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  #6901    
Old May 27th, 2012, 09:48 AM
vanillagfx's Avatar
vanillagfx
Togepi
 
Join Date: May 2012
Gender: Male

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Problem solved disregard this post.
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Last edited by vanillagfx; May 28th, 2012 at 08:31 PM.
  #6902    
Old May 27th, 2012, 10:14 AM
Awkward.'s Avatar
Awkward.
#britanna
 
Join Date: May 2012
Age: 17
Gender: Male
Nature: Sassy
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.
  #6903    
Old May 28th, 2012, 11:24 AM
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 28th, 2012 at 08:30 PM.
  #6904    
Old May 28th, 2012, 12:05 PM
Obix's Avatar
Obix
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Is there any like scripting for dummies or like a huge tutorial
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  #6905    
Old May 28th, 2012, 12:43 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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  #6906    
Old May 30th, 2012, 09:02 AM
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 01:15 PM.
  #6907    
Old May 31st, 2012, 11:53 AM
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.
  #6908    
Old June 2nd, 2012, 08:14 PM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
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. ;-;
  #6909    
Old June 2nd, 2012, 08:59 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 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)).
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Check my GameBoy/Color hacking videos in Youtube
-The video set uses Pokemon Silver (U) rom for demonstrations
  #6910    
Old June 3rd, 2012, 07:10 AM
hinkage's Avatar
hinkage
Go make some new disaster
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Join Date: Aug 2010
Age: 19
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~
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  #6911    
Old June 3rd, 2012, 07:36 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
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)
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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
  #6912    
Old June 3rd, 2012, 08:41 AM
hinkage's Avatar
hinkage
Go make some new disaster
Community Supporter
 
Join Date: Aug 2010
Age: 19
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.
  #6913    
Old June 3rd, 2012, 10:24 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 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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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
  #6914    
Old June 3rd, 2012, 10:35 AM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
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!
  #6915    
Old June 3rd, 2012, 10:48 AM
Spherical Ice's Avatar
Spherical Ice
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Location: UK
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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.
  #6916    
Old June 3rd, 2012, 02:48 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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  #6917    
Old June 3rd, 2012, 03:02 PM
Spherical Ice's Avatar
Spherical Ice
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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).
  #6918    
Old June 3rd, 2012, 03:31 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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  #6919    
Old June 3rd, 2012, 03:47 PM
Spherical Ice's Avatar
Spherical Ice
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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
  #6920    
Old June 3rd, 2012, 04:10 PM
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 3rd, 2012 at 04:26 PM.
  #6921    
Old June 3rd, 2012, 04:29 PM
PokemonPurple's Avatar
PokemonPurple
Beginning Trainer
 
Join Date: Jul 2011
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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Click Here for Pokemon: Purple Website!
  #6922    
Old June 3rd, 2012, 04:34 PM
Spherical Ice's Avatar
Spherical Ice
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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?
  #6923    
Old June 3rd, 2012, 04:55 PM
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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  #6924    
Old June 3rd, 2012, 05:24 PM
Hadesminion13
Beginning Trainer
 
Join Date: Apr 2009
Gender:
Crap I thought I responded, haha. Anyway, I tried changing the flag to check 271 and it still does nothing
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  #6925    
Old June 3rd, 2012, 05:39 PM
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
I'm having trouble with this long script. This is the first script I have made with XSE. The problem is: The script activates when I step onto a script box but the only things that happen are the movements. No talking appears in the script in-game. Help please? Thanks!

Code:
#dynamic 0x800000

#org @start
lock
special 0x113
applymovement 0x7F @m1
waitmovement 0x0
special 0x114
textcolor 0x0
msgbox @t1 6
pause 0x30
msgbox @t2 6
pause 0x30
applymovement 1 @m2
waitmovement 0x0
msgbox @t3 4
closeonkeypress
applymovement 2 @m3
applymovement 3 @m3
waitmovement 0x0
msgbox @t4 4
closeonkeypress
msgbox @t5 6
applymovement 2 @m3
applymovement 3 @m3
waitmovement 0x0
msgbox @t4 4
closeonkeypress
fadescreen 0x3
hidesprite 0x01
setflag 0x1200
hidesprite 0x02
setflag 0x1201
hidesprite 0x03
setflag 0x1202
warp 0x4 0x0 0xFF 0x02 0x06
setvar 0x6000 0x0001
end

#org @m1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @t1
= Man: So, this is the place\nwhere it all started...

#org @t2
= Maybe I should begin here...\pNo, it'll have to wait. I can't\ndo this just yet... I must\lwait. But I should return to the\lHQ to settle where we should begin\lat.

#org @m2
#raw 0x0
#raw 0xFE

#org @t3
= Right! Let us head back to\nthe HQ at once!\pGRUNTS!

#org @m3
#raw 0x21
#raw 0xFE

#org @t4
= Grunts: SIR!

#org @t5
= Man: We are ready to departure!

Last edited by Renegade; June 3rd, 2012 at 06:29 PM. Reason: Forgot Codes
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