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  #20201    
Old December 28th, 2011, 03:17 AM
AustinWolff's Avatar
AustinWolff
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Quote:
Originally Posted by DemwOriginal View Post
Hey Everyone,
I'm not a new hacker but I'm new to hacking emerald can anyone explain how I remove the
start truck and the earthquake.
When I tried to do it tiles stuff up.
Thanks.
Start Map Chooser Advance, created by the one and only hackmew. it gets rid of the truck, and for the earthquake, there is a beta version out (kind of glitchy) and hack mew is working on a tool to get rid of the earthquake to, but most people just choose to ignore the earthquake. you can find SCMA in the toolbox forum.
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  #20202    
Old December 28th, 2011, 05:17 AM
Krika
Unhatched Egg
 
Join Date: Oct 2011
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What tool should I use for looking at the ROM's ASM coding?
  #20203    
Old December 28th, 2011, 08:42 AM
G33K's Avatar
G33K
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Join Date: Dec 2010
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Hey everyone. Ive been working on my ruby hack for a while, and i've run into a bit of a problem. I'm using PKSV-UI, and its been going great except for one thing: every time i use the script generator and i use the 'quick starter' script, it looks fine and dandy untul i open my hack in VBA and as soon as i try to execute the script, it immediately freezes.

My main questions are, what exactly is causing this problem? and how would i go about fixing it?

Thanks all!
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  #20204    
Old December 28th, 2011, 10:43 AM
AustinWolff's Avatar
AustinWolff
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Quote:
Originally Posted by G33K View Post
Hey everyone. Ive been working on my ruby hack for a while, and i've run into a bit of a problem. I'm using PKSV-UI, and its been going great except for one thing: every time i use the script generator and i use the 'quick starter' script, it looks fine and dandy untul i open my hack in VBA and as soon as i try to execute the script, it immediately freezes.

My main questions are, what exactly is causing this problem? and how would i go about fixing it?

Thanks all!
Use XSE. A lot of people use it (including me) so a lot of people will be able to help you when you run into a problem like this
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  #20205    
Old December 28th, 2011, 10:45 AM
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droomph
mmm gurl that 90s
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Quote:
Originally Posted by Krika View Post
What tool should I use for looking at the ROM's ASM coding?
PKSV-UI. And if you're really freaking rich and you also need to look at x86 and XBOX360 ASM then you should definitely give IDA Pro a spin.

Quote:
Originally Posted by G33K View Post
Hey everyone. Ive been working on my ruby hack for a while, and i've run into a bit of a problem. I'm using PKSV-UI, and its been going great except for one thing: every time i use the script generator and i use the 'quick starter' script, it looks fine and dandy untul i open my hack in VBA and as soon as i try to execute the script, it immediately freezes.

My main questions are, what exactly is causing this problem? and how would i go about fixing it?

Thanks all!
You shouldn't need to use the script generator. Work your way around. If you still have problems, check each step of compiling to see if there's no "ohmygoshidontknowwhatthisis" error messages in the "Compile" box. Then check the spelling (which sucks because each function isn't blued out, unlike in C), and then check the #dynamic to see that you're not overwriting anything?

If all else fails, redownload.

Quote:
Originally Posted by DemwOriginal View Post
Hey Everyone,
I'm not a new hacker but I'm new to hacking emerald can anyone explain how I remove the
start truck and the earthquake.
When I tried to do it tiles stuff up.
Thanks.
Use SMCA and then the Truck Remover. Step through the crap and you'll see what the tool changes.

And yes, I've tried it and it works.

Oh, you tried it...? Mhm.
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Last edited by droomph; December 28th, 2011 at 10:54 AM.
  #20206    
Old December 28th, 2011, 10:51 AM
Nate VonGrimm's Avatar
Nate VonGrimm
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Join Date: Oct 2011
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Quote:
Originally Posted by DemwOriginal View Post
Hey Everyone,
I'm not a new hacker but I'm new to hacking emerald can anyone explain how I remove the
start truck and the earthquake.
When I tried to do it tiles stuff up.
Thanks.
So far, every attempt to remove the entire truck seen has either failed or is extremely buggy. There is a program call SMCA (Start Map Chooser Advance) developed by HackMew that can change your starting location but for Ruby, it will not remove the truck scene.

The only way it could be done is by doing an ASM hack but so far, there are no clean versions of Pokemon Ruby and the games source still hasn't been cracked.

Maybe sometime in the future.
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  #20207    
Old December 28th, 2011, 11:00 AM
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droomph
mmm gurl that 90s
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Quote:
Originally Posted by Nate VonGrimm View Post


So far, every attempt to remove the entire truck seen has either failed or is extremely buggy. There is a program call SMCA (Start Map Chooser Advance) developed by HackMew that can change your starting location but for Ruby, it will not remove the truck scene.

The only way it could be done is by doing an ASM hack but so far, there are no clean versions of Pokemon Ruby and the games source still hasn't been cracked.

Maybe sometime in the future.
Nah, it works. You just need two programs (or some serious intuition) to get it to work.
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o i forgot 5
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  #20208    
Old December 28th, 2011, 02:44 PM
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male
Hallo,
I'm making a hack but I realy can't script. I know how you make a give item script. I have made a give item script, but there is only one problem. When I obtained the item then it's still there and when I talk again to the pokéball I can take the item again. I want the same as in the normal game when you talk to a pokéball and get an item, but how can I do that?

I know, my Englisch is not very good but I think you can understand what I mean.

Please help me!
  #20209    
Old December 28th, 2011, 03:48 PM
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chrunch
 
 
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Quote:
Originally Posted by SKRoy View Post
Hallo,
I'm making a hack but I realy can't script. I know how you make a give item script. I have made a give item script, but there is only one problem. When I obtained the item then it's still there and when I talk again to the pokéball I can take the item again. I want the same as in the normal game when you talk to a pokéball and get an item, but how can I do that?

I know, my Englisch is not very good but I think you can understand what I mean.

Please help me!
you'll need to use setflag and hidesprite commands to make items that don't come back. here's an example of a script for an item.
Code:
#dynamic 0x(your offset)

#org @item
hidesprite 0x(the person no. Of your pokeball)
setflag 0x(the person ID of your pokeball)
giveitem 0x(your item) 0x1 MSG_FIND
release
end
That'll make the item disappear after you take it.

The person ID and person number you can find in the events tab of Advance Map when you select your pokeball, just set the person ID to a number, for example, 0200, and make it the same as your setflag. :D
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Last edited by chrunch; December 29th, 2011 at 12:11 PM.
  #20210    
Old December 28th, 2011, 04:06 PM
WillPowerPedro's Avatar
WillPowerPedro
hey disco people!
 
Join Date: May 2009
Location: the moon
Age: 14
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Can I insert two different tiles of grass and have separate animations for them?
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  #20211    
Old December 28th, 2011, 04:13 PM
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HackDeoxys
apparently not quite dead
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Quote:
Originally Posted by WillPowerPedro View Post
Can I insert two different tiles of grass and have separate animations for them?
Yeah, just add a new animation.
How to insert tile animations.
I think it's the behavior byte "01" that actually makes the Pokemon appear, and "02 Grass Animation (Pokemon)" is just the animation.
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  #20212    
Old December 28th, 2011, 06:08 PM
WillPowerPedro's Avatar
WillPowerPedro
hey disco people!
 
Join Date: May 2009
Location: the moon
Age: 14
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Quote:
Originally Posted by HackDeoxys View Post
Yeah, just add a new animation.
How to insert tile animations.
I think it's the behavior byte "01" that actually makes the Pokemon appear, and "02 Grass Animation (Pokemon)" is just the animation.
Thanks bro. This might be the next big thing in mapping! XD
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  #20213    
Old December 28th, 2011, 09:22 PM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
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Quote:
Originally Posted by droomph View Post
Nah, it works. You just need two programs (or some serious intuition) to get it to work.
What are these two programs then?
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  #20214    
Old December 28th, 2011, 09:29 PM
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M.L
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Join Date: Oct 2010
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Quote:
Originally Posted by WillPowerPedro View Post
Thanks bro. This might be the next big thing in mapping! XD
Nope sadly if you insert grass animation that way the animation will play constantly, the other way (if your using firered you need to activate this) the tall grass animation and just do it that way

the reason it wont work is because you want it to play a certain number of frames and then stop as the player steps on it
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  #20215    
Old December 29th, 2011, 12:33 AM
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male
Quote:
Originally Posted by chrunch View Post
you'll need to use setflag and hidesprite commands to make items that don't come back. here's an example of a script for an item.
Code:
#dynamic 0x(your offset)

#org @item
hidesprite 0x(the person ID of your pokeball)
setflag 0x(the person ID of your pokeball)
giveitem 0x(your item) 0x1 MSG_FIND
release
end
That'll make the item disappear after you take it.

The person ID you can find in the events tab of Advance Map when you select your pokeball, just set it to a number, for example, 0200, and make it the same as your hidesprite and setflag. :D
Ok I think I understand. And by the #dynamic 0x.... How do I know what the offset is?
  #20216    
Old December 29th, 2011, 12:46 AM
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 19
Quote:
Originally Posted by SKRoy View Post
Ok I think I understand. And by the #dynamic 0x.... How do I know what the offset is?
Ummm, using Free Space Finder?
You need an offset to compile your script. I suggest that you take a look at the XSE in-built Guide.
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  #20217    
Old December 29th, 2011, 01:24 AM
WintersDreaming
 
Join Date: Dec 2011
Gender: Male
Quote:
Originally Posted by droomph View Post
PKSV-UI. And if you're really freaking rich and you also need to look at x86 and XBOX360 ASM then you should definitely give IDA Pro a spin.


You shouldn't need to use the script generator. Work your way around. If you still have problems, check each step of compiling to see if there's no "ohmygoshidontknowwhatthisis" error messages in the "Compile" box. Then check the spelling (which sucks because each function isn't blued out, unlike in C), and then check the #dynamic to see that you're not overwriting anything?

If all else fails, redownload.



Use SMCA and then the Truck Remover. Step through the crap and you'll see what the tool changes.

And yes, I've tried it and it works.

Oh, you tried it...? Mhm.
Thanks but I already tried that the tiles just stuff up where the truck door opening animation used to be. Does anyone know a better SMCA kind of program where I can choose my exact position? :)
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  #20218    
Old December 29th, 2011, 02:50 AM
SKRoy
Pokémon Hacker
 
Join Date: Mar 2010
Gender: Male
I have a script, but it won't work. This is the script:

#dynamic 0x200000
#org @main
lock
faceplayer
hidesprite 0x200
setflag 0x200
msgbox @text
callstd 0x4
giveitem 0x1 0x1 0x0 0x0 0x0 0x0
release
end

#org @text
= This is something you realy need!\l Take it!

When you talk to the person you must get a master ball. That is the part that works, but after that the person must disappear. But when I got the item he's still standing there and when I talk again I got the item again. Please help me!

IT IS FOR POKéMON FIRERED!

Now I have this script:

#dynamic 0x200000

#org @item
hidesprite 0x200
setflag 0x200
giveitem 0x1 0x1 0x0
release
end

But it's the same effect.

Last edited by SKRoy; December 29th, 2011 at 03:01 AM.
  #20219    
Old December 29th, 2011, 07:36 AM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by SKRoy View Post
I have a script, but it won't work. This is the script:

#dynamic 0x200000
#org @main
lock
faceplayer
hidesprite 0x200
setflag 0x200
msgbox @text
callstd 0x4
giveitem 0x1 0x1 0x0 0x0 0x0 0x0
release
end

#org @text
= This is something you realy need!\l Take it!

When you talk to the person you must get a master ball. That is the part that works, but after that the person must disappear. But when I got the item he's still standing there and when I talk again I got the item again. Please help me!

IT IS FOR POKéMON FIRERED!

Now I have this script:

#dynamic 0x200000

#org @item
hidesprite 0x200
setflag 0x200
giveitem 0x1 0x1 0x0
release
end

But it's the same effect.
Your problem is that the 'hidesprite' command uses the "person event number", which is never 0x200. You can find the person event number by going into the event tab in A-map, and clicking on the person you want to hide. It'll say it right there. When you permanently hide sprites with the setflag command, it uses the person ID, however. It's easy enough to get the two mixed up

Edit2: A picture to help:
Spoiler:


Edit: Using a dynamic offset of 0x200000 is a very bad idea. You could overwrite very important data without meaning to. The general safe space in Firered is from about 0x800000 and up. To make it simpler, I always start with #dynamic 0x800000 when scripting, instead of dealing with a Free Space Finder.
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Last edited by redriders180; December 29th, 2011 at 07:44 AM.
  #20220    
Old December 29th, 2011, 07:58 AM
WillPowerPedro's Avatar
WillPowerPedro
hey disco people!
 
Join Date: May 2009
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Age: 14
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I made a map and inserted some tiles and the map looks like this: (NOTE: Pay attention to the upper right corner's flowers.)

When I play it looks like this!
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  #20221    
Old December 29th, 2011, 08:06 AM
redriders180's Avatar
redriders180
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Quote:
Originally Posted by WillPowerPedro View Post
I made a map and inserted some tiles and the map looks like this: (NOTE: Pay attention to the upper right corner's flowers.)

When I play it looks like this!
When you edited the tileset and put in those flower tiles, did you put them on top of the rocks you see in the water? If you did, moving those flower tiles from on top of the rocks in the water to another vacant spot should do the trick
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  #20222    
Old December 29th, 2011, 10:13 AM
Nate VonGrimm's Avatar
Nate VonGrimm
Mime Jr.
 
Join Date: Oct 2011
Location: Uxbridge
Age: 22
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by SKRoy View Post
Ok I think I understand. And by the #dynamic 0x.... How do I know what the offset is?
Always put #dynamic 0x800000.

XSE will automatically find any offsets available from 0x800000 and up.

It's also the safest to use as any lower could overwrite valuable data without meaning to.
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  #20223    
Old December 29th, 2011, 10:18 AM
Itcheeee's Avatar
Itcheeee
 
Join Date: Dec 2011
Gender: Female
Quote:
Originally Posted by redriders180 View Post
I've seen the tag-along system implemented before, but it has many bugs. There's alot to it. For example, if you interact with another person or a signpost, the tagging-along person stops following you. Also, using applymovement and waitmovement cause the gameplay to be very jerky, since you have to stop afterwards and wait for the following character to make its step. Either way, it requires ASM and alot of patience.
Thank you for answering my question Being new at hacking, I would love to get that working, but probably should take my first hack slow and easy XD.

Quote:
Originally Posted by Nate VonGrimm View Post


At this time, It is not possible to get it to work efficiently. It is still extremely glitchy and full of bugs. It's still under work now but don't expect it be working any time soon.

Also you would also require to do an ASM hack. A lot more complex then scripting.

If your new to hacking, you'd want to learn everything there is to know about scripting before moving onto ASM hacking.
Thank you for answering my question, as I'm working on my first hack, I don't think I'll attempt the tag-along system right now. But it is something I'd like to do later =p

Last edited by Itcheeee; December 29th, 2011 at 10:22 AM. Reason: Your double post has been automatically merged.
  #20224    
Old December 29th, 2011, 11:26 PM
Megiddo-san's Avatar
Megiddo-san
Barium - Summer '12 Return?
 
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Gender: Male
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I'm having an issue with trainerbattle 0x9 0x3 //@param1: One of the kinds of battles that allows a script to continue afterward
@param2: The reserve number needed to call the Oak style battle.
The problem is, when I use this command for a battle in which I have multiple pokemon,
whenever I switch out pokemon, the next pokemon and its box are invisible, and if they faint the foe, the xp is given to the first pokemon(unless I open my bag prior to fainting the foe, in which case the pokemon and its box become visible, and the battle continues
normally). Is there another reserve number I can use, or another command that I can call; or does an ASM routine need to be modified?
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  #20225    
Old December 30th, 2011, 12:47 AM
Satoshi Ookami's Avatar
Satoshi Ookami
Memento Mori
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Location: Abyss of Time, Great Seal
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Quote:
Originally Posted by Nate VonGrimm View Post


Always put #dynamic 0x800000.

XSE will automatically find any offsets available from 0x800000 and up.

It's also the safest to use as any lower could overwrite valuable data without meaning to.
It does not need to be 0x800000 It can also start at 0x700000 There's plenty of free space between 0x700000 and 0x800000 that can be used =D
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