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  #6226  
Unread November 7th, 2011, 02:38 PM
Cathar's Avatar
Cathar
/人◕ ‿‿ ◕人\
 
Join Date: Jan 2011
Age: 25
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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  #6227  
Unread November 7th, 2011, 11:40 PM
Kaith's Avatar
Kaith
Hacker of Fire
 
Join Date: Oct 2011
Location: North, it's cold.
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Cathar View Post
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
I had a problem similar to this while editing the sign's infront of Red and Green's houses. All I had to do was rewrite the script. Do you use the text adjusters in XSE? That usual fixes most of your problems.
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  #6228  
Unread November 8th, 2011, 06:05 PM
DrerAhv's Avatar
DrerAhv
She That Derps in the Night
 
Join Date: Mar 2011
Location: NH, USA
Age: 17
Gender: Female
Nature: Lonely
Okay, I'm trying to code an event that has your mother in the back of the van with you at the beginning of the game. I want the player to be unable to input until the mother notices the character is awake, has an Alert! exclamation point over her head, and says a line of text. At that point the door of the van opens and the player is allowed to input. If they try to talk to the mother before walking out of the van, she will say a different line of text.

Needless to say I've run into some issues compiling this.
I'm using Pokemon Ruby and XSE. The code I input was this;
Code:
#org @start
checkflag 0x828
if 0x0 goto @hey!
if 0x1 goto @nightmare
end

#org @hey!
setflag 0x828
lock
applymovement 0x4 @alert
waitmovement 0x0
msgbox @awake 0x6
release
end

#org @awake
= [player], wake up! \nwe're here. We're here, \nplayer.

#org @alert
#raw 0x56 0xFE

#org @nightmare
checkflag 0x828
if 0x0 goto @hey!
if 0x1 goto @okay

#org @okay
lock
faceplayer
msgbox @feeling 0x6
release
end

#org @feeling
= [player], \nare you feeling okay? \nYou looked like you were \nhaving a nightmare.
release
end
After I compile the code, this is what I get.
Code:
'---------------
#org 0x1C6E1D
checkflag 0x828
if 0x0 goto 0x81C6E2E
if 0x1 goto 0x81C6E7E
end

'---------------
#org 0x1C6E2E
setflag 0x828
lock
msgbox 0x8000006 0x2B '"-¿\h69\h9A1ï\h3D\h84\h82\h0A\h84pÌ..."
pause 0x608
nop
checkpcitem 0x1C6E 0x608
nop1
lighten 0x6E
comparebanktobyte 0x8 0x2
'---------------
#org 0x1C6E7E

'---------
' Strings
'---------
#org 0x6
= -¿\h69\h9A1ï\h3D\h84\h82\h0A\h84pÌ.Ùô\h8B\h98F\h81\h7Fï2¡Dç\h93ÌTîŒ\h46\h4A\h4A\hF8\h27\h31x[OC]Mt\h33\h82oTE<äk\h94T\h4BÌG\h94[Ke]\h8AFÛ\h726\c\h9F\h84\h4D\h732P\h9A[LL][OC]\h972ú\c\h03\h98\h76óëM[LL]ÂÇ-[Ke]E\h38\h84 \h406Ó\v\hFF
For the hell of it I inserted that into the game regardless of how glitched it was; the result was that when I tried to talk to the mother the game froze.
Can anyone tell me where I went wrong with the original code?
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  #6229  
Unread November 8th, 2011, 10:05 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by DrerAhv View Post
Code:
#org @okay
lock
faceplayer
msgbox @feeling 0x6
release
end

#org @feeling
= [player], \nare you feeling okay? \nYou looked like you were \nhaving a nightmare.
release
end
Can anyone tell me where I went wrong with the original code?
Remove the red. That needs to be a string and hence can't have commands. The commands can be safely removed since the script that shows that string also runs them.
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  #6230  
Unread November 9th, 2011, 02:56 AM
Kaith's Avatar
Kaith
Hacker of Fire
 
Join Date: Oct 2011
Location: North, it's cold.
Gender: Male
Nature: Relaxed
I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

Game: FireRed
Type: GBA
Editor: XSE
Scrpit:
Spoiler:
#dynamic 0x2E4F00

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

#org @need
msgbox @1 0x6
applymovement 0xFF @move
release
end

#org @1
= I'd better make sure \v\h06\nis awake first.\pHis room is right next to mine.

#org @move
#raw 0x12
#raw 0xEF
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  #6231  
Unread November 9th, 2011, 03:08 AM
destinedjagold's Avatar
destinedjagold
Oh Hai Thar~ 'ω'
 
Join Date: May 2007
Location: Philippines
Age: 22
Gender: Male
Nature: Careful
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Quote:
Originally Posted by Kaith View Post
I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

Game: FireRed
Type: GBA
Editor: XSE
Scrpit:
Spoiler:
#dynamic 0x2E4F00

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

#org @need
msgbox @1 0x6
applymovement 0xFF @move
release
end

#org @1
= I'd better make sure \v\h06\nis awake first.\pHis room is right next to mine.

#org @move
#raw 0x12
#raw 0xEF
you forgot to include the command "waitmovement 0" after your applymovement command.
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  #6232  
Unread November 9th, 2011, 06:26 AM
Teh Blazer's Avatar
Teh Blazer
Divider of Zero
 
Join Date: Feb 2009
Location: Wouldn't you like to know?
Age: 17
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by destinedjagold View Post


you forgot to include the command "waitmovement 0" after your applymovement command.
It's actually "waitmovement 0x0", just sayin'.
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  #6233  
Unread November 9th, 2011, 08:56 AM
Cathar's Avatar
Cathar
/人◕ ‿‿ ◕人\
 
Join Date: Jan 2011
Age: 25
Gender: Male
Quote:
Originally Posted by Kaith View Post
I had a problem similar to this while editing the sign's infront of Red and Green's houses. All I had to do was rewrite the script. Do you use the text adjusters in XSE? That usual fixes most of your problems.
That doesn't work. It doesn't matter what I put in at that line, it always reduces it to E? when I close and re-open the script.
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  #6234  
Unread November 9th, 2011, 09:55 AM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Teh Blazer View Post
It's actually "waitmovement 0x0", just sayin'.
XSE accepts decimal notation for all numeric values with the possible exception of ROM/RAM offsets. Decimal 0 and hexadecimal 0x0 are equal to each other and equally syntactically valid.
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  #6235  
Unread November 9th, 2011, 03:12 PM
Kaith's Avatar
Kaith
Hacker of Fire
 
Join Date: Oct 2011
Location: North, it's cold.
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by destinedjagold View Post


you forgot to include the command "waitmovement 0" after your applymovement command.
Quote:
Originally Posted by Teh Blazer View Post
It's actually "waitmovement 0x0", just sayin'.
Thanks for the help! But do I have to include it after every single applymovement I use? The guide I'm using for XSE isn't very clear about this.
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  #6236  
Unread November 9th, 2011, 06:17 PM
DavidJCobb
RESIDENT RAAAAAAAAAAAAGEMASTER
 
Join Date: Jul 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Kaith View Post
Thanks for the help! But do I have to include it after every single applymovement I use? The guide I'm using for XSE isn't very clear about this.
Only if you want the script to pause and wait for the movements to finish before running any further commands.
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  #6237  
Unread November 9th, 2011, 11:51 PM
DrerAhv's Avatar
DrerAhv
She That Derps in the Night
 
Join Date: Mar 2011
Location: NH, USA
Age: 17
Gender: Female
Nature: Lonely
Quote:
Originally Posted by DavidJCobb View Post
Remove the red. That needs to be a string and hence can't have commands. The commands can be safely removed since the script that shows that string also runs them.
Thank you. I have to ask another question about this particular script;
If I wanted to make the player stay still while the movements were applied and message boxes displayed, what would I do? As of now the movements/message boxes are only enacted when I walk up to the character and talk to them; I want it to happen automatically.

Code:
#org @start
 checkflag 0x828
 if 0x0 goto @hey! 
if 0x1 goto @nightmare 
end  

#org @hey! 
setflag 0x828 
lock 
applymovement 0x4 @alert 
waitmovement 0x0 
msgbox @awake 0x6 
release 
end  

#org @awake 
= [player], wake up! \nwe're here. We're here, \nplayer. 
 #org @alert 
#raw 0x56 0xFE 

 #org @nightmare 
checkflag 0x828 
if 0x0 goto @hey! 
if 0x1 goto @okay 
 #org @okay 
lock 
faceplayer 
msgbox @feeling 0x6 
release
end  

#org @feeling 
= [player], \nare you feeling okay? \nYou looked like you were \nhaving a nightmare.
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Last edited by DrerAhv; November 9th, 2011 at 11:56 PM. Reason: Including the code
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  #6238  
Unread November 10th, 2011, 12:15 AM
hinkage's Avatar
hinkage
F-FOOTDIVE
 
Join Date: Aug 2010
Location: CONNECTICUT
Age: 17
Gender: Male
Nature: Sassy
Quote:
Originally Posted by DrerAhv View Post
Thank you. I have to ask another question about this particular script;
If I wanted to make the player stay still while the movements were applied and message boxes displayed, what would I do? As of now the movements/message boxes are only enacted when I walk up to the character and talk to them; I want it to happen automatically.
You would need a scriptbox for that.

http://www.youtube.com/watch?v=hRwY-aONgDo

He gives a whole video lesson on it. It's much easier than me typing it out, and it still being confusing. xP
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  #6239  
Unread November 11th, 2011, 01:21 AM
Jay the penguin's Avatar
Jay the penguin
Unhatched Egg
 
Join Date: Oct 2011
Gender: Male
What command is used in XSE to give the hero the national pokedex?
I did look around but could not find it
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  #6240  
Unread November 11th, 2011, 02:26 AM
Kaith's Avatar
Kaith
Hacker of Fire
 
Join Date: Oct 2011
Location: North, it's cold.
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Jay the penguin View Post
What command is used in XSE to give the hero the national pokedex?
I did look around but could not find it
special 0x16F

This just activates the national dex after you get the pokedex. You still need to add the message and sound effect if you want.

Source: diegoisawesome's MEGA-HUGE XSE Scripting Tutorial. http://www.pokecommunity.com/showthread.php?t=164276
Scroll down to the special section of the guide for a example.
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  #6241  
Unread November 12th, 2011, 06:40 AM
eratez
Unbeatable trainer
 
Join Date: Nov 2011
Location: California
Gender: Male
Nature: Mild
This script runs fine, but if I leave the room after talking to him, he disappears and won't come back. Can someone help me

Base:Ruby
Type: person
Editor: Pokescript
Script:
#org $prof
lock
faceplayer
checkflag 0x1216
if 0x01 goto $getpoke
message $You
$You 1 = Did you come for a pokémon.\nI will tell you what,\pif you promise to be good\nI will give you one.\lI have them right
boxset 6
applymovement 0x01 $move
message $omg
$omg 1 = ...\n...\p...\lThey're gone!!!
boxset 6
applymovement 0x01 $move2
fanfare 0x13E
message $ring
$ring 1 = That's my ringtone.
boxset 6
waitfanfare
message $answer
$answer 1 = Hello\n...\pOk.\n... ahem.\pOk, thanks, see you soon.\p\v\h01, they found my pokémon in\nNew Day.\pPlease go get a pokémon from\lmy aide to guide us there.
boxset 6
setflag 0x1216
release end
#org $move
#raw 0x03 0xFE
#org $move2
#raw 0x00 0xFE
#org $getpoke
checkflag 0x1212
if 0x01 goto $leave
message $getit
$getit 1 = Go to my aide and get a pokémon.
boxset 6
release
end
#org $leave
checkflag 0x1200
if 0x01 goto $danger
message $meet
$meet 1 = Meet me outside
boxset 6
fadescreen 1
#raw 0x53 0x01 0x00
pause 0x30
fadescreen 0
release
end
#org $danger
message $train
checkflag 0x1217
if 0x01 goto $luck
$train 1 = What happened to you\n...\pWhat, wow.\nYou must begin training to\pbe ready to fight when\lit comes
boxset 6
setflag 0x1217
release
end
#org $luck
message $goodl
$goodl 1 = Good luck on your training.
boxset 6
end
#org $check
checkflag 0x1200
if 0x01 gosub $appear
release
end
#org $appear
checkflag 0x1220
if 0x01 goto $script
#raw 0x55 0x01 0x00
return
#org $script
release
end
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  #6242  
Unread November 12th, 2011, 09:20 PM
Kaith's Avatar
Kaith
Hacker of Fire
 
Join Date: Oct 2011
Location: North, it's cold.
Gender: Male
Nature: Relaxed
What my script does is after you leave the house, Oak's assistant brings you and your rival to Oak's lab and they both go inside. (Don't point out that I haven't added the part for the door animation yet).

I want these two sprites (Rival and Oak's Assistant) to dissapear from Pallet town after this script finishes running, and they do temporarily but after I come out of Oak's lab, they're back out in front of the house you started at. How can I get them to dissapear permanently? They only need to appear once.

Rival's Person num=4 Event num=5
Assistant Person num=5 Event num=6

Game: Fire Red
Type: Hidesprite
Editor: XSE
Scrpit:
Spoiler:
#dynamic 0x4A3700

#org @start
lock
checkflag 0x1001
if 0x0 goto @continue
release
end

#org @continue
applymovement 0x06 @move
waitmovement 0x0
msgbox @1 0x6
applymovement 0x06 @move1
applymovement 0x05 @move2
applymovement 0xFF @move2
waitmovement 0x0
msgbox @2 0x6
applymovement 0x05 @move3
waitmovement 0x0
hidesprite 0x04
applymovement 0x06 @move4
waitmovement 0x0
msgbox @3 0x6
applymovement 0x06 @move5
waitmovement 0x0
msgbox @4 0x6
applymovement 0x06 @move6
waitmovement 0x0
hidesprite 0x05
setflag 0x1001
release
end

#org @1
= Oak's Assistant: You two, you're\nlate!\p\c\h01\h08\v\h06: But, but, but-\nI was busy saving my\pgirlfriend Zelda!\p\Oak's Assistant:...\pAnyways, follow me. We need to get\nyou two your Pokemon.

#org @2
= Oak's Assistant: Now, since you\ntwo were the last to wake up,\pyou get last pick of Pokemon.\p\c\h01\h08\v\h06: Oh no! I hope there's\nstill a CHARMANDER!\pHow else am I going to be just\nlike my hero!?

#org @3
= Oak's Assistant: Really now,\nhe needs to calm down.

#org @4
= Anyways, After you get your\nPokemon, make sure to go the\ptraining area behind the dorms.\pProfessor Oak is already there\nalong with the rest of the class.

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

#org @move1
#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 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0xFE

#org @move2
#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 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE

#org @move3
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @move4
#raw 0x2
#raw 0xFE

#org @move5
#raw 0x0
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x11
#raw 0xFE
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  #6243  
Unread November 12th, 2011, 09:34 PM
eratez
Unbeatable trainer
 
Join Date: Nov 2011
Location: California
Gender: Male
Nature: Mild
Quote:
Originally Posted by Nate VonGrimm View Post
try using Hidesprite | Showsprite
It still does the same thing
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  #6244  
Unread November 12th, 2011, 11:08 PM
Teh Blazer's Avatar
Teh Blazer
Divider of Zero
 
Join Date: Feb 2009
Location: Wouldn't you like to know?
Age: 17
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Kaith View Post
What my script does is after you leave the house, Oak's assistant brings you and your rival to Oak's lab and they both go inside. (Don't point out that I haven't added the part for the door animation yet).

I want these two sprites (Rival and Oak's Assistant) to dissapear from Pallet town after this script finishes running, and they do temporarily but after I come out of Oak's lab, they're back out in front of the house you started at. How can I get them to dissapear permanently? They only need to appear once.

Rival's Person num=4 Event num=5
Assistant Person num=5 Event num=6

Game: Fire Red
Type: Hidesprite
Editor: XSE
Scrpit:
Spoiler:
#dynamic 0x4A3700

#org @start
lock
checkflag 0x1001
if 0x0 goto @continue
release
end

#org @continue
applymovement 0x06 @move
waitmovement 0x0
msgbox @1 0x6
applymovement 0x06 @move1
applymovement 0x05 @move2
applymovement 0xFF @move2
waitmovement 0x0
msgbox @2 0x6
applymovement 0x05 @move3
waitmovement 0x0
hidesprite 0x04
applymovement 0x06 @move4
waitmovement 0x0
msgbox @3 0x6
applymovement 0x06 @move5
waitmovement 0x0
msgbox @4 0x6
applymovement 0x06 @move6
waitmovement 0x0
hidesprite 0x05
setflag 0x1001
release
end

#org @1
= Oak's Assistant: You two, you're\nlate!\p\c\h01\h08\v\h06: But, but, but-\nI was busy saving my\pgirlfriend Zelda!\p\Oak's Assistant:...\pAnyways, follow me. We need to get\nyou two your Pokemon.

#org @2
= Oak's Assistant: Now, since you\ntwo were the last to wake up,\pyou get last pick of Pokemon.\p\c\h01\h08\v\h06: Oh no! I hope there's\nstill a CHARMANDER!\pHow else am I going to be just\nlike my hero!?

#org @3
= Oak's Assistant: Really now,\nhe needs to calm down.

#org @4
= Anyways, After you get your\nPokemon, make sure to go the\ptraining area behind the dorms.\pProfessor Oak is already there\nalong with the rest of the class.

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

#org @move1
#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 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0xFE

#org @move2
#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 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0xFE

#org @move3
#raw 0x1E
#raw 0x1E
#raw 0xFE

#org @move4
#raw 0x2
#raw 0xFE

#org @move5
#raw 0x0
#raw 0xFE

#org @move6
#raw 0x13
#raw 0x11
#raw 0xFE
You have to make their person number (I think, whichever one is easily changeable) the same as a flag, then you set the flag of their person number. For example, I make their person number 4A, I must setflag 4A to make them disappear.
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  #6245  
Unread November 12th, 2011, 11:28 PM
Kaith's Avatar
Kaith
Hacker of Fire
 
Join Date: Oct 2011
Location: North, it's cold.
Gender: Male
Nature: Relaxed
I'm not sure what you mean. Could you post or message me an example?
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  #6246  
Unread November 13th, 2011, 07:25 AM
Ash493's Avatar
Ash493
Destiny cannot be changed...
 
Join Date: Jul 2008
Location: Tachiwaki City, Isshu
Age: 20
Gender: Male
Nature: Calm
Quote:
Originally Posted by Teh Blazer View Post
It's actually "waitmovement 0x0", just sayin'.
0 in decimal is same as 0x0 which is in hexadecimal.

Quote:
Originally Posted by Kaith View Post
Thanks for the help! But do I have to include it after every single applymovement I use? The guide I'm using for XSE isn't very clear about this.
I would suggest you to do it.
It's better and you won't get errors.
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  #6247  
Unread November 15th, 2011, 03:54 AM
aar2697
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Join Date: Jun 2010
Age: 16
Gender: Male
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I'm currently working on a Fire Red total modification. Currently, I've gotten to Route 4 of my world, where you must battle Team Rocket. I'm having problems with making Team Rocket disappear after you fight the leader of the group of them.

I'm using XSE and Advance Map 1.92

Here are Person event no.'s:
1 (Basic guy you talk to)
2 (Another basic guy you talk to)
3 (The guy you battle that has the hiding scripts)

This is the script I put for the guy you battle:


'---------------
#org 0x7A4DB8
trainerbattle 0x1 0x21A 0x0 0x87A4DE4 0x87A4E03 0x87A4E6C
end

'---------------
#org 0x7A4E6C
msgbox 0x87A4E29 MSG_FACE '"TEAM ROCKET, escort me to\nSURLANK..."
fadescreen 0x1
setflag 0x2008
hidesprite 0x1
hidesprite 0x2
hidesprite 0x3
fadescreen 0x0
setflag 0x258 (This flag is to get ride of a policeman guarding Route 5 once you exit the house you're in with Team Rocket)
release
end


'---------
' Strings
'---------
#org 0x7A4DE4
= I am not who you think I am.

#org 0x7A4E03
= How could someone like you beat me?

#org 0x7A4E29
= TEAM ROCKET, escort me to\nSURLANK CITY!

--------------------------
I set all of the characters' person ID's to 2008.
After I battle the leader, the screen does fade, and all the characters do disappear. However, sometimes when you come back, they will either be there or not. When they are there, nothing will happen if you try to talk to any of them. Any help is greatly appreciated.
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  #6248  
Unread November 15th, 2011, 12:07 PM
hinkage's Avatar
hinkage
F-FOOTDIVE
 
Join Date: Aug 2010
Location: CONNECTICUT
Age: 17
Gender: Male
Nature: Sassy
Quote:
Originally Posted by aar2697 View Post
I'm currently working on a Fire Red total modification. Currently, I've gotten to Route 4 of my world, where you must battle Team Rocket. I'm having problems with making Team Rocket disappear after you fight the leader of the group of them.

I'm using XSE and Advance Map 1.92

Here are Person event no.'s:
1 (Basic guy you talk to)
2 (Another basic guy you talk to)
3 (The guy you battle that has the hiding scripts)

This is the script I put for the guy you battle:


'---------------
#org 0x7A4DB8
trainerbattle 0x1 0x21A 0x0 0x87A4DE4 0x87A4E03 0x87A4E6C
end

'---------------
#org 0x7A4E6C
msgbox 0x87A4E29 MSG_FACE '"TEAM ROCKET, escort me to\nSURLANK..."
fadescreen 0x1
setflag 0x2008
hidesprite 0x1
hidesprite 0x2
hidesprite 0x3
fadescreen 0x0
setflag 0x258 (This flag is to get ride of a policeman guarding Route 5 once you exit the house you're in with Team Rocket)
release
end


'---------
' Strings
'---------
#org 0x7A4DE4
= I am not who you think I am.

#org 0x7A4E03
= How could someone like you beat me?

#org 0x7A4E29
= TEAM ROCKET, escort me to\nSURLANK CITY!

--------------------------
I set all of the characters' person ID's to 2008.
After I battle the leader, the screen does fade, and all the characters do disappear. However, sometimes when you come back, they will either be there or not. When they are there, nothing will happen if you try to talk to any of them. Any help is greatly appreciated.


It could be the flag, some are temporary. Try setting them all to flag 0x258. It's more efficient, and you already know it works.

The reason when he says nothing when you return is because you already battled him, so the script goes straight to the 'end' command in 0x7A4DB8
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  #6249  
Unread November 15th, 2011, 08:57 PM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 21
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by joshblevins View Post
Game: Fire Red
Type: Signpost
Editor: XSE
Script: Sisnpost
Spoiler:
#org #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.
Replace '@' for '$'
Try this.
Spoiler:

#dynamic 0x800000

#org $start
lock
msgbox $sign 0x6 (don't use 0x3)
release
end

#org $sign
= My sign should work!


I think it's just the small errors like 'lock' and 'release'.
Also, for sign boxsets, always use 0x6.
I don't know what 0x3 is but when I tested it, it didn't work.
Hopefully, this should solve your problem.

Quote:
Originally Posted by Kaith View Post
I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

Game: FireRed
Type: GBA
Editor: XSE
Scrpit:
Spoiler:
#dynamic 0x2E4F00

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

#org @need
msgbox @1 0x6
applymovement 0xFF @move
release
end

#org @1
= I'd better make sure \v\h06\nis awake first.\pHis room is right next to mine.

#org @move
#raw 0x12
#raw 0xEF
You need to add waitmovement 0x0 after any applymovement. For example:
Spoiler:
#org @need
msgbox @1 0x6
applymovement 0xFF @move
waitmovement 0x0
release
end


AND you've made a typo error in your script.

[qoute] #org @move
#raw 0x12
#raw 0xEF [/quote] It's #raw 0xFE. You've put 0xEF.

Hope this helps!

Quote:
Originally Posted by eratez View Post
It still does the same thing
Double check ALL yours flags. You may have made an error with previous flags.

Last edited by Nate VonGrimm; November 15th, 2011 at 10:38 PM. Reason: Your double post has been automatically merged.
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  #6250  
Unread November 16th, 2011, 03:30 AM
Jay the penguin's Avatar
Jay the penguin
Unhatched Egg
 
Join Date: Oct 2011
Gender: Male
how would you use the commad sethealingplace?
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