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  #6276    
Old November 24th, 2011, 11:08 PM
Nate VonGrimm's Avatar
Nate VonGrimm
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Join Date: Oct 2011
Location: Uxbridge
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Quote:
Originally Posted by hinkage View Post
It looks fine... I mean, I've written messages while fadescreen'd and it works. And your warp is fine too.

Is that the whole script, or just a part? If none of it is working, the problem's probably with your XSE version or something. (I use PKSV, which, by the way, is better.)
It's just part, The rest of the script works perfectly but the last message and warp don't. It makes the warp sound but doesn't warp the character.

I was recently using PKSV but you can't use it as the script viewer in A-MAP and XSE and PKSV don't get on so I now use XSE.
More control, and I like it.

My XSE version is the latest 1.1(.1?). I just can't figure it out... =/
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  #6277    
Old November 25th, 2011, 04:37 AM
Satoshi Ookami's Avatar
Satoshi Ookami
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Join Date: Jul 2008
Location: Abyss of Time, Great Seal
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Try to use callstd 0x6 instead of 0x6 only.
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  #6278    
Old November 25th, 2011, 07:19 AM
Nate VonGrimm's Avatar
Nate VonGrimm
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Join Date: Oct 2011
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Quote:
Originally Posted by Ash493 View Post
Try to use callstd 0x6 instead of 0x6 only.
How would I use that in the script?
I haven't used the callstd command yet.
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  #6279    
Old November 26th, 2011, 12:00 AM
Satoshi Ookami's Avatar
Satoshi Ookami
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Quote:
Originally Posted by Nate VonGrimm View Post


How would I use that in the script?
I haven't used the callstd command yet.
msgbox @xxx
callstd 0x6

#org @xxx
= string
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  #6280    
Old November 26th, 2011, 07:29 PM
Nate VonGrimm's Avatar
Nate VonGrimm
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Join Date: Oct 2011
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Quote:
Originally Posted by Ash493 View Post

msgbox @xxx
callstd 0x6

#org @xxx
= string
Doesn't change anything.
It still doesn't display the message...
I even put pause 0x50 to see if it would help but nothing.
I seriously don't know what's going on =/
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  #6281    
Old November 26th, 2011, 11:28 PM
Satoshi Ookami's Avatar
Satoshi Ookami
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Quote:
Originally Posted by Nate VonGrimm View Post


Doesn't change anything.
It still doesn't display the message...
I even put pause 0x50 to see if it would help but nothing.
I seriously don't know what's going on =/
Then something might be wrong with your script...
Could you post complete script instead of part of it?
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  #6282    
Old November 27th, 2011, 10:41 AM
Epitaph93's Avatar
Epitaph93
Intermediate Digidestined
 
Join Date: Oct 2011
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I'm trying to create an event that won't allow you to go down your staircase until you've checked your computer. When you step on the tile before the warp, I want a message to appear, then have the character step back.

When the player steps on the tile, the game freezes. I figure this has something to do with advance map, as it was working as a signpost, but not as a script. Although, as a signpost it would display the text, the character would walk down a tile, then the game would freeze.

Spoiler:

#dynamic 0x800000

'---------------
#org @start
checkflag 0x258
if 0x0 goto @snippet1
end

'---------------
#org @snippet1
lock
msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
goto @snippet2

'---------------
#org @snippet2
applymovement MOVE_PLAYER @move1
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org @string1
= Wait, you need to check the\ncomputer first!


'-----------
' Movements
'-----------
#org @move1
#raw 0x10 'Step Down (Normal)

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  #6283    
Old November 27th, 2011, 10:47 AM
Nate VonGrimm's Avatar
Nate VonGrimm
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Join Date: Oct 2011
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[SIZE="2"]
Quote:
Originally Posted by Ash493 View Post

Then something might be wrong with your script...
Could you post complete script instead of part of it?
Here's the full script.
Also, For some reason, my warp doesn't function either.
Could that be because of the fadescreen?

I checked through the original Ruby scripts and when a message box appears over a fadescreen, they used 0x2. Still doesn't make a difference though =/


Spoiler:
Code:
#org @introfinish
lock
setvar 0x5004 0x1
msgbox @itsdad 0x6
applymovement 0xFF @position
waitmovement 0x0
msgbox @itsme 0x6
sound 0xA
applymovement 0xFF @jump1
waitmovement 0x0
sound 0xA
applymovement 0xFF @jump2
waitmovement 0x0
sound 0xA
applymovement 0xFF @jump3
waitmovement 0x0
msgbox @canthear 0x6
msgbox @killedpikachu 0x6
sound 0x15
applymovement 0xFF @!
waitmovement 0x0
msgbox @hewhat 0x6
applymovement 0xFF @lookup
waitmovement 0x0
msgbox @silver 0x4
msgbox @red 0x4
msgbox @silver2 0x4
closeonkeypress
sound 0x15
applymovement 0xFF @dadwhat
waitmovement 0x0
msgbox @didntknow 0x4
msgbox @red2 0x4
msgbox @silver3 0x4
msgbox @red3 0x4
msgbox @secret 0x4
closeonkeypress
sound 0x15
applymovement 0xFF @ohdear
applymovement 0x03 @ohno
waitmovement 0x0
msgbox @itsover 0x6
cry 0x195 0x0
waitcry
sound 0xAB
pause 0x10
msgbox @wontdoit 0x4
closeonkeypress
msgbox @willdoit 0x6
fadeout 1
msgbox @dontdoit 0x4
msgbox @hyperbeam 0x4
closeonkeypress
sound 0xF6
pause 0x50
sound 0xA5
pause 0x10
sound 0xEA
setvar 0x8007 0xF
special 0x131
special 0x13D
hidesprite 0x03
pause 0x20
sound 0xA5
sound 0xEA
special 0x13D
pause 0x20
special 0x13D
pause 0x20
special 0x13D
pause 0x20
special 0x13D
special 0x13D
special 0x13D
special 0x13D
fadescreen 0x1
msgbox @thebeginning 0x2
cry 0x251 0x0
waitcry
warpmuted 0x1 0x1 0xFF 0x01 0x04
release
end


Quote:
Originally Posted by Epitaph93 View Post
I'm trying to create an event that won't allow you to go down your staircase until you've checked your computer. When you step on the tile before the warp, I want a message to appear, then have the character step back.

When the player steps on the tile, the game freezes. I figure this has something to do with advance map, as it was working as a signpost, but not as a script. Although, as a signpost it would display the text, the character would walk down a tile, then the game would freeze.

Spoiler:

#dynamic 0x800000

'---------------
#org @start
checkflag 0x258
if 0x0 goto @snippet1
end

'---------------
#org @snippet1
lock
msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
goto @snippet2

'---------------
#org @snippet2
applymovement MOVE_PLAYER @move1
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org @string1
= Wait, you need to check the\ncomputer first!


'-----------
' Movements
'-----------
#org @move1
#raw 0x10 'Step Down (Normal)

This is because you need a setvar for a trigger script.

Example:
Code:
#org @start
checkflag 0x258
if 0x0 goto @snippet1
end

'---------------
#org @snippet1
lock
setvar 0x???? 0x0
msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
goto @snippet2
Also, you forgot to put #raw 0xFE at your movement commands which is also another possible cause to a crashing script.
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Last edited by Nate VonGrimm; November 27th, 2011 at 10:57 AM.
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  #6284    
Old November 27th, 2011, 12:53 PM
Epitaph93's Avatar
Epitaph93
Intermediate Digidestined
 
Join Date: Oct 2011
Location: Texas
Age: 21
Gender: Male
Nature: Calm
Quote:
Originally Posted by Nate VonGrimm View Post

This is because you need a setvar for a trigger script.

Also, you forgot to put #raw 0xFE at your movement commands which is also another possible cause to a crashing script.
I changed it a bit and it's still the same exact problem.

EDIT: Never mind. I had to edit the var in advance map. Thanks for the help.

Spoiler:
#dynamic 0x800000

'---------------
#org @start
lock
setvar 0x5000 0x0
goto @snippet1

'---------------
#org @snippet1
compare 0x5000 0x0
if 0x1 goto @snippet2
compare 0x5000 0x1
if 0x1 goto @snippet3
end

'---------------
#org @snippet2
msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
goto @snippet4
end

'---------------
#org @snippet3
release
end

'---------------
#org @snippet4
applymovement MOVE_PLAYER @move1
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org @string1
= Wait, you need to check the\ncomputer first!


'-----------
' Movements
'-----------
#org @move1
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
__________________
I'm Epitaph and I plan on releasing the first full-fledged Digimon hack of Pokemon Fire Red. We're getting close to the first release so come check it out in the Progressing hacks, and see how you can help us with the project.

Last edited by Epitaph93; November 27th, 2011 at 01:02 PM. Reason: Figured it out
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  #6285    
Old November 27th, 2011, 02:39 PM
Nate VonGrimm's Avatar
Nate VonGrimm
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Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Epitaph93 View Post
I changed it a bit and it's still the same exact problem.

EDIT: Never mind. I had to edit the var in advance map. Thanks for the help.

Spoiler:
#dynamic 0x800000

'---------------
#org @start
lock
setvar 0x5000 0x0
goto @snippet1

'---------------
#org @snippet1
compare 0x5000 0x0
if 0x1 goto @snippet2
compare 0x5000 0x1
if 0x1 goto @snippet3
end

'---------------
#org @snippet2
msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
goto @snippet4
end

'---------------
#org @snippet3
release
end

'---------------
#org @snippet4
applymovement MOVE_PLAYER @move1
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org @string1
= Wait, you need to check the\ncomputer first!


'-----------
' Movements
'-----------
#org @move1
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
In A-Map, Have you changed the Var Number to the same Setvar Value in your script?
And also have you changed the Unknown Value to $03?
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  #6286    
Old November 28th, 2011, 04:39 PM
cosmifox's Avatar
cosmifox
Beginning Trainer
 
Join Date: Nov 2011
Gender: Male
does anyone know how you could change your player's sprite using a script? because i have a car sprite and i want your player to drive it all i need is a change of the player's sprite i have the rest of the script already



EDIT: i figured it out don't need help
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this is a banner for my hack and that is not the starter town the starter place isn't even a town.... i don't want any helpers i'm pretty far into it.

Last edited by cosmifox; November 28th, 2011 at 05:14 PM. Reason: figured it out
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  #6287    
Old November 28th, 2011, 06:29 PM
Nate VonGrimm's Avatar
Nate VonGrimm
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Join Date: Oct 2011
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Quote:
Originally Posted by cosmifox View Post
does anyone know how you could change your player's sprite using a script? because i have a car sprite and i want your player to drive it all i need is a change of the player's sprite i have the rest of the script already



EDIT: i figured it out don't need help
That's ASM hacking isn't it?
Or is it possible without ASM?
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  #6288    
Old November 29th, 2011, 03:22 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 21
Gender: Male
Nature: Calm
Quote:
Originally Posted by Nate VonGrimm View Post


Here's the full script.
Also, For some reason, my warp doesn't function either.
Could that be because of the fadescreen?

I checked through the original Ruby scripts and when a message box appears over a fadescreen, they used 0x2. Still doesn't make a difference though =/


Spoiler:
Code:
#org @introfinish
lock
setvar 0x5004 0x1
msgbox @itsdad 0x6
applymovement 0xFF @position
waitmovement 0x0
msgbox @itsme 0x6
sound 0xA
applymovement 0xFF @jump1
waitmovement 0x0
sound 0xA
applymovement 0xFF @jump2
waitmovement 0x0
sound 0xA
applymovement 0xFF @jump3
waitmovement 0x0
msgbox @canthear 0x6
msgbox @killedpikachu 0x6
sound 0x15
applymovement 0xFF @!
waitmovement 0x0
msgbox @hewhat 0x6
applymovement 0xFF @lookup
waitmovement 0x0
msgbox @silver 0x4
msgbox @red 0x4
msgbox @silver2 0x4
closeonkeypress
sound 0x15
applymovement 0xFF @dadwhat
waitmovement 0x0
msgbox @didntknow 0x4
msgbox @red2 0x4
msgbox @silver3 0x4
msgbox @red3 0x4
msgbox @secret 0x4
closeonkeypress
sound 0x15
applymovement 0xFF @ohdear
applymovement 0x03 @ohno
waitmovement 0x0
msgbox @itsover 0x6
cry 0x195 0x0
waitcry
sound 0xAB
pause 0x10
msgbox @wontdoit 0x4
closeonkeypress
msgbox @willdoit 0x6
fadeout 1
msgbox @dontdoit 0x4
msgbox @hyperbeam 0x4
closeonkeypress
sound 0xF6
pause 0x50
sound 0xA5
pause 0x10
sound 0xEA
setvar 0x8007 0xF
special 0x131
special 0x13D
hidesprite 0x03
pause 0x20
sound 0xA5
sound 0xEA
special 0x13D
pause 0x20
special 0x13D
pause 0x20
special 0x13D
pause 0x20
special 0x13D
special 0x13D
special 0x13D
special 0x13D
fadescreen 0x1
msgbox @thebeginning 0x2
cry 0x251 0x0
waitcry
warpmuted 0x1 0x1 0xFF 0x01 0x04
release
end
[/FONT]
Have you tried making this with "warp" instead of warpmuted command?
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  #6289    
Old November 29th, 2011, 11:33 AM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Ash493 View Post

Have you tried making this with "warp" instead of warpmuted command?
Yeah, I tried a normal warp command.
I tested the warp on a normal NPC and it works perfectly.
But I do not understand why my warp isn't working in this script.
All it does is, make the sound but when I move the player (the screen is still black because of fadescreen) the movement permissions are removed and 1 NPC can be seen...

Here's a video:
http://www.youtube.com/watch?v=b2CIL0Tj2Ns

I do not know if I am allowed to post videos on these forums so please let me know. I am a forgetful person =/
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  #6290    
Old November 29th, 2011, 01:48 PM
Epitaph93's Avatar
Epitaph93
Intermediate Digidestined
 
Join Date: Oct 2011
Location: Texas
Age: 21
Gender: Male
Nature: Calm
You go to a prof. Oak Aid. He checks if you have ExVeemon and Stingmon in your party. If you do, he gives you a level 20 Dinobeemon. Exveemon is in the place of Beedrill, Stingmon is in the place of Sandshrew, and Dinobeemon is in the place of Psyduck.

This script is working perfectly, up until I try to rename the Digimon. The Digimon pops up as the ???????? pokemon in the nickname screen. However, after receiving it I checked my party and it was the Digimon I wanted, except that it was level 32 rather than level 20.

I've been working on this script for 5 hours, and I really want to get this last little bug out of the way.

Spoiler:

#dynamic 0x800000
#include stditems.rbh
#include stdpoke.rbh

'---------------
#org @start
lock
faceplayer
msgbox @string1 MSG_YESNO '"Welcome to the DNA Digivolution\nC..."
compare LASTRESULT 0x1
if 0x1 goto @snippet1
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet1
countpokemon
compare LASTRESULT 0x2
if 0x1 goto @snippet2
goto @snippet3

'---------------
#org @snippet2
msgbox @string3 MSG_NORMAL '"Let me check if any of your DIGIMO..."
setvar 0x8004 0x1B
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto @snippet4
msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
release
end

'---------------
#org @snippet3
msgbox @string5 MSG_NORMAL '"I'm sorry, you must only have\n2 D..."
release
end

'---------------
#org @snippet4
setvar 0x8004 0xF
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto @snippet5
msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
release
end

'---------------
#org @snippet5
msgbox @string6 MSG_YESNO '"Do you want to DNA digivolve these..."
compare LASTRESULT 0x1
if 0x1 goto @snippet6
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet6
msgbox @string7 MSG_NORMAL '"Here is your new DIGIMON."
givepokemon PKMN_PSYDUCK 0x20 ITEM_NONE 0x0 0x0 0x0
msgbox @string8 MSG_YESNO '"Would you like to give it a nickna..."
compare LASTRESULT 0x1
if 0x1 call @snippet7
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet7
call @snippet8
return

'---------------
#org @snippet8
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org @string1
= Welcome to the DNA Digivolution\nCenter!\pDo you want me to check for DNA\ncompatible DIGIMON?

#org @string2
= Have a good day then!

#org @string3
= Let me check if any of your DIGIMON\nare compatible.

#org @string4
= Sorry, but your DIGIMON are not\ncompatible.

#org @string5
= I'm sorry, you must only have\n2 DIGIMON in your party.

#org @string6
= Do you want to DNA digivolve these two?

#org @string7
= Here is your new DIGIMON.

#org @string8
= Would you like to give it a nickname?
__________________
I'm Epitaph and I plan on releasing the first full-fledged Digimon hack of Pokemon Fire Red. We're getting close to the first release so come check it out in the Progressing hacks, and see how you can help us with the project.
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  #6291    
Old November 29th, 2011, 02:00 PM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Epitaph93 View Post
You go to a prof. Oak Aid. He checks if you have ExVeemon and Stingmon in your party. If you do, he gives you a level 20 Dinobeemon. Exveemon is in the place of Beedrill, Stingmon is in the place of Sandshrew, and Dinobeemon is in the place of Psyduck.

This script is working perfectly, up until I try to rename the Digimon. The Digimon pops up as the ???????? pokemon in the nickname screen. However, after receiving it I checked my party and it was the Digimon I wanted, except that it was level 32 rather than level 20.

I've been working on this script for 5 hours, and I really want to get this last little bug out of the way.

Spoiler:

#dynamic 0x800000
#include stditems.rbh
#include stdpoke.rbh

'---------------
#org @start
lock
faceplayer
msgbox @string1 MSG_YESNO '"Welcome to the DNA Digivolution\nC..."
compare LASTRESULT 0x1
if 0x1 goto @snippet1
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet1
countpokemon
compare LASTRESULT 0x2
if 0x1 goto @snippet2
goto @snippet3

'---------------
#org @snippet2
msgbox @string3 MSG_NORMAL '"Let me check if any of your DIGIMO..."
setvar 0x8004 0x1B
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto @snippet4
msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
release
end

'---------------
#org @snippet3
msgbox @string5 MSG_NORMAL '"I'm sorry, you must only have\n2 D..."
release
end

'---------------
#org @snippet4
setvar 0x8004 0xF
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto @snippet5
msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
release
end

'---------------
#org @snippet5
msgbox @string6 MSG_YESNO '"Do you want to DNA digivolve these..."
compare LASTRESULT 0x1
if 0x1 goto @snippet6
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet6
msgbox @string7 MSG_NORMAL '"Here is your new DIGIMON."
givepokemon PKMN_PSYDUCK 0x20 ITEM_NONE 0x0 0x0 0x0
msgbox @string8 MSG_YESNO '"Would you like to give it a nickna..."
compare LASTRESULT 0x1
if 0x1 call @snippet7
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet7
call @snippet8
return

'---------------
#org @snippet8
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org @string1
= Welcome to the DNA Digivolution\nCenter!\pDo you want me to check for DNA\ncompatible DIGIMON?

#org @string2
= Have a good day then!

#org @string3
= Let me check if any of your DIGIMON\nare compatible.

#org @string4
= Sorry, but your DIGIMON are not\ncompatible.

#org @string5
= I'm sorry, you must only have\n2 DIGIMON in your party.

#org @string6
= Do you want to DNA digivolve these two?

#org @string7
= Here is your new DIGIMON.

#org @string8
= Would you like to give it a nickname?
You need to use hex.
So a Level 20 Psyduck would be:
givepokemon PKMN_PSYDUCK 0x14 ITEM_NONE 0x0 0x0 0x0
It's 0x14, Not 0x20.
Use XSE's HEX/DECIMAL calculator.
Using Level 20 as an example, the Decimal is 20, but Pokemon games use Hex so decimal 20 in hex 14.
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  #6292    
Old November 29th, 2011, 02:49 PM
hinkage's Avatar
hinkage
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Quote:
Originally Posted by Epitaph93 View Post
You go to a prof. Oak Aid. He checks if you have ExVeemon and Stingmon in your party. If you do, he gives you a level 20 Dinobeemon. Exveemon is in the place of Beedrill, Stingmon is in the place of Sandshrew, and Dinobeemon is in the place of Psyduck.

This script is working perfectly, up until I try to rename the Digimon. The Digimon pops up as the ???????? pokemon in the nickname screen. However, after receiving it I checked my party and it was the Digimon I wanted, except that it was level 32 rather than level 20.

I've been working on this script for 5 hours, and I really want to get this last little bug out of the way.

Spoiler:

#dynamic 0x800000
#include stditems.rbh
#include stdpoke.rbh

'---------------
#org @start
lock
faceplayer
msgbox @string1 MSG_YESNO '"Welcome to the DNA Digivolution\nC..."
compare LASTRESULT 0x1
if 0x1 goto @snippet1
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet1
countpokemon
compare LASTRESULT 0x2
if 0x1 goto @snippet2
goto @snippet3

'---------------
#org @snippet2
msgbox @string3 MSG_NORMAL '"Let me check if any of your DIGIMO..."
setvar 0x8004 0x1B
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto @snippet4
msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
release
end

'---------------
#org @snippet3
msgbox @string5 MSG_NORMAL '"I'm sorry, you must only have\n2 D..."
release
end

'---------------
#org @snippet4
setvar 0x8004 0xF
special2 LASTRESULT 0x17C
compare LASTRESULT 0x1
if 0x1 goto @snippet5
msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
release
end

'---------------
#org @snippet5
msgbox @string6 MSG_YESNO '"Do you want to DNA digivolve these..."
compare LASTRESULT 0x1
if 0x1 goto @snippet6
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet6
msgbox @string7 MSG_NORMAL '"Here is your new DIGIMON."
givepokemon PKMN_PSYDUCK 0x20 ITEM_NONE 0x0 0x0 0x0
msgbox @string8 MSG_YESNO '"Would you like to give it a nickna..."
compare LASTRESULT 0x1
if 0x1 call @snippet7
msgbox @string2 MSG_NORMAL '"Have a good day then!"
release
end

'---------------
#org @snippet7
call @snippet8
return

'---------------
#org @snippet8
fadescreen 0x1
special 0x9E
waitstate
return


'---------
' Strings
'---------
#org @string1
= Welcome to the DNA Digivolution\nCenter!\pDo you want me to check for DNA\ncompatible DIGIMON?

#org @string2
= Have a good day then!

#org @string3
= Let me check if any of your DIGIMON\nare compatible.

#org @string4
= Sorry, but your DIGIMON are not\ncompatible.

#org @string5
= I'm sorry, you must only have\n2 DIGIMON in your party.

#org @string6
= Do you want to DNA digivolve these two?

#org @string7
= Here is your new DIGIMON.

#org @string8
= Would you like to give it a nickname?

I checked quickly in a Fire Red and Emerald ROM. They both use "setvar 0x8004 0x0" before going to the nickname screen. I'm guessing without it, there's nothing defined for the little sprite to the left of the name, and no Pokemon name. (Kind of like the msg_obtain needs copyvarifnotzero or else will give you ??????????s)

As for the level, it's in hex. Do 0x14 to get a level 20 Pokemon, or whatever the hell it is those abominations are.
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  #6293    
Old November 29th, 2011, 02:49 PM
Epitaph93's Avatar
Epitaph93
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Location: Texas
Age: 21
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Quote:
Originally Posted by Nate VonGrimm View Post


You need to use hex.
So a Level 20 Psyduck would be:
givepokemon PKMN_PSYDUCK 0x14 ITEM_NONE 0x0 0x0 0x0
It's 0x14, Not 0x20.
Use XSE's HEX/DECIMAL calculator.
Using Level 20 as an example, the Decimal is 20, but Pokemon games use Hex so decimal 20 in hex 14.
Oh okay *facepalm*. I should've known that. I was having the same problem when checking the Digimon in the party, then I checked diegoisawesome's script tutorial. Thanks.
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  #6294    
Old November 30th, 2011, 02:18 AM
Satoshi Ookami's Avatar
Satoshi Ookami
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Join Date: Jul 2008
Location: Abyss of Time, Great Seal
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Quote:
Originally Posted by Nate VonGrimm View Post


Yeah, I tried a normal warp command.
I tested the warp on a normal NPC and it works perfectly.
But I do not understand why my warp isn't working in this script.
All it does is, make the sound but when I move the player (the screen is still black because of fadescreen) the movement permissions are removed and 1 NPC can be seen...

Here's a video:
http://www.youtube.com/watch?v=b2CIL0Tj2Ns

I do not know if I am allowed to post videos on these forums so please let me know. I am a forgetful person =/
That's pretty nice fail =D
Okay... try to repoint your script into another location, delete Groudon and put him there again with "No movement" movement and try again.
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  #6295    
Old November 30th, 2011, 07:37 AM
Nate VonGrimm's Avatar
Nate VonGrimm
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Join Date: Oct 2011
Location: Uxbridge
Age: 22
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Nature: Relaxed
Quote:
Originally Posted by Ash493 View Post

That's pretty nice fail =D
Okay... try to repoint your script into another location, delete Groudon and put him there again with "No movement" movement and try again.
Still nothing. Even tried deleting all the sprites to see if they were interfering with the game. I am so confused to why this is happening =/
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  #6296    
Old November 30th, 2011, 01:04 PM
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DMONDThrice
Beginning Trainer
 
Join Date: May 2010
Age: 21
Gender: Male
Nature: Quirky
Yes, I am very well aware that this has in fact been posted before. I am also very well aware that this has in fact not been answered. So have at you.

A friend and I are working on a Fire Red hack right now, and we've made several talking scripts and more complicated scripts already that work fine, but all of a sudden now when we're trying to make a generic talking script in XSE we're getting an error when we try to compile it, preventing us 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 we'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!


Combining the two lines of dialogue into one gigantic one doesn't work, by the way. And yes we used Free Space Finder, and the offset was, well, free. So it's not that.
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  #6297    
Old November 30th, 2011, 01:36 PM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by DMONDThrice View Post
Yes, I am very well aware that this has in fact been posted before. I am also very well aware that this has in fact not been answered. So have at you.

A friend and I are working on a Fire Red hack right now, and we've made several talking scripts and more complicated scripts already that work fine, but all of a sudden now when we're trying to make a generic talking script in XSE we're getting an error when we try to compile it, preventing us 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 we'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


Combining the two lines of dialogue into one gigantic one doesn't work, by the way. And yes we used Free Space Finder, and the offset was, well, free. So it's not that.
I believe it might be because of when your putting \n \p. When I tried compiling your script, XSE kept crashing.
Use this one, it's a lot more neat and it compiled.
Spoiler:
#org @1
= Dude! Why is Hugo so hard to play?\nHe paid all this money to be put into\lthis game and then I can't play him\lfor jack.\pWhen the people online play him,\nthough,\lhe kicks my ass!\pWhat gives?!?\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…

#org @2
= What’re you lookin’ at, kid?\nGet to work!\pYou don’t wanna play this\nembarrassment of a video game anyway!


Also, always use #dynamic 0x800000.
XSE will always find a free offset without FSF.
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Last edited by Nate VonGrimm; November 30th, 2011 at 01:50 PM.
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  #6298    
Old November 30th, 2011, 02:49 PM
ZeroV8
Beginning Trainer
 
Join Date: Aug 2011
Gender: Male
What I want to do is have the screen fade in and then just having your player character stand there.

An NPC will then turn towards the character (from across the room), and then exchange dialog with the player.

I know how to do all the specifics (make the NPC face the character, fade in, talk) but I'm not sure what kind of script it needs to be. Like a flag or messagebox type thing.

Sorry I'm new at this xD

Any help would be appreciated
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  #6299    
Old November 30th, 2011, 03:43 PM
hinkage's Avatar
hinkage
But on Saturday nobody showed
Community Supporter Tier 3
 
Join Date: Aug 2010
Location: CT
Age: 18
Gender: Male
Nature: Sassy
Quote:
Originally Posted by ZeroV8 View Post
What I want to do is have the screen fade in and then just having your player character stand there.

An NPC will then turn towards the character (from across the room), and then exchange dialog with the player.

I know how to do all the specifics (make the NPC face the character, fade in, talk) but I'm not sure what kind of script it needs to be. Like a flag or messagebox type thing.

Sorry I'm new at this xD

Any help would be appreciated :)
First off all, fadescreen hides all sprites. Second, you'd need a flag and a msgbox in the script, obviously...
So...
What are you asking? Do you mean "does it have to be a scriptbox and do I need a flag?"
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  #6300    
Old November 30th, 2011, 04:06 PM
ZeroV8
Beginning Trainer
 
Join Date: Aug 2011
Gender: Male
I'm not sure to be honest.

The reason I'm thinking it needs to be a flag is because this script will happen at the very beginning of them game.

So basically, it would set the starting position of the player.

That is the part I am stuck on.
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