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

Frostbite March 30th, 2008 1:57 PM

Can someone give me a brief explanation on how to repoint text using Hexecute?

Blazichu March 31st, 2008 12:11 AM

Quote:

Originally Posted by Frostbite
Can someone give me a brief explanation on how to repoint text using Hexecute?

First you need to locate the pointers of the text, like with Gold the code would be: [4C][Pointer- 2byte]. After the 4C code, you would just need to put in the new pointers/location. That is repointing the data to a new location.

Geeked March 31st, 2008 4:55 AM

the movement doesn't happen in this script? its supposed to be a rival battle..

Code:

#ORG $begin
checkflag 0x828
if B_false goto $done
checkflag 0x222
if b_true goto $done
#raw 0x53 0x03 0x00
applymovement 0xFF $1
pausemove 0x0
applymovement 0x03 $2
pausemove 0
message $8
boxset 6
trainerbattle 1 0x001 $after
message $further
boxset 6
applymovement 0x03 $3
pausemove 0
setflag 0x222
release
end

#org $done
release
end

#ORG $1
#raw 0x62 0xFE

#ORG $2
#raw 0x13 0x13 0x13 0x13 0x13 0x13
#raw 0x13 0x13 0xFE

#ORG $after
$after 1 = You won...Eh...

#ORG $further
$further 1 = My name is Xray, We will battle soon in the future, Good luck, And train hard!

#ORG $3
#raw 0x12
#RAW 0x12
#RAW 0x12
#RAW 0x12
#RAW 0x12
#RAW 0xFE

#org $8
$8 1 =???: Let's Battle!



D a n i e l March 31st, 2008 6:20 AM

@TB Pro: Thanks, you helped me very much =D now I know why some scripts of mine stopped xD

Aquila March 31st, 2008 6:28 AM

Quote:

Originally Posted by xray (Post 3452941)
the movement doesn't happen in this script? its supposed to be a rival battle..

Code:

#ORG $begin
checkflag 0x828
if B_false goto $done
checkflag 0x222
if b_true goto $done
applymovement 0xFF $1
pausemove 0x0
applymovement 0x03 $2
pausemove 0
message $8
boxset 6
trainerbattle 1 0x001 $after
message $further
boxset 6
applymovement 0x03 $3
pausemove 0
setflag 0x222
release
end

#org $done
release
end

#ORG $1
#raw 0x62 0xFE

#ORG $2
#raw 0x13 0x13 0x13 0x13 0x13 0x13
#raw 0x13 0x13 0xFE

#ORG $after
$after 1 = You won...Eh...

#ORG $further
$further 1 = My name is Xray, We will battle soon in the future, Good luck, And train hard!

#ORG $3
#raw 0x12
#RAW 0x12
#RAW 0x12
#RAW 0x12
#RAW 0x12
#RAW 0xFE

#org $8
$8 1 =???: Let's Battle!




Try like this:

#ORG $begin
checkflag 0x828
if B_false goto $done
checkflag 0x222
if b_true goto $done
#raw 0x55 0x03 0x00
applymovement 0xFF $1
pausemove 0
applymovement 0x03 $2
pausemove 0
trainerbattle 1 0x001 $8 $after $further1
end

#org $further1
message $further
boxset 6
applymovement 0x03 $3
pausemove 0
setflag 0x222
release
end

#org $done
#raw 0x53 0x03 0x00
release
end

#ORG $1
$1 1 ; #binary 0x62 0xFE

#ORG $2
$2 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#ORG $after
$after 1 = You won...Eh...

#ORG $further
$further 1 = My name is Xray, We will battle soon in the future, Good luck, And train hard!

#ORG $3
$3 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE

#org $8
$8 1 =???: Let's Battle!

Geeked March 31st, 2008 7:09 AM

Okay, the movements still arn't happening I tried this script the way you posted too, Aquila, but no movements..

Code:

#ORG $begin
checkflag 0x828
if B_false goto $done
checkflag 0x222
if b_true goto $done
#raw 0x55 0x03 0x00
applymovement 0xFF $1
pausemove 0x0
applymovement 0x03 $2
pausemove 0
trainerbattle 1 0x001 $8 $after $further1
end

#org $further1
message $further
boxset 6
applymovement 0x03 $3
pausemove 0
setflag 0x222
release
end

#org $done
release
end

#ORG $1
#raw 0x62 0xFE

#ORG $2
#raw 0x13 0x13 0x13 0x13 0x13
#raw 0x13 0x13 0x13 0xFE

#ORG $after
$after 1 = You won...Eh...

#ORG $further
$further 1 = My name is Xray, We will battle soon in the future, Good luck, And train hard!

#ORG $3
#raw 0x12 0x12 0x12 0x12 0x12 0xFE

#org $8
$8 1 =???: Let's Battle!


the battle happens, and all the talking,, but no movements, and yes its the correct people number >.<

Aquila March 31st, 2008 7:31 AM

Quote:

Originally Posted by xray (Post 3453173)
Okay, the movements still arn't happening I tried this script the way you posted too, Aquila, but no movements..

Code:

#ORG $begin
checkflag 0x828
if B_false goto $done
checkflag 0x222
if b_true goto $done
#raw 0x55 0x03 0x00
applymovement 0xFF $1
pausemove 0x0
applymovement 0x03 $2
pausemove 0
trainerbattle 1 0x001 $8 $after $further1
end

#org $further1
message $further
boxset 6
applymovement 0x03 $3
pausemove 0
setflag 0x222
release
end

#org $done
release
end

#ORG $1
#raw 0x62 0xFE

#ORG $2
#raw 0x13 0x13 0x13 0x13 0x13
#raw 0x13 0x13 0x13 0xFE

#ORG $after
$after 1 = You won...Eh...

#ORG $further
$further 1 = My name is Xray, We will battle soon in the future, Good luck, And train hard!

#ORG $3
#raw 0x12 0x12 0x12 0x12 0x12 0xFE

#org $8
$8 1 =???: Let's Battle!


the battle happens, and all the talking,, but no movements, and yes its the correct people number >.<

What rom do you use? If you use Fire Red my script should work.... I tried it myself....

Geeked March 31st, 2008 8:10 AM

Yes, Im using Firered, Its still not working >.<

Dr.Razor March 31st, 2008 8:41 AM

hi,
when i insert this script the game just freeze,
so what's the probleme?
Code:

#org $start
message $1
boxset 6
applymovement 0x11 $move
pausemove 0x0
applymovement 0x10 $move2
pausemove 0x0
applymovement 0x09 $move2
pause 0x30
playsound 0x112
nop
message $2
boxset 6
applymovement 0x04 $move3
applymovement 0xFF $move3
pausemove 0
fadesound 0x12C
nop
release
end

#org $move
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0x14 0x1F 0xFE

#org $move2
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0xFE

#org $move3
#raw 0x1E 0x1E 0x1E 0x1E 0x1E 0x1E 0xFE

#org $1
$1 1 =Ahhhhhhh!!!

#org $2
$2 1 =Qui ose se mettre sur la\nroute de la TEAM ROCKET?\pOn se reverra...



Kurosaki Ichigo March 31st, 2008 8:50 AM

I'm pretty new to all this and a lot of it makes no sense to me...so if someone could aid me scripting and such I would be very happy. ^^

Geeked March 31st, 2008 8:56 AM

OMFG, someone please help me!!!

Code:

#ORG $begin
checkflag 0x828
if B_false goto $done
checkflag 0x222
if b_true goto $done
#raw 0x55 0x03 0x00
applymovement 0xFF $1
pausemove 0
applymovement 0x03 $2
pausemove 0
trainerbattle 1 0x001 $8 $after $further1
end

#org $further1
message $further
boxset 6
applymovement 0x03 $3
pausemove 0
setflag 0x222
release
end

#org $done
#raw 0x53 0x03 0x00
release
end

#ORG $1
$1 1 ; #binary 0x62 0xFE

#ORG $2
$2 1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE

#ORG $after
$after 1 = You won...Eh...

#ORG $further
$further 1 = My name is Xray, We will battle soon in the future, Good luck, And train hard!

#ORG $3
$3 1 ; #binary 0x12 0x12 0x12 0x12 0x12 0xFE

#org $8
$8 1 =???: Let's Battle!


theres only one movement, thats the first one!!!!!!!!

MasterCloud March 31st, 2008 9:10 AM

Hi !
(Oh, it's my first post :p)

So, this's my script, I know there are mistakes, but I don't find it !

Code:

#org $start
lock
faceplayer
message $msgstart
boxset 6
#raw 0x8F 0x03 0x00
compare 0x800D 0x0
if 0x1 goto $option1
compare 0x800D 0x1
if 0x1 goto $option2
compare 0x800D 0x2
if 0x1 goto $option3
end
release

#org $msgstart
$msgstart 1 =Hi.\nWhen I was young,\p I was a super Trainer !\n But now,\l I get just this pokemon...\p I want you take it,\l and this egg...

#org $option1
givepokemon 144 5 0
#raw 0x7A 0x00 0x97
#raw 53
#raw 3
#raw 00
end
release

#org $option2
givepokemon 145 5 0
#raw 0x7A 0x0 0xFB
#raw 53
#raw 3
#raw 00
end
release

#org $option2
givepokemon 146 5 0
#raw 0x7A 0x01 0x99
#raw 53
#raw 3
#raw 00
end
release



Thanks in advance ;)

Geeked March 31st, 2008 11:33 AM

Okay guys! I fixed it, the movements were the wrong way, he was supposed to be walking left, not right! Thank You Aquila!

linkandzelda March 31st, 2008 11:47 AM

i have a problem. its been awhile since i asked anyone for scripting help but i need to know if there is a remove pokemon command.

thanks in advnace
link

BakingBluePotatoe March 31st, 2008 11:17 PM

Quote:

Originally Posted by TB Pro! (Post 3450447)
For Daniel: NEVER, I repeat, NEVER use the same offset twice(or more) in one script.
For Kitsune:
Spoiler:
Code:

#org $start
callasm 0x71B771
#raw 0x1
checkflag 0x200
if b_true goto $done
givepokemon 4 5 0x8B
message $take
boxset 6
applymovement 0x60 $balldiss
callasm 0x71B771
#raw 0x01
setflag 0x828
setflag 0x200
release
end

#org $done
release
end

#org $take
$take 1 = \v\h01's mind: This must be\nthe ball she ment! I wonder how this\pis special? Oh well, I guess\nI'll find out soon enough!

#org $balldiss
#RAW 0x60
#RAW 0xFE



It STILL does that! >.<

somebody help me, please! >.<

frank$or April 1st, 2008 12:25 AM

try this. not sure if it works.
and 0x60.. dang you have 60 people sprites in your map?

Code:

#org $start
callasm 0x71B771
#raw 0x1
checkflag 0x200
if b_true goto $done
givepokemon 4 5 0x8B
message $take
boxset 6
applymovement 0x60 $balldiss
pausemove 0
callasm 0x71B771
#raw 0x01
setflag 0x828
setflag 0x200
release
end

#org $done
release
end

#org $take
$take 1 = \v\h01's mind: This must be\nthe ball she ment! I wonder how this\pis special? Oh well, I guess\nI'll find out soon enough!

#org $balldiss
balldiss 1 ; #binary 0x60 0xFE



BakingBluePotatoe April 1st, 2008 12:53 AM

Quote:

Originally Posted by frank$or (Post 3455729)
try this. not sure if it works.
and 0x60.. dang you have 60 people sprites in your map?

Code:

#org $start
callasm 0x71B771
#raw 0x1
checkflag 0x200
if b_true goto $done
givepokemon 4 5 0x8B
message $take
boxset 6
applymovement 0x60 $balldiss
pausemove 0
callasm 0x71B771
#raw 0x01
setflag 0x828
setflag 0x200
release
end

#org $done
release
end

#org $take
$take 1 = \v\h01's mind: This must be\nthe ball she ment! I wonder how this\pis special? Oh well, I guess\nI'll find out soon enough!

#org $balldiss
balldiss 1 ; #binary 0x60 0xFE



it's the lab... it has 2 less than the real one in FR O_O

heh... I was modifying the sample script with the shiny thing, and... well, yeah.

tknight April 1st, 2008 10:44 AM

can any one help me i made a script for ScriptED but it does not work
here it is
Code:

#org 0x278EC4
lock
Faceplayer
msgbox 0x278EC5
callstd 0x6

applymovement 0x13 0x278EC6
pausemove 0x0
msgbox 0x278EC7
callstd 0x6
trainerbattle 0 0x001 0x278EC8 0x278EC9
msgbox 0x278ECA
callstd 0x6
playsound 0x112
nop
applymovement 0x13 0x278ECB
pausemove 0x0
applymovement 0xFF 0x278ECC
applymovement 0x13 0x278ECC
pausemove 0x30
msgbox 0x278ECD
applymovement 0xFF 0x278ECE
fadesound 0x11F
nop
warp 0x1 0x123 0x6
Release
End

#org 0x278EC5 1
 = GRUNT 1: The time gate is up\n and running.\p
GRUNT 2: good get it ready.

#org 0x278EC6
#raw 0x62 0x00 0x10 0x10

#org 0x278EC7 1
 = GRUNT 2: What you do here kid\n get out of here or\p get ready to battle.

#org 0x278EC8
0x278EC8 1 = Get ready to lose kid.

#org 0x278EC9
0x278EC9 1 = No! how did i lose

#org 0x278ECA
 = Ok kid you are coming with me.

#org 0x278ECB
#raw 0x12 0x4E 0x10 0x13 0x01

#org 0x278ECC
#raw 0x11 0x11 0x11 0x11 0x11

#org 0x278ECD 1
 = Ok kid go into the time gate.

#org 0x278ECE
#raw 0x11 0x11



Gen200 April 1st, 2008 11:31 PM

So... yeah... This script won't even compile. It keeps giving me an error saying

Quote:

"Run-Time Error '457': this key is already associated with an element of this collection"
The only thing I can fathom out of that is that I repeated an offset, but I've checked over and over again and I can't find any repeated offsets.

Spoiler:
#ORG $stolen
checkflag 0x201
if b_true goto $end
lock
faceplayer
applymovement 0x6 $yewstole
pausemove 0
message $yewstoletalk
applymovement 0x5 $yewstole2
pausemove 0
applymovement 0x0 $yewstole6
pausemove 0
message $yewstoletalk2
applymovement 0x6 $yewstloe3
pausemove 0
applymovement ox5 $yewstole4
pausemove 0
release
end

#ORG $end
release
end

#ORG $yewstole
#raw 0x62
#raw 0x08
#raw 0x08
#raw 0x12
#raw 0x08
#raw 0x08
#raw 0x02
#raw 0xFE

#ORG $yewstole2
#raw 0x0D
#raw 0x13
#raw 0x0D
#raw 0xFE


#ORG $yewstole6
#raw 0x0B
#raw 0x09
#raw 0x0B
#raw 0x11
#raw 0xFE


#org $yewstole2
#raw 0x13
#raw 0xFE

#ORG $yewstloe3
#raw 0x7E
#raw 0x37
#raw 0x7E
#raw 0x7E
#raw 0xFE

#ORG $yewstloe4
#raw 0x7E
#raw 0x7E
#raw 0x38
#raw 0x7E
#raw 0x54
#raw 0XFE

#ORG $yewstoletalk
message $yewstoletalk
$yewstoldetalk 1 =Yew: Oh, /v/h01, I'm so glad yer here, \lNow tell this nice man you're \pinnocent until proven guilty! \p\v\h01: What?! \l \p Yew: Well, kid, yer little pal,\n \v\h06 just broke in last night /land Pokenapped all my Pokemon!! \p You need to tell that Ranger\lthat you're not an accomplice!

#ORG $yewstoletalk2
message $yewstoletalk2
$yewstoletalk2 1 =Ranger: Hello, Son, \lI'm Ranger Smith. Is there\p anything you'd like\l to tell me about the crime that\p occured this morning at \l 9:00am? \p /v/ho1: No, sir. I had no idea it happened.\l I was here last night to-\p OMIGAW, MY RATTATTA!!!\l Miss Yew, where's my Rattatta?\p Yew: I'm sorry, /v/h01, he was\l taken, too...\p Ranger:If you're serious about\l helping then take one of\p the Pokeballs on the floor and\l help me find \v\h06!!

/Circa April 2nd, 2008 12:07 AM

Quote:

Originally Posted by linkandzelda (Post 3453609)
i have a problem. its been awhile since i asked anyone for scripting help but i need to know if there is a remove pokemon command.

thanks in advnace
link

I don't think so, if you want the whole part rid of then you clearflag, but a certain Pokemon I don't beleive is possible.

Quote:

Originally Posted by Gen200 (Post 3458934)
So... yeah... This script won't even compile. It keeps giving me an error saying

The only thing I can fathom out of that is that I repeated an offset, but I've checked over and over again and I can't find any repeated offsets.

Spoiler:
#ORG $stolen
checkflag 0x201
if b_true goto $end
lock
faceplayer
applymovement 0x6 $yewstole
pausemove 0
message $yewstoletalk
applymovement 0x5 $yewstole2
pausemove 0
applymovement 0x0 $yewstole6
pausemove 0
message $yewstoletalk2
applymovement 0x6 $yewstloe3 'Isn't repeated, it's just a typo.
pausemove 0
applymovement ox5 $yewstole4
pausemove 0
release
end

#ORG $end
release
end

#ORG $yewstole
#raw 0x62
#raw 0x08
#raw 0x08
#raw 0x12
#raw 0x08
#raw 0x08
#raw 0x02
#raw 0xFE

#ORG $yewstole2
#raw 0x0D
#raw 0x13
#raw 0x0D
#raw 0xFE


#ORG $yewstole6
#raw 0x0B
#raw 0x09
#raw 0x0B
#raw 0x11
#raw 0xFE


#org $yewstole2
#raw 0x13
#raw 0xFE

#ORG $yewstloe3
#raw 0x7E
#raw 0x37
#raw 0x7E
#raw 0x7E
#raw 0xFE

#ORG $yewstloe4
#raw 0x7E
#raw 0x7E
#raw 0x38
#raw 0x7E
#raw 0x54
#raw 0XFE

#ORG $yewstoletalk
message $yewstoletalk
$yewstoldetalk 1 =Yew: Oh, /v/h01, I'm so glad yer here, \lNow tell this nice man you're \pinnocent until proven guilty! \p\v\h01: What?! \l \p Yew: Well, kid, yer little pal,\n \v\h06 just broke in last night /land Pokenapped all my Pokemon!! \p You need to tell that Ranger\lthat you're not an accomplice!

#ORG $yewstoletalk2
message $yewstoletalk2
$yewstoletalk2 1 =Ranger: Hello, Son, \lI'm Ranger Smith. Is there\p anything you'd like\l to tell me about the crime that\p occured this morning at \l 9:00am? \p /v/ho1: No, sir. I had no idea it happened.\l I was here last night to-\p OMIGAW, MY RATTATTA!!!\l Miss Yew, where's my Rattatta?\p Yew: I'm sorry, /v/h01, he was\l taken, too...\p Ranger:If you're serious about\l helping then take one of\p the Pokeballs on the floor and\l help me find \v\h06!!

Everything in red is a repeat.
Also, in some parts, that are too many spaces.

Gen200 April 2nd, 2008 12:23 AM

Sweet, thanks CheesePeow. it's working now!

ksunwoo6 April 2nd, 2008 1:08 AM

Um... I compiled it, and I know the offset. Now What do I do with the Advancemap and the Unknown numbers, the movemnet number, the person number, and other codes???

Night_Blue April 2nd, 2008 1:59 AM

In advance map,click on any event and put where it says ''Script Offset'' the offset you compiled
If your puting it on an S,put these value's
_______________
Unknown l 0300
VarNumber l 5040

linkandzelda April 2nd, 2008 2:18 AM

well i meant remove a pokemon from the players party. If that makes a difference.

thanks in advnace
link

MasterCloud April 2nd, 2008 4:16 AM

Quote:

Originally Posted by MasterCloud (Post 3453357)
Code:

#org $start
lock
faceplayer
message $msgstart
boxset 6
#raw 0x8F 0x03 0x00
compare 0x800D 0x0
if 0x1 goto $option1
compare 0x800D 0x1
if 0x1 goto $option2
compare 0x800D 0x2
if 0x1 goto $option3
end
release

#org $msgstart
$msgstart 1 =Hi.\nWhen I was young,\p I was a super Trainer !\n But now,\l I get just this pokemon...\p I want you take it,\l and this egg...

#org $option1
givepokemon 144 5 0
#raw 0x7A 0x00 0x97
#raw 53
#raw 3
#raw 00
end
release

#org $option2
givepokemon 145 5 0
#raw 0x7A 0x0 0xFB
#raw 53
#raw 3
#raw 00
end
release

#org $option2
givepokemon 146 5 0
#raw 0x7A 0x01 0x99
#raw 53
#raw 3
#raw 00
end
release



UP :s

I have this error :

Run-Time Error '457'
This key is already associated with an element of this collection


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