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  #2351    
Old October 7th, 2009 (11:29 AM).
Ryman1024's Avatar
Ryman1024 Ryman1024 is offline
 
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Wow, thanks alot, relpy was much faster than I thought it would be.
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  #2352    
Old October 7th, 2009 (03:36 PM).
KillerSnipe21 KillerSnipe21 is offline
 
Join Date: Dec 2008
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Game:FireRed BPRE
Editor:XSE

I was trying to make it so when you walk on this script the person would disappear but yet they never do can anyone help me? Also I have the persons ID set to 08C2 so that isn't the problem.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x8C1
if 0x1 goto @done
release
end

#org @done
lock
faceplayer
checkflag 0x8C2
if 0x1 goto @done2
hidesprite 0x8C2
setflag 0x8C2
release
end

#org @done2
lock
faceplayer
release
end


  #2353    
Old October 7th, 2009 (03:47 PM).
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NarutoActor NarutoActor is offline
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maby the flag was set also try applymovement MOVE_PLAYER and the movement is hide
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  #2354    
Old October 8th, 2009 (04:32 AM).
mervyn797 mervyn797 is offline
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the problem with that script is that u have used the same flag for checking, and the person id is also the same. change the person ID or change the first flag for checking. itll work then.
  #2355    
Old October 8th, 2009 (06:17 AM).
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psychicboy psychicboy is offline
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Guys, Quick question, how do you move the camera in firered?
  #2356    
Old October 8th, 2009 (06:56 AM).
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i found this on the web

hope it's useful

Quote:
#org @start
lockall
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
end

#org @move
#raw (these can be any movements as long as it comes back to the user)* * = If the camera moves 3 up, then 2 left, then the camera MUST return to it's orignal postion.

EXPLANATION
The special 0x113 and special 0x114 are the most important part of the script. The script is relying on it, so, no special 0x113 or 0x114's, no Move Camera Scripts.

Lockall
This is almost like the command "lock" except it locks every person on the map.

Special 0x113
This makes the player be frozen. And any other people should be as well.

Applymovement 0x7F @move
Applymovement = Applymovement, but the 7F tells the game we are moving the Camera instead of people. The movements are the same as if you were moving people.

Special 0x114
This releases the 'Special 0x113' if this is not present, then you can't move at all

Releaseall
Kinda like 'release' except it releases all people on the map
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  #2357    
Old October 8th, 2009 (07:29 AM).
NatureKeeper NatureKeeper is offline
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Quote originally posted by KillerSnipe21:
Game:FireRed BPRE
Editor:XSE

I was trying to make it so when you walk on this script the person would disappear but yet they never do can anyone help me? Also I have the persons ID set to 08C2 so that isn't the problem.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x8C1
if 0x1 goto @done
release
end

#org @done
lock
faceplayer
checkflag 0x8C2
if 0x1 goto @done2
hidesprite 0x8C2
setflag 0x8C2
release
end

#org @done2
lock
faceplayer
release
end


You can't use a flag for Person ID with hidesprite. You gotta use person event number.
  #2358    
Old October 8th, 2009 (07:43 AM).
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psychicboy psychicboy is offline
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Quote originally posted by xmouvelianx:
i found this on the web

hope it's useful
This did help, thank you.
  #2359    
Old October 8th, 2009 (09:06 AM).
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Satoshi Ookami Satoshi Ookami is offline
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Quote originally posted by xmouvelianx:
i found this on the web

hope it's useful
Oh that's why!
I forgot special 0x114... when I wanted to make move camera script... lol
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  #2360    
Old October 8th, 2009 (06:59 PM).
romancandle romancandle is offline
 
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Hi, first time creating a pokemon hack. For a starter project, I'm adjusting Pokemon FireRed in little (or sometimes big ways, depending on how to see rearranging a town or two, and changing routes). Problem is, I finished changing around Pallet Town, got all the warps linked up, scripts still work (for Oak, haven't put in any others) for the town. But when I boot up the game, and run down stairs, the game resets when I try to leave the house! I've compared the settings between the editted verison and a "clean" copy in Advance Map, and the ONLY thing different between the warp settings and the header settings is the warp location. Help?
  #2361    
Old October 9th, 2009 (07:28 AM).
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psychicboy psychicboy is offline
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Quote originally posted by romancandle:
Hi, first time creating a pokemon hack. For a starter project, I'm adjusting Pokemon FireRed in little (or sometimes big ways, depending on how to see rearranging a town or two, and changing routes). Problem is, I finished changing around Pallet Town, got all the warps linked up, scripts still work (for Oak, haven't put in any others) for the town. But when I boot up the game, and run down stairs, the game resets when I try to leave the house! I've compared the settings between the editted verison and a "clean" copy in Advance Map, and the ONLY thing different between the warp settings and the header settings is the warp location. Help?
Do you have any hidden objects?
  #2362    
Old October 9th, 2009 (08:03 AM).
romancandle romancandle is offline
 
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I figured out what was causing it to stick. I forgot to set Prof. Oak's person ID. But, a new problem has arisen. >_<

I'm editing the Pallet Town Oak Script (where he leads the character to his lab) to fit the new Pallet Town I've made. I have the movements set up, and the characters follow them, but everytime I compile the script into the file, the old movements are reentered! So the characters follow my steps, then the original ones! I can't figure out how to stop it. I've used the old script offset and a new one. I'll post the script I want and what it's changing it to.

Spoiler:
'---------------
#org 0x901100
lockall
setvar 0x4001 0x0
goto 0x8165605

'---------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: It's unsafe!\nWild POKéMON li..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement 0xFF 0x8165731
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement 0xFF 0x8165744
waitmovement 0x0
return


'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

Thats what I want, and it becomes this when I compile it into the game.
Spoiler:

'---------------
#org 0x901100
lockall
setvar 0x4001 0x0
goto 0x8165605

'---------------
#org 0x165605
setvar 0x8004 0x0
setvar 0x8005 0x2
special 0x174
textcolor 0x0
pause 0x1E
playsong 0x12E 0x0
preparemsg 0x817D72C '"OAK: Hey! Wait!\nDon't go out!"
waitmsg
pause 0x55
closeonkeypress
applymovement 0xFF 0x81A75ED
waitmovement 0x0
sound 0x15
applymovement 0xFF 0x81A75DB
waitmovement 0x0
pause 0x1E
showsprite 0x3
compare 0x4001 0x0
if 0x1 call 0x81656B8
compare 0x4001 0x1
if 0x1 call 0x81656C3
pause 0x1E
msgbox 0x817D74A 0x4 '"OAK: It's unsafe!\nWild POKéMON li..."
closeonkeypress
pause 0x1E
compare 0x4001 0x0
if 0x1 call 0x81656CE
compare 0x4001 0x1
if 0x1 call 0x81656E0
setdooropened 0x10 0xD
doorchange
applymovement 0x3 0x816572E
applymovement 0xFF 0x8165758
waitmovement 0x0
setdoorclosed 0x10 0xD
doorchange
setvar 0x4055 0x1
clearflag 0x2B
setvar 0x4050 0x1
setflag 0x2C
setflag 0x4001
warp 0x4 0x3 0xFF 0x6 0xC
waitstate
releaseall
end

'---------------
#org 0x1656B8
applymovement 0x3 0x81656F2
waitmovement 0x0
return

'---------------
#org 0x1656C3
applymovement 0x3 0x81656FB
waitmovement 0x0
return

'---------------
#org 0x1656CE
applymovement 0x3 0x8165705
applymovement 0xFF 0x8165731
waitmovement 0x0
return

'---------------
#org 0x1656E0
applymovement 0x3 0x8165719
applymovement 0xFF 0x8165744
waitmovement 0x0
return


'---------
' Strings
'---------
#org 0x17D72C
= OAK: Hey! Wait!\nDon't go out!

#org 0x17D74A
= OAK: It's unsafe!\nWild POKéMON live in tall grass!\pYou need your own POKéMON for\nyour protection.\pI know!\nHere, come with me!


'-----------
' Movements
'-----------
#org 0x1A75ED
#raw 0x2D 'Face Down (Delayed)
#raw 0xFE 'End of Movements

#org 0x1A75DB
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x16572E
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x165758
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x60 'Hide
#raw 0xFE 'End of Movements

#org 0x1656F2
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x1656FB
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165705
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x165731
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x165719
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x2E 'Face Up (Delayed)
#raw 0xFE 'End of Movements

#org 0x165744
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements


Also, the Oak sprites is invisible in Pallet Town, but I think the settings are just off.
  #2363    
Old October 9th, 2009 (08:19 AM).
NatureKeeper NatureKeeper is offline
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YOu have overwritten free space probably. Try again.
  #2364    
Old October 9th, 2009 (08:47 AM).
romancandle romancandle is offline
 
Join Date: Oct 2009
Gender: Male
Nature: Adamant
Posts: 72
Saved my changed maps, started a new file, re-entered maps, opened the scripts, and realized my editted script was 1 line longer then the original. Changing it around to fix that, compiled, and checked the script. It looks normal. Haven't tested it yet.
  #2365    
Old October 9th, 2009 (09:18 AM).
Tropical Sunlight's Avatar
Tropical Sunlight Tropical Sunlight is offline
The Faltine
 
Join Date: Mar 2008
Location: Slovenia
Age: 18
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Quote originally posted by Ash493:
Oh that's why!
I forgot special 0x114... when I wanted to make move camera script... lol
Also, I saw in Emerald, there was a diagonal movecamera. Is that possibe in FR?
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  #2366    
Old October 9th, 2009 (09:19 AM).
Satoshi Ookami's Avatar
Satoshi Ookami Satoshi Ookami is offline
Memento Mori
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Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Posts: 12,855
Quote originally posted by Colorful Summer:
Also, I saw in Emerald, there was a diagonal movecamera. Is that possibe in FR?
I dunno... since FR doesn't have diagonal move...
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  #2367    
Old October 9th, 2009 (08:04 PM).
Larvitar170's Avatar
Larvitar170 Larvitar170 is offline
Noobie hacker
 
Join Date: Jul 2009
Location: Kentucky.
Gender: Male
Nature: Modest
Posts: 66
Game: Fire Red
Type: Warp/Movement
Editor: XSE
Script:
Spoiler:
#dynamic 0x726508

#org @start
lock
checkflag 0x828
if 0x0 goto @done
msgbox @1 0x6
applymovement 0x01 @move1
waitmovement 0x0
applymovement 0xFF @move2
waitmovement 0x0
msgbox @2 0x6
warp 0x4 0x3 0x0 0x06 0x0C
release
end

#org @done
release
end

#org @move1
#raw 0x61
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x02
#raw 0xFE

#org @move2
#raw 0x63
#raw 0x62
#raw 0xFE

#org @1
= Hey [player]!

#org @2
= Oak: You overslept...The other three\nalready left, but I have a starter for you still.\pCome to my lab.


Ok. I tried it out, and I can't even get to the warp. When I move towards the script, my game begins to reset on me. I tried multiple tricks to get to the spot, and none worked. Did the script mess me up? Would more space help it?
__________________
Current project: Pokemon Mud Brown (Working Title, will be changed.)
No link because I haven't made a page for it yet.
Team: Myself as mapper, scripter, and spriter.Brandinokthx as spriter.

  #2368    
Old October 9th, 2009 (10:24 PM). Edited October 10th, 2009 by NatureKeeper.
NatureKeeper NatureKeeper is offline
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Join Date: Jun 2008
Location: Somewhere.
Age: 17
Gender: Male
Nature: Hasty
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Quote originally posted by Larvitar170:
Ok. I tried it out, and I can't even get to the warp. When I move towards the script, my game begins to reset on me. I tried multiple tricks to get to the spot, and none worked. Did the script mess me up? Would more space help it?
Did you use one of the hidden movement? XD

I have now my own script problem, at the move camera part, it should show you the message before reverting the camera on the player using move-camera 2, instead, it reverts the camera on the player first, then show the text, which glitches up the script.

Spoiler:
#org 0x10003FC
lockall
checkflag 0x1B03
if 0x1 goto 0x900049A
setflag 0x1BC7
applymovement 0x9 0x900071B
waitmovement 0x9
applymovement 0x9 0x900071F
waitmovement 0x9
msgbox 0x900049D MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Hey, ..."
msgbox 0x90004F5 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Oh, t..."
special 0x113
applymovement MOVE_CAMERA 0x9000724
waitmovement 0x7F
preparemsg 0x900058A '"[blue_rs]RIOLU[darkgrey_rs]: I thi..."
waitmsg
applymovement MOVE_CAMERA 0x9000761
waitmovement 0x7F
special 0x114
msgbox 0x900060E MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Thank..."
applymovement 0x9 0x90007AA
waitmovement 0x9
msgbox 0x9000679 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Yipes..."
applymovement 0x9 0x900071F
waitmovement 0x9
msgbox 0x90006A4 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Oh pa..."
applymovement 0x9 0x90007B0
waitmovement 0x9
hidesprite 0x9
setflag 0x1B03
fadescreen 0x0
releaseall
end
  #2369    
Old October 10th, 2009 (05:37 AM). Edited October 10th, 2009 by Larvitar170.
Larvitar170's Avatar
Larvitar170 Larvitar170 is offline
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Join Date: Jul 2009
Location: Kentucky.
Gender: Male
Nature: Modest
Posts: 66
Quote originally posted by NatureKeeper:
Did you use one of the hidden movement? XD

I have now my own script problem, at the move camera part, it should show you the message before reverting the camera on the player using move-camera 2, instead, it reverts the camera on the player first, then show the text, which glitches up the script.

Spoiler:
#org 0x10003FC
lockall
checkflag 0x1B03
if 0x1 goto 0x900049A
setflag 0x1BC7
applymovement 0x9 0x900071B
waitmovement 0x9
applymovement 0x9 0x900071F
waitmovement 0x9
msgbox 0x900049D MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Hey, ..."
msgbox 0x90004F5 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Oh, t..."
special 0x113
applymovement MOVE_CAMERA 0x9000724
waitmovement 0x7F
preparemsg 0x900058A '"[blue_rs]RIOLU[darkgrey_rs]: I thi..."
waitmsg
applymovement MOVE_CAMERA 0x9000761
waitmovement 0x7F
special 0x114
msgbox 0x900060E MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Thank..."
applymovement 0x9 0x90007AA
waitmovement 0x9
msgbox 0x9000679 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Yipes..."
applymovement 0x9 0x900071F
waitmovement 0x9
msgbox 0x90006A4 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Oh pa..."
applymovement 0x9 0x90007B0
waitmovement 0x9
hidesprite 0x9
setflag 0x1B03
fadescreen 0x0
releaseall
end
By hidden movement do you mean on the thing on advance map where you set hidden as his movement type? if so, then yes, that is what he is set with.

Quote originally posted by NatureKeeper:
Did you use one of the hidden movement? XD

I have now my own script problem, at the move camera part, it should show you the message before reverting the camera on the player using move-camera 2, instead, it reverts the camera on the player first, then show the text, which glitches up the script.

Spoiler:
#org 0x10003FC
lockall
checkflag 0x1B03
if 0x1 goto 0x900049A
setflag 0x1BC7
applymovement 0x9 0x900071B
waitmovement 0x9
applymovement 0x9 0x900071F
waitmovement 0x9
msgbox 0x900049D MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Hey, ..."
msgbox 0x90004F5 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Oh, t..."
special 0x113
applymovement MOVE_CAMERA 0x9000724
waitmovement 0x7F
preparemsg 0x900058A '"[blue_rs]RIOLU[darkgrey_rs]: I thi..."
waitmsg
applymovement MOVE_CAMERA 0x9000761
waitmovement 0x7F
special 0x114
msgbox 0x900060E MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Thank..."
applymovement 0x9 0x90007AA
waitmovement 0x9
msgbox 0x9000679 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Yipes..."
applymovement 0x9 0x900071F
waitmovement 0x9
msgbox 0x90006A4 MSG_NORMAL '"[blue_rs]RIOLU[darkgrey_rs]: Oh pa..."
applymovement 0x9 0x90007B0
waitmovement 0x9
hidesprite 0x9
setflag 0x1B03
fadescreen 0x0
releaseall
end
By hidden movement do you mean on the thing on advance map where you set hidden as his movement type? if so, then yes, that is what he is set with.


EDIT: I found the issue, I used the wrong hidden command. I needed the third one. But I have another issue.

Firered
XSE
Nickname command
Spoiler:
#dynamic 0x7269C4

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

#org @take
showpokepic 0xB3 0xA 0x3
givepokemon 0x3C 0x5 0x0 0x0 0x0 0x0
fanfare 0x13E
msgbox @3 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @4 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
msgbox @5 0x6
release
end

#org @name
call 0x1A74EB
return

#org @done
msgbox @6 0x6
release
end


#org @1
= Would you like the Water Pokemon\nPoliwag?

#org @2
= That's fine.\pTake your time.

#org @3
= [black_fr]You received a Poliwag!

#org @4
= [black_fr]Would you like to give a\nnickname to Poliwag?

#org @5
= Take great care of\nPoliwag.

#org @6
= I already gave you a Pokemon.

With this script, everything works perfectly except you can't give your pokemon a nickname. It will ask if you want to give a nickname, then continue on with the script no matter what you say.
  #2370    
Old October 10th, 2009 (12:31 PM). Edited October 10th, 2009 by romancandle.
romancandle romancandle is offline
 
Join Date: Oct 2009
Gender: Male
Nature: Adamant
Posts: 72
Editted: Figured out the problem I had.
  #2371    
Old October 10th, 2009 (08:22 PM).
The-Great-Falkner's Avatar
The-Great-Falkner The-Great-Falkner is offline
There just that damn good!
 
Join Date: Sep 2009
Location: Violet City
Gender: Male
Nature: Relaxed
Posts: 109
#Dynamic 0x800000

#org @start
checkflag 0x828
givepokemon 0x3A 0x10 0x30 0x0 0x0 0x0
if 0x0 goto @Player
if 0x1 goto @end
end

#org @Player
lock
msgbox @Player
boxset 0x6
applymovement 0xF1 @Dad
waitmovement 0x0
release
end

#org @Westly
lock
applymovement 0xF2 @Westly
waitmovement 0x0
release
end

#org @Player
= Hello son,this is Westly!/nlhe is the Champion for this/nlregion,any way since itis/nlyour birthday please take/nlthis Pokemon! You recived a/nlGROWLITHE.Any who I best be /nlgoing see you later son./nlWestly:He was in a hurry, anyway/nlI think I will see you at/nl the GRAND STAGE if you/nlnow what I mean, well I/nlgot to go too see you later/nlkid good luck!

#org @Dad
#raw 0x00 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x10 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x60 0xFE

#org @Westly
#raw 0x00 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x10 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x60 0xFE

#org @end
release
end

is there something wrong or missing? please help out
__________________
Today, I was at a bar. A fat guy looks at me for a while and sits down next to me. He turns and I expect that he'll hit on me. He then buttons down his shirt, presses his man boobs together and say to his friends “Look, I’ve got bigger tits than than the girl next to me!" His friends agreed. FML
  #2372    
Old October 10th, 2009 (10:42 PM).
Satoshi Ookami's Avatar
Satoshi Ookami Satoshi Ookami is offline
Memento Mori
Gold Tier
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 22
Gender: Male
Nature: Calm
Posts: 12,855
The biggest problem is that movements have TOO MANY 0xFE commands.
0xFE must be only on the last part of script and only once.
And the starting string... so basically ya wanna give player pokemon right?
then put it like this

Code:
#org @start
checkflag 0x828
if 0x0 goto @Player
if 0x1 goto @end
end

#org @Player
lock
msgbox @Player
boxset 0x6
givepokemon 0x3A 0x10 0x30 0x0 0x0 0x0
applymovement 0xF1 @Dad
waitmovement 0x0
release
end
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  #2373    
Old October 10th, 2009 (11:41 PM). Edited October 10th, 2009 by HackMew.
HackMew's Avatar
HackMew HackMew is offline
Mewtwo Strikes Back
Crystal Tier
 
Join Date: Jun 2006
Posts: 1,314
Quote originally posted by The-Great-Falkner:
Spoiler:
#Dynamic 0x800000

#org @start
checkflag 0x828
givepokemon 0x3A 0x10 0x30 0x0 0x0 0x0
if 0x0 goto @Player
if 0x1 goto @end
end

#org @Player
lock
msgbox @Player
boxset 0x6
applymovement 0xF1 @Dad
waitmovement 0x0
release
end

#org @Westly
lock
applymovement 0xF2 @Westly
waitmovement 0x0
release
end

#org @Player
= Hello son,this is Westly!/nlhe is the Champion for this/nlregion,any way since itis/nlyour birthday please take/nlthis Pokemon! You recived a/nlGROWLITHE.Any who I best be /nlgoing see you later son./nlWestly:He was in a hurry, anyway/nlI think I will see you at/nl the GRAND STAGE if you/nlnow what I mean, well I/nlgot to go too see you later/nlkid good luck!

#org @Dad
#raw 0x00 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x10 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x60 0xFE

#org @Westly
#raw 0x00 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x10 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x13 0xFE
#raw 0x60 0xFE

#org @end
release
end


is there something wrong or missing? please help out :)
Use spoilers next time. Also, please update your copy of XSE as it's outdated. You can get the newest one from my thread in the Toolbox. Anyway, your script is totally wrong, and there's no reason to use movements to hide something. Here's the fixed script, look at it carefully because even the message was wrongly made. Note: I assumed the Dad had the flag 0x1000 assigned, if that's not the case then simply change it. Don't forget that XSE has a text adjuster, and a guide too that you should read.

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
givepokemon 0x3A 0x10 0x30 0x0 0x0 0x0
msgbox @Player 0x6
hidesprite 0x1
setflag 0x1000
release
end

#org @Player
= Hello son,this is Westly!\nlhe is the Champion for this\lregion,any way since itis\lyour birthday please take\lthis Pokemon! You recived a\lGROWLITHE.Any who I best be\lgoing see you later son.\lWestly:He was in a hurry, anyway\lI think I will see you at\l the GRAND STAGE if you\lnow what I mean, well I\lgot to go too see you later\lkid good luck!


Quote originally posted by Ash493:
The biggest problem is that movements have TOO MANY 0xFE commands.
0xFE must be only on the last part of script and only once.
And the starting string... so basically ya wanna give player pokemon right?
then put it like this

Spoiler:
Code:
#org @start
checkflag 0x828
if 0x0 goto @Player
if 0x1 goto @end
end

#org @Player
lock
msgbox @Player
boxset 0x6
givepokemon 0x3A 0x10 0x30 0x0 0x0 0x0
applymovement 0xF1 @Dad
waitmovement 0x0
release
end
That script won't ever work properly.
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  #2374    
Old October 11th, 2009 (04:27 AM).
The-Great-Falkner's Avatar
The-Great-Falkner The-Great-Falkner is offline
There just that damn good!
 
Join Date: Sep 2009
Location: Violet City
Gender: Male
Nature: Relaxed
Posts: 109
1.What is flag 1000
2.There are two sprites next to him how do I make them both disappear?
__________________
Today, I was at a bar. A fat guy looks at me for a while and sits down next to me. He turns and I expect that he'll hit on me. He then buttons down his shirt, presses his man boobs together and say to his friends “Look, I’ve got bigger tits than than the girl next to me!" His friends agreed. FML
  #2375    
Old October 11th, 2009 (10:21 AM). Edited October 11th, 2009 by romancandle.
romancandle romancandle is offline
 
Join Date: Oct 2009
Gender: Male
Nature: Adamant
Posts: 72
Edit: Okay, I fixed the problem I had earlier, but a new one has arisen.

I need to have a line of sprites block the player's path out of a town until a certain event has occurred. I've tried using both the event script and the level script to have the sprites disappear after the event, but neither seem to work. I'm also worried that if I use the event script, since the event trigger is inside the town, the sprites would reappear in your path when you came back the same way. Here's the city level script (I used Viridian as the base town, and haven't gotten around to editing the old man out yet)

Spoiler:

'---------------
#org 0x990000
setworldmapflag 0x891
compare 0x4051 0x0
if 0x1 call 0x899003C
compare 0x4051 0x1
if 0x1 call 0x899004E
compare 0x7008 0x0
if 0x1 goto 0x89900BB
compare 0x4051 0x2
if 0x4 call 0x8990076
compare 0x405A 0x0
if 0x1 call 0x899007D
end

'---------------
#org 0x99003C
setvar 0x4010 0x22
movesprite2 0x4 0x15 0xB
spritebehave 0x4 0x8
return

'---------------
#org 0x99004E
setvar 0x4010 0x20
movesprite2 0x4 0x15 0x8
spritebehave 0x4 0x1
return

'---------------
#org 0x9900BB
hidesprite 0x10
hidesprite 0x11
hidesprite 0x12
hidesprite 0x13
hidesprite 0x14
return

'---------------
#org 0x990076
setvar 0x4010 0x20
return

'---------------
#org 0x99007D
checkflag 0x821
if 0x0 goto 0x81A77A9
checkflag 0x822
if 0x0 goto 0x81A77A9
checkflag 0x823
if 0x0 goto 0x81A77A9
checkflag 0x824
if 0x0 goto 0x81A77A9
checkflag 0x825
if 0x0 goto 0x81A77A9
checkflag 0x826
if 0x0 goto 0x81A77A9
setvar 0x405A 0x1
return

'---------------
#org 0x1A77A9
return
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