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  #2226    
Old September 14th, 2009 (04:04 PM).
JPAN JPAN is offline
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Posts: 101
Quote originally posted by Cello:
Hello, I have just a question about XSE's script compiler.
Pardon me for being a noob. I'm experienced in many other coding languages, but new to scripting in XSE.

Is it normal that my XSE creates so many different offsets after the script is compiled into my ROM?

I went from 1 offset to 3 offsets. I just want to know if this is normal before I go using up a bunch of space/offsets per code.
What happened is that the @1 or @move are dynamic labels. That means that, when compiled, XSE looks for a free memory space with that exact value and place them there. After compiled, it shows you where they were stored. That is where the offsets came from.
Also, your movement data (@move) is missing the terminator byte (#raw 0xFE), that will cause the script to move your character endlessly until it finds one.
To end, one very useful feature at XSe is that it shows you, commented, the string that will be printed on screen(or part of it) in front of the msgbox command. Do you want >> to start your sentence?
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  #2227    
Old September 14th, 2009 (04:24 PM). Edited September 14th, 2009 by Cello.
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Quote originally posted by Pokepal17:
It's fine, it's just replaced the dynamic labels with proper offsets. A word of advice though, use offsets over 0x800000, your offset may have been part of something important in the ROM. :\ Also, you need the waitmovement command after applymovement to pause the script long enough for the movements to take place.
Thanks for your response. I went looking for free space in FSF from the beginning of the game.
I suppose from now on I should be searching 0x800000 onward.

And that waitmovement also explains why no applymovement occured when testing the script. So thank you for telling me this as well.

Quote originally posted by JPAN:
What happened is that the @1 or @move are dynamic labels. That means that, when compiled, XSE looks for a free memory space with that exact value and place them there. After compiled, it shows you where they were stored. That is where the offsets came from.
Also, your movement data (@move) is missing the terminator byte (#raw 0xFE), that will cause the script to move your character endlessly until it finds one.
To end, one very useful feature at XSe is that it shows you, commented, the string that will be printed on screen(or part of it) in front of the msgbox command. Do you want >> to start your sentence?
I see, Thank you for explaining that to me too!
Yes, I wanted the >> to start the sentence as a notification that it's your character thinking to him/herself. Which I know I have to use \hEF in order to place those in the message box.

You're both a big help, thanks again.
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  #2228    
Old September 16th, 2009 (08:18 AM).
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ChaosHacker22 ChaosHacker22 is offline
 
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Game: Fire Red
Type: Level Script
Editor: XSE
Script:
Spoiler:

#dynamic 0x71F7D7
#org @start
hidesprite 0x2
lock
applymovement 0xFF @WTF
waitmovement 0x0
sound 0x15
pause 0x32
msgbox @hmm 0x6
applymovement 0xFF @mittle
applymovement 0x2 @stairs
waitmovement 0x0
setvar 0x4911 0x1
release
end

#org @hmm
= Hmm... That was strange.\pI guess i am going\nto live here for a\lwhile.\pMaby this is just a\ndreem.\lBut it feels so real.\pAnd what did he say?\nWho is Prof. Oak?\lAnd what's a Pokemon?\pMan, I need to sleep.

#org @WTF
#raw 0x63 0xFE

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

#org @stairs
#raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x02 0xFE

Screenshots and/or Videos: Comming soon
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  #2229    
Old September 16th, 2009 (08:29 AM).
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Spherical Ice Spherical Ice is offline
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@ ChaosHacker22: Uhh, what's wrong with it? I think all you need to do is replace the offset to '0x800000' to be on the safe side. 'Kay? Also, if it's a script event, be sure to set the first unknown value to '0300' and the variable number to '4050'. Hope I helped.
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  #2230    
Old September 16th, 2009 (08:35 AM).
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HackMew HackMew is offline
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Quote originally posted by Spherical Ice:
@ ChaosHacker22: Uhh, what's wrong with it? I think all you need to do is replace the offset to '0x800000' to be on the safe side. 'Kay? Also, if it's a script event, be sure to set the first unknown value to '0300' and the variable number to '4050'. Hope I helped.
Please avoid giving false info. The first Unknown value should be 0003, and not 0300. That's why you write 4050 and not 5040, as the old AM wrongly showed. Besides, it's not a script event, but part of a level script. Either way, replacing the offset wouldn't help. Fact is posting a script isn't enough if you don't specify what's wrong with it.
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  #2231    
Old September 16th, 2009 (06:31 PM).
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BlitŻ BlitŻ is offline
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xan someone help me with something?

I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

so can someone show me the movements for ruby in a simpler way?
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  #2232    
Old September 17th, 2009 (07:49 AM).
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I need help with one script

Hack:Firered
Editor:XSE
PROBLEMprite no15 doesnt move Plus it is stuck after the movement of player in move3.
Script:LEVEL SCRIPT.
Spoiler:
'---------------
#dynamic 0x276638
#org @start
applymovement 0x15 @move
waitmovement 0x15
msgbox @1 0x6
msgbox @2 0x6
applymovement 0x15 @move2
applymovement 0xFF @move3
waitmovement 0xFF
applymovement 0x15 @move4
applymovement 0xFF @move4
waitmovement 0xFF
applymovement 0x02 @move5
waitmovement 0x02
msgbox @3 0x6
applymovement 0x06 @move6
waitmovement 0x06
msgbox @4 0x6
applymovement 0x03 @move5
waitmovement 0x03
msgbox @5 0x6
applymovement 0x15 @move7
applymovement 0xFF @move7
waitmovement 0xFF
applymovement 0x03 @move8
applymovement 0x02 @move8
waitmovement 0x02
msgbox @6 0x6
applymovement 0x02 @move9
trainerbattle 0x1 0x15F 0x0 @fight @defeat @beaten
release
end

#org @fight
= You wont come with us?Then i have\nno choice but to take you down!
#org @defeat
= I.....

#org @beaten
applymovement 0x02 @move10
waitmovement 0x02
msgbox @7 0x6
applymovement 0x02 @move11
waitmovement 0x02
applymovement 0x03 @move12
waitmovement 0x03
trainerbattle 0x1 0x160 0x0 @lawan @kalah @selepas
release
end

#org @lawan
= Hmph...My Colleague is a LOSER!\nHmph...How tough can you be!
#org @kalah
= What the.....


#org @selepas
applymovement 0x03 @move13
waitmovement 0x03
msgbox @8 0x6
applymovement 0x03 @move14
waitmovement 0x03
applymovement 0x15 @move15
applymovement 0xFF @move16
waitmovement 0xFF
msgbox @9 0x6
msgbox @10 0x6
applymovement 0x15 @move17
waitmovement 0x15
applymovement 0x07 @move18
waitmovement 0x7
msgbox @11 0x6
giveitem 0xD 0x1 MSG_OBTAIN
applymovement 0x7 @move17
waitmovement 0x7
hidesprite 0x2
hidesprite 0x3
hidesprite 0x4
hidesprite 0x6
hidesprite 0x5
hidesprite 0x8
hidesprite 0x7
setvar 0x7051 0x1
setflag 0x250
release
end



#org @1
= Oh no!They have taken over the\nTown so fast..They must be looking\lfor you.
#org @2
= Come with me.
#org @3
= GRUNT 1:Hey you!Where is \v\h01
#org @4
= Ii...Do not know..
#org @5
= GRUNT 2:Let him go..He looks like\nhe really doesn't know him.
#org @6
= GRUNT:There you are!Im here to\ntake you!
#org @7
= GRUNT 1:He's strong!Too\nstrong.Imma go right now.
#org @8
= GRUNT:My Colleague is right.You\nare strong.!I better tell my boss\lright away!
#org @9
= [player]!Your battling skills are just\ngreat!I cannot believe it.Maybe\lCelebi did created you!
#org @10
= Oh yes.I must go now.Head towards\nto the next town at the bottom to\lvisit the PROFESSOR.He surely\lwants to hear more about this.
#org @11
= Thank you for saving me.Here.I do\nnot need this.
'----
#org @move
#raw 0x13
#raw 0x01
#raw 0x00
#raw 0x02
#raw 0x12
#raw 0x01
#raw 0xFE

#org @move2
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0x62

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0x62

#org @move4
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0xFE

#org @move5
#raw 0x22
#raw 0xFE

#org @move6
#raw 0x21
#raw 0xFE

#org @move7
#raw 0x11
#raw 0x62
#raw 0xFE

#org @move8
#raw 0x00
#raw 0x62
#raw 0xFE


#org @move9
#raw 0x10
#raw 0x12
#raw 0x0
#raw 0xFE

#org @move10
#raw 0x62
#raw 0x12
#raw 0x11
#raw 0x03
#raw 0xFE

#org @move11
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x60

#org @move12
#raw 0x10
#raw 0x12
#raw 0x00
#raw 0xFE

#org @move13
#raw 0x4F
#raw 0x62
#raw 0x10
#raw 0xFE

#org @move14
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x60
#raw 0xFE

#org @move15
#raw 0x02
#raw 0xFE

#org @move16
#raw 0x03
#raw 0xFE

#org @move17
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x60

#org @move18
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x02
#raw 0xFE


Whats wrong with it.
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  #2233    
Old September 17th, 2009 (11:46 AM).
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NarutoActor NarutoActor is offline
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Quote originally posted by Fan King:
xan someone help me with something?

I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

so can someone show me the movements for ruby in a simpler way?
try pksv it has a movement helper
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  #2234    
Old September 17th, 2009 (04:57 PM).
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Haku. Haku. is offline
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Ps.i fixed my script so no need to help.I just forgot to end the movements
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  #2235    
Old September 17th, 2009 (05:11 PM).
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0m3GA ARS3NAL 0m3GA ARS3NAL is offline
Im comin' home...
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Quote originally posted by Fan King:
xan someone help me with something?

I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

so can someone show me the movements for ruby in a simpler way?
Did you take a few minutes to look in the Doc's Tuts section?
Here is a R/S movement list for you, XSE approved!

Taken from diegoisawesome's MEGA-HUGE XSE Scripting Tutorial

Code:
0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Running
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Hop & Jump
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (May have glitches)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' Glitchy
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7

' EXIT
0xFE
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>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
Sex: Male ♂
Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
╠══End of File══╣
Awaiting user input...

>
  #2236    
Old September 17th, 2009 (06:52 PM).
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BlitŻ BlitŻ is offline
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Quote originally posted by 0m3GA ARS3NAL:
Did you take a few minutes to look in the Doc's Tuts section?
Here is a R/S movement list for you, XSE approved!

Taken from diegoisawesome's MEGA-HUGE XSE Scripting Tutorial

Code:
0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Running
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Hop & Jump
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (May have glitches)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' Glitchy
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7

' EXIT
0xFE
but thats what I mean. I don't understand what the right1, right2 etc translateinto in the game? Is it running fast? Slow? I don't understand >.<
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  #2237    
Old September 17th, 2009 (06:57 PM).
slg388 slg388 is offline
 
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Posts: 7
Can someone explain what happened to me here?

Code:
'-----------------------
#org 0x71A4A8
msgbox 0x871A4B2 '"Mayor's House.Ù á  ÂÀÂÚ ß          ..."
callstd 0x3
end


'---------
' Strings
'---------
#org 0x71A4B2
= Mayor's House.Ù á  ÂÀÂÚ ß          À ÀF3\h71ËF3\h71ËN3\h71ËN3\h71Ë
It's supposed to be the way it is, but without all the gibberish(It used to work just fine, I just noticed it right now, when I was about to test something else). Did I put something else over it? If not, what could have happened? Is it safe to just delete the extra stuff, or should I repoint the message?
  #2238    
Old September 17th, 2009 (07:00 PM).
Haku.'s Avatar
Haku. Haku. is offline
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Umm slg can you post the original one so i can look at it?
and Fan king i think down0 is face down and down1 is slow, down2 is normal and down3 is 2 step down and down4 is fast i think try playing with it until you get it
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  #2239    
Old September 17th, 2009 (07:10 PM).
slg388 slg388 is offline
 
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Posts: 7
Do you mean this one?(The one below is the one I had saved, so I must have changed boxset 3 to callstd 0x3 before I compiled it)

Code:
#dynamic 0x71A3CC

#org @start
msgbox @mayor
boxset 3
end

#org @mayor
= Mayor's House
  #2240    
Old September 17th, 2009 (07:14 PM).
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Haku. Haku. is offline
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try not to use boxset 3

try this

Spoiler:

#dynamic 0x(offset)

#org @start
msgbox @mayor 0x3
end

#org @mayor
= Mayor's House

Thats for XSE

And are you using XSE if not then i think the script i just posted it only for XSE
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Old September 17th, 2009 (07:15 PM).
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Quote originally posted by Fan King:
but thats what I mean. I don't understand what the right1, right2 etc translateinto in the game? Is it running fast? Slow? I don't understand >.<
Oh, lol.
1 is slowest, so 4 is fastest.
(I don't suggest using 5, 6, or 7, lol)
And I do believe 0 is the facing directions, try it out yourself.
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  #2242    
Old September 17th, 2009 (07:21 PM).
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Yes slg i have replied to you for your info in case you cant see its in the spoiler
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Old September 17th, 2009 (07:25 PM).
slg388 slg388 is offline
 
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So do you have an idea of what could have happened?

I do use XSE, I've stopped using boxset ever since I found callstd(would you still recommend "msgbox @pointer 0x#" over callstd?).

And before I try it, should I do it with the same offset, or should I repoint?
  #2244    
Old September 17th, 2009 (07:27 PM).
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i think you should repoint the offset

use
#org @start
msgbox @mayor 0x3
release
end

#org @mayor
= Mayor's House

its more good
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Old September 17th, 2009 (07:31 PM).
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Quote originally posted by slg388:
So do you have an idea of what could have happened?

I do use XSE, I've stopped using boxset ever since I found callstd(would you still recommend "msgbox @pointer 0x#" over callstd?).

And before I try it, should I do it with the same offset, or should I repoint?
You should repoint, use the command;

#removeall 0x71A3CC

it will remove the script at 0x71A3CC, since that is where you inserted that bugged one.

Add that BEFORE #dynamic

ALSO, to be 100% safe of any errors, try inserting the script at 0x800000...

Code:
#removeall 0x71A3CC

#dynamic 0x800000

#org @start
msgbox @mayor 0x3
end

#org @mayor
= Mayor's House
This will erase that last bugged script from your ROM, and then insert the new one at a better spot, like 0x800000
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  #2246    
Old September 17th, 2009 (07:56 PM).
slg388 slg388 is offline
 
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It isn't working anymore, I'll try again tomorrow since it's late right now.
Thanks.
  #2247    
Old September 17th, 2009 (07:57 PM).
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Quote originally posted by slg388:
It isn't working anymore, I'll try again tomorrow since it's late right now.
Thanks.
Another thing may be that when you inserted the first script, you overwrote something needed by the ROM...
that is why you should start from 0x720000 at MINIMUM.
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  #2248    
Old September 17th, 2009 (09:46 PM). Edited September 17th, 2009 by ChaosHacker22.
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Sry. Forgot about that.
Its hard to explane so i will uppload a video to youtube but i will try to explane anyway.
After the message the player are supposed to move to the center of the room and a hidden sprite (hidesprite 0x2 in the script) to move to the foot of the stairs (where the player is standing). But instead the player takes 1 step and then the message and the questionmark appears again and when the message is finished the player takes 1 step again and the message and the questionmark shows up again. It continiues like that until i close VBA.

4 some reason i cant insert an image so i will upload the video to youtube soon.

P.S I hope you understand what my problem is.
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Old September 17th, 2009 (10:26 PM).
thrilljack1 thrilljack1 is offline
 
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I'm using JPAN's fire red hack and I'm trying to fix his bug. He explains:

To fix it now, just open a normal Fire Red ROM in an hex editor and go to 0x160450. There, you find 10 pointers to the ten std scripts. Open each of them in your script editor, and compile them on the hacked rom.

Hate to be a noob, but I haven't got a clue what that means. I got a hex editor and went down to the 160450 line, but that line just looks like gibberish to me. Can anybody give me pointers on what exactly I'm supposed to actually do after finding that line? How do I open each of whatever it is I'm opening in the script editor? (I have XSE). And then what?
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Old September 17th, 2009 (10:49 PM).
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Quote originally posted by Fan King:
but thats what I mean. I don't understand what the right1, right2 etc translateinto in the game? Is it running fast? Slow? I don't understand >.<
It's how fast they move.

Spoiler:
Face Down 0x00
Face Up 0x01
Face Left 0x02
Face Right 0x03
Step Down (Very Slow) 0x08
Step Up (Very Slow) 0x09
Step Left (Very Slow) 0x0A
Step Right (Very Slow) 0x0B
Step Down (Slow) 0x0C
Step Up (Slow) 0x0D
Step Left (Slow) 0x0E
Step Right (Slow) 0x0F
Step Down (Normal) 0x10
Step Up (Normal) 0x11
Step Left (Normal) 0x12
Step Right (Normal) 0x13
Jump Down 2 Squares 0x14
Jump Up 2 Squares 0x15
Jump Left 2 Squares 0x16
Jump Right 2 Squares 0x17
Step Down (Fast) 0x1D
Step Up (Fast) 0x1E
Step Left (Fast) 0x1F
Step Right (Fast) 0x20
Step on the Spot Down 0x21
Step on the Spot Up 0x22
Step on the Spot Left 0x23
Step on the Spot Right 0x24
Step on the Spot Down (Fast) 0x25
Step on the Spot Up (Fast) 0x26
Step on the Spot Left (Fast) 0x27
Step on the Spot Right (Fast) 0x28
Step on the Spot Down (Very Fast) 0x29
Step on the Spot Up (Very Fast) 0x2A
Step on the Spot Left (Very Fast) 0x2B
Step on the Spot Right (Very Fast) 0x2C
Face Down (Non-Instant) 0x2D
Face Up (Non-Instant) 0x2E
Face Left (Non-Instant) 0x2F
Face Right (Non-Instant) 0x30
Slide Down 0x31
Slide Up 0x32
Slide Left 0x33
Slide Right 0x34
Slide Down On Right Foot 0x3D
Slide Up On Right Foot 0x3E
Slide Left On Right Foot 0x3F
Slide Right On Right Foot 0x40
Slide Down On Left Foot 0x41
Slide Up On Left Foot 0x42
Slide Left On Left Foot 0x43
Slide Right On Left Foot 0x44
Face Player 0x4A
Face Away from Player 0x4B
Jump Down 1 Square 0x4E
Jump Up 1 Square 0x4F
Jump Left 1 Square 0x50
Jump Right 1 Square 0x51
Jump in Place (Facing Down) 0x52
Jump in Place (Facing Up) 0x53
Jump in Place (Facing Left) 0x54
Jump in Place (Facing Right) 0x55
Jump in Place (Facing Down->Up) 0x56
Jump in Place (Facing Up->Down) 0x57
Jump in Place (Facing Left->Right) 0x58
Jump in Place (Facing Right->Left) 0x59
Disappear 0x60
Reappear 0x61
"!" box popup 0x62
"?" box popup 0x63
"X" box popup 0x64
"!!" box popup 0x65
"" box popup 0x66


thethethethe's tutorial explains it better. Most of the values need to be converted to hex, but the descriptions work.
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