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  #26    
Old October 15th, 2009, 04:44 PM
Soul.//Silver's Avatar
Soul.//Silver
 
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Quick question, what is a Level Script and what is it used for? noob question probably, but I hang out more in the Game Developing section.
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  #27    
Old October 16th, 2009, 02:00 AM
"Уровень - скрипт"'s Avatar
"Уровень - скрипт"
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Thanks a lot!
This tut works for me!

But I have problems with
the "03 On entering map/not on menu close" thing . . .
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Один из моих любимых цитат:
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Она никогда не стареет!
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  #28    
Old October 16th, 2009, 05:09 AM
score_under's Avatar
score_under
I program the *other* ASM.
 
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Some of the technicalities here are a little off... D:
Quote:
Originally Posted by cooley View Post
The var you(well, I) used--0x4033--should be inserted into the Flag area. And for some strange reason, the value you(I) used in the setvar command(setvar 0x4033 0x1) has to be subtracted by one.


Since I used 0x1, I subtract 1 and get 0x0. so I put 0x0 into the Value box.
It does not have to be subtracted by 1. The reason we use 0x0 in the Value box is because the var starts at 0. The Value box dictates which value the var has to be to start the script. After the script, you set it to 1 (or indeed any other value if you choose to), and this means it no longer equals zero, so no longer activates.
Quote:

Wow, the level script really worked!!!
But...


Advance Map overwrites the 0000 that you put into the Value box, with FFFF.
Actually, it overwrites a completely separate number with FFFF, one for which there was no input box (as it was thought to be unused). This is not such a mistake in the tutorial, but for future reference it should always be set to zero, not whatever you set the "Value" box to.
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  #29    
Old October 16th, 2009, 12:34 PM
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cooley
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Quote:
Originally Posted by Soul.//Silver View Post
Quick question, what is a Level Script and what is it used for? noob question probably, but I hang out more in the Game Developing section.
A level script is a script that activates when the map is loaded. Simply put...

Quote:
Originally Posted by "Уровень - скрипт" View Post
Thanks a lot!
This tut works for me!

But I have problems with
the "03 On entering map/not on menu close" thing . . .
Er.. What's the problem?

Quote:
Originally Posted by score_under View Post
Some of the technicalities here are a little off... D:

It does not have to be subtracted by 1. The reason we use 0x0 in the Value box is because the var starts at 0. The Value box dictates which value the var has to be to start the script. After the script, you set it to 1 (or indeed any other value if you choose to), and this means it no longer equals zero, so no longer activates.
Actually, it overwrites a completely separate number with FFFF, one for which there was no input box (as it was thought to be unused). This is not such a mistake in the tutorial, but for future reference it should always be set to zero, not whatever you set the "Value" box to.
1. I didn't know that. I'll add it to the first post
2. Ahh, Okay. I assumed that it overwrote the value box because it worked whenever I changed it back to 0000. But I'll change that too.


But, I have a question for you. Have you found a way to allow more than one level script (type: 02) activate on a map?
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  #30    
Old October 16th, 2009, 12:36 PM
Reygok's Avatar
Reygok
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And why don't you answer my post, cooley XD
Perhaps you dont know an answer...

Quote:
Okay, thanks for the answer, I'm pretty sure it should work now, but I cannot test it XD
Actually, every time I open up a script with XSE, the pointers are shown as I named them, like '@start', and there are no offsets! Even when I open the Map script offset, the pointers are called '@swizzle' or something like that. That means when I change the FFFF after the pointer, and then klick compile, it says: 'no Dynamic offset'
Have I switched an option somewhere? I dont think so... Or could it be that I dont know any more how the whole thing works, because I didn't script for 2 months :p
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  #31    
Old October 16th, 2009, 01:02 PM
cooley's Avatar
cooley
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Quote:
Originally Posted by Reygok View Post
And why don't you answer my post, cooley XD
Perhaps you dont know an answer...
Or perhaps, it could be I didn't see your question.. :D....
To answer your question, it's not really a script related question.
I think it may be the XSE settings you have. It's called the "Refactoring function" So press Ctrl+D and uncheck the option. It appends all the static offsets you decompile, into dynamic "@snippet" labels so that you can easily repoint.

When it says "No dynamic offset", it means there's no dynamic offset there.... I thought you would've figured it out by now.
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  #32    
Old October 17th, 2009, 08:03 AM
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Tropical Sunlight
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I have a problem, you see.
Here's my script. I have set the level script type to 02.
Spoiler:
#dynamic 0x66666666666666666666666666

#org @start
lock
checkgender
compare LASTRESULT 0x1
if B_BOY goto @boy
setvar 0x4033 0x1
applymovement MOVE_PLAYER @movepl
applymovement 0x12 @mover
waitmovement 0x0
msgbox @whiomg MSG_NORMAL
applymovement 0x13 @moveprof
msgbox @proftalk MSG_NORMAL
applymovement MOVE_PLAYER @facedown
applymovement 0x12 @facedown
msgbox @pchoose MSG_NORMAL
msgbox @meg MSG_NORMAL
release
end

#org @movepl
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x2 0xFE

#org @mover
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x11 0x3 0xFE

#org @facedown
#raw 0x4 0x62 0xFE

#org @boy
setvar 0x4033 0x1
applymovement MOVE_PLAYER @movepl
applymovement 0x11 @mover
waitmovement 0x0
msgbox @whiomb MSG_NORMAL
applymovement 0x13 @moveprof
msgbox @proftalk MSG_NORMAL
applymovement MOVE_PLAYER @facedown
applymovement 0x13 @facedown
msgbox @pchoose MSG_NORMAL
msgbox @meb MSG_NORMAL
release
end

#org @moveprof
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x63 0xFE

#org @whiomb
= JACK: So, where is that old man?\nHe should've been here by now.

#org @whiomg
= LUCIA: So, where is that old man?\nHe should've been here by now.

#org @proftalk
= MANGO: Old? Me?\nI prefer the word ["]experienced".

#org @pchoose
= MANGO: Well, young lads.\nYou are here to get your first\lPOKéMON, right?\pWell, I've got three POKéMON and\neach of you may only get one.\lThe POKéMON are the following:\p[red_fr]LITSCORP,\n[black_fr]the FIRE-type POKéMON,\p[blue_fr]TADTURP,\n[black_fr]the GRASS-type POKéMON and\p[blue_fr]TARNAQUAX,\n[black_fr]the WATER-type POKéMON.

#org @meb
= JACK: It's okay, [player].\nYou can choose your POKéMON first.

#org @meg
= LUCIA: It's okay, [player].\nYou can choose your POKéMON first.

The problem is, the movements for 0x11, 0x12 and 0x13 don't work.
Yes, the player does move.
How do I fix this?
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  #33    
Old October 18th, 2009, 08:25 AM
cooley's Avatar
cooley
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Quote:
Originally Posted by Colorful Summer View Post
I have a problem, you see.
Here's my script. I have set the level script type to 02.
Spoiler:
#dynamic 0x66666666666666666666666666

#org @start
lock
checkgender
compare LASTRESULT 0x1
if B_BOY goto @boy
setvar 0x4033 0x1
applymovement MOVE_PLAYER @movepl
applymovement 0x12 @mover
waitmovement 0x0
msgbox @whiomg MSG_NORMAL
applymovement 0x13 @moveprof
msgbox @proftalk MSG_NORMAL
applymovement MOVE_PLAYER @facedown
applymovement 0x12 @facedown
msgbox @pchoose MSG_NORMAL
msgbox @meg MSG_NORMAL
release
end

#org @movepl
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x2 0xFE

#org @mover
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x12 0x11 0x3 0xFE

#org @facedown
#raw 0x4 0x62 0xFE

#org @boy
setvar 0x4033 0x1
applymovement MOVE_PLAYER @movepl
applymovement 0x11 @mover
waitmovement 0x0
msgbox @whiomb MSG_NORMAL
applymovement 0x13 @moveprof
msgbox @proftalk MSG_NORMAL
applymovement MOVE_PLAYER @facedown
applymovement 0x13 @facedown
msgbox @pchoose MSG_NORMAL
msgbox @meb MSG_NORMAL
release
end

#org @moveprof
#raw 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x11 0x63 0xFE

#org @whiomb
= JACK: So, where is that old man?\nHe should've been here by now.

#org @whiomg
= LUCIA: So, where is that old man?\nHe should've been here by now.

#org @proftalk
= MANGO: Old? Me?\nI prefer the word ["]experienced".

#org @pchoose
= MANGO: Well, young lads.\nYou are here to get your first\lPOKéMON, right?\pWell, I've got three POKéMON and\neach of you may only get one.\lThe POKéMON are the following:\p[red_fr]LITSCORP,\n[black_fr]the FIRE-type POKéMON,\p[blue_fr]TADTURP,\n[black_fr]the GRASS-type POKéMON and\p[blue_fr]TARNAQUAX,\n[black_fr]the WATER-type POKéMON.

#org @meb
= JACK: It's okay, [player].\nYou can choose your POKéMON first.

#org @meg
= LUCIA: It's okay, [player].\nYou can choose your POKéMON first.

The problem is, the movements for 0x11, 0x12 and 0x13 don't work.
Yes, the player does move.
How do I fix this?
You should've posted this in the script help thread.
11 = 0xB in hex, 12 = 0xC, 13 = 0xD so if your person number is 11, you should put 0xB, 12 you should put 0xC, and so on...

0x11 = 17
0x12 = 18
0x13 = 19

So if there's no person number 17 on the map, nothing will happen :\
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  #34    
Old October 19th, 2009, 12:06 AM
Tropical Sunlight's Avatar
Tropical Sunlight
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Quote:
Originally Posted by cooley View Post
You should've posted this in the script help thread.
11 = 0xB in hex, 12 = 0xC, 13 = 0xD so if your person number is 11, you should put 0xB, 12 you should put 0xC, and so on...

0x11 = 17
0x12 = 18
0x13 = 19

So if there's no person number 17 on the map, nothing will happen :\
Oh. Thanks cooley!
You're cool really helpful!
Thanks! Sorry for not posting this in the Script Help Thread, I thought it might've been releated to the fact that it's a level script...
thanks again!
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  #35    
Old October 29th, 2009, 04:21 AM
bigtukker
 
Join Date: Mar 2009
Gender:
I don't really get it.
I have this code:

Spoiler:

'---------------
#org 0x800000
msgbox 0x8800010 MSG_NORMAL '"You see?\nThe level script worked!"
setvar 0x4033 0x1
release
end


'---------
' Strings
'---------
#org 0x800010
= You see?\nThe level script worked!

and i put 800000 in the script offset 2 screen
and 4033 in flag
Still, when I go from home i don't see any textbox at all
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  #36    
Old November 1st, 2009, 11:19 AM
cooley's Avatar
cooley
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Quote:
Originally Posted by bigtukker View Post
I don't really get it.
I have this code:

Spoiler:

'---------------
#org 0x800000
msgbox 0x8800010 MSG_NORMAL '"You see?\nThe level script worked!"
setvar 0x4033 0x1
release
end


'---------
' Strings
'---------
#org 0x800010
= You see?\nThe level script worked!

and i put 800000 in the script offset 2 screen
and 4033 in flag
Still, when I go from home i don't see any textbox at all
What type of Level script did you try to use?
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  #37    
Old November 1st, 2009, 01:43 PM
Liquid Shadow's Avatar
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OMG.... All this time.... For trying to make that level script to work only after a certain event.... That solution is so simple! I can't believe I never thought of it!

Good work, Cooley!
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  #38    
Old November 1st, 2009, 09:41 PM
Dratii's Avatar
Dratii
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Thanks for this cooley. It helped in filling in the fine gaps in my level script knowledge.
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  #39    
Old November 2nd, 2009, 02:10 AM
bigtukker
 
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I used the 02-type (like in your example)
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  #40    
Old December 5th, 2009, 06:31 AM
Patrick1463
Beginning Trainer
 
Join Date: Jul 2009
Gender: Male
Uhm..hi.
Your great tutorial helped me very much. My levelscripts worked great so far.
But now I habe a little question. I wanted to set some tiles after a flag was activated.
I tried it a long time, but it dont worked...
Is there something special, that I have to use, when I want to use the command setmaptile in a levelscript?
(I tried it with script-type 03)
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  #41    
Old May 14th, 2010, 03:31 AM
Metroid Die
Beginning Trainer
 
Join Date: Mar 2009
Hey, great tutorial, but my advance map doesn't show the map script options under header view... I'm using version 1.92, and I can't find the map script option box anywhere.

If someone could help me out it'd be awesome
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  #42    
Old May 14th, 2010, 12:03 PM
adam60961
Beginning Trainer
 
Join Date: May 2010
Gender: Male
Can I get some help please? I can't figure out how to even start off with a level-script! :D SOMEONE PLEASE REPLY AND HELP ME!!! Thanks

SOMEONE please tell me how to make a level script using Pokescript!
Thanks!

Can someone please help? I made a script using Pokescript and I did everything like it was on the tutorial... Is it bad to mix XSE with Pokescript? I made this script, here it is...

#org $start
jingle
applymovement 0xFF $oh
$oh 1 ; #binary 0x62 0xFE
pausemove 0
applymovement 5 $s
$s 1 ; #binary 0x11 0xFE
pausemove 0
message $1
$1 1 = See!
boxset 6
setflag 0x1000
setvar 0x4033 0x0001
release
end

Anyway, I did everything said on this tutorial and I can't figure out why it won't work when I come out of the players house and it doesn't work... But, when I step back onto the script box, it works... I want it where when the player steps out of the house, it triggers the script... PLEASE HELP!!! Thanks!

Last edited by adam60961; May 14th, 2010 at 03:08 PM. Reason: Your double post has been automatically merged.
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  #43    
Old May 16th, 2010, 08:22 AM
Metroid Die
Beginning Trainer
 
Join Date: Mar 2009
Quote:
Originally Posted by adam60961 View Post
Can I get some help please? I can't figure out how to even start off with a level-script! :D SOMEONE PLEASE REPLY AND HELP ME!!! Thanks

SOMEONE please tell me how to make a level script using Pokescript!
Thanks!

Can someone please help? I made a script using Pokescript and I did everything like it was on the tutorial... Is it bad to mix XSE with Pokescript? I made this script, here it is...

#org $start
jingle
applymovement 0xFF $oh
$oh 1 ; #binary 0x62 0xFE
pausemove 0
applymovement 5 $s
$s 1 ; #binary 0x11 0xFE
pausemove 0
message $1
$1 1 = See!
boxset 6
setflag 0x1000
setvar 0x4033 0x0001
release
end

Anyway, I did everything said on this tutorial and I can't figure out why it won't work when I come out of the players house and it doesn't work... But, when I step back onto the script box, it works... I want it where when the player steps out of the house, it triggers the script... PLEASE HELP!!! Thanks!
I have the exact same problem

Someone help please
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  #44    
Old May 16th, 2010, 10:33 AM
Elite Trainer Red's Avatar
Elite Trainer Red
Beginning Trainer
 
Join Date: Apr 2010
Location: Mt.Silver
Gender: Male
Nature: Adamant
thanks this really helped,
=P im gonna use this in my hack
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  #45    
Old March 15th, 2011, 03:03 PM
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metapod23
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Gender: Male
Nature: Timid
I thought I'd post this here since I haven't really read it anywhere else, and I just learned how to do it

If anyone has ever wanted to have multiple "02 Validates values" scripts in one map, you've probably realized that just adding another map script in A-Map doesn't work. However, it is possible to have multiple 02 scripts in one map.

Go to professional header viewer and copy the Map Script Offset and open it in XSE. Got to the offset for the pointer of your 02 script - it will say:

Code:
#raw 0x2
#raw pointer ...
and then list the offset.

Re-write the script for the offset manually (you will likely have to use dynamic offsets, so change what's above to something like:

Code:
#raw 0x2
#raw pointer @go
And under your new dynamic offset, add your multiple script offsets. Basically, if the original is:

Code:
#raw word 0x5050
#raw word 0x1
#raw pointer 0x800000
#raw word 0x0
(And we know that his means that the script at 0x800000 will activate the instant you enter this map if variable 0x5050 is set to 0x1) ... and we have another script at 0x800100 that we want to activate in the same map when var 0x5050 is set to 0x2, we world write:

Code:
#raw word 0x5050
#raw word 0x1
#raw pointer 0x800000
#raw word 0x5050
#raw word 0x2
#raw pointer 0x800100
#raw word 0x0
^ And so on for any additional scripts you want to activate. Once it's compiled, all the scripts should work once the variables you indicated are activated without any freezing or errors, etc. It won't show up properly in A-Map or XSE, but it works

Don't know if this info is known well or not, as I haven't come across it yet, so I'm just posting it for it to be out there.
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  #46    
Old July 3rd, 2011, 02:09 AM
[I]-Hac*ker.'s Avatar
[I]-Hac*ker.
Touko Fan <3
 
Join Date: Jun 2011
Location: The Netherlands
Age: 18
Gender: Male
Quote:
Originally Posted by metapod23 View Post
I thought I'd post this here since I haven't really read it anywhere else, and I just learned how to do it

If anyone has ever wanted to have multiple "02 Validates values" scripts in one map, you've probably realized that just adding another map script in A-Map doesn't work. However, it is possible to have multiple 02 scripts in one map.

Go to professional header viewer and copy the Map Script Offset and open it in XSE. Got to the offset for the pointer of your 02 script - it will say:

Code:
#raw 0x2
#raw pointer ...
and then list the offset.

Re-write the script for the offset manually (you will likely have to use dynamic offsets, so change what's above to something like:

Code:
#raw 0x2
#raw pointer @go
And under your new dynamic offset, add your multiple script offsets. Basically, if the original is:

Code:
#raw word 0x5050
#raw word 0x1
#raw pointer 0x800000
#raw word 0x0
(And we know that his means that the script at 0x800000 will activate the instant you enter this map if variable 0x5050 is set to 0x1) ... and we have another script at 0x800100 that we want to activate in the same map when var 0x5050 is set to 0x2, we world write:

Code:
#raw word 0x5050
#raw word 0x1
#raw pointer 0x800000
#raw word 0x5050
#raw word 0x2
#raw pointer 0x800100
#raw word 0x0
^ And so on for any additional scripts you want to activate. Once it's compiled, all the scripts should work once the variables you indicated are activated without any freezing or errors, etc. It won't show up properly in A-Map or XSE, but it works

Don't know if this info is known well or not, as I haven't come across it yet, so I'm just posting it for it to be out there.

Thank you sooo much :O I've been looking all over for this. Though only the first script is working, the second freezes :/
What I did: script1: compiled --> A-Map: header view--> 02 validates..... put in flag & offset, copied the map offset. Opened it in XSE, added the text metapod23 gave, and decompiled. What am I doing wrong?
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Quote:
Originally Posted by [I]-Hac*ker.
You know you're a computer nerd, when at a certain point in real life, you've actually thought: "Damn, I screwed up, where's CTRL + Z?"...

Last edited by [I]-Hac*ker.; July 3rd, 2011 at 06:02 AM.
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  #47    
Old July 3rd, 2011, 06:19 AM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by [I]-Hac*ker. View Post
Thank you sooo much :O I've been looking all over for this. Though only the first script is working, the second freezes :/
What I did: script1: compiled --> A-Map: header view--> 02 validates..... put in flag & offset, copied the map offset. Opened it in XSE, added the text metapod23 gave, and decompiled. What am I doing wrong?
Could you post the script that isn't working and also the Map Script Offset that you rewrote to include it?
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  #48    
Old July 4th, 2011, 07:01 AM
[I]-Hac*ker.'s Avatar
[I]-Hac*ker.
Touko Fan <3
 
Join Date: Jun 2011
Location: The Netherlands
Age: 18
Gender: Male
Sorry for the late reply. Here is the script.

Spoiler:
Code:
'-----------------------
#org 0x71B598
#raw 02
#raw pointer 0x871B658
#raw 02
#raw pointer 0x871B5A3
#raw 00

'-----------------------
#org 0x71B658
#raw word 0x7001
#raw word 0x0
#raw pointer 0x880EEEF
#raw word 0x0

'-----------------------
#org 0x71B5A3
#raw word 0x7001
#raw word 0x1
#raw pointer 0x880EEEF
#raw word 0x0

'-----------------------
#org 0x80EEEF
compare 0x7001 0x0
if 0x1 goto 0x880EF08
compare 0x7001 0x1
if 0x1 goto 0x880F05B
release
end

'-----------------------
#org 0x80EF08
setvar 0x7001 0x1
checkflag 0x828
if 0x0 goto 0x880EF19
release
end

'-----------------------
#org 0x80F05B
setvar 0x7001 0x2
checkflag 0x8C6
if 0x0 goto 0x880F5DF
checkflag 0x8C8
if 0x0 goto 0x880F0CE
checkflag 0x8CA
if 0x1 goto 0x880F07E
release
end

'-----------------------
#org 0x80EF19
lockall
applymovement MOVE_PLAYER 0x880F053
waitmovement 0x0
msgbox 0x880F033 '"Prof. Cypress: Hey!\n[player]! Wait..."
callstd 0x6
applymovement 0x3 0x880F02A
waitmovement 0x0
msgbox 0x880EFD6 '"Prof. Cypress: Ah, [player].\nI've ..."
callstd 0x6
setdooropened 0x14 0x17
playsong 0x13E 0x0
applymovement 0x3 0x880EFB5
applymovement MOVE_PLAYER 0x880EF94
waitmovement 0x0
doorchange
applymovement 0x3 0x880EF91
waitmovement 0x0
setdoorclosed 0x14 0x17
doorchange
setdooropened 0x14 0x17
doorchange
applymovement MOVE_PLAYER 0x880EF8D
waitmovement 0x0
fadesong 0x12C
warp 0x4 0x3 0xFF 0x6 0xC
setdoorclosed 0x14 0x17
doorchange
release
end

'-----------------------
#org 0x80F5DF
showsprite 0x4
clearflag 0x8C7
lockall
applymovement MOVE_PLAYER 0x880F7A4
waitmovement 0x0
applymovement 0x4 0x880F770
msgbox 0x880F782 '"[rival]: Psh. Try to tell me how to..."
callstd 0x6
waitmovement 0x0
compare 0x7005 0x1
if 0x1 goto 0x880F63D
compare 0x7005 0x2
if 0x1 goto 0x880F62C
setflag 0x8C6
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F0CE
setflag 0x8C8
lock
faceplayer
msgbox 0x880F65A '"[rival]: Ugh! That didn't\nhelp at ..."
callstd 0x6
applymovement 0x4 0x880F64E
waitmovement 0x0
hidesprite 0x4
setflag 0x8C7
showsprite 0x3
clearflag 0x8C3
showsprite 0x4
clearflag 0x8C9
applymovement 0x3 0x880F58A
pause 0x50
applymovement 0x5 0x880F59D
msgbox 0x880F5B4 '"???: [rival], wait!\nYou forgot you..."
callstd 0x6
waitmovement 0x0
msgbox 0x880F4E2 '"Prof. Cypress: Is everything okay?\..."
callstd 0x6
applymovement 0x5 0x880F4DF
applymovement 0x3 0x880F4D4
waitmovement 0x0
msgbox 0x880F4A2 '"Prof. Cypress: [player]!\nCome over..."
callstd 0x6
applymovement MOVE_PLAYER 0x880F49D
waitmovement 0x0
msgbox 0x880F404 '"[rival]'s Mom: Oh, hello, [player]...."
callstd 0x6
msgbox 0x880F3D6 '"[rival]'s Mom: Really? Would you do..."
callstd 0x5
compare LASTRESULT 0x1
if 0x0 goto 0x880F1A3
msgbox 0x880F35A '"[rival]'s Mom: Oh, thank you so\nmu..."
callstd 0x6
giveitem 0x169 0x1 0x0
msgbox 0x880F297 '"[rival]'s Mom: You need that to\nge..."
callstd 0x6
applymovement 0x3 0x880F28D
waitmovement 0x0
hidesprite 0x3
setflag 0x8C3
msgbox 0x880F20B '"[rival]'s Mom: Good luck and\ngoodb..."
callstd 0x6
setflag 0x8CA
applymovement 0x5 0x880F200
waitmovement 0x0
hidesprite 0x5
setflag 0x8C9
release
end

'-----------------------
#org 0x80F07E
lock
msgbox 0x880F097 '"Remember what [rival]'s Mom said,\n..."
callstd 0x6
applymovement MOVE_PLAYER 0x880F094
waitmovement 0x0
release
end

'-----------------------
#org 0x80F63D
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F62C
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F1A3
msgbox 0x880F38F '"[rival]'s Mom: Are you sure?\nYou c..."
callstd 0x5
compare LASTRESULT 0x1
if 0x0 goto 0x880F1A3
msgbox 0x880F35A '"[rival]'s Mom: Oh, thank you so\nmu..."
callstd 0x6
giveitem 0x169 0x2 0x0
msgbox 0x880F297 '"[rival]'s Mom: You need that to\nge..."
callstd 0x6
applymovement 0x3 0x880F28D
waitmovement 0x0
hidesprite 0x3
setflag 0x8C3
msgbox 0x880F20B '"[rival]'s Mom: Good luck and\ngoodb..."
callstd 0x6
setflag 0x8CA
applymovement 0x5 0x880F200
waitmovement 0x0
hidesprite 0x5
setflag 0x8C9
release
end


'-----------
' Movements
'-----------
#org 0x80F053
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F02A
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80EFB5
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80EF94
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80EF91
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80EF8D
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80F7A4
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 2 'Face Left
#raw FE 'End of Movements

#org 0x80F770
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 55 'Jump in Place (Facing Right)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F64E
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x80F58A
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x80F59D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x80F4DF
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x80F4D4
#raw 3 'Face Right
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F49D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x80F28D
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80F200
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80F094
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80F033
= -

#org 0x80EFD6
= -

#org 0x80F782
= -

#org 0x80F69B
= -

#org 0x80F691
= -

#org 0x80F65A
= -

#org 0x80F5B4
= -

#org 0x80F4E2
= -

#org 0x80F4A2
= -

#org 0x80F404
= -

#org 0x80F3D6
= -

#org 0x80F35A
= -

#org 0x80F297
= --

#org 0x80F20B
= ---

#org 0x80F097
= -

#org 0x80F38F
= --


The Map Script Offset : $0071B598

I wasn't quite sure about what I was doing. I made 2 '[2]Validates value...' in the header view, both for the flag 7001, one for 0000 and the other for 0001. Sounded right to me

Thanks for helping, Metapod23!!
__________________





Quote:
Originally Posted by [I]-Hac*ker.
You know you're a computer nerd, when at a certain point in real life, you've actually thought: "Damn, I screwed up, where's CTRL + Z?"...
Reply With Quote
  #49    
Old July 4th, 2011, 08:12 AM
colcolstyles's Avatar
colcolstyles
Yours truly
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Quote:
Originally Posted by [I]-Hac*ker. View Post
Sorry for the late reply. Here is the script.

Spoiler:
Code:
'-----------------------
#org 0x71B598
#raw 02
#raw pointer 0x871B658
#raw 02
#raw pointer 0x871B5A3
#raw 00

'-----------------------
#org 0x71B658
#raw word 0x7001
#raw word 0x0
#raw pointer 0x880EEEF
#raw word 0x0

'-----------------------
#org 0x71B5A3
#raw word 0x7001
#raw word 0x1
#raw pointer 0x880EEEF
#raw word 0x0

'-----------------------
#org 0x80EEEF
compare 0x7001 0x0
if 0x1 goto 0x880EF08
compare 0x7001 0x1
if 0x1 goto 0x880F05B
release
end

'-----------------------
#org 0x80EF08
setvar 0x7001 0x1
checkflag 0x828
if 0x0 goto 0x880EF19
release
end

'-----------------------
#org 0x80F05B
setvar 0x7001 0x2
checkflag 0x8C6
if 0x0 goto 0x880F5DF
checkflag 0x8C8
if 0x0 goto 0x880F0CE
checkflag 0x8CA
if 0x1 goto 0x880F07E
release
end

'-----------------------
#org 0x80EF19
lockall
applymovement MOVE_PLAYER 0x880F053
waitmovement 0x0
msgbox 0x880F033 '"Prof. Cypress: Hey!\n[player]! Wait..."
callstd 0x6
applymovement 0x3 0x880F02A
waitmovement 0x0
msgbox 0x880EFD6 '"Prof. Cypress: Ah, [player].\nI've ..."
callstd 0x6
setdooropened 0x14 0x17
playsong 0x13E 0x0
applymovement 0x3 0x880EFB5
applymovement MOVE_PLAYER 0x880EF94
waitmovement 0x0
doorchange
applymovement 0x3 0x880EF91
waitmovement 0x0
setdoorclosed 0x14 0x17
doorchange
setdooropened 0x14 0x17
doorchange
applymovement MOVE_PLAYER 0x880EF8D
waitmovement 0x0
fadesong 0x12C
warp 0x4 0x3 0xFF 0x6 0xC
setdoorclosed 0x14 0x17
doorchange
release
end

'-----------------------
#org 0x80F5DF
showsprite 0x4
clearflag 0x8C7
lockall
applymovement MOVE_PLAYER 0x880F7A4
waitmovement 0x0
applymovement 0x4 0x880F770
msgbox 0x880F782 '"[rival]: Psh. Try to tell me how to..."
callstd 0x6
waitmovement 0x0
compare 0x7005 0x1
if 0x1 goto 0x880F63D
compare 0x7005 0x2
if 0x1 goto 0x880F62C
setflag 0x8C6
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F0CE
setflag 0x8C8
lock
faceplayer
msgbox 0x880F65A '"[rival]: Ugh! That didn't\nhelp at ..."
callstd 0x6
applymovement 0x4 0x880F64E
waitmovement 0x0
hidesprite 0x4
setflag 0x8C7
showsprite 0x3
clearflag 0x8C3
showsprite 0x4
clearflag 0x8C9
applymovement 0x3 0x880F58A
pause 0x50
applymovement 0x5 0x880F59D
msgbox 0x880F5B4 '"???: [rival], wait!\nYou forgot you..."
callstd 0x6
waitmovement 0x0
msgbox 0x880F4E2 '"Prof. Cypress: Is everything okay?\..."
callstd 0x6
applymovement 0x5 0x880F4DF
applymovement 0x3 0x880F4D4
waitmovement 0x0
msgbox 0x880F4A2 '"Prof. Cypress: [player]!\nCome over..."
callstd 0x6
applymovement MOVE_PLAYER 0x880F49D
waitmovement 0x0
msgbox 0x880F404 '"[rival]'s Mom: Oh, hello, [player]...."
callstd 0x6
msgbox 0x880F3D6 '"[rival]'s Mom: Really? Would you do..."
callstd 0x5
compare LASTRESULT 0x1
if 0x0 goto 0x880F1A3
msgbox 0x880F35A '"[rival]'s Mom: Oh, thank you so\nmu..."
callstd 0x6
giveitem 0x169 0x1 0x0
msgbox 0x880F297 '"[rival]'s Mom: You need that to\nge..."
callstd 0x6
applymovement 0x3 0x880F28D
waitmovement 0x0
hidesprite 0x3
setflag 0x8C3
msgbox 0x880F20B '"[rival]'s Mom: Good luck and\ngoodb..."
callstd 0x6
setflag 0x8CA
applymovement 0x5 0x880F200
waitmovement 0x0
hidesprite 0x5
setflag 0x8C9
release
end

'-----------------------
#org 0x80F07E
lock
msgbox 0x880F097 '"Remember what [rival]'s Mom said,\n..."
callstd 0x6
applymovement MOVE_PLAYER 0x880F094
waitmovement 0x0
release
end

'-----------------------
#org 0x80F63D
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F62C
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F1A3
msgbox 0x880F38F '"[rival]'s Mom: Are you sure?\nYou c..."
callstd 0x5
compare LASTRESULT 0x1
if 0x0 goto 0x880F1A3
msgbox 0x880F35A '"[rival]'s Mom: Oh, thank you so\nmu..."
callstd 0x6
giveitem 0x169 0x2 0x0
msgbox 0x880F297 '"[rival]'s Mom: You need that to\nge..."
callstd 0x6
applymovement 0x3 0x880F28D
waitmovement 0x0
hidesprite 0x3
setflag 0x8C3
msgbox 0x880F20B '"[rival]'s Mom: Good luck and\ngoodb..."
callstd 0x6
setflag 0x8CA
applymovement 0x5 0x880F200
waitmovement 0x0
hidesprite 0x5
setflag 0x8C9
release
end


'-----------
' Movements
'-----------
#org 0x80F053
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F02A
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80EFB5
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80EF94
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80EF91
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80EF8D
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80F7A4
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 2 'Face Left
#raw FE 'End of Movements

#org 0x80F770
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 55 'Jump in Place (Facing Right)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F64E
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x80F58A
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x80F59D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x80F4DF
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x80F4D4
#raw 3 'Face Right
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F49D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x80F28D
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80F200
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80F094
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80F033
= -

#org 0x80EFD6
= -

#org 0x80F782
= -

#org 0x80F69B
= -

#org 0x80F691
= -

#org 0x80F65A
= -

#org 0x80F5B4
= -

#org 0x80F4E2
= -

#org 0x80F4A2
= -

#org 0x80F404
= -

#org 0x80F3D6
= -

#org 0x80F35A
= -

#org 0x80F297
= --

#org 0x80F20B
= ---

#org 0x80F097
= -

#org 0x80F38F
= --


The Map Script Offset : $0071B598

I wasn't quite sure about what I was doing. I made 2 '[2]Validates value...' in the header view, both for the flag 7001, one for 0000 and the other for 0001. Sounded right to me ;)

Thanks for helping, Metapod23!!
It's been a while since I've dealt with level scripts but try the following (red = cut, blue = add):

Spoiler:
Code:
'-----------------------
#org 0x71B598
#raw 02
#raw pointer 0x871B658
#raw 02
#raw pointer 0x871B5A3
#raw 00

'-----------------------
#org 0x71B658
#raw word 0x7001
#raw word 0x0
#raw pointer 0x880EEEF
#raw word 0x7001
#raw word 0x1
#raw pointer 0x880EEEF
#raw word 0x0

'-----------------------
#org 0x71B5A3
#raw word 0x7001
#raw word 0x1
#raw pointer 0x880EEEF
#raw word 0x0

'-----------------------
#org 0x80EEEF
compare 0x7001 0x0
if 0x1 goto 0x880EF08
compare 0x7001 0x1
if 0x1 goto 0x880F05B
release
end

'-----------------------
#org 0x80EF08
setvar 0x7001 0x1
checkflag 0x828
if 0x0 goto 0x880EF19
release
end

'-----------------------
#org 0x80F05B
setvar 0x7001 0x2
checkflag 0x8C6
if 0x0 goto 0x880F5DF
checkflag 0x8C8
if 0x0 goto 0x880F0CE
checkflag 0x8CA
if 0x1 goto 0x880F07E
release
end

'-----------------------
#org 0x80EF19
lockall
applymovement MOVE_PLAYER 0x880F053
waitmovement 0x0
msgbox 0x880F033 '"Prof. Cypress: Hey!\n[player]! Wait..."
callstd 0x6
applymovement 0x3 0x880F02A
waitmovement 0x0
msgbox 0x880EFD6 '"Prof. Cypress: Ah, [player].\nI've ..."
callstd 0x6
setdooropened 0x14 0x17
playsong 0x13E 0x0
applymovement 0x3 0x880EFB5
applymovement MOVE_PLAYER 0x880EF94
waitmovement 0x0
doorchange
applymovement 0x3 0x880EF91
waitmovement 0x0
setdoorclosed 0x14 0x17
doorchange
setdooropened 0x14 0x17
doorchange
applymovement MOVE_PLAYER 0x880EF8D
waitmovement 0x0
fadesong 0x12C
warp 0x4 0x3 0xFF 0x6 0xC
setdoorclosed 0x14 0x17
doorchange
release
end

'-----------------------
#org 0x80F5DF
showsprite 0x4
clearflag 0x8C7
lockall
applymovement MOVE_PLAYER 0x880F7A4
waitmovement 0x0
applymovement 0x4 0x880F770
msgbox 0x880F782 '"[rival]: Psh. Try to tell me how to..."
callstd 0x6
waitmovement 0x0
compare 0x7005 0x1
if 0x1 goto 0x880F63D
compare 0x7005 0x2
if 0x1 goto 0x880F62C
setflag 0x8C6
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F0CE
setflag 0x8C8
lock
faceplayer
msgbox 0x880F65A '"[rival]: Ugh! That didn't\nhelp at ..."
callstd 0x6
applymovement 0x4 0x880F64E
waitmovement 0x0
hidesprite 0x4
setflag 0x8C7
showsprite 0x3
clearflag 0x8C3
showsprite 0x4
clearflag 0x8C9
applymovement 0x3 0x880F58A
pause 0x50
applymovement 0x5 0x880F59D
msgbox 0x880F5B4 '"???: [rival], wait!\nYou forgot you..."
callstd 0x6
waitmovement 0x0
msgbox 0x880F4E2 '"Prof. Cypress: Is everything okay?\..."
callstd 0x6
applymovement 0x5 0x880F4DF
applymovement 0x3 0x880F4D4
waitmovement 0x0
msgbox 0x880F4A2 '"Prof. Cypress: [player]!\nCome over..."
callstd 0x6
applymovement MOVE_PLAYER 0x880F49D
waitmovement 0x0
msgbox 0x880F404 '"[rival]'s Mom: Oh, hello, [player]...."
callstd 0x6
msgbox 0x880F3D6 '"[rival]'s Mom: Really? Would you do..."
callstd 0x5
compare LASTRESULT 0x1
if 0x0 goto 0x880F1A3
msgbox 0x880F35A '"[rival]'s Mom: Oh, thank you so\nmu..."
callstd 0x6
giveitem 0x169 0x1 0x0
msgbox 0x880F297 '"[rival]'s Mom: You need that to\nge..."
callstd 0x6
applymovement 0x3 0x880F28D
waitmovement 0x0
hidesprite 0x3
setflag 0x8C3
msgbox 0x880F20B '"[rival]'s Mom: Good luck and\ngoodb..."
callstd 0x6
setflag 0x8CA
applymovement 0x5 0x880F200
waitmovement 0x0
hidesprite 0x5
setflag 0x8C9
release
end

'-----------------------
#org 0x80F07E
lock
msgbox 0x880F097 '"Remember what [rival]'s Mom said,\n..."
callstd 0x6
applymovement MOVE_PLAYER 0x880F094
waitmovement 0x0
release
end

'-----------------------
#org 0x80F63D
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F62C
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F1A3
msgbox 0x880F38F '"[rival]'s Mom: Are you sure?\nYou c..."
callstd 0x5
compare LASTRESULT 0x1
if 0x0 goto 0x880F1A3
msgbox 0x880F35A '"[rival]'s Mom: Oh, thank you so\nmu..."
callstd 0x6
giveitem 0x169 0x2 0x0
msgbox 0x880F297 '"[rival]'s Mom: You need that to\nge..."
callstd 0x6
applymovement 0x3 0x880F28D
waitmovement 0x0
hidesprite 0x3
setflag 0x8C3
msgbox 0x880F20B '"[rival]'s Mom: Good luck and\ngoodb..."
callstd 0x6
setflag 0x8CA
applymovement 0x5 0x880F200
waitmovement 0x0
hidesprite 0x5
setflag 0x8C9
release
end


'-----------
' Movements
'-----------
#org 0x80F053
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F02A
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80EFB5
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80EF94
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80EF91
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80EF8D
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80F7A4
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 2 'Face Left
#raw FE 'End of Movements

#org 0x80F770
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 55 'Jump in Place (Facing Right)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F64E
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x80F58A
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x80F59D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x80F4DF
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x80F4D4
#raw 3 'Face Right
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F49D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x80F28D
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80F200
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80F094
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80F033
= -

#org 0x80EFD6
= -

#org 0x80F782
= -

#org 0x80F69B
= -

#org 0x80F691
= -

#org 0x80F65A
= -

#org 0x80F5B4
= -

#org 0x80F4E2
= -

#org 0x80F4A2
= -

#org 0x80F404
= -

#org 0x80F3D6
= -

#org 0x80F35A
= -

#org 0x80F297
= --

#org 0x80F20B
= ---

#org 0x80F097
= -

#org 0x80F38F
= --
__________________

Brother of Vrai
Reply With Quote
  #50    
Old July 4th, 2011, 08:31 AM
[I]-Hac*ker.'s Avatar
[I]-Hac*ker.
Touko Fan <3
 
Join Date: Jun 2011
Location: The Netherlands
Age: 18
Gender: Male
Quote:
Originally Posted by colcolstyles View Post
It's been a while since I've dealt with level scripts but try the following (red = cut, blue = add):

Spoiler:
Code:
'-----------------------
#org 0x71B598
#raw 02
#raw pointer 0x871B658
#raw 02
#raw pointer 0x871B5A3
#raw 00

'-----------------------
#org 0x71B658
#raw word 0x7001
#raw word 0x0
#raw pointer 0x880EEEF
#raw word 0x7001
#raw word 0x1
#raw pointer 0x880EEEF
#raw word 0x0

'-----------------------
#org 0x71B5A3
#raw word 0x7001
#raw word 0x1
#raw pointer 0x880EEEF
#raw word 0x0

'-----------------------
#org 0x80EEEF
compare 0x7001 0x0
if 0x1 goto 0x880EF08
compare 0x7001 0x1
if 0x1 goto 0x880F05B
release
end

'-----------------------
#org 0x80EF08
setvar 0x7001 0x1
checkflag 0x828
if 0x0 goto 0x880EF19
release
end

'-----------------------
#org 0x80F05B
setvar 0x7001 0x2
checkflag 0x8C6
if 0x0 goto 0x880F5DF
checkflag 0x8C8
if 0x0 goto 0x880F0CE
checkflag 0x8CA
if 0x1 goto 0x880F07E
release
end

'-----------------------
#org 0x80EF19
lockall
applymovement MOVE_PLAYER 0x880F053
waitmovement 0x0
msgbox 0x880F033 '"Prof. Cypress: Hey!\n[player]! Wait..."
callstd 0x6
applymovement 0x3 0x880F02A
waitmovement 0x0
msgbox 0x880EFD6 '"Prof. Cypress: Ah, [player].\nI've ..."
callstd 0x6
setdooropened 0x14 0x17
playsong 0x13E 0x0
applymovement 0x3 0x880EFB5
applymovement MOVE_PLAYER 0x880EF94
waitmovement 0x0
doorchange
applymovement 0x3 0x880EF91
waitmovement 0x0
setdoorclosed 0x14 0x17
doorchange
setdooropened 0x14 0x17
doorchange
applymovement MOVE_PLAYER 0x880EF8D
waitmovement 0x0
fadesong 0x12C
warp 0x4 0x3 0xFF 0x6 0xC
setdoorclosed 0x14 0x17
doorchange
release
end

'-----------------------
#org 0x80F5DF
showsprite 0x4
clearflag 0x8C7
lockall
applymovement MOVE_PLAYER 0x880F7A4
waitmovement 0x0
applymovement 0x4 0x880F770
msgbox 0x880F782 '"[rival]: Psh. Try to tell me how to..."
callstd 0x6
waitmovement 0x0
compare 0x7005 0x1
if 0x1 goto 0x880F63D
compare 0x7005 0x2
if 0x1 goto 0x880F62C
setflag 0x8C6
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F0CE
setflag 0x8C8
lock
faceplayer
msgbox 0x880F65A '"[rival]: Ugh! That didn't\nhelp at ..."
callstd 0x6
applymovement 0x4 0x880F64E
waitmovement 0x0
hidesprite 0x4
setflag 0x8C7
showsprite 0x3
clearflag 0x8C3
showsprite 0x4
clearflag 0x8C9
applymovement 0x3 0x880F58A
pause 0x50
applymovement 0x5 0x880F59D
msgbox 0x880F5B4 '"???: [rival], wait!\nYou forgot you..."
callstd 0x6
waitmovement 0x0
msgbox 0x880F4E2 '"Prof. Cypress: Is everything okay?\..."
callstd 0x6
applymovement 0x5 0x880F4DF
applymovement 0x3 0x880F4D4
waitmovement 0x0
msgbox 0x880F4A2 '"Prof. Cypress: [player]!\nCome over..."
callstd 0x6
applymovement MOVE_PLAYER 0x880F49D
waitmovement 0x0
msgbox 0x880F404 '"[rival]'s Mom: Oh, hello, [player]...."
callstd 0x6
msgbox 0x880F3D6 '"[rival]'s Mom: Really? Would you do..."
callstd 0x5
compare LASTRESULT 0x1
if 0x0 goto 0x880F1A3
msgbox 0x880F35A '"[rival]'s Mom: Oh, thank you so\nmu..."
callstd 0x6
giveitem 0x169 0x1 0x0
msgbox 0x880F297 '"[rival]'s Mom: You need that to\nge..."
callstd 0x6
applymovement 0x3 0x880F28D
waitmovement 0x0
hidesprite 0x3
setflag 0x8C3
msgbox 0x880F20B '"[rival]'s Mom: Good luck and\ngoodb..."
callstd 0x6
setflag 0x8CA
applymovement 0x5 0x880F200
waitmovement 0x0
hidesprite 0x5
setflag 0x8C9
release
end

'-----------------------
#org 0x80F07E
lock
msgbox 0x880F097 '"Remember what [rival]'s Mom said,\n..."
callstd 0x6
applymovement MOVE_PLAYER 0x880F094
waitmovement 0x0
release
end

'-----------------------
#org 0x80F63D
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F62C
trainerbattle 0x0 0x2 0x0 0x880F69B 0x880F691
release
end

'-----------------------
#org 0x80F1A3
msgbox 0x880F38F '"[rival]'s Mom: Are you sure?\nYou c..."
callstd 0x5
compare LASTRESULT 0x1
if 0x0 goto 0x880F1A3
msgbox 0x880F35A '"[rival]'s Mom: Oh, thank you so\nmu..."
callstd 0x6
giveitem 0x169 0x2 0x0
msgbox 0x880F297 '"[rival]'s Mom: You need that to\nge..."
callstd 0x6
applymovement 0x3 0x880F28D
waitmovement 0x0
hidesprite 0x3
setflag 0x8C3
msgbox 0x880F20B '"[rival]'s Mom: Good luck and\ngoodb..."
callstd 0x6
setflag 0x8CA
applymovement 0x5 0x880F200
waitmovement 0x0
hidesprite 0x5
setflag 0x8C9
release
end


'-----------
' Movements
'-----------
#org 0x80F053
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F02A
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80EFB5
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80EF94
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80EF91
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80EF8D
#raw 12 'Step Left (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x80F7A4
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 2 'Face Left
#raw FE 'End of Movements

#org 0x80F770
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 55 'Jump in Place (Facing Right)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F64E
#raw 1D 'Step Down (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw FE 'End of Movements

#org 0x80F58A
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x80F59D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x80F4DF
#raw 3 'Face Right
#raw FE 'End of Movements

#org 0x80F4D4
#raw 3 'Face Right
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 62 'Exclamation Mark (!)
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw FE 'End of Movements

#org 0x80F49D
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements

#org 0x80F28D
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x80F200
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements

#org 0x80F094
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x80F033
= -

#org 0x80EFD6
= -

#org 0x80F782
= -

#org 0x80F69B
= -

#org 0x80F691
= -

#org 0x80F65A
= -

#org 0x80F5B4
= -

#org 0x80F4E2
= -

#org 0x80F4A2
= -

#org 0x80F404
= -

#org 0x80F3D6
= -

#org 0x80F35A
= -

#org 0x80F297
= --

#org 0x80F20B
= ---

#org 0x80F097
= -

#org 0x80F38F
= --
Thanks for replying! But it didn't change anything, the first script works great, but the second freezes. The music & other sprites continue on playing and moving, only the player freezes, I can't move

I appreciate the help, though =)(
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