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  #6901  
Unread May 27th, 2012, 06:59 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 vanillagfx View Post
Okay well everything worked fine but when I go back to the room the script resets. Also how do you do move camera don't see it in diegos tut.

PC
Spoiler:
'---------------
#org 0x800184
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x88001E5
msgbox 0x88001AF MSG_YESNO '"It's an email from Kira, would\nyo..."
compare LASTRESULT 0x1
if 0x0 goto 0x88001AC
setflag 0x200
goto 0x88001E5

'---------------
#org 0x8001E5
msgbox 0x88001F3 MSG_NORMAL '"Hi [player], this is Kira. I\nwent..."
release
end

'---------------
#org 0x8001AC
release
end


'---------
' Strings
'---------
#org 0x8001AF
= It's an email from Kira, would\nyou like to open it?

#org 0x8001F3
= Hi [player], this is Kira. I\nwent outside today to train\land my pokemon vanished right in\lfront of me! What could cause\lthis to happen?! Meet me at\lthe hideout behind the gym in\lWolkey Town, be careful [player].


Script
Spoiler:
#dynamic 0x800885

#org @start
checkflag 0x200
if 0x1 goto @skip
msgbox @nohoe 0x6
applymovement 0xFF @move1
pause 0x20
end

#org @skip
clearflag 0x200
release
end

#org @move1
#raw 0x4
#raw 0x1D
#raw 0xFE

#org @nohoe
= Should look around for clues first.
Your PC script is fine.
The only thing that's wrong there is this line...
Code:
...#org @skip
clearflag 0x200
release
end
...
In that line of code, you are telling the ROM to clear the flag again, so of course, the scripts that uses to check that flag will reset.
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  #6902  
Unread May 27th, 2012, 05:48 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Problem solved disregard this post.
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Last edited by vanillagfx; May 29th, 2012 at 04:31 AM.
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  #6903  
Unread May 27th, 2012, 06:14 PM
PJBottomz's Avatar
PJBottomz
Archeops Lover
 
Join Date: May 2012
Location: Unova
Age: 16
Gender: Male
Nature: Rash
Quote:
Originally Posted by vanillagfx View Post
Okay well everything worked fine but when I go back to the room the script resets. Also how do you do move camera don't see it in diegos tut.

PC
Spoiler:
Unfixed script goes here


Script
[spoiler]Other unfixed script goes here
I can see the problems in the first script, the one for the PC. Try this one instead:

Spoiler:
'---------------
#org 0x800184
lock
faceplayer
checkflag 0x200
if 0x1 goto 0x88001E5
msgbox 0x88001AF MSG_YESNO '"It's an email from Kira, would\nyo..."
compare LASTRESULT 0x1
if 0x1 goto 0x88001AC
release
end

'---------------
#org 0x8001E5
msgbox 0x88001F3 MSG_NORMAL '"Hi [player], this is Kira. I\nwent..."
setflag 0x200
release
end

'---------------
#org 0x8001AC
release
end


'---------
' Strings
'---------
#org 0x8001AF
= It's an email from Kira, would\nyou like to open it?

#org 0x8001F3
= Hi [player], this is Kira. I\nwent outside today to train\land my pokemon vanished right in\lfront of me! What could cause\lthis to happen?! Meet me at\lthe hideout behind the gym in\lWolkey Town, be careful [player].


The problem was that, even if the player said no, it'd automatically go to the e-mail. Also, why was the flag being set at the end of the first script? And, for the "compare/if" commands you used for the "Yes/No" situation were unmatching (you were checking if the player said yes, but the "if" only worked if he/she said no). I moved setflag 0x200 to the end of the second script, removed the goto at the end of the first script, and fixed the error in the Compare/If commands. This modified version makes it so the e-mail can be read, and the PC will no longer execute the script afterwards.

This one is also very obvious.

Spoiler:
#dynamic 0x800885

#org @start
checkflag 0x200
if 0x1 goto @skip
msgbox @nohoe 0x6
applymovement 0xFF @move1
pause 0x20
end

#org @skip
release
end

#org @move1
#raw 0x4
#raw 0x1D
#raw 0xFE

#org @nohoe
= Should look around for clues first.


The clearflag under @skip would make the script repeat endlessly. You didn't need it.
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  #6904  
Unread May 28th, 2012, 07:24 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
I'm trying to add a trainer script but his view radius isn't working I set it to 5 I have to talk to him for the battle to start.
Spoiler:
#dynamic 0x80117B

#org @start
trainerbattle 0x0 0x00A 0x0 @before @after
msgbox @beaten 0x6
release
end

#org @before
= Check out my pokemon.

#org @after
= As soon as I get good enough I'm going to go and beat all the gym leaders in Kenchi!

#org @beaten
= Good game.
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Last edited by vanillagfx; May 29th, 2012 at 04:30 AM.
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  #6905  
Unread May 28th, 2012, 08:05 PM
Obix's Avatar
Obix
Beginning Trainer
 
Join Date: May 2012
Gender: Male
Is there any like scripting for dummies or like a huge tutorial
__________________
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  #6906  
Unread May 28th, 2012, 08:43 PM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male
Quote:
Originally Posted by Obix View Post
Is there any like scripting for dummies or like a huge tutorial
http://www.pokecommunity.com/showthread.php?t=164276
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  #6907  
Unread May 30th, 2012, 05:02 PM
Light_of_Aether
Beginning Trainer
 
Join Date: Jan 2012
Gender: Male
Thanks, Drfuji and redriders180! It was very helpful.

Now I have a new problem. Whenever I try to compile a specific script with XSE, XSE crashes. At first I thought it was happening because of an extremely long message (hence the multiple msgbox's), but now I have no idea what is causing the crash. This crash is happening on my laptop. I tried compiling it on another computer and I got the error "Subscript out of range" on lines 65, 71, and 74 which are messages 6, 8, and 9. What does this error mean?
EDIT: The problem must be with the messages because it was able to successfully compile without them.

Code:
#dynamic 0x71B791

#org @start
lock 
faceplayer
checkflag 0x829
if 0x1 goto @done
checkflag 0x26E
if 0x1 goto @choosepokemon
msgbox @1 0x6
msgbox @10 0x6
msgbox @11 0x6
msgbox @12 0x6
msgbox @13 0x6
msgbox @2 0x6
msgbox @3 0x6
setflag 0x26E
release
end

#org @choosepokemon
checkflag 0x828
if 0x1 goto @pokedex
msgbox @4 0x6
release
end

#org @pokedex
msgbox @6 0x6
fanfare 0x13E
msgbox @7 0x6
waitfanfare
setflag 0x829
special 0x181
setvar 0x407C 0x1
msgbox @8 0x6
msgbox @9 0x6
release
end

#org @done
msgbox @5 0x6
release
end


#org @1
= Ah, there you are, [player]! Today is a\nspecial day for you and [rival]. 

#org @2
= [rival]: Why does [player] get to choose\nfirst?

#org @3
= Oak: Be patient, [rival]. You will get\nyour turn soon enough.

#org @4
= Once you have chosen your Pokemon,\ndon't leave. I have something for\lyou.

#org @5
= How is your Pokedex coming along?

#org @6
= Oak: Before you and [rival] go off on\nyour adventure, I’d like to give\lyou something.

#org @7
= [player] received the Pokedex!

#org @8
= That is a Pokedex, a Pokemon\nencyclopedia. I invented it to\lmake a detailed record of Pokemon\lthat the user encounters and\lcaptures. The Pokedex records\lsome data when you encounter a\lPokemon, but it records a lot\lmore data when you capture a\lPokemon. Make sure to catch’em\lall!

#org @9
= [rival]: I bet I’ll catch more Pokemon\nthan you, [player]! Smell you later!

#org @10
= Today is the day that you will\nreceive your first Pokemon!

#org @11
= Beside me are the keepers of the\nstarters.

#org @12
= There are nine starters—three\ngrass, three fire, and three\lwater—to choose from; you may\lonly have one.

#org @13
= [player], why don’t you choose first?

Last edited by Light_of_Aether; May 30th, 2012 at 09:15 PM.
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  #6908  
Unread May 31st, 2012, 07:53 PM
Alignment's Avatar
Alignment
Revered with the stars
 
Join Date: Mar 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by Light_of_Aether View Post
Thanks, Drfuji and redriders180! It was very helpful.

Now I have a new problem. Whenever I try to compile a specific script with XSE, XSE crashes. At first I thought it was happening because of an extremely long message (hence the multiple msgbox's), but now I have no idea what is causing the crash. This crash is happening on my laptop. I tried compiling it on another computer and I got the error "Subscript out of range" on lines 65, 71, and 74 which are messages 6, 8, and 9. What does this error mean?
EDIT: The problem must be with the messages because it was able to successfully compile without them.

Code:
#dynamic 0x71B791
 
#org @start
lock 
faceplayer
checkflag 0x829
if 0x1 goto @done
checkflag 0x26E
if 0x1 goto @choosepokemon
msgbox @1 0x6
msgbox @10 0x6
msgbox @11 0x6
msgbox @12 0x6
msgbox @13 0x6
msgbox @2 0x6
msgbox @3 0x6
setflag 0x26E
release
end
 
#org @choosepokemon
checkflag 0x828
if 0x1 goto @pokedex
msgbox @4 0x6
release
end
 
#org @pokedex
msgbox @6 0x6
fanfare 0x13E
msgbox @7 0x6
waitfanfare
setflag 0x829
special 0x181
setvar 0x407C 0x1
msgbox @8 0x6
msgbox @9 0x6
release
end
 
#org @done
msgbox @5 0x6
release
end
 
 
#org @1
= Ah, there you are, [player]! Today is a\nspecial day for you and [rival]. 
 
#org @2
= [rival]: Why does [player] get to choose\nfirst?
 
#org @3
= Oak: Be patient, [rival]. You will get\nyour turn soon enough.
 
#org @4
= Once you have chosen your Pokemon,\ndon't leave. I have something for\lyou.
 
#org @5
= How is your Pokedex coming along?
 
#org @6
= Oak: Before you and [rival] go off on\nyour adventure, I’d like to give\lyou something.
 
#org @7
= [player] received the Pokedex!
 
#org @8
= That is a Pokedex, a Pokemon\nencyclopedia. I invented it to\lmake a detailed record of Pokemon\lthat the user encounters and\lcaptures. The Pokedex records\lsome data when you encounter a\lPokemon, but it records a lot\lmore data when you capture a\lPokemon. Make sure to catch’em\lall!
 
#org @9
= [rival]: I bet I’ll catch more Pokemon\nthan you, [player]! Smell you later!
 
#org @10
= Today is the day that you will\nreceive your first Pokemon!
 
#org @11
= Beside me are the keepers of the\nstarters.
 
#org @12
= There are nine starters—three\ngrass, three fire, and three\lwater—to choose from; you may\lonly have one.
 
#org @13
= [player], why don’t you choose first?
combine
msgbox @1 0x6
msgbox @10 0x6
msgbox @11 0x6
msgbox @12 0x6
msgbox @13 0x6
msgbox @2 0x6
msgbox @3 0x6

into one msgbox. Do the same with msgbox 8 &9. Don't forget the \n's and stuff.
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  #6909  
Unread June 3rd, 2012, 04:14 AM
hinkage's Avatar
hinkage
F-FOOTDIVE
 
Join Date: Aug 2010
Location: CONNECTICUT
Age: 17
Gender: Male
Nature: Sassy
I have a problem with free space.

I expanded my Emerald ROM to 32 MB. To avoid sound corruption, I have to use #dynamic 0xE3CF64 in scripts. However, when compiling in PKSV it assigns all offsets to 0x100001 no matter how big they are, and when compiling in XSE I get a "Not enough free space" error.

I tried HackMew's Free Space Finder, but it is dangerous because it can overwrite scripts if I'm not careful, so I can't use it.
How can I fix this? I don't know what to do. ;-;
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  #6910  
Unread June 3rd, 2012, 04:59 AM
miksy91's Avatar
miksy91
A GB/C Rom Hacker since 2010
 
Join Date: Oct 2008
Location: A small country in the North
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by hinkage View Post
I have a problem with free space.

I expanded my Emerald ROM to 32 MB. To avoid sound corruption, I have to use #dynamic 0xE3CF64 in scripts. However, when compiling in PKSV it assigns all offsets to 0x100001 no matter how big they are, and when compiling in XSE I get a "Not enough free space" error.

I tried HackMew's Free Space Finder, but it is dangerous because it can overwrite scripts if I'm not careful, so I can't use it.
How can I fix this? I don't know what to do.
There is plenty of free space in your 16MB rom already if you just put it in use. But this is basically one of the reasons I don't want to use dynamic pointers because I never know where they send the leftover data of my scripts.

What you could do is find a way to expand the rom data or start finding the leftover script data and remove it (because if your 16MB rom is almost filled up, you ought to have more than > 4MB of that kind of data already (just my assumption though)).
__________________
My Rom Hack



Hacks I support





Learn how to hack GB/C games:

Check my GameBoy/Color hacking videos in Youtube
-The video set uses Pokemon Silver (U) rom for demonstrations
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  #6911  
Unread June 3rd, 2012, 03:10 PM
hinkage's Avatar
hinkage
F-FOOTDIVE
 
Join Date: Aug 2010
Location: CONNECTICUT
Age: 17
Gender: Male
Nature: Sassy
Quote:
Originally Posted by miksy91 View Post
There is plenty of free space in your 16MB rom already if you just put it in use. But this is basically one of the reasons I don't want to use dynamic pointers because I never know where they send the leftover data of my scripts.

What you could do is find a way to expand the rom data or start finding the leftover script data and remove it (because if your 16MB rom is almost filled up, you ought to have more than > 4MB of that kind of data already (just my assumption though)).
What... First of all: No, there isn't that much free space in Emerald. Second, using that free space still corrupts music. Don't ask me how, but it does.

I've also tried "#define X freespaceY" in PKSV, but it has the same problem.

...At this rate, it looks like I'm boned. ~Sound corruption all day~
__________________


Kirby has already explained this to you. What part don't you get?

Quote:
Originally Posted by DARK EVIL PETE
Rom Hacking: It's A Hobby, Not A Job. Learn the difference
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  #6912  
Unread June 3rd, 2012, 03:36 PM
miksy91's Avatar
miksy91
A GB/C Rom Hacker since 2010
 
Join Date: Oct 2008
Location: A small country in the North
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by hinkage View Post
What... First of all: No, there isn't that much free space in Emerald. Second, using that free space still corrupts music. Don't ask me how, but it does.

I've also tried "#define X freespaceY" in PKSV, but it has the same problem.

...At this rate, it looks like I'm boned. ~Sound corruption all day~
It looks like the game doesn't want you to use specific part of the rom area at all. There is gotta be a certain code for making the sound corruption to happen (because nothing happens by accident) if you use that part of the rom data for different things.

However, haven't you noticed when the sound corruption takes place ? In case you've (and make backups often), you can easily track down what's making it to happen if you make a patch file using the one "not corrupted" as unmodified rom file and the one with sound corruption as modified one. Then open the ips-file with a hex editor (the format for changing data in the rom is pretty simple:
3 bytes for "offset" + 2 bytes for "how many bytes to change" + "bytes to change" and this goes over and over again till the end of file (EOF).

In case you can't expand your rom data though, I'd advise you to start removing existing events, maps, scripts and text to make room for new things to add (and do everything from scratch).
*At least you can remove all useless text no problem (and scripts that way as well)
__________________
My Rom Hack



Hacks I support





Learn how to hack GB/C games:

Check my GameBoy/Color hacking videos in Youtube
-The video set uses Pokemon Silver (U) rom for demonstrations
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  #6913  
Unread June 3rd, 2012, 04:41 PM
hinkage's Avatar
hinkage
F-FOOTDIVE
 
Join Date: Aug 2010
Location: CONNECTICUT
Age: 17
Gender: Male
Nature: Sassy
Quote:
Originally Posted by miksy91 View Post
It looks like the game doesn't want you to use specific part of the rom area at all. There is gotta be a certain code for making the sound corruption to happen (because nothing happens by accident) if you use that part of the rom data for different things.

However, haven't you noticed when the sound corruption takes place ? In case you've (and make backups often), you can easily track down what's making it to happen if you make a patch file using the one "not corrupted" as unmodified rom file and the one with sound corruption as modified one. Then open the ips-file with a hex editor (the format for changing data in the rom is pretty simple:
3 bytes for "offset" + 2 bytes for "how many bytes to change" + "bytes to change" and this goes over and over again till the end of file (EOF).

In case you can't expand your rom data though, I'd advise you to start removing existing events, maps, scripts and text to make room for new things to add (and do everything from scratch).
*At least you can remove all useless text no problem (and scripts that way as well)
I don't think you really understand...

The sound corruption occurs whenever you insert anything into Emerald's normal space. EVERYTHING makes it happen. There's no code, just stuff being overwritten. Removing events doesn't help, either.. The only way to avoid corruption is with this method: http://www.pokecommunity.com/showthread.php?t=217054
But, for some reason, script editors aren't letting me assign anything in the expanded 16 MB.
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  #6914  
Unread June 3rd, 2012, 06:24 PM
miksy91's Avatar
miksy91
A GB/C Rom Hacker since 2010
 
Join Date: Oct 2008
Location: A small country in the North
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by hinkage View Post
I don't think you really understand...

The sound corruption occurs whenever you insert anything into Emerald's normal space. EVERYTHING makes it happen. There's no code, just stuff being overwritten. Removing events doesn't help, either.. The only way to avoid corruption is with this method: http://www.pokecommunity.com/showthread.php?t=217054
There is stuff there that has to be 00's, just like Chaos Rush said in that tutorial. So there's also gotta be a code for checking whether that data has been modified or not if sound corruption occurs if this has been done.
If there wouldn't be, writing something to that part of rom area wouldn't affect the game in any way.
Maybe it's like additional header or something ?

Anyway, there is no need arguing about it. I may be wrong here but I can't really think of any other explanation. Those 00's have to be used for something so some code must check that data as well (maybe gamefreak designed something to be written there and dropped the idea later on ?).

Quote:
Originally Posted by hinkage View Post
But, for some reason, script editors aren't letting me assign anything in the expanded 16 MB.
This may sound like a dumb question but did you know that when pointing to the expanded rom area (16MB to 32MB) you need to use 09 as part of any pointer instead of 08 ?
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My Rom Hack



Hacks I support





Learn how to hack GB/C games:

Check my GameBoy/Color hacking videos in Youtube
-The video set uses Pokemon Silver (U) rom for demonstrations
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  #6915  
Unread June 3rd, 2012, 06:35 PM
CrystalStatic's Avatar
CrystalStatic
Scripting Wizard
 
Join Date: Nov 2011
Location: USA
Gender: Male
Nature: Careful
I'm having trouble finding out how to make a move camera script where the player stops moving but the camera pans to a certain location on the map. I pretty much know everything there is to know about Pokescript, but now I'm switching to XSE. Help? Thanks!
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  #6916  
Unread June 3rd, 2012, 06:48 PM
Spherical Ice's Avatar
Spherical Ice
shroom!
 
Join Date: Nov 2007
Quote:
Originally Posted by CrystalStatic View Post
I'm having trouble finding out how to make a move camera script where the player stops moving but the camera pans to a certain location on the map. I pretty much know everything there is to know about Pokescript, but now I'm switching to XSE. Help? Thanks!
Code:
...
special 0x113
applymovement 0x7F @move1
waitmovement 0x0
special 0x114
...
That code will move the camera according to the movements set at @move1.
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  #6917  
Unread June 3rd, 2012, 10:48 PM
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
I am trying to make it check if you have at least one Pokemon, and if so you can pass, and if not it sends you one block back/South. But whenever I step on the tile it has the script on it just freezes the game.

Here's the script:

Quote:
#dynamic 0x899999
#org @check
setvar 0x8004 0x19
special2 0x800D 0x17C
compare 0x800D 0x1
if b_true goto @have
if b_false goto @donthave
#org @have
end
#org @donthave
msgbox @troll 0x6
waitmsgbox
pause 0x1E
applymovement MOVE_PLAYER 0x3 @movedown
waitmovement 0x0
end
#org @troll
= I don't have a Pokemon yet!\nBetter go talk to Oak!
#org @movedown
#raw 0x1 0x2 0x3 0x4 0xFE
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Click Here for Pokemon: Purple Website!
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  #6918  
Unread June 3rd, 2012, 11:02 PM
Spherical Ice's Avatar
Spherical Ice
shroom!
 
Join Date: Nov 2007
Quote:
Originally Posted by PokemonPurple View Post
I am trying to make it check if you have at least one Pokemon, and if so you can pass, and if not it sends you one block back/South. But whenever I step on the tile it has the script on it just freezes the game.

Here's the script:
Oh my, there's quite a few things wrong with that script. Here's a version that will work, with annotations to explain:

Code:
#dynamic 0x800000 // You don't need to enter an arbitrary number, just enter this and XSE will find the right offset for you.

#org @start
countpokemon // this stores the amount of Pokémon in your party to LASTRESULT
compare LASTRESULT 0x1 // this checks if LASTRESULT is equal to one
if B_>= goto @have // if it's equal or larger than one, the script goes to @have
msgbox @troll 0x6 //otherwise, "@donthave" happens here - a separate part isn't needed.
applymovement MOVE_PLAYER @movedown // I removed the "waitmsgbox " and "pause 0x1E" commands - they seemed useless.
waitmovement 0x0
end

#org @have
end

#org @troll
= I don't have a Pokemon yet!\nBetter go talk to Oak!

#org @movedown
#raw 0x1 0x2 0x3 0x4 0xFE
Try that script, then make sure the script tile (the green square with a yellow "S" in Advance Map) is set up so that the "Unknown" is "$03" and the "Var Number" is "$4050" (or another variable that you never set).
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  #6919  
Unread June 3rd, 2012, 11:31 PM
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
Thank you so much for your help, it works, but it doesn't move the player down, it just makes him turn looking down.
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  #6920  
Unread June 3rd, 2012, 11:47 PM
Spherical Ice's Avatar
Spherical Ice
shroom!
 
Join Date: Nov 2007
Oh, that's because the movements are wrong. Here's the fixed version:
Code:
#dynamic 0x800000

#org @start
countpokemon
compare LASTRESULT 0x1
if B_>= goto @have
msgbox @troll 0x6
applymovement MOVE_PLAYER @movedown
waitmovement 0x0
end

#org @have
end

#org @troll
= I don't have a Pokemon yet!\nBetter go talk to Oak!

#org @movedown
#raw 0x10 0xFE
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  #6921  
Unread June 4th, 2012, 12:10 AM
Hadesminion13
Beginning Trainer
 
Join Date: Apr 2009
Gender:
Ugh, I need help again
I'm trying to figure out how to change two tiles in a map after you talk to some guy in a totally different map (Although this flag check is not implemented yet because the scripts aren't finished). I figured out that there is something called setmaptile, and I'm trying to use that in conjunction with script tiles in AdvanceMap.

I can't find any information on script tiles anywhere, so I'm just kind of guessing and checking, here's my problem:

I have my script:
Code:
'---------------
#org 0xE00EB8
lockall
checkflag 0x939
if 0x1 goto 0x8E00EEA
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setflag 0x939
releaseall
end

'---------------
#org 0xE00EEA
releaseall
end
And I have some script tiles (They're the green boxes with an 'S' on them in AMap, mentioning this because I don't really know the name for them). I changed the script offset of each of the tiles to the offset of the above script, and I thought this was all I had to do. Now when I walk onto one of these tiles my game just freezes, almost like it gets to lockall but not ever to fadescreen, let alone releaseall lol.

Anyone know what's up?

EDIT: After reading the above post I saw he mentioned changing the unknown to 03 and the var to 4050, so I went and did that for all my scripting tiles, but now my game doesn't even freeze, it just... does nothing.

If it helps, I'm hacking Emerald.
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Last edited by Hadesminion13; June 4th, 2012 at 12:26 AM.
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  #6922  
Unread June 4th, 2012, 12:29 AM
PokemonPurple's Avatar
PokemonPurple
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Ok, it makes me move back down which is good, but it doesn't display the message box saying, "I don't have a Pokemon blah blah blah."
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  #6923  
Unread June 4th, 2012, 12:34 AM
Spherical Ice's Avatar
Spherical Ice
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Join Date: Nov 2007
Quote:
Originally Posted by PokemonPurple View Post
Ok, it makes me move back down which is good, but it doesn't display the message box saying, "I don't have a Pokemon blah blah blah."
I'm stumped. It should work. Are you sure you copied the entire the script?
Quote:
Originally Posted by Hadesminion13 View Post
Ugh, I need help again :(
I'm trying to figure out how to change two tiles in a map after you talk to some guy in a totally different map (Although this flag check is not implemented yet because the scripts aren't finished). I figured out that there is something called setmaptile, and I'm trying to use that in conjunction with script tiles in AdvanceMap.

I can't find any information on script tiles anywhere, so I'm just kind of guessing and checking, here's my problem:

I have my script:
Code:
'---------------
#org 0xE00EB8
lockall
checkflag 0x939
if 0x1 goto 0x8E00EEA
fadescreen 0x1
setmaptile 0x58 0x5 0xA7 0x0
setmaptile 0x58 0x4 0x9F 0x1
fadescreen 0x0
setflag 0x939
releaseall
end

'---------------
#org 0xE00EEA
releaseall
end
And I have some script tiles (They're the green boxes with an 'S' on them in AMap, mentioning this because I don't really know the name for them). I changed the script offset of each of the tiles to the offset of the above script, and I thought this was all I had to do. Now when I walk onto one of these tiles my game just freezes, almost like it gets to lockall but not ever to fadescreen, let alone releaseall lol.

Anyone know what's up?

EDIT: After reading the above post I saw he mentioned changing the unknown to 03 and the var to 4050, so I went and did that for all my scripting tiles, but now my game doesn't even freeze, it just... does nothing.

If it helps, I'm hacking Emerald.
Perhaps flag 939 has been set? I'm not sure which flags are safe for Emerald, but maybe if you change the flag you'll get a result?
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  #6924  
Unread June 4th, 2012, 12:55 AM
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
Thanks, but it still doesn't display the msgbox.

Thanks so much for the help by the way and sorry i'm a noob at scripting.
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  #6925  
Unread June 4th, 2012, 01:24 AM
Hadesminion13
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Join Date: Apr 2009
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Crap I thought I responded, haha. Anyway, I tried changing the flag to check 271 and it still does nothing
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