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  #8026    
Old March 18th, 2013 (09:50 AM). Edited March 18th, 2013 by ProfessorBeeching.
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ProfessorBeeching
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So...any ideas one what might be causing my problems or should I just give up and go home? I mean, I've tried re-downloading Advancemap, tried multiple different roms, several versions of XSE and Pokescript. Nothing's worked.
  #8027    
Old March 18th, 2013 (12:40 PM).
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FBI agent
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Quote:
Originally Posted by ProfessorBeeching View Post
So...any ideas one what might be causing my problems or should I just give up and go home? I mean, I've tried re-downloading Advancemap, tried multiple different roms, several versions of XSE and Pokescript. Nothing's worked.
Provide more information in your request. We don't know why nothing is working, there could be many problems. If you've re-downloaded the programs and such, it's safe to assume the problem lies with your computer. What operation system are you running? and do you have the correct prerequisite files downloaded? Check these.
__________________
...

My name forum name is FBI Agent, though you can call me FBI because it's shorter. I ran a ASM request/resource thread feel free to check that out!
  #8028    
Old March 18th, 2013 (01:57 PM).
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Renegade
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Quote:
Originally Posted by ProfessorBeeching View Post
Well, that would be great...if XSE was working. Just downloaded the version you linked me to, unzipped it, and tried to use the application. Still getting the exact same response I got from every other time I used XSE;
"Run-Time Error 9:
subscript out of range"

EDIT: Through a quick Youtube search I managed to acquire a version of XSE which will work. I've done exaclty as you said to do, but it still yields the same result; the woman is still standing in the wrong place, just as before, even with the changed script offset. Actually, upon further examination, she returns to 'her' spot now after I get my starter, but talking to her triggers a glitchy shop, or a slot machine. I'm starting to wonder if this is caused by deleting events in the town, but I wouldn't have thought such a thing would be possible.
EDIT EDIT: Attempted the very same script you suggested in XSE on a fresh rom, but I still get the same issues.
By the way, all you had to do to make your XSE work was go into your Settings.ini file and change the AutoUpdateCheck setting to "0" instead of "1".
  #8029    
Old March 18th, 2013 (02:28 PM).
TweenyTodd
Quitting cuz i got a job
 
Join Date: Feb 2013
Location: NOYB
Nature: Sassy
Quote:
Originally Posted by CrystalStatic View Post
By the way, all you had to do to make your XSE work was go into your Settings.ini file and change the AutoUpdateCheck setting to "0" instead of "1".
A lot of downloads don't come with the settings.ini file. That may have been the problem.

Quote:
Originally Posted by ProfessorBeeching View Post
talking to her triggers a glitchy shop, or a slot machine. I'm starting to wonder if this is caused by deleting events in the town, but I wouldn't have thought such a thing would be possible.
I've gotten the same problem except with a level script. Did you find a fix to it? (or a cause)
I also deleted events inside the town.
  #8030    
Old March 18th, 2013 (02:49 PM).
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Quote:
Originally Posted by TweenyTodd View Post
Now it doesn't work AT ALL. I'm thinking something is wrong with my script. Here is what I wrote.
Spoiler:

#dynamic 0x800000
#org @start
checkgender
compare 0x800D 0x1
if 0x1 goto @female
checkgender
compare 0x800D 0x0
if 0x1 goto @male

#org @female
hidesprite 0x1
setflag 0x900
hidesprite 0x4
setflag 0x901

#org @male
hidesprite 0x3
setflag 0x902
hidesprite 0x5
setflag 0x903
I want you to try something:

Insert this script and tell me if it works:

Code:
#dynamic 0x800000
#org @start
checkgender
compare 0x800D 0x1
if 0x1 goto @female
checkgender
compare 0x800D 0x0
if 0x1 goto @male
 
#org @female
fadescreen 0x1
hidesprite 0x1
fadescreen 0x0
setflag 0x900
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
setflag 0x901
 
#org @male
fadescreen 0x1
hidesprite 0x3
fadescreen 0x0
setflag 0x902
fadescreen 0x1
hidesprite 0x5
fadescreen 0x0
setflag 0x903
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  #8031    
Old March 18th, 2013 (03:01 PM).
TweenyTodd
Quitting cuz i got a job
 
Join Date: Feb 2013
Location: NOYB
Nature: Sassy
Quote:
Originally Posted by karatekid552 View Post
I want you to try something:

Insert this script and tell me if it works:

Code:
#dynamic 0x800000
#org @start
checkgender
compare 0x800D 0x1
if 0x1 goto @female
checkgender
compare 0x800D 0x0
if 0x1 goto @male
 
#org @female
fadescreen 0x1
hidesprite 0x1
fadescreen 0x0
setflag 0x900
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
setflag 0x901
 
#org @male
fadescreen 0x1
hidesprite 0x3
fadescreen 0x0
setflag 0x902
fadescreen 0x1
hidesprite 0x5
fadescreen 0x0
setflag 0x903
I set it up like that except using smaller flags. It still showed all the persons, instead of the ones I wanted to.

Lemme explain the point of this script. It is to permanently hide 2 sprites according to gender the second they walk into a room. I don't understand what I'm doing wrong, but I got another idea. I will set the flags BEFORE I walk into the room, maybe at the time gender is picked. Can I do that?
  #8032    
Old March 18th, 2013 (03:58 PM).
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karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by TweenyTodd View Post
I set it up like that except using smaller flags. It still showed all the persons, instead of the ones I wanted to.

Lemme explain the point of this script. It is to permanently hide 2 sprites according to gender the second they walk into a room. I don't understand what I'm doing wrong, but I got another idea. I will set the flags BEFORE I walk into the room, maybe at the time gender is picked. Can I do that?
Yes, in fact, set a flag, one if it is a boy, one if it is a girl. Then, place those flags as the person ID's for the people you want to disappear if it is the wrong gender. That would only use 2 flags and you can use them throughout the game.
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  #8033    
Old March 18th, 2013 (04:04 PM). Edited March 18th, 2013 by TweenyTodd.
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Join Date: Feb 2013
Location: NOYB
Nature: Sassy
I'm searching the forums for the Introduction script with Oak because I have no clue where its at.
Got it: 0x1C5A04
  #8034    
Old March 18th, 2013 (09:46 PM).
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ProfessorBeeching
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Join Date: Mar 2013
Location: Sol 3, MW Galaxy, Universe-1
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Quote:
Originally Posted by FBI agent View Post
Provide more information in your request. We don't know why nothing is working, there could be many problems. If you've re-downloaded the programs and such, it's safe to assume the problem lies with your computer. What operation system are you running? and do you have the correct prerequisite files downloaded? Check these.
I run Windows 7, 64-bit. I can't say I've heard of prerequisite files before either. I did learn about the Ini thing, but the download I had didn't come with it for some reason.
Argh, this is so annoying and strange.
  #8035    
Old March 19th, 2013 (08:14 AM). Edited March 19th, 2013 by TweenyTodd.
TweenyTodd
Quitting cuz i got a job
 
Join Date: Feb 2013
Location: NOYB
Nature: Sassy
Quote:
Originally Posted by TweenyTodd View Post
Got it: 0x1C5A04
Apparantly, this offset is just the TEXT of the intro.
Anyone know how I can set the flag when gender is picked?

Quote:
Originally Posted by Zeffy View Post
There is no script for the intro, its programmed into the game and not scripted into the game.
Thats a shame =(. Where do I put the flags then?
  #8036    
Old March 19th, 2013 (09:36 AM).
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karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by TweenyTodd View Post
Apparantly, this offset is just the TEXT of the intro.
Anyone know how I can set the flag when gender is picked?



Thats a shame =(. Where do I put the flags then?
Put the flags in a map script in the players room. Map scripts which are set up properly will run right as soon as the player appears in his/her room for the very first time. In fact, one of them is what causes the player to face a certain direction.
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  #8037    
Old March 19th, 2013 (01:04 PM).
TweenyTodd
Quitting cuz i got a job
 
Join Date: Feb 2013
Location: NOYB
Nature: Sassy
Black screen after intro ends... This is REALLY getting on my nerves.
Spoiler:
'---------------
#org 0x168CAE
compare 0x4056 0x0
if 0x1 call 0x8168CBA
end

'---------------
#org 0x168CBA
sethealingplace 0x1
checkgender
compare 0x800D 0x1
if 0x1 goto 0x8800000
checkgender
compare 0x800D 0x0
if 0x1 goto 0x880002B
'---------------
#org 0x800000
setflag 0x800
end

'---------------
#org 0x80002B
setflag 0x801
return


Should I stick the script somewhere else? Hmm... I didn't add that return or that end after the setflags... Which one should it be?
  #8038    
Old March 19th, 2013 (01:39 PM).
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by TweenyTodd View Post
Black screen after intro ends... This is REALLY getting on my nerves.
Spoiler:
'---------------
#org 0x168CAE
compare 0x4056 0x0
if 0x1 call 0x8168CBA
end

'---------------
#org 0x168CBA
sethealingplace 0x1
checkgender
compare 0x800D 0x1
if 0x1 goto 0x8800000
checkgender
compare 0x800D 0x0
if 0x1 goto 0x880002B
'---------------
#org 0x800000
setflag 0x800
end

'---------------
#org 0x80002B
setflag 0x801
return


Should I stick the script somewhere else? Hmm... I didn't add that return or that end after the setflags... Which one should it be?
I'm going to clean this up:

Code:
 '---------------
#org @start
spriteface 0xFF 0x3
setvar 0x4056 0x1
checkgender
compare 0x800D 0x1
if 0x1 goto @girl
compare 0x800D 0x0
if 0x1 goto @boy
end

'---------------
#org @girl
setflag 0x800
end

'---------------
#org @boy
setflag 0x801
end
Now, compile this into your rom. Then, take the offset of @start and put it in the box for Script Offset 2: of map script number 1 in the player's bedroom. Don't change any other settings. Also, find the original script that was map script 0 and restore it to its original place and condition. You were trying to change the wrong one.
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  #8039    
Old March 19th, 2013 (01:43 PM).
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Reb0rn
Son of a Plunder
 
Join Date: Mar 2013
Location: Curacao
Age: 18
Gender: Male
Nature: Adamant
Code:
'---------------
#org 0x8005D5
msgbox 0x88005F5 MSG_YESNO '"Do you want to jump down?"
compare LASTRESULT 0x1
if 0x1 goto 0x8800894
compare LASTRESULT 0x0
if 0x0 goto 0x8800998
gotostd 0xFF
'---------------
#org 0x800894
msgbox 0x88008BE MSG_NORMAL '"[player]: Dear lord yes!"
applymovement MOVE_PLAYER 0x88008D3
waitmovement 0x0
fadescreen 0x1
sound 0xA
sound 0x25
sound 0xC0
fadescreen 0x0
release
end
'---------------
#org 0x800998
msgbox 0x8800A18 MSG_NORMAL '"[player]: No thank you."
applymovement MOVE_PLAYER 0x8800A2C
waitmovement 0x0
release
end
 
'---------
' Strings
'---------
#org 0x8005F5
= Do you want to jump down?
#org 0x8008BE
= [player]: Dear lord yes!
#org 0x800A18
= [player]: No thank you.
 
'-----------
' Movements
'-----------
#org 0x8008D3
#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 0xFE 'End of Movements
#org 0x800A2C
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
Why doesn't this work? All it does is freeze the character.
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  #8040    
Old March 19th, 2013 (01:50 PM).
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karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Reb0rn View Post
Code:
'---------------
#org 0x8005D5
msgbox 0x88005F5 MSG_YESNO '"Do you want to jump down?"
compare LASTRESULT 0x1
if 0x1 goto 0x8800894
compare LASTRESULT 0x0
if 0x0 goto 0x8800998
gotostd 0xFF
'---------------
#org 0x800894
msgbox 0x88008BE MSG_NORMAL '"[player]: Dear lord yes!"
applymovement MOVE_PLAYER 0x88008D3
waitmovement 0x0
fadescreen 0x1
sound 0xA
sound 0x25
sound 0xC0
fadescreen 0x0
release
end
'---------------
#org 0x800998
msgbox 0x8800A18 MSG_NORMAL '"[player]: No thank you."
applymovement MOVE_PLAYER 0x8800A2C
waitmovement 0x0
release
end
 
'---------
' Strings
'---------
#org 0x8005F5
= Do you want to jump down?
#org 0x8008BE
= [player]: Dear lord yes!
#org 0x800A18
= [player]: No thank you.
 
'-----------
' Movements
'-----------
#org 0x8008D3
#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 0xFE 'End of Movements
#org 0x800A2C
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
Why doesn't this work? All it does is freeze the character.
From what I can see, you aren't locking. Also, what are the circumstances of this script? Is it a map script, is it an NPC, or is it an s-tile? If it is an s-tile or map script, a screen shot of the settings in A-map would be very much appreciated.

Since I don't know what this is for, I have one question: you are asking the player to jump, why isn't he jumping?:p
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  #8041    
Old March 19th, 2013 (01:59 PM).
Reb0rn's Avatar
Reb0rn
Son of a Plunder
 
Join Date: Mar 2013
Location: Curacao
Age: 18
Gender: Male
Nature: Adamant
Quote:
Originally Posted by karatekid552 View Post
From what I can see, you aren't locking. Also, what are the circumstances of this script? Is it a map script, is it an NPC, or is it an s-tile? If it is an s-tile or map script, a screen shot of the settings in A-map would be very much appreciated.

Since I don't know what this is for, I have one question: you are asking the player to jump, why isn't he jumping?:p
It's a script tile, I haven't touched any of the settings( I haven't the slightest on what they do)
And he isn't jumping because I didn't know you could do that.
Also, that's the second instance of the script. Lemme get the first.
Code:
'---------------
#org 0x8005D5
lock
msgbox 0x88005F5 MSG_YESNO '"Do you want to jump down?"
compare LASTRESULT 0x1
if 0x1 goto 0x8800894
compare LASTRESULT 0x0
if 0x0 goto 0x8800998
gotostd 0xFF
'---------------
#org 0x800894
msgbox 0x88008BE MSG_NORMAL '"[player]: Dear lord yes!"
applymovement MOVE_PLAYER 0x88008D3
waitmovement 0x0
fadescreen 0x1
sound 0xA
sound 0x25
sound 0xC0
warpmuted 0x3 0x38 0x1 0x0 0x0
fadescreen 0x0
release
end
'---------------
#org 0x800998
msgbox 0x8800A18 MSG_NORMAL '"[player]: No thank you."
applymovement MOVE_PLAYER 0x8800A2C
waitmovement 0x0
release
end

'---------
' Strings
'---------
#org 0x8005F5
= Do you want to jump down?
#org 0x8008BE
= [player]: Dear lord yes!
#org 0x800A18
= [player]: No thank you.

'-----------
' Movements
'-----------
#org 0x8008D3
#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 0xFE 'End of Movements
#org 0x800A2C
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
See, I thought the locking in the beginning was screwing me over.
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  #8042    
Old March 19th, 2013 (02:09 PM).
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Reb0rn View Post
It's a script tile, I haven't touched any of the settings( I haven't the slightest on what they do)
And he isn't jumping because I didn't know you could do that.
Also, that's the second instance of the script. Lemme get the first.
Code:
'---------------
#org 0x8005D5
lock
msgbox 0x88005F5 MSG_YESNO '"Do you want to jump down?"
compare LASTRESULT 0x1
if 0x1 goto 0x8800894
compare LASTRESULT 0x0
if 0x0 goto 0x8800998
gotostd 0xFF
'---------------
#org 0x800894
msgbox 0x88008BE MSG_NORMAL '"[player]: Dear lord yes!"
applymovement MOVE_PLAYER 0x88008D3
waitmovement 0x0
fadescreen 0x1
sound 0xA
sound 0x25
sound 0xC0
warpmuted 0x3 0x38 0x1 0x0 0x0
fadescreen 0x0
release
end
'---------------
#org 0x800998
msgbox 0x8800A18 MSG_NORMAL '"[player]: No thank you."
applymovement MOVE_PLAYER 0x8800A2C
waitmovement 0x0
release
end

'---------
' Strings
'---------
#org 0x8005F5
= Do you want to jump down?
#org 0x8008BE
= [player]: Dear lord yes!
#org 0x800A18
= [player]: No thank you.

'-----------
' Movements
'-----------
#org 0x8008D3
#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 0xFE 'End of Movements
#org 0x800A2C
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
See, I thought the locking in the beginning was screwing me over.
And your problem lies in the settings of your tile. Script tiles require that the var in their A-map settings be over 4000 (preferably unused) and equal to the value in the box below it.

Also, there is a movement command for jump. Look through the scripting tuts for a list of movements.
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  #8043    
Old March 19th, 2013 (02:11 PM).
Reb0rn's Avatar
Reb0rn
Son of a Plunder
 
Join Date: Mar 2013
Location: Curacao
Age: 18
Gender: Male
Nature: Adamant
Quote:
Originally Posted by karatekid552 View Post
And your problem lies in the settings of your tile. Script tiles require that the var in their A-map settings be over 4000 (preferably unused) and equal to the value in the box below it.
And if I have three instances of the same script? Do they all get the same var?

Oh and which var? the var number or the var value?
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  #8044    
Old March 19th, 2013 (02:14 PM).
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Reb0rn View Post
And if I have three instances of the same script? Do they all get the same var?
The script will run when the var equals the value. So, it is your choice. Vars can be used more than once, but if you are playing with the values, then don't use them again. The best and safest vars are 4000-40FF unless you hack them:p.

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  #8045    
Old March 19th, 2013 (03:42 PM).
TBar
Unhatched Egg
 
Join Date: Jan 2013
Gender: Male
I cannot make the most simple script work. I compiled it and inserted it to a character, but when I interatct with the sprite, it makes the clicking sound and nothing happens.
The game does not freeze. The rom is clean.

Here is the script:
Spoiler:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
release
end

#org @string1
= Am I talking?

As you may have seen, it is exactly the script Spherical Ice posted, but with my own text.

Here is also the compiling log:
Spoiler:
eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\client\Bureau\Pokemon - Fire Red.gba...
Processing input script...
1 - DYNAMIC
> lDynamicStart = 0x800000
3 - ORG
> lNewOffset = 0x800000
4 - (0F) MSGBOX (native)
> pText = 0x8800009
5 - (6C) - RELEASE
6 - (02) - END
8 - ORG
> lNewOffset = 0x800009
9 - RAW TEXT
> sText = "Did you know?\nSkitty like the smell of flowers!"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @start
> lOffset = 0x800000
DYNAMIC_OFFSET 2
> sLabel = @string1
> lOffset = 0x800009
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0,357 seconds.
  #8046    
Old March 19th, 2013 (04:20 PM).
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by TBar View Post
I cannot make the most simple script work. I compiled it and inserted it to a character, but when I interatct with the sprite, it makes the clicking sound and nothing happens.
The game does not freeze. The rom is clean.

Here is the script:
Spoiler:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
release
end

#org @string1
= Am I talking?

As you may have seen, it is exactly the script Spherical Ice posted, but with my own text.

Here is also the compiling log:
Spoiler:
eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\client\Bureau\Pokemon - Fire Red.gba...
Processing input script...
1 - DYNAMIC
> lDynamicStart = 0x800000
3 - ORG
> lNewOffset = 0x800000
4 - (0F) MSGBOX (native)
> pText = 0x8800009
5 - (6C) - RELEASE
6 - (02) - END
8 - ORG
> lNewOffset = 0x800009
9 - RAW TEXT
> sText = "Did you know?\nSkitty like the smell of flowers!"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @start
> lOffset = 0x800000
DYNAMIC_OFFSET 2
> sLabel = @string1
> lOffset = 0x800009
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0,357 seconds.
When you attached it to a character, did the script offset box say this exactly: $800000 ?
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  #8047    
Old March 19th, 2013 (04:25 PM).
Renegade's Avatar
Renegade
Time for real life...
 
Join Date: Nov 2011
Location: United States
Gender: Male
Nature: Careful
Quote:
Originally Posted by TBar View Post
I cannot make the most simple script work. I compiled it and inserted it to a character, but when I interatct with the sprite, it makes the clicking sound and nothing happens.
The game does not freeze. The rom is clean.

Here is the script:
Spoiler:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
release
end

#org @string1
= Am I talking?

As you may have seen, it is exactly the script Spherical Ice posted, but with my own text.

Here is also the compiling log:
Spoiler:
eXtreme Script Editor v1.0.0
-------------------------------------
Opening output --> C:\Documents and Settings\client\Bureau\Pokemon - Fire Red.gba...
Processing input script...
1 - DYNAMIC
> lDynamicStart = 0x800000
3 - ORG
> lNewOffset = 0x800000
4 - (0F) MSGBOX (native)
> pText = 0x8800009
5 - (6C) - RELEASE
6 - (02) - END
8 - ORG
> lNewOffset = 0x800009
9 - RAW TEXT
> sText = "Did you know?\nSkitty like the smell of flowers!"
-------------------------------
DYNAMIC_OFFSET 1
> sLabel = @start
> lOffset = 0x800000
DYNAMIC_OFFSET 2
> sLabel = @string1
> lOffset = 0x800009
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0,357 seconds.
You are using "message @string1 0x2". Make sure you use "message @string1 0x6". 0x6 is a simple talking command and it never fails. You also need to add in a "lock" and a "faceplayer" command. So, your revised script should look something like this:

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @string1 0x6
release
end

#org @string1
= Am I talking?
  #8048    
Old March 19th, 2013 (04:47 PM). Edited March 19th, 2013 by karatekid552.
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Location: Do you really want to know? Really?
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Quote:
Originally Posted by CrystalStatic View Post
You are using "message @string1 0x2". Make sure you use "message @string1 0x6". 0x6 is a simple talking command and it never fails. You also need to add in a "lock" and a "faceplayer" command. So, your revised script should look something like this:

Code:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @string1 0x6
release
end

#org @string1
= Am I talking?
Actually, message @string1 0x2 will work just fine without lock and faceplayer, because that is what message type 0x02 does; it forces LASTTALKED to face you and locks. 0x06 is just a standard message box with nothing special. Though, you can still use lock & faceplayer with 0x02. I do just out of habit, but it isn't required:p.

Edit: here is what each msgbox type does:
[00] - Obtained item
[01] - Found Item
[02] - Standard (built in faceplayer and lock. Is released when the message disappears.)
[03] - Signpost
[04] - Does not close
[05] - Yes/No
[06] - Normal (nothing special)
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  #8049    
Old March 20th, 2013 (07:20 AM).
TheMightyShin's Avatar
TheMightyShin
 
Join Date: Mar 2013
Gender: Female
Yo, I'm having trouble with some flags. The basic set-up is that there's an NPC who won't fight you. However, once talking to a signpost event, talking to this NPC will trigger a battle. I'm doing this via a setflag, which only seems to work on the same map. I'm not sure if I'm doing something wrong, or if flags only apply to the same map. I'm using pksv if that means anything

Code:
#org 0x87408D6
'-----------------------------------
lock
faceplayer
msgbox 0x87408EB ' Howdy, youngster!\pD...
callstd MSG_LOCK ' Built-in lock command
checkflag 0x911
if true jump 0x87406E3 ' Flag is set
release
end

#org 0x87406E3
'-----------------------------------
trainerbattle 0x0 0x14F 0x0 0x8740703 0x874077D
msgbox 0x87407F6 ' FILLER FILLER FILLER...
callstd MSG_LOCK ' Built-in lock command
checkflag 0x912
if false jump 0x87406C9 ' Flag is unset
end

#org 0x87406C9
'-----------------------------------
checkflag 0x912
if true jump 0x87406E1 ' Flag is set
copyvarifnotzero 0x8000 SECRETKEY
copyvarifnotzero 0x8001 0x1
callstd MSG_OBTAIN ' Obtained the XXXXXX!
setflag 0x912
end

#org 0x87406E1
'-----------------------------------
end
  #8050    
Old March 20th, 2013 (08:10 AM).
TweenyTodd
Quitting cuz i got a job
 
Join Date: Feb 2013
Location: NOYB
Nature: Sassy
Quote:
Originally Posted by karatekid552 View Post
I'm going to clean this up:

Spoiler:
'---------------
#org @start
spriteface 0xFF 0x3
setvar 0x4056 0x1
checkgender
compare 0x800D 0x1
if 0x1 goto @girl
compare 0x800D 0x0
if 0x1 goto @boy
end

'---------------
#org @girl
setflag 0x800
end

'---------------
#org @boy
setflag 0x801
end


Now, compile this into your rom. Then, take the offset of @start and put it in the box for Script Offset 2: of map script number 1 in the player's bedroom. Don't change any other settings. Also, find the original script that was map script 0 and restore it to its original place and condition. You were trying to change the wrong one.
I've done exactly that and it STILL doesn't work. I used a clean ROM and re-placed all the characters, set up their flags, and put in the script. I made sure it was script 1 not script 0, and I made sure all the offscripts match. I don't understand whats wrong...
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