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  #6826    
Old May 13th, 2012, 03:55 PM
CCCPancakes's Avatar
CCCPancakes
Beginning Trainer
 
Join Date: Apr 2012
Age: 18
Gender: Male
This is my first attempt at a level script, so bear with me.

Code:
#dynamic 0x800000
#org @start
compare 0x4055 0x5
if 0x0 goto @pokemanzget
release
end

#org @pokemanzget
applymovement 0x2 @move
applymovement 0xFF @move1
applymovement 0x1 @move2
waitmovement 0x0
msgbox @msg 0x6
applymovement 0x1 @move3
waitmovement 0x0
msgbox @msg1 0x6
applymovement 0x1 @move4
applymovement 0x2 @move5
waitmovement 0x0
msgbox @msg2 0x6
setvar 0x4055 0x5
release
end

#org @msg
= Ahh, you decided to come after\nall, [rival] and [player]!\pBetter late than never, I guess.\pContinuing on, those pokeballs.

#org @msg1
= They contain the starter Pokemon.\nI wish for you two to take one.

#org @msg2
= Go ahead, [player], you go first.

#org @move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x01
#raw 0xFE

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x21
#raw 0xFE

#org @move3
#raw 0x24
#raw 0xFE

#org @move4
#raw 0x21
#raw 0xFE

#org @move5
#raw 0x24
#raw 0xFE
What happens is the messed up text, except after opening the script from A-Map, the script was left unharmed.
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Last edited by CCCPancakes; May 13th, 2012 at 05:16 PM.
  #6827    
Old May 14th, 2012, 10:40 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Xse is broken i swear.

fire red rom

so i open xse, type this, save it.

open rom and compile it copy the one that says start by it and then paste that offset into advanced map in script offset. But it isn't working!


#dynamic 0x71A23C

#org @start
lock
faceplayer
msgbox @test 0x6
release
end

#org @test
= Testing.



offset it gave me after compile 71A51B
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Last edited by vanillagfx; May 14th, 2012 at 10:46 PM.
  #6828    
Old May 14th, 2012, 11:33 PM
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by CCCPancakes View Post
This is my first attempt at a level script, so bear with me.

Code:
#dynamic 0x800000
#org @start
compare 0x4055 0x5
if 0x0 goto @pokemanzget
release
end

#org @pokemanzget
applymovement 0x2 @move
applymovement 0xFF @move1
applymovement 0x1 @move2
waitmovement 0x0
msgbox @msg 0x6
applymovement 0x1 @move3
waitmovement 0x0
msgbox @msg1 0x6
applymovement 0x1 @move4
applymovement 0x2 @move5
waitmovement 0x0
msgbox @msg2 0x6
setvar 0x4055 0x5
release
end

#org @msg
= Ahh, you decided to come after\nall, [rival] and [player]!\pBetter late than never, I guess.\pContinuing on, those pokeballs.

#org @msg1
= They contain the starter Pokemon.\nI wish for you two to take one.

#org @msg2
= Go ahead, [player], you go first.

#org @move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x01
#raw 0xFE

#org @move1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move2
#raw 0x21
#raw 0xFE

#org @move3
#raw 0x24
#raw 0xFE

#org @move4
#raw 0x21
#raw 0xFE

#org @move5
#raw 0x24
#raw 0xFE
What happens is the messed up text, except after opening the script from A-Map, the script was left unharmed.
You can't see it because the glitched text in't actually present in the script but is a 100% in-game glitch. Did you correctly open the Map Script Offset and edit it like in this tutorial?If you need more help then post with the specifics of your level script (the type of level script you're using, variable, value etc.)

Quote:
Originally Posted by vanillagfx View Post
Xse is broken i swear.

fire red rom

so i open xse, type this, save it.

open rom and compile it copy the one that says start by it and then paste that offset into advanced map in script offset. But it isn't working!


#dynamic 0x71A23C

#org @start
lock
faceplayer
msgbox @test 0x6
release
end

#org @test
= Testing.



offset it gave me after compile 71A51B
Are you sure you're using XSE 1.1.1? The earlier versions are somewhat glitchy and can't handle simple scripts at times.
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  #6829    
Old May 15th, 2012, 12:37 AM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by DrFuji View Post
You can't see it because the glitched text in't actually present in the script but is a 100% in-game glitch. Did you correctly open the Map Script Offset and edit it like in this tutorial?If you need more help then post with the specifics of your level script (the type of level script you're using, variable, value etc.)



Are you sure you're using XSE 1.1.1? The earlier versions are somewhat glitchy and can't handle simple scripts at times.
yes I am, same one you linked.
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  #6830    
Old May 15th, 2012, 12:41 AM
Spherical Ice's Avatar
Spherical Ice
Community Supporter
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice
Once you save the script it deloads the ROM as far as I know. You write the script, save it, THEN load the ROM and compile.
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  #6831    
Old May 15th, 2012, 01:17 AM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Well if this helps when I open the script in advance map this is what it had.

'---------------
#org 0x205D772
nop

that's it o.o
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  #6832    
Old May 15th, 2012, 06:04 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 vanillagfx View Post
Well if this helps when I open the script in advance map this is what it had.

'---------------
#org 0x205D772
nop

that's it o.o
That's happened to me quiet a few times as well. I find that if I don't bother to save it and just compile something that simple, it works fine. I also need to recomplie it a few times. (Try setting your offset of 0x800000 rather than at the first spot that has free space.)
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  #6833    
Old May 15th, 2012, 03:19 PM
PKMNTRNCha0tic
Beginning Trainer
 
Join Date: May 2012
Gender: Male
I edited the whole starter events so that there are 2 pokeballs on Oak's table.Everything is working perfectly...except.....
When my rival picks the 1st pokeball,it will not disappear.I run thru the script but as I am a noob at scripting,I cannot figure out how to edit the "disappear"-part of the script.Please,help.


By the way,sry if I posted it in wrong forum but it is important (to me).
  #6834    
Old May 15th, 2012, 05:09 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by Kaith View Post
That's happened to me quiet a few times as well. I find that if I don't bother to save it and just compile something that simple, it works fine. I also need to recomplie it a few times. (Try setting your offset of 0x800000 rather than at the first spot that has free space.)
Thanks by doing this the text box actually popped up but weird symbols popped up instead.
Attached Images
File Type: png Untitled.png‎ (68.4 KB, 9 views) (Save to Dropbox)
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  #6835    
Old May 15th, 2012, 06:00 PM
sab's Avatar
sab
Now too much of a life.
 
Join Date: Jul 2008
Location: Midgar
Age: 18
Gender: Male
Nature: Timid
Quote:
Originally Posted by vanillagfx View Post
Thanks by doing this the text box actually popped up but weird symbols popped up instead.
two things, first off, what does the script say when you try to open it in xse again? If the script is wrong, it is most likely because you have too little space. Also try redownloading xse. I got a bad copy that didn't work at one point, and actually crashed my rom. here's a download from WaH: http://wahackpokemon.com/descarga/herras/XSE.zip
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  #6836    
Old May 15th, 2012, 06:32 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by sab View Post
two things, first off, what does the script say when you try to open it in xse again? If the script is wrong, it is most likely because you have too little space. Also try redownloading xse. I got a bad copy that didn't work at one point, and actually crashed my rom. here's a download from WaH: http://wahackpokemon.com/descarga/herras/XSE.zip
'---------------
#org 0xE080
signmsg
multichoice2 0xFF 0xF7 0x15 0xFC 0x1
virtualcallif 0x0 0x74000047
pause 0x202
setbyte2 0xB5 0xC
comparebanktobyte 0x0 0x6
nop
setbyte 0x5
addpcitem 0x2305 0x700B
removedecoration 0x8A70
multichoice2 0xCB 0x70 0x4 0x22 0xFF



Also when using free space finder should I be doing anything special with intervals or w.e o.o






EDIT

I'm using the one you linked now faceplayer is working but you need to click a twice for him to move and he doesnt say the text. When opened in AM I'm using a new rom of fire red.

'---------------
#org 0x800000
lock
faceplayer
loadpointer 0x0 0x880000B '"Are you here to apply as a new gym..."
release
end


'---------
' Strings
'---------
#org 0x80000B
= Are you here to apply as a new gym\nleader?\lOh sorry you need atleast 7 badges.
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Last edited by vanillagfx; May 15th, 2012 at 11:06 PM.
  #6837    
Old May 15th, 2012, 07:17 PM
Hadesminion13
Beginning Trainer
 
Join Date: Apr 2009
Gender:
Alright, so I really try not to ask questions but I just don't understand this one. I'm fairly new at scripting but I've gone through several pokescript tutorials over the past few days and definitely know my way around Advance Map. Recently I downloaded PKSV and started screwing around with it, and managed to fix almost all my glitchy scripts. My next scripting 'objective' is having a battle with Lugia in Emerald.

I have the overworld sprite set up in Advance Map, and I noticed that there is a generate-able script for this very thing, so I go through it and set it up, choosing 0x1216 as my flag. This is the product:

Spoiler:

#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry LUGIA 2
waitcry
pause 0x14
playsound 0x156 0x0
battle LUGIA 60 MASTERBALL
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x1216
release
end


Then I compile, get my script offset and plug it into my overworld sprite in advance map.

After that I saved and went to test my game, but - to my surprise - as soon as I pressed A the game paused, then started flipping out and keeps glitching, never going into a battle.

I went back into advance map and clicked on my Lugia sprite. I clicked open script and this is the compiled version of the script, but it also had some errors and a ton of added stuff (Though I assume this is after compilation?):

Spoiler:

#org 0x8869C3F
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry LUGIA 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle LUGIA 60 MASTERBALL
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x1216
release
end

#org 0x81A7AE0
'-----------------------------------
checktrainerflag 0x1E
if 0x4 jump 0x846680E ' Unknown Checkflag/IF condition
addpokemon 0x2801 5 0x69D0 0x46 0x71082001 0x6001E60
call 0x591C200E
'Call not in ROM area
#raw 0xF6
special2 0x5F8 0x1C
callasm 0x466E2200
setdoorclosedstatic 0x18 0x78
pause 0xD105
copyvar 0x481C 0x1C
if 0x3 jump 0xA18690E ' Unknown Checkflag/IF condition
multichoice2 0x50 0x1C 0x0 0x206
setbyte 0x7
clearflag 0xD9EF
textcolor 0xF6
pauseevent 0xFD
call 0x1C210C00
'Call not in ROM area
warpelevator 0xF1 0x8E 0xFD
pause 0x418
braille 0xF6591C28
'Braille not in ROM area
writebytetooffset 0xF8 0xD1012C03
#raw 0xFF
#raw 0xF7
#raw 0xF1
#raw 0xFD
comparefarbytetofarbyte 0x70B0021C 0x8BC02BC
checkitem 0x266C 2145
givemoney 0x1003005D 0xB5
jumpstd 0x4C

#org 0x846680E
'-----------------------------------
end

#org 0x8162558
'-----------------------------------
if 0x29 jump 0x4A03D109 ' Unknown Compare/IF condition
'Jump not in ROM area
storefurniture 0x0 0x1C90
jumpstd 0x18

#org 0x8162561
'-----------------------------------
comparevartobyte 0x1808 0x89
subtractvar 0x8800 0x880C
setbyte 0xE0
copyvarifnotzero 0x5DFA 0x308
checkiteminpc POMEGBERRY 7312
jumpstd 0x18

#org 0xA18690E
'-----------------------------------



The only type of answer I've seen anywhere was from a guy with Edward from fullmetal alchemist for an avatar (Yeah, I think his name had Fullmetal in it but I'm not sure), and it said something about decompiling.

I tried that, but it really didn't change anything:
Spoiler:

#org 0x8869C3F
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry LUGIA 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle LUGIA 60 MASTERBALL
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x1216
release
end

#org 0x81A7AE0
'-----------------------------------
checktrainerflag 0x1E
if 0x4 jump 0x846680E ' Unknown Checkflag/IF condition
addpokemon 0x2801 5 0x69D0 0x46 0x71082001 0x6001E60
call 0x591C200E
'Call not in ROM area
#raw 0xF6
special2 0x5F8 0x1C
callasm 0x466E2200
setdoorclosedstatic 0x18 0x78
pause 0xD105
copyvar 0x481C 0x1C
if 0x3 jump 0xA18690E ' Unknown Checkflag/IF condition
multichoice2 0x50 0x1C 0x0 0x206
setbyte 0x7
clearflag 0xD9EF
textcolor 0xF6
pauseevent 0xFD
call 0x1C210C00
'Call not in ROM area
warpelevator 0xF1 0x8E 0xFD
pause 0x418
braille 0xF6591C28
'Braille not in ROM area
writebytetooffset 0xF8 0xD1012C03
#raw 0xFF
#raw 0xF7
#raw 0xF1
#raw 0xFD
comparefarbytetofarbyte 0x70B0021C 0x8BC02BC
checkitem 0x266C 2145
givemoney 0x1003005D 0xB5
jumpstd 0x4C

#org 0x846680E
'-----------------------------------
end

#org 0x8162558
'-----------------------------------
if 0x29 jump 0x4A03D109 ' Unknown Compare/IF condition
'Jump not in ROM area
storefurniture 0x0 0x1C90
jumpstd 0x18

#org 0x8162561
'-----------------------------------
comparevartobyte 0x1808 0x89
subtractvar 0x8800 0x880C
setbyte 0xE0
copyvarifnotzero 0x5DFA 0x308
checkiteminpc POMEGBERRY 7312
jumpstd 0x18

#org 0xA18690E
'-----------------------------------



Can anyone help me? I can't seem to find out what's wrong :/
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  #6838    
Old May 15th, 2012, 11:56 PM
chrunch's Avatar
chrunch
 
 
Join Date: Oct 2009
Gender: Male
Send a message via Windows Live Messenger to chrunch
Quote:
Originally Posted by Hadesminion13 View Post
Alright, so I really try not to ask questions but I just don't understand this one. I'm fairly new at scripting but I've gone through several pokescript tutorials over the past few days and definitely know my way around Advance Map. Recently I downloaded PKSV and started screwing around with it, and managed to fix almost all my glitchy scripts. My next scripting 'objective' is having a battle with Lugia in Emerald.

I have the overworld sprite set up in Advance Map, and I noticed that there is a generate-able script for this very thing, so I go through it and set it up, choosing 0x1216 as my flag. This is the product:

Spoiler:

#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry LUGIA 2
waitcry
pause 0x14
playsound 0x156 0x0
battle LUGIA 60 MASTERBALL
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x1216
release
end


Then I compile, get my script offset and plug it into my overworld sprite in advance map.

After that I saved and went to test my game, but - to my surprise - as soon as I pressed A the game paused, then started flipping out and keeps glitching, never going into a battle.

I went back into advance map and clicked on my Lugia sprite. I clicked open script and this is the compiled version of the script, but it also had some errors and a ton of added stuff (Though I assume this is after compilation?):

Spoiler:

#org 0x8869C3F
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry LUGIA 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle LUGIA 60 MASTERBALL
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x1216
release
end

#org 0x81A7AE0
'-----------------------------------
checktrainerflag 0x1E
if 0x4 jump 0x846680E ' Unknown Checkflag/IF condition
addpokemon 0x2801 5 0x69D0 0x46 0x71082001 0x6001E60
call 0x591C200E
'Call not in ROM area
#raw 0xF6
special2 0x5F8 0x1C
callasm 0x466E2200
setdoorclosedstatic 0x18 0x78
pause 0xD105
copyvar 0x481C 0x1C
if 0x3 jump 0xA18690E ' Unknown Checkflag/IF condition
multichoice2 0x50 0x1C 0x0 0x206
setbyte 0x7
clearflag 0xD9EF
textcolor 0xF6
pauseevent 0xFD
call 0x1C210C00
'Call not in ROM area
warpelevator 0xF1 0x8E 0xFD
pause 0x418
braille 0xF6591C28
'Braille not in ROM area
writebytetooffset 0xF8 0xD1012C03
#raw 0xFF
#raw 0xF7
#raw 0xF1
#raw 0xFD
comparefarbytetofarbyte 0x70B0021C 0x8BC02BC
checkitem 0x266C 2145
givemoney 0x1003005D 0xB5
jumpstd 0x4C

#org 0x846680E
'-----------------------------------
end

#org 0x8162558
'-----------------------------------
if 0x29 jump 0x4A03D109 ' Unknown Compare/IF condition
'Jump not in ROM area
storefurniture 0x0 0x1C90
jumpstd 0x18

#org 0x8162561
'-----------------------------------
comparevartobyte 0x1808 0x89
subtractvar 0x8800 0x880C
setbyte 0xE0
copyvarifnotzero 0x5DFA 0x308
checkiteminpc POMEGBERRY 7312
jumpstd 0x18

#org 0xA18690E
'-----------------------------------



The only type of answer I've seen anywhere was from a guy with Edward from fullmetal alchemist for an avatar (Yeah, I think his name had Fullmetal in it but I'm not sure), and it said something about decompiling.

I tried that, but it really didn't change anything:
Spoiler:

#org 0x8869C3F
'-----------------------------------
special INIT_STEPCOUNT
compare LASTRESULT 0x2
if == jump 0x81A7AE0 ' Equal To
special GET_STEPCOUNT
lock
faceplayer
checksound
cry LUGIA 0x2
waitcry
pause 0x14
playsound 0x0 0x2
battle LUGIA 60 MASTERBALL
setflag 0x807
special BATTLE_PIXELLATE
waitspecial
clearflag 0x807
special2 LASTRESULT 0xB4
compare LASTRESULT 0x1
if == jump 0x8162558 ' Equal To
compare LASTRESULT 0x4
if == jump 0x8162561 ' Equal To
compare LASTRESULT 0x5
if == jump 0x8162561 ' Equal To
setflag 0x1216
release
end

#org 0x81A7AE0
'-----------------------------------
checktrainerflag 0x1E
if 0x4 jump 0x846680E ' Unknown Checkflag/IF condition
addpokemon 0x2801 5 0x69D0 0x46 0x71082001 0x6001E60
call 0x591C200E
'Call not in ROM area
#raw 0xF6
special2 0x5F8 0x1C
callasm 0x466E2200
setdoorclosedstatic 0x18 0x78
pause 0xD105
copyvar 0x481C 0x1C
if 0x3 jump 0xA18690E ' Unknown Checkflag/IF condition
multichoice2 0x50 0x1C 0x0 0x206
setbyte 0x7
clearflag 0xD9EF
textcolor 0xF6
pauseevent 0xFD
call 0x1C210C00
'Call not in ROM area
warpelevator 0xF1 0x8E 0xFD
pause 0x418
braille 0xF6591C28
'Braille not in ROM area
writebytetooffset 0xF8 0xD1012C03
#raw 0xFF
#raw 0xF7
#raw 0xF1
#raw 0xFD
comparefarbytetofarbyte 0x70B0021C 0x8BC02BC
checkitem 0x266C 2145
givemoney 0x1003005D 0xB5
jumpstd 0x4C

#org 0x846680E
'-----------------------------------
end

#org 0x8162558
'-----------------------------------
if 0x29 jump 0x4A03D109 ' Unknown Compare/IF condition
'Jump not in ROM area
storefurniture 0x0 0x1C90
jumpstd 0x18

#org 0x8162561
'-----------------------------------
comparevartobyte 0x1808 0x89
subtractvar 0x8800 0x880C
setbyte 0xE0
copyvarifnotzero 0x5DFA 0x308
checkiteminpc POMEGBERRY 7312
jumpstd 0x18

#org 0xA18690E
'-----------------------------------



Can anyone help me? I can't seem to find out what's wrong :/
tbh I don't know that much about PKSV (I use XSE), but the problem could be the flag you're using, 1216. Flags only go up to 1000, and a lot of them are used in-game. I suggest you download XSE and have a look at HackMew's guide, which has a list of all used flags in it. Other than that I can't really help you with PKSV, sorry.
  #6839    
Old May 16th, 2012, 01:00 AM
Mallowigi's Avatar
Mallowigi
Beginning Trainer
 
Join Date: Aug 2010
Gender: Male
Quote:
Originally Posted by PKMNTRNCha0tic View Post
I edited the whole starter events so that there are 2 pokeballs on Oak's table.Everything is working perfectly...except.....
When my rival picks the 1st pokeball,it will not disappear.I run thru the script but as I am a noob at scripting,I cannot figure out how to edit the "disappear"-part of the script.Please,help.


By the way,sry if I posted it in wrong forum but it is important (to me).
Set the two pokeballs at the same flag in a-map, then when you pick yours, simply do a hidesprite and when your rival picks his, set the flag to make the two disappear forever.
  #6840    
Old May 16th, 2012, 08:19 AM
sab's Avatar
sab
Now too much of a life.
 
Join Date: Jul 2008
Location: Midgar
Age: 18
Gender: Male
Nature: Timid
Quote:
Originally Posted by vanillagfx View Post
Spoiler:
'---------------
#org 0xE080
signmsg
multichoice2 0xFF 0xF7 0x15 0xFC 0x1
virtualcallif 0x0 0x74000047
pause 0x202
setbyte2 0xB5 0xC
comparebanktobyte 0x0 0x6
nop
setbyte 0x5
addpcitem 0x2305 0x700B
removedecoration 0x8A70
multichoice2 0xCB 0x70 0x4 0x22 0xFF



Also when using free space finder should I be doing anything special with intervals or w.e o.o






EDIT

I'm using the one you linked now faceplayer is working but you need to click a twice for him to move and he doesnt say the text. When opened in AM I'm using a new rom of fire red.

'---------------
#org 0x800000
lock
faceplayer
loadpointer 0x0 0x880000B '"Are you here to apply as a new gym..."
release
end


'---------
' Strings
'---------
#org 0x80000B
= Are you here to apply as a new gym\nleader?\lOh sorry you need atleast 7 badges.
It should show msgbox, not loadpointer. Have you made sure to extract all the files? If so then just try recompiling the with script with the version I linked to at a new offset that is only free space, not overwirting anything else. Also what do you have set in the event's data(the big list of numbers off to the side on A-Map)? When serching for free space, there is no need to do anything with intervals, just the number of bytes you need.
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Last edited by sab; May 16th, 2012 at 08:22 AM. Reason: put spoilers on to reduce size
  #6841    
Old May 16th, 2012, 09:43 AM
Hadesminion13
Beginning Trainer
 
Join Date: Apr 2009
Gender:
Quote:
Originally Posted by chrunch View Post
tbh I don't know that much about PKSV (I use XSE), but the problem could be the flag you're using, 1216. Flags only go up to 1000, and a lot of them are used in-game. I suggest you download XSE and have a look at HackMew's guide, which has a list of all used flags in it. Other than that I can't really help you with PKSV, sorry.
Is XSE a GUI? I like PKSV because it works very well with AMap and its very user friendly.

I'm in class so I can't test your idea yet, but I can't see the flag being a problem. I use 1200+ because that's what the first tut I followed suggested, and my pokeball scripts work fine with 0x1214 and 0x1215.

PKSV commented some lines of tthe compiled script saying outta ROM range or something, not sure what that means.

I'm not dismissing the idea it could be a flag problem and ill try your fix, I just think it'd be weird if it was.

Also, I'm new to PKSV, its awesome though. The script generator is usually really cool, you should try it.
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  #6842    
Old May 16th, 2012, 12:23 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by sab View Post
It should show msgbox, not loadpointer. Have you made sure to extract all the files? If so then just try recompiling the with script with the version I linked to at a new offset that is only free space, not overwirting anything else. Also what do you have set in the event's data(the big list of numbers off to the side on A-Map)? When serching for free space, there is no need to do anything with intervals, just the number of bytes you need.
Err he still isn't talking to me. Attached a photo. Also how do I know how many bytes I should be using. I put 600 b/c that seemed high enuff. o.o Also If anyone has team viewer I could show you on there.

Spoiler:
'-----------------------
#org 0x8000AA
lock
faceplayer
msgbox 0x88000B5 '"Sup?"
release
end


'---------
' Strings
'---------
#org 0x8000B5
= Sup?
Attached Images
File Type: png Untitled.png‎ (9.6 KB, 5 views) (Save to Dropbox)
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  #6843    
Old May 16th, 2012, 03:03 PM
Hideos
Beginning Trainer
 
Join Date: May 2012
Your script offset is wrong. Use $8000AA instead of $008000AA since $ equals 00 or 0x.
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  #6844    
Old May 16th, 2012, 03:54 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by Hideos View Post
Your script offset is wrong. Use $8000AA instead of $008000AA since $ equals 00 or 0x.
Still not working, I'm about to cry. Would there be something wrong with line 5 then?
Spoiler:
'-----------------------
#org 0x80011A
lock
faceplayer
msgbox 0x8800125 '"Sup?"
release
end


'---------
' Strings
'---------
#org 0x800125
= Sup?
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  #6845    
Old May 16th, 2012, 04:04 PM
Hideos
Beginning Trainer
 
Join Date: May 2012
The script itself is fine, be sure to remove the comments before compiling it. Try this and copy the first dynamic offset from the compiler output. Send me a private message if you want me to help you with teamviewer or something.
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @text 0x6
release
end

#org @text
= Sup?
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  #6846    
Old May 16th, 2012, 04:26 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Omg thank you it worked. O:
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Last edited by vanillagfx; May 16th, 2012 at 04:59 PM.
  #6847    
Old May 16th, 2012, 05:01 PM
Hadesminion13
Beginning Trainer
 
Join Date: Apr 2009
Gender:
Alright, well I tried XSE and I really do like it. I have it integrated with AM, been tryin' out some scripts to try and get my Lugia encounter to work but I just can't get the damn thing working

This is my script:
Spoiler:

Code:
'-----------------------
#org 0x85FB57
cry 0xF9 0x0
msgbox 0x886154B '"LUGIA: Gyaaas!"
waitcry
wildbattle 0xF9 0x3C 0x0 0x0
fadescreen 0x1
hidesprite LASTTALKED
setflag 0x2017
fadescreen 0x0
release
end


'---------
' Strings
'---------
#org 0x86154B
= LUGIA: Gyaaas!


(After it was compiled)

I changed Lugia's flag to 2017 (I know it's not a high flag issue because it did the same exact thing with a lower flag, I switched to a higher one because it went with my other scripts).

What happens:
I go to Lugia's OW sprite, press A. No text box. The screen fades out, back in, Lugia's gone... etc...

So I take one step away and he re-appears... Now I can press A on him and the same exact thing happens. I've been working at this forever and I just can't fix it :/

The re-appearing I thought was a hidesprite vs removesprite issue, but turns out there is no removesprite in XSE. Okay, that's one problem I don't know how to fix.
Then the ability to keep doing the action I thought was a flag issue, turns out it's not. Do I need a flag check? None of the tutorials showed that as being necessary.

Then there's the issue of there not being a text box at all, and of me not battling Lugia... at all...

Can someone please help me out with this? I hate to sound whiny but I've been working on just this script forever and I might have to give up after a bit.

If it helps I'm modding Emerald.

EDIT: Vanillagfx, HGL FTW :D
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Last edited by Hadesminion13; May 16th, 2012 at 05:15 PM.
  #6848    
Old May 16th, 2012, 05:17 PM
Hideos
Beginning Trainer
 
Join Date: May 2012
Your script is ok so far, try to use lower values for your flags. I'm not sure but I believe there was a limit. For the re-appearing sprite you have to set a person ID which is basically your flag. Try this and set the people ID to 0260, should work.
Spoiler:
#dynamic 0xE00000

#org @start
lock
faceplayer
msgbox @text 0x6
cry 0xF9 0x2
wildbattle 0xF9 0x2 0x2E
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x260
release
end

#org @text
= LUGIA: Rawr! lol.


Edit: Updated my script, cry should work now.
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Last edited by Hideos; May 16th, 2012 at 05:25 PM.
  #6849    
Old May 16th, 2012, 05:23 PM
Kaith's Avatar
Kaith
Hacker of Fire
 
Join Date: Oct 2011
Location: North, it's cold.
Gender: Male
Nature: Relaxed
Does someone have the script in XSE format for Nurse Joy healing your Pokemon (Fire Red)? I applied the patch in this thread* and it erases all overworlds and scripts for anything that was already in the game. I tried recreating it but i keep messing it up. I know the thread even says to not request scripts but it's not like I'm asking for someone to script out my game. I'm just wondering if someone has it or if I just have to keep combing over my script to try and fix it.

(And not the version you get from opening up the script in Advance Map. I already know that won't work.)

*http://www.pokecommunity.com/showthread.php?t=194241
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Last edited by Kaith; May 16th, 2012 at 05:27 PM. Reason: More info
  #6850    
Old May 16th, 2012, 05:23 PM
Hadesminion13
Beginning Trainer
 
Join Date: Apr 2009
Gender:
Haha weird I didn't know there was a limit, and yeah I did set Lugia's person ID to the flag, that's what I meant earlier it just came out wrong ._.

Lol yeah 'Gyaaas!' is a weird thing for it to say but I wanted it to be official, I looked at the SoulSilver cutscene to find out what he said :D

Wildbattle takes 4 parameters for me, startwildbattle only takes 3, but it seems that there's no difference.

I've been using #dynamic 800000 for mine o.o (If I use the FSF it gives me a weird error about not having enough space or something).

I'll try this out and let you know ASAP.

EDIT: Yup, same exact thing happens

Spoiler:

Before compiling:
Code:
#dynamic 0xE00000

#org @start
lock
faceplayer
msgbox @text 0x6
cry 0xF9 0x0
wildbattle 0xF9 0x3C 0x2E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x260
release
end

#org @text
= LUGIA: Gyaaas!
After compiling:
Code:
'-----------------------
#org 0xE0003E
lock
faceplayer
msgbox 0x8E00061 '"LUGIA: Gyaaas!"
cry 0xF9 0x0
wildbattle 0xF9 0x3C 0x2E 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite LASTTALKED
setflag 0x260
release
end


'---------
' Strings
'---------
#org 0xE00061
= LUGIA: Gyaaas!


And, I don't know if I mentioned this or not, but the cry does work, and so does the screen fade and disappearance, it's just acting like the flag wasn't set and I never called wildbattle.
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Last edited by Hadesminion13; May 16th, 2012 at 05:36 PM.
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