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-   -   [Archive] Script help thread (https://www.pokecommunity.com/showthread.php?t=120081)

Hiche.. October 23rd, 2008 4:23 AM

That's a lot easier. I didn't know that till now. You have been very much of help Hackmew. Now it works perfectly.
If I want to replace the "pressing B" command(0x7F) and I want that when I press it, it shows me another multi choices. Like for example:
Eevee
Vulpix
Growlithe
More

When I press more, it will open another multi:

Charmander
Cyndaquil
Mew
end

Thanks again.

HackMew October 23rd, 2008 5:26 AM

Quote:

Originally Posted by Hiche (Post 4059828)
That's a lot easier. I didn't know that till now. You have been very much of help Hackmew. Now it works perfectly.
If I want to replace the "pressing B" command(0x7F) and I want that when I press it, it shows me another multi choices. Like for example:
Eevee
Vulpix
Growlithe
More

When I press more, it will open another multi:

Charmander
Cyndaquil
Mew
end

Thanks again.

Pretty simple. The script would be similar to the previous one except you don't just check if the user pressed B. In fact this time you need to see if the user chose the last item, which is "More". Being the 4th one, it's 0x3.
See the spoiler below. It should work fine.

Spoiler:
....
copyvar 0x8008 0x800D
compare 0x8008 0x7F
if 0x1 goto @end
compare 0x8008 0x3
if 0x1 goto @more

else goto @buffer
end

#org @buffer
buffernumber 0x0 0x8008
message @same
callstd 0x6
end

#org @more
'your second multichoice here
end


#org @end
message @finish
callstd 0x6
end
....

Spherical Ice October 24th, 2008 6:22 AM

Does boxset 0x4 open up a multi-choice box?

If so, could someone give me an example?

Hiche.. October 24th, 2008 6:43 AM

Quote:

Originally Posted by Zaangoose (Post 4062233)
Does boxset 0x4 open up a multi-choice box?

If so, could someone give me an example?

Boxset 4? No it doesn't.
Boxset 4 is used for the player not to face you.

Ninja Caterpie October 24th, 2008 1:11 PM

There was something about boxsets in the ROM Hacking Newsletter
Ah - here it is!
Quote:

Originally Posted by dshayabusa (Post 3979768)
Tips and Tricks
A cool new trick that you may not have known about

This weeks tips come from HackMew. This time its all about msgboxes. Below is a description, script example and in-game shot of the different msgbox types.

0x2

Spoiler:
Description:
This is the msgbox used for normal people. Using this type means that you don't need to use the lock, faceplayer or release commands.

Script:
#org @start
msgbox @hello
boxset 0x2
end

#org @hello
= Hello my name is dshayabusa.


In-Game:
http://i36.tinypic.com/2hi73nm.png

0x3

Spoiler:
Description:
Used for signs etc. No Lock or faceplayer effect. Only shows the sign textbox when used on an actual sign.

Script:
#org @start
msgbox @sign
boxset 0x3
end

#org @hello
= You are here


In-Game:
http://i34.tinypic.com/2z9mb80.png

0x4

Spoiler:
Description:
A normal msgbox except for the fact that it does not close. Command 68 must be used to close it. No lock or faceplayer effect.

Script:
#org @start
msgbox @hello
boxset 0x4
end

#org @hello
= Hello, my name is dshayabusa.


In-Game:
http://i37.tinypic.com/erj2c5.png

0x5

Spoiler:
Description:
Used for Yes/No questions. No Lock or Faceplayer effect.

Script:
#org @start
msgbox @question
boxset 0x5
end

#org @hello
= Is this statement false?


In-game:
http://i36.tinypic.com/24yvihy.png

0x6

Spoiler:
Description:
Normal textbox. Has no Lock or Faceplayer effect.

Script:
#org @start
msgbox @Hello
boxset 0x6
end

#org @hello
= Hello, my name is dshayabusa.


In-game:
http://i37.tinypic.com/erj2c5.png
Tip donated by HackMew


Thrace October 24th, 2008 1:36 PM

Quote:

Originally Posted by Zaangoose (Post 4062233)
Does boxset 0x4 open up a multi-choice box?

If so, could someone give me an example?

multi [leftCoordinate] [rightCoordinate] [boxNumber] [B usable to cancel? (1: yes, 0: no)]
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @option1

You need to repeat the last two for each possible option. Obviously you have to change the compare 0x8000 line and the if 0x1 goto line.

Here is a list of the different multi-choice boxes available.

Ninja Caterpie October 24th, 2008 2:45 PM

I've got a small problem...
Code:

#org 0x2DD4E4
checkflag 0x828
if 0x1 goto 0x82DD69D
applymovement 0x2 0x82DD734
waitmovement 0x0
applymovement MOVE_PLAYER 0x82DD737
waitmovement 0x0
msgbox 0x82DD74C MSG_NORMAL '"[blue_fr]Wait a second!"
applymovement 0x2 0x82DD739
waitmovement 0x0
msgbox 0x82DD760 MSG_NORMAL '"[blue_fr]Hey, [player]!\nSomething..."
givepokemon 0x85 0x5 0xD 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x82DD7BA MSG_KEEPOPEN '"You got a Pokemon!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x82DD7CF MSG_YESNO '"Would you like to give it\na nickn..."
compare LASTRESULT 0x0
if 0x0 call 0x82DD7F7
msgbox 0x82DD7FE MSG_NORMAL '"[blue_fr]See you later bro!"
applymovement 0x2 0x82DD73F
waitmovement 0x0
applymovement 0x1 0x82DD745
waitmovement 0x0
msgbox 0x82DD816 MSG_NORMAL '"[red_fr]Oh, stay safe honey!\nReme..."
applymovement 0x1 0x82DD749
waitmovement 0x0
end

'---------------
#org 0x2DD69D
release
end

'---------------
#org 0x2DD7F7
call 0x1A74EB
return

'---------
' Strings
'---------
#org 0x2DD74C
= [blue_fr]Wait a second!

#org 0x2DD760
= [blue_fr]Hey, [player]!\nSomething came in the mail\pfor you.\nIt's a Pokemon, I think.\pHere, take it.

#org 0x2DD7BA
= You got a Pokemon!

#org 0x2DD7CF
= Would you like to give it\na nickname?

#org 0x2DD7FE
= [blue_fr]See you later bro!

#org 0x2DD816
= [red_fr]Oh, stay safe honey!\nRemember that you can always come\lhere to rest!

'-----------
' Movements
'-----------
#org 0x2DD734
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2DD737
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2DD739
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2DD73F
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2DD745
#raw 62 'Exclamation Mark (!)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2DD749
#raw 2 'Face Left
#raw FE 'End of Movements


The problem is the nickname part. It keeps going if it's yes and freezes if it's no.
I've tried
Code:

Compare 0x0
if 0x1 goto

and

Compare 0x1
if 0x0 goto...

and
compare 0x1
if 0x1 goto...


But none of them work.

Thrace October 24th, 2008 3:30 PM

Quote:

Originally Posted by Dark Lakitu (Post 4063168)
I've got a small problem...
Code:

#dynamic 0x800000

#org @new
checkflag 0x828
if 0x1 goto 0x82DD69D
applymovement 0x2 0x82DD734
waitmovement 0x0
applymovement MOVE_PLAYER 0x82DD737
waitmovement 0x0
msgbox 0x82DD74C MSG_NORMAL '"[blue_fr]Wait a second!"
applymovement 0x2 0x82DD739
waitmovement 0x0
msgbox 0x82DD760 MSG_NORMAL '"[blue_fr]Hey, [player]!\nSomething..."
givepokemon 0x85 0x5 0xD 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x82DD7BA MSG_KEEPOPEN '"You got a Pokemon!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x82DD7CF MSG_YESNO '"Would you like to give it\na nickn..."
compare LASTRESULT 0x1
if 0x1 call @answerYes
compare LASTRESULT 0x0
if 0x1 call @answerNo
end

#org @answerNo
msgbox 0x82DD7FE MSG_NORMAL '"[blue_fr]See you later bro!"
applymovement 0x2 0x82DD73F
waitmovement 0x0
applymovement 0x1 0x82DD745
waitmovement 0x0
msgbox 0x82DD816 MSG_NORMAL '"[red_fr]Oh, stay safe honey!\nReme..."
applymovement 0x1 0x82DD749
waitmovement 0x0
end

'---------------
#org 0x2DD69D
release
end

'---------------
#org @answerYes
call 0x1A74EB
call @answerNo
end

'---------
' Strings
'---------
#org 0x2DD74C
= [blue_fr]Wait a second!

#org 0x2DD760
= [blue_fr]Hey, [player]!\nSomething came in the mail\pfor you.\nIt's a Pokemon, I think.\pHere, take it.

#org 0x2DD7BA
= You got a Pokemon!

#org 0x2DD7CF
= Would you like to give it\na nickname?

#org 0x2DD7FE
= [blue_fr]See you later bro!

#org 0x2DD816
= [red_fr]Oh, stay safe honey!\nRemember that you can always come\lhere to rest!

'-----------
' Movements
'-----------
#org 0x2DD734
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2DD737
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2DD739
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2DD73F
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2DD745
#raw 62 'Exclamation Mark (!)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2DD749
#raw 2 'Face Left
#raw FE 'End of Movements


The problem is the nickname part. It keeps going if it's yes and freezes if it's no.
I've tried
Code:

Compare 0x0
if 0x1 goto

and

Compare 0x1
if 0x0 goto...

and
compare 0x1
if 0x1 goto...


But none of them work.

I wa going to say that you were missing the boxsets but I guess you're using that new version of XSE. Anyway changes in bold, you can just copy and paste it in.

Ninja Caterpie October 24th, 2008 3:52 PM

With your additions, it's all great if you say no. But it freezes if you say yes. Izzat a problem with the thing I'm calling to? Because I copied it right out of Thethethethe's tut.

Thrace October 24th, 2008 4:12 PM

Quote:

Originally Posted by Dark Lakitu (Post 4063362)
With your additions, it's all great if you say no. But it freezes if you say yes. Izzat a problem with the thing I'm calling to? Because I copied it right out of Thethethethe's tut.

Replace
Code:

compare LASTRESULT 0x1
if 0x1 call @answerYes
compare LASTRESULT 0x0
if 0x1 call @answerNo


with
Code:

compare LASTRESULT 0x1
if 0x1 goto @answerYes
compare LASTRESULT 0x0
if 0x1 goto @answerNo


Also change
Code:

#org @answerYes
call 0x1A74EB
call @answerNo
end


to
Code:

#org @answerYes
call 0x1A74EB
goto @answerNo


I think that should work.

Hiche.. October 25th, 2008 4:27 AM

Does Darken and Lighten commands work in FireReD?
I want it like Ruby, in the second gym, when you battle trainers, and it's dark, the dark part starts decreasing every time you beat a trainer.

Thrace October 25th, 2008 1:53 PM

Quote:

Originally Posted by Hiche (Post 4064439)
Does Darken and Lighten commands work in FireReD?
I want it like Ruby, in the second gym, when you battle trainers, and it's dark, the dark part starts decreasing every time you beat a trainer.

It does. You need to do checks in your script though. Both Lighten and Darken require a parameter that says dictates the level of darkness. Lighten 0x1 will increase Light but using it again will not increase the level of light it will simply show the level 1 animation. So for level 2 light you need to use Lighten 0x2.

Dratii October 25th, 2008 6:57 PM

Hey all I need some help with this level script,
Code:

'-----------------------
#org 0x71A2A4
#raw 02
#raw pointer 0x871A24A
#raw 00

'-----------------------
#org 0x71A24A
#raw word 0x4033
#raw word 0x0
#raw pointer 0x871BE21
#raw word 0x0

'-----------------------
#org 0x71BE21
lockall
special 0x113
applymovement MOVE_CAMERA 0x871BE8B
waitmovement 0x0
pause 0x20
msgbox 0x871BE78 '"...\n...\l...\p.."
callstd 0x6
applymovement 0x3 0x871BEB9
waitmovement 0x0
pause 0x20
hidesprite 0x3
setflag 0x9100
applymovement 0x2 0x871BE98
applymovement MOVE_CAMERA 0x871BEA7
waitmovement 0x0
applymovement MOVE_PLAYER 0x871BEB6
waitmovement 0x0
msgbox 0x871BEBD '"[blue_fr]Hmm. So your're up\pI gues..."
callstd 0x6
setvar 0x4033 0x0
releaseall
end

'-----------
' Movements
'-----------
#org 0x71BE8B
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x71BEB9
#raw 10 'Step Down (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x71BE98
#raw 1 'Face Up
#raw 62 'Exclamation Mark (!)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x71BEA7
#raw 1 'Face Up
#raw 62 'Exclamation Mark (!)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x71BEB6
#raw 0 'Face Down
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x71BE78
= ...\n...\l...\p..

#org 0x71BEBD
= [blue_fr]Hmm. So your're up\pI guess you should know anyway.\nI think something has happened\lto your mum.\pCome on follow me.


It works but it always repeats, forever.

Thrace October 25th, 2008 7:00 PM

Quote:

Originally Posted by dratii (Post 4066841)
Hey all I need some help with this level script,
Spoiler:
Code:

'-----------------------
#org 0x71A2A4
#raw 02
#raw pointer 0x871A24A
#raw 00

'-----------------------
#org 0x71A24A
#raw word 0x4033
#raw word 0x0
#raw pointer 0x871BE21
#raw word 0x0

'-----------------------
#org 0x71BE21
lockall
special 0x113
applymovement MOVE_CAMERA 0x871BE8B
waitmovement 0x0
pause 0x20
msgbox 0x871BE78 '"...\n...\l...\p.."
callstd 0x6
applymovement 0x3 0x871BEB9
waitmovement 0x0
pause 0x20
hidesprite 0x3
setflag 0x9100
applymovement 0x2 0x871BE98
applymovement MOVE_CAMERA 0x871BEA7
waitmovement 0x0
applymovement MOVE_PLAYER 0x871BEB6
waitmovement 0x0
msgbox 0x871BEBD '"[blue_fr]Hmm. So your're up\pI gues..."
callstd 0x6
setvar 0x4033 0x0
releaseall
end

'-----------
' Movements
'-----------
#org 0x71BE8B
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x71BEB9
#raw 10 'Step Down (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x71BE98
#raw 1 'Face Up
#raw 62 'Exclamation Mark (!)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x71BEA7
#raw 1 'Face Up
#raw 62 'Exclamation Mark (!)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x71BEB6
#raw 0 'Face Down
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x71BE78
= ...\n...\l...\p..

#org 0x71BEBD
= [blue_fr]Hmm. So your're up\pI guess you should know anyway.\nI think something has happened\lto your mum.\pCome on follow me.



It works but it always repeats, forever.

It needs to be setvar 0x4033 0x1 to stop the level script.

Dratii October 25th, 2008 7:07 PM

Thanks I had it like that before but I had to restore from a back-up and I must of forgot to do the 0x1.

Now an even stranger thing happens, the camera doesn't move when with the player.

Edit:
It works now forgot to add special 0x114. stupid back up

angelas October 27th, 2008 7:57 AM

Can anyone help me with this movement script? It's getting kind of hard to understand.
Code:

#Dynamic 0x194
#org @BadgeOne
checkflag 0x820
if 0x0 goto @needbadge1
if 0x1 goto @havebadge1
end

#org @needbadge1
lock
msgbox @nobadge
boxset 0x6
applymovement 0xFF @goback
waitmovement 0x0
release
end

#org @nobadge
= Wait, I don't have a badge/nwithout that I can't go!

#org @goback
#raw 0x03
#raw 0x07
#raw 0x07
#raw 0x00
#raw 0x04
#raw 0x04
#raw 0x04
#raw 0x04
#raw 0xFE

#org @havebadge1
release
end


I don't know what the "applymovement 0xFF" is for. Isn't that the command that tells which character will be moved in the script? If so I want my character to be moved which FF is my character hex number from what I understand.

Also, I've tried the script, with the right offset and everything (I used FSF) and whenever I try the script out all I get is a frozen character. I can't move and the textbox doesn't appear.

Thank's a lot.


Also, I'll get the compiled version soon if needed. I'm at school right now so not much I can do.

-DarK- October 27th, 2008 10:36 AM

Quote:

Originally Posted by angelas (Post 4071465)
Can anyone help me with this movement script? It's getting kind of hard to understand.
Code:

#Dynamic 0x194
#org @BadgeOne
checkflag 0x820
if 0x0 goto @needbadge1
if 0x1 goto @havebadge1
end

#org @needbadge1
lock
msgbox @nobadge
boxset 0x6
applymovement 0xFF @goback
waitmovement 0x0
release
end

#org @nobadge
= Wait, I don't have a badge/nwithout that I can't go!

#org @goback
#raw 0x03
#raw 0x07
#raw 0x07
#raw 0x00
#raw 0x04
#raw 0x04
#raw 0x04
#raw 0x04
#raw 0xFE

#org @havebadge1
release
end


I don't know what the "applymovement 0xFF" is for. Isn't that the command that tells which character will be moved in the script? If so I want my character to be moved which FF is my character hex number from what I understand.

Also, I've tried the script, with the right offset and everything (I used FSF) and whenever I try the script out all I get is a frozen character. I can't move and the textbox doesn't appear.

Thank's a lot.


Also, I'll get the compiled version soon if needed. I'm at school right now so not much I can do.

Code:

#Dynamic 0x800000
#org @BadgeOne
checkflag 0x820
if 0x0 goto @needbadge1
checkflag 0x820
if 0x1 goto @havebadge1
end

#org @needbadge1
lockall
msgbox @nobadge
boxset 0x6
applymovement 0xFF @goback
waitmovement 0x0
releaseall
end

#org @nobadge
= Wait, I don't have a badge/nwithout that I can't go!

#org @goback
#raw 0x03
#raw 0x07
#raw 0x07
#raw 0x00
#raw 0x04
#raw 0x04
#raw 0x04
#raw 0x04
#raw 0xFE

#org @havebadge1
releaseall
end


Fixes in bold. Try this one...
Also, "applymovement 0xFF" is very simple to understand. "Applymovement" itself is the movement command, while 0x(hex number), in this case 0xFF, means to move which sprite on the map where the script currently is, and 0xFF is to number of the player

Surf October 27th, 2008 3:54 PM

Hey Guys i have a problem with this level script

#dynamic 0x800000
#org @start
lockall
checkflag 0x828
if 0x1 goto @no
setvar 4033 0x1
applymovement 0x02 @dadmove1
applymovement 0x02 @dadmove2
msgbox @dadtalk
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
applymovement 0x02 @dadmove3
releaseall
end

#org @no
releaseall
end


#org @dadmove1
#raw 0x65
#raw 0xFE

#org @dadmove2
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 13
#raw 01
#raw FE


#org @dadmove3
#raw 12
#raw 12
#raw 12
#raw 12
#raw 12
#raw 10
#raw FE


#org @dadtalk
= Hey [player]\nYour mother and I have decided\lthat you are old enough to go on\n an adventure.\lSo i got you this Cinderquil.


yes i know i spelt Cqindaquil wrong

Heres what happens
http://i40.photobucket.com/albums/e206/hackimon13/Pokemon-FireRedVersionUSA.png
this just keeps repeating


Please Help

Thrace October 27th, 2008 4:39 PM

Quote:

Originally Posted by Hackimon12 (Post 4073052)
Hey Guys i have a problem with this level script
Spoiler:

#dynamic 0x800000
#org @start
lockall
checkflag 0x828
if 0x1 goto @no
setvar 4033 0x1
applymovement 0x02 @dadmove1
applymovement 0x02 @dadmove2
msgbox @dadtalk
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
applymovement 0x02 @dadmove3
releaseall
end

#org @no
releaseall
end


#org @dadmove1
#raw 0x65
#raw 0xFE

#org @dadmove2
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 13
#raw 01
#raw FE


#org @dadmove3
#raw 12
#raw 12
#raw 12
#raw 12
#raw 12
#raw 10
#raw FE


#org @dadtalk
= Hey [player]\nYour mother and I have decided\lthat you are old enough to go on\n an adventure.\lSo i got you this Cinderquil.


yes i know i spelt Cqindaquil wrong

Heres what happens
http://i40.photobucket.com/albums/e206/hackimon13/Pokemon-FireRedVersionUSA.png
this just keeps repeating


Please Help

Go to the offset of the level script in a hex editor. You should see the following:
[varNumber] [varValue] [pointerToScript] FFFF
You need to change that FFFF to 0000.

Surf October 27th, 2008 4:51 PM

Quote:

Originally Posted by dshayabusa (Post 4073201)
Go to the offset of the level script in a hex editor. You should see the following:
[varNumber] [varValue] [pointerToScript] FFFF
You need to change that FFFF to 0000.

Wait I'm confused
whats the pointer?

Thrace October 27th, 2008 5:02 PM

Quote:

Originally Posted by Hackimon12 (Post 4073232)
Wait I'm confused
whats the pointer?

Sorry. D:
Perhaps this tutorial will be able to explain it better?

angelas October 27th, 2008 5:21 PM

Quote:

Originally Posted by -DarK- (Post 4071912)
Fixes in bold. Try this one...
Also, "applymovement 0xFF" is very simple to understand. "Applymovement" itself is the movement command, while 0x(hex number), in this case 0xFF, means to move which sprite on the map where the script currently is, and 0xFF is to number of the player

Simple fixes, and thanks for explaining. I've read many guides but some things still confuse me I guess since I have to skim through them all.

I'll bookmark this for later reference though. I'll have to try it tomorrow.

Satoshi Sugimori October 27th, 2008 6:51 PM

Who knows the warp command for XSE?
because warp 0x[bank] 0x[mapnumber] 0x[warp number] doesn't work...

Surf October 27th, 2008 7:22 PM

Quote:

Originally Posted by Satoshi Sugimori (Post 4073541)
Who knows the warp command for XSE?
because warp 0x[bank] 0x[mapnumber] 0x[warp number] doesn't work...

It goes like this
warp 0x3(bank) 0x0(map) 0x1 (warp) 0x3(X Coordinate) 0x3(Y Coordinate)

-DarK- October 28th, 2008 2:12 AM

Quote:

Originally Posted by Hackimon12 (Post 4073052)
Hey Guys i have a problem with this level script

#dynamic 0x800000
#org @start
lockall
checkflag 0x828
if 0x1 goto @no
setvar 4033 0x1
applymovement 0x02 @dadmove1
applymovement 0x02 @dadmove2
msgbox @dadtalk
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
applymovement 0x02 @dadmove3
releaseall
end

#org @no
releaseall
end


#org @dadmove1
#raw 0x65
#raw 0xFE

#org @dadmove2
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 13
#raw 01
#raw FE


#org @dadmove3
#raw 12
#raw 12
#raw 12
#raw 12
#raw 12
#raw 10
#raw FE


#org @dadtalk
= Hey [player]\nYour mother and I have decided\lthat you are old enough to go on\n an adventure.\lSo i got you this Cinderquil.


yes i know i spelt Cqindaquil wrong

Heres what happens
http://i40.photobucket.com/albums/e206/hackimon13/Pokemon-FireRedVersionUSA.png
this just keeps repeating


Please Help

Aside from what dshayabusa said, you also forgot waitmovement 0x0 multiple times.

Hiche.. October 28th, 2008 5:27 AM

Hackimon.
You forgot the callstd 0x6 under each msgbox command. Try using bigger stevars than 0x4033.
Try 0x7000 and up. I think a lot of setvars are used by the game itself.

Satoshi Sugimori October 28th, 2008 7:58 AM

Quote:

Originally Posted by Hackimon12 (Post 4073595)
It goes like this
warp 0x3(bank) 0x0(map) 0x1 (warp) 0x3(X Coordinate) 0x3(Y Coordinate)

Thanks for the help :D

:edit:
I used it in this way but it doesn't work, the () are nopt included when compiling
warp 0x3(4) 0x0(1) 0x1 (0) 0x3(4) 0x3(3)
It's for this warp, Map 4.1 so the bank is 1, and the warp is 0, the offset's are X 0004 Y0003..
What's wrong with what I did?

Perri Lightfoot October 28th, 2008 8:14 AM

I'm really new to scripting, and need some assistance. ^^; What am I doing wrong with this (XSE) script? I can compile it and everything, but when I go to talk to the sprite on the overworld, she does absolutely nothing except make that "beep" sound when you normally talk to a sprite. (During the course of making changes, I've gotten her to actually talk and start the battle, but all the text boxes are glitchy and she never follows any of the movement commands, meaning if you keep talking to her, you're in an endless battle loop. The script below is the one that yields the "nothing" result).

What I want the sprite to do is say a line while facing in a different direction from you, then turn and get an exclamation point over her head, while the "female rival" music plays. Then I want her to talk a bit more, after which a battle will start. After the battle, she'll talk a little more, than walk up a step, than walk left off the screen and vanish. Flags relating to having met her are either set or cleared.

Thanks so much in advance!

'-----------------------
#org 0x1E40CF
lockall
msgbox 0x1E40D0 '"A dead end? Oh, no[.]and I'm afraid..."
callstd 0x4
playsong 0x19F 0x1
applymovement 0x16 0x1E40D1
waitmovement 0x0
applymovement 0x16 0x1E40D2
waitmovement 0x0
applymovement 0x16 0x1E40D3
waitmovement 0x0
msgbox 0x1E40D4 '"D-don't hurt me! Please! [.] [.] [...."
callstd 0x4
trainerbattle 0x3 0x005 0x0 0x1E40D5
goto 0x1E40D6
end

'-----------------------
#org 0x1E40D6
msgbox 0x1E40D7 '"Rosie: Even though I ended up losin..."
callstd 0x4
goto 0x1E40D8
end

'-----------------------
#org 0x1E40D8
closeonkeypress
applymovement 0x16 0x1E40D9
waitmovement 0x0
goto 0x1E578D
end

'-----------------------
#org 0x1E578D
hidesprite 0x16
clearflag 0x205
setflag 0x206
clearflag 0x207
playsong2 0x0
fadedefault
releaseall
end

'-----------
' Movements
'-----------
#org 0x1E40D1
#raw 3E 'Face Player
#raw FE 'End of Movements

#org 0x1E40D2
#raw 56 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x1E40D3
#raw 14 'Delay5
#raw 14 'Delay5
#raw 14 'Delay5
#raw FE 'End of Movements

#org 0x1E40D9
#raw 5 'Step Up (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw FE 'End of Movements

(the strings follow here)

Hiche.. October 28th, 2008 8:26 AM

Spoiler:

#org $begin
lock
#raw 0x93 0x00 0x00 0x00
message $speak
boxset 5
compare LASTRESULT 0x1
if b_true goto $done
message $talk
boxset 6
#raw 0x94 0x00 0x00
end

#org $done
#raw 0x92 0xF4 0x01 0x00 0x00 0x00
compare 0x800D 0x1
if 0x0 goto $continue
#raw 0x91 0xF4 0x01 0x00 0x00 0x00
#raw 0x95 0x00 0x00 0x00
message $talk2
boxset 2
#raw 0x94 0x00 0x00
message $talk3
boxset 6
applymovement 0x08 $move
applymovement 0xFF $move1
pausemove 0
fadescreen 0x1
message $1
boxset 6
fadescreen 0x0
warp 0x3 0x3 0xE
end

#org $continue
#raw 0x94 0x00 0x00
message $talk0
boxset 2
release
end

#org $1
$1 1 = After one hour...

#org $speak
$speak 1 = Ahoy there! Welcome to the\nS.S Luca! For just 500E,\pI can take you to\nSepton City. Would you\plike to sail with us?

#org $talk
$talk 1 = Come back whenever you want.

#org $talk2
$talk2 1 = Thank you.

#org $talk3
$talk3 1 = Please follow me.

#org $move
#raw 0x0D
#raw 0x0D
#raw 0x60
#raw 0xFE

#org $move1
#raw 0x0D
#raw 0x0D
#raw 0x0D
#raw 0x60
#raw 0xFE

#org $talk0
$talk0 1 = Oh, I'm sorry, you don't\nhave enough money.\pPlease come again.


It works perfectly, but the pointer $talk0 is being said after the wrap command.

Here's what it looks like in XSE.

Spoiler:

'-----------------------
#org 0x80440E
lock
showmoney 0x0 0x0 0x0
msgbox 0x88044AA '"Ahoy there! Welcome to the\nS.S Luc..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x8804432
msgbox 0x880451D '"Come back whenever you want."
callstd 0x6
hidemoney 0x0 0x0
end

'-----------------------
#org 0x804432
checkmoney 0x1F4 0x0
compare LASTRESULT 0x1
if 0x0 goto 0x8804482
paymoney 0x1F4 0x0
updatemoney 0x0 0x0 0x0
msgbox 0x880453A '"Thank you."
callstd 0x2
hidemoney 0x0 0x0
msgbox 0x8804545 '"Please follow me."
callstd 0x6
applymovement 0x8 0x880448F
applymovement MOVE_PLAYER 0x8804493
waitmovement 0x0
fadescreen 0x1
msgbox 0x8804498 '"After one hour..."
callstd 0x6
fadescreen 0x0
warp 0x3 0x3 0xE 0x9402 0x0
msgbox 0x8804557 '"Oh, I'm sorry, you don't\nhave enou..."
callstd 0x2

release
end

'-----------------------
#org 0x804482
hidemoney 0x0 0x0
msgbox 0x8804557 '"Oh, I'm sorry, you don't\nhave enou..."
callstd 0x2

release
end


'-----------
' Movements
'-----------
#org 0x80448F
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x804493
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw 60 'Hide
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8044AA
= Ahoy there! Welcome to the\nS.S Luca! For just 500E,\pI can take you to\nSepton City. Would you\plike to sail with us?

#org 0x80451D
= Come back whenever you want.

#org 0x80453A
= Thank you.

#org 0x804545
= Please follow me.

#org 0x804498
= After one hour...

#org 0x804557
= Oh, I'm sorry, you don't\nhave enough money.\pPlease come again.


The same message came twice(the large sized words). I placed it only one place.
Is there a problem?

Edit: Pink Parka Girl, try replacing the 0x16 with 0x10. It needs to be in hex. 16 in hex is 10. Try that.

Perri Lightfoot October 28th, 2008 10:23 AM

Edited: The first script works fine, now. But now I have a problem with another. The first part of the script works - but once the first flag is set, it stops working. Can anyone help? (Like the first, this is an XSE script.)

What I want to have happen: Lady Linwood, (the sprite in question) is seeking a runaway, who you happen to find. You have the choice of either revealing their location (and earning a Nugget) or following your morals and saying you have no idea. I want you to only be offered the Yes/No option once - not like in a typical Pokemon game (and many other RPGs, for that matter) where you'll keep getting badgered until you pick the "correct" response. If you say Yes, you'll be given a Nugget and a specific flag will not be set. If you say No, you won't get the Nugget and a specific flag WILL be set. But...I have no idea what I'm doing wrong. Can anyone help me fix up this script?

'-----------------------
#org 0x80048C
lock
faceplayer
checkflag 0x44C
if 0x1 goto 0x81E57A9
msgbox 0x880058C '"Upon my word! Who are you?\nI certa..."
callstd 0x6
release
end

'-----------------------
#org 0x81E57A9
lock
faceplayer
checkflag 0x578
if 0x1 goto 0x81E57E5
checkflag 0x514
if 0x1 goto 0x81E57B3
msgbox 0x81E57BD '"Trainer! You're back here,\nagain? Ready t..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 call 0x81E57C7
compare LASTRESULT 0x0
if 0x1 call 0x81E57D1
release
end

'-----------------------
#org 0x81E57C7
msgbox 0x81E57DB '"Oh, Lady Linwood's eyes don't\ndecieve her..."
callstd 0x4
giveitem 0x6E 0x1
setflag 0x514
release
end

'-----------------------
#org 0x81E57D1
msgbox 0x81E57F9 '"Pah! You detestable child! If you\nwon't ..."
callstd 0x4
setflag 0x578
release
end

'-----------------------
#org 0x81E57E5
msgbox 0x81E57EF '"Get out, urchin!"
callstd 0x4
setflag 0x5DC
release
end

'-----------------------
#org 0x81E57B3
msgbox 0x81E5803 '"Perhaps there are still a\nfew honest Trai..."
callstd 0x4
release
end


'---------
' Strings
'---------
(the strings follow here.)

adiktus October 28th, 2008 9:09 PM

Quote:

Originally Posted by Pink Parka Girl (Post 4075081)
Edited: The first script works fine, now. But now I have a problem with another. The first part of the script works - but once the first flag is set, it stops working. Can anyone help? (Like the first, this is an XSE script.)

What I want to have happen: Lady Linwood, (the sprite in question) is seeking a runaway, who you happen to find. You have the choice of either revealing their location (and earning a Nugget) or following your morals and saying you have no idea. I want you to only be offered the Yes/No option once - not like in a typical Pokemon game (and many other RPGs, for that matter) where you'll keep getting badgered until you pick the "correct" response. If you say Yes, you'll be given a Nugget and a specific flag will not be set. If you say No, you won't get the Nugget and a specific flag WILL be set. But...I have no idea what I'm doing wrong. Can anyone help me fix up this script?

'-----------------------
#org 0x80048C
lock
faceplayer
checkflag 0x44C
if 0x1 goto 0x81E57A9
msgbox 0x880058C '"Upon my word! Who are you?\nI certa..."
callstd 0x6
release
end

'-----------------------
#org 0x81E57A9
lock
faceplayer
checkflag 0x578
if 0x1 goto 0x81E57E5
checkflag 0x514
if 0x1 goto 0x81E57B3
msgbox 0x81E57BD '"Trainer! You're back here,\nagain? Ready t..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 call 0x81E57C7
compare LASTRESULT 0x0
if 0x1 call 0x81E57D1
release
end

'-----------------------
#org 0x81E57C7
msgbox 0x81E57DB '"Oh, Lady Linwood's eyes don't\ndecieve her..."
callstd 0x4
giveitem 0x6E 0x1
setflag 0x514
release
end

'-----------------------
#org 0x81E57D1
msgbox 0x81E57F9 '"Pah! You detestable child! If you\nwon't ..."
callstd 0x4
setflag 0x578
release
end

'-----------------------
#org 0x81E57E5
msgbox 0x81E57EF '"Get out, urchin!"
callstd 0x4
setflag 0x5DC
release
end

'-----------------------
#org 0x81E57B3
msgbox 0x81E5803 '"Perhaps there are still a\nfew honest Trai..."
callstd 0x4
release
end


'---------
' Strings
'---------
(the strings follow here.)

I'm guessing flag 0x44C is set in another script? could you show the script when you encounter the runaway?

Perri Lightfoot October 28th, 2008 9:30 PM

The "runaway script" is a modified version of the one I posted earlier, in my first post on the thread. Here is the finalized version:

'-----------------------
#org 0x1E40CF
lockall
msgbox 0x81E4235 '"A dead end? Oh, no[.]and I'm afraid..."
callstd 0x4
playsong 0x19F 0x1
applymovement 0x10 0x81A0839
waitmovement 0x0
sound 0x15
applymovement 0x10 0x81A0833
waitmovement 0x0
applymovement 0x10 0x81A0835
waitmovement 0x0
msgbox 0x881B38B '"D-don't hurt me! Please!\p[.] [.]\n..."
callstd 0x4
trainerbattle 0x3 0x5 0x0 0x81E420F
msgbox 0x81759A1 '"Rosie: Remember your promise, pleas..."
callstd 0x4
closeonkeypress
pause 0x1E
fadescreen 0x1
hidesprite 0x10
movesprite2 0x10 0x3F 0x19
fadescreen 0x0
setflag 0x44C
fadedefault
releaseall
end

After I compiled the "Lady Linwood" script, this is what XSE spits back at me:

'-----------------------
#org 0x80048C
lock
faceplayer
checkflag 0x44C
if 0x1 goto 0x81E57A9
msgbox 0x880058C '"Upon my word! Who are you?\nI certa..."
callstd 0x6
release
end

'-----------------------
#org 0x1E57A9
nop
nop
nop
nop
(and so on...for a good 200 or so lines)
warp5 0x0 0x0 0x0 0x0 0xE041

I'll try using a different flag pointer (what are some good, safe values to work in?), but not sure how much good that will do...Apologies for asking so many questions, but I'm still such a newbie... ^^'

Shadows October 29th, 2008 3:10 PM

Not really scripting help, but a question.
Without flag 0x828, how can I tell that the player has caught a pokemon?
Because the player catches a Pokemon with a masterball, and I cannot set the flag 0x828 until I am 100% sure they have caught it.

Thrace October 29th, 2008 9:26 PM

Quote:

Originally Posted by Satoshi Sugimori (Post 4074818)
Thanks for the help :D

:edit:
I used it in this way but it doesn't work, the () are nopt included when compiling
warp 0x3(4) 0x0(1) 0x1 (0) 0x3(4) 0x3(3)
It's for this warp, Map 4.1 so the bank is 1, and the warp is 0, the offset's are X 0004 Y0003..
What's wrong with what I did?

If you are warping to a warp tile then use:
Code:

warp 0x4 0x1 0x1 0x0 0x0


If you are not and you want to warp to a specific place use:
Code:

warp 0x4 0x1 0xff 0x4 0x3


Quote:

Originally Posted by Hiche (Post 4074876)
Spoiler:

#org $begin
lock
#raw 0x93 0x00 0x00 0x00
message $speak
boxset 5
compare LASTRESULT 0x1
if b_true goto $done
message $talk
boxset 6
#raw 0x94 0x00 0x00
end

#org $done
#raw 0x92 0xF4 0x01 0x00 0x00 0x00
compare 0x800D 0x1
if 0x0 goto $continue
#raw 0x91 0xF4 0x01 0x00 0x00 0x00
#raw 0x95 0x00 0x00 0x00
message $talk2
boxset 2
#raw 0x94 0x00 0x00
message $talk3
boxset 6
applymovement 0x08 $move
applymovement 0xFF $move1
pausemove 0
fadescreen 0x1
message $1
boxset 6
fadescreen 0x0
warp 0x3 0x3 0xE
end

#org $continue
#raw 0x94 0x00 0x00
message $talk0
boxset 2
release
end

#org $1
$1 1 = After one hour...

#org $speak
$speak 1 = Ahoy there! Welcome to the\nS.S Luca! For just 500E,\pI can take you to\nSepton City. Would you\plike to sail with us?

#org $talk
$talk 1 = Come back whenever you want.

#org $talk2
$talk2 1 = Thank you.

#org $talk3
$talk3 1 = Please follow me.

#org $move
#raw 0x0D
#raw 0x0D
#raw 0x60
#raw 0xFE

#org $move1
#raw 0x0D
#raw 0x0D
#raw 0x0D
#raw 0x60
#raw 0xFE

#org $talk0
$talk0 1 = Oh, I'm sorry, you don't\nhave enough money.\pPlease come again.


It works perfectly, but the pointer $talk0 is being said after the wrap command.

Here's what it looks like in XSE.

Spoiler:

'-----------------------
#org 0x80440E
lock
showmoney 0x0 0x0 0x0
msgbox 0x88044AA '"Ahoy there! Welcome to the\nS.S Luc..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x8804432
msgbox 0x880451D '"Come back whenever you want."
callstd 0x6
hidemoney 0x0 0x0
end

'-----------------------
#org 0x804432
checkmoney 0x1F4 0x0
compare LASTRESULT 0x1
if 0x0 goto 0x8804482
paymoney 0x1F4 0x0
updatemoney 0x0 0x0 0x0
msgbox 0x880453A '"Thank you."
callstd 0x2
hidemoney 0x0 0x0
msgbox 0x8804545 '"Please follow me."
callstd 0x6
applymovement 0x8 0x880448F
applymovement MOVE_PLAYER 0x8804493
waitmovement 0x0
fadescreen 0x1
msgbox 0x8804498 '"After one hour..."
callstd 0x6
fadescreen 0x0
warp 0x3 0x3 0xE 0x9402 0x0
msgbox 0x8804557 '"Oh, I'm sorry, you don't\nhave enou..."
callstd 0x2

release
end

'-----------------------
#org 0x804482
hidemoney 0x0 0x0
msgbox 0x8804557 '"Oh, I'm sorry, you don't\nhave enou..."
callstd 0x2

release
end


'-----------
' Movements
'-----------
#org 0x80448F
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x804493
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw 60 'Hide
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8044AA
= Ahoy there! Welcome to the\nS.S Luca! For just 500E,\pI can take you to\nSepton City. Would you\plike to sail with us?

#org 0x80451D
= Come back whenever you want.

#org 0x80453A
= Thank you.

#org 0x804545
= Please follow me.

#org 0x804498
= After one hour...

#org 0x804557
= Oh, I'm sorry, you don't\nhave enough money.\pPlease come again.


The same message came twice(the large sized words). I placed it only one place.
Is there a problem?

Edit: Pink Parka Girl, try replacing the 0x16 with 0x10. It needs to be in hex. 16 in hex is 10. Try that.

The warp command has two extra parameters; x-coordinate and y-coordinate.
Basically you want to add two nop below the warp command.

Quote:

Originally Posted by Pink Parka Girl (Post 4076806)
The "runaway script" is a modified version of the one I posted earlier, in my first post on the thread. Here is the finalized version:

Spoiler:
'-----------------------
#org 0x1E40CF
lockall
msgbox 0x81E4235 '"A dead end? Oh, no[.]and I'm afraid..."
callstd 0x4
playsong 0x19F 0x1
applymovement 0x10 0x81A0839
waitmovement 0x0
sound 0x15
applymovement 0x10 0x81A0833
waitmovement 0x0
applymovement 0x10 0x81A0835
waitmovement 0x0
msgbox 0x881B38B '"D-don't hurt me! Please!\p[.] [.]\n..."
callstd 0x4
trainerbattle 0x3 0x5 0x0 0x81E420F
msgbox 0x81759A1 '"Rosie: Remember your promise, pleas..."
callstd 0x4
closeonkeypress
pause 0x1E
fadescreen 0x1
hidesprite 0x10
movesprite2 0x10 0x3F 0x19
fadescreen 0x0
setflag 0x44C
fadedefault
releaseall
end

After I compiled the "Lady Linwood" script, this is what XSE spits back at me:

'-----------------------
#org 0x80048C
lock
faceplayer
checkflag 0x44C
if 0x1 goto 0x81E57A9
msgbox 0x880058C '"Upon my word! Who are you?\nI certa..."
callstd 0x6
release
end

'-----------------------
#org 0x1E57A9
nop
nop
nop
nop
(and so on...for a good 200 or so lines)
warp5 0x0 0x0 0x0 0x0 0xE041


I'll try using a different flag pointer (what are some good, safe values to work in?), but not sure how much good that will do...Apologies for asking so many questions, but I'm still such a newbie... ^^'

You might want to change those callstd 0x4 to callstd 0x6. What happens exactly? And don't worry about it, thats what this thread is for. :D

Quote:

Originally Posted by T (Post 4078684)
Not really scripting help, but a question.
Without flag 0x828, how can I tell that the player has caught a pokemon?
Because the player catches a Pokemon with a masterball, and I cannot set the flag 0x828 until I am 100% sure they have caught it.

Catching a Pokemon does not cause flag 0x828 to be set. You can check for a Pokemon using the following method:
Spoiler:
setvar 0x4036 [pokemonNumber]
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1

Credit to thethethethe, taken from his tutorial on PHO.

Shadows October 30th, 2008 1:12 PM

Quote:

Originally Posted by Thrace (Post 4079402)


Catching a Pokemon does not cause flag 0x828 to be set. You can check for a Pokemon using the following method:
Spoiler:
setvar 0x4036 [pokemonNumber]
copyvar 0x8004 0x4036
special2 LASTRESULT 0x17C
compare LASTRESULT 1

Credit to thethethethe, taken from his tutorial on PHO.

What if it's not a certain pokemon, seeing how that script needs the pokemon's number?

Thrace October 30th, 2008 7:01 PM

Quote:

Originally Posted by T (Post 4080811)
What if it's not a certain pokemon, seeing how that script needs the pokemon's number?

You can use countpokemon:
Code:

countpokemon
compare LASTRESULT 0x1
if b_true goto $continue



Perri Lightfoot October 30th, 2008 8:40 PM

Quote:

Originally Posted by Thrace (Post 4079402)
You might want to change those callstd 0x4 to callstd 0x6. What happens exactly? And don't worry about it, thats what this thread is for. :D

Thanks! I changed those, along with a few other little things, and now the script works wonderfully! I'm so excited that I'm finally getting better at this :)

machomuu October 31st, 2008 11:58 AM

Can someone give me the Prof. Birch Script on route 101 please, I'm working on a hack and REALLY need this.

-DarK- October 31st, 2008 12:13 PM

Quote:

Originally Posted by machomuu (Post 4083285)
Can someone give me the Prof. Birch Script on route 101 please, I'm working on a hack and REALLY need this.

Ehh... There are mulitple scripts.... And you could decompile them too....

machomuu October 31st, 2008 12:19 PM

Quote:

Originally Posted by -DarK- (Post 4083327)
Ehh... There are mulitple scripts.... And you could decompile them too....

Not to sound like a noob, but I've been using pokescript for a long time, and never really learned how to decompile scripts with XSE, can you please tell me how :nervous:?

-DarK- October 31st, 2008 12:27 PM

Quote:

Originally Posted by machomuu (Post 4083336)
Not to sound like a noob, but I've been using pokescript for a long time, and never really learned how to decompile scripts with XSE, can you please tell me how :nervous:?

In A-Map = Settings -> Choose script editor, then choose XSE.exe, and after that select the script tile/lvl script/person event/whatever, and click Open Script

machomuu October 31st, 2008 12:38 PM

Quote:

Originally Posted by -DarK- (Post 4083356)
In A-Map = Settings -> Choose script editor, then choose XSE.exe, and after that select the script tile/lvl script/person event/whatever, and click Open Script

Thanks Dark, this will help my hack go MUCH further.

liuyanghejerry November 1st, 2008 1:59 AM

Oh~~I think it's the time to ask a question:how to use the wildbattle command in XSE?I don't think it's the same as pokescript...

Thrace November 1st, 2008 4:08 AM

Quote:

Originally Posted by liuyanghejerry (Post 4084999)
Oh~~I think it's the time to ask a question:how to use the wildbattle command in XSE?I don't think it's the same as pokescript...

Code:

trainerbattle 0x[kindOfBattle] 0x[trainerNumber] 0x0 [textBefore] [textAfter]


There you go :)

Sierraffinity November 1st, 2008 4:21 AM

Quote:

Originally Posted by Thrace (Post 4085186)
Code:

trainerbattle 0x[kindOfBattle] 0x[trainerNumber] 0x0 [textBefore] [textAfter]


There you go :)

That's trainerbattle. He meant wildbattle.

machomuu November 1st, 2008 9:41 AM

Quote:

Originally Posted by Haowakeorden (Post 4085967)
The following script (Emerald) is supposed to force the player back if the player does not have the Hoenn PokéDex, and it should give the player the National PokéDex if he/she already has the Hoenn PokéDex.

In Advance-Map, the script takes the form of a script tile.

Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x861
if 0x1 goto @nationalcheck
msgbox @toodangerous
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @nationalcheck
checkflag 0x1000
if 0x0 goto @nationaldex
release
end

#org @nationaldex
msgbox @dex
boxset 0x4
special 0x1F3
setflag 0x1000
fanfare 0x172
waitfanfare
release
end

#org @dex
= [player] received the NATIONAL POKéDEX!

#org @toodangerous
= Wait!\pI saw what's ahead. It's too dangerous!\pYou have to go back.

#org @back
#raw 0x06 0xFE

The script works well when I don't have the Hoenn PokéDex (I freeze, message box appears, I walk back). However, when I already have the Hoenn PokéDex, I can walk straight through as though there were no script tile there (i.e. no message box, no National PokéDex). Does anyone have suggestions?

Thanks.

I think it's because, if you have a pokedex, it thinks you have a pokemon as well

Sierraffinity November 1st, 2008 10:42 AM

Quote:

Originally Posted by Haowakeorden (Post 4085967)
The following script (Emerald) is supposed to force the player back if the player does not have the Hoenn PokéDex, and it should give the player the National PokéDex if he/she already has the Hoenn PokéDex.

In Advance-Map, the script takes the form of a script tile.

Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x861
if 0x1 goto @nationalcheck
msgbox @toodangerous
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @nationalcheck
checkflag 0x1000
if 0x1 goto @nationaldex
release
end

#org @nationaldex
msgbox @dex
boxset 0x4
special 0x1F3
setflag 0x1000
fanfare 0x172
waitfanfare
release
end

#org @dex
= [player] received the NATIONAL POKéDEX!

#org @toodangerous
= Wait!\pI saw what's ahead. It's too dangerous!\pYou have to go back.

#org @back
#raw 0x06 0xFE

The script works well when I don't have the Hoenn PokéDex (I freeze, message box appears, I walk back). However, when I already have the Hoenn PokéDex, I can walk straight through as though there were no script tile there (i.e. no message box, no National PokéDex). Does anyone have suggestions?

Thanks.

It was checking to see if you DIDN'T have the national dex, but now it should work. That's if the flag's correct, which I didn't check.

-DarK- November 1st, 2008 11:10 AM

Quote:

Originally Posted by Haowakeorden (Post 4085967)
The following script (Emerald) is supposed to force the player back if the player does not have the Hoenn PokéDex, and it should give the player the National PokéDex if he/she already has the Hoenn PokéDex.

In Advance-Map, the script takes the form of a script tile.

Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x861
if 0x1 goto @nationalcheck
msgbox @toodangerous
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @nationalcheck
checkflag 0x1000
if 0x0 goto @nationaldex
release
end

#org @nationaldex
msgbox @dex
boxset 0x4
special 0x1F3
setflag 0x1000
fanfare 0x172
waitfanfare
release
end

#org @dex
= [player] received the NATIONAL POKéDEX!

#org @toodangerous
= Wait!\pI saw what's ahead. It's too dangerous!\pYou have to go back.

#org @back
#raw 0x06 0xFE

The script works well when I don't have the Hoenn PokéDex (I freeze, message box appears, I walk back). However, when I already have the Hoenn PokéDex, I can walk straight through as though there were no script tile there (i.e. no message box, no National PokéDex). Does anyone have suggestions?

Thanks.

You're just wasting space with the national check pointer... Try this:

Spoiler:

#dynamic 0x800000

#org @start
checkflag 0x1000
if b_true goto @done

lock
checkflag 0x861
if 0x1 goto @nationaldex
msgbox @toodangerous
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @done
releaseall
end


#org @nationaldex
msgbox @dex
boxset 0x4
special 0x1F3
setflag 0x1000
fanfare 0x172
waitfanfare
release
end

#org @dex
= [player] received the NATIONAL POKéDEX!

#org @toodangerous
= Wait!\pI saw what's ahead. It's too dangerous!\pYou have to go back.

#org @back
#raw 0x06 0xFE

AbsolCommunities November 1st, 2008 11:45 AM

(Um...I'm kind of new here, so I don't know if this is necroposting...)

I need help making a Dakrai script. It's a simple battle script with text.

Also, I'm having trouble with movement scripts, and animation scripts.

Help?

FrosslassSorbet November 1st, 2008 12:49 PM

I put this script in using PokeSav 1.52 and my ROM died. Is there something wrong with it?
Spoiler:
#org 0x86B001E
'-----------------------------------
lock
faceplayer
message 0x80000D0 '
callstd MSG_NORMAL ' Normal msg
applymovement 0x4 0x80000C0 ' walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
applymovement PLAYER 0x8000000 ' look_down raw_00 raw_00 raw_EA raw_24 raw_FF raw_AE jump_right1 raw_69 raw_9A raw_A2 raw_21 raw_3D raw_84 raw_82 walk_left_vslow raw_84 raw_E4 walk_up_vslow raw_AD walk_up raw_24 raw_8B raw_98 raw_C0 raw_81 raw_7F raw_21 raw_A3 jump_down raw_BE raw_19 raw_93 walk_up_vslow raw_CE run_right walk_down look_left_jump_down faceplayer faceplayer raw_F8 raw_27 raw_31 raw_EC jump_leftright raw_C7 raw_E8 raw_33 raw_82 raw_E3 raw_CE raw_BF raw_85 raw_F4 raw_DF raw_94 raw_CE face_away walk_up_vslow raw_C1 raw_94 jump_downup raw_8A raw_C0 walk_right raw_72 raw_A7 raw_FC raw_9F raw_84 raw_4D raw_73 raw_A3 raw_CA raw_9A raw_61 jump_leftright raw_97 raw_A3 raw_27 raw_FC look_right raw_98 raw_76 raw_23 run_down raw_C7 raw_61 look_right look_down raw_AE jump_downup raw_BF raw_38 raw_84 raw_00 raw_40 raw_A7 walk_left_slow raw_FD raw_FF jump_down end
message 0x8000000 ' \h04 v\h24
callstd MSG_NORMAL ' Normal msg
applymovement 0x4 0x80000B0 ' walk_left_vslow run_left run_left run_left invisible raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_68 raw_00 raw_00 walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
release
end


#org 0x80000D0
=

#org 0x8000000
= \h04 v\h24

#org 0x80000C0
M walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end

#org 0x8000000
M look_down raw_00 raw_00 raw_EA raw_24 raw_FF raw_AE jump_right1 raw_69 raw_9A raw_A2 raw_21 raw_3D raw_84 raw_82 walk_left_vslow raw_84 raw_E4 walk_up_vslow raw_AD walk_up raw_24 raw_8B raw_98 raw_C0 raw_81 raw_7F raw_21 raw_A3 jump_down raw_BE raw_19 raw_93 walk_up_vslow raw_CE run_right walk_down look_left_jump_down faceplayer faceplayer raw_F8 raw_27 raw_31 raw_EC jump_leftright raw_C7 raw_E8 raw_33 raw_82 raw_E3 raw_CE raw_BF raw_85 raw_F4 raw_DF raw_94 raw_CE face_away walk_up_vslow raw_C1 raw_94 jump_downup raw_8A raw_C0 walk_right raw_72 raw_A7 raw_FC raw_9F raw_84 raw_4D raw_73 raw_A3 raw_CA raw_9A raw_61 jump_leftright raw_97 raw_A3 raw_27 raw_FC look_right raw_98 raw_76 raw_23 run_down raw_C7 raw_61 look_right look_down raw_AE jump_downup raw_BF raw_38 raw_84 raw_00 raw_40 raw_A7 walk_left_slow raw_FD raw_FF jump_down end

#org 0x80000B0
M walk_left_vslow run_left run_left run_left invisible raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_68 raw_00 raw_00 walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
And yes, I tested the ROM before and it worked.

KhaosKnight November 1st, 2008 1:11 PM

Quote:

Originally Posted by FrosslassSorbet (Post 4086538)
I put this script in using PokeSav 1.52 and my ROM died. Is there something wrong with it?
Spoiler:
#org 0x86B001E
'-----------------------------------
lock
faceplayer
message 0x80000D0 '
callstd MSG_NORMAL ' Normal msg
applymovement 0x4 0x80000C0 ' walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
applymovement PLAYER 0x8000000 ' look_down raw_00 raw_00 raw_EA raw_24 raw_FF raw_AE jump_right1 raw_69 raw_9A raw_A2 raw_21 raw_3D raw_84 raw_82 walk_left_vslow raw_84 raw_E4 walk_up_vslow raw_AD walk_up raw_24 raw_8B raw_98 raw_C0 raw_81 raw_7F raw_21 raw_A3 jump_down raw_BE raw_19 raw_93 walk_up_vslow raw_CE run_right walk_down look_left_jump_down faceplayer faceplayer raw_F8 raw_27 raw_31 raw_EC jump_leftright raw_C7 raw_E8 raw_33 raw_82 raw_E3 raw_CE raw_BF raw_85 raw_F4 raw_DF raw_94 raw_CE face_away walk_up_vslow raw_C1 raw_94 jump_downup raw_8A raw_C0 walk_right raw_72 raw_A7 raw_FC raw_9F raw_84 raw_4D raw_73 raw_A3 raw_CA raw_9A raw_61 jump_leftright raw_97 raw_A3 raw_27 raw_FC look_right raw_98 raw_76 raw_23 run_down raw_C7 raw_61 look_right look_down raw_AE jump_downup raw_BF raw_38 raw_84 raw_00 raw_40 raw_A7 walk_left_slow raw_FD raw_FF jump_down end
message 0x8000000 ' \h04 v\h24
callstd MSG_NORMAL ' Normal msg
applymovement 0x4 0x80000B0 ' walk_left_vslow run_left run_left run_left invisible raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_68 raw_00 raw_00 walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
release
end


#org 0x80000D0
=

#org 0x8000000
= \h04 v\h24

#org 0x80000C0
M walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end

#org 0x8000000
M look_down raw_00 raw_00 raw_EA raw_24 raw_FF raw_AE jump_right1 raw_69 raw_9A raw_A2 raw_21 raw_3D raw_84 raw_82 walk_left_vslow raw_84 raw_E4 walk_up_vslow raw_AD walk_up raw_24 raw_8B raw_98 raw_C0 raw_81 raw_7F raw_21 raw_A3 jump_down raw_BE raw_19 raw_93 walk_up_vslow raw_CE run_right walk_down look_left_jump_down faceplayer faceplayer raw_F8 raw_27 raw_31 raw_EC jump_leftright raw_C7 raw_E8 raw_33 raw_82 raw_E3 raw_CE raw_BF raw_85 raw_F4 raw_DF raw_94 raw_CE face_away walk_up_vslow raw_C1 raw_94 jump_downup raw_8A raw_C0 walk_right raw_72 raw_A7 raw_FC raw_9F raw_84 raw_4D raw_73 raw_A3 raw_CA raw_9A raw_61 jump_leftright raw_97 raw_A3 raw_27 raw_FC look_right raw_98 raw_76 raw_23 run_down raw_C7 raw_61 look_right look_down raw_AE jump_downup raw_BF raw_38 raw_84 raw_00 raw_40 raw_A7 walk_left_slow raw_FD raw_FF jump_down end

#org 0x80000B0
M walk_left_vslow run_left run_left run_left invisible raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_68 raw_00 raw_00 walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
And yes, I tested the ROM before and it worked.

Well...um...im just throwing this out there, but....looking at the size of that thing, it either the ROM doesnt have enough space for it or...you need to put the movement commands down at the bottom and use a call command. Of course that could just be my eyes fooling me. But try XSE and find an offset with PLENTY of space and complie it again.

FrosslassSorbet November 1st, 2008 1:30 PM

Uh, I searched for an offset with 9000000 bytes. :nervous:

So, why did it make my ROM not turn on? Like, white screen?

-DarK- November 1st, 2008 1:32 PM

Quote:

Originally Posted by FrosslassSorbet (Post 4086538)
I put this script in using PokeSav 1.52 and my ROM died. Is there something wrong with it?
Spoiler:
#org 0x86B001E
'-----------------------------------
lock
faceplayer
message 0x80000D0 '
callstd MSG_NORMAL ' Normal msg
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message 0x8000000 ' \h04 v\h24
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release
end


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#org 0x8000000
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#org 0x8000000
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M walk_left_vslow run_left run_left run_left invisible raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_68 raw_00 raw_00 walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
And yes, I tested the ROM before and it worked.

Jeez, if you wanna find your mistake in that, well, happy searching... You should really line up the commands better, no wonder the ROM died... Also, try using a bit less movement commands in one scripts, that's just way too much....

Hiche.. November 1st, 2008 1:46 PM

Spoiler:

#org $starto
lock
checkflag 0x242
if 1 goto $done
setvar 0x7014 0x1
applymovement 0xFF $move
pausemove 0
faceplayer
applymovement 0x01 $huh
pausemove 0
message $1
boxset 2
applymovement 0x01 $come
applymovement 0xFF $go
pausemove 0
message $3
boxset 2
checkitem 0x15D
#raw 0x01 0x00
if 0x1 goto $got
release
end

#org $got
removeitem 0x15D 0x1
message $hey
boxset 2
copyvarifnotzero 0x8000 0x109
copyvarifnotzero 0x8001 0x1
boxset 0x0
message $4
boxset 2
applymovement 0x01 $c
pausemove 0
#raw 0x53
#raw 0x01
#raw 0x00
setflag 0x242
release
end

#org $c
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x60
#raw 0xFE

#org $hey
$hey 1 = Thank you very much.\nIn return, I want you\pto have this. Here\ntake it.

#org $4
$4 1 = This is a Luca Ticket.\nYou can use it to transport\pback to Route 4.\nThe sailor is not there,\pso you have to wait a\nwhile. Well, I have to\pgo now. Take care.

#org $done
release
end

#org $3
$3 1 = So what did you want\nto give me?

#org $move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x03
#raw 0x03
#raw 0xFE

#org $huh
#raw 0x63
#raw 0x4A
#raw 0xFE

#org $1
$1 1 = You scared me, man!\nHehe, how are you doing?\pI am watching this\nPokemon show. It's great\p..You have something for me?\nLet's sit down first.

#org $come
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x02
#raw 0xFE

#org $go
#raw 0x10
#raw 0x03
#raw 0xFE


This is a simple script I did, but the checkitem and removeitem commands don't work.
Any problem?

Thank you

Shadows November 1st, 2008 2:03 PM

Quote:

Originally Posted by Hiche (Post 4086722)
Spoiler:

#org $starto
lock
checkflag 0x242
if 1 goto $done
setvar 0x7014 0x1
applymovement 0xFF $move
pausemove 0
faceplayer
applymovement 0x01 $huh
pausemove 0
message $1
boxset 2
applymovement 0x01 $come
applymovement 0xFF $go
pausemove 0
message $3
boxset 2
checkitem 0x15D
#raw 0x01 0x00
if 0x1 goto $got
release
end

#org $got
removeitem 0x15D 0x1
message $hey
boxset 2
copyvarifnotzero 0x8000 0x109
copyvarifnotzero 0x8001 0x1
boxset 0x0
message $4
boxset 2
applymovement 0x01 $c
pausemove 0
#raw 0x53
#raw 0x01
#raw 0x00
setflag 0x242
release
end

#org $c
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x10
#raw 0x60
#raw 0xFE

#org $hey
$hey 1 = Thank you very much.\nIn return, I want you\pto have this. Here\ntake it.

#org $4
$4 1 = This is a Luca Ticket.\nYou can use it to transport\pback to Route 4.\nThe sailor is not there,\pso you have to wait a\nwhile. Well, I have to\pgo now. Take care.

#org $done
release
end

#org $3
$3 1 = So what did you want\nto give me?

#org $move
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x11
#raw 0x03
#raw 0x03
#raw 0xFE

#org $huh
#raw 0x63
#raw 0x4A
#raw 0xFE

#org $1
$1 1 = You scared me, man!\nHehe, how are you doing?\pI am watching this\nPokemon show. It's great\p..You have something for me?\nLet's sit down first.

#org $come
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x02
#raw 0xFE

#org $go
#raw 0x10
#raw 0x03
#raw 0xFE


This is a simple script I did, but the checkitem and removeitem commands don't work.
Any problem?

Thank you

I haven't done any checkitem/removeitem scripts yet, so I don't have experience with them.But, you could compare it to thethethethe's sample script and see whats missing.
Spoiler:

#org $start
lock
faceplayer
message $1
boxset 5
compare 0x800D 0x1
if 0x1 goto $check
message $2
boxset 6
release
end

#org $check
checkitem 0xD
#raw 0x01 0x00
compare 0x800D 0x1
if 0x4 goto $got
message $2
boxset 6
release
end

#org $got
removeitem 0xD 0x1
giveitem 0x4 0x1
message $3
boxset 6
release
end

#org $1
$1 1 =Would you like to trade this\npokeball for your potion?

#org $2
$2 1 =Ohhh. That's too bad.

#org $3
$3 1 =Yay! Thanks a lot!

Hiche.. November 1st, 2008 2:06 PM

Thanks for the reply T. But I figured it out just NOW :P It always happens to me. Anyways, thanks again.

Ninja Caterpie November 1st, 2008 2:08 PM

Wait, there's a removeitem command?
Is there a removepokemon command then?

KhaosKnight November 1st, 2008 2:50 PM

Quote:

Originally Posted by Dark Lakitu (Post 4086823)
Wait, there's a removeitem command?
Is there a removepokemon command then?

Removeitem = Yes
RemovePokemon = Not sure, i think there is, because i think i have seen it done before. Search through the command list in XSE and see.

liuyanghejerry November 1st, 2008 8:12 PM

With no answer,so I ask it again:
Quote:

Originally Posted by liuyanghejerry (Post 4084999)
Oh~~I think it's the time to ask a question:how to use the wildbattle command in XSE?I don't think it's the same as pokescript...


@FrosslassSorbet:I guess there isn't enough space for GBA RAM to load such a big thing...Maybe you could separate these commands into some parts.

Ninja Caterpie November 1st, 2008 9:51 PM

Wildbattle [wildPokemon number in hex] [level] [item]

That's all there is to it. Just type in any command in the main box in XSE and press F1. It'll tell you what you need to put and stuff.

liuyanghejerry November 2nd, 2008 12:08 AM

Quote:

Originally Posted by Dark Lakitu (Post 4088352)
Wildbattle [wildPokemon number in hex] [level] [item]

That's all there is to it. Just type in any command in the main box in XSE and press F1. It'll tell you what you need to put and stuff.

But after I use the 2nd way of Shiny Hack Maker and write this code into ROM, the game restart :
Code:

#org @start  ' I write this code into a OW.
lock
faceplayer
callasm 0x71A24C  ' This is the offset I use the Shiny Hack Maker
wildbattle 0x20 0x46 0x0
release
end



Ninja Caterpie November 2nd, 2008 12:52 AM

WEll, I dunno..I think it might be the shiny hack maker...

Hiche.. November 2nd, 2008 12:55 AM

Quote:

Originally Posted by liuyanghejerry (Post 4088713)
But after I use the 2nd way of Shiny Hack Maker and write this code into ROM, the game restart :
Code:

#org @start  ' I write this code into a OW.
lock
faceplayer
callasm 0x71A24C  ' This is the offset I use the Shiny Hack Maker
wildbattle 0x20 0x46 0x0
release
end



Try it like this:
Spoiler:

#org @start
callasm 0x71B771
#raw 0x00
wildbattle 0x20 0x46 0x0
special 0x138
pause 0x101
callasm 0x71B771
end


Hope it works.

HackMew November 2nd, 2008 5:43 PM

Quote:

Originally Posted by Dark Lakitu (Post 4063168)
I've got a small problem...
Spoiler:
Code:

#org 0x2DD4E4
checkflag 0x828
if 0x1 goto 0x82DD69D
applymovement 0x2 0x82DD734
waitmovement 0x0
applymovement MOVE_PLAYER 0x82DD737
waitmovement 0x0
msgbox 0x82DD74C MSG_NORMAL '"[blue_fr]Wait a second!"
applymovement 0x2 0x82DD739
waitmovement 0x0
msgbox 0x82DD760 MSG_NORMAL '"[blue_fr]Hey, [player]!\nSomething..."
givepokemon 0x85 0x5 0xD 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x82DD7BA MSG_KEEPOPEN '"You got a Pokemon!"
waitfanfare
closeonkeypress
setflag 0x828
msgbox 0x82DD7CF MSG_YESNO '"Would you like to give it\na nickn..."
compare LASTRESULT 0x0
if 0x0 call 0x82DD7F7
msgbox 0x82DD7FE MSG_NORMAL '"[blue_fr]See you later bro!"
applymovement 0x2 0x82DD73F
waitmovement 0x0
applymovement 0x1 0x82DD745
waitmovement 0x0
msgbox 0x82DD816 MSG_NORMAL '"[red_fr]Oh, stay safe honey!\nReme..."
applymovement 0x1 0x82DD749
waitmovement 0x0
end

'---------------
#org 0x2DD69D
release
end

'---------------
#org 0x2DD7F7
call 0x1A74EB
return

'---------
' Strings
'---------
#org 0x2DD74C
= [blue_fr]Wait a second!

#org 0x2DD760
= [blue_fr]Hey, [player]!\nSomething came in the mail\pfor you.\nIt's a Pokemon, I think.\pHere, take it.

#org 0x2DD7BA
= You got a Pokemon!

#org 0x2DD7CF
= Would you like to give it\na nickname?

#org 0x2DD7FE
= [blue_fr]See you later bro!

#org 0x2DD816
= [red_fr]Oh, stay safe honey!\nRemember that you can always come\lhere to rest!

'-----------
' Movements
'-----------
#org 0x2DD734
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2DD737
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2DD739
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2DD73F
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2DD745
#raw 62 'Exclamation Mark (!)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2DD749
#raw 2 'Face Left
#raw FE 'End of Movements




The problem is the nickname part. It keeps going if it's yes and freezes if it's no.
I've tried
Code:

Compare 0x0
if 0x1 goto

and

Compare 0x1
if 0x0 goto...

and
compare 0x1
if 0x1 goto...


But none of them work.

Here's the fixed + optimized script:

Spoiler:

#org 0x2DD4E4
checkflag 0x828
if 0x1 goto 0x82DD69D
applymovement 0x2 0x82DD734
waitmovement 0x0
applymovement MOVE_PLAYER 0x82DD737
waitmovement 0x0
textcolor 0x0
msgbox 0x82DD74C MSG_NORMAL '"Wait a second!"
applymovement 0x2 0x82DD739
waitmovement 0x0
msgbox 0x82DD760 MSG_NORMAL '"Hey, [player]!\nSomething..."
givepokemon 0x85 0x5 0xD 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x82DD7BA MSG_KEEPOPEN '"You got a Pokemon!"
waitfanfare
closeonkeypress
setflag 0x828
textcolor 0x3
msgbox 0x82DD7CF MSG_YESNO '"Would you like to give it\na nickn..."
compare LASTRESULT 0x1
if 0x1 call 0x82DD7F7

textcolor 0x0
msgbox 0x82DD7FE MSG_NORMAL '"See you later bro!"
applymovement 0x2 0x82DD73F
waitmovement 0x0
applymovement 0x1 0x82DD745
waitmovement 0x0
textcolor 0x1
msgbox 0x82DD816 MSG_NORMAL '"Oh, stay safe honey!\nReme..."
applymovement 0x1 0x82DD749
waitmovement 0x0
end

'---------------
#org 0x2DD69D
release
end

'---------------
#org 0x2DD7F7
call 0x81A74EB
return


'---------
' Strings
'---------
#org 0x2DD74C
= Wait a second!

#org 0x2DD760
= Hey, [player]!\nSomething came in the mail\pfor you.\nIt's a Pokemon, I think.\pHere, take it.

#org 0x2DD7BA
= You got a Pokemon!

#org 0x2DD7CF
= Would you like to give it\na nickname?

#org 0x2DD7FE
= See you later bro!

#org 0x2DD816
= Oh, stay safe honey!\nRemember that you can always come\lhere to rest!


'-----------
' Movements
'-----------
#org 0x2DD734
#raw 62 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x2DD737
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x2DD739
#raw 12 'Step Left (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements

#org 0x2DD73F
#raw 13 'Step Right (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw FE 'End of Movements

#org 0x2DD745
#raw 62 'Exclamation Mark (!)
#raw 0 'Face Down
#raw FE 'End of Movements

#org 0x2DD749
#raw 2 'Face Left
#raw FE 'End of Movements


Few notes. Since you're using FireRed and you wanted to change the text color to just blue and red, respectively, you simply need to use the textcolor command.
Proper values are:
0x0 = Blue
0x1 = Red
0x3 = Black

Once you use a textcolor command, the changes will be permanent till the end of the script, or till you use another textcolor command.

Also, make sure the script at 0x1A74EB looks like this:

Code:

'---------------
#org 0x1A74EB
fadescreen 0x1
special 0x9E
waitstate
return


Finally, since you're using the new beta version of XSE, autobanking is not turned on by default any more due to expanded ROM support. Basically to prevent taking memory addresses as regular offsets while writing them to the ROM.


Quote:

Originally Posted by Hackimon12 (Post 4073052)
Hey Guys i have a problem with this level script

Spoiler:
#dynamic 0x800000
#org @start
lockall
checkflag 0x828
if 0x1 goto @no
setvar 4033 0x1
applymovement 0x02 @dadmove1
applymovement 0x02 @dadmove2
msgbox @dadtalk
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
applymovement 0x02 @dadmove3
releaseall
end

#org @no
releaseall
end


#org @dadmove1
#raw 0x65
#raw 0xFE

#org @dadmove2
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 13
#raw 01
#raw FE


#org @dadmove3
#raw 12
#raw 12
#raw 12
#raw 12
#raw 12
#raw 10
#raw FE


#org @dadtalk
= Hey [player]\nYour mother and I have decided\lthat you are old enough to go on\n an adventure.\lSo i got you this Cinderquil.



yes i know i spelt Cqindaquil wrong

Heres what happens
http://i40.photobucket.com/albums/e206/hackimon13/Pokemon-FireRedVersionUSA.png
this just keeps repeating


Please Help

First of all that's not really a level script, rather a part of it. Anyway, your script is kinda screwed up. Since the script will happen at the very beginning of the game, and no more, checking flag 0x828 is just pointless.
Also, you wrote setvar 4033 0x1, while you actually meant 0x4033. 0x stands for hexadecimal, and it's not an optional, indeed. When you write 4033, that would be like typing 0xFC1 (in hex). Crearly not the right value.
After each applymovement you should put a waitmovement 0x0 too.
Yet another thing, some of the latest AM version will even screw up the level script structure. Hence my suggestion to load any level script directly with XSE. All you have to do is to check the Professional Header View option, copy the Map Script offset, paste it into XSE, check the Level Script option near the decompile button and then decompile it.

Here's the fixed script:

Spoiler:
#dynamic 0x800000
#org @start
lockall
setvar 0x4033 0x1
applymovement 0x02 @dadmove1
applymovement 0x02 @dadmove2
waitmovement 0x0
msgbox @dadtalk
callstd 0x6
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
applymovement 0x02 @dadmove3
waitmovement 0x0
releaseall
end

#org @dadmove1
#raw 0x65
#raw 0xFE

#org @dadmove2
#raw 11
#raw 13
#raw 13
#raw 13
#raw 13
#raw 13
#raw 01
#raw FE


#org @dadmove3
#raw 12
#raw 12
#raw 12
#raw 12
#raw 12
#raw 10
#raw FE


#org @dadtalk
= Hey [player]\nYour mother and I have decided\lthat you are old enough to go on\n an adventure.\lSo i got you this Cinderquil.



Quote:

Originally Posted by Satoshi Sugimori (Post 4073541)
Who knows the warp command for XSE?
because warp 0x[bank] 0x[mapnumber] 0x[warp number] doesn't work...

There are basically two ways, depending on the choice of using coordinates or not.
The most obvious way is the following:

Code:

warp [bank] [map] [warp] 0x0 0x0


Then there's the less obvious way:
Code:

warp [bank] [map] 0xFF [X] [Y]


As you can see here the warp is 0xFF, which acts like a "coordinate enabler".
An example is the Oak script found at FR/LG beginning.


Quote:

Originally Posted by Pink Parka Girl (Post 4074855)
I'm really new to scripting, and need some assistance. ^^; What am I doing wrong with this (XSE) script? I can compile it and everything, but when I go to talk to the sprite on the overworld, she does absolutely nothing except make that "beep" sound when you normally talk to a sprite. (During the course of making changes, I've gotten her to actually talk and start the battle, but all the text boxes are glitchy and she never follows any of the movement commands, meaning if you keep talking to her, you're in an endless battle loop. The script below is the one that yields the "nothing" result).

What I want the sprite to do is say a line while facing in a different direction from you, then turn and get an exclamation point over her head, while the "female rival" music plays. Then I want her to talk a bit more, after which a battle will start. After the battle, she'll talk a little more, than walk up a step, than walk left off the screen and vanish. Flags relating to having met her are either set or cleared.

Thanks so much in advance!

Spoiler:
'-----------------------
#org 0x1E40CF
lockall
msgbox 0x1E40D0 '"A dead end? Oh, no[.]and I'm afraid..."
callstd 0x4
playsong 0x19F 0x1
applymovement 0x16 0x1E40D1
waitmovement 0x0
applymovement 0x16 0x1E40D2
waitmovement 0x0
applymovement 0x16 0x1E40D3
waitmovement 0x0
msgbox 0x1E40D4 '"D-don't hurt me! Please! [.] [.] [...."
callstd 0x4
trainerbattle 0x3 0x005 0x0 0x1E40D5
goto 0x1E40D6
end

'-----------------------
#org 0x1E40D6
msgbox 0x1E40D7 '"Rosie: Even though I ended up losin..."
callstd 0x4
goto 0x1E40D8
end

'-----------------------
#org 0x1E40D8
closeonkeypress
applymovement 0x16 0x1E40D9
waitmovement 0x0
goto 0x1E578D
end

'-----------------------
#org 0x1E578D
hidesprite 0x16
clearflag 0x205
setflag 0x206
clearflag 0x207
playsong2 0x0
fadedefault
releaseall
end

'-----------
' Movements
'-----------
#org 0x1E40D1
#raw 3E 'Face Player
#raw FE 'End of Movements

#org 0x1E40D2
#raw 56 'Exclamation Mark (!)
#raw FE 'End of Movements

#org 0x1E40D3
#raw 14 'Delay5
#raw 14 'Delay5
#raw 14 'Delay5
#raw FE 'End of Movements

#org 0x1E40D9
#raw 5 'Step Up (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw FE 'End of Movements

(the strings follow here)

Well, it seems like you misunderstood how offset/pointer works.
Let's take the first line for example.

Code:

#org 0x1E40CF
lockall
msgbox 0x1E40D0


First you tell the compiler to go to offset 0x1E40CF. Then you write a lockall command at that offset. Then it comes a msgbox command, and now offset would 0x1E40D0. At this point, you use 0x1E40D0 as pointer to the text data. But at 0x1E40D0 there's the msgbox command. Same happens with the rest of the script. Also, pay attention to the "0x" prefix.
0x means hexadecimal. So, if you want to hide people number 16, you would do

Code:

hidesprite 0x10


or, eventually

Code:

hidesprite 0x16


That said, here's the dynamic version of the script, I've adjusted few things.
Note: to properlt hide a person forever you need to set the proper flag (People ID) after using hidesprite. I changed the flag value to 0x1001, so you'll need to change the People ID on AM accordingly. Also, you'll need to edit the rest of the string in order to make them use dynamic pointers. See the script above as example:

Spoiler:
#dynamic 0x800000

#org @start
lockall
msgbox @msg1
callstd 0x4
playsong 0x19F 0x1
applymovement 0x10 @move1
waitmovement 0x0
applymovement 0x10 @move2
waitmovement 0x0
applymovement 0x10 @move3
waitmovement 0x0
msgbox @msg2
callstd 0x4
trainerbattle 0x3 0x5 0x0 @msg1
msgbox @msg2
callstd 0x4
closeonkeypress
applymovement 0x10 @move4
waitmovement 0x0
hidesprite 0x10
setflag 0x1001
playsong2 0x0
fadedefault
releaseall
end

'-----------
' Movements
'-----------
#org @move1
#raw 3E 'Face Player
#raw FE 'End of Movements

#org @move2
#raw 56 'Exclamation Mark (!)
#raw FE 'End of Movements

#org @move3
#raw 14 'Delay5
#raw 14 'Delay5
#raw 14 'Delay5
#raw FE 'End of Movements

#org @move4
#raw 5 'Step Up (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw 6 'Step Left (Normal)
#raw FE 'End of Movements

'(the strings follow here)



Quote:

Originally Posted by Hiche (Post 4074876)
Spoiler:

#org $begin
lock
#raw 0x93 0x00 0x00 0x00
message $speak
boxset 5
compare LASTRESULT 0x1
if b_true goto $done
message $talk
boxset 6
#raw 0x94 0x00 0x00
end

#org $done
#raw 0x92 0xF4 0x01 0x00 0x00 0x00
compare 0x800D 0x1
if 0x0 goto $continue
#raw 0x91 0xF4 0x01 0x00 0x00 0x00
#raw 0x95 0x00 0x00 0x00
message $talk2
boxset 2
#raw 0x94 0x00 0x00
message $talk3
boxset 6
applymovement 0x08 $move
applymovement 0xFF $move1
pausemove 0
fadescreen 0x1
message $1
boxset 6
fadescreen 0x0
warp 0x3 0x3 0xE
end

#org $continue
#raw 0x94 0x00 0x00
message $talk0
boxset 2
release
end

#org $1
$1 1 = After one hour...

#org $speak
$speak 1 = Ahoy there! Welcome to the\nS.S Luca! For just 500E,\pI can take you to\nSepton City. Would you\plike to sail with us?

#org $talk
$talk 1 = Come back whenever you want.

#org $talk2
$talk2 1 = Thank you.

#org $talk3
$talk3 1 = Please follow me.

#org $move
#raw 0x0D
#raw 0x0D
#raw 0x60
#raw 0xFE

#org $move1
#raw 0x0D
#raw 0x0D
#raw 0x0D
#raw 0x60
#raw 0xFE

#org $talk0
$talk0 1 = Oh, I'm sorry, you don't\nhave enough money.\pPlease come again.


It works perfectly, but the pointer $talk0 is being said after the wrap command.

Here's what it looks like in XSE.

Spoiler:

'-----------------------
#org 0x80440E
lock
showmoney 0x0 0x0 0x0
msgbox 0x88044AA '"Ahoy there! Welcome to the\nS.S Luc..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 goto 0x8804432
msgbox 0x880451D '"Come back whenever you want."
callstd 0x6
hidemoney 0x0 0x0
end

'-----------------------
#org 0x804432
checkmoney 0x1F4 0x0
compare LASTRESULT 0x1
if 0x0 goto 0x8804482
paymoney 0x1F4 0x0
updatemoney 0x0 0x0 0x0
msgbox 0x880453A '"Thank you."
callstd 0x2
hidemoney 0x0 0x0
msgbox 0x8804545 '"Please follow me."
callstd 0x6
applymovement 0x8 0x880448F
applymovement MOVE_PLAYER 0x8804493
waitmovement 0x0
fadescreen 0x1
msgbox 0x8804498 '"After one hour..."
callstd 0x6
fadescreen 0x0
warp 0x3 0x3 0xE 0x9402 0x0
msgbox 0x8804557 '"Oh, I'm sorry, you don't\nhave enou..."
callstd 0x2

release
end

'-----------------------
#org 0x804482
hidemoney 0x0 0x0
msgbox 0x8804557 '"Oh, I'm sorry, you don't\nhave enou..."
callstd 0x2

release
end


'-----------
' Movements
'-----------
#org 0x80448F
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw 60 'Hide
#raw FE 'End of Movements

#org 0x804493
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw D 'Step Up (Slow)
#raw 60 'Hide
#raw FE 'End of Movements


'---------
' Strings
'---------
#org 0x8044AA
= Ahoy there! Welcome to the\nS.S Luca! For just 500E,\pI can take you to\nSepton City. Would you\plike to sail with us?

#org 0x80451D
= Come back whenever you want.

#org 0x80453A
= Thank you.

#org 0x804545
= Please follow me.

#org 0x804498
= After one hour...

#org 0x804557
= Oh, I'm sorry, you don't\nhave enough money.\pPlease come again.


The same message came twice(the large sized words). I placed it only one place.
Is there a problem?

The message came twice because the warp command wasn't compiled fine - that is, with just 3 params instead of 5. Placing 4 nops after the warp command would solve that. Of course, using XSE at first you wouldn't have gotten that problem.


Quote:

Originally Posted by Haowakeorden (Post 4085967)
The following script (Emerald) is supposed to force the player back if the player does not have the Hoenn PokéDex, and it should give the player the National PokéDex if he/she already has the Hoenn PokéDex.

In Advance-Map, the script takes the form of a script tile.

Spoiler:
#dynamic 0x800000

#org @start
lock
checkflag 0x861
if 0x1 goto @nationalcheck
msgbox @toodangerous
boxset 0x6
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @nationalcheck
checkflag 0x1000
if 0x0 goto @nationaldex
release
end

#org @nationaldex
msgbox @dex
boxset 0x4
special 0x1F3
setflag 0x1000
fanfare 0x172
waitfanfare
release
end

#org @dex
= [player] received the NATIONAL POKéDEX!

#org @toodangerous
= Wait!\pI saw what's ahead. It's too dangerous!\pYou have to go back.

#org @back
#raw 0x06 0xFE

The script works well when I don't have the Hoenn PokéDex (I freeze, message box appears, I walk back). However, when I already have the Hoenn PokéDex, I can walk straight through as though there were no script tile there (i.e. no message box, no National PokéDex). Does anyone have suggestions?

Thanks.

I tried your script and it worked, actually.
Proof:

http://i37.tinypic.com/qz1x8x_th.png

Make sure your script tile has the right values:
Unknown: 0003 (older version of AM would show it as 03 00)
Var Number: 40XX (older: XX 40)
Var Value: 0000

XX stands for a hex value between 0x2 and 0xFF, basically. Since those values can be used by the game already, you may have to experiment a little.
You may even try something like 50XX.


Quote:

Originally Posted by liuyanghejerry (Post 4084999)
Oh~~I think it's the time to ask a question:how to use the wildbattle command in XSE?I don't think it's the same as pokescript...

Well, since you're beta-testing the newest one, you should check the Command Help.
Now there are 2 wildbattle constructs. (Yeah, wildbattle is not a command actually).


Quote:

Originally Posted by FrosslassSorbet (Post 4086538)
I put this script in using PokeSav 1.52 and my ROM died. Is there something wrong with it?
Spoiler:
#org 0x86B001E
'-----------------------------------
lock
faceplayer
message 0x80000D0 '
callstd MSG_NORMAL ' Normal msg
applymovement 0x4 0x80000C0 ' walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
applymovement PLAYER 0x8000000 ' look_down raw_00 raw_00 raw_EA raw_24 raw_FF raw_AE jump_right1 raw_69 raw_9A raw_A2 raw_21 raw_3D raw_84 raw_82 walk_left_vslow raw_84 raw_E4 walk_up_vslow raw_AD walk_up raw_24 raw_8B raw_98 raw_C0 raw_81 raw_7F raw_21 raw_A3 jump_down raw_BE raw_19 raw_93 walk_up_vslow raw_CE run_right walk_down look_left_jump_down faceplayer faceplayer raw_F8 raw_27 raw_31 raw_EC jump_leftright raw_C7 raw_E8 raw_33 raw_82 raw_E3 raw_CE raw_BF raw_85 raw_F4 raw_DF raw_94 raw_CE face_away walk_up_vslow raw_C1 raw_94 jump_downup raw_8A raw_C0 walk_right raw_72 raw_A7 raw_FC raw_9F raw_84 raw_4D raw_73 raw_A3 raw_CA raw_9A raw_61 jump_leftright raw_97 raw_A3 raw_27 raw_FC look_right raw_98 raw_76 raw_23 run_down raw_C7 raw_61 look_right look_down raw_AE jump_downup raw_BF raw_38 raw_84 raw_00 raw_40 raw_A7 walk_left_slow raw_FD raw_FF jump_down end
message 0x8000000 ' \h04 v\h24
callstd MSG_NORMAL ' Normal msg
applymovement 0x4 0x80000B0 ' walk_left_vslow run_left run_left run_left invisible raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_68 raw_00 raw_00 walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
release
end


#org 0x80000D0
=

#org 0x8000000
= \h04 v\h24

#org 0x80000C0
M walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end

#org 0x8000000
M look_down raw_00 raw_00 raw_EA raw_24 raw_FF raw_AE jump_right1 raw_69 raw_9A raw_A2 raw_21 raw_3D raw_84 raw_82 walk_left_vslow raw_84 raw_E4 walk_up_vslow raw_AD walk_up raw_24 raw_8B raw_98 raw_C0 raw_81 raw_7F raw_21 raw_A3 jump_down raw_BE raw_19 raw_93 walk_up_vslow raw_CE run_right walk_down look_left_jump_down faceplayer faceplayer raw_F8 raw_27 raw_31 raw_EC jump_leftright raw_C7 raw_E8 raw_33 raw_82 raw_E3 raw_CE raw_BF raw_85 raw_F4 raw_DF raw_94 raw_CE face_away walk_up_vslow raw_C1 raw_94 jump_downup raw_8A raw_C0 walk_right raw_72 raw_A7 raw_FC raw_9F raw_84 raw_4D raw_73 raw_A3 raw_CA raw_9A raw_61 jump_leftright raw_97 raw_A3 raw_27 raw_FC look_right raw_98 raw_76 raw_23 run_down raw_C7 raw_61 look_right look_down raw_AE jump_downup raw_BF raw_38 raw_84 raw_00 raw_40 raw_A7 walk_left_slow raw_FD raw_FF jump_down end

#org 0x80000B0
M walk_left_vslow run_left run_left run_left invisible raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_68 raw_00 raw_00 walk_down_vslow run_right walk_right_vslow walk_up_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF raw_FF look_down raw_00 raw_00 raw_00 look_left raw_00 raw_00 raw_00 raw_70 raw_6F raw_6B say_!! raw_6D raw_6F raw_6E run_right raw_72 say_!! say_X run_right raw_76 say_!! raw_72 raw_73 raw_69 raw_6F raw_6E raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_AC jump_left1 raw_23 walk_down_vslow raw_4C say_!! raw_23 walk_down_vslow walk_down_slow raw_73 raw_23 walk_down_vslow raw_CC raw_80 raw_23 walk_down_vslow raw_A0 raw_37 raw_3D walk_down_vslow raw_80 raw_3E raw_3D walk_down_vslow raw_38 raw_40 raw_3D walk_down_vslow raw_E0 raw_5E raw_24 walk_down_vslow raw_94 raw_70 raw_24 walk_down_vslow raw_F8 jump_downup raw_45 walk_down_vslow raw_E0 walk_left_slow raw_00 raw_00 raw_00 walk_down raw_00 raw_00 raw_18 raw_00 raw_00 raw_00 raw_F8 raw_05 raw_00 raw_00 raw_18 raw_3A raw_00 raw_00 raw_3C raw_00 raw_00 raw_00 raw_38 walk_down_vslow raw_00 raw_00 raw_39 walk_down_vslow raw_00 raw_00 raw_82 look_up raw_00 raw_00 raw_07 walk_left_vslow walk_left_vslow walk_left_vslow walk_down_slow walk_down_slow raw_06 walk_down_slow raw_06 walk_down walk_left walk_down_slow walk_right_slow walk_right_vslow look_up walk_down_vslow walk_down_slow raw_00 raw_00 raw_00 raw_24 walk_right_slow raw_00 raw_00 raw_68 raw_3D raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_38 raw_00 raw_00 raw_00 walk_up_vslow raw_00 raw_00 raw_00 walk_left_vslow raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 walk_down_vslow raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_AD raw_00 raw_00 raw_00 raw_BB raw_30 raw_00 raw_00 raw_A7 raw_30 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_84 look_down_jump_up raw_25 walk_down_vslow raw_40 raw_FC raw_24 walk_down_vslow walk_down_vslow raw_FB raw_24 walk_down_vslow raw_28 raw_B0 raw_3D walk_down_vslow look_down walk_down_slow raw_25 walk_down_vslow raw_6C raw_05 raw_26 walk_down_vslow raw_CC raw_05 raw_26 walk_down_vslow raw_A8 raw_00 raw_00 raw_00 raw_2C walk_down_vslow raw_00 raw_00 raw_3B walk_down_vslow raw_00 raw_00 raw_2A run_up walk_up_slow raw_3A raw_2B run_up raw_00 raw_00 raw_98 look_left raw_00 raw_00 raw_9C raw_30 raw_00 raw_00 raw_EC raw_30 raw_00 raw_00 raw_34 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_00 raw_FF raw_FF raw_FF raw_FF walk_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_28 raw_D0 raw_9F raw_E5 run_left raw_00 raw_A0 raw_E3 raw_00 raw_F0 raw_29 raw_E1 raw_18 raw_D0 raw_9F raw_E5 raw_1C walk_down raw_9F raw_E5 run_right raw_00 raw_8F raw_E2 raw_00 raw_00 raw_81 raw_E5 jump_down2 walk_down raw_9F raw_E5 walk_right_slow raw_E0 raw_A0 raw_E1 walk_up raw_FF walk_to_player raw_E1 raw_F2 raw_FF raw_FF raw_EA raw_40 raw_7E raw_00 look_right raw_A0 raw_7F raw_00 look_right raw_FC raw_7F raw_00 look_right raw_A5 look_right raw_00 walk_down_vslow look_up raw_33 raw_A0 raw_E3 look_left raw_3C raw_83 raw_E2 raw_00 run_right raw_93 raw_E5 raw_B8 walk_down raw_D3 raw_E1 raw_00 raw_00 jump_up1 raw_E1 walk_right_slow raw_40 raw_2D raw_E9 raw_00 raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_22 raw_18 look_left raw_E0 raw_00 raw_C0 raw_A0 raw_E3 look_down raw_00 walk_up raw_E2 raw_29 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 raw_A0 raw_E3 raw_B8 raw_00 raw_C3 raw_E1 raw_80 raw_00 walk_up raw_E2 raw_24 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 raw_40 raw_00 walk_up raw_E2 raw_21 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left raw_00 walk_up raw_E2 run_up raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up raw_00 walk_up raw_E2 raw_1B raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down_vslow raw_00 walk_up raw_E2 raw_18 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 walk_down raw_00 walk_up raw_E2 jump_up2 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 run_right raw_00 walk_up raw_E2 walk_left raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_down_slow walk_up raw_E2 walk_right_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_down_slow walk_up raw_E2 walk_down_slow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_right_vslow walk_up raw_E2 walk_up_vslow raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_right_vslow walk_up raw_E2 raw_06 raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_up walk_left_vslow walk_up raw_E2 look_right raw_00 raw_00 raw_1A look_down raw_C0 raw_8C raw_E2 look_left walk_left_vslow walk_up raw_E2 raw_7C look_up raw_43 jump_up2 end
And yes, I tested the ROM before and it worked.

Not just something - everything. I dunno if you noticed, but after you compiled that script, the ROM header got completely overwritten with garbage. Now, if you're able to manually fix the header using a hex editor, do it. You'll need to get the right data from a proper ROM. Otherwhise you'll have to take another ROM.

Once you're ready, get XSE and compile this script below. Since it was a total mess, I removed any movements etc. You'll need to add them by yourself.

Spoiler:

#dynamic 0x800000

#org @start
lock
faceplayer
message @msg1
callstd 0x6
applymovement 0x4 @move1
applymovement MOVE_PLAYER @move2
waitmovement 0x0
message @msg2
callstd 0x6
applymovement 0x4 @move3
waitmovement 0x0
release
end

#org @msg1
= Your message here.

#org @msg2
= Your message here.

#org @move1
'movements here

#org @move2
'movements here

#org @move3
'movements here



Quote:

Originally Posted by Dark Lakitu (Post 4086823)
Wait, there's a removeitem command?
Is there a removepokemon command then?

No, there isn't one.


Quote:

Originally Posted by liuyanghejerry (Post 4088713)
But after I use the 2nd way of Shiny Hack Maker and write this code into ROM, the game restart :
Code:

#org @start  ' I write this code into a OW.
lock
faceplayer
callasm 0x71A24C  ' This is the offset I use the Shiny Hack Maker
wildbattle 0x20 0x46 0x0
release
end



The problem is you're not using the callasm command properly.
Being a THUMB routine, the pointer must be an even odd number.
Here's the fixed version:

Spoiler:
#org @start
lock
faceplayer
callasm 0x871A24D
wildbattle 0x20 0x46 0x0
release
end

liuyanghejerry November 3rd, 2008 6:25 AM

I tried these two fixed scripts,but the game just stopped there...
I think I should try a giveegg command to test the Shiny Hack Maker...
Anyway,thanks.

Hiche.. November 3rd, 2008 10:45 AM

Can someone explain for me what writebytetoooffset does? I don't seem to get it. And an example would be appreciated.
Thanks.

-DarK- November 3rd, 2008 11:08 AM

Quote:

Originally Posted by Hiche (Post 4092923)
Can someone explain for me what writebytetoooffset does? I don't seem to get it. And an example would be appreciated.
Thanks.

I'm not sure, but if you know the needed offsets, and you know which bytes should come in which order, I think you can modify the wild pokemon data without using a tool. Take as example... Lets say you want diffirent pokemon to appear after a certain event has happened. Well, in the event script, use writebytetoooffset, use the right bytes and offsets, and you'll get diffirent pokemon data on a certain map.

I think I'm gonna try that now... I'll PM you if it should work.

EDIT: Oh well, it doesn't seem to work, which means that my guess was wrong.... Well, you should wait for HackMew to reply to this.

Shadows November 3rd, 2008 2:09 PM

Quote:

Originally Posted by Hiche (Post 4092923)
Can someone explain for me what writebytetoooffset does? I don't seem to get it. And an example would be appreciated.
Thanks.

Taken from XSE:
Quote:

Sets the byte at the specified offset to a certain value
I'm guessing it changes or adds what a specified offset is.
(Even I don't understand what my guess means!)

Maybe the quote from XSE will help, anyways.

machomuu November 3rd, 2008 3:48 PM

Hey guys, can someone please tell me how to do a trainerbattle in XSE (I just recently converted from pokescript) and quite possibly an applying movement, I have someone looking down, and want them to move right go in the warp they are also in guarding (it's behind them)

Shadows November 3rd, 2008 3:53 PM

Quote:

Originally Posted by machomuu (Post 4093717)
Hey guys, can someone please tell me how to do a trainerbattle in XSE (I just recently converted from pokescript) and quite possibly an applying movement, I have someone looking down, and want them to move right go in the warp they are also in guarding (it's behind them)

Heres an example:

Code:

#org @main
lock
faceplayer
trainerbattle 0x1 0x1 0x1 @before @after
release
end

#org @before
= Before txt

#org @after
= after txt



machomuu November 3rd, 2008 4:06 PM

Quote:

Originally Posted by T (Post 4093735)
Heres an example:

Code:

#org @main
lock
faceplayer
trainerbattle 0x1 0x1 0x1 @before @after
release
end

#org @before
= Before txt

#org @after
= after txt



What do the 0x1 mean, sorry for the trouble, T

Shadows November 3rd, 2008 4:42 PM

Quote:

Originally Posted by machomuu (Post 4093762)
What do the 0x1 mean, sorry for the trouble, T

0x
Type of battle

0x
Battle no.
(if you use PET, the trainer no. on the side.)

0x
I forgot...

machomuu November 3rd, 2008 5:50 PM

Quote:

Originally Posted by T (Post 4093861)
0x
Type of battle

0x
Battle no.
(if you use PET, the trainer no. on the side.)

0x
I forgot...

Thanks T, I'm half way to learning Advanced scripting now

Surf November 4th, 2008 12:20 AM

#org $headbutt
checkitem item no.
compare LASTRESULT 0x06
if 1 jump $could '

message $question
$question 1 = This tree could have a Pokemon\nin it. Slather the bark in Honey?
boxset 0x5
compare LASTRESULT 0x00
if 1 jump $end
message $used
$used 1 = Slathered the bark in Honey.
boxset 0x6
#raw 0x68
#raw 0x27 '
jump 0x1Be06F

#org $could
message $you
$you 1 = It's a Honey Tree!
boxset 0x6
release
end

#org $end
release
end


this is my unteasted honey tree script for Pokescript

try it please

Hiche.. November 4th, 2008 5:26 AM

It looks fine to me. You got it from Dabomstew's hacking site right?

Shadows November 4th, 2008 6:59 AM

I'm not a pokescript scripter, but aren't you missing a few ends?

Liquid Shadow November 4th, 2008 8:20 PM

Hey all, I just started scripting like 2 days ago and I'm beginning to understand it. So far, I have 2 problems I couldn't work out.
I am writing these scripts for Pokemon Ruby and using Pokescript.

1. I made a givepokemon script, and everything works fine except for one thing. If you say "yes" to nicknaming your pokemon, after you nickname a textbox should come up saying "Thanks!". The same thing goes for if you say No. However, if I click yes for nicknaming the pokemon, after I nickname it the "Thanks" Textbox doesn't come up.

Here is the script:
Spoiler:
#org $getc
lock
faceplayer
checkflag 0x200
if b_true goto $leave
message $hey1
$hey1 1 = Hey, I found this pokemon in the\nforest. It looks tired, and I don't need \pit, so do you want it?
boxset 5
compare LASTRESULT 1
if 1 goto $yes
message $no
$no 1 = Aww you don't? Ok. Come back to me\nif you change your mind.
boxset 6
release
end

#org $yes
lock
faceplayer
givepokemon 251 10 0
fanfare 0x13E
message $yes2
$yes2 1 = Ok, here you are!
boxset 4
waitfanfare
#raw 0x68
message $3
boxset 6
setflag 0x200
lock
faceplayer
message $nickname
boxset 5
compare LASTRESULT 1
if 1 goto $name
goto $6


#org $leave
lock
faceplayer
message $leave2
$leave2 1 = Hey, how's that Celebi doing?
boxset 6
release
end

#org $name
lock
faceplayer
namepokemon
goto $6

#org $6
lock
faceplayer
message $ty
$ty 1 = \c\h01\h04\v\h01 : Thanks!
boxset 6
release
end

#org $3
$3 1 = \c\h01\h09\v\h01 Received a Celebi!

#org $nickname
lock
faceplayer
$nickname 1 = Would you like to rename Celebi?


The other script I'm having trouble with is applymovement. Everything works fine, but after the script ends if you try to talk to the person that moved he says something like: "May: Let's go back to Professor Birch's lab" or something. Is it because I used a flag that has been already set? Also how can I add a message that the person says if you talk to him after the script had finished?

Here is the script:

Spoiler:
#org $start
checkflag 0x299
if b_true goto $done
message $1
boxset 6
applymovement 0x04 $move
pausemove 0x0
applymovement 0xFF $move2
pause 0x30
message $2
boxset 6
applymovement 0x04 $move3
applymovement 0xFF $move3
pausemove 0
setflag 0x299
release
end

#org $done
release
end

#org $move
#raw 0x05 0x05 0x05 0x05 0xFE

#org $move2
#raw 0x00 0xFE

#org $move3
#raw 0x04 0x04 0x04 0x04 0xFE

#org $1
$1 1 =Waaaiiiitttt!!!

#org $2
$2 1 = You're going to die! Mwuhahaha\nDIE!!!!!!!!!!!!\p\c\h01\h04\v\h01 : WTH!?

Surf November 5th, 2008 3:28 AM

Quote:

Originally Posted by Hiche (Post 4095254)
It looks fine to me. You got it from Dabomstew's hacking site right?

Yeah i reworked it so that it cjecked for an itema and i removed the animtions

HackMew November 7th, 2008 6:42 AM

Quote:

Originally Posted by Hiche (Post 4092923)
Can someone explain for me what writebytetoooffset does? I don't seem to get it. And an example would be appreciated.
Thanks.

Just what the Command Help says. Remember that the ROM, while you're playing it, it's Read Only (it's called ROM for something :P). So you just can't edit it. Instead, you can edit the RAM.
RAM addresses are for example 0x2XXXXXX - 0x3XXXXXX.

To test the command:

Code:

writebytetooffset 0x2222000 0xAB


This will write 0xAB at 0x2222000. To check that, just open the Memory Viewer under VBA Tools menu, select 8 bit, type "02222000" in the text box and check Automatic Update.
Finally run a script with a writebytetooffset command. You'll notice the memory will get updated.

/Circa November 7th, 2008 10:09 PM

I have a script that works perfectly, until I reach the end of it. It's a movement script where someone comes and gives you three Pokemon, after that they go away, then when they reach their final spot the player warps into the middle of nowhere, I know they warp because I looked at the script to try and fix it with the 'Open Script' in AM, using XSE. I didn't add the warp, but everytime I remove it and fix the end it comes back up in the game and then the script.

I don't know whats causing the problem or have any idea about it, but it would be good if someone can help me here. I don't think anythings wrong with the script but if you need it I can post it.

destinedjagold November 7th, 2008 10:41 PM

Quote:

Originally Posted by Visual (Post 4104725)
I have a script that works perfectly, until I reach the end of it. It's a movement script where someone comes and gives you three Pokemon, after that they go away, then when they reach their final spot the player warps into the middle of nowhere, I know they warp because I looked at the script to try and fix it with the 'Open Script' in AM, using XSE. I didn't add the warp, but everytime I remove it and fix the end it comes back up in the game and then the script.

I don't know whats causing the problem or have any idea about it, but it would be good if someone can help me here. I don't think anythings wrong with the script but if you need it I can post it.

maybe post your script in this thread?

Liquid Shadow November 7th, 2008 10:48 PM

Hey all. I have 2 more questions.
1. How do I continue a script after a warp? I heard it's called a level script or something.. How would I go about making a level script?

2. In the beginning of Firered, Professor oak is hidden until you try to go into the grass. (meaning his sprite was hidden, it was visible in Advancemap but not in the game itself). I know you are supposed to use the command hidesprite or something like that.. but how on earth was the sprite hidden without there being a script to hide him in the first place?

destinedjagold November 7th, 2008 10:51 PM

Quote:

Originally Posted by halobro35 (Post 4104801)
Hey all. I have 2 more questions.
1. How do I continue a script after a warp? I heard it's called a level script or something.. How would I go about making a level script??

look at the Documents and Tutorials section...
there's a lot of useful and knowledgeable tutorials there like how to apply Level Scripts...

Ninja Caterpie November 7th, 2008 11:08 PM

Quote:

Originally Posted by Visual (Post 4104725)
I have a script that works perfectly, until I reach the end of it. It's a movement script where someone comes and gives you three Pokemon, after that they go away, then when they reach their final spot the player warps into the middle of nowhere, I know they warp because I looked at the script to try and fix it with the 'Open Script' in AM, using XSE. I didn't add the warp, but everytime I remove it and fix the end it comes back up in the game and then the script.

I don't know whats causing the problem or have any idea about it, but it would be good if someone can help me here. I don't think anythings wrong with the script but if you need it I can post it.

Go to a hex editor and manually change it into whatever you want. The commands have their hex command counterparts in the XSE help thing.

Hiche.. November 8th, 2008 12:00 AM

Quote:

Originally Posted by Visual (Post 4104725)
I have a script that works perfectly, until I reach the end of it. It's a movement script where someone comes and gives you three Pokemon, after that they go away, then when they reach their final spot the player warps into the middle of nowhere, I know they warp because I looked at the script to try and fix it with the 'Open Script' in AM, using XSE. I didn't add the warp, but everytime I remove it and fix the end it comes back up in the game and then the script.

I don't know whats causing the problem or have any idea about it, but it would be good if someone can help me here. I don't think anythings wrong with the script but if you need it I can post it.

Your script may have compiled wrong.
Can you show us the script please?

Dratii November 8th, 2008 12:09 AM

Is it possible to use the same script twice even if one of the times you have set something so you can't get it again there. Like:

First 'A' press: Player found a pokeball
Second 'A' press: There is nothing but books here now

and have that script on different things?

Hiche.. November 8th, 2008 12:14 AM

Quote:

Originally Posted by dratii (Post 4104878)
Is it possible to use the same script twice even if one of the times you have set something so you can't get it again there. Like:

First 'A' press: Player found a pokeball
Second 'A' press: There is nothing but books here now

and have that script on different things?

Yes, it's simple flag command.
Example:
Spoiler:

#dynamic 0xoffset

#org @1
lock
checkflag 0x200
if 0x1 goto @next
giveitem 0x4 0x1
hidesprite 0x<people eventnumber>
setflag 0x200
release
end

#org @next
message @2
boxset 0x6
release
end

#org @2
= There is nothing but books here now.


Hope that helps.

/Circa November 8th, 2008 12:23 AM

This is the script:

Code:

#org 0x26D458
checkflag 0x201
if 0x1 goto 0x86D54A
lock
faceplayer
setflag 0x828
applymovement 0x1 0x826D53D
waitmovement 0x0
msgbox 0x826D4C9 '"Wait [player]!"
callstd 0x6
applymovement 0x1 0x826D541
waitmovement 0x0
msgbox 0x826D4D7 '"I have your Pokemon from your\nJoht..."
callstd 0x6
givepokemon 0x5 0x17 0x0 0x0 0x0 0x0
givepokemon 0xBE 0x15 0x0 0x0 0x0 0x0
givepokemon 0x62 0x16 0x0 0x0 0x0 0x0
msgbox 0x826D51D '"[player] recieved three Pokemon."
callstd 0x6
applymovement 0x1 0x826D546
waitmovement 0x0
warpteleport2 0xD5 0xDD 0xE8 0xFD00 0xAB01

'-----------------------
#org 0x26D54A
release

'-----------
' Movements
'-----------
#org 0x26D53D
#raw 62 'Exclamation Mark (!)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x26D541
#raw B 'Step Right (Very Slow)
#raw B 'Step Right (Very Slow)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x26D546
#raw A 'Step Left (Very Slow)
#raw A 'Step Left (Very Slow)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x26D4C9
= Wait [player]!

#org 0x26D4D7
= I have your Pokemon from your\nJohto journey.\pYou'll need them now.

#org 0x26D51D
= [player] recieved three Pokemon.


This is what it's supposed to be:

Code:

#org 0x26D458
checkflag 0x201
if 0x1 goto 0x86D54A
lock
faceplayer
setflag 0x828
applymovement 0x1 0x826D53D
waitmovement 0x0
msgbox 0x826D4C9 '"Wait [player]!"
callstd 0x6
applymovement 0x1 0x826D541
waitmovement 0x0
msgbox 0x826D4D7 '"I have your Pokemon from your\nJoht..."
callstd 0x6
givepokemon 0x5 0x17 0x0 0x0 0x0 0x0
givepokemon 0xBE 0x15 0x0 0x0 0x0 0x0
givepokemon 0x62 0x16 0x0 0x0 0x0 0x0
msgbox 0x826D51D '"[player] recieved three Pokemon."
callstd 0x6
applymovement 0x1 0x826D546
waitmovement 0x0
setflag 0x201
release
end

'-----------------------
#org 0x26D54A
release

'-----------
' Movements
'-----------
#org 0x26D53D
#raw 62 'Exclamation Mark (!)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x26D541
#raw B 'Step Right (Very Slow)
#raw B 'Step Right (Very Slow)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x26D546
#raw A 'Step Left (Very Slow)
#raw A 'Step Left (Very Slow)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x26D4C9
= Wait [player]!

#org 0x26D4D7
= I have your Pokemon from your\nJohto journey.\pYou'll need them now.

#org 0x26D51D
= [player] recieved three Pokemon.



Hiche.. November 8th, 2008 12:28 AM

Quote:

Originally Posted by Visual (Post 4104894)
This is the script:

Code:

#org 0x26D458
checkflag 0x201
if 0x1 goto 0x86D54A
lock
faceplayer
setflag 0x828
applymovement 0x1 0x826D53D
waitmovement 0x0
msgbox 0x826D4C9 '"Wait [player]!"
callstd 0x6
applymovement 0x1 0x826D541
waitmovement 0x0
msgbox 0x826D4D7 '"I have your Pokemon from your\nJoht..."
callstd 0x6
givepokemon 0x5 0x17 0x0 0x0 0x0 0x0
givepokemon 0xBE 0x15 0x0 0x0 0x0 0x0
givepokemon 0x62 0x16 0x0 0x0 0x0 0x0
msgbox 0x826D51D '"[player] recieved three Pokemon."
callstd 0x6
applymovement 0x1 0x826D546
waitmovement 0x0
warpteleport2 0xD5 0xDD 0xE8 0xFD00 0xAB01

'-----------------------
#org 0x26D54A
release

'-----------
' Movements
'-----------
#org 0x26D53D
#raw 62 'Exclamation Mark (!)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x26D541
#raw B 'Step Right (Very Slow)
#raw B 'Step Right (Very Slow)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x26D546
#raw A 'Step Left (Very Slow)
#raw A 'Step Left (Very Slow)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x26D4C9
= Wait [player]!

#org 0x26D4D7
= I have your Pokemon from your\nJohto journey.\pYou'll need them now.

#org 0x26D51D
= [player] recieved three Pokemon.


This is what it's supposed to be:

Code:

#org 0x26D458
checkflag 0x201
if 0x1 goto 0x86D54A
lock
faceplayer
setflag 0x828
applymovement 0x1 0x826D53D
waitmovement 0x0
msgbox 0x826D4C9 '"Wait [player]!"
callstd 0x6
applymovement 0x1 0x826D541
waitmovement 0x0
msgbox 0x826D4D7 '"I have your Pokemon from your\nJoht..."
callstd 0x6
givepokemon 0x5 0x17 0x0 0x0 0x0 0x0
givepokemon 0xBE 0x15 0x0 0x0 0x0 0x0
givepokemon 0x62 0x16 0x0 0x0 0x0 0x0
msgbox 0x826D51D '"[player] recieved three Pokemon."
callstd 0x6
applymovement 0x1 0x826D546
waitmovement 0x0
setflag 0x201
release
end

'-----------------------
#org 0x26D54A
release

'-----------
' Movements
'-----------
#org 0x26D53D
#raw 62 'Exclamation Mark (!)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x26D541
#raw B 'Step Right (Very Slow)
#raw B 'Step Right (Very Slow)
#raw 1 'Face Up
#raw FE 'End of Movements

#org 0x26D546
#raw A 'Step Left (Very Slow)
#raw A 'Step Left (Very Slow)
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x26D4C9
= Wait [player]!

#org 0x26D4D7
= I have your Pokemon from your\nJohto journey.\pYou'll need them now.

#org 0x26D51D
= [player] received three Pokemon.



What script compiler do you use? Try recompiling the script again.
I don't see anything wrong with it :\ Do you have the un-compiled script? The original?

Spoiler:

#dynamic 0x800000

#org @1
checkflag 0x201
if 0x1 goto @done
lock
faceplayer
setflag 0x828
applymovement 0xFF @move
waitmovement 0x0
msgbox @talk
boxset 0x6
applymovement 0x1 @move1
waitmovement 0x0
givepokemon 0x5 0x17 0x0 0x0 0x0 0x0
givepokemon 0xBE 0x15 0x0 0x0 0x0 0x0
givepokemon 0x62 0x16 0x0 0x0 0x0 0x0
msgbox @3
boxset 0x6
applymovement 0x1 @go
waitmovement 0x0
setflag 0x201
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x01
#raw 0xFE

(continue)


Try this, it's XSE.

/Circa November 8th, 2008 12:35 AM

Quote:

Originally Posted by Hiche (Post 4104896)
What script compiler do you use? Try recompiling the script again.
I don't see anything wrong with it :\ Do you have the un-compiled script? The original?

Spoiler:

#dynamic 0x800000

#org @1
checkflag 0x201
if 0x1 goto @done
lock
faceplayer
setflag 0x828
applymovement 0xFF @move
waitmovement 0x0
msgbox @talk
boxset 0x6
applymovement 0x1 @move1
waitmovement 0x0
givepokemon 0x5 0x17 0x0 0x0 0x0 0x0
givepokemon 0xBE 0x15 0x0 0x0 0x0 0x0
givepokemon 0x62 0x16 0x0 0x0 0x0 0x0
msgbox @3
boxset 0x6
applymovement 0x1 @go
waitmovement 0x0
setflag 0x201
release
end

#org @done
release
end

#org @move
#raw 0x62
#raw 0x01
#raw 0xFE

(continue)


Try this, it's XSE.

I used XSE for the script, and unfortunately I don't have the original, but it looks about the same as yours.

Dratii November 8th, 2008 2:48 AM

Quote:

Originally Posted by Hiche (Post 4104886)
Yes, it's simple flag command.
Example:

#dynamic 0xoffset

#org @1
lock
checkflag 0x200
if 0x1 goto @next
giveitem 0x4 0x1
hidesprite 0x<people eventnumber>
setflag 0x200
release
end

#org @next
message @2
boxset 0x6
release
end

#org @2
= There is nothing but books here now.

Hope that helps.

But when I put that same script on another thing, it would check the flag and go straight to 2. I want to know if you could make a script which would work on all of the thing

-DarK- November 8th, 2008 3:46 AM

Quote:

Originally Posted by dratii (Post 4105086)
But when I put that same script on another thing, it would check the flag and go straight to 2. I want to know if you could make a script which would work on all of the thing

Ofcourse, you need to use a diffirent flag. If you used 0x200 before, use something like 0x201 next time, and so on

HackMew November 8th, 2008 9:40 AM

Quote:

Originally Posted by -DarK- (Post 4105148)
Ofcourse, you need to use a diffirent flag. If you used 0x200 before, use something like 0x201 next time, and so on

To avoid any problems, it's better to use flags like 0x1000, 0x1001... 0x1009, 0x100A, 0x100B ...and so on.

myfavouriteax November 8th, 2008 12:51 PM

So. Does anyone have any ideas on how to force the seagallop to go wherever you want it to with "special 0x17B"? I'd like it to NOT go to Vermillion or those seven islands.
I read the romhacking newsletter issue two, and it still confused the dickens out of me, so if anyone could help me out, I would be quite grateful.

Dratii November 8th, 2008 1:40 PM

Quote:

Originally Posted by -DarK- (Post 4105148)
Ofcourse, you need to use a diffirent flag. If you used 0x200 before, use something like 0x201 next time, and so on

I know how to do that, I just wanted to know if you could re-use the same script to save space, which now I know you can't

Liquid Shadow November 8th, 2008 9:53 PM

I just learned how to make level scripts, and everything is working fine except for one problem I'm running into. You see I set a flag in the beginning of the game to hide a sprite in one of the houses in pallet town. That flag was 112. So the sprite was hidden. Then I went and made a script that when I talk to a man he leads him to his house, and in his house I put a level script where he gives me a Pokemon (celebi). It all works fine, and I get the Celebi and everything. I made it so that the flag I set in the beginning of the game is cleared when I talk to the man, because I want the sprite in the house that he's leading me to to be visible again. So, the sprite is visible again and all works fine. HOWEVER, my problem is that when I go into the house without talking to the old man, as soon as I enter the house, the game freezes... Or at least the character freezes.

Here are my 2 scripts:

The first one, when the old man leads me to his house (this one works fine)

Spoiler:
#Dynamic 0x802000

#org @start
checkflag 0x109
if b_true goto @done
lock
faceplayer
message @1
boxset 5
compare LASTRESULT 1
if 1 goto @wierd
message @letsgo
boxset 6
release
end

#org @wierd
message @3
boxset 6
setflag 0x109
applymovement 0x04 @movehouse
applymovement 0xFF @moveplayer
waitmovement 0x0
setdooropened 0xF 0x7
doorchange
applymovement 0x04 @11
applymovement 0xFF @11h
waitmovement 0x0
hidesprite 0x04 0x00
applymovement 0xFF @11h2
waitmovement 0x0
setdoorclosed 0xF 0x7
doorchange
clearflag 0x112
warp 0x4 0x2 0x0 0x26C 0x1000
release
end

#org @11
#RAW 0x11 0xFE

#org @11h
#RAW 0x12 0xFE

#org @11h2
#RAW 0x11 0xFE

#org @1
= Hey, do you want to come\nsee my house?

#org @movehouse
#RAW 0x0 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x01 0xFE

#org @moveplayer
#RAW 0x0 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @letsgo
= Man, you sure are wierd!

#org @3
= Ok, follow me!

#org @done
release
end


Here is the LEVEL script:

Spoiler:
#dynamic 0x804000

#org @start
checkflag 0x112
if b_true goto @done
checkflag 0x119
if b_true goto @done
movesprite 0x03 0x4 0x7
applymovement 0x03 @moveinh
applymovement 0xFF @moveinhp
waitmovement 0x0
message @give
boxset 6
givepokemon 0x1 0xFB 0x0 0x0 0x0 0x0
fanfare 0x13E
message @given
boxset 6
message @nickname
boxset 5
compare LASTRESULT 1
if 1 gosub @name
message @6
boxset 6
setflag 0x119
setvar 0x4033 0x1
release
end

#org @moveinh
#RAW 0x11 0x11 0x00 0xFE

#org @moveinhp
#RAW 0x11 0x11 0xFE

#org @give
= Here, take this Pokemon as a\ngift for following me.

#org @nickname
= Would you like to rename Celebi?

#org @name
call 0x1A74EB
return

#org @done
release
end

#org @given
= \v\h01 Received a Celebi!

#org @6
= \c\h01\h06\v\h01 : Thanks!

#org @moveinh2
#RAW 0x11 0x13 0xFE

-DarK- November 9th, 2008 1:36 AM

Quote:

Originally Posted by halobro35 (Post 4107783)
I just learned how to make level scripts, and everything is working fine except for one problem I'm running into. You see I set a flag in the beginning of the game to hide a sprite in one of the houses in pallet town. That flag was 112. So the sprite was hidden. Then I went and made a script that when I talk to a man he leads him to his house, and in his house I put a level script where he gives me a Pokemon (celebi). It all works fine, and I get the Celebi and everything. I made it so that the flag I set in the beginning of the game is cleared when I talk to the man, because I want the sprite in the house that he's leading me to to be visible again. So, the sprite is visible again and all works fine. HOWEVER, my problem is that when I go into the house without talking to the old man, as soon as I enter the house, the game freezes... Or at least the character freezes.

Here are my 2 scripts:

The first one, when the old man leads me to his house (this one works fine)

Spoiler:
#Dynamic 0x802000

#org @start
checkflag 0x109
if b_true goto @done
lock
faceplayer
message @1
boxset 5
compare LASTRESULT 1
if 1 goto @wierd
message @letsgo
boxset 6
release
end

#org @wierd
message @3
boxset 6
setflag 0x109
applymovement 0x04 @movehouse
applymovement 0xFF @moveplayer
waitmovement 0x0
setdooropened 0xF 0x7
doorchange
applymovement 0x04 @11
applymovement 0xFF @11h
waitmovement 0x0
hidesprite 0x04 0x00
applymovement 0xFF @11h2
waitmovement 0x0
setdoorclosed 0xF 0x7
doorchange
clearflag 0x112
warp 0x4 0x2 0x0 0x26C 0x1000
release
end

#org @11
#RAW 0x11 0xFE

#org @11h
#RAW 0x12 0xFE

#org @11h2
#RAW 0x11 0xFE

#org @1
= Hey, do you want to come\nsee my house?

#org @movehouse
#RAW 0x0 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0x12 0x01 0xFE

#org @moveplayer
#RAW 0x0 0x10 0x10 0x10 0x10 0x10 0x12 0x12 0x12 0xFE

#org @letsgo
= Man, you sure are wierd!

#org @3
= Ok, follow me!

#org @done
release
end


Here is the LEVEL script:

Spoiler:
#dynamic 0x804000

#org @start
checkflag 0x112
if b_true goto @done
checkflag 0x119
if b_true goto @done
movesprite 0x03 0x4 0x7
applymovement 0x03 @moveinh
applymovement 0xFF @moveinhp
waitmovement 0x0
message @give
boxset 6
givepokemon 0x1 0xFB 0x0 0x0 0x0 0x0
fanfare 0x13E
message @given
boxset 6
message @nickname
boxset 5
compare LASTRESULT 1
if 1 gosub @name
message @6
boxset 6
setflag 0x119
setvar 0x4033 0x1
release
end

#org @moveinh
#RAW 0x11 0x11 0x00 0xFE

#org @moveinhp
#RAW 0x11 0x11 0xFE

#org @give
= Here, take this Pokemon as a\ngift for following me.

#org @nickname
= Would you like to rename Celebi?

#org @name
call 0x1A74EB
return

#org @done
release
end

#org @given
= \v\h01 Received a Celebi!

#org @6
= \c\h01\h06\v\h01 : Thanks!

#org @moveinh2
#RAW 0x11 0x13 0xFE

Looks like you don't know but... It's kinda unsafe to use flags below 0x200, alot of them are used by the game itself..... Change the flag to 0x200 or 0x1000 or whatever (but don't use flags from 0x800, those are special flags as well.)

0m3GA ARS3NAL November 9th, 2008 3:00 AM

Oooohohohohhohhoooo! You people are going to cry for joy when you get the new XSE...
Anyways... (snicker)... is there a way to have the script check to see if 2 variables are the same, and if soo, continue the script from a different pointer? Like a checkflag, only for 2 pointers?
if so, can I get an example? If it is comparevars, please tell me how exactly to use it

Gyaridos1992 November 9th, 2008 3:10 AM

2 Attachment(s)
For some reason, this script wont compile. It keeps saying,Run time error 9. Subscript out of range. Heres my script

Hiche.. November 9th, 2008 3:42 AM

Quote:

Originally Posted by Gyaridos1992 (Post 4108252)
For some reason, this script wont compile. It keeps saying,Run time error 9. Subscript out of range. Heres my script

Well, there is nothing wrong in it, Only this:
setflag 0x230
setflag 0x231
warp 0x6 0x0 0xFF
#raw 0x07 0x00 0x0E 0x00
end

You should add an end.

How do you compile it?
Do you: Right click on the script( saved as.rbc), and press compile. You click Assign and search for your rom. Then you press Look(flashlight looking), and copy an offset, and press Assign.
Then File>Burn.

Is that what you do?


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