Showing Visitor Messages 1 to 15 of 32
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June 9th, 2012 10:56 AMFearAddictEach time when i open route 1 (the 1 i edit a bit) it says:Spoiler:ERROR: (ENotAPointer) advancemap error(5) value $1300303 is not a pointer! please contact [email protected]
I thought it is better to set it all in a new FR rom and then when i want to use wild pokemon editor i gonne use am1.92 instead of 1,95 -
June 9th, 2012 5:42 AMManaOh no what's up with it?
Yes you can export maps (as long as you can still access them in A-Map).
File -> Map -> Save Map As...
Then on your new ROM go:
File -> Map -> Open Map [Select the map you want
File -> Map -> Insert Map [Use the Bank/Map Number of it's position in your original ROM. -
June 9th, 2012 1:58 AMFearAddictI think i have to use am1.92 for wild pokemon, but now my game is f*****d up, can i replace my maps i made into a new FR rom?
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June 8th, 2012 12:11 PMFearAddictHave I ever said you are pro?
It worked, now i can go on with scirpting and bout that wild pokemon i already asked but that isnt nessecary atm. ^^ -
June 8th, 2012 5:09 AMManaFor the first one it is because there is a specific ground tile that has to be placed by the exit. If you go to an existing map and copy the same tiles over it should work.
Second question - I have no idea! How weird! Might be best to ask in the 'simple questions' thread. -
June 8th, 2012 1:04 AMFearAddictI got 2 A-map fails. Number 1 is my warp to a cave isnt good, i can enter but i cannot get ut of the cave, i cant return. PLease help.
and number 2: Wild pokemon fail: every time when i set wildpokemonof lvl 3 and 4 a lvl 70 or higher sandslash appears even when i set encounter ratio to 0%. Do you know how to solve the problem? -
June 5th, 2012 11:51 AMManaReally there isn't much difference between FR and Ruby. I personally think FR has a better graphical base and doesn't have the pesky removal-truck scene. If you do want to use Ruby there is a tool which can get rid of that I think.
For the scripts it's a good idea to keep a normal ROM somewhere so you can compare and have a look at ready made scripts/commands. If you look at the starter scripts on FR they are far-far-faaaaarrr more complicated than they need to be. They look much more difficult than they are. -
June 5th, 2012 11:21 AMFearAddictI understand now, but i think when i have to use them its quite difficult, but thanks for this now i can use them at least haha.
btw, is it better for me to use the original scripts at the beginning if FR or ruby cuz thats hard scripting if i delete them? and what rom is easier/better to hack? -
June 5th, 2012 8:07 AMManaAh! I'm not sure if there are any indepth tutorials about vars, but I can try and explain them here!
setvar, setting a variable, is kind of like a multi-purpose flag. Whilst flags have only 1 or 0, yes or no, variables can have a number of outcomes. This makes them useful when writing event scripts and things, as you can use the same variable for a series of events.
An example of a good use for variables is with the starter scripts.
Taking a random variable, say 0x7000, each starter can be assigned a different number. If you pick Bulbasaur [setvar 0x7000 0x1], Charmander [setvar 0x7000 0x2] or Squirtle [setvar 0x7000 0x3].
We can then use the compare command to check the value. Much like a checkflag but it's a little more complicated.
Spoiler:...
compare 0x7000 0x0
if 0x1 goto @None
compare 0x7000 0x1
if 0x1 goto @Bulbasaur
compare 0x7000 0x2
if 0x1 goto @Charmander
compare 0x7000 0x3
if 0x1 goto @Squirtle
msgbox @Starter 0x6
...
#org @Starter
= What a cute [buffer1]! I want one!
#org @None
msgbox @NoStarter 0x6 'You haven't chosen your starter Pokémon yet!
return
#org @Bulbasaur
bufferpokemon 0x00 0x1
return
#org @Charmander
bufferpokemon 0x00 0x4
return
#org @Squirtle
bufferpokemon 0x00 0x7
return
In this case the variable 0x7000 is the 'flag' for the starter.
I hope that helped and I didn't ramble on too much XD [/longVM] -
June 4th, 2012 12:57 PMFearAddictIm sorry again, but all i wanted to ask is you got a tutorial (a link) where the option 'setvar' is explained well, cuz most i understand exept that. when i open roms and see the original scripts i see 'setvar' and diego's tutorial isnt understandable at that part.
Thanks! -
June 3rd, 2012 3:34 PMManaAwesome! Well done, looks like you have mastered the movements! :D
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June 3rd, 2012 12:16 PMFearAddictAYo swift, im sorry to post another VP, if you think im becoming annoying just say it. But all i wanted to tell is that i succeeded in something difficult for me: follow script. at first there were some issues but i solved them all by myself :D.
Spoiler:
#dynamic 0x800000
#org @start
lock
faceplayer
msgbox @1 0x6
applymovement 0xFF @moveme1
applymovement 0x02 @moveoak1
waitmovement 0x0
msgbox @2 0x6
applymovement 0x02 @moveoak2
waitmovement 0x0
applymovement 0x02 @moveoak3
applymovement 0xFF @moveme2
waitmovement 0x0
release
end
#org @1
= can i pass?
#org @2
= Follow plz
#org @moveme1
#raw 0x0
#raw 0x10
#raw 0x1
#raw 0xFE
#org @moveoak1
#raw 0x12
#raw 0x0
#raw 0xFE
#org @moveoak2
#raw 0x2
#raw 0xFE
#org @moveoak3
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0x11
#raw 0xFE
#org @moveme2
#raw 0x11
#raw 0x2
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x1
#raw 0x11
#raw 0xFE
i only wanted to share it with some1 haha.
Gnite! -
June 3rd, 2012 5:39 AMFearAddict:D
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June 3rd, 2012 4:59 AMManaGreat! :) and once you get some progress I'll let you test it out!
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June 3rd, 2012 2:04 AMFearAddictIt worked :D

