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If @begin is the 802000 then yes I did.
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I experimented until I got it right every time, what other way were you talking about? Was it through hex? Quote:
If it's pallet town, then you have to enter pallet town from a house or from a path(e.g. Route 1) If it's the player's room, then that might not work sometimes. I haven't mastered Level scripting yet, so I have to see why things like this happen. |
It's a pokemon center. It's ok. Adiktus helped me fix it. The problems are that a-map's level script tool is buggy and that 0x4000 resets to 0 when you exit the map. So it happens again.
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Wow! Awesome! This is a great tutorial. Thanks!
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Don't use 4000. The event will happen more than once. Goto the grayed script offset in a hex editor. You should see something like 004000008008. If there is FFFF after the 08, change it to 0000.
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Thanks Megiido. |
Well, I have my own concept of "Map Scripting". It works well. I'm not entirely sure how it works, but it does and that's all that really matters. But you know, you can do map scripting in advance map 1.82 or anything lower. All you need to do is look in the advance/professional view of the header and it's all right there. But I guess it's easier for noobs that there's a map scripting box. It kind of ruins the fact that only masters can do it though...
And it's also kind of annoying because it took me like, three days to learn and master it and now I can't do anything without my hex editor. Good thing Ultraedit never expires for me! :P So you'd understand what the bytes like 03 FF FF FF 08 04 FF FF FF 08 02 FF FF FF 08 00 represent in the hex editor huh? |
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E.G. 03 FF FF FF 08 = Level script #3(on entering map), FF FF FF 08 = Pointer to script 04 FF FF FF 08 = Level script #4(validates values, and loads handler to 0x03000F28), FF FF FF 08 = Pointer to script 02 FF FF FF 08 = Level script #2(validates values, and loads handler to 0x03000EB0), FF FF FF 08 = Pointer to script 02 and 03 are the most used throughout the game. 04 is really for Immediate activites, they have only been used for "spriteface 0xFF 0x2" But it's really up to people to experiment. I do not have time, you know, my hack, my programs, and my tutorials. xD how's that for :P lol |
XD well, compared to how I insert level scripts previously (manually), this way is more practical because it somehow saves some space.. O.o
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Well, I just wanted to know does anyone need anything to be added to this tutorial?
@adiktus: I see, your the level script inserter of a few hacks, which is pretty much not needed because, it is so easy. You make people think you can do these advanced things, when they're not really. |
WTF!
I don´t know if you get the script of my tutorial, but ...That my tutorial was made long ago is therefore think that I was the first that it knew, or I think. To say, that script you can see the camera script in the script of Ho-oh in FR |
Well, I never knew about the one in Wah, I knew how it was done, but I was using the wrong specials before.
- HackMew -'s XSE reminded me of it, then I asked him, and then I tested, and experimented. Until I perfected it. So no, I did not know about the one on Wah, I can't even read spanish, xD |
how can i made a level script, that the message always apear?
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You will eventually need XSE to check the script though...And Advance Map with a Hex editor. Get prepared everyone! |
Here's what I don't get about level scripts.
When u insert them, how A-Map and the script know where to start. Explanation: Like, if u want a level script to happen right when u come downstairs from ur bedroom, how will it know if the script will work at the staircase or at the front door? :\ |
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I've tried to do that with Level scripts, but it'll only work if you use "setmaptile" scripts or "On entering map/not on menu close" or "Load handler to 0x03000F28" But the scirpts I just mentioned, they can't use messages, applymovement, or anything that requires "Pointer to data to load". They are however very useful, and can check if a flag has been set, then do something else. These are some of the many compatible commands I've encountered. checkflag (0x2B clearflag (0x2A) hidesprite (0x53) movesprite2 (0x63) showsprite (0x55) setfarbyte (0x13) setflag (0x29) spriteface (0x5B) writebytetooffset (0x11) |
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Ok, so like if i was going to make a setmaptile script i cant make it like this Code:
i have to make it like this for it to work? Code:
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You aren't supposed to use setmaptile scripts as regular ones...If you'd follow my tutorial, you wouldn't be wondering. setmaptile scripts are the scripts that happens before the map loads, it happens during the black screen that occurs before loading.
You should use the ones in my tutorial. I'll update it today. OK, Level scripts are all updated! Enjoy, I've included how to make one with Advance map , and XSE. And I explained it more in-depth with more pictures, etc. Enjoy, only one more update, until I finish this tutorial. |
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this tut for the level scripts is now really great, thanks =D
but how can i make this script, that it every start when i enter the map... and antoher one: i made a level script with a movement of the camera an a text box, but at the end when the script should be at the end, there comes a text box again with some letters, as like as you forget to change the 0xFFFF to 0x0 |
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2. You forgot to put something in Advance map...Like the flag? Or you forgot to fix the problem by Using XSE. |
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