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Hey, thank you ash 493 for your help!
I've yet another problem though. When I compile this script: Spoiler:
It get this: Spoiler:
Which is certainly not what it should be... |
Let's use new offsets...
I can consider that those are offsets which are in ROM already... and they must not be extended what ya might've done. So just use offsets above 0x700000/0x800000 |
what d'ya mean with extended? anyway, thanx for the help XD
PS: i've found the space with the free space finder... |
I'm kind of experimenting with scripting (XSE), and I'm able to create most of the basic scripts (dialogs, flags, variables...). However, I'm still stuck with applymovement. Here's my script:
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I also tried the script from diegoisawesome's tutorial thread, and that one worked fine (on the same person). This is his script I used: Quote:
Can someone help me out on this point? Thanks! |
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You have to convert it from decimal to hex as well. Also it may seem stupid but did you change the person's script you interact with and save? |
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Current script: Quote:
PS: I tried several times and rewrote the script, so there should be the correct offset inserted. Well, there is, I am sure. Thanks anyway for your help. |
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Also, I think you mean 14 in decimal so it should be E. So this will be your script. #dynamic 0x71B2A4 #org @start applymovement 0xE @move waitmovement 0x0 release end #org @move #raw 0x52 #raw 0xFE |
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Hi, back again! :nervous: Trying to expand the applymovement with a msgbox command. Applying it to a person with person event # 11 (dec) (and hex). It should jump and then say "Hi!". However, it now ignores the applymovement and just only reads the msgbox. In other words, the person now doesn't jump but only says "Hi!", while he should do both. Quote:
When I enter another person # (13 for example), the other person (# 13) does jump, and the the first dude (# 11) begins talking. (It however doesn't work this way with both commands for the same person, which is essentially my problem.) Is this something simple again? I hope so! Hopefully someone can help me! :) |
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#dynamic 0x71C1E0 #org @start applymovement LASTTALKED @move waitmovement 0x0 msgbox @talk 0x2 release end #org @move #raw 0x52 #raw 0xFE #org @talk = Hi! |
Thanks for your reply! :embarrass I am really sorry for my stupidity, but the problem was (again!) the hex/dec number. I really can't believe I made the same mistake again :nervous:
hehe, so I entered 11 as a hex number, since I thought until 15 hex and dec were the same (I didn't think, I know). What I should have entered (and have entered by now) is 'B' (hex) instead of '11' (dec). So there was actually nothing wrong with my script (which relieves me:cheeky:) but only with my common sense (hmm) Anyway, thanks again! PS: LASTTALKED also worked! |
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I'm new to scripting and I'm hacking FR. I'm using XSE and advancemap. I searched this thread but didn't find anything that helped. My issue is for variables and flags. I did a little debugging on my own and it seems that the game is assigning new values to variables I use outside of my own scripts. I need a method to figure out what memory address I can safely store variables and flags in without fear of them being overwritten. Any help? Also, on a side note I was wondering if any experianced hackers would be willing to twitter back and forth with me so I don't have to go to the library every time I have a question. Thanks in advance.
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I got a question i'm working on a hack but it needs 2 different hiro ow's the one with a normal palette and one with a darker palette, and I need them to change while playing.
So my question is: is it possible to make a script that changes the OW while entering a map? |
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That means I have to go and learn ASM :P |
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Good point. XD Its just most people can't asm.
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I've just begun scripting a while ago, so I'm sorry if I missed something obvious x.x
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I have a few questions on this. (The first isn't actually related to THIS script, more like scripting in general: How do you turn a number into hex? None of the tutorials seem to mention it ) Okay, on to this script. It's on a Firered ROM, I'm using XSE, and the script is *supposed* to give you a Growlithe. When I try to compile it, I get the error shown in the attachment (Error 13 "Type mismatch" on line 7. Missing #define.) Presuming I get this problem fixed, my next order of business is to make the growlithe sprite disappear after you receive the Pokemon. I know you would do this using either a 'setflag' or a 'hidesprite' but I don't know how to put those in. Can anyone with any of these issues? |
its supose to be 0x0 and you need two of them. one for yes and no. compare lastresult 0x0 if 0x0 goto @yes, compare lastresult 0x0 if 0x1 goto @no
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applymovement 0x(number of person in hex) @(something) waitmovement 0x0 |
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... You forgot to put #org @movey1.. |
im hacking fire red. and i wanted to know how i could get rid of the script that professor oak gives you the national pokedex in, and just have him give you the national pokedex in the beginning.
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