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  #8176    
Old May 10th, 2013 (03:50 PM).
Varion Bluefire's Avatar
Varion Bluefire
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Quote:
'---------------
#org 0x71BBEF
checkflag 0x828
if 0x1 goto 0x871BFAE
msgbox 0x871BC71 MSG_NORMAL '"Mazort: Ah! There you are.\nCome h..."
applymovement MOVE_PLAYER 0x871BED4
waitmovement 0x0
applymovement 0x8 0x871BEDD
waitmovement 0x0
msgbox 0x871BCA8 MSG_NORMAL '"[rival]: Woah!\nWhy are they here?..."
msgbox 0x871BCF3 MSG_NORMAL '"Mazort: Shush now child!\nYou're b..."
applymovement MOVE_PLAYER 0x871BEE2
applymovement 0x8 0x871BEE6
waitmovement 0x0
msgbox 0x871BD99 MSG_NORMAL '"[rival]: What?"
applymovement MOVE_PLAYER 0x871BEEA
applymovement 0x8 0x871BEED
waitmovement 0x0
applymovement 0x4 0x871BEF0
waitmovement 0x0
msgbox 0x871BDA5 MSG_NORMAL '"Mazort: You two can have a healthy..."
applymovement 0x4 0x871BEF3
waitmovement 0x0
msgbox 0x871BE01 0xC7 '"Mazort: Now then!\nOnto business.\..."
'---------------
#org 0x71BFAE
release
end


'---------
' Strings
'---------
#org 0x71BC71
= Mazort: Ah! There you are.\nCome here, why don't you?

#org 0x71BCA8
= [rival]: Woah!\nWhy are they here?\pI thought I was getting a Pokémon\lnot them.

#org 0x71BCF3
= Mazort: Shush now child!\nYou're both getting a Pokémon\lSince you both have the same goal.\pTo become a Champion.\nIt seems perfect that\lyou both want the same thing.

#org 0x71BD99
= [rival]: What?

#org 0x71BDA5
= Mazort: You two can have a healthy \nrivalry.\pHeh, that's how it was done\nback in the day.

#org 0x71BE01
= Mazort: Now then!\nOnto business.\l[player], on that table is three Pokéballs.\pIn each is one Pokémon, of a different type.\pGo ahead and pick one.\nBut pick carefully, each type has\lit's own weaknesses and advantages.


'-----------
' Movements
'-----------
#org 0x71BED4
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x71BEDD
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0x53 'Jump in Place (Facing Up)
#raw 0xFE 'End of Movements

#org 0x71BEE2
#raw 0x2 'Face Left
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEE6
#raw 0x3 'Face Right
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x71BEEA
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEED
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF0
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x71BEF3
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements
This is the de-compiled script.
I can't think why it would merge with another script?
I started this script from scratch, and used free space, rather than ones used by other things.
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  #8177    
Old May 10th, 2013 (04:11 PM).
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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The uncompiled one is the one which has dynamic offsets.
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  #8178    
Old May 11th, 2013 (07:02 AM).
JosefigGaming's Avatar
JosefigGaming
 
Join Date: May 2013
Location: Portugal
Age: 15
Gender: Male
So I go to notepad, make my script (as basic as it gets)

#org $title
lock
faceplayer
message $talk
$talk 1 = Hello.
release
end

i sabe it as .rbc, i compile it, click the blue book, select the rom.gba, copy the first thing's last 6 digits (everything but &H), burn it, close the pages, go to advanced map, and when i aplly the script to someone, whenever i talk to them in game, i get game breaking glitches
once, i kept using fly in front of the guy
then, he gave me a master ball and then ultra balls 'till forever, then i would get a pokenav call, that would break my game, but more frequently than not, i could hear the "a button sound", or the sound you hear when your talking to someone and hit a, and nothing happens, they dont stop, they dont turn, the dont do anything!
please help, this also happened to my friend, the exact same thing, but in the youtube tutorials they do it and they get it just fine
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  #8179    
Old May 11th, 2013 (07:06 AM).
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
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Quote originally posted by JosefigGaming:
So I go to notepad, make my script (as basic as it gets)

#org $title
lock
faceplayer
message $talk
$talk 1 = Hello.
release
end

i sabe it as .rbc, i compile it, click the blue book, select the rom.gba, copy the first thing's last 6 digits (everything but &H), burn it, close the pages, go to advanced map, and when i aplly the script to someone, whenever i talk to them in game, i get game breaking glitches
once, i kept using fly in front of the guy
then, he gave me a master ball and then ultra balls 'till forever, then i would get a pokenav call, that would break my game, but more frequently than not, i could hear the "a button sound", or the sound you hear when your talking to someone and hit a, and nothing happens, they dont stop, they dont turn, the dont do anything!
please help, this also happened to my friend, the exact same thing, but in the youtube tutorials they do it and they get it just fine
You're using hacking software from circa 2006, no wonder it's glitchy.

Use XSE 1.1.1, there's a mega-huge tutorial on it here, you can't go wrong.

In XSE's coding syntax, your script would now look like this:

Code:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
end

#org @string1
= Hello.
Then, all you do is hit the blue gears in XSE's toolbar, then click Copy on the window that pops up and paste that offset into where you put the offset before in Advance Map. It should work perfectly!
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  #8180    
Old May 11th, 2013 (07:29 AM).
JosefigGaming's Avatar
JosefigGaming
 
Join Date: May 2013
Location: Portugal
Age: 15
Gender: Male
Quote originally posted by Spherical Ice:
You're using hacking software from circa 2006, no wonder it's glitchy.

Use , there's a mega-huge tutorial on it here, you can't go wrong[/url].

In XSE's coding syntax, your script would now look like this:

Code:
#dynamic 0x800000

#org @start
msgbox @string1 0x2
end

#org @string1
= Hello.
Then, all you do is hit the blue gears in XSE's toolbar, then click Copy on the window that pops up and paste that offset into where you put the offset before in Advance Map. It should work perfectly!


thanks (i already had xse doe...)
i just dont understand in the tutorial whats the fsf code
can you please help me?
  #8181    
Old May 11th, 2013 (09:31 AM).
Spherical Ice's Avatar
Spherical Ice
 
Join Date: Nov 2007
Location: UK
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FSF? That stands for Free Space Finder, but you won't need to bother with that.

When you being a script, just use this:

Code:
#dynamic 0x800000
XSE will automatically find the right thing for you to copy and paste onto the different events :D
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  #8182    
Old May 11th, 2013 (12:12 PM). Edited May 11th, 2013 by xYggdrasill.
xYggdrasill
Unhatched Egg
 
Join Date: May 2013
Gender: Male
Does anyone know how to make a sprite invisible and become visible once I step on a tile with the green "S"?
I can keep the char invisible/hidden with hidesprite and flag in the end. But I want him to be hidden to begin with.

Right now my code looks like this:
What I basically want is kinda like the Professor Oak script in Pallet Town. You dont see him on the map. When you step a tile. He comes up. But instead that you follow him, I just want the (in my case) teacher you to give the National Dex and then walks off the screen and then let it hidesprite.
But the character is visible to begin with.

Can any of ya help me out? (:
Many thanks in advance.

Code:
#dynamic 0x81DFD2

#org @start
checkflag 0x1213
if 0x1 goto @updatedex
msgbox @talk1 0x6
applymovement 0xFF @1stepleft
waitmovement 0xFF
release
end

#org @updatedex
checkflag 0x1214
if 0x1 goto @nothing
msgbox @wait 0x6
applymovement 0xFF @lookleft
waitmovement 0xFF
showsprite 0x19
applymovement 0x19 @come
waitmovement 0x19
lock
faceplayer
msgbox @upgrade 0x6
applymovement 0x19 @go
waitmovement 0x19
hidesprite 0x19
special 0x16F
setflag 0x10A
fanfare 0x105
msgbox @gotdex 0x4
waitfanfare
setvar 0x6001 0x0
setflag 0x1214
release
end

#org @lookleft
#raw 0x2
#raw 0xFE


#org @go
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0xFE

#org @come
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE


#org @1stepleft
#raw 0x12
#raw 0xFE

#org @gotdex
= \v\h01 has the newest software\ninstalled on the POKEDEX.\pIt now became the:\nNATIONAL POKEDEX.

#org @upgrade
= [darknavyblue_fr]Oh thank god, you're still here.\nI noticed that the POKEDEXes I\lhanded out are not included with\lthe most recent software.\pPlease gimme your Dex for a sec.\p(Mr. Stonemountains plugged\nsomething in the Pokedex. The\llights are flickering)\pAlright \v\h01. Now you have the\nlatest software on your dex. This\lis also known as the NATIONAL DEX.\pThis will register the current 386\nPokemon that are available around\lhere.\pNow I am sounding like it's easy,\nbut some are never seen or never\lseen again.\pGood luck on collecting your data.\nI'm going back to the Academy.\lI've gotta do my usual work again.\pSee ya, \v\h01. :)

#org @wait
= [darknavyblue_fr] \v\h01! Wait!

#org @talk1
= I should go to the Cicero Academy\nand make my exams.

#org @nothing
release
end
  #8183    
Old May 11th, 2013 (08:57 PM).
Elaitenstile's Avatar
Elaitenstile
I am legend
 
Join Date: Feb 2013
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There are many ways to accomplish this. The most common being setting the People ID flag prior to the script somewhere; most usually in the player's room.

Other than that there is a more reliable header script that can be set on the map.

Also, you can place the person's ow in the corner of the map where he can't be seen, and in the script movesprite him to the position you want.

And there is also a create virtualsprite script, but he should immediately disappear after the script.

Try one of these, but I recommend the movesprite method because that one is very simple.
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  #8184    
Old May 11th, 2013 (09:26 PM).
Shadowraze's Avatar
Shadowraze
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Join Date: Apr 2013
Location: Philippines
Age: 15
Gender: Male
Nature: Adamant
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Quote originally posted by xYggdrasill:
Does anyone know how to make a sprite invisible and become visible once I step on a tile with the green "S"?
I can keep the char invisible/hidden with hidesprite and flag in the end. But I want him to be hidden to begin with.

Right now my code looks like this:
What I basically want is kinda like the Professor Oak script in Pallet Town. You dont see him on the map. When you step a tile. He comes up. But instead that you follow him, I just want the (in my case) teacher you to give the National Dex and then walks off the screen and then let it hidesprite.
But the character is visible to begin with.

Can any of ya help me out? (:
Many thanks in advance.

Code:
#dynamic 0x81DFD2

#org @start
checkflag 0x1213
if 0x1 goto @updatedex
msgbox @talk1 0x6
applymovement 0xFF @1stepleft
waitmovement 0xFF
release
end

#org @updatedex
checkflag 0x1214
if 0x1 goto @nothing
msgbox @wait 0x6
applymovement 0xFF @lookleft
waitmovement 0xFF
showsprite 0x19
applymovement 0x19 @come
waitmovement 0x19
lock
faceplayer
msgbox @upgrade 0x6
applymovement 0x19 @go
waitmovement 0x19
hidesprite 0x19
special 0x16F
setflag 0x10A
fanfare 0x105
msgbox @gotdex 0x4
waitfanfare
setvar 0x6001 0x0
setflag 0x1214
release
end

#org @lookleft
#raw 0x2
#raw 0xFE


#org @go
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x11
#raw 0x12
#raw 0xFE

#org @come
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE


#org @1stepleft
#raw 0x12
#raw 0xFE

#org @gotdex
= \v\h01 has the newest software\ninstalled on the POKEDEX.\pIt now became the:\nNATIONAL POKEDEX.

#org @upgrade
= [darknavyblue_fr]Oh thank god, you're still here.\nI noticed that the POKEDEXes I\lhanded out are not included with\lthe most recent software.\pPlease gimme your Dex for a sec.\p(Mr. Stonemountains plugged\nsomething in the Pokedex. The\llights are flickering)\pAlright \v\h01. Now you have the\nlatest software on your dex. This\lis also known as the NATIONAL DEX.\pThis will register the current 386\nPokemon that are available around\lhere.\pNow I am sounding like it's easy,\nbut some are never seen or never\lseen again.\pGood luck on collecting your data.\nI'm going back to the Academy.\lI've gotta do my usual work again.\pSee ya, \v\h01. :)

#org @wait
= [darknavyblue_fr] \v\h01! Wait!

#org @talk1
= I should go to the Cicero Academy\nand make my exams.

#org @nothing
release
end
That is because that prof.oak uses a flag that has already been set. If that happens an ow that has that flag will become invisible/vanish. Just use a flag that has been already set and to make him appear do a clearflag command and a showsprite command and just set and hide it back when you're done.
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  #8185    
Old May 11th, 2013 (11:02 PM).
horcruxrocks's Avatar
horcruxrocks
Pokemon Lover
 
Join Date: May 2012
Gender: Male
Nature: Brave
Hey how to write a map script?
For ex - Littleroot Town
WE come out of truck and that stuff starts
I opened advanced map - Emerald - LITTLEROOT TOWN
There i clicked on header tab and opened its map script.
Its bit tough so can anyone explain by making a map script.

Thank you

-Horcrux
  #8186    
Old May 11th, 2013 (11:31 PM).
ep!c
Banned
 
Join Date: Mar 2013
Gender: Male
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1. Make a new Map-Script with type "02"
2. Insert where "Flag" is written a var like "5000"
3. Let the value 0000
4. Open XSE or whatever
5. Start the script with

#dynamic 0xoffset
#org @start
SETVAR 0x5000 0x1 (If you have 4900 as flag for example, you must write setvar 0x4900 0x1

6. Now you can freely design your script with applymovements etc..

BTW, if you have 0000 as value, ALWAYS make a setvar 0xflag 0x1


  #8187    
Old May 12th, 2013 (12:25 AM).
JosefigGaming's Avatar
JosefigGaming
 
Join Date: May 2013
Location: Portugal
Age: 15
Gender: Male
Quote originally posted by Spherical Ice:
FSF? That stands for Free Space Finder, but you won't need to bother with that.

When you being a script, just use this:

Code:
#dynamic 0x800000
XSE will automatically find the right thing for you to copy and paste onto the different events :D
yeah, i still cant do anything, do you know any good youtube tutorial?
if so i would be much appreciated
  #8188    
Old May 12th, 2013 (06:07 AM).
Limit2702
 
Join Date: May 2013
Gender: Male
First of all hello im currently hacking firered . Utnil now i could solve any problem i had by looking into this sites tutorials.
I searched everywhere but i couldn't find a solution.

The basic idea is that once you enter your houses living room your mom comes to you and gives you the running shoes. Everything works fine except for the running shoes.
If i leave the house and press b the hero doesnt start sprinting

Here's the script and thanks in advance to anybody who helps me out .

Spoiler:
#dynamic 0x800000
#org @main
checkflag 0x82F
if b_true goto @done
lock
applymovement 0x1 @go
waitmovement 0x0
msgbox @text 0x6
fanfare 0x13E
waitfanfare
applymovement 0x1 @sit
waitmovement 0x0
setflag 0x82F
release
end

#org @done
release
end

#org @go
#raw 0x30
#raw 0x62
#raw 0x0D
#raw 0x0D
#raw 0x30
#raw 0xFE

#org @sit
#raw 0x0C
#raw 0x0C
#raw 0xFE

#org @text
= Oh! Hello [player], Prof. Oak \nwanted to see you. \pI didn't want to wake you up, \nso I told him you'll stop by later. \pAnd put on your shoes. \p[player] received the RUNNING SHOES
  #8189    
Old May 12th, 2013 (06:13 AM).
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
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Quote originally posted by Limit2702:
First of all hello im currently hacking firered . Utnil now i could solve any problem i had by looking into this sites tutorials.
I searched everywhere but i couldn't find a solution.

The basic idea is that once you enter your houses living room your mom comes to you and gives you the running shoes. Everything works fine except for the running shoes.
If i leave the house and press b the hero doesnt start sprinting

Here's the script and thanks in advance for anybody who helps me out .

Spoiler:
#dynamic 0x800000
#org @main
checkflag 0x82F
if b_true goto @done
lock
applymovement 0x1 @go
waitmovement 0x0
msgbox @text 0x6
fanfare 0x13E
waitfanfare
applymovement 0x1 @sit
waitmovement 0x0
setflag 0x82F
release
end

#org @done
release
end

#org @go
#raw 0x30
#raw 0x62
#raw 0x0D
#raw 0x0D
#raw 0x30
#raw 0xFE

#org @sit
#raw 0x0C
#raw 0x0C
#raw 0xFE

#org @text
= Oh! Hello [player], Prof. Oak \nwanted to see you. \pI didn't want to wake you up, \nso I told him you'll stop by later. \pAnd put on your shoes. \p[player] received the RUNNING SHOES
I didn't even need to look at your script. I have found in past experience that for some reason, you can't change when the running shoes are given to you or ot causes them not to work until reaching a certain city. Don't ask why, I don't know. However, I did find that this can be fixed by applying the knowlege found in HackMew's Running Shoes Indoors. This should fix it for you.
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  #8190    
Old May 12th, 2013 (08:05 AM).
xYggdrasill
Unhatched Egg
 
Join Date: May 2013
Gender: Male
@Shadowraze and Hoenn

Thanks alot, the script seems to be working perfectly now, as I wished
Thank you very much (:
  #8191    
Old May 12th, 2013 (10:37 AM).
Limit2702
 
Join Date: May 2013
Gender: Male
Quote originally posted by karatekid552:
I didn't even need to look at your script. I have found in past experience that for some reason, you can't change when the running shoes are given to you or ot causes them not to work until reaching a certain city. Don't ask why, I don't know. However, I did find that this can be fixed by applying the knowlege found in HackMew's Running Shoes Indoors. This should fix it for you.
Thank you very much it worked.
  #8192    
Old May 12th, 2013 (06:33 PM).
Golden Warrior's Avatar
Golden Warrior
Pokemon Professor
 
Join Date: May 2011
Location: Hoenn
Age: 16
Gender: Male
Nature: Adamant
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Ooookay. This happened. I had set a maptile script according to a tutorial and changed the FFFF to 0 and all that and the events worked fine, in an infinite loop...

Spoiler:
'---------------
#org 0x800210
msgbox 0x8800275 MSG_NORMAL '"???: You're finally here!"
applymovement 0x2 0x8800259
waitmovement 0x0
pause 0x30
msgbox 0x8800291 MSG_NORMAL '"Jack: Hey [player]! I was starting..."
applymovement 0x2 0x8800267
applymovement MOVE_PLAYER 0x8800267
waitmovement 0x0
pause 0x30
msgbox 0x8800340 MSG_NORMAL '"Jack: Here it is. I had it made\nr..."
applymovement MOVE_PLAYER 0x8800272
pause 0x30
release
end


'---------
' Strings
'---------
#org 0x800275
= ???: You're finally here!

#org 0x800291
= Jack: Hey [player]! I was starting to\nget worried that you didn't get\lon the boat at all.\pAnyway, now that you're here,\nlet me show you where you'll be\lliving for the time being.

#org 0x800340
= Jack: Here it is. I had it made\nrecently so you should take a look\linside.\pGet comfortable with the place and\nthen you can come see me at my lab\lin Comet City.


'-----------
' Movements
'-----------
#org 0x800259
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x800267
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x800272
#raw 0x6 'Step Left (Slow)
#raw 0xFE 'End of Movements


There's the script. Anyone know why it's going in a loop like this?
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  #8193    
Old May 12th, 2013 (08:35 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 Golden Warrior:
Ooookay. This happened. I had set a maptile script according to a tutorial and changed the FFFF to 0 and all that and the events worked fine, in an infinite loop...

Spoiler:
'---------------
#org 0x800210
msgbox 0x8800275 MSG_NORMAL '"???: You're finally here!"
applymovement 0x2 0x8800259
waitmovement 0x0
pause 0x30
msgbox 0x8800291 MSG_NORMAL '"Jack: Hey [player]! I was starting..."
applymovement 0x2 0x8800267
applymovement MOVE_PLAYER 0x8800267
waitmovement 0x0
pause 0x30
msgbox 0x8800340 MSG_NORMAL '"Jack: Here it is. I had it made\nr..."
applymovement MOVE_PLAYER 0x8800272
pause 0x30
release
end


'---------
' Strings
'---------
#org 0x800275
= ???: You're finally here!

#org 0x800291
= Jack: Hey [player]! I was starting to\nget worried that you didn't get\lon the boat at all.\pAnyway, now that you're here,\nlet me show you where you'll be\lliving for the time being.

#org 0x800340
= Jack: Here it is. I had it made\nrecently so you should take a look\linside.\pGet comfortable with the place and\nthen you can come see me at my lab\lin Comet City.


'-----------
' Movements
'-----------
#org 0x800259
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0xB 'Step Right (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0x8 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x800267
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x9 'Step Up (Normal)
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x800272
#raw 0x6 'Step Left (Slow)
#raw 0xFE 'End of Movements


There's the script. Anyone know why it's going in a loop like this?
Sounds like the script is loaded from a part of the script header that is accessable all the time when the player is on the map. So everytime the script ends, the script is interpreted again (after an extremely short delay), so it looks like it's going on in infinite loop while in fact, the game just knows that it should interpret this script data again since it's loaded with that part of the script header.

To fix things up, try switching the value that determines the "type" of this script, so that is loaded only when the map is entered.

The following is unlikely but I see it being possible too;
If what I just said doesn't fix the problem, that script may need some command that breaks loop in the end of the script. This would be a normal "while...break" case in programming but the game makers probably didn't program the game to require anything like this.
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  #8194    
Old May 13th, 2013 (02:20 AM).
Aethestode's Avatar
Aethestode
Hacker
 
Join Date: Jan 2008
Location: Australia
Gender: Male
Nature: Serious
Hello, I need help with hacking FireRed.

I want to know how to hack Pokemon Evolution. I know there are some programs that allows you to do it, but they are limited to what already existed in [COLOR=blue !important][COLOR=blue ! important]the [COLOR=blue ! important]game[/COLOR][/COLOR][/COLOR]. I want to create different type of evolution, e.g.

- Mutation
- Fusion
- Location Evolution

Furthermore, is there a way to create more evolution items? I want to evolve pokemon like Poliwhirl to politoad by just giving it a King's rock, but it doesn't work. Thank you.

My next question is, are there a way to temporarily change the sprite of the main protagonist? In my game, I want the main character to dress up as team rocket, but I got no idea how I can do it. Thank you.

If someone can send me a link to a guide would be much appreciated.
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  #8195    
Old May 13th, 2013 (02:28 AM).
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote originally posted by rockmanmegaman:
Hello, I need help with hacking FireRed.

I want to know how to hack Pokemon Evolution. I know there are some programs that allows you to do it, but they are limited to what already existed in [COLOR=blue !important][COLOR=blue ! important]the [COLOR=blue ! important]game[/COLOR][/COLOR][/COLOR]. I want to create different type of evolution, e.g.

- Mutation
- Fusion
- Location Evolution

Furthermore, is there a way to create more evolution items? I want to evolve pokemon like Poliwhirl to politoad by just giving it a King's rock, but it doesn't work. Thank you.

My next question is, are there a way to temporarily change the sprite of the main protagonist? In my game, I want the main character to dress up as team rocket, but I got no idea how I can do it. Thank you.

If someone can send me a link to a guide would be much appreciated.
There is a tutorial (that I wrote) about making new evolution stones in the tutorials section.

New types of evolution; it's possible but will require ASM.

This is a feature of JPAN's Hacked Engine for FireRed. It is called "runtime character customization".
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  #8196    
Old May 13th, 2013 (02:47 AM).
horcruxrocks's Avatar
horcruxrocks
Pokemon Lover
 
Join Date: May 2012
Gender: Male
Nature: Brave
Hey read this script
Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x01
if 0x1 goto @done
msgbox @talk1 0x6
giveitem 0xD 0x1 0x6
setflag 0x01
release
end

#org @done
lock
faceplayer
msgbox @talk2 0x6
release
end

#org @talk1
= Hey I am going to give you something.

#org @talk2
= If you need more buy from\nPokemarts

When i go to the person and talk to him.
The first msgbox text comes.But then the item is not given and the 2nd msgbox directly comes when i go and talk to him next time.
Whats wrong?

-Horcrux
  #8197    
Old May 13th, 2013 (02:56 AM).
Golden Warrior's Avatar
Golden Warrior
Pokemon Professor
 
Join Date: May 2011
Location: Hoenn
Age: 16
Gender: Male
Nature: Adamant
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Quote originally posted by miksy91:
To fix things up, try switching the value that determines the "type" of this script, so that is loaded only when the map is entered.
I tried doing this, now all I get is a black screen...

Quote originally posted by miksy91:
If what I just said doesn't fix the problem, that script may need some command that breaks loop in the end of the script. This would be a normal "while...break" case in programming but the game makers probably didn't program the game to require anything like this.
How would I do this?
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  #8198    
Old May 13th, 2013 (03:24 AM).
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
Community Supporter
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Quote originally posted by horcruxrocks:
Hey read this script
Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x01
if 0x1 goto @done
msgbox @talk1 0x6
giveitem 0xD 0x1 0x6
setflag 0x01
release
end

#org @done
lock
faceplayer
msgbox @talk2 0x6
release
end

#org @talk1
= Hey I am going to give you something.

#org @talk2
= If you need more buy from\nPokemarts

When i go to the person and talk to him.
The first msgbox text comes.But then the item is not given and the 2nd msgbox directly comes when i go and talk to him next time.
Whats wrong?

-Horcrux
Use different flag. Flags under 200 are most likely used in game.
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  #8199    
Old May 13th, 2013 (03:52 PM).
thetripplenine's Avatar
thetripplenine
999
 
Join Date: Jan 2013
Location: California
Age: 17
Gender: Male
Nature: Bold
So, i'm having trouble doing a trainerbattle and then having the person disappear after walking away, but he keeps returning

My script is:
Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x220
if 0x0 goto @done
checkflag 0x220
if 0x1 goto @ok
setflag 0x220
release
end

#org @ok
release
end

#org @done
applymovement 0x0 @turn
waitmovement 0x0
msgbox @1 0x6
msgbox @2 0x6
trainerbattle 0x0 0x001 0x0 @go @end
applymovement 0x0 @move
waitmovement 0x0
release
end

#org @turn
#raw 0x56
#raw 0x00
#raw 0xFE

#org @move
#raw 0x18
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0xFE

Not going to show the messages
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  #8200    
Old May 13th, 2013 (04:27 PM).
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
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Quote originally posted by thetripplenine:
So, i'm having trouble doing a trainerbattle and then having the person disappear after walking away, but he keeps returning

My script is:
Spoiler:
#dynamic 0x9C0000

#org @start
checkflag 0x220
if 0x0 goto @done
checkflag 0x220
if 0x1 goto @ok
setflag 0x220
release
end

#org @ok
release
end

#org @done
applymovement 0x0 @turn
waitmovement 0x0
msgbox @1 0x6
msgbox @2 0x6
trainerbattle 0x0 0x001 0x0 @go @end
applymovement 0x0 @move
waitmovement 0x0
release
end

#org @turn
#raw 0x56
#raw 0x00
#raw 0xFE

#org @move
#raw 0x18
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0x18
#raw 0xFE

Not going to show the messages
You need to set the flag in his person ID and the do a hidesprite command after he walks away. That should do the trick.
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