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  #24251    
Old March 16th, 2013, 07:58 PM
robin22gongon's Avatar
robin22gongon
 
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Quote:
Originally Posted by CrystalStatic View Post
I have a question. Hope someone can answer!

Pokemon Ruby: When I step into a map, the "name" of the map doesn't come down onto the screen when I enter into the map (In-game). Does anybody know why this is happening? Thank you in advance.
Can you make your question clearer?
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  #24252    
Old March 16th, 2013, 11:53 PM
ShyRayq's Avatar
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Hey guys, just wondering something.
So, I create a new item in one of the blanks spots. Specifically between Stick "0xE1" and Red Scarf "0xFE"
Then, I make an NPC give the item with giveitem. But nothing happens.
If anyone can help explain why this is, it would be greatly appreciated.
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  #24253    
Old March 16th, 2013, 11:59 PM
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Quote:
Originally Posted by Dragoon View Post
Hey guys, just wondering something.
So, I create a new item in one of the blanks spots. Specifically between Stick "0xE1" and Red Scarf "0xFE"
Then, I make an NPC give the item with giveitem. But nothing happens.
If anyone can help explain why this is, it would be greatly appreciated.
Here's a tut:
http://www.pokecommunity.com/showthread.php?t=258426
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  #24254    
Old March 17th, 2013, 12:01 AM
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Satoshi Ookami
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Quote:
Originally Posted by robin22gongon View Post
Can you make your question clearer?
It's probably the name of map that is always shown on the left topmost corner.

@CrystalStatic: Go to header tab of map and set the "show name" possibility
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  #24255    
Old March 17th, 2013, 01:32 AM
ShyRayq's Avatar
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Quote:
Originally Posted by robin22gongon View Post
I know of this tutorial, however, even creating a rough item, using descriptions and images already in the game, the NPC does not give me the item.

I know that the NPC should because I have already created an evolutionary stone. But just this random item is not being given to me.
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  #24256    
Old March 17th, 2013, 02:14 AM
Reygok's Avatar
Reygok
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Quote:
Originally Posted by miksy91 View Post
There are more than 256 different moves in Gen III games. And what I refer this by is that 0x100 as hexadecimal number stands for 256 in decimal. And in other words, we can't describe all the moves by just using one single byte, we need another (or at least part of it).

[...]

This whole thing is just an assumption because I don't know if the structure really is like that. But you can easily check it out with a hex editor by looking for the move learning data of a certain pokemon.
Thanks miksy, I'll try with that size

Edit: Okay, that did not work out the way I assumed it would. I'm using the Pokémon Editor in 0xRH's GBA Pokémon Game Editor to add new moves to my newly created pokémon. It now only has Tackle, by default, and I can't figure out how to add new ones. Does anybody know how to do that ?

Thanks in advance
Reygok

Last edited by Reygok; March 17th, 2013 at 02:20 AM.
  #24257    
Old March 17th, 2013, 05:33 AM
iDowngrade
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Quote:
Originally Posted by karatekid552 View Post
ARE YOU USING POKESCRIPT???? Wow... Okay... What is the exact error message as I am not familiar with the errors in Pokescript?

Also, if your are going to shorten my username, use "kid", karate is just weird....:p haha, you're welcome.
Lol, ok karatekid.
The full error message is "Floating pointer must be pushed" Anyways, i think it means that i made an offset and didnt make an use of it(Im not sure), and i'll try with XSE then...

Ok, i found the floating pointer and everything, now i inserted the script and the game crashes, new

Script:
Spoiler:

#org $multitest
lock
faceplayer
checkflag 0x1300
if 0x01 goto $given
compare 0x8000 8
msgbox2
waitmsgbox2
multi 0x0 0x0 0x26 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0
if 1 goto $vaporeon
compare 0x8000 1
if 1 goto $jolteon
compare 0x8000 2
if 1 goto $flareon
compare 0x8000 3
if 1 goto $espeon
compare 0x8000 4
if 1 goto $umbreon
compare 0x8000 5
if 1 goto $eevee
compare 0x8000 6
if 1 goto $exit
compare 0x8000 7
release
end

#org $vaporeon
setvar 0x8005 0x1
vardisplay 0 0x8005
message $vapdog
$vapdog 1 = Oh, so da WATER doggie!\nVaporeon!, there we go!
boxset 0x6
givepokemon 134 5 0x00
setflag 0x1300
release
end

#org $jolteon
setvar 0x8005 0x2
vardisplay 0 0x8005
message $joltdog
$joltdog 1 = Oh, so da THUNDER doggie!\nJolteon!, there we go!
boxset 0x6
givepokemon 135 5 0x00
setflag 0x1300
release
end

#org $flareon
setvar 0x8005 0x3
vardisplay 0 0x8005
message $flamedog
$flamedog 1 = Oh, so da FIRE doggie!\nFlareon!, there we go!
boxset 0x6
givepokemon 136 5 0x00
setflag 0x1300
release
end

#org $espeon
setvar 0x8005 0x4
vardisplay 0 0x8005
message $psydog
$psydog 1 = Oh, so da PSYCHIC doggie!\nEspeon!, there we go!
boxset 0x6
givepokemon 196 5 0x00
setflag 0x1300
release
end

#org $umbreon
setvar 0x8005 0x5
vardisplay 0 0x8005
message $darkdog
$darkdog 1 = Oh, so da DARK doggie!\nUmbreon!, there we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x1300
release
end

#org $eevee
setvar 0x8005 0x6
vardisplay 0 0x8005
message $doggie
$doggie 1 = Not sure yet about your doggie?\nThen Eevee is your choice!\pThere we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x1300
release
end

#org $exit
setvar 0x8005 0x7
vardisplay 0 0x8005
message $okie
$okie 1 = Remember you get one choice.\nAnyways, you can always\pPick an EEVEE and then\nEvolve it later!
boxset 0x6
release
end

#org $given
setvar 0x8005 0x8
vardisplay 0 0x8005
message $done
$done 1 = There it is!/nYour own POKeMON!/pLet your journey begin!
boxset 0x6
release
end

Last edited by iDowngrade; March 17th, 2013 at 06:08 AM. Reason: Your double post has been automatically merged.
  #24258    
Old March 17th, 2013, 09:11 AM
CrystalStatic's Avatar
CrystalStatic
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Quote:
Originally Posted by Ash493 View Post
It's probably the name of map that is always shown on the left topmost corner.

@CrystalStatic: Go to header tab of map and set the "show name" possibility
I tried that and it still isn't working... I also went to some of the original cities (Lilycove City, ect) and the name doesn't show up there, either.
  #24259    
Old March 17th, 2013, 09:47 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Reygok View Post
Thanks miksy, I'll try with that size

Edit: Okay, that did not work out the way I assumed it would. I'm using the Pokémon Editor in 0xRH's GBA Pokémon Game Editor to add new moves to my newly created pokémon. It now only has Tackle, by default, and I can't figure out how to add new ones. Does anybody know how to do that ?

Thanks in advance
Reygok
I'm just going to going to tell you how to expand movesets in PGE. The only problem with this is that all old moves will be deleted so you will have to reinsert them.

I shall assume you have the move editor tab of P.E. open.

1. Click "Insert Attacks at Offset".

2. Type in the address of some free space (use FSF and just search for 1000 bytes, well more than enough). Copy the address into a notepad or such as we will we need it later.

3. Type in the number of attacks you want your Pokémon to learn. (In decimal)

4. Click insert.

5. Now paste the address we saved earlier into the box labeled "Level-up Attack Pointer" and click "repoint". Save the original address, you may want it later.

6. Now you have a brand new *clean* moveset that you can edit however you wish. If you want the old moveset in there because it sucks entering them all in again, you will have to copy it from the old location and paste it over the new location in a hex editor.

7. To do that, open HxD and go to the original address of the level-up attack pointer.

[miksy91: your guess on how moves are stored was an educated one... but wrong:/. That is how most people would think they are stored, myself included, but they are actually squished into 2 bytes by some formula instead of 3. I'm trying to figure out the formula right now... But it is weird....]

8. Find out the orginal number of attacks by some means, multiply that by two, and select that many bytes.

9. Copy and paste-WRITE to our new level-up attack pointer that we found using FSF.

Done!

Edit: I figured out the formula!

Okay, for moves that are numbered 255 and below, they are stored [move number] [level x 2].

For moves above 255, they are stored [move number - 255] [level x 2 + 1]

So, as you can see, if the level byte is odd, it knows to read from the set of moves above 255 and if it is even, it reads from the set of moves below 255. Quite the thought that went into this one!
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Last edited by karatekid552; March 17th, 2013 at 09:55 AM.
  #24260    
Old March 17th, 2013, 09:50 AM
Albunnie's Avatar
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Back with yet another question. I've been reading the tutorials on making a world map and importing it into my game. However, it seems... really complicated when it comes to importing it and such... Is there an easier way to explain what I need to do?
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  #24261    
Old March 17th, 2013, 09:56 AM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
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Quote:
Originally Posted by Dragoon View Post
I know of this tutorial, however, even creating a rough item, using descriptions and images already in the game, the NPC does not give me the item.

I know that the NPC should because I have already created an evolutionary stone. But just this random item is not being given to me.
Can we see the script as it is compiled in game?

Also, is your bag full? Without a special check to see if it is, the game will just skip that command if it is indeed full, and won't say a thing.

Quote:
Originally Posted by iDowngrade View Post
Lol, ok karatekid.
The full error message is "Floating pointer must be pushed" Anyways, i think it means that i made an offset and didnt make an use of it(Im not sure), and i'll try with XSE then...

Ok, i found the floating pointer and everything, now i inserted the script and the game crashes, new

Script:
Spoiler:

#org $multitest
lock
faceplayer
checkflag 0x1300
if 0x01 goto $given
compare 0x8000 8
msgbox2
waitmsgbox2
multi 0x0 0x0 0x26 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0
if 1 goto $vaporeon
compare 0x8000 1
if 1 goto $jolteon
compare 0x8000 2
if 1 goto $flareon
compare 0x8000 3
if 1 goto $espeon
compare 0x8000 4
if 1 goto $umbreon
compare 0x8000 5
if 1 goto $eevee
compare 0x8000 6
if 1 goto $exit
compare 0x8000 7
release
end

#org $vaporeon
setvar 0x8005 0x1
vardisplay 0 0x8005
message $vapdog
$vapdog 1 = Oh, so da WATER doggie!\nVaporeon!, there we go!
boxset 0x6
givepokemon 134 5 0x00
setflag 0x1300
release
end

#org $jolteon
setvar 0x8005 0x2
vardisplay 0 0x8005
message $joltdog
$joltdog 1 = Oh, so da THUNDER doggie!\nJolteon!, there we go!
boxset 0x6
givepokemon 135 5 0x00
setflag 0x1300
release
end

#org $flareon
setvar 0x8005 0x3
vardisplay 0 0x8005
message $flamedog
$flamedog 1 = Oh, so da FIRE doggie!\nFlareon!, there we go!
boxset 0x6
givepokemon 136 5 0x00
setflag 0x1300
release
end

#org $espeon
setvar 0x8005 0x4
vardisplay 0 0x8005
message $psydog
$psydog 1 = Oh, so da PSYCHIC doggie!\nEspeon!, there we go!
boxset 0x6
givepokemon 196 5 0x00
setflag 0x1300
release
end

#org $umbreon
setvar 0x8005 0x5
vardisplay 0 0x8005
message $darkdog
$darkdog 1 = Oh, so da DARK doggie!\nUmbreon!, there we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x1300
release
end

#org $eevee
setvar 0x8005 0x6
vardisplay 0 0x8005
message $doggie
$doggie 1 = Not sure yet about your doggie?\nThen Eevee is your choice!\pThere we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x1300
release
end

#org $exit
setvar 0x8005 0x7
vardisplay 0 0x8005
message $okie
$okie 1 = Remember you get one choice.\nAnyways, you can always\pPick an EEVEE and then\nEvolve it later!
boxset 0x6
release
end

#org $given
setvar 0x8005 0x8
vardisplay 0 0x8005
message $done
$done 1 = There it is!/nYour own POKeMON!/pLet your journey begin!
boxset 0x6
release
end
The only problems I can see:

1. You are using flags over 900. Won't cause a crash, but will cause bad eggs and broken vars as they overwrite pc and var RAM space.

2. Your multichoice box isn't using preparemsg. This command will be used around it in XSE. I don't know if it is the same in Pokescript, but it may be. I noticed you used msgbox2, is that the same? Also, shouldn't there be a message attached to that command: {i.e. msgbox2 $msgforchoice} ?

Hope you can get this right, it looks like a fun script!

Quote:
Originally Posted by CrystalStatic View Post
I tried that and it still isn't working... I also went to some of the original cities (Lilycove City, ect) and the name doesn't show up there, either.
I have had this problem before....... but I can't remember what I did!!! Ugggh, I wish I could help:/.
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Last edited by karatekid552; March 17th, 2013 at 10:07 AM. Reason: Your double post has been automatically merged.
  #24262    
Old March 17th, 2013, 11:13 AM
miksy91's Avatar
miksy91
A GB/C Rom Hacker since 2010
 
Join Date: Oct 2008
Location: A small country in the North
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by karatekid552 View Post
Edit: I figured out the formula!

Okay, for moves that are numbered 255 and below, they are stored [move number] [level x 2].

For moves above 255, they are stored [move number - 255] [level x 2 + 1]

So, as you can see, if the level byte is odd, it knows to read from the set of moves above 255 and if it is even, it reads from the set of moves below 255. Quite the thought that went into this one!
Yeah, looking at the pattern like that, it doesn't make much sense. But even so, there is some rational solution to why Gamefreak wanted to program the move learning pattern like that, and I believe that is the fact that Gen III games won't allow the level of the encountered pokemon being higher than 127 (or "100").

This leaves the highest bit of the level value unused which can be used as part of the move learning routine. Now instead of 8 bits, 9 bits can be used to describe each move, by using the highest bit of the level value as one. This kind of a method allows 512 moves to be stored in the game.

But you're right about the fact that the pattern doesn't look that user-friendly. But the fact is that it doesn't have to, not while being viewed with a hex editor. Because the original games were programmed by creating a disassembly, a "text document" holding all the in-game data that could be compiled into a rom file using an asm compiler (unless they simply wrote the game using a real programming language, can't really tell). This kind of a game developing method leaves more possibilities into actual game developing, without having to pay attention to all existing structures so much.
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Last edited by miksy91; March 17th, 2013 at 11:20 AM.
  #24263    
Old March 17th, 2013, 11:36 AM
Reygok's Avatar
Reygok
Beginning Hacker
 
Join Date: Sep 2009
Gender: Male
Huge thanks to you kid, I tried around a bit myself, but it did not work, now I have new attacks :D
  #24264    
Old March 17th, 2013, 12:27 PM
iDowngrade
Unhatched Egg
 
Join Date: Jan 2013
Gender: Male
Ok, tried it, still crashing.
BTW thanks for the compliment on my script :D

New script
Spoiler:

#org $multitest
lock
faceplayer
checkflag 0x700
if 0x01 goto $given
compare 0x8000 8
preparemsg 0x800013
waitmsg
multi 0x0 0x0 0x26 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0
if 1 goto $vaporeon
compare 0x8000 1
if 1 goto $jolteon
compare 0x8000 2
if 1 goto $flareon
compare 0x8000 3
if 1 goto $espeon
compare 0x8000 4
if 1 goto $umbreon
compare 0x8000 5
if 1 goto $eevee
compare 0x8000 6
if 1 goto $exit
compare 0x8000 7
release
end

#org $vaporeon
setvar 0x8005 0x1
vardisplay 0 0x8005
message $vapdog
$vapdog 1 = Oh, so da WATER doggie!\nVaporeon!, there we go!
boxset 0x6
givepokemon 134 5 0x00
setflag 0x700
release
end

#org $jolteon
setvar 0x8005 0x2
vardisplay 0 0x8005
message $joltdog
$joltdog 1 = Oh, so da THUNDER doggie!\nJolteon!, there we go!
boxset 0x6
givepokemon 135 5 0x00
setflag 0x700
release
end

#org $flareon
setvar 0x8005 0x3
vardisplay 0 0x8005
message $flamedog
$flamedog 1 = Oh, so da FIRE doggie!\nFlareon!, there we go!
boxset 0x6
givepokemon 136 5 0x00
setflag 0x700
release
end

#org $espeon
setvar 0x8005 0x4
vardisplay 0 0x8005
message $psydog
$psydog 1 = Oh, so da PSYCHIC doggie!\nEspeon!, there we go!
boxset 0x6
givepokemon 196 5 0x00
setflag 0x700
release
end

#org $umbreon
setvar 0x8005 0x5
vardisplay 0 0x8005
message $darkdog
$darkdog 1 = Oh, so da DARK doggie!\nUmbreon!, there we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x700
release
end

#org $eevee
setvar 0x8005 0x6
vardisplay 0 0x8005
message $doggie
$doggie 1 = Not sure yet about your doggie?\nThen Eevee is your choice!\pThere we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x700
release
end

#org $exit
setvar 0x8005 0x7
vardisplay 0 0x8005
message $okie
$okie 1 = Remember you get one choice.\nAnyways, you can always\pPick an EEVEE and then\nEvolve it later!
boxset 0x6
release
end

#org $given
setvar 0x8005 0x8
vardisplay 0 0x8005
message $done
$done 1 = There it is!/nYour own POKeMON!/pLet your journey begin!
boxset 0x6
release
end


Ugh, maybe gba editing does not suits me, all i can get right is change pokemon...

Should have known im just 12 and my mind cant get this stuff, even though i do java coding D:
  #24265    
Old March 17th, 2013, 12:48 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
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Quote:
Originally Posted by iDowngrade View Post
Ok, tried it, still crashing.
BTW thanks for the compliment on my script :D

New script
Spoiler:

#org $multitest
lock
faceplayer
checkflag 0x700
if 0x01 goto $given
compare 0x8000 8
preparemsg 0x800013
waitmsg
multi 0x0 0x0 0x26 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0
if 1 goto $vaporeon
compare 0x8000 1
if 1 goto $jolteon
compare 0x8000 2
if 1 goto $flareon
compare 0x8000 3
if 1 goto $espeon
compare 0x8000 4
if 1 goto $umbreon
compare 0x8000 5
if 1 goto $eevee
compare 0x8000 6
if 1 goto $exit
compare 0x8000 7
release
end

#org $vaporeon
setvar 0x8005 0x1
vardisplay 0 0x8005
message $vapdog
$vapdog 1 = Oh, so da WATER doggie!\nVaporeon!, there we go!
boxset 0x6
givepokemon 134 5 0x00
setflag 0x700
release
end

#org $jolteon
setvar 0x8005 0x2
vardisplay 0 0x8005
message $joltdog
$joltdog 1 = Oh, so da THUNDER doggie!\nJolteon!, there we go!
boxset 0x6
givepokemon 135 5 0x00
setflag 0x700
release
end

#org $flareon
setvar 0x8005 0x3
vardisplay 0 0x8005
message $flamedog
$flamedog 1 = Oh, so da FIRE doggie!\nFlareon!, there we go!
boxset 0x6
givepokemon 136 5 0x00
setflag 0x700
release
end

#org $espeon
setvar 0x8005 0x4
vardisplay 0 0x8005
message $psydog
$psydog 1 = Oh, so da PSYCHIC doggie!\nEspeon!, there we go!
boxset 0x6
givepokemon 196 5 0x00
setflag 0x700
release
end

#org $umbreon
setvar 0x8005 0x5
vardisplay 0 0x8005
message $darkdog
$darkdog 1 = Oh, so da DARK doggie!\nUmbreon!, there we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x700
release
end

#org $eevee
setvar 0x8005 0x6
vardisplay 0 0x8005
message $doggie
$doggie 1 = Not sure yet about your doggie?\nThen Eevee is your choice!\pThere we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x700
release
end

#org $exit
setvar 0x8005 0x7
vardisplay 0 0x8005
message $okie
$okie 1 = Remember you get one choice.\nAnyways, you can always\pPick an EEVEE and then\nEvolve it later!
boxset 0x6
release
end

#org $given
setvar 0x8005 0x8
vardisplay 0 0x8005
message $done
$done 1 = There it is!/nYour own POKeMON!/pLet your journey begin!
boxset 0x6
release
end


Ugh, maybe gba editing does not suits me, all i can get right is change pokemon...

Should have known im just 12 and my mind cant get this stuff, even though i do java coding D:
Nope, your just missing a key step! I looked at thethethethe's pokescript tut and found this:

Quote:
____________________________________________________________________
Multi Command
This isn’t completed but it has the important part. I’m having problems adding the message underneath it. I’ll add it when I do find it out.
CODE


msgbox2 $pointer
#raw 66

multi 0xE 0×0 0x1E 0×0
copyvar 0×8000 LASTRESULT
compare 0×8000 0
if 1 goto $option1
compare 0×8000 1
if 1 goto $option2
compare 0×8000 2
if 1 goto $option3
compare 0×8000 3
if 1 goto $option4
compare 0×8000 4
if 1 goto $option5
compare 0×8000 0x7F
if 1 goto $canceled
end

#org $option1
setvar 0×8005 0×1
#raw 0×83 0×0 0×05 0×80
givepokemon 1 5 0
message $display
boxset 0×6
end

#org $option2
setvar 0×8005 0×2
#raw 0×83 0×0 0×05 0×80
givepokemon 4 5 0
message $display
boxset 0×6
end

#org $option3
setvar 0×8005 0×3
#raw 0×83 0×0 0×05 0×80
givepokemon 7 5 0
message $display
boxset 0×6
end

#org $option4
setvar 0×8005 0×4
#raw 0×83 0×0 0×05 0×80
givepokemon 152 5 0
message $display
boxset 0×6
end

#org $option5
setvar 0×8005 0×5
#raw 0×83 0×0 0×05 0×80
givepokemon 155 5 0
message $display
boxset 0×6
end

#org $canceled
message $cancel
boxset 0×6
end

#org $display
$display 1 = You chose option: \v\h02

#org $cancel
$cancel 1 = You pressed the B Button

Well if you’ve read through the rest of this a lot of this should be self explanatory by now.

msgbox2 is a command that needs to be added to the commands file in Pokescript for this script to work. #raw 66 has to be there to allow this command to work. Since the site won’t allow me to upload this file, you’ll have to add it yourself.

Code:
addcmmd msgbox2 #67
addparm 8 ‘pointer to text


multi 0xE 0×0 0x1E 0×0 0xE 0×0 are the X/Y coordinates on the screen. These are the top left hand corner. 0x1E is the the actual box chosen. The multi command doesn’t actually create a box but merely displays an already existing box inbuilt into the rom. i.e. the Game Corner coins, Drink machine. I’m not 100% sure of the point of the final numbersbut I assume its a filler to prevent the game from freezing.
The amount of compares is based on the amount of options in the box. These are unchangeable unless you of course re-point the data of the multi box to an empty space and create new text.
The next part is pretty basic. If you don’t understand it, it should be explained earlier on. compare 0×8000 0x7F is the only real important part of the following lines. The 0x7F displays that you can cancel by pressing the B button. If this isn’t there, you will only be able to quit the box by choosing an option.
And another important part is that the ‘option’s’ don’t work unless the setvar is there. I don’t know why.
You must have forgotten to add the command to the database and/or you should try the #raw 66.

I would suggest switching to XSE as more people will be able to help you, but whatever you do, don't throw in the towel.
__________________

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  #24266    
Old March 17th, 2013, 01:23 PM
iDowngrade
Unhatched Egg
 
Join Date: Jan 2013
Gender: Male
Quote:
Originally Posted by karatekid552 View Post
Nope, your just missing a key step! I looked at thethethethe's pokescript tut and found this:



You must have forgotten to add the command to the database and/or you should try the #raw 66.

I would suggest switching to XSE as more people will be able to help you, but whatever you do, don't throw in the towel.
Ok, this time it does not crash, but it gives me an error i've never seen before, screenie at attachment

New script

Spoiler:

#org $multitest
lock
faceplayer
checkflag 0x700
msgbox2
#raw 66
multi 0xE 0×0 0x1E 0×0
copyvar 0×8000 LASTRESULT
compare 0×8000 0
compare 0x8000 0
if 1 goto $vaporeon
compare 0x8000 1
if 1 goto $jolteon
compare 0x8000 2
if 1 goto $flareon
compare 0x8000 3
if 1 goto $espeon
compare 0x8000 4
if 1 goto $umbreon
compare 0x8000 5
if 1 goto $eevee
compare 0x8000 6
if 1 goto $exit
compare 0x8000 7
release
end

#org $vaporeon
setvar 0x8005 0x1
vardisplay 0 0x8005
message $vapdog
$vapdog 1 = Oh, so da WATER doggie!\nVaporeon!, there we go!
boxset 0x6
givepokemon 134 5 0x00
setflag 0x700
release
end

#org $jolteon
setvar 0x8005 0x2
vardisplay 0 0x8005
message $joltdog
$joltdog 1 = Oh, so da THUNDER doggie!\nJolteon!, there we go!
boxset 0x6
givepokemon 135 5 0x00
setflag 0x700
release
end

#org $flareon
setvar 0x8005 0x3
vardisplay 0 0x8005
message $flamedog
$flamedog 1 = Oh, so da FIRE doggie!\nFlareon!, there we go!
boxset 0x6
givepokemon 136 5 0x00
setflag 0x700
release
end

#org $espeon
setvar 0x8005 0x4
vardisplay 0 0x8005
message $psydog
$psydog 1 = Oh, so da PSYCHIC doggie!\nEspeon!, there we go!
boxset 0x6
givepokemon 196 5 0x00
setflag 0x700
release
end

#org $umbreon
setvar 0x8005 0x5
vardisplay 0 0x8005
message $darkdog
$darkdog 1 = Oh, so da DARK doggie!\nUmbreon!, there we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x700
release
end

#org $eevee
setvar 0x8005 0x6
vardisplay 0 0x8005
message $doggie
$doggie 1 = Not sure yet about your doggie?\nThen Eevee is your choice!\pThere we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x700
release
end

#org $exit
setvar 0x8005 0x7
vardisplay 0 0x8005
message $okie
$okie 1 = Remember you get one choice.\nAnyways, you can always\pPick an EEVEE and then\nEvolve it later!
boxset 0x6
release
end


And for some reason it keeps on going, like if i forgot a "release end"
BTW, i will be moving to XSE once i finish fixing this script :D
  #24267    
Old March 17th, 2013, 01:26 PM
Reygok's Avatar
Reygok
Beginning Hacker
 
Join Date: Sep 2009
Gender: Male
And here we go again I created 2 new Pokémon, with movesets, stats and everything else needed. In P.E. I configured the evolution (Level 6, for testing purposes).

My Basic Form reaches Level 6, the Evolution starts.... but aborts the exact moment I aborts normally when you press B. However, I did not press B. So what on earth is going on here?

Thanks in Advance for any answers,
Reygok
  #24268    
Old March 17th, 2013, 01:28 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
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Nature: Bold
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Quote:
Originally Posted by iDowngrade View Post
Ok, this time it does not crash, but it gives me an error i've never seen before, screenie at attachment

New script

Spoiler:

#org $multitest
lock
faceplayer
checkflag 0x700
msgbox2
#raw 66
multi 0xE 0×0 0x1E 0×0
copyvar 0×8000 LASTRESULT
compare 0×8000 0
compare 0x8000 0
if 1 goto $vaporeon
compare 0x8000 1
if 1 goto $jolteon
compare 0x8000 2
if 1 goto $flareon
compare 0x8000 3
if 1 goto $espeon
compare 0x8000 4
if 1 goto $umbreon
compare 0x8000 5
if 1 goto $eevee
compare 0x8000 6
if 1 goto $exit
compare 0x8000 7
release
end

#org $vaporeon
setvar 0x8005 0x1
vardisplay 0 0x8005
message $vapdog
$vapdog 1 = Oh, so da WATER doggie!\nVaporeon!, there we go!
boxset 0x6
givepokemon 134 5 0x00
setflag 0x700
release
end

#org $jolteon
setvar 0x8005 0x2
vardisplay 0 0x8005
message $joltdog
$joltdog 1 = Oh, so da THUNDER doggie!\nJolteon!, there we go!
boxset 0x6
givepokemon 135 5 0x00
setflag 0x700
release
end

#org $flareon
setvar 0x8005 0x3
vardisplay 0 0x8005
message $flamedog
$flamedog 1 = Oh, so da FIRE doggie!\nFlareon!, there we go!
boxset 0x6
givepokemon 136 5 0x00
setflag 0x700
release
end

#org $espeon
setvar 0x8005 0x4
vardisplay 0 0x8005
message $psydog
$psydog 1 = Oh, so da PSYCHIC doggie!\nEspeon!, there we go!
boxset 0x6
givepokemon 196 5 0x00
setflag 0x700
release
end

#org $umbreon
setvar 0x8005 0x5
vardisplay 0 0x8005
message $darkdog
$darkdog 1 = Oh, so da DARK doggie!\nUmbreon!, there we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x700
release
end

#org $eevee
setvar 0x8005 0x6
vardisplay 0 0x8005
message $doggie
$doggie 1 = Not sure yet about your doggie?\nThen Eevee is your choice!\pThere we go!
boxset 0x6
givepokemon 197 5 0x00
setflag 0x700
release
end

#org $exit
setvar 0x8005 0x7
vardisplay 0 0x8005
message $okie
$okie 1 = Remember you get one choice.\nAnyways, you can always\pPick an EEVEE and then\nEvolve it later!
boxset 0x6
release
end


And for some reason it keeps on going, like if i forgot a "release end"
BTW, i will be moving to XSE once i finish fixing this script :D
I don't see a screen:/. Try just uploading to photobucket.

Quote:
Originally Posted by Reygok View Post
And here we go again I created 2 new Pokémon, with movesets, stats and everything else needed. In P.E. I configured the evolution (Level 6, for testing purposes).

My Basic Form reaches Level 6, the Evolution starts.... but aborts the exact moment I aborts normally when you press B. However, I did not press B. So what on earth is going on here?

Thanks in Advance for any answers,
Reygok
Is this the problem where FireRed prevents non-kanto pokemon from evolving? Their ID number has to be less than 151 for it to evolve or you have to hack the routine. Knizz, Jambo, or someone posted about it recently....
__________________

Paired with Simba

Last edited by karatekid552; March 17th, 2013 at 01:30 PM. Reason: Your double post has been automatically merged.
  #24269    
Old March 17th, 2013, 01:45 PM
Reygok's Avatar
Reygok
Beginning Hacker
 
Join Date: Sep 2009
Gender: Male
Oh well, that sucks. But in the original game, pokémon after 151 evolve normally, so where's the problem?
Anyway, I'll search around a bit on this, thanks
  #24270    
Old March 17th, 2013, 01:46 PM
iDowngrade
Unhatched Egg
 
Join Date: Jan 2013
Gender: Male
Oh damn, screenie here
Spoiler:



sorry :D

Last edited by iDowngrade; March 18th, 2013 at 02:41 AM.
  #24271    
Old March 17th, 2013, 02:15 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by Reygok View Post
Oh well, that sucks. But in the original game, pokémon after 151 evolve normally, so where's the problem?
Anyway, I'll search around a bit on this, thanks
Not in Red:p. They only evolve normally after you beat the elite four. Try and find that post, I believe it is in R&D.

Quote:
Originally Posted by iDowngrade View Post
Oh damn, screenie here
Spoiler:

sorry :D
Next time, just click File->Screen Capture:p, that image is quite big. Haha. i have seen this before, I believe it to be a bad pointer of some sort right now.

And after looking at your script, definitely a bad pointer... Or missing pointer I might add. Msgbox2 has to have a message attached to it. Ex msgbox2 $msg.

Give that a try.
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Last edited by karatekid552; March 17th, 2013 at 02:18 PM. Reason: Your double post has been automatically merged.
  #24272    
Old March 17th, 2013, 02:35 PM
Reygok's Avatar
Reygok
Beginning Hacker
 
Join Date: Sep 2009
Gender: Male
Google is my friend :D Like you said, in FR/LG, Pokémon after 151 don't evolve. The solution is quite obvious, now that I think of it...
It's called National Dex! I simply put "special 0x16F" (which activates the national dex) in the script where Oak gives you the pokédex, so you receive the normal one and the national one at the same time, and boom, my Pokémon evolves :D

Thanks for your help again, kid, I won't forget you
  #24273    
Old March 17th, 2013, 02:45 PM
karatekid552's Avatar
karatekid552
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
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Quote:
Originally Posted by Reygok View Post
Google is my friend :D Like you said, in FR/LG, Pokémon after 151 don't evolve. The solution is quite obvious, now that I think of it...
It's called National Dex! I simply put "special 0x16F" (which activates the national dex) in the script where Oak gives you the pokédex, so you receive the normal one and the national one at the same time, and boom, my Pokémon evolves :D

Thanks for your help again, kid, I won't forget you
You're welcome, haha, but there is a better way. That way works, but then you don't get a regional dex. It is possible to disable that evolution problem without giving the national dex, but do it whatever way you want, just as long as it works for you:D.

Edit: I knew I saw it, who would have thought it would be in the thread labeled "FireRed Pokedex Hacking"?:p

http://www.pokecommunity.com/showthr...ight=Evolution

It is the second spoiler on the first post by Jambo51.
__________________

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Last edited by karatekid552; March 17th, 2013 at 02:57 PM.
  #24274    
Old March 17th, 2013, 03:40 PM
robin22gongon's Avatar
robin22gongon
 
Join Date: Sep 2012
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Age: 16
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Hey dudes, I've got a problem. I tried doing this,
http://www.pokecommunity.com/showthread.php?t=290135
but when I disable the limiter, it still says "BULBASAUR used a NORMAL move! Also, when I exit PGE, the attacks I made new effect e.g. KILLER, same as POUND, I save then exit. Open again with PGE and reverts to POUND imitation not KILLER.
__________________
LET'S PARTY!
  #24275    
Old March 17th, 2013, 05:58 PM
iDowngrade
Unhatched Egg
 
Join Date: Jan 2013
Gender: Male
Quote:
Originally Posted by karatekid552 View Post
Not in Red:p. They only evolve normally after you beat the elite four. Try and find that post, I believe it is in R&D.



Next time, just click File->Screen Capture:p, that image is quite big. Haha. i have seen this before, I believe it to be a bad pointer of some sort right now.

And after looking at your script, definitely a bad pointer... Or missing pointer I might add. Msgbox2 has to have a message attached to it. Ex msgbox2 $msg.

Give that a try.
Ok, it worked and everything, but there are some errors, mainly in text, it seems like if i replaced something instead of creating something.

Screenies(Sorry but you will get some big damn screenies D
Spoiler:

1.

2.

3.

4.


Notes:
-It seems like if i replaced something instead of creating something.
-As you can see it says TM13 4,000 coins, but it actually has to say "VAPOREON"
-Like, TM13 = VAPOREON / TM23 = JOLTEON / TM24 = FLAREON, and so on...

Ughh!, told you i cant do this...

EDIT: Note
-Ooops, noticed that not every TM is correct, they're all VAPOREON's, lol.

Last edited by iDowngrade; March 17th, 2013 at 06:07 PM.
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