 '"The sea is deep here.\nWould you l..."
compare 0x800D 0x0
if 0x1 goto 0x81BE3D2
msgbox 0x81BE49B 0x4 '"[buffer1] used DIVE."
doanimation 0x2C
goto 0x81BE3D2

'---------------
#org 0x1BE3CA
msgbox 0x81BE42B 0x4 '"The sea is deep here. A POKéMON\nm..."
releaseall
end

'---------------
#org 0x1BE3D2
releaseall
end


'---------
' Strings
'---------
#org 0x1BE469
= The sea is deep here.\nWould you like to use DIVE?

#org 0x1BE49B
= [buffer1] used DIVE.

#org 0x1BE42B
= The sea is deep here. A POKéMON\nmay be able to go underwater.

Spoiler:
'---------------
#org 0x1BE3D4
lockall
checkattack 0x123
compare 0x800D 0x6
if 0x1 goto 0x81BE412
bufferpartypokemon 0x0 0x800D
setanimation 0x0 0x800D
setanimation 0x1 0x1
msgbox 0x81BE4EF 0x5 '"Light is filtering down from above..."
compare 0x800D 0x0
if 0x1 goto 0x81BE429
msgbox 0x81BE49B 0x4 '"[buffer1] used DIVE."
doanimation 0x2C
goto 0x81BE429

'---------------
#org 0x1BE412
lockall
msgbox 0x81BE4A9 0x4 '"Light is filtering down from above..."
goto 0x81BE429

'---------------
#org 0x1BE429
releaseall
end


'---------
' Strings
'---------
#org 0x1BE4EF
= Light is filtering down from above.\nWould you like to use DIVE?

#org 0x1BE49B
= [buffer1] used DIVE.

#org 0x1BE4A9
= Light is filtering down from above.\nA POKéMON may be able to surface.


I'm trying to change the check move so that it checks if a pokemon has Dig rather than Dive and then I was gonna change the text on my own. Thanks.
Change
Code:
checkattack 0x123
to
Code:
checkattack 0x05B
.

A full list of moves can be found in Diegoisawesome's XSE Scripting Tutorial.

Quote:
Originally Posted by diegoisawesome View Post
I think the only thing is that I haven't given you a list of the attacks yet, have I?
Anyway, here's the list. This will come in handy a little later:
HEX Values
Spoiler:
001 Pound
002 Karate Chop
003 DoubleSlap
004 Comet Punch
005 Mega Punch
006 Pay Day
007 Fire Punch
008 Ice Punch
009 ThunderPunch
00A Scratch
00B ViceGrip
00C Guillotine
00D Razor Wind
00E Swords Dance
00F Cut
010 Gust
011 Wing Attack
012 Whirlwind
013 Fly
014 Bind
015 Slam
016 Vine Whip
017 Stomp
018 Double Kick
019 Mega Kick
01A Jump Kick
01B Rolling Kick
01C Sand-Attack
01D Headbutt
01E Horn Attack
01F Fury Attack
020 Horn Drill
021 Tackle
022 Body Slam
023 Wrap
024 Take Down
025 Thrash
026 Double-Edge
027 Tail Whip
028 Poison Sting
029 Twineedle
02A Pin Missile
02B Leer
02C Bite
02D Growl
02E Roar
02F Sing
030 Supersonic
031 SonicBoom
032 Disable
033 Acid
034 Ember
035 Flamethrower
036 Mist
037 Water Gun
038 Hydro Pump
039 Surf
03A Ice Beam
03B Blizzard
03C Psybeam
03D BubbleBeam
03E Aurora Beam
03F Hyper Beam
040 Peck
041 Drill Peck
042 Submission
043 Low Kick
044 Counter
045 Seismic Toss
046 Strength
047 Absorb
048 Mega Drain
049 Leech Seed
04A Growth
04B Razor Leaf
04C SolarBeam
04D PoisonPowder
04E Stun Spore
04F Sleep Powder
050 Petal Dance
051 String Shot
052 Dragon Rage
053 Fire Spin
054 ThunderShock
055 Thunderbolt
056 Thunder Wave
057 Thunder
058 Rock Throw
059 Earthquake
05A Fissure
05B Dig
05C Toxic
05D Confusion
05E Psychic
05F Hypnosis
060 Meditate
061 Agility
062 Quick Attack
063 Rage
064 Teleport
065 Night Shade
066 Mimic
067 Screech
068 Double Team
069 Recover
06A Harden
06B Minimize
06C SmokeScreen
06D Confuse Ray
06E Withdraw
06F Defense Curl
070 Barrier
071 Light Screen
072 Haze
073 Reflect
074 Focus Energy
075 Bide
076 Metronome
077 Mirror Move
078 Selfdestruct
079 Egg Bomb
07A Lick
07B Smog
07C Sludge
07D Bone Club
07E Fire Blast
07F Waterfall
080 Clamp
081 Swift
082 Skull Bash
083 Spike Cannon
084 Constrict
085 Amnesia
086 Kinesis
087 Softboiled
088 Hi Jump Kick
089 Glare
08A Dream Eater
08B Poison Gas
08C Barrage
08D Leech Life
08E Lovely Kiss
08F Sky Attack
090 Transform
091 Bubble
092 Dizzy Punch
093 Spore
094 Flash
095 Psywave
096 Splash
097 Acid Armor
098 Crabhammer
099 Explosion
09A Fury Swipes
09B Bonemerang
09C Rest
09D Rock Slide
09E Hyper Fang
09F Sharpen
0A0 Conversion
0A1 Tri Attack
0A2 Super Fang
0A3 Slash
0A4 Substitute
0A5 Struggle
0A6 Sketch
0A7 Triple Kick
0A8 Thief
0A9 Spider Web
0AA Mind Reader
0AB Nightmare
0AC Flame Wheel
0AD Snore
0AE Curse
0AF Flail
0B0 Conversion 2
0B1 Aeroblast
0B2 Cotton Spore
0B3 Reversal
0B4 Spite
0B5 Powder Snow
0B6 Protect
0B7 Mach Punch
0B8 Scary Face
0B9 Faint Attack
0BA Sweet Kiss
0BB Belly Drum
0BC Sludge Bomb
0BD Mud-Slap
0BE Octazooka
0BF Spikes
0C0 Zap Cannon
0C1 Foresight
0C2 Destiny Bond
0C3 Perish Song
0C4 Icy Wind
0C5 Detect
0C6 Bone Rush
0C7 Lock-On
0C8 Outrage
0C9 Sandstorm
0CA Giga Drain
0CB Endure
0CC Charm
0CD Rollout
0CE False Swipe
0CF Swagger
0D0 Milk Drink
0D1 Spark
0D2 Fury Cutter
0D3 Steel Wing
0D4 Mean Look
0D5 Attract
0D6 Sleep Talk
0D7 Heal Bell
0D8 Return
0D9 Present
0DA Frustration
0DB Safeguard
0DC Pain Split
0DD Sacred Fire
0DE Magnitude
0DF DynamicPunch
0E0 Megahorn
0E1 DragonBreath
0E2 Baton Pass
0E3 Encore
0E4 Pursuit
0E5 Rapid Spin
0E6 Sweet Scent
0E7 Iron Tail
0E8 Metal Claw
0E9 Vital Throw
0EA Morning Sun
0EB Synthesis
0EC Moonlight
0ED Hidden Power
0EE Cross Chop
0EF Twister
0F0 Rain Dance
0F1 Sunny Day
0F2 Crunch
0F3 Mirror Coat
0F4 Psych Up
0F5 ExtremeSpeed
0F6 AncientPower
0F7 Shadow Ball
0F8 Future Sight
0F9 Rock Smash
0FA Whirlpool
0FB Beat Up
0FC Fake Out
0FD Uproar
0FE Stockpile
0FF Spit Up
100 Swallow
101 Heat Wave
102 Hail
103 Torment
104 Flatter
105 Will-O-Wisp
106 Memento
107 Facade
108 Focus Punch
109 SmellingSalt
10A Follow Me
10B Nature Power
10C Charge
10D Taunt
10E Helping Hand
10F Trick
110 Role Play
111 Wish
112 Assist
113 Ingrain
114 Superpower
115 Magic Coat
116 Recycle
117 Revenge
118 Brick Break
119 Yawn
11A Knock Off
11B Endeavor
11C Eruption
11D Skill Swap
11E Imprison
11F Refresh
120 Grudge
121 Snatch
122 Secret Power
123 Dive
124 Arm Thrust
125 Camouflage
126 Tail Glow
127 Luster Purge
128 Mist Ball
129 FeatherDance
12A Teeter Dance
12B Blaze Kick
12C Mud Sport
12D Ice Ball
12E Needle Arm
12F Slack Off
130 Hyper Voice
131 Poison Fang
132 Crush Claw
133 Blast Burn
134 Hydro Cannon
135 Meteor Mash
136 Astonish
137 Weather Ball
138 Aromatherapy
139 Fake Tears
13A Air Cutter
13B Overheat
13C Odor Sleuth
13D Rock Tomb
13E Silver Wind
13F Metal Sound
140 GrassWhistle
141 Tickle
142 Cosmic Power
143 Water Spout
144 Signal Beam
145 Shadow Punch
146 Extrasensory
147 Sky Uppercut
148 Sand Tomb
149 Sheer Cold
14A Muddy Water
14B Bullet Seed
14C Aerial Ace
14D Icicle Spear
14E Iron Defense
14F Block
150 Howl
151 Dragon Claw
152 Frenzy Plant
153 Bulk Up
154 Bounce
155 Mud Shot
156 Poison Tail
157 Covet
158 Volt Tackle
159 Magical Leaf
15A Water Sport
15B Calm Mind
15C Leaf Blade
15D Dragon Dance
15E Rock Blast
15F Shock Wave
160 Water Pulse
161 Doom Desire
SupahNinja

My feelings on
ROM hacking:

-I like scripting a lot.
-Mapping is almost as fun.
-Hex editing isn't bad at all.
-I do NOT enjoy spriting.
-I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

Favorites:

-My favorite color is green.
-My favorite type is fire.
-My favorite Pokémon are:
Growlithe, Charizard, Mew,
Giratina, Haxorus, and Aggron.
SupahNinja

Last edited by SupahNinja; October 25th, 2011 at 04:31 PM.
  #6215    
Old October 30th, 2011, 08:21 AM
lolwhet's Avatar
lolwhet
Beginning Trainer
 
Join Date: Oct 2011
Gender: Male
Nature: Relaxed
Okay, I'm trying to make a script where when you step on the spot, it pops up with a message. HOWEVER. For some reason, the script ONLY works with person events, not with scripts (the green squares with a yellow S).
I'm using XSE with Fire Red BPRE.

Here's my script:
Spoiler:
'-----------------------
#org 0x71A26C
msgbox 0x871A276 '"This is just a simple test, to make..."
callstd 0x6
end


'---------
' Strings
'---------
#org 0x71A276
= This is just a simple test, to make\nsure that everything will work.


What happens is, when you step on the spot, it does the "lock" and you can't move, but not thing else happens. The music still plays, but it just locks you forever and doesn't pop up with a message.


Mono-Type Challenge Current Region: -Kanto-Johto-Hoenn-Sinnoh-Isshu-



  #6216    
Old October 30th, 2011, 10:59 AM
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 lolwhet View Post
What happens is, when you step on the spot, it does the "lock" and you can't move, but not thing else happens. The music still plays, but it just locks you forever and doesn't pop up with a message.
You probably did not set attributes of tile script correctly.
ROM hacking FAQ - Read before asking how to play a hack. | Previous Sign 2 | Previous Sign

Anime List | PSN Trophy List
  #6217    
Old October 30th, 2011, 02:36 PM
lolwhet's Avatar
lolwhet
Beginning Trainer
 
Join Date: Oct 2011
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Quote:
Originally Posted by Ash493 View Post

You probably did not set attributes of tile script correctly.
Attributes? I didn't set anything. All I did was a normal script, like one that you would use on a Person.

Are there other commands I have to add?


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  #6218    
Old October 31st, 2011, 04:39 AM
Satoshi Ookami's Avatar
Satoshi Ookami
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Quote:
Originally Posted by lolwhet View Post
Attributes? I didn't set anything. All I did was a normal script, like one that you would use on a Person.

Are there other commands I have to add?
Of course! You need to set unknown and variable.
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  #6219    
Old November 2nd, 2011, 02:40 AM
lolwhet's Avatar
lolwhet
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Join Date: Oct 2011
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Ash493 View Post

Of course! You need to set unknown and variable.
Oh.

Well how do I set unknown and variable?
I'm using xse by the way.


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  #6220    
Old November 2nd, 2011, 03:00 AM
chrunch's Avatar
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Quote:
Originally Posted by lolwhet View Post
Oh.

Well how do I set unknown and variable?
I'm using xse by the way.
Go in A-map, to your tile script in the events tab. Under the Delete Event button, fill up the Unknown and Var number boxes with 0300 (Unknown) and 4050 (Var).
  #6221    
Old November 2nd, 2011, 06:49 PM
lolwhet's Avatar
lolwhet
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Join Date: Oct 2011
Gender: Male
Nature: Relaxed
Okay, I'm really having trouble with my script! I keep changing it one way, but it keeps changing back!! Its happened to me before too, its ANNOYING AS HELL.

When I write it its like this:
Spoiler:
'-----------------------
#org 0x71C1D4
checkflag 0x5DC
if 0x1 goto 0x871C227
lock
applymovement MOVE_PLAYER 0x871C229
waitmovement 0x0
applymovement MOVE_PLAYER 0x871C22C
waitmovement 0x0
msgbox 0x871C232 '"Mom! You're green! And why the hell..."
callstd 0x4
closeonkeypress
applymovement 0x2 0x871C277
textcolor 0x1
msgbox 0x871C27A '"Mom: UHNNNRRRRNNNNNAAAAHHHHH!!!!"
callstd 0x4
closeonkeypress
applymovement MOVE_PLAYER 0x871C293
waitmovement 0x0
setflag 0x5DC
release
warp 0x3 0x0 0x0 0x0 0x0
end

'-----------------------
#org 0x71C227
end


'-----------
' Movements
'-----------
#org 0x71C229
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x71C22C
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 6 'Face Left (Faster)
#raw FE 'End of Movements

#org 0x71C277
#raw 64 'Cross (X)
#raw FE 'End of Movements

#org 0x71C293
#raw 0x1D
#raw 0x1D
#raw 0x1D
#raw 0x1F
#raw 0x1D
#raw 0xFE


'---------
' Strings
'---------
#org 0x71C232
= Mom! You're green! And why the hell\nare you eating grandpa?! NO!!!

#org 0x71C27A
= Mom: UHNNNRRRRNNNNNAAAAHHHHH!!!!


Then I click compile.

But when I decompile it / close and reopen it, it changes back to this:
Spoiler:
'-----------------------
#org 0x71C1D4
checkflag 0x5DC
if 0x1 goto 0x871C227
lock
applymovement MOVE_PLAYER 0x871C229
waitmovement 0x0
applymovement MOVE_PLAYER 0x871C22C
waitmovement 0x0
msgbox 0x871C232 '"Mom! You're green! And why the hell..."
callstd 0x4
closeonkeypress
applymovement 0x2 0x871C277
textcolor 0x1
msgbox 0x871C27A '"Mom: UHNNNRRRRNNNNNAAAAHHHHH!!!!"
callstd 0x4
closeonkeypress
applymovement MOVE_PLAYER 0x871C293
waitmovement 0x0
setflag 0x5DC
release
warp 0x3 0x0 0x0 0x0 0x0
end

'-----------------------
#org 0x71C227
end


'-----------
' Movements
'-----------
#org 0x71C229
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x71C22C
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1D 'Step Down (Fast)
#raw 6 'Face Left (Faster)
#raw FE 'End of Movements

#org 0x71C277
#raw 64 'Cross (X)
#raw FE 'End of Movements

#org 0x71C293
#raw C2 'movC2
#raw C2 'movC2
#raw C2 'movC2
#raw AB 'movAB
#raw AB 'movAB
#raw AB 'movAB
#raw AB 'movAB



'---------
' Strings
'---------
#org 0x71C232
= Mom! You're green! And why the hell\nare you eating grandpa?! NO!!!

#org 0x71C27A
= Mom: UHNNNRRRRNNNNNAAAAHHHHH!!!!

The red is the part that keeps changing. Its preventing my script from working! Everything works until it gets to that applymovement, then it just stays locked and gets stuck in the script.

Am i doing something wrong??? This isn't the first time its happened to me!


Mono-Type Challenge Current Region: -Kanto-Johto-Hoenn-Sinnoh-Isshu-




Last edited by lolwhet; November 2nd, 2011 at 07:31 PM.
  #6222    
Old November 3rd, 2011, 01:07 AM
DavidJCobb
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Join Date: Jul 2010
Gender: Male
Nature: Lonely
Educated guess off the top of my head: there might be a problem with your offsets, such that one part of the script overwrites another and breaks compiling.
  #6223    
Old November 3rd, 2011, 01:27 PM
lolwhet's Avatar
lolwhet
Beginning Trainer
 
Join Date: Oct 2011
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by DavidJCobb View Post
Educated guess off the top of my head: there might be a problem with your offsets, such that one part of the script overwrites another and breaks compiling.
Hmm, okay...

Does anyone know what this offset problem might be?


Mono-Type Challenge Current Region: -Kanto-Johto-Hoenn-Sinnoh-Isshu-



  #6224    
Old November 5th, 2011, 10:26 AM
Satoshi Ookami's Avatar
Satoshi Ookami
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Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
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Quote:
Originally Posted by lolwhet View Post
The red is the part that keeps changing. Its preventing my script from working! Everything works until it gets to that applymovement, then it just stays locked and gets stuck in the script.

Am i doing something wrong??? This isn't the first time its happened to me!
Just repoint offset of that red applymovement to different location
You probably overflowed the previous offset so it keeps glitching.
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  #6225    
Old November 7th, 2011, 06:38 AM
Cathar's Avatar
Cathar
/人◕ ‿‿ ◕人\
 
Join Date: Jan 2011
Age: 26
Gender: Male
Hi!
I'm currently working on a hack of FireRed.

I tried changing the texts displayed when you pick your Pokémon in Oak's lab. I've already found the text I have to edit at the end of the script in XSE.

However, when I try to change the text of BULBASAUR, after I compile and save the script, the text I put in changed to "E?"

I was able to change the texts for Squirtle and Charmander, but the first one won't work. I already tried only changing a single letter, or writing the whole sentence from scratch, it always comes out as "E?"

I hope someone can help me and this isn't a mega-noobish question.

Thanks,
Cathar
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