Lord Comquat

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  1. BluRose
    May 30th, 2016 4:49 PM
    Ok then? That seems like it would likely be caused by some sort of data overlap somewhere else. That doesn't make sense that your XSE would do this... The thing that actually makes me shy away from this is that the second part of your script was compiled, but under the same class...
    Try redownloading from here, I guess...

    #org 0x1634B8
    textcolor 0x2
    msgbox 0x817A2F8 MSG_KEEPOPEN '"Be gone[.]\nIntruders[.]"
    callstd 0x4
    special 0x187
    compare LASTRESULT 0x2
    if 0x1 goto 0x81A7AE0
    wildbattle 0x69 0x1E 0x0 0x6
    special 0x188
    compare LASTRESULT 0x0
    if 0x1 goto 0x81634F5
    applymovement MOVE_PLAYER 0x8163512
    waitmovement 0x0

    #org 0x1A7AE0

    #org 0x1634F5
    msgbox2 0x817A30C '"The ghost was the restless spirit\..."
    cry 0x69 0x0
    msgbox 0x817A342 MSG_KEEPOPEN '"The mother's spirit was calmed.\pI..."
    setvar 0x4059 0x1

    ' Strings
    #org 0x17A2F8
    = Be gone[.]\nIntruders[.]

    #org 0x17A30C
    = The ghost was the restless spirit\nof Golett's mother!

    #org 0x17A342
    = The mother's spirit was calmed.\pIt departed to the afterlife[.]

    ' Movements
    #org 0x163512
    #raw 0x11 'Step Up (Normal)
    #raw 0xFE 'End of Movements

    All I did was decompile the script at 0x1634B8 and then copy-paste yours into there after deleting everything already present. I switched some commands that my XSE wasn't recognizing (wildbattle2 to wildbattle; preparemsg to msgbox2; and waitmsg to waitmsgbox), added a callstd 0x4 after the first msgbox command and a waitstate after the wildbattle command. Granted, I haven't actually been able to defeat the Marowak (I kind of had to start a new file because I don't really ever play ROMs as games), so I don't necessarily know what happens afterwards, but simply commenting out the wildbattle and waitstate lines made everything appear to be fine and dandy. I also don't know what the difference between wildbattle and wildbattle2 is? But, yes, that should work...

    I can say that I've had problems with XSE in the past where it would randomly put pointers in for textboxes that led to extremely gibberish textboxes upon going into the game, but that was fixed by redownloading it...
  2. BluRose
    May 30th, 2016 3:54 PM
    When I compile yours as-is, I get no freeze...
    What happens is that the msgbox "The ghost was the restless spirit..." shows up for me as the battle starts.
    When we add the "callstd 0x4" after the msgbox it waits for our message box to be closed and then does the above.
    Add a waitstate after the "wildbattle" command really quickly. This has worked for me...
  3. BluRose
    May 30th, 2016 3:32 PM
    try all of this
    i might have to actually compile it and mess around with it myself
    Unknown: 0003
    Var number: 4059
    Var value: 0000
    Unknown: 00 | 00

    brb in a bit
  4. BluRose
    May 30th, 2016 10:07 AM
    First, fill out the info in A-Map about the S-tile as follows:
    Unknown: 0000 (if it still doesn't work, go for 0003)
    Var number: 4059
    Var value: 0000
    Unknown: 00 | 00

    That actually should have been the first question I asked, lol

    If that doesn't work, then keep all the information the same but add "callstd 0x4" (or may 0x2) after the msgbox in the 0x1634B8 class in the actual script.
  5. BluRose
    May 30th, 2016 7:25 AM

    You're saying that all you did was replace Marowak line with Golurk's? Did you apply JPAN's Engine? And you're still using vanilla FR's script for it?

    EDIT: Here, post the script you use. I know you said it was Vanilla FR's, but I would like to see it.
    More importantly: How are you accessing it in-game? Like, do you talk to it, or is it via a "green S" script tile?
  6. BluRose
    May 29th, 2016 12:20 PM
    there are pther places where there are rival battles--the champion's room's level script is done in an extremely hacky way anyways and i don't like it
    i know that a block of trainers (0x1AA - 0x1B8) is entirely dedicated to rival teams. indexes 0x1B6-1B8 are the champion's teams (one for each starter choice), and these are pre-national dex teams (the post ones are indexes like 238? can't remember off the top of my head). i'm still unsure as to whether or not i truly understand your question as you're attempting to communicate.
    to answer more locations, cerulean city has a rival battle, pokémon tower in lavender town has another, and the s.s. anne has another. all of these last examples will have the rival battle located in a green s-script tile located on the ground while the rival himself will likely be shown by a-map just standing there with movement type "Hidden"
  7. pokefreak890
    May 23rd, 2016 7:39 AM
    You have to insert your cries and put in your offsets not mine u only copy the table and overwrite it just so you can get the cries to work after that you need to do your own cry insertion and add to where the pointer to that inserted cry is
  8. pokefreak890
    May 18th, 2016 8:01 AM
    heres the cry table offsets

    cry table:17ad450
    cry table2:17afd28
    cry conversion:302f00
  9. pokefreak890
    March 17th, 2016 3:17 PM
    Alright you got it :)
  10. pokefreak890
    March 17th, 2016 2:29 PM
    I got all gen 4 and 5 icons for u but can't send them now because I have no internet and I'm on the road will send them later

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  • About Lord Comquat
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