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  #7076    
Old July 12th, 2012 (07:36 PM).
Aowel's Avatar
Aowel
Beginning Trainer
 
Join Date: Jul 2012
Gender: Male
My script still freezes after the warp. It just creates a black screen and no music plays.
Spoiler:

Quote originally posted by Aowel:
Spoiler:

'---------------
#org 0x800314
lock
checkflag 0x828
if 0x0 goto 0x8800325
if 0x1 goto 0x88003BF
end
'---------------
#org 0x800325
playsong 0x12E 0x0
msgbox 0x880034F MSG_FACE '"Wait!\nDon't go out!"
applymovement MOVE_PLAYER 0x8800365
waitmovement 0x0
applymovement 0x3 0x8800368
waitmovement 0x0
msgbox 0x8800372 MSG_FACE '"You shouldn't go out without\nPOKÉ..."
warp 0x5 0x1 0x0 0x06 0x0C
hidesprite 0x03
setvar 0x800D 0x1
end
'---------------
#org 0x8003BF
release
end


'---------
' Strings
'---------
#org 0x80034F
= [Blue_fr]Wait!\nDon't go out!

#org 0x800372
= [Blue_fr]OAK: You shouldn't go out without\nPOKÉMON for protection.\pI know.\nCome with me.


'-----------
' Movements
'-----------
#org 0x800365
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x800368
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements


My newest fix: I got it to go through the warp. But it doesn't put the player into the next area. It freezes and stops playing the music. Help!
__________________
Pokémon Obsidian Version coming soon.
  #7077    
Old July 13th, 2012 (03:03 AM).
zid_sen's Avatar
zid_sen
The Sacred Thunder of Aselis
 
Join Date: Jun 2012
Location: Indonesia
Gender: Male
Nature: Lonely
Hai!
I want to ask something,
is something wrong in this script,
Code:
#dynamic 0x3B4D84

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0xF1 0x5 0x1D 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x4
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
msgbox @7 0x6
release
end

#org @1
= Sepertinya kamu tidak bisa lagi\ndiam disini,\lkamu mau ambil Miltank\lkesayanganmu untuk pergi\ljalan-jalan?

#org @2
= Baiklah,\nBy The Way, Professor Oak mencarimu\ltemuilah dia!\lAtau ambil Miltank milikmu sekarang\ljuga!

#org @3
= [black_fr]Kamu mendapat Miltank!

#org @4
= [black_fr]Kamu mau kasih nama ke\nMiltank milikmu, sayang?

#org @5
= Rawat Miltank baik-baik,\nayahmu yang memberikannya!Miltank\lini awal dari peternakan kita.

#org @6
= Kamu mau Pokemon milikmu sehat\nlagi, sayang?

#org @7
= Buat ibu bangga dengan hasil\npekerjaanmu sekarang!
When i use it,
the person won't talk to me!
__________________

Thanks to Rambagos in Pokemon Stars
For The Signature
  #7078    
Old July 13th, 2012 (03:55 AM).
Alpha_Spike's Avatar
Alpha_Spike
Ace Trainer
 
Join Date: Feb 2009
Location: New Zealand
Age: 28
Gender: Male
Nature: Naughty
Having some trouble getting a script to save in-game correctly. Using XSE and AdvanceMap programs to input a trainer battle.

This is what the script becomes:
Spoiler:
'---------------
#org 0x442468
trainerbattle 0x2 0x353 0x0 0x829563A 0x829566F 0x81ED3CE
special2 LASTRESULT 0x3C
compare LASTRESULT 0x1
if 0x1 goto 0x81ED424
setvar 0x8004 0x25C
special2 LASTRESULT 0x1F1
compare LASTRESULT 0x0
if 0x1 goto 0x81ED3F8
msgbox 0x8295689 MSG_KEEPOPEN '"I enjoy strong battles, come again..."
release
end

'---------------
#org 0x1ED3CE
special 0x207
waitmovement 0x0
checkflag 0x12F
if 0x1 goto 0x81ED3DF
release
end

'---------------
#org 0x1ED424
trainerbattle 0x5 0x25C 0x0 0x82957D7 0x82957F0
msgbox 0x829580C MSG_NORMAL '"Hmm[.]\nIt has been a long time si..."
end

'---------------
#org 0x1ED3F8
checkflag 0x12F
if 0x1 goto 0x81ED40B
msgbox 0x8295689 MSG_KEEPOPEN '"I enjoy strong battles, come again..."
release
end

'---------------
#org 0x1ED3DF
msgbox 0x829576B MSG_KEEPOPEN '"You're strong, I wish to register\..."
setvar 0x8004 0x25C
special 0x1E9
registernav 0x25C
release
end

'---------------
#org 0x1ED40B
msgbox 0x82956FF MSG_KEEPOPEN '"You're strong, I wish to register\..."
setvar 0x8004 0x25C
special 0x1E9
registernav 0x25C
release
end


'---------
' Strings
'---------
#org 0x29563A
= Show me your power[.]\nBattle me now trainer.\pI will seeI will see if you are wortI enjoy strong battles, come again\nand challenge me once more,\lI wish to see how your\lpower grows.

#org 0x29566F
= I will see if you are wortI enjoy strong battles, come again\nand challenge me once more,\lI wish to see how your\lpower grows.

#org 0x295689
= I enjoy strong battles, come again\nand challenge me once more,\lI wish to see how your\lpower grows.

#org 0x2957D7
= Come on, battle with me!

#org 0x2957F0
= Hmm[.]\nIt has been a long timeHmm[.]\nIt has been a long time since I lost a battle, so\nI can accept this loss with grace.\pI am still upset about losing!

#org 0x29580C
= Hmm[.]\nIt has been a long time since I lost a battle, so\nI can accept this loss with grace.\pI am still upset about losing!

#org 0x29576B
= You're strong, I wish to register\nyou in my POKéNAV!\lMaybe I will win next time[.]\pOkay, sure, lets do this!

#org 0x2956FF
= You're strong, I wish to register\nyou in my POKéNAV!\lMaybe I will win next time[.]\pOkay, sure, lets do this!


This is what I'm trying to put in:

Spoiler:
'---------------
#org 0x442468
trainerbattle 0x2 0x353 0x0 0x829563A 0x829566F 0x81ED3CE
special2 LASTRESULT 0x3C
compare LASTRESULT 0x1
if 0x1 goto 0x81ED424
setvar 0x8004 0x25C
special2 LASTRESULT 0x1F1
compare LASTRESULT 0x0
if 0x1 goto 0x81ED3F8
msgbox 0x8295689 MSG_KEEPOPEN '"I enjoy strong battles, come again..."
release
end

'---------------
#org 0x1ED3CE
special 0x207
waitmovement 0x0
checkflag 0x12F
if 0x1 goto 0x81ED3DF
release
end

'---------------
#org 0x1ED424
trainerbattle 0x5 0x25C 0x0 0x82957D7 0x82957F0
msgbox 0x829580C MSG_NORMAL '"Hmm[.]\nIt has been a long time si..."
end

'---------------
#org 0x1ED3F8
checkflag 0x12F
if 0x1 goto 0x81ED40B
msgbox 0x8295689 MSG_KEEPOPEN '"I enjoy strong battles, come again..."
release
end

'---------------
#org 0x1ED3DF
msgbox 0x829576B MSG_KEEPOPEN '"You're strong, I wish to register\..."
setvar 0x8004 0x25C
special 0x1E9
registernav 0x25C
release
end

'---------------
#org 0x1ED40B
msgbox 0x82956FF MSG_KEEPOPEN '"You're strong, I wish to register\..."
setvar 0x8004 0x25C
special 0x1E9
registernav 0x25C
release
end


'---------
' Strings
'---------
#org 0x29563A
= Show me your power[.]\nBattle me now trainer.\pI will see if you are worthy!

#org 0x29566F
= I will see if you are worthy!

#org 0x295689
= I enjoy strong battles, come again\nand challenge me once more,\lI wish to see how your\lpower grows.

#org 0x2957D7
= Come on, battle with me!

#org 0x2957F0
= Hmm[.]\nIt has been a long time since I lost a battle, so\nI can accept this loss with grace.\pI am still upset about losing!

#org 0x29580C
= Hmm[.]\nIt has been a long time since I lost a battle, so\nI can accept this loss with grace.\pI am still upset about losing!

#org 0x29576B
= You're strong, I wish to register\nyou in my POKéNAV!\lMaybe I will win next time[.]\pOkay, sure, lets do this!

#org 0x2956FF
= You're strong, I wish to register\nyou in my POKéNAV!\lMaybe I will win next time[.]\pOkay, sure, lets do this!


What am I doing wrong? Why is the text getting all weirdly mixed up despite putting things in correctly?
__________________


Creator of the Triple trigen monotype master challenge(PM for details if you want to know more)

75% of Pokemon gamers use cheats and specially made codes to make their pokemon battle-worthy. If you are one of the 25% percent that level their Pokemon up legally, put this in your signature.

Game: Pokemon Y
Name: Lycos
Friend code: 1306-6972-7386
  #7079    
Old July 13th, 2012 (12:54 PM).
Mr.KoolAid
Unhatched Egg
 
Join Date: Mar 2012
Gender: Female
I made an introduction script for my Rom, it is the only script i have put it if it matters. The script runs fine for the most part, except the movement that is supposed to happen at the end does not happen, the sprite just disappears. After leaving the house the game freezes at one of three points, after talking to the person outside, walking onto the bridge, or going back inside the house (where the Oak sprite remains).

So i guess i have two questions. how do i stop the freezing and how do i make the even occure only once. I set the flag as Oaks person ID.

Spoiler:
'---------------
#org 0x8001FD
lock
faceplayer
checkflag 0x2000
if 0x1 goto 0x880023C
applymovement 0x1 0x8800475
waitmovement 0x0
msgbox 0x880023F 0x6 '"Come, sit."
applymovement 0xFF 0x880047B
waitmovement 0x0
msgbox 0x880024C 0x6 '"Thanks again for letting me stay\n..."
applymovement 0x1 0x8800481
hidesprite 0x1
setflag 0x2000
release
end

'---------------
#org 0x80023C
release
end


'---------
' Strings
'---------
#org 0x80023F
= Come, sit.

#org 0x80024C
= Thanks again for letting me stay\nhere the night v h1.\lIt takes a lot out of an old man\lto travel the regions looking for\lnew pokemon.\lWith that said, i have a task for\lyou. Your cousin Red did a\lfantastic job filling the pokedex\lin Kanto, and gold did a great job\lin Jhoto.\lNow I want you to travel across\lAtarashii and fill in a pokedex.\lI see the same spark in you that i\lsaw in Red and Gold.\lI have here some rare pokemon from\lthe Hoenn region, where i sent\lBlue to explore.\lMeet me outside and I will give\nyou your pokemon and than i will\lbe off.


'-----------
' Movements
'-----------
#org 0x800475
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x80047B
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x800481
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
  #7080    
Old July 13th, 2012 (02:26 PM).
tajaros's Avatar
tajaros
Hi I'm dawg
 
Join Date: Apr 2012
Location: Philippines
Age: 15
Gender: Male
Nature: Timid
Send a message via Windows Live Messenger to tajaros
Quote originally posted by Mr.KoolAid:
I made an introduction script for my Rom, it is the only script i have put it if it matters. The script runs fine for the most part, except the movement that is supposed to happen at the end does not happen, the sprite just disappears. After leaving the house the game freezes at one of three points, after talking to the person outside, walking onto the bridge, or going back inside the house (where the Oak sprite remains).

So i guess i have two questions. how do i stop the freezing and how do i make the even occure only once. I set the flag as Oaks person ID.

Spoiler:
'---------------
#org 0x8001FD
lock
faceplayer
checkflag 0x2000
if 0x1 goto 0x880023C
applymovement 0x1 0x8800475
waitmovement 0x0
msgbox 0x880023F 0x6 '"Come, sit."
applymovement 0xFF 0x880047B
waitmovement 0x0
msgbox 0x880024C 0x6 '"Thanks again for letting me stay\n..."
applymovement 0x1 0x8800481
hidesprite 0x1
setflag 0x2000
release
end

'---------------
#org 0x80023C
release
end


'---------
' Strings
'---------
#org 0x80023F
= Come, sit.

#org 0x80024C
= Thanks again for letting me stay\nhere the night v h1.\lIt takes a lot out of an old man\lto travel the regions looking for\lnew pokemon.\lWith that said, i have a task for\lyou. Your cousin Red did a\lfantastic job filling the pokedex\lin Kanto, and gold did a great job\lin Jhoto.\lNow I want you to travel across\lAtarashii and fill in a pokedex.\lI see the same spark in you that i\lsaw in Red and Gold.\lI have here some rare pokemon from\lthe Hoenn region, where i sent\lBlue to explore.\lMeet me outside and I will give\nyou your pokemon and than i will\lbe off.


'-----------
' Movements
'-----------
#org 0x800475
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x80047B
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x800481
#raw 0x12 'Step Left (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
You forgot to input "waitmovement 0x0" after your last applymovement script, you should just input 2000 in the person ID to make it not happen again....
__________________
  #7081    
Old July 14th, 2012 (08:34 AM).
FrozenInfernoZX's Avatar
FrozenInfernoZX
Legendary Trainer ZX
 
Join Date: Jun 2012
Location: United States
Gender: Male
Nature: Adamant
Send a message via AIM to FrozenInfernoZX
I'm new here and I am starting to get the hang of basic scripting. However, there are a few tidbits of information that is not registering with me yet. What do I add to my script in order for it to not appear again? I think it has something to do with setvar, but I'm not sure. This script is activated when stepped on.
Spoiler:
#org 0x816FB75
'-----------------------------------
lockall
setvar 0x4001 0x3
jump 0x816FB81

#org 0x816FB81
'-----------------------------------
textcolor BLUE
applymovement 0x3 0x81A75E9 ' look_down end
pauseevent 0x0
checkflag FR_BADGE_8
if true jump 0x816FBAB ' Flag is set
msgbox 0x819E3ED ' Route 74 is filled w...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement PLAYER 0x816FC2D ' walk_right end
pauseevent 0x0
releaseall
end

#org 0x816FBAB
'-----------------------------------
textcolor BLUE
applymovement PLAYER 0x8740189 ' look_up end
pauseevent 0x0
msgbox 0x819E43D ' Oh, so you're on you...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement 0x3 0x816FC26 ' walk_right walk_righ...
pauseevent 0x0
disappear 0x3
releaseall
end


#org 0x819E3ED
= Route 74 is filled with scary\nstrong Pok\emon.\pYou should stay home.

#org 0x819E43D
= Oh, so you're on your way\nto becoming a Pok\emon master?\pYou have some strong Pok\emon\non your team.\pYou shouldn't have a hard time\nthen.\pWell, later dude!\pGood luck!

#org 0x81A75E9
M look_down end

#org 0x816FC2D
M walk_right end

#org 0x8740189
M look_up end

#org 0x816FC26
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end
  #7082    
Old July 14th, 2012 (11:47 AM).
Magic's Avatar
Magic
キュウコン
 
Join Date: Jan 2009
Location: UK
Age: 23
Gender: Male
Quote originally posted by Aowel:
My script still freezes after the warp. It just creates a black screen and no music plays.
Spoiler:


Your warp should read:

warp 0x5 0x1 0xFF 0x06 0x0C

Quote originally posted by zid_sen:
Hai!
I want to ask something,
is something wrong in this script,
Spoiler:
Code:
#dynamic 0x3B4D84

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x5
compare LASTRESULT 0x1
if 0x1 goto @take
msgbox @2 0x6
release
end

#org @take
givepokemon 0xF1 0x5 0x1D 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x4
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
fadescreen 0x0
msgbox @7 0x6
release
end

#org @1
= Sepertinya kamu tidak bisa lagi\ndiam disini,\lkamu mau ambil Miltank\lkesayanganmu untuk pergi\ljalan-jalan?

#org @2
= Baiklah,\nBy The Way, Professor Oak mencarimu\ltemuilah dia!\lAtau ambil Miltank milikmu sekarang\ljuga!

#org @3
= [black_fr]Kamu mendapat Miltank!

#org @4
= [black_fr]Kamu mau kasih nama ke\nMiltank milikmu, sayang?

#org @5
= Rawat Miltank baik-baik,\nayahmu yang memberikannya!Miltank\lini awal dari peternakan kita.

#org @6
= Kamu mau Pokemon milikmu sehat\nlagi, sayang?

#org @7
= Buat ibu bangga dengan hasil\npekerjaanmu sekarang!


When i use it,
the person won't talk to me!
Sounds like a compiling problem or something, recompile the script and double check you're assigning (and saving) it to the right sprite. Sounds stupid I know but I've done that before!

Quote originally posted by Alpha_Spike:
Having some trouble getting a script to save in-game correctly. Using XSE and AdvanceMap programs to input a trainer battle.

This is what the script becomes:
Spoiler:
'---------------
#org 0x442468
trainerbattle 0x2 0x353 0x0 0x829563A 0x829566F 0x81ED3CE
special2 LASTRESULT 0x3C
compare LASTRESULT 0x1
if 0x1 goto 0x81ED424
setvar 0x8004 0x25C
special2 LASTRESULT 0x1F1
compare LASTRESULT 0x0
if 0x1 goto 0x81ED3F8
msgbox 0x8295689 MSG_KEEPOPEN '"I enjoy strong battles, come again..."
release
end

'---------------
#org 0x1ED3CE
special 0x207
waitmovement 0x0
checkflag 0x12F
if 0x1 goto 0x81ED3DF
release
end

'---------------
#org 0x1ED424
trainerbattle 0x5 0x25C 0x0 0x82957D7 0x82957F0
msgbox 0x829580C MSG_NORMAL '"Hmm[.]\nIt has been a long time si..."
end

'---------------
#org 0x1ED3F8
checkflag 0x12F
if 0x1 goto 0x81ED40B
msgbox 0x8295689 MSG_KEEPOPEN '"I enjoy strong battles, come again..."
release
end

'---------------
#org 0x1ED3DF
msgbox 0x829576B MSG_KEEPOPEN '"You're strong, I wish to register\..."
setvar 0x8004 0x25C
special 0x1E9
registernav 0x25C
release
end

'---------------
#org 0x1ED40B
msgbox 0x82956FF MSG_KEEPOPEN '"You're strong, I wish to register\..."
setvar 0x8004 0x25C
special 0x1E9
registernav 0x25C
release
end


'---------
' Strings
'---------
#org 0x29563A
= Show me your power[.]\nBattle me now trainer.\pI will seeI will see if you are wortI enjoy strong battles, come again\nand challenge me once more,\lI wish to see how your\lpower grows.

#org 0x29566F
= I will see if you are wortI enjoy strong battles, come again\nand challenge me once more,\lI wish to see how your\lpower grows.

#org 0x295689
= I enjoy strong battles, come again\nand challenge me once more,\lI wish to see how your\lpower grows.

#org 0x2957D7
= Come on, battle with me!

#org 0x2957F0
= Hmm[.]\nIt has been a long timeHmm[.]\nIt has been a long time since I lost a battle, so\nI can accept this loss with grace.\pI am still upset about losing!

#org 0x29580C
= Hmm[.]\nIt has been a long time since I lost a battle, so\nI can accept this loss with grace.\pI am still upset about losing!

#org 0x29576B
= You're strong, I wish to register\nyou in my POKéNAV!\lMaybe I will win next time[.]\pOkay, sure, lets do this!

#org 0x2956FF
= You're strong, I wish to register\nyou in my POKéNAV!\lMaybe I will win next time[.]\pOkay, sure, lets do this!


This is what I'm trying to put in:

Spoiler:
'---------------
#org 0x442468
trainerbattle 0x2 0x353 0x0 0x829563A 0x829566F 0x81ED3CE
special2 LASTRESULT 0x3C
compare LASTRESULT 0x1
if 0x1 goto 0x81ED424
setvar 0x8004 0x25C
special2 LASTRESULT 0x1F1
compare LASTRESULT 0x0
if 0x1 goto 0x81ED3F8
msgbox 0x8295689 MSG_KEEPOPEN '"I enjoy strong battles, come again..."
release
end

'---------------
#org 0x1ED3CE
special 0x207
waitmovement 0x0
checkflag 0x12F
if 0x1 goto 0x81ED3DF
release
end

'---------------
#org 0x1ED424
trainerbattle 0x5 0x25C 0x0 0x82957D7 0x82957F0
msgbox 0x829580C MSG_NORMAL '"Hmm[.]\nIt has been a long time si..."
end

'---------------
#org 0x1ED3F8
checkflag 0x12F
if 0x1 goto 0x81ED40B
msgbox 0x8295689 MSG_KEEPOPEN '"I enjoy strong battles, come again..."
release
end

'---------------
#org 0x1ED3DF
msgbox 0x829576B MSG_KEEPOPEN '"You're strong, I wish to register\..."
setvar 0x8004 0x25C
special 0x1E9
registernav 0x25C
release
end

'---------------
#org 0x1ED40B
msgbox 0x82956FF MSG_KEEPOPEN '"You're strong, I wish to register\..."
setvar 0x8004 0x25C
special 0x1E9
registernav 0x25C
release
end


'---------
' Strings
'---------
#org 0x29563A
= Show me your power[.]\nBattle me now trainer.\pI will see if you are worthy!

#org 0x29566F
= I will see if you are worthy!

#org 0x295689
= I enjoy strong battles, come again\nand challenge me once more,\lI wish to see how your\lpower grows.

#org 0x2957D7
= Come on, battle with me!

#org 0x2957F0
= Hmm[.]\nIt has been a long time since I lost a battle, so\nI can accept this loss with grace.\pI am still upset about losing!

#org 0x29580C
= Hmm[.]\nIt has been a long time since I lost a battle, so\nI can accept this loss with grace.\pI am still upset about losing!

#org 0x29576B
= You're strong, I wish to register\nyou in my POKéNAV!\lMaybe I will win next time[.]\pOkay, sure, lets do this!

#org 0x2956FF
= You're strong, I wish to register\nyou in my POKéNAV!\lMaybe I will win next time[.]\pOkay, sure, lets do this!


What am I doing wrong? Why is the text getting all weirdly mixed up despite putting things in correctly?
This looks like a case of messing with compiled scripts.

1) Use '#Dynamic 0x800000' and '#org @BlankPointers' when scripting, do not put your own offsets in.
2) Once compiled make sure not to add or remove bytes of the script, as it will change any close scripts as well by erasing or changing their information.

Quote originally posted by FrozenInfernoZX:
I'm new here and I am starting to get the hang of basic scripting. However, there are a few tidbits of information that is not registering with me yet. What do I add to my script in order for it to not appear again? I think it has something to do with setvar, but I'm not sure. This script is activated when stepped on.
Spoiler:
#org 0x816FB75
'-----------------------------------
lockall
setvar 0x4001 0x3
jump 0x816FB81

#org 0x816FB81
'-----------------------------------
textcolor BLUE
applymovement 0x3 0x81A75E9 ' look_down end
pauseevent 0x0
checkflag FR_BADGE_8
if true jump 0x816FBAB ' Flag is set
msgbox 0x819E3ED ' Route 74 is filled w...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement PLAYER 0x816FC2D ' walk_right end
pauseevent 0x0
releaseall
end

#org 0x816FBAB
'-----------------------------------
textcolor BLUE
applymovement PLAYER 0x8740189 ' look_up end
pauseevent 0x0
msgbox 0x819E43D ' Oh, so you're on you...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
applymovement 0x3 0x816FC26 ' walk_right walk_righ...
pauseevent 0x0
disappear 0x3
releaseall
end


#org 0x819E3ED
= Route 74 is filled with scary\nstrong Pok\emon.\pYou should stay home.

#org 0x819E43D
= Oh, so you're on your way\nto becoming a Pok\emon master?\pYou have some strong Pok\emon\non your team.\pYou shouldn't have a hard time\nthen.\pWell, later dude!\pGood luck!

#org 0x81A75E9
M look_down end

#org 0x816FC2D
M walk_right end

#org 0x8740189
M look_up end

#org 0x816FC26
M walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end
Set the script tile variable to 4001 and value to 0 (assuming that's what the value should be when you first step on the tile) and this should be fine. If that doesn't seem to be working try using a larger value, perhaps 5000. Some lower variables reset or are influenced by flags and things.
  #7083    
Old July 14th, 2012 (10:20 PM). Edited July 14th, 2012 by PoppycockKing.
PoppycockKing's Avatar
PoppycockKing
Beginning Trainer
 
Join Date: Sep 2011
Having some trouble permanently disappearing some sprites from the map using hidesprite/setflag on the Person ID.

Spoiler:
#dynamic 0x800000

#org @start
lock
applymovement 0x01 @express1
applymovement 0x02 @express1
applymovement 0x03 @express1
pause 0x30
msgbox @express4 0x6
applymovement 0x01 @moveup1
waitmovement 0x0
msgbox @challenge1 0x6
trainerbattle 0x3 0x0 0x0 @after1
msgbox @retreat1 0x6
hidesprite 0x1
applymovement 0x02 @moveup2
waitmovement 0x0
msgbox @challenge2 0x6
trainerbattle 0x3 0x02 0x0 @after2
msgbox @retreat1 0x6
hidesprite 0x2
applymovement 0x03 @moveup3
waitmovement 0x0
msgbox @challenge3 0x6
trainerbattle 0x3 0x03 0x0 @after3
msgbox @retreat2 0x6
hidesprite 0x3
setflag 0x1001
setvar 0x4051 0x1
release
end



Not including the strings because they're just simple text and raws that work perfectly fine.

For the purpose of presentation, all three sprites have a Person ID of 1001. (I have run it with separate ID's for each sprite but it comes to the same result) Everything in the event scripts perfectly, but as soon as the script is done and I take one step forward, all the sprites reappear. Not to mention that they don't disappear when leaving and reentering the room. I've used other hacks/clean roms to compare my scripts to but it seems like I'm doing everything I'm supposed to. Although, I am using JPAN's engine if that means anything.
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  #7084    
Old July 14th, 2012 (10:32 PM). Edited July 15th, 2012 by Renegade.
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Hello, I have another question. This script was working as intended, but now I'm using the command "movesprite2" instead of "movesprite".

Code:
#dynamic 0x800260

#org @start
lock
applymovement 0xFF @m1
waitmovement 0x0
applymovement 11 @m2
applymovement 12 @m3
applymovement 0xFF @m4
waitmovement 0x0
pause 0x20
textcolor 0x0
message @t1 6
applymovement 11 @m5
waitmovement 0x0
movesprite2 0x16 0x8 0x3
pause 0x05
applymovement 11 @m6
waitmovement 0x0
movesprite2 0xE 0x8 0x5
pause 0x05
applymovement 11 @m7
waitmovement 0x0
movesprite2 0xF 0x9 0x3
pause 0x05
applymovement 11 @m6
waitmovement 0x0
movesprite2 0x10 0x9 0x5
pause 0x05
applymovement 11 @m7
waitmovement 0x0
movesprite2 0x11 0xA 0x3
pause 0x05
applymovement 11 @m6
waitmovement 0x0
movesprite2 0x12 0xA 0x5
pause 0x05
applymovement 11 @m7
waitmovement 0x0
movesprite2 0x13 0xB 0x3
pause 0x05
applymovement 11 @m6
waitmovement 0x0
movesprite2 0x14 0xB 0x5
pause 0x05
applymovement 11 @m7
waitmovement 0x0
movesprite2 0x15 0xC 0x3
pause 0x05
applymovement 11 @m8
waitmovement 0x0
message @t2 6
applymovement 0xFF @m9
applymovement 12 @m10
waitmovement 0x0
message @t3 6
applymovement 0xFF @m11
waitmovement 0x0
setvar 0x5012 0x1
release
end

#org @m11
#raw 0x11
#raw 0x13
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t3
= \v\h06: You go first, \v\h01.

#org @m10
#raw 0x3
#raw 0xFE

#org @m9
#raw 0x2
#raw 0xFE

#org @t2
= OAK: You may chose a POKéMON now.

#org @m8
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0xFE

#org @m7
#raw 0x13
#raw 0x1
#raw 0xFE

#org @m6
#raw 0x0
#raw 0xFE

#org @m5
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0xFE

#org @t1
= OAK: Okay, I have nine POKéMON\nhere and you can have one of them.\pI will lay them out for you two.

#org @m4
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @m3
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x1
#raw 0xFE

#org @m2
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x0
#raw 0xFE

#org @m1
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0xFE
The problem is at the beginning. The sprites that I want to move permanently don't move at all. It's very strange... I inserted this script a while back with the "movesprite" command, and it worked. Then, I recompiled it using the "movesprite2" command, and it stopped working. Once I saw that it stopped working, I switched back to "movesprite" and it still wouldn't work... I'm starting to wonder if maybe now I have too many person events on my map at once? Help please?

EDIT: Oaky, I tried changing the map so there were only 11 people on it and the "movesprite" command still isn't working... I've gone to another map and made a "movesprite" script there (just to make sure that "movesprite" isn't somehow broken or something...) but the "movesprite" command wouldn't work... It seems like it's broken or somthing weird. It was working when I began my hack, but after a while it just... died. I'm trying a different method now, but any information on this problem would be appreciated, as I can no longer use that command as far as I know...
  #7085    
Old July 15th, 2012 (09:51 PM).
zid_sen's Avatar
zid_sen
The Sacred Thunder of Aselis
 
Join Date: Jun 2012
Location: Indonesia
Gender: Male
Nature: Lonely
Quote originally posted by SwiftSign:


Sounds like a compiling problem or something, recompile the script and double check you're assigning (and saving) it to the right sprite. Sounds stupid I know but I've done that before!

Not it,
i want it to be a event script!
It be Erika Heart Event.....
So if it to a script,
is something wrong on my script?
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For The Signature
  #7086    
Old July 16th, 2012 (02:13 PM).
Magic's Avatar
Magic
キュウコン
 
Join Date: Jan 2009
Location: UK
Age: 23
Gender: Male
Quote originally posted by CrystalStatic:
Hello, I have another question. This script was working as intended, but now I'm using the command "movesprite2" instead of "movesprite".

Code:
#dynamic 0x800260

#org @start
lock
applymovement 0xFF @m1
waitmovement 0x0
applymovement 11 @m2
applymovement 12 @m3
applymovement 0xFF @m4
waitmovement 0x0
pause 0x20
textcolor 0x0
message @t1 6
applymovement 11 @m5
waitmovement 0x0
movesprite2 0x16 0x8 0x3
pause 0x05
applymovement 11 @m6
waitmovement 0x0
movesprite2 0xE 0x8 0x5
pause 0x05
applymovement 11 @m7
waitmovement 0x0
movesprite2 0xF 0x9 0x3
pause 0x05
applymovement 11 @m6
waitmovement 0x0
movesprite2 0x10 0x9 0x5
pause 0x05
applymovement 11 @m7
waitmovement 0x0
movesprite2 0x11 0xA 0x3
pause 0x05
applymovement 11 @m6
waitmovement 0x0
movesprite2 0x12 0xA 0x5
pause 0x05
applymovement 11 @m7
waitmovement 0x0
movesprite2 0x13 0xB 0x3
pause 0x05
applymovement 11 @m6
waitmovement 0x0
movesprite2 0x14 0xB 0x5
pause 0x05
applymovement 11 @m7
waitmovement 0x0
movesprite2 0x15 0xC 0x3
pause 0x05
applymovement 11 @m8
waitmovement 0x0
message @t2 6
applymovement 0xFF @m9
applymovement 12 @m10
waitmovement 0x0
message @t3 6
applymovement 0xFF @m11
waitmovement 0x0
setvar 0x5012 0x1
release
end

#org @m11
#raw 0x11
#raw 0x13
#raw 0x11
#raw 0x13
#raw 0xFE

#org @t3
= \v\h06: You go first, \v\h01.

#org @m10
#raw 0x3
#raw 0xFE

#org @m9
#raw 0x2
#raw 0xFE

#org @t2
= OAK: You may chose a POKéMON now.

#org @m8
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0xFE

#org @m7
#raw 0x13
#raw 0x1
#raw 0xFE

#org @m6
#raw 0x0
#raw 0xFE

#org @m5
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0xFE

#org @t1
= OAK: Okay, I have nine POKéMON\nhere and you can have one of them.\pI will lay them out for you two.

#org @m4
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @m3
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x1
#raw 0xFE

#org @m2
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x0
#raw 0xFE

#org @m1
#raw 0x11
#raw 0x11
#raw 0x12
#raw 0x11
#raw 0xFE
The problem is at the beginning. The sprites that I want to move permanently don't move at all. It's very strange... I inserted this script a while back with the "movesprite" command, and it worked. Then, I recompiled it using the "movesprite2" command, and it stopped working. Once I saw that it stopped working, I switched back to "movesprite" and it still wouldn't work... I'm starting to wonder if maybe now I have too many person events on my map at once? Help please?

EDIT: Oaky, I tried changing the map so there were only 11 people on it and the "movesprite" command still isn't working... I've gone to another map and made a "movesprite" script there (just to make sure that "movesprite" isn't somehow broken or something...) but the "movesprite" command wouldn't work... It seems like it's broken or somthing weird. It was working when I began my hack, but after a while it just... died. I'm trying a different method now, but any information on this problem would be appreciated, as I can no longer use that command as far as I know...
Have you tried recompiling this from scratch? Rather than editing a compiled script?

Also are you sure you're not mixing up your hex and decimal numbers? Considering your applymovements are in decimal and your movesprites are in hex X__x, it's a very confusing way to write a script.
  #7087    
Old July 16th, 2012 (07:49 PM).
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NarutoActor
The rocks cry out to me
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Location: Brooklyn/Marlboro
Age: 21
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movesprite is for moving the spirte's current position, and movesprite2 too is for perminitaly moving that spirte. So both the commands should be used in conjunction; Hope that helps.
~NarutoActor
__________________
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  #7088    
Old July 17th, 2012 (10:23 AM).
Skull Kid's Avatar
Skull Kid
The One and Only
 
Join Date: Jul 2009
Gender: Male
Nature: Impish
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Hello, I have just recently started rom hacking and i'm new to scripting and advance map and all that good stuff. Naturally, i'd find some tutorials on how to make my people say different things and I found Diego's tutorial for a basic message saying hello.

Quote originally posted by diegoisawesome:
Code:
#dynamic 0x(FSF Offset)
#org @start
lock
faceplayer
msgbox @1 0x6
release
end

#org @1
= Hi.\nMy name is Diego.
However, when I put this exact code into XSE and use the free space offset for my person, my rom either freezes or does nothing when I talk to them. Why is this? Do I need to have a specific amount of free bytes in my offset? Is there something special I need to do with my coding? I'm not trying something super advanced here I just want my person to say hello. I've tried many other tutorials as well and haven't had any luck. Help would be appreciated as I don't know where else to turn to. :/
  #7089    
Old July 17th, 2012 (10:33 AM).
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote originally posted by Skull Kid:
Hello, I have just recently started rom hacking and i'm new to scripting and advance map and all that good stuff. Naturally, i'd find some tutorials on how to make my people say different things and I found Diego's tutorial for a basic message saying hello.



However, when I put this exact code into XSE and use the free space offset for my person, my rom either freezes or does nothing when I talk to them. Why is this? Do I need to have a specific amount of free bytes in my offset? Is there something special I need to do with my coding? I'm not trying something super advanced here I just want my person to say hello. I've tried many other tutorials as well and haven't had any luck. Help would be appreciated as I don't know where else to turn to. :/
Your "#dynamic 0x (FSF Offset)" command can just be 0x800000 for all of your scripts. You don't need to put in any other offset.

Also, did you compile your script and insert it into the game?
Click Tools --> Batch Compiler --> Checkmark your script that you want to insert --> Click Compile --> Click the copy button. (That will copy the offset that XSE gives you.

Next, go into A-Map. Go to the person event that you want to give the script to. To the right, there should be a bunch of boxes. Near the bottom, there should be a box called "Script Offset". Get rid of the $000000 and change it to the offset that XSE gave you. (The one that you copied) Save it. Then check in game.
  #7090    
Old July 17th, 2012 (11:19 AM).
Blue's Avatar
Blue
c'est la vie
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Join Date: Jan 2008
Location: Saturn
Gender: Male
Nature: Relaxed
Just wondering what is wrong with the following:
Spoiler:
#dynamic 0x800000

#org @start
lockall
applymovement 0x0A @move
waitmovement 0x0
msgbox @msg1 0x6
trainerbattle 0x3 0x2 0x0 @defeat
msgbox @msg2 0x6
applymovement 0x0A @move2
waitmovement 0x0
setflag 0x1245
setvar 0x5051 0x1
hidesprite 0xA
releaseall
end

#org @move
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x4E
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @msg1
= Hey [player], long time no see!\nWait, you have the Boulder Badge\ltoo? We must battle... [player] I\lchallenge you!

#org @msg2
= Well [player] I still can't manage to\nbeat you! I'm off to Cerulean\lCity, hopefully Misty will teach\lme some tips on how to become a\lbetter trainer. Catch you later!

#org @defeat
= I thought we had you this time!


I got it right the first time, this is the second script.
SetVar = 5051
Person ID = 1245
Person Event Number = 10

I'm not sure whether I've got the Hex/Dec mixed up but basically what happens is when the player walks on the Script tile, it activates but instead of the OW walking upto the player then opening up with the speech, it just opens the speech and battles without any Sprite walking on screen.

Also, I'm not sure whether the Setvar should stay the same considering the last Setvar was 5050, it's been a while since I've done this.
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  #7091    
Old July 17th, 2012 (11:21 AM).
johnr754's Avatar
johnr754
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
I tried to make a wild battle script in XSE, and it half-worked. There was no battle. Instead, the cry was made, and it left. Makes it sound like a roaming Pokémon.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x90 0x0
wildbattle 0x90 0x1E 0x0 0x0 0x0 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= ARTICUNO: Gaoooh!
__________________
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  #7092    
Old July 17th, 2012 (12:18 PM). Edited July 17th, 2012 by Renegade.
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Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote originally posted by Suicune™:
Just wondering what is wrong with the following:
Spoiler:
#dynamic 0x800000

#org @start
lockall
applymovement 0x0A @move
waitmovement 0x0
msgbox @msg1 0x6
trainerbattle 0x3 0x2 0x0 @defeat
msgbox @msg2 0x6
applymovement 0x0A @move2
waitmovement 0x0
setflag 0x1245
setvar 0x5051 0x1
hidesprite 0xA
releaseall
end

#org @move
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x4E
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @msg1
= Hey [player], long time no see!\nWait, you have the Boulder Badge\ltoo? We must battle... [player] I\lchallenge you!

#org @msg2
= Well [player] I still can't manage to\nbeat you! I'm off to Cerulean\lCity, hopefully Misty will teach\lme some tips on how to become a\lbetter trainer. Catch you later!

#org @defeat
= I thought we had you this time!


I got it right the first time, this is the second script.
SetVar = 5051
Person ID = 1245
Person Event Number = 10

I'm not sure whether I've got the Hex/Dec mixed up but basically what happens is when the player walks on the Script tile, it activates but instead of the OW walking upto the player then opening up with the speech, it just opens the speech and battles without any Sprite walking on screen.

Also, I'm not sure whether the Setvar should stay the same considering the last Setvar was 5050, it's been a while since I've done this.
Does the OW Sprite start off screen? If so, then you need to have the OW exactly one tile away from being able to be seen by the player. Also, you might need a "showsprite 0x0A" command before the "applymovement 0x0A @move" command.

Quote originally posted by johnr754:
I tried to make a wild battle script in XSE, and it half-worked. There was no battle. Instead, the cry was made, and it left. Makes it sound like a roaming Pokémon.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x90 0x0
wildbattle 0x90 0x1E 0x0 0x0 0x0 0x0
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= ARTICUNO: Gaoooh!
I'm not sure why you have the additional 0x0 0x0 0x0 at the end of the "wildbattle" command, but they are not needed. Try getting rid of them and see if that works. Also, if the Pokemon is not holding an item, you don't need the first 0x0 either. Just "wildbattle 0x90 0x1E".
  #7093    
Old July 17th, 2012 (02:39 PM).
johnr754's Avatar
johnr754
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
Quote originally posted by CrystalStatic:
I'm not sure why you have the additional 0x0 0x0 0x0 at the end of the "wildbattle" command, but they are not needed. Try getting rid of them and see if that works. Also, if the Pokemon is not holding an item, you don't need the first 0x0 either. Just "wildbattle 0x90 0x1E".
I tried doing that; it said I was missing #define or #parameter on line 8. Also, I'm doing this for Pokémon Emerald Version.
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  #7094    
Old July 17th, 2012 (03:45 PM).
Skull Kid's Avatar
Skull Kid
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Join Date: Jul 2009
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Nature: Impish
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Quote originally posted by CrystalStatic:
Your "#dynamic 0x (FSF Offset)" command can just be 0x800000 for all of your scripts. You don't need to put in any other offset.

Also, did you compile your script and insert it into the game?
Click Tools --> Batch Compiler --> Checkmark your script that you want to insert --> Click Compile --> Click the copy button. (That will copy the offset that XSE gives you.

Next, go into A-Map. Go to the person event that you want to give the script to. To the right, there should be a bunch of boxes. Near the bottom, there should be a box called "Script Offset". Get rid of the $000000 and change it to the offset that XSE gave you. (The one that you copied) Save it. Then check in game.
You did help me get the message box to appear, but the hiker uses text belonging to someone else instead of the text I assigned to him. He says "I tripped over a rocky pokemon geodude" Instead of what I wanted him to say "Hey! No barging in my house!" I followed all your steps and I made sure I put in the offset XSE gave me the 2nd time.

Complier Output
Spoiler:
eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> E:\Pokemon Programs\Pokemon - Fire Red.gba...
Processing input script...
1 - DYNAMIC
> lDynamicStart = 0x800000
2 - ORG
> lNewOffset = 0x800028
3 - (6A) - LOCK
4 - (5A) - FACEPLAYER
5 - (0F) MSGBOX (native)
> pText = 0x8800033
6 - (6C) - RELEASE
7 - (02) - END
9 - ORG
> lNewOffset = 0x800033
10 - RAW TEXT
> sText = "Hey! No barging in my house!"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @1
> lOffset = 0x800033
DYNAMIC_OFFSET 2
> sLabel = @start
> lOffset = 0x800028
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.125 seconds.
  #7095    
Old July 17th, 2012 (03:49 PM).
Renegade's Avatar
Renegade
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Quote originally posted by Skull Kid:
You did help me get the message box to appear, but the hiker uses text belonging to someone else instead of the text I assigned to him. He says "I tripped over a rocky pokemon geodude" Instead of what I wanted him to say "Hey! No barging in my house!" I followed all your steps and I made sure I put in the offset XSE gave me the 2nd time.

Complier Output
Spoiler:
eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> E:\Pokemon Programs\Pokemon - Fire Red.gba...
Processing input script...
1 - DYNAMIC
> lDynamicStart = 0x800000
2 - ORG
> lNewOffset = 0x800028
3 - (6A) - LOCK
4 - (5A) - FACEPLAYER
5 - (0F) MSGBOX (native)
> pText = 0x8800033
6 - (6C) - RELEASE
7 - (02) - END
9 - ORG
> lNewOffset = 0x800033
10 - RAW TEXT
> sText = "Hey! No barging in my house!"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @1
> lOffset = 0x800033
DYNAMIC_OFFSET 2
> sLabel = @start
> lOffset = 0x800028
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.125 seconds.
Did you delete any of the original events that were already in the game?
  #7096    
Old July 17th, 2012 (03:55 PM). Edited July 18th, 2012 by Skull Kid.
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Skull Kid
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Quote originally posted by CrystalStatic:
Did you delete any of the original events that were already in the game?
No, I've been good about moving the npcs I don't need out of bounds. Just to make sure, I even got an original firered rom untouched and I didn't do anything except add 1 person and followed the steps you told me to do before again. The person still doesn't say anything. I've pretty much lost hope in scripting since my anti-virus software got rid of XSE for having a trojan. Thanks for trying to help me at least :/
  #7097    
Old July 18th, 2012 (09:10 PM).
Renegade's Avatar
Renegade
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Hello, I have a problem with this script:

Code:
#dynamic 0x800000

#org @start
lock
special 0x113
applymovement 0x7F @m1
waitmovement 0x0
special 0x114
textcolor 0x0
message @t1 6
applymovement 0x2 @m2
applymovement 0x3 @m2
waitmovement 0x0
message @t2 6
applymovement 0x1 @m3
waitmovement 0x0
message @t3 6
special 0x113
applymovement 0x1 @m4
applymovement 0x7F @m15
waitmovement 0x0
special 0x114
message @t4 6
playsong 0x0000 0x0
special 0x113
applymovement 0x7F @m5
waitmovement 0x0
special 0x114
applymovement 0xFF @m3
waitmovement 0x0
pause 0x20
applymovement 0xFF @m6
waitmovement 0x0
clearflag 0x531
showsprite 0x4
pause 0x15
applymovement 0x4 @m7
waitmovement 0x0
message @t5 6
applymovement 0xFF @m8
applymovement 0x4 @m8
waitmovement 0x0
message @t6 6
special 0x113
applymovement 0x7F @m9
waitmovement 0x0
special 0x114
fadedefault
message @t7 6
special 0x113
applymovement 0x1 @m10
applymovement 0x7F @m10
waitmovement 0x0
special 0x114
trainerbattle 0x1 0x2DF 0x0 @before @after @further
end

#org @further
message @t8 6
applymovement 0x2 @m11
applymovement 0x3 @m11
waitmovement 0x0
message @t9 6
applymovement 0x2 @m11
applymovement 0x3 @m11
waitmovement 0x0
message @t10 6
fadescreen 0x1
hidesprite 0x1
setflag 0x532
hidesprite 0x2
setflag 0x533
hidesprite 0x3
setflag 0x534
hidesprite 0x5
setflag 0x535
special 0x113
applymovement 0x7F @m12
waitmovement 0x0
special 0x114
special 0x0
fadescreen 0x0
pause 0x10
applymovement 0x4 @m7
applymovement 0xFF @m13
waitmovement 0x0
message @t11 6
applymovement 0x4 @m14
applymovement 0xFF @m14
waitmovement 0x0
message @t12 6
applymovement 0x4 @m7
applymovement 0xFF @m13
waitmovement 0x0
message @t13 6
applymovement 0x4 @m16
waitmovement 0x0
hidesprite 0x4
setflag 0x531
setvar 0x5027 0x1
release
end

#org @m15
#raw 0x10
#raw 0x10
#raw 0xFE

#org @m16
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE

#org @t13
= Anyways, I'm going to OLIVETREE\nCITY. I'm going to collect all of\lthe gym badges and complete the\lPOKéDEX.\pI'm not sure what you or \v\h06\nwill do, but remember this, I'll\lalways be close by!\pSee ya!

#org @t12
= The LAPRAS is gone. Oh well.

#org @m14
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @t11
= LUKE: \v\h01, I was going to ask\nyou if you wanted to battle...\pBut man, that was weird. I guess\nthose were the same black suits\lthat we saw at OAKWOOD TOWN.\pThey call themselves TEAM SHADOW.\nWhat do they even want, anyways?\pOh, look!

#org @m13
#raw 0x3
#raw 0xFE

#org @m12
#raw 0x10
#raw 0x12
#raw 0xFE

#org @t10
= GRUNTS: SIR!

#org @t9
= GRUNTS: SIR!\pVALANCE: Let us departure at once!\nWe'll find another POKéMON to get\lus to MONATIOUS ISLAND...

#org @m11
#raw 0x21
#raw 0x21
#raw 0xFE

#org @t8
= VALANCE: What? Why are you getting\nin our way? Err..\pGRUNTS!

#org @after
= Err.. How..?

#org @before
= Prepare to battle!

#org @m10
#raw 0x10
#raw 0xFE

#org @t7
= I am done playing games with you.

#org @m9
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE

#org @t6
= VALANCE: Okay, you are done.

#org @m8
#raw 0x1
#raw 0xFE

#org @t5
= LUKE: \v\h01! I was going to tell\nyou that I am going on a POKéMON\ljourney but then I ran into some\lof these black suits...

#org @m7
#raw 0x2
#raw 0xFE

#org @m6
#raw 0x12
#raw 0x3
#raw 0xFE

#org @m5
#raw 0x10
#raw 0x10
#raw 0xFE

#org @t4
= Who do we have here?\pGRUNTS: This is the boy we were\ntalking about. He is getting in\lthe way of our plans.\pVALANCE: Hmm. You dare to disturb\nthe plans of TEAM SHADOW?\pPrepare to...\pHuh?

#org @m4
#raw 0x8
#raw 0xFE

#org @t3
= VALANCE: Hmm?

#org @m3
#raw 0x0
#raw 0xFE

#org @t2
= GRUNTS: B..B..Boss!

#org @m2
#raw 0x0
#raw 0x62
#raw 0xFE

#org @t1
= VALANCE: Ah, yes. LAPRAS.\nYou will come with me. I need\lyour surfing abilities so I can\lfinally get to MONATIOUS ISLAND.

#org @m1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE
Everything works out great, but at the end of the script, the player freezes and can't move... Help please?
  #7098    
Old July 18th, 2012 (10:02 PM).
miksy91's Avatar
miksy91
A GB/C Rom Hacker since 2010
 
Join Date: Oct 2008
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Gender: Male
Nature: Relaxed
Quote originally posted by CrystalStatic:
Hello, I have a problem with this script:

Code:
special 0x114
trainerbattle 0x1 0x2DF 0x0 @before @after @further
end
Everything works out great, but at the end of the script, the player freezes and can't move... Help please?
What's specifically this "end" of the script?
Anyway, I haven't been keeping an eye an FR's scripting system that much but as far as I remember, when executing trainerbattle, these "@before, @after, @further" are pointers used when looking for text data to show.

I couldn't find @before & @after at all so perhaps those work but @further points to script data instead. Currently, the game looks for text to display but instead, you're trying to use a message -code. Basically, it tries to display text through that script data in @further.
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  #7099    
Old July 19th, 2012 (04:41 AM).
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johnr754
I am JOHN, heck yeah!
 
Join Date: Nov 2009
Location: California, USA! USA!
Gender: Male
Nature: Modest
Quote:
I'm not sure why you have the additional 0x0 0x0 0x0 at the end of the "wildbattle" command, but they are not needed. Try getting rid of them and see if that works. Also, if the Pokemon is not holding an item, you don't need the first 0x0 either. Just "wildbattle 0x90 0x1E".
Quote:
I tried doing that; it said I was missing #define or #parameter on line 8. Also, I'm doing this for Pokémon Emerald Version.
They were once one post, but can anyone help?
__________________
---
  #7100    
Old July 19th, 2012 (10:41 AM).
Renegade's Avatar
Renegade
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Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote originally posted by miksy91:
What's specifically this "end" of the script?
Anyway, I haven't been keeping an eye an FR's scripting system that much but as far as I remember, when executing trainerbattle, these "@before, @after, @further" are pointers used when looking for text data to show.

I couldn't find @before & @after at all so perhaps those work but @further points to script data instead. Currently, the game looks for text to display but instead, you're trying to use a message -code. Basically, it tries to display text through that script data in @further.
Na, my script was correct. I just needed to put something extra in it. But thanks anyways.
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