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  #1401    
Old June 15th, 2009, 10:26 PM
muzzyguy's Avatar
muzzyguy
When disaster strikes!
 
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Spoiler:

#dynamic 0x80005b
#org @start
checkflag 0x829
if 0x0 goto @pokedex
release
end
#org @pokedex
applymovement 0x6 @move
waitmovement 0x0
msgbox @poo 0x6
fanfare 0x13E
msgbox @dex 0x4
waitfanfare
closeonkeypress
msgbox @noway 0x6
setflag 0x829
release
end
#org @move
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE
#org @poo
= Proffeser willow forgot to give you this.
#org @dex
= [Player] recieved a Pokedex!
#org @noway
= A pokedex can record all sorts of data about pokemon.


When i complile this and i stand on th script sqare nothing happens it just freezes but the music keeps playing like im frozen but everone else isn't the guy doesn't walk up to me a give me it why!!!!

Last edited by muzzyguy; June 15th, 2009 at 10:53 PM.
  #1402    
Old June 15th, 2009, 10:44 PM
[BlackEyedHacker]
Newb
 
Join Date: Sep 2008
Location: New Zealand
Gender: Male
Nature: Hasty
Quote:
Originally Posted by muzzyguy View Post
Spoiler:

#dynamic 0x80005b
#org @start
checkflag 0x829
if 0x0 goto @pokedex
release
end
#org @pokedex
applymovement 0x80005b @move
waitmovement 0x0
msgbox @poo 0x6
fanfare 0x13E
msgbox @dex 0x4
waitfanfare
closeonkeypress
msgbox @noway 0x6
setflag 0x829
release
end
#org @move
#raw 0x
#raw 0xFE
#org @poo
= Proffeser willow forgot to give you this.
#org @dex
= [Player] recieved a Pokedex!
#org @noway
= A pokedex can record all sorts of data about pokemon.


my question kinda got buried how do i add mvement and what point of the screen does the person come in
Okay, Applymovement is best explained in Diego's XSE's TuT, at least in my opinion.

Applymovement has 2 parameters: Person ID & Pointer.
You have 2 pointers.
The person ID is found in Advanced MAP. If their ID is 2. Then 0x2.

And as far as making movements check his guide for the list of them.

And when the sprite appears depends on the sprite you're using (A person event) and if it's hidden/show commands.

Try reading all of Diego's Tutorial (not so much 3 until you have a firm grasp on most of the two first parts).

Hope this helps.

Here is some of Diego's TuT:
Spoiler:

Applymovement


Code:
#dynamic 0x800000

#org @start
checkflag 0x828
if 0x1 goto @done
msgbox @1 0x6
applymovement 0x04 @move
waitmovement 0x0
applymovement 0xFF @move2
pause 0x30
msgbox @2 0x6
playsong 0x13E 0x0
applymovement 0x04 @move3
applymovement 0xFF @move3
waitmovement 0x0
fadesong 0x12C
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move2
#raw 0x03
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE
#org @1
= Waaaiiiitttt!!!
#org @2

= You can't go out there\nwithout your own Pokemon.\pWild Pokemon will hurt you.
What's new here? Applymovement, waitmovement, pause, playsong and fadesong. I guess I'll explain them all in that order.
Applymovement is a very useful command that allows to show an overworld walking or running depending on what we want.
When we use applymovement, it has to be followed by a People Number, which is found here:

DELETE EVENT
PERSON ID <===
(sorry there is a pic here but I cannot post links)-Preyas

It also needs a pointer to where our movements are. An overworld with a people number of "4" seems normal, doesn't it? But what about one with 0xFF (255). There's almost never 255 overworlds on one map. 0xFF is the “hero's” people number.
__________________


Epic-Nerd-Fail
Spoiler:
Quote:
Originally Posted by Number Prince View Post
And Dark Prince, remember to ignore this guy. He's no good, doesn't have an avatar.
Spoiler:
Related Note, I understand, we're all nerds, honestly. But this kid, took to failure.
Spoiler:
This also means I cannot have an avatar in the future just so I can stick to my guns. Oh lordy internet! Why must you be so harsh?!

Last edited by [BlackEyedHacker]; June 15th, 2009 at 10:51 PM.
  #1403    
Old June 15th, 2009, 10:54 PM
muzzyguy's Avatar
muzzyguy
When disaster strikes!
 
Join Date: May 2009
ive already read it and can you fix my script up


Spoiler:
#dynamic 0x80005b
#org @start
checkflag 0x829
if 0x0 goto @pokedex
release
end
#org @pokedex
applymovement 0x6 @move
waitmovement 0x0
msgbox @poo 0x6
fanfare 0x13E
msgbox @dex 0x4
waitfanfare
closeonkeypress
msgbox @noway 0x6
setflag 0x829
release
end
#org @move
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0x1E
#raw 0xFE
#org @poo
= Proffeser willow forgot to give you this.
#org @dex
= [Player] recieved a Pokedex!
#org @noway
= A pokedex can record all sorts of data about pokemon.
  #1404    
Old June 15th, 2009, 10:59 PM
[BlackEyedHacker]
Newb
 
Join Date: Sep 2008
Location: New Zealand
Gender: Male
Nature: Hasty
Quote:
Originally Posted by muzzyguy View Post
i sorted that out i have a new problem its on my post i edited

Lol, I am having the same problem brother.

When I find out I'll tell you.

I know the problem lies in setting the variable in Advanced Map and in XSE. Var Number/Value.

Keep toying with it. Until then I am hoping HackMew Learns me or Platinum.

I'll PM you when I find out.
__________________


Epic-Nerd-Fail
Spoiler:
Quote:
Originally Posted by Number Prince View Post
And Dark Prince, remember to ignore this guy. He's no good, doesn't have an avatar.
Spoiler:
Related Note, I understand, we're all nerds, honestly. But this kid, took to failure.
Spoiler:
This also means I cannot have an avatar in the future just so I can stick to my guns. Oh lordy internet! Why must you be so harsh?!
  #1405    
Old June 15th, 2009, 11:04 PM
muzzyguy's Avatar
muzzyguy
When disaster strikes!
 
Join Date: May 2009
well i was told to copy the top offset when you compile the script and put that in the script offset.... didnt work
  #1406    
Old June 16th, 2009, 05:41 AM
HackChu's Avatar
HackChu
I need a haircut...
Community Supporter Tier 1
 
Join Date: Jan 2007
Location: Bankrupt Amerika
Age: 21
Gender: Male
Nature: Modest
no silly look,that script that was given goes like this setvar 0x5000 and under that command put goto @(SCRIPT)take out the @start and post it at the top under the dynamic.like this #dynamic offset #org @start setvar 0x5000 0x0 goto @script make sure @script replaces the @start at the script with the dex.than after the setflag part put setvar 0x5000 0x0.compile and make sure the 5000 goes in the var box in amap.lm on psp..
__________________
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http://www.pokecommunity.com/showthread.php?t=183001

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Name: Ethan

Black FC: 2666 1354 4379
Name: Ashton

White 2 FC: 1120 8065 3049
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Name: tysonrss
  #1407    
Old June 16th, 2009, 09:39 AM
derrick 313
Beginning Trainer
 
Join Date: May 2009
HOW DO i make a shiny battle like red garydos in shiny gold because in my hack i want to make a shiny lugia battle?
  #1408    
Old June 16th, 2009, 09:56 AM
muzzyguy's Avatar
muzzyguy
When disaster strikes!
 
Join Date: May 2009
well whats the script of a legendary battle like ho-oh
  #1409    
Old June 16th, 2009, 10:27 AM
ckret2's Avatar
ckret2
usually pronounced "secret 2"
 
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Quote:
Originally Posted by muzzyguy View Post
well whats the script of a legendary battle like ho-oh
Funny you should ask, I've been researching legendary battle scripts the past couple of days. This one is the legendary battle script for Zapdos, but it's nearly identical to the one for Ho-Oh (and all the others; even Snorlax's is similar), so hopefully this'll meet your purposes:

Spoiler:
#org 0x1637B8
special 0x187
compare 0x800D 0x2
if 0x1 goto 0x81A7AE0
special 0x188
lock
faceplayer
setwildbattle 0x91 0x32 0x0
checksound
cry 0x91 0x2
preparemsg 0x81A6448
waitmsg
waitcry
pause 0xA
playsong 0x156 0x0
waitkeypress
setflag 0x807
special 0x138
waitstate
clearflag 0x807
special2 0x800D 0xB4
compare 0x800D 0x1
if 0x1 goto 0x816381B
compare 0x800D 0x4
if 0x1 goto 0x8163824
compare 0x800D 0x5
if 0x1 goto 0x8163824
setflag 0x2BF
release
end

#org 0x1A7AE0
release
end

#org 0x16381B
setflag 0x2BF
goto 0x81A922D

#org 0x163824
setvar 0x8004 0x91
goto 0x81A9236

#org 0x1A922D
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
release
end

#org 0x1A9236
fadescreen 0x1
hidesprite 0x800F
fadescreen 0x0
bufferpokemon 0x0 0x8004
msgbox 0x81A63C4 0x4
release
end

#org 0x1A6448
= Gyaoo!

#org 0x1A63C4
= The [buffer1] flew away!


And if you don't get what it all means, I'm not the person to ask for help; I've been trying to decode the behavior of the specials and special2s for a couple days now and don't entirely get them myself yet.
__________________

This one is my hack.


This one is the hack I part-time map for.

I got an Illumise?
Pretty awesome.
Glad I grabbed an egg I didn't recognize.
  #1410    
Old June 16th, 2009, 10:49 AM
muzzyguy's Avatar
muzzyguy
When disaster strikes!
 
Join Date: May 2009
so where can i get the ho-oh one

i need one for entei raukou and suicune aswell
  #1411    
Old June 16th, 2009, 10:54 AM
Magic's Avatar
Magic
 
Join Date: Jan 2009
Location: UK
Age: 23
Gender: Male
@muzzyguy

On the line

"setwildbattle 0x91 0x32 0x0"

0x91 is the Hex number for Zapdos, change it to the Hex number of the Pokemon you want.

E.G. Ho-Oh = 250. 250 in Hex is FA

So the wild battle line would look like:
setwildbattle 0xFA 0x32 0x0

(The second number, 0x32, is the Level converted into hex. 0x32 = Level 50. The final number is for items. If you wanted Ho-Oh to hold a sacred ash then you would change 0x0 to 0x2D)
__________________

Sunkern, the Seed Pokémon.

It may drop out of the sky suddenly. If attacked by a Spearow, it will violently shake its leaves.

Last edited by Magic; June 16th, 2009 at 11:00 AM. Reason: Including more information.
  #1412    
Old June 16th, 2009, 10:54 AM
RaycrowX's Avatar
RaycrowX
Beginning ROM Hacker
 
Join Date: Apr 2009
Location: Jenison, MI
Gender:
Quote:
Originally Posted by Xatoku View Post
Is there a kind of "chance" script so that only sometimes the script will occur. For example say you wanted a sprite to show up at random times you step over the script tile, would it be possible?
Maybe something like this?
Spoiler:
#dynamic 0x800000

#org @start
random 1
compare LASTRESULT 1
if B_== goto @choice1
'This is choice0
end

#org @choice1
'This is choice1
end

The syntax for random is random [xxxx] where [xxxx] is the highest possible value with possible numbers starting at zero. The result is stored in LASTRESULT.
  #1413    
Old June 16th, 2009, 10:59 AM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
Nature: Jolly
Some one please tell me hot to correctly make and insert a level script into a rom. I have tried several times to put it in, and it works until the end, where it the script ends with random symbold with continously pop up.

So can somebody tell me a step by step explanation?
__________________
  #1414    
Old June 16th, 2009, 11:13 AM
HackChu's Avatar
HackChu
I need a haircut...
Community Supporter Tier 1
 
Join Date: Jan 2007
Location: Bankrupt Amerika
Age: 21
Gender: Male
Nature: Modest
Jebees thats easy,what you do is go to Amap on the header press ctrl+H and you will see something that says map script offset,you copy it into XSE click the level script button,and click decompile.Than look for something that says raw 0xFFFF,and take of the FFFF and put 0,than compile and it will work.This is a common prob,its Amaps fault.
__________________
Join us!

My 'learning how to combine battle scripts' thread:
http://www.pokecommunity.com/showthread.php?t=183001

SoulSilver FC:1162 1864 5409
Name: Ethan

Black FC: 2666 1354 4379
Name: Ashton

White 2 FC: 1120 8065 3049
Name: Nate

3DS Friend Code: 1349-4646-2412
Name: tysonrss
  #1415    
Old June 16th, 2009, 01:04 PM
Pokepal17's Avatar
Pokepal17
More cowbell~
 
Join Date: Oct 2008
Location: Steeltown
Age: 19
Gender: Male
Nature: Modest
Quote:
Originally Posted by RaycrowX View Post
Maybe something like this?
Spoiler:
#dynamic 0x800000

#org @start
random 0x2
compare LASTRESULT 0x1
if 0x1 goto @choice1
else goto @choice0 (this means anything else will go to @choice 0, good for saving space.
end

#org @choice1
'This is choice1
end

The syntax for random is random [xxxx] where [xxxx] is the highest possible value with possible numbers starting at zero. The result is stored in LASTRESULT.
Incoreect, the proper syntax is
The syntax for random is random [xxxx] where [xxxx] is the highest possible value + 1. with possible numbers starting at zero. The result is stored in LASTRESULT.

So if I did
random 0x3, the values would either be 0,1 or 2 (therefore 3 is the highest possible value [2] +1).

So I'll alter the script.
__________________
Pokémon Stardrop
  #1416    
Old June 16th, 2009, 03:04 PM
HackChu's Avatar
HackChu
I need a haircut...
Community Supporter Tier 1
 
Join Date: Jan 2007
Location: Bankrupt Amerika
Age: 21
Gender: Male
Nature: Modest
Hey could someone please help me with this.Sometimes things seem right,but it seems as though it does things random.Its hard to explain,I have it so the old man prevents me from going further until I get a dex,than he will give me a teachy tv,but he doesn't give me a teachy tv,after I get the dex.Randomly,the dex script might say I need the parcel,even though I got the item,and sometimes the script will follow through noramlly.I don't get why its doing such a thing.

ROM:Firered
Tool:XSE
Type:Uh event,or trigger,its hard to explain

Heres old man
Spoiler:
#include stditems.rbh

#dynamic 0x800BB7

#org @start
setvar 0x5010 0x0
goto @script

#org @script
checkflag 0x829
if 0x0 call @notenabled
applymovement 0xB @turn
applymovement 0xFF @move
waitmovement 0x0
msgbox @now 0x6
giveitem ITEM_TEACHYTV 1 MSG_OBTAIN
msgbox @go 0x6
setvar 0x6050 0x1
end

#org @notenabled
applymovement 0xB @turn2
applymovement 0xFF @move2
waitmovement 0x0
msgbox @no 0x6
applymovement 0xFF @move3
waitmovement 0x0
end

#org @turn2
#raw 0x03
#raw 0xFE

#org @move2
#raw 0x02
#raw 0xFE

#org @no
= You can't come through untill\nyou get a Pokedex.

#org @move3
#raw 0x10
#raw 0xFE

#org @turn
#raw 0x03
#raw 0xFE

#org @move
#raw 0x02
#raw 0xFE

#org @now
= Well now that you got a\nPokedex, I can give you\lthis.

#org @go
= That will show you how to\ncatch a Pokemon.\pIt also shows other neat\nthings essential for a Trainer.\pGood luck!



And heres dex"
Spoiler:
#dynamic 0x8028B5

#org @start
setvar 0x5010 0x0
goto @script

#org @script
lock
faceplayer
compare 0x800D 0x1
if 0x1 goto @check
msgbox @quick 0x6
release
end

#org @check
msgbox @1 0x6
checkitem 0x15D 0x1
compare 0x800D 0x1
if 0x4 goto @got
release
end

#org @got
checkflag 0x829
removeitem 0x15D 0x1
msgbox @parcel 0x6
msgbox @great 0x6
showsprite 0x03
applymovement 0x3 @move
waitmovement 0x0
msgbox @hi 0x6
showsprite 0x02
applymovement 0x2 @move2
waitmovement 0x0
msgbox @gary 0x6
msgbox @oak 0x6
applymovement 0x1 @move3
applymovement 0xFF @move4
waitmovement 0x0
msgbox @cant 0x6
applymovement 0x02 @rival
applymovement 0xFF @hero
applymovement 0x03 @brendan
waitmovement 0x0
msgbox @oh 0x6
applymovement 0x1 @prof
waitmovement 0x0
msgbox @dex 0x6
fanfare 0x13E
msgbox @give 0x4
waitfanfare
closeonkeypress
msgbox @seeya 0x6
applymovement 0x2 @bye
waitmovement 0x0
hidesprite 0x02
msgbox @he 0x6
applymovement 0x3 @go
waitmovement 0x0
hidesprite 0x03
applymovement 0x01 @leave
waitmovement 0x0
applymovement 0xFF @again
waitmovement 0x0
msgbox @luck 0x6
setflag 0x829
setvar 0x6050 0x1
release
end

#org @quick
= Oak:Well good luck!

#org @1
= Oak:Hurry on back when you\nget my parcel.

#org @parcel
= Oako you've finally got my\nparcel! Now to get to buisness.

#org @great
= Oak:I have the latest version\nof pokédex.

#org @move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x01
#raw 0xFE

#org @hi
= Brendan:I've finally found you\nProf.Oak. I've come all the way from\pthe Hoenn Region.\pOak:Ah, Prof.Birch told me\nso much about you. He said\pthat you and an accomplice were\non your way here.\pBrendan:Oh, haha..., I...

#org @move2
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @gary
= [green_fr][rival]:Well I'm here gramps!

#org @oak
= Oak:Ah! yes...\pOak:As I was saying to [player]\nI have the latest version of Pokédex.\pAnd I would like to present you\nall with a copy...

#org @move3
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x01
#raw 0xFE

#org @move4
#raw 0x10
#raw 0xFE

#org @cant
= [blue_fr]Brendan:Oh, I can't wait!\pOak:Alright everyone over here.

#org @rival
#raw 0x12
#raw 0x10
#raw 0x02
#raw 0xFE

#org @hero
#raw 0x12
#raw 0x12
#raw 0xFE

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

#org @oh
= [blue_fr]Brendan:Oh, boy here we go!

#org @prof
#raw 0x13
#raw 0x11
#raw 0x03
#raw 0xFE

#org @dex
= Oak:Well here you all go!

#org @give
= [player] recieved a Pokédex!

#org @seeya
= [green_fr][rival]:Well I'm on my way to\ncomplete this Pokédex.\pHumph!\p[player],gramps,and new kid\nsmell ya later!

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

#org @he
= Brendan:Well he sure is irrogant.\pAnyway I'm off,see ya around..\p[player]!

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

#org @leave
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x00
#raw 0xFE

#org @again
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org @luck
= Oak:Well [player], good luck!

I'm thinking its because Im using both setvars in both scripts,and maybe it causes it to randomly decide whether for the dex script to activate after I have parcel.Thanks anyway,if they can help.
__________________
Join us!

My 'learning how to combine battle scripts' thread:
http://www.pokecommunity.com/showthread.php?t=183001

SoulSilver FC:1162 1864 5409
Name: Ethan

Black FC: 2666 1354 4379
Name: Ashton

White 2 FC: 1120 8065 3049
Name: Nate

3DS Friend Code: 1349-4646-2412
Name: tysonrss

Last edited by HackChu; June 16th, 2009 at 03:31 PM.
  #1417    
Old June 16th, 2009, 05:15 PM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
Nature: Jolly
Quote:
Originally Posted by tyson View Post
Jebees thats easy,what you do is go to Amap on the header press ctrl+H and you will see something that says map script offset,you copy it into XSE click the level script button,and click decompile.Than look for something that says raw 0xFFFF,and take of the FFFF and put 0,than compile and it will work.This is a common prob,its Amaps fault.
I know its easy, but the thing is, when I do that stuff and try to compile it, it gives me an "missing dynamic parameter" or something like that. That why I posted here XD, so now that I know I can't skip that step, how do I get rid of the missing dynamic thing???
__________________
  #1418    
Old June 16th, 2009, 05:25 PM
HackChu's Avatar
HackChu
I need a haircut...
Community Supporter Tier 1
 
Join Date: Jan 2007
Location: Bankrupt Amerika
Age: 21
Gender: Male
Nature: Modest
Well perhaps you should show the script your trying to insert,no one can help if they can't see what they're working with.
__________________
Join us!

My 'learning how to combine battle scripts' thread:
http://www.pokecommunity.com/showthread.php?t=183001

SoulSilver FC:1162 1864 5409
Name: Ethan

Black FC: 2666 1354 4379
Name: Ashton

White 2 FC: 1120 8065 3049
Name: Nate

3DS Friend Code: 1349-4646-2412
Name: tysonrss
  #1419    
Old June 16th, 2009, 06:35 PM
PlatniumPiano's Avatar
PlatniumPiano
You are now breathing manually
 
Join Date: Dec 2008
Location: Yesterday
Gender: Male
Nature: Lax
Hey quick level script question...

I have a level script, compiled and all:

Code:
 
'---------------
#org 0x6B0B1C
#raw 0x2
#raw pointer 0x86B0B22
#raw 0x0
'---------------
#org 0x6B0B22
#raw word 0x7777
#raw word 0x0
#raw pointer 0x8804256
#raw word 0x0
'---------------
#org 0x804256
setvar 0x7890 0x1
checkflag 0x800
if 0x1 goto 0x8804266
end
'---------------
#org 0x804266
hidesprite 0x4
end
But, when I enter the level with flag 800 set, the sprite is still there. :/

Did I script something wrong, or is there a problem with something else?
__________________

If you choose not to decide, you still have made a choice.
  #1420    
Old June 16th, 2009, 06:45 PM
[BlackEyedHacker]
Newb
 
Join Date: Sep 2008
Location: New Zealand
Gender: Male
Nature: Hasty
Oye, okay, I seriously have to be doing something wrong and I am almost positive it's offsets.

I use FSF and start with 0x80000 for free space in new things I create.

And whenever I get just a bit deep into code everything goes to hell. I lose all text in the game some times, I lose the ability to see blocks of text, including seeing my menu and msg boxes entirely.

Is there a method you guys use, because to me I am making a simple mistake that seems to have been covered in a lost guide XD.

ALSO

Many times, when I try to write new script after I compile it it changes completely replacing my proper code with improper.

BEFORE
Spoiler:
'---------------
#org 0x71A428
lock
checkflag 0x1000
if 0x0 goto 0x871A44B
msgbox 0x871A43D MSG_FACE '"NO NEW MAIL"
release
end

'---------------
#org 0x71A44B
msgbox 0x871A462 MSG_FACE '"CHECKED!"
giveitem 0xD 0x5 MSG_OBTAIN
setflag 0x1000
goto 0x71A46E

#org 0x71A46E
release
end

'---------
' Strings
'---------
#org 0x71A43D
= NO NEW MAIL

#org 0x71A462
= CHECKED!


AFTER
Spoiler:
'---------------
#org 0x71A428
lock
checkflag 0x1000
if 0x0 goto 0x871A44B
msgbox 0x871A43D MSG_FACE '"NO NEW MAIL"
release
end

'---------------
#org 0x71A44B
msgbox 0x871A462 MSG_FACE '"CHECKED!"
giveitem 0xD 0x5 MSG_OBTAIN
setflag 0x1000
virtualmsgbox 0xC5BDBFC2
virtualbuffer 0xBE 0x6C00FFAB

end


'---------
' Strings
'---------
#org 0x71A43D
= NO NEW MAIL

#org 0x71A462
= CHECKED!
__________________


Epic-Nerd-Fail
Spoiler:
Quote:
Originally Posted by Number Prince View Post
And Dark Prince, remember to ignore this guy. He's no good, doesn't have an avatar.
Spoiler:
Related Note, I understand, we're all nerds, honestly. But this kid, took to failure.
Spoiler:
This also means I cannot have an avatar in the future just so I can stick to my guns. Oh lordy internet! Why must you be so harsh?!

Last edited by [BlackEyedHacker]; June 16th, 2009 at 10:04 PM.
  #1421    
Old June 16th, 2009, 08:28 PM
PI Hudson's Avatar
PI Hudson
Can be random for hugs> PIE!!!
 
Join Date: May 2009
Location: Minnesota
Age: 21
Gender: Male
Nature: Modest
Quote:
Originally Posted by PlatniumPiano View Post
Hey quick level script question...

I have a level script, compiled and all:

Spoiler:
Code:
 
'---------------
#org 0x6B0B1C
#raw 0x2
#raw pointer 0x86B0B22
#raw 0x0
'---------------
#org 0x6B0B22
#raw word 0x7777
#raw word 0x0
#raw pointer 0x8804256
#raw word 0x0
'---------------
#org 0x804256
setvar 0x7890 0x1
checkflag 0x800
if 0x1 goto 0x8804266
end
'---------------
#org 0x804266
hidesprite 0x4
end


But, when I enter the level with flag 800 set, the sprite is still there. :/

Did I script something wrong, or is there a problem with something else?
To hide a person like you are trying to do, you don't use a script. You use setflag/clearflag and change the person id(2nd to last number in A-map) to that flag.

To make them invisible, have the flag set. To have them visible, clear the flag(default, by the way). If you want the person to be hidden from the beginning, have the flag set as early as possible, then clear the flag when its okay to see them.

These flags can be used for multiple people too, so don't use more then one flag for people that appear/disappear at the same time.
  #1422    
Old June 17th, 2009, 06:24 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by PI Hudson View Post
To hide a person like you are trying to do, you don't use a script.
Actually you can use a script, too. Just that if it's a level script than hidesprite is useless since the level script is executed before the map appears so setflag/clearflag is more than enough. When in a normal script, then you should use fadescreen and hide/showsprite too. Anyway, hidesprite and showsprite are just temporary. What really matters are flags.
__________________
  #1423    
Old June 17th, 2009, 06:54 AM
Xatoku's Avatar
Xatoku
Game Developer
 
Join Date: Feb 2009
Location: Canada
Gender: Male
Is there a way to have gametime make a sprite reappear? Like say there's a legendary Pokemon you battle, after it's sprite dissapears are you able to make it reappear after lets say 15 minutes of gametime?
  #1424    
Old June 17th, 2009, 07:01 AM
Magic's Avatar
Magic
 
Join Date: Jan 2009
Location: UK
Age: 23
Gender: Male
Xatoku, as was discussed just a few posts above yours to make a sprite that is hidden reappear simply clear the flag associated with the sprite.

I don't know if it would be possible to clear after a certain amount of time though, using the above it would have to be after talking to a sprite / entering a map / after a trigger.
__________________

Sunkern, the Seed Pokémon.

It may drop out of the sky suddenly. If attacked by a Spearow, it will violently shake its leaves.
  #1425    
Old June 17th, 2009, 07:38 AM
HackMew's Avatar
HackMew
Mewtwo Strikes Back
 
Join Date: Jun 2006
Quote:
Originally Posted by [BlackEyedHacker] View Post
Oye, okay, I seriously have to be doing something wrong and I am almost positive it's offsets.

I use FSF and start with 0x80000 for free space in new things I create.

And whenever I get just a bit deep into code everything goes to hell. I lose all text in the game some times, I lose the ability to see blocks of text, including seeing my menu and msg boxes entirely.

Is there a method you guys use, because to me I am making a simple mistake that seems to have been covered in a lost guide XD.

ALSO

Many times, when I try to write new script after I compile it it changes completely replacing my proper code with improper.

BEFORE
Spoiler:
'---------------
#org 0x71A428
lock
checkflag 0x1000
if 0x0 goto 0x871A44B
msgbox 0x871A43D MSG_FACE '"NO NEW MAIL"
release
end

'---------------
#org 0x71A44B
msgbox 0x871A462 MSG_FACE '"CHECKED!"
giveitem 0xD 0x5 MSG_OBTAIN
setflag 0x1000
goto 0x71A46E

#org 0x71A46E
release
end

'---------
' Strings
'---------
#org 0x71A43D
= NO NEW MAIL

#org 0x71A462
= CHECKED!


AFTER
Spoiler:
'---------------
#org 0x71A428
lock
checkflag 0x1000
if 0x0 goto 0x871A44B
msgbox 0x871A43D MSG_FACE '"NO NEW MAIL"
release
end

'---------------
#org 0x71A44B
msgbox 0x871A462 MSG_FACE '"CHECKED!"
giveitem 0xD 0x5 MSG_OBTAIN
setflag 0x1000
virtualmsgbox 0xC5BDBFC2
virtualbuffer 0xBE 0x6C00FFAB

end


'---------
' Strings
'---------
#org 0x71A43D
= NO NEW MAIL

#org 0x71A462
= CHECKED!
I'll quote myself quoting you in the SQ thread:

Quote:
Originally Posted by [BlackEyedHacker] View Post
XSE sometimes also compiles stuff wierdly, adding and removing things. And usually adding things to make things crash in a flashy way.
Quote:
Originally Posted by HackMew View Post
XSE always compile everything right. It's just your fault. You can't decompile a script, add some commands and then happily recompile. "But..." No, you can't. Direct recompile is only applicable when you just edit/remove stuff (e.g. you change some parameters). In any other case you need to repoint the script somewhere else using dynamic labels.

Quote:
Originally Posted by Xatoku View Post
Is there a way to have gametime make a sprite reappear? Like say there's a legendary Pokemon you battle, after it's sprite dissapears are you able to make it reappear after lets say 15 minutes of gametime?
Since there's nothing like that in the game, you should make your own routine. Welcome to the amazing world of ASM.
__________________

Last edited by HackMew; June 17th, 2009 at 07:43 AM.
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