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[SOLVED] [pokeemerald-expansion] Game freezing upon entering a new map

  • 20
    Posts
    310
    Days
    Hello all again (I don't like having to ask for help this much, but here we are),
    I have been adding some new maps to pokeemerald, but they seem to work on and off. Well, I have this one map that I just cannot figure out why it won't work! I have checked it against maps that I made that do work, but there are no obvious differences/omissions from this map to cause the issue. This map will freeze my compiled rom upon trying to enter it, it'll just...sit there...forever. Anyway, my only thought is that it probably has something to do with the transition map scripts, but the scripts themselves shouldn't be faulty, as they were cut and pasted from Route 110 (the 110 rival fight was moved to this new map). Just in case, my scripts.pory file for the map is pasted in entirety below

    also I don't get why it would let me compile if it's just gonna freeze upon entering

    Code:
    const SUICUNE = 3
    script SecludedRiver_EventScript_SuicuneBattle {
            lockall
            msgbox(format("Suiui"))
            playmoncry(SPECIES_SUICUNE, CRY_MODE_ENCOUNTER)
            waitmessage
            waitmoncry
            setwildbattle(SPECIES_SUICUNE, 60, ITEM_NONE)
            dowildbattle
            specialvar(VAR_RESULT, GetBattleOutcome)
            if(var(VAR_RESULT) == B_OUTCOME_CAUGHT){
                call(Won_or_caught4)
            }
            elif(var(VAR_RESULT) == B_OUTCOME_WON){
                call(Won_or_caught4)
            }
            elif(var(VAR_RESULT) == B_OUTCOME_RAN){
                call(Ranaway4)
            }
            elif(var(VAR_RESULT) == B_OUTCOME_PLAYER_TELEPORTED){
                call(Ranaway4)
            }
            waitmessage
            releaseall
    }
    script Won_or_caught4 {
        fadescreen(FADE_TO_BLACK)
        removeobject(3)
        setflag(FLAG_SUICUNE)
        fadescreen(FADE_FROM_BLACK)
        return
    }
    script Ranaway4 {
        playmoncry(SPECIES_SUICUNE, CRY_MODE_ENCOUNTER)
        msgbox("cune...", MSGBOX_AUTOCLOSE)
        waitmessage
        waitmoncry
        fadescreen(FADE_TO_BLACK)
        setflag(FLAG_SUICUNE)
        removeobject(3)
        fadescreen(FADE_FROM_BLACK)
        return
    }
    raw `
    SecludedRiver_MapScripts::
        map_script MAP_SCRIPT_ON_TRANSITION, SecludedRiver_OnTransition
    SecludedRiver_OnTransition:
        call Common_EventScript_SetupRivalGfxId
        call Common_EventScript_SetupRivalOnBikeGfxId
    .set LOCALID_RIVAL, 2
    .set LOCALID_RIVAL_ON_BIKE, 1
    SecludedRiver_EventScript_RivalTrigger1::
        setvar VAR_0x8008, 1
        goto SecludedRiver_EventScript_RivalScene
        end
    SecludedRiver_EventScript_RivalTrigger2::
        setvar VAR_0x8008, 2
        goto SecludedRiver_EventScript_RivalScene
        end
    SecludedRiver_EventScript_RivalTrigger3::
        setvar VAR_0x8008, 3
        goto SecludedRiver_EventScript_RivalScene
        end
    SecludedRiver_EventScript_RivalScene::
        lockall
        checkplayergender
        call_if_eq VAR_RESULT, MALE, SecludedRiver_EventScript_PlayMayMusic
        call_if_eq VAR_RESULT, FEMALE, SecludedRiver_EventScript_PlayBrendanMusic
        applymovement LOCALID_RIVAL, Common_Movement_WalkInPlaceFasterDown
        waitmovement 0
        applymovement LOCALID_RIVAL, Common_Movement_ExclamationMark
        waitmovement 0
        applymovement LOCALID_RIVAL, Common_Movement_Delay48
        waitmovement 0
        delay 30
        call_if_eq VAR_0x8008, 1, SecludedRiver_EventScript_RivalApproachPlayer1
        call_if_eq VAR_0x8008, 2, SecludedRiver_EventScript_RivalApproachPlayer2
        call_if_eq VAR_0x8008, 3, SecludedRiver_EventScript_RivalApproachPlayer3
        checkplayergender
        goto_if_eq VAR_RESULT, MALE, SecludedRiver_EventScript_MayBattle
        goto_if_eq VAR_RESULT, FEMALE, SecludedRiver_EventScript_BrendanBattle
        releaseall
        end
    SecludedRiver_EventScript_PlayMayMusic::
        playbgm MUS_ENCOUNTER_MAY, TRUE
        return
    SecludedRiver_EventScript_PlayBrendanMusic::
        playbgm MUS_ENCOUNTER_BRENDAN, TRUE
        return
    SecludedRiver_EventScript_MayBattle::
        msgbox SecludedRiver_Text_MayLetsBattle, MSGBOX_DEFAULT
        switch VAR_STARTER_MON
        case 0, SecludedRiver_EventScript_MayBattleTreecko
        case 1, SecludedRiver_EventScript_MayBattleTorchic
        case 2, SecludedRiver_EventScript_MayBattleMudkip
        end
    SecludedRiver_EventScript_MayBattleTreecko::
        trainerbattle_no_intro TRAINER_MAY_ROUTE_110_TREECKO, SecludedRiver_Text_MayDefeated
        goto SecludedRiver_EventScript_MayDefeated
        end
    SecludedRiver_EventScript_MayBattleTorchic::
        trainerbattle_no_intro TRAINER_MAY_ROUTE_110_TORCHIC, SecludedRiver_Text_MayDefeated
        goto SecludedRiver_EventScript_MayDefeated
        end
    SecludedRiver_EventScript_MayBattleMudkip::
        trainerbattle_no_intro TRAINER_MAY_ROUTE_110_MUDKIP, SecludedRiver_Text_MayDefeated
        goto SecludedRiver_EventScript_MayDefeated
        end
    SecludedRiver_EventScript_MayDefeated::
        msgbox SecludedRiver_Text_MayTakeThis, MSGBOX_DEFAULT
        call SecludedRiver_EventScript_GiveItemfinder
        msgbox SecludedRiver_Text_MayExplainItemfinder, MSGBOX_DEFAULT
        goto SecludedRiver_EventScript_RivalExit
        end
    SecludedRiver_EventScript_BrendanBattle::
        msgbox SecludedRiver_Text_BrendanLetsBattle, MSGBOX_DEFAULT
        switch VAR_STARTER_MON
        case 0, SecludedRiver_EventScript_BrendanBattleTreecko
        case 1, SecludedRiver_EventScript_BrendanBattleTorchic
        case 2, SecludedRiver_EventScript_BrendanBattleMudkip
        end
    SecludedRiver_EventScript_BrendanBattleTreecko::
        trainerbattle_no_intro TRAINER_BRENDAN_ROUTE_110_TREECKO, SecludedRiver_Text_BrendanDefeated
        goto SecludedRiver_EventScript_BrendanDefeated
        end
    SecludedRiver_EventScript_BrendanBattleTorchic::
        trainerbattle_no_intro TRAINER_BRENDAN_ROUTE_110_TORCHIC, SecludedRiver_Text_BrendanDefeated
        goto SecludedRiver_EventScript_BrendanDefeated
        end
    SecludedRiver_EventScript_BrendanBattleMudkip::
        trainerbattle_no_intro TRAINER_BRENDAN_ROUTE_110_MUDKIP, SecludedRiver_Text_BrendanDefeated
        goto SecludedRiver_EventScript_BrendanDefeated
        end
    SecludedRiver_EventScript_BrendanDefeated::
        msgbox SecludedRiver_Text_BrendanTakeThis, MSGBOX_DEFAULT
        call SecludedRiver_EventScript_GiveItemfinder
        msgbox SecludedRiver_Text_BrendanExplainItemfinder, MSGBOX_DEFAULT
        goto SecludedRiver_EventScript_RivalExit
        end
    SecludedRiver_EventScript_GiveItemfinder::
        giveitem ITEM_DOWSING_MACHINE
        return
    SecludedRiver_EventScript_RivalExit::
        closemessage
        call_if_eq VAR_0x8008, 1, SecludedRiver_EventScript_MoveRival1
        call_if_eq VAR_0x8008, 2, SecludedRiver_EventScript_MoveRival2
        call_if_eq VAR_0x8008, 3, SecludedRiver_EventScript_MoveRival3
        setobjectmovementtype LOCALID_RIVAL, MOVEMENT_TYPE_FACE_RIGHT
        setobjectmovementtype LOCALID_RIVAL_ON_BIKE, MOVEMENT_TYPE_FACE_RIGHT
        removeobject LOCALID_RIVAL
        addobject LOCALID_RIVAL_ON_BIKE
        delay 45
        call_if_eq VAR_0x8008, 1, SecludedRiver_EventScript_RivalExit1
        call_if_eq VAR_0x8008, 2, SecludedRiver_EventScript_RivalExit2
        call_if_eq VAR_0x8008, 3, SecludedRiver_EventScript_RivalExit3
        removeobject LOCALID_RIVAL_ON_BIKE
        setvar VAR_ROUTE110_STATE, 1
        savebgm MUS_DUMMY
        fadedefaultbgm
        releaseall
        end
    SecludedRiver_EventScript_RivalApproachPlayer1::
        applymovement LOCALID_RIVAL, SecludedRiver_Movement_RivalApproachPlayer1
        waitmovement 0
        return
    SecludedRiver_EventScript_RivalApproachPlayer2::
        applymovement LOCALID_RIVAL, SecludedRiver_Movement_RivalApproachPlayer2
        waitmovement 0
        return
    SecludedRiver_EventScript_RivalApproachPlayer3::
        applymovement LOCALID_RIVAL, SecludedRiver_Movement_RivalApproachPlayer3
        waitmovement 0
        return
    SecludedRiver_EventScript_RivalExit1::
        applymovement LOCALID_RIVAL_ON_BIKE, SecludedRiver_Movement_RivalExit1
        waitmovement 0
        return
    SecludedRiver_EventScript_RivalExit2::
        applymovement LOCALID_RIVAL_ON_BIKE, SecludedRiver_Movement_RivalExit2
        waitmovement 0
        return
    SecludedRiver_EventScript_RivalExit3::
        applymovement LOCALID_RIVAL_ON_BIKE, SecludedRiver_Movement_RivalExit3
        waitmovement 0
        return
    SecludedRiver_EventScript_MoveRival1::
        setobjectxyperm LOCALID_RIVAL_ON_BIKE, 23, 46
        return
    SecludedRiver_EventScript_MoveRival2::
        setobjectxyperm LOCALID_RIVAL_ON_BIKE, 23, 45
        return
    SecludedRiver_EventScript_MoveRival3::
        setobjectxyperm LOCALID_RIVAL_ON_BIKE, 25, 44
        return
    SecludedRiver_Movement_RivalApproachPlayer1:
        walk_right
        walk_down
        walk_in_place_faster_right
        step_end
    SecludedRiver_Movement_RivalApproachPlayer2:
        walk_right
        step_end
    SecludedRiver_Movement_RivalApproachPlayer3:
        walk_right
        walk_up
        walk_in_place_faster_right
        step_end
    SecludedRiver_Movement_RivalExit1:
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        step_end
    SecludedRiver_Movement_RivalExit2:
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_right
        step_end
    SecludedRiver_Movement_RivalExit3:
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        walk_fast_left
        step_end
    SecludedRiver_Text_MayLetsBattle:
        .string "MAY: Hi, {PLAYER}{KUN}, long time no see!\p"
        .string "While I was searching for other\n"
        .string "POKéMON, my POKéMON grew stronger.\p"
        .string "So…\n"
        .string "How about a little battle?$"
    SecludedRiver_Text_MayDefeated:
        .string "Yikes!\n"
        .string "You're better than I expected!$"
    SecludedRiver_Text_MayTakeThis:
        .string "MAY: {PLAYER}{KUN}, you've been busy\n"
        .string "training, too, haven't you?\p"
        .string "I think you deserve a reward!\n"
        .string "This is from me!$"
    SecludedRiver_Text_MayExplainItemfinder:
        .string "MAY: That's an ITEMFINDER.\p"
        .string "Try it out. If there is an item that's\n"
        .string "not visible, it emits a sound.\p"
        .string "Okay, {PLAYER}{KUN}, let's meet again!\p"
        .string "I know it's a little silly coming from\n"
        .string "me, but I think you should train a lot\l"
        .string "harder for the next time.$"
    SecludedRiver_Text_BrendanLetsBattle:
        .string "BRENDAN: Hey, {PLAYER}.\n"
        .string "So this is where you were.\l"
        .string "How's it going?\p"
        .string "Have you been raising your POKéMON?\n"
        .string "I'll check for you.$"
    SecludedRiver_Text_BrendanDefeated:
        .string "Hmm…\n"
        .string "You're pretty good.$"
    SecludedRiver_Text_BrendanTakeThis:
        .string "BRENDAN: {PLAYER}, you've trained\n"
        .string "without me noticing…\p"
        .string "Good enough!\n"
        .string "Here, take this.$"
    SecludedRiver_Text_BrendanExplainItemfinder:
        .string "BRENDAN: That's an ITEMFINDER.\p"
        .string "Use it to root around for items that\n"
        .string "aren't visible.\p"
        .string "If it senses something, it emits\n"
        .string "a sound.\p"
        .string "Anyway, I'm off to look for new\n"
        .string "POKéMON.$"[/B]
     
    Last edited:
  • 461
    Posts
    6
    Years
    • Seen today
    Hello all again (I don't like having to ask for help this much, but here we are),
    I have been adding some new maps to pokeemerald, but they seem to work on and off. Well, I have this one map that I just cannot figure out why it won't work! I have checked it against maps that I made that do work, but there are no obvious differences/omissions from this map to cause the issue. This map will freeze my compiled rom upon trying to enter it, it'll just...sit there...forever. Anyway, my only thought is that it probably has something to do with the transition map scripts, but the scripts themselves shouldn't be faulty, as they were cut and pasted from Route 110 (the 110 rival fight was moved to this new map). Just in case, my scripts.pory file for the map is pasted in entirety below...
    I think the game is crashing because you haven't terminated the map script list SecludedRiver_MapScripts with a 0.
    For example, see:
    Code:
    Route110_MapScripts::
        map_script MAP_SCRIPT_ON_RESUME, Route110_OnResume
        map_script MAP_SCRIPT_ON_TRANSITION, Route110_OnTransition
        map_script MAP_SCRIPT_ON_FRAME_TABLE, Route110_OnFrame
        .byte 0
     
  • 20
    Posts
    310
    Days
    I think the game is crashing because you haven't terminated the map script list SecludedRiver_MapScripts with a 0.
    For example, see:
    Code:
    Route110_MapScripts::
        map_script MAP_SCRIPT_ON_RESUME, Route110_OnResume
        map_script MAP_SCRIPT_ON_TRANSITION, Route110_OnTransition
        map_script MAP_SCRIPT_ON_FRAME_TABLE, Route110_OnFrame
        .byte 0
    Thank you for the help, I didn't recognize that, but it still freezes upon entering the map
     
  • 461
    Posts
    6
    Years
    • Seen today
    Thank you for the help, I didn't recognize that, but it still freezes upon entering the map
    Then the problem is likely with the map script itself. For one there's no end command after the two calls so the map script will continue into the RivalTrigger1 script which I'm guessing isn't intentional.
     
  • 20
    Posts
    310
    Days
    I think the game is crashing because you haven't terminated the map script list SecludedRiver_MapScripts with a 0.
    For example, see:
    Code:
    Route110_MapScripts::
        map_script MAP_SCRIPT_ON_RESUME, Route110_OnResume
        map_script MAP_SCRIPT_ON_TRANSITION, Route110_OnTransition
        map_script MAP_SCRIPT_ON_FRAME_TABLE, Route110_OnFrame
        .byte 0
    Now this is really weird, it won't give a name when I enter a map. Again, I checked against a map that I added that did work, and yet it shows a blank title card and blank met location. The really weird part, I can't even find where the text for met location is determined, since the metlocation function calls upon the location, but I can't find anywhere that the game actually lists the locations and the shown names (like how abilities and moves have names in quotes that will be different from their tags)
     
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