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Logan March 12th, 2016 11:51 AM

Quote:

Originally Posted by PokéMew (Post 9159945)
Does anyone know the location of the HP bar during battle for FireRed? Also looking for the EXP bar in battle. Thanks

Palette or image?

PokéMew March 12th, 2016 12:17 PM

Quote:

Originally Posted by hashtag (Post 9160023)
Palette or image?

Sorry I failed to specify that, I needed both.

Quote:

Originally Posted by Uncommon (Post 9160000)
I think this post has what you're looking for. This post is a follow-up with a little more information.

Thanks! The second link was the one I needed. :)

Gintoki-Sama March 12th, 2016 1:20 PM

Quote:

Originally Posted by destinedjagold (Post 9155562)
Try this...
Code:

...

#org @later
applymovement 0xE @walk5
applymovement 0xD @walk6
waitmovement 0
...
applymovement 0xFF @walk11
applymovement 0x10 @walk12
applymovement 0xE @walk13
applymovement 0xB @walk14
applymovement 0xD @walk15
waitmovement 0
...
applymovement 0xFF @walk16
applymovement 0x10 @walk17
waitmovement 0
...



I did what you said and got this script as an outcome:
Spoiler:
'---------------
#org 0x72B922
lock
applymovement MOVE_PLAYER 0x872BB3A
waitmovement 0xFF
msgbox 0x872BBB2 MSG_NORMAL '"Nick: Uhh, what's going on here?\p..."
applymovement 0xE 0x872BB3E
waitmovement 0xE
msgbox 0x872BC06 MSG_NORMAL '"I AM KATE"
applymovement 0xD 0x872BB41
waitmovement 0xD
msgbox 0x872BC12 MSG_NORMAL '"I AM KALLI\pKate: We are the membe..."
applymovement 0x10 0x872BB44
waitmovement 0x10
msgbox 0x872BCF4 MSG_NORMAL '"Clarence: I thought you called\nth..."
special 0x3B
playsong 0x10A 0x0
trainerbattle 0x1 0x4 0x0 0x872B985 0x872B98C 0x872B99C
'---------------
#org 0x72B99C
applymovement 0xE 0x872BB47
applymovement 0xD 0x872BB4A
waitmovement 0x0
msgbox 0x872BD87 MSG_NORMAL '"Kate: N-No way, how could we\nlose..."
applymovement MOVE_PLAYER 0x872BB4D
waitmovement 0xFF
msgbox 0x872BDF7 MSG_NORMAL '"Nick: NOW MOVE\p???: Disgusting..."
playsong 0x157 0x0
applymovement 0xD 0x872BB50
waitmovement 0xD
applymovement 0xB 0x872BB54
waitmovement 0xB
msgbox 0x872BE1B MSG_NORMAL '"Kate: ALLY!\pNick: What now...\pAl..."
fadescreen 0x1
msgbox 0x872BEE8 MSG_NORMAL '"WHO TURNED OUT THE LIGHTS?"
applymovement 0xF 0x872BB5D
waitmovement 0xF
fadescreen 0x0
msgbox 0x872BF05 MSG_NORMAL '"Neville: Why hello there"
playsong 0x13B 0x0
applymovement MOVE_PLAYER 0x872BB68
applymovement 0x10 0x872BB6C
applymovement 0xE 0x872BB70
applymovement 0xB 0x872BB73
applymovement 0xD 0x872BB76
waitmovement 0x0
msgbox 0x872BF20 MSG_NORMAL '"Kate: H-How did you do that?!?\pNe..."
applymovement MOVE_PLAYER 0x872BB79
applymovement 0x10 0x872BB7C
waitmovement 0x0
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x3B
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x872BA6C 0x872BA88 0x872BA9C
'---------------
#org 0x72BA9C
playsong 0x13B 0x0
special 0x113
applymovement 0x10 0x872BB7F
applymovement 0xF 0x872BB82
waitmovement 0x0
applymovement 0xE 0x872BB85
applymovement 0xD 0x872BB8E
waitmovement 0x0
special 0x136
sound 0xE
msgbox 0x872C0C3 MSG_NORMAL '"Nick: ...guys was that really\nnee..."
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox 0x872C1A4 MSG_NORMAL '"Servana: Nice Work."
applymovement MOVE_PLAYER 0x872BB97
applymovement 0xF 0x872BB9A
applymovement 0x10 0x872BB9D
waitmovement 0x0
applymovement MOVE_CAMERA 0x872BBA0
waitmovement 0x7F
applymovement 0xC 0x872BBA6
waitmovement 0xC
applymovement MOVE_CAMERA 0x872BBAC
waitmovement 0x7F
msgbox 0x872C1BA MSG_NORMAL '"Servana: come over here when\nyou'..."
special 0x114
setvar 0x403F 0x1
release
end


'---------
' Strings
'---------
#org 0x72BBB2
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org 0x72BC06
= I AM KATE

#org 0x72BC12
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org 0x72BCF4
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org 0x72B985
= SAVE

#org 0x72B98C
= Kalli: No way

#org 0x72BD87
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org 0x72BDF7
= Nick: NOW MOVE\p???: Disgusting...

#org 0x72BE1B
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org 0x72BEE8
= WHO TURNED OUT THE LIGHTS?

#org 0x72BF05
= Neville: Why hello there

#org 0x72BF20
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org 0x72BA6C
= How about we finish this!

#org 0x72BA88
= Ally: ...No way..

#org 0x72C0C3
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org 0x72C1A4
= Servana: Nice Work.

#org 0x72C1BA
= Servana: come over here when\nyou're ready.


'-----------
' Movements
'-----------
#org 0x72BB3A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x72BB3E
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x72BB41
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x72BB44
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x72BB47
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB4A
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB4D
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72BB50
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x72BB54
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x72BB5D
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72BB68
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB6C
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB70
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB73
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB76
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB79
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72BB7C
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72BB7F
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72BB82
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72BB85
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72BB8E
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72BB97
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72BB9A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72BB9D
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72BBA0
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x72BBA6
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x72BBAC
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements


What I actually noticed was when I removed the:
special 0x3B
playsong 0x10A 0x0

The script worked like it was supposed to. What the special script and playsong is supposed to do is change the ingame battle music. Is there a way to keep the changed battle music but have the later script continue? Its the easiest way to change music without ASM

Nakasu March 12th, 2016 6:09 PM

Quote:

Originally Posted by Gintoki-Sama (Post 9160091)
I did what you said and got this script as an outcome:
Spoiler:
'---------------
#org 0x72B922
lock
applymovement MOVE_PLAYER 0x872BB3A
waitmovement 0xFF
msgbox 0x872BBB2 MSG_NORMAL '"Nick: Uhh, what's going on here?\p..."
applymovement 0xE 0x872BB3E
waitmovement 0xE
msgbox 0x872BC06 MSG_NORMAL '"I AM KATE"
applymovement 0xD 0x872BB41
waitmovement 0xD
msgbox 0x872BC12 MSG_NORMAL '"I AM KALLI\pKate: We are the membe..."
applymovement 0x10 0x872BB44
waitmovement 0x10
msgbox 0x872BCF4 MSG_NORMAL '"Clarence: I thought you called\nth..."
special 0x3B
playsong 0x10A 0x0
trainerbattle 0x1 0x4 0x0 0x872B985 0x872B98C 0x872B99C
'---------------
#org 0x72B99C
applymovement 0xE 0x872BB47
applymovement 0xD 0x872BB4A
waitmovement 0x0
msgbox 0x872BD87 MSG_NORMAL '"Kate: N-No way, how could we\nlose..."
applymovement MOVE_PLAYER 0x872BB4D
waitmovement 0xFF
msgbox 0x872BDF7 MSG_NORMAL '"Nick: NOW MOVE\p???: Disgusting..."
playsong 0x157 0x0
applymovement 0xD 0x872BB50
waitmovement 0xD
applymovement 0xB 0x872BB54
waitmovement 0xB
msgbox 0x872BE1B MSG_NORMAL '"Kate: ALLY!\pNick: What now...\pAl..."
fadescreen 0x1
msgbox 0x872BEE8 MSG_NORMAL '"WHO TURNED OUT THE LIGHTS?"
applymovement 0xF 0x872BB5D
waitmovement 0xF
fadescreen 0x0
msgbox 0x872BF05 MSG_NORMAL '"Neville: Why hello there"
playsong 0x13B 0x0
applymovement MOVE_PLAYER 0x872BB68
applymovement 0x10 0x872BB6C
applymovement 0xE 0x872BB70
applymovement 0xB 0x872BB73
applymovement 0xD 0x872BB76
waitmovement 0x0
msgbox 0x872BF20 MSG_NORMAL '"Kate: H-How did you do that?!?\pNe..."
applymovement MOVE_PLAYER 0x872BB79
applymovement 0x10 0x872BB7C
waitmovement 0x0
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x3B
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x872BA6C 0x872BA88 0x872BA9C
'---------------
#org 0x72BA9C
playsong 0x13B 0x0
special 0x113
applymovement 0x10 0x872BB7F
applymovement 0xF 0x872BB82
waitmovement 0x0
applymovement 0xE 0x872BB85
applymovement 0xD 0x872BB8E
waitmovement 0x0
special 0x136
sound 0xE
msgbox 0x872C0C3 MSG_NORMAL '"Nick: ...guys was that really\nnee..."
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox 0x872C1A4 MSG_NORMAL '"Servana: Nice Work."
applymovement MOVE_PLAYER 0x872BB97
applymovement 0xF 0x872BB9A
applymovement 0x10 0x872BB9D
waitmovement 0x0
applymovement MOVE_CAMERA 0x872BBA0
waitmovement 0x7F
applymovement 0xC 0x872BBA6
waitmovement 0xC
applymovement MOVE_CAMERA 0x872BBAC
waitmovement 0x7F
msgbox 0x872C1BA MSG_NORMAL '"Servana: come over here when\nyou'..."
special 0x114
setvar 0x403F 0x1
release
end


'---------
' Strings
'---------
#org 0x72BBB2
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org 0x72BC06
= I AM KATE

#org 0x72BC12
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org 0x72BCF4
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org 0x72B985
= SAVE

#org 0x72B98C
= Kalli: No way

#org 0x72BD87
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org 0x72BDF7
= Nick: NOW MOVE\p???: Disgusting...

#org 0x72BE1B
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org 0x72BEE8
= WHO TURNED OUT THE LIGHTS?

#org 0x72BF05
= Neville: Why hello there

#org 0x72BF20
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org 0x72BA6C
= How about we finish this!

#org 0x72BA88
= Ally: ...No way..

#org 0x72C0C3
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org 0x72C1A4
= Servana: Nice Work.

#org 0x72C1BA
= Servana: come over here when\nyou're ready.


'-----------
' Movements
'-----------
#org 0x72BB3A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x72BB3E
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x72BB41
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x72BB44
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x72BB47
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB4A
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB4D
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72BB50
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x72BB54
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x72BB5D
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72BB68
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB6C
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB70
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB73
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB76
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72BB79
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72BB7C
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72BB7F
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72BB82
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72BB85
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72BB8E
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72BB97
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72BB9A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72BB9D
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72BBA0
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x72BBA6
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x72BBAC
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements


What I actually noticed was when I removed the:
special 0x3B
playsong 0x10A 0x0

The script worked like it was supposed to. What the special script and playsong is supposed to do is change the ingame battle music. Is there a way to keep the changed battle music but have the later script continue? Its the easiest way to change music without ASM

Add waitstate after the special command. Thank my good friend FBI

ShyRayq March 12th, 2016 9:50 PM

Hey guys, quick question for FR.
In Jambo51's Pokedex Hacking thread, he says that to expand the regional dex, you only need to change the bytes at 0x10352C and 0x1035F6.
This is all fine, but checking the Pokedex, the seen and caught numbers on the right side still say 151. Could anyone tell me the other locations I need to change to completely change the regional dex number?

Gintoki-Sama March 12th, 2016 10:52 PM

Alright that still didn't work. Ill ask once more before giving up. what I'm trying to do is get the music to play during the trainerbattle0x1. what i noticed was when I put waitstate after the special command it starts a battle with Archie, with a Question Mark Pokemon, After that Pokemon faints it does my @before text which is: SAVE GAME. Then it starts the battle with the regular FR/LG Battle Music. Is it possible to get this to work without using ASM, or should I just quit?

NOTE: When I didn't have waitstate after the special, the @before text wouldn't even show up.

For Nakasu/FBI, i added waitstate like this into my script:
Spoiler:
'---------------
#org 0x72CAD5
lock
applymovement MOVE_PLAYER 0x872CD17
waitmovement 0xFF
msgbox 0x872CD8F MSG_NORMAL '"Nick: Uhh, what's going on here?\p..."
applymovement 0xE 0x872CD1B
waitmovement 0xE
msgbox 0x872CDE3 MSG_NORMAL '"I AM KATE"
applymovement 0xD 0x872CD1E
waitmovement 0xD
msgbox 0x872CDEF MSG_NORMAL '"I AM KALLI\pKate: We are the membe..."
applymovement 0x10 0x872CD21
waitmovement 0x10
msgbox 0x872CED1 MSG_NORMAL '"Clarence: I thought you called\nth..."
special 0x3B
waitstate
playsong 0x10A 0x0
trainerbattle 0x1 0x4 0x0 0x872CB39 0x872CB4A 0x872CB5A
'---------------
#org 0x72CB5A
applymovement 0xE 0x872CD24
applymovement 0xD 0x872CD27
waitmovement 0xE
waitmovement 0xD
msgbox 0x872CF64 MSG_NORMAL '"Kate: N-No way, how could we\nlose..."
applymovement MOVE_PLAYER 0x872CD2A
waitmovement 0xFF
msgbox 0x872CFD4 MSG_NORMAL '"Nick: NOW MOVE\p???: Disgusting..."
playsong 0x157 0x0
applymovement 0xD 0x872CD2D
waitmovement 0xD
applymovement 0xB 0x872CD31
waitmovement 0xB
msgbox 0x872CFF8 MSG_NORMAL '"Kate: ALLY!\pNick: What now...\pAl..."
fadescreen 0x1
msgbox 0x872D0C5 MSG_NORMAL '"WHO TURNED OUT THE LIGHTS?"
applymovement 0xF 0x872CD3A
waitmovement 0xF
fadescreen 0x0
msgbox 0x872D0E2 MSG_NORMAL '"Neville: Why hello there"
playsong 0x13B 0x0
applymovement MOVE_PLAYER 0x872CD45
applymovement 0x10 0x872CD49
applymovement 0xE 0x872CD4D
applymovement 0xB 0x872CD50
applymovement 0xD 0x872CD53
waitmovement 0xFF
waitmovement 0x10
waitmovement 0xE
waitmovement 0xB
waitmovement 0xD
msgbox 0x872D0FD MSG_NORMAL '"Kate: H-How did you do that?!?\pNe..."
applymovement MOVE_PLAYER 0x872CD56
applymovement 0x10 0x872CD59
waitmovement 0xFF
waitmovement 0x10
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x3B
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x872CC3D 0x872CC59 0x872CC6D
waitstate
'---------------
#org 0x72CC6D
playsong 0x13B 0x0
special 0x113
applymovement 0x10 0x872CD5C
applymovement 0xF 0x872CD5F
waitmovement 0x10
waitmovement 0xF
applymovement 0xE 0x872CD62
applymovement 0xD 0x872CD6B
waitmovement 0xE
waitmovement 0xD
special 0x136
sound 0xE
msgbox 0x872D2A0 MSG_NORMAL '"Nick: ...guys was that really\nnee..."
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox 0x872D381 MSG_NORMAL '"Servana: Nice Work."
applymovement MOVE_PLAYER 0x872CD74
applymovement 0xF 0x872CD77
applymovement 0x10 0x872CD7A
waitmovement 0xFF
waitmovement 0xF
waitmovement 0x10
applymovement MOVE_CAMERA 0x872CD7D
waitmovement 0x7F
applymovement 0xC 0x872CD83
waitmovement 0xC
applymovement MOVE_CAMERA 0x872CD89
waitmovement 0x7F
msgbox 0x872D397 MSG_NORMAL '"Servana: come over here when\nyou'..."
special 0x114
setvar 0x403F 0x1
release
end


'---------
' Strings
'---------
#org 0x72CD8F
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org 0x72CDE3
= I AM KATE

#org 0x72CDEF
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org 0x72CED1
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org 0x72CB39
= SAVE GAME

#org 0x72CB4A
= Kalli: No way

#org 0x72CF64
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org 0x72CFD4
= Nick: NOW MOVE\p???: Disgusting...

#org 0x72CFF8
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org 0x72D0C5
= WHO TURNED OUT THE LIGHTS?

#org 0x72D0E2
= Neville: Why hello there

#org 0x72D0FD
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org 0x72CC3D
= How about we finish this!

#org 0x72CC59
= Ally: ...No way..

#org 0x72D2A0
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org 0x72D381
= Servana: Nice Work.

#org 0x72D397
= Servana: come over here when\nyou're ready.


'-----------
' Movements
'-----------
#org 0x72CD17
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x72CD1B
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x72CD1E
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x72CD21
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x72CD24
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD27
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD2A
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72CD2D
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x72CD31
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x72CD3A
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72CD45
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD49
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD4D
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD50
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD53
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD56
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72CD59
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72CD5C
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72CD5F
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72CD62
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72CD6B
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72CD74
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72CD77
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72CD7A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72CD7D
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x72CD83
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x72CD89
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

Squeetz March 13th, 2016 5:36 AM

Quote:

Originally Posted by Gintoki-Sama (Post 9160918)
Alright that still didn't work. Ill ask once more before giving up. what I'm trying to do is get the music to play during the trainerbattle0x1. what i noticed was when I put waitstate after the special command it starts a battle with Archie, with a Question Mark Pokemon, After that Pokemon faints it does my @before text which is: SAVE GAME. Then it starts the battle with the regular FR/LG Battle Music. Is it possible to get this to work without using ASM, or should I just quit?


Delete the waitstates and put 'goto' to the pointer you want to go to after each battle, like this:

special 0x3B
playsong 0x10A 0x0
trainerbattle 0x1 0x4 0x0 0x872CB39 0x872CB4A 0x872CB5A
goto 0x872CB5A

whtwlf1790 March 13th, 2016 6:04 AM

Hello all, I just downloaded it RPG Maker XP 1.02, the crackable version. When I go to open a project from Essentials 16 or 16.1 it gives the error message,

This project is from an older version of RPG Maker and cannot be loaded


What is the fix for this or is it to just get the new version from the website?

Thank you, also if this has already been answered just direct me to thread

Spherical Ice March 13th, 2016 6:09 AM

Quote:

Originally Posted by whtwlf1790 (Post 9161258)
Hello all, I just downloaded it RPG Maker XP 1.02, the crackable version. When I go to open a project from Essentials 16 or 16.1 it gives the error message,

This project is from an older version of RPG Maker and cannot be loaded


What is the fix for this or is it to just get the new version from the website?

Thank you, also if this has already been answered just direct me to thread

This thread is for ROM Hacking questions. RPG Maker belongs here: http://www.pokecommunity.com/forumdisplay.php?f=54

Blah March 13th, 2016 6:22 AM

Quote:

Originally Posted by Gintoki-Sama (Post 9160918)
Alright that still didn't work. Ill ask once more before giving up. what I'm trying to do is get the music to play during the trainerbattle0x1. what i noticed was when I put waitstate after the special command it starts a battle with Archie, with a Question Mark Pokemon, After that Pokemon faints it does my @before text which is: SAVE GAME. Then it starts the battle with the regular FR/LG Battle Music. Is it possible to get this to work without using ASM, or should I just quit?

NOTE: When I didn't have waitstate after the special, the @before text wouldn't even show up.

For Nakasu/FBI, i added waitstate like this into my script:
Spoiler:
'---------------
#org 0x72CAD5
lock
applymovement MOVE_PLAYER 0x872CD17
waitmovement 0xFF
msgbox 0x872CD8F MSG_NORMAL '"Nick: Uhh, what's going on here?\p..."
applymovement 0xE 0x872CD1B
waitmovement 0xE
msgbox 0x872CDE3 MSG_NORMAL '"I AM KATE"
applymovement 0xD 0x872CD1E
waitmovement 0xD
msgbox 0x872CDEF MSG_NORMAL '"I AM KALLI\pKate: We are the membe..."
applymovement 0x10 0x872CD21
waitmovement 0x10
msgbox 0x872CED1 MSG_NORMAL '"Clarence: I thought you called\nth..."
special 0x3B
waitstate
playsong 0x10A 0x0
trainerbattle 0x1 0x4 0x0 0x872CB39 0x872CB4A 0x872CB5A
'---------------
#org 0x72CB5A
applymovement 0xE 0x872CD24
applymovement 0xD 0x872CD27
waitmovement 0xE
waitmovement 0xD
msgbox 0x872CF64 MSG_NORMAL '"Kate: N-No way, how could we\nlose..."
applymovement MOVE_PLAYER 0x872CD2A
waitmovement 0xFF
msgbox 0x872CFD4 MSG_NORMAL '"Nick: NOW MOVE\p???: Disgusting..."
playsong 0x157 0x0
applymovement 0xD 0x872CD2D
waitmovement 0xD
applymovement 0xB 0x872CD31
waitmovement 0xB
msgbox 0x872CFF8 MSG_NORMAL '"Kate: ALLY!\pNick: What now...\pAl..."
fadescreen 0x1
msgbox 0x872D0C5 MSG_NORMAL '"WHO TURNED OUT THE LIGHTS?"
applymovement 0xF 0x872CD3A
waitmovement 0xF
fadescreen 0x0
msgbox 0x872D0E2 MSG_NORMAL '"Neville: Why hello there"
playsong 0x13B 0x0
applymovement MOVE_PLAYER 0x872CD45
applymovement 0x10 0x872CD49
applymovement 0xE 0x872CD4D
applymovement 0xB 0x872CD50
applymovement 0xD 0x872CD53
waitmovement 0xFF
waitmovement 0x10
waitmovement 0xE
waitmovement 0xB
waitmovement 0xD
msgbox 0x872D0FD MSG_NORMAL '"Kate: H-How did you do that?!?\pNe..."
applymovement MOVE_PLAYER 0x872CD56
applymovement 0x10 0x872CD59
waitmovement 0xFF
waitmovement 0x10
closeonkeypress
fadescreen 0x1
fanfare 0x100
special 0x0
waitfanfare
special 0x3B
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x872CC3D 0x872CC59 0x872CC6D
waitstate
'---------------
#org 0x72CC6D
playsong 0x13B 0x0
special 0x113
applymovement 0x10 0x872CD5C
applymovement 0xF 0x872CD5F
waitmovement 0x10
waitmovement 0xF
applymovement 0xE 0x872CD62
applymovement 0xD 0x872CD6B
waitmovement 0xE
waitmovement 0xD
special 0x136
sound 0xE
msgbox 0x872D2A0 MSG_NORMAL '"Nick: ...guys was that really\nnee..."
fadescreen 0x1
hidesprite 0xE
setflag 0x207
hidesprite 0xD
setflag 0x206
hidesprite 0xB
setflag 0x209
fadescreen 0x0
msgbox 0x872D381 MSG_NORMAL '"Servana: Nice Work."
applymovement MOVE_PLAYER 0x872CD74
applymovement 0xF 0x872CD77
applymovement 0x10 0x872CD7A
waitmovement 0xFF
waitmovement 0xF
waitmovement 0x10
applymovement MOVE_CAMERA 0x872CD7D
waitmovement 0x7F
applymovement 0xC 0x872CD83
waitmovement 0xC
applymovement MOVE_CAMERA 0x872CD89
waitmovement 0x7F
msgbox 0x872D397 MSG_NORMAL '"Servana: come over here when\nyou'..."
special 0x114
setvar 0x403F 0x1
release
end


'---------
' Strings
'---------
#org 0x72CD8F
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.

#org 0x72CDE3
= I AM KATE

#org 0x72CDEF
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...

#org 0x72CED1
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.

#org 0x72CB39
= SAVE GAME

#org 0x72CB4A
= Kalli: No way

#org 0x72CF64
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....

#org 0x72CFD4
= Nick: NOW MOVE\p???: Disgusting...

#org 0x72CFF8
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...

#org 0x72D0C5
= WHO TURNED OUT THE LIGHTS?

#org 0x72D0E2
= Neville: Why hello there

#org 0x72D0FD
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.

#org 0x72CC3D
= How about we finish this!

#org 0x72CC59
= Ally: ...No way..

#org 0x72D2A0
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!

#org 0x72D381
= Servana: Nice Work.

#org 0x72D397
= Servana: come over here when\nyou're ready.


'-----------
' Movements
'-----------
#org 0x72CD17
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements

#org 0x72CD1B
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x72CD1E
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements

#org 0x72CD21
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements

#org 0x72CD24
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD27
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD2A
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72CD2D
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements

#org 0x72CD31
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements

#org 0x72CD3A
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72CD45
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD49
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD4D
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD50
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD53
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0x72CD56
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72CD59
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements

#org 0x72CD5C
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72CD5F
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements

#org 0x72CD62
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72CD6B
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements

#org 0x72CD74
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72CD77
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72CD7A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0x72CD7D
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

#org 0x72CD83
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x72CD89
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

Sorry, didn't bother to read the script. I just saw your comment which said that it worked perfectly without the special, then came to the conclusion that you forgot the waitstate.

After a quick look, it's become apparent to me that special 0x3B is not doing anything in your script in general. Special 0x38 seems to me like what you're looking for.

omeha March 13th, 2016 7:11 AM

Hello everyone!! It's me again!!
okay.....I will make this short and quick and try not to be jerk :P..

okay.....moving on, so my question today is ->

Is there a way to reuse the space of an event ?

PS - For elaboration, click below [recommended]->


Spoiler:

Whenever you wish to rewrite a certain event i.e. make it longer or shorter you have to completely make a new one, compile it and replace it with first one right ? It's okay for signpost and all but for big long cutscenes, it's frustrating as it takes up loads of space

So, my question, adhering to the above paragraph is ->

Is there a way where I can just remove the first problematic script alltogether and then use the space made by removing the script to fit the new one in that space ?

PS -
1) Using XSE
2) I know, I suck at explaining :P



Dyskinesia March 13th, 2016 7:48 AM

I'm trying to make a script that triggers when I try to leave the starting town before I've gotten my first Pokemon. I want the person to come out from the side, move you back, then return to their starting position. When I step on the script, though, the game freezes. What am I doing wrong?

Code:

#dyn 0x740000
#org @main
lock
checkflag 0x1000
if 0x1 jump @done
message @wait
callstd MSG_NORMAL
applymovement 0x4 @block
applymovement PLAYER @blocked
pauseevent 0x0
message @leave
callstd MSG_NORMAL
applymovement 0x4 @back
pauseevent 0x0
fadedefault
release
end

#org @wait
= Hey wait!

#org @leave
= You can't leave here until\nyou have a POK\eMON!

#org @block
m run_right run_right run_up run_up run_up run_left run_down end

#org @blocked
m look_down look_down look_down look_right look_right look_up run_down look_up end

#org @back
m walk_right walk_down walk_down walk_left walk_left look_right end

#org @done
release
end



DizzyEgg March 13th, 2016 12:37 PM

Quote:

Originally Posted by _xChaos (Post 9161379)
I'm trying to make a script that triggers when I try to leave the starting town before I've gotten my first Pokemon. I want the person to come out from the side, move you back, then return to their starting position. When I step on the script, though, the game freezes. What am I doing wrong?

Code:

#dyn 0x740000
#org @main
lock
checkflag 0x1000
if 0x1 jump @done
message @wait
callstd MSG_NORMAL
applymovement 0x4 @block
applymovement PLAYER @blocked
pauseevent 0x0
message @leave
callstd MSG_NORMAL
applymovement 0x4 @back
pauseevent 0x0
fadedefault
release
end

#org @wait
= Hey wait!

#org @leave
= You can't leave here until\nyou have a POK\eMON!

#org @block
m run_right run_right run_up run_up run_up run_left run_down end

#org @blocked
m look_down look_down look_down look_right look_right look_up run_down look_up end

#org @back
m walk_right walk_down walk_down walk_left walk_left look_right end

#org @done
release
end



Try putting waitmovement after every applymovement. Also, don't use flag 0x1000. Why? Because in reality it's some 0x4000 var. Usable flags are 0x1-0x900 in FR and 0x1-0x960 in EM.

Dyskinesia March 13th, 2016 1:16 PM

Ok so I have switched to XSE from PKSV to see if there was any big difference in what I was doing, and I simplified the code and added a waitmovement, and it still doesn't work. I literally don't know what to do at this point, it just freezes as soon as I step on the tile before doing anything.

Code:

'---------------
#org 0x740263
lockall
applymovement MOVE_PLAYER 0x8740270
waitmovement 0x0
releaseall
end

'-----------
' Movements
'-----------
#org 0x740270
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements



Blah March 13th, 2016 1:29 PM

Quote:

Originally Posted by _xChaos (Post 9161784)
Ok so I have switched to XSE from PKSV to see if there was any big difference in what I was doing, and I simplified the code and added a waitmovement, and it still doesn't work. I literally don't know what to do at this point, it just freezes as soon as I step on the tile before doing anything.

Code:

'---------------
#org 0x740263
lockall
applymovement MOVE_PLAYER 0x8740270
waitmovement 0x0
releaseall
end

'-----------
' Movements
'-----------
#org 0x740270
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements



That's not PKSV syntax. It'd look like this:

Quote:

#dyn 0x740000
#org @start
lockall
applymovement PLAYER @movement
pauseevent 0x0
releaseall
end

#org @movement
m walk_down end
Also lockall/releaseall are doing nothing here in this script honestly.

Dyskinesia March 13th, 2016 1:36 PM

Ok what should I change then? Also I said i switched TO XSE to check if there was something i wasn't seeing with PKSV. I'm kinda lost with this, sorry.

Blah March 13th, 2016 2:36 PM

Quote:

Originally Posted by _xChaos (Post 9161807)
Ok what should I change then? Also I said i switched TO XSE to check if there was something i wasn't seeing with PKSV. I'm kinda lost with this, sorry.

is this on a person event or green script tile? It matters

Dyskinesia March 13th, 2016 3:06 PM

This is a green script tile. All I want is a green script tile that makes the player back up when you step on it.

Vendily March 13th, 2016 5:49 PM

Quote:

Originally Posted by _xChaos (Post 9161940)
This is a green script tile. All I want is a green script tile that makes the player back up when you step on it.

Did you make sure you assigned the script tile a variable?

Quote:

Originally Posted by diegoisawesome
Didn't work, did it? Froze on the spot. You're going to need to change this...

http://files.domoreaweso.me/before%20change.jpg

to this....

http://files.domoreaweso.me/after%20change.jpg


INDIAN MEW(ARAZI) March 13th, 2016 10:17 PM

I need help.I am more specific now please answer.
how many pokemon can I expand for fire red to insert all 721 pokemons with form,forme and megas.(no spinda) so how many poke slots shuold I expand.and what is safe limit I mean how many pokes can I expand.
thanks

FSBS March 14th, 2016 3:24 AM










I've no idea what I'm doing wrong here. I'm trying to get the Rockets in Mount Moon to disappear after battling them, but the problem being that the first two work just fine but the next one will battle just fine, and then afterwards immediately respond with an exclamation and a purple screen. I've tried setting the active sprite to on, off, anything and I get nothing. I'm using unused flags as documented in the relevant forums and setting the unknown to 3 as recommended.
Could I simply set the final battle to make them all disappear? Such as inserting a hidesprite command with all of the sprite numbers? I'm not very experienced with scripting or events, the best I've managed so far is making some trainer battles and msgboxes. I cobbled this together from a wild pokemon sprite encounter by replacing the wildpokemon with a trainerbattle. If there's a better way I'd greatly appreciate it.

Logan March 14th, 2016 3:56 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9162865)









I've no idea what I'm doing wrong here. I'm trying to get the Rockets in Mount Moon to disappear after battling them, but the problem being that the first two work just fine but the next one will battle just fine, and then afterwards immediately respond with an exclamation and a purple screen. I've tried setting the active sprite to on, off, anything and I get nothing. I'm using unused flags as documented in the relevant forums and setting the unknown to 3 as recommended.
Could I simply set the final battle to make them all disappear? Such as inserting a hidesprite command with all of the sprite numbers? I'm not very experienced with scripting or events, the best I've managed so far is making some trainer battles and msgboxes. I cobbled this together from a wild pokemon sprite encounter by replacing the wildpokemon with a trainerbattle. If there's a better way I'd greatly appreciate it.

You're using the wrong trainerbattle type, the type you're using won't continue the script after the battle. You'd need to use trainerbattle 0x1 to continue it after the battle ends.

FSBS March 14th, 2016 6:41 AM

Quote:

Originally Posted by hashtag (Post 9162894)
You're using the wrong trainerbattle type, the type you're using won't continue the script after the battle. You'd need to use trainerbattle 0x1 to continue it after the battle ends.

Alright so I've changed it to this:
Spoiler:
'---------------
#org 0x802E3B
lock
faceplayer
trainerbattle 0x0 0x162 0x1 0x8802E58 0x8802EA4
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
setflag 0x204
release
end

and it worked on all of them except one-which turned into a recurring Thief TM. I deleted that sprite and now the above scripted event is giving me the same issue except a red screen now. I know it's against the rules to ask for scripts, but I've been hung up on this one for two days. I've run through 3-5 scripts on each of the 5 NPCs I have in this map. I can't find any specific documentation for what I need to accomplish either-it's either a regular battle or a gym leader battle.
I just want the sprites to disappear automatically after battle, one by one or all at once after the final battle.

Vendily March 14th, 2016 1:49 PM

1 Attachment(s)
Quote:

Originally Posted by firestarterbeststarter! (Post 9154651)
Does anyone have an upload of Advance Trader I could get? Searching google has given me nothing except one download my computer says is unsafe.

Here's the one from my computer, downloaded it October last year, so I don't know if there was an update between then and now.

FSBS March 14th, 2016 3:13 PM

Quote:

Originally Posted by Vendily (Post 9163677)
Here's the one from my computer, downloaded it October last year, so I don't know if there was an update between then and now.

I get the comlog or cmdlog prompt, but I also get that with a couple of other tools I have that I haven't gotten around to needing enough yet to correct. I'm sure I can find a way to make the application work by getting the missing files with a little google-fu. Thanks!

Pokeeng March 14th, 2016 7:23 PM

Hi! I'm working on a Silver hack and I can't seem to figure out how to change the in-battle sprites for trainers.

i.e. When challenging Falkner, I want Sabrina's sprite to appear in the battle screen

Any help would be much appreciated!

Natzen March 15th, 2016 9:01 AM

To bypass the filter that is not letting me post a link to my picture, I've put it in my signature, at the bottom.

Basically, I spent a fair amount of time editing my first map(Pallet town) - I followed the tutorials to the letter, but when I leave my house - it puts me in the water with a bunch of rock tiles around me so I cannot move.

What Did I do Wrong?
How Can I fix this?
Can it be fixed without 100% remaking the map AGAIN(For a third time).

DizzyEgg March 15th, 2016 10:23 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9163856)
I get the comlog or cmdlog prompt, but I also get that with a couple of other tools I have that I haven't gotten around to needing enough yet to correct. I'm sure I can find a way to make the application work by getting the missing files with a little google-fu. Thanks!

My advice: don't use A-trainer. Use either Kurapika's GEN3Tools or Hopeless Trainer Editor. A-trainer is very outdated.

Gintoki-Sama March 15th, 2016 11:48 AM

Quote:

Originally Posted by FBI (Post 9161283)
Sorry, didn't bother to read the script. I just saw your comment which said that it worked perfectly without the special, then came to the conclusion that you forgot the waitstate.

After a quick look, it's become apparent to me that special 0x3B is not doing anything in your script in general. Special 0x38 seems to me like what you're looking for.

Ok so would the script be set up as:
special 0x38
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x872CC3D 0x872CC59 0x872CC6D
waitstate

or

special 0x38
waitstate
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x872CC3D 0x872CC59 0x872CC6D

Cause when i do it like both of these, the playsong doesnt stay during the battle, replacing the battle theme.

Blah March 15th, 2016 2:02 PM

Quote:

Originally Posted by Gintoki-Sama (Post 9165142)
Ok so would the script be set up as:
special 0x38
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x872CC3D 0x872CC59 0x872CC6D
waitstate

or

special 0x38
waitstate
playsong 0x129 0x0
trainerbattle 0x1 0x5 0x0 0x872CC3D 0x872CC59 0x872CC6D

Cause when i do it like both of these, the playsong doesnt stay during the battle, replacing the battle theme.

Oh, I see what you're trying to do now. You're trying to have the playsong as the battle song. About that, I don't believe you can do it purely from scripting. Maybe you can with a specific type of trainer battle, but the way I'd do it is to just use a hook to play the music I want when facing this specific trainer. For details you can ask in the ASM help thread, I'd be able to guide you there.

FSBS March 15th, 2016 3:14 PM

Quote:

Originally Posted by DizzyEgg (Post 9165021)
My advice: don't use A-trainer. Use either Kurapika's GEN3Tools or Hopeless Trainer Editor. A-trainer is very outdated.

It's funny you mention G3Tools, since I had gone through every pokemon editor I had and searched for two hours online for a way to edit pokemon using MrDollsteak's base and it appears that G3Tools is compatible where I couldn't get YAPE, PGE, or Gen 3 Suite working-which means I can now use Mareep, Larvitar, and Spheal as starters (trust me, you can't just put those in without moving their learnset around a little.)
Aside that, in what way is A-Trainer outdated? I glanced at the G3T trainer editor and it seems to be almost identical to Lostelle's editor and the main difference between A-Trainer and the two are formatting, native repointing and A-Trainer lacking EV editing (which I'm not sure I understand well enough to bother with yet.)
Thanks again for your help, DizzyEgg.

INDIAN MEW(ARAZI) March 16th, 2016 5:39 AM

where can I get bw or bw2 midi(music in all region)or how can I rip it.and where to get mid2agb please dont give hackrom tools altervista.

Lord Comquat March 16th, 2016 1:47 PM

Is there a way I can get icon sets for Gen IV/V Pokemon? (More or less in a way so each set is insertable into programs from the get go)

ganonrai March 16th, 2016 2:29 PM

I'm working on changing ROM bases from Fire Red to Emerald for my hack right now. I've moved the warp location from the truck to a building instead of Littleroot, and for some reason, now I'm not seeing the little popup in the top left-hand corner that says the city, town or route name. Is there some flag or something in the script in the beginning at littleroot that activates this or something?

Nakasu March 16th, 2016 2:43 PM

Let's say I have a Script going on, and from that script i want it to be warped to another location where another script is happening, but without the player being there.

Basically a cutscene without the player.

how do I go about doing a script like that?

Marugi March 16th, 2016 2:55 PM

Quote:

Originally Posted by Nakasu (Post 9166906)
Let's say I have a Script going on, and from that script i want it to be warped to another location where another script is happening, but without the player being there.

Basically a cutscene without the player.

how do I go about doing a script like that?

You could have the player moved behind a tree or a building and then move them back after the cutscene finishes.

Nakasu March 16th, 2016 2:57 PM

Alright but how do I get the script to continue after the warp?

Christos March 16th, 2016 3:09 PM

Quote:

Originally Posted by Nakasu (Post 9166921)
Alright but how do I get the script to continue after the warp?

The script can't continue, but you can add a level script to the map the warp goes to.

Delta Nite March 16th, 2016 8:16 PM

So I managed to open the firered.idb file. If I understand it well, knizz has documented most of the ROM but... are there any tutorials on how to hack using it? On FBI's ASM tutorials he mentions that using it is essencial to make bigger projects, but I haven't found anything on actually doing something using it.
I understand this must be a really noob question, but I'm used to pokered disassembly and this seems completely different.

EpicRoflcopter March 17th, 2016 3:41 AM

Hello,

I am currently playing around with several hacking tools, settings and generally everything to get to know ROM hacking and prepare to start my own hack.
I had lots of trouble though with editing Pokemon data/Evolutions etc. but I finally found Pokemon Gen 3 Hacking Suite which works fine for me, with just one flaw.
The abilities are loaded as \x, meaning I cant find the right ones for the Pokemon.
My ROM is a german Firered and I used a copied ini file to get it to work with G3HS.
Any ideas on how to fix the ability names?

Regards

esperance March 17th, 2016 5:32 AM

Quote:

Originally Posted by EpicRoflcopter (Post 9167703)
Hello,

I am currently playing around with several hacking tools, settings and generally everything to get to know ROM hacking and prepare to start my own hack.
I had lots of trouble though with editing Pokemon data/Evolutions etc. but I finally found Pokemon Gen 3 Hacking Suite which works fine for me, with just one flaw.
The abilities are loaded as \x, meaning I cant find the right ones for the Pokemon.
My ROM is a german Firered and I used a copied ini file to get it to work with G3HS.
Any ideas on how to fix the ability names?

Regards

If you're saying that all the ability names are listed as "\x" then it sounds like the .ini is pointing to the wrong location for ability names. You need to make sure the .ini has the correct offset, and if it doesn't you should try and find the correct one so that it will list abilities correctly.

EpicRoflcopter March 17th, 2016 6:27 AM

Quote:

Originally Posted by Lostelle (Post 9167780)
If you're saying that all the ability names are listed as "\x" then it sounds like the .ini is pointing to the wrong location for ability names. You need to make sure the .ini has the correct offset, and if it doesn't you should try and find the correct one so that it will list abilities correctly.

Thanks for the kind reply! I already searched the internet for the correct offset, couldnt find anything though :/
Any tips how I can find the correct one by myself?
Currently the ability stuff looks like this in the ini:
abilities = 0x8DDB24
numberofabilities = 0x4E
abiltiesnamelength = 0xD
Dunno if that helps :)

Thanks for helping me!

esperance March 17th, 2016 6:46 AM

Quote:

Originally Posted by EpicRoflcopter (Post 9167816)
Thanks for the kind reply! I already searched the internet for the correct offset, couldnt find anything though :/
Any tips how I can find the correct one by myself?
Currently the ability stuff looks like this in the ini:
abilities = 0x8DDB24
numberofabilities = 0x4E
abiltiesnamelength = 0xD
Dunno if that helps :)

Thanks for helping me!

If you're familiar with editing text via hex editor, that's usually a good place to start. You can load up your ROM in the hex editor and search for an ability name, which will bring you to the list of abilities. From there it's a simple matter to find the name of the first ability in the list and set that as the offset in the .ini.

Blah March 17th, 2016 6:53 AM

Quote:

Originally Posted by Delta Nite (Post 9167407)
So I managed to open the firered.idb file. If I understand it well, knizz has documented most of the ROM but... are there any tutorials on how to hack using it? On FBI's ASM tutorials he mentions that using it is essencial to make bigger projects, but I haven't found anything on actually doing something using it.
I understand this must be a really noob question, but I'm used to pokered disassembly and this seems completely different.

Ah, the IDA with knizz's idb serves as a good reference tool. It's near as useful as commented code, but mainly it's just a database of the functions/data structures in FireRed given names based on functionality. When comparing to raw ASM code, it's easier to understand what's happening. Here are some keyboard shortcuts to make life easier:
x - Pulls up a list of x-references
alt + t - search, supports regular expressions
g - goto address. Include prefix
F5 - attempts to convert ASM to C, as close as possible (sometimes it comes out wrong)

In general, it just makes certain aspects of ASM hacking easier, for example finding things, debugging, and just viewing raw ASM. While I haven't exactly made any tutorials on the subject, I figure it's fairly easy to use once you get started.

Substitute Doll March 17th, 2016 12:15 PM

anyone have a Ruby idb file?
thxs
just using it to port Andrea's DPPT icon hack

EpicRoflcopter March 17th, 2016 1:43 PM

Quote:

Originally Posted by Lostelle (Post 9167830)
If you're familiar with editing text via hex editor, that's usually a good place to start. You can load up your ROM in the hex editor and search for an ability name, which will bring you to the list of abilities. From there it's a simple matter to find the name of the first ability in the list and set that as the offset in the .ini.

As I could not figure out how to search for an abilities name (tried with normal text, text in hex values, different character sets) I looked in the .ini files of the other programs I used and found the offset for ability names there. I put them in the .ini file of G3HS, still the \x stuff :/

C me March 18th, 2016 3:18 PM

How do you add a Pokemon as seen in the Pokedex in Emerad? It's special 0x163 in FireRed but that doesn't work for Emerald.

destinedjagold March 19th, 2016 4:04 AM

Can anyone point me to that tutorial wherein we can add custom scripts to an item? I've been looking for a while but I cannot seem to find it. Thanks~

DizzyEgg March 19th, 2016 5:19 AM

Quote:

Originally Posted by C me (Post 9169630)
How do you add a Pokemon as seen in the Pokedex in Emerad? It's special 0x163 in FireRed but that doesn't work for Emerald.

There probably isn't a special for that in Emerald. A simple callasm does the job anyway.

Code:

.text
.thumb
.thumb_func
.align 2

main:
    push {lr}
    ldr r0, var_8004
    ldrh r0, [r0]
    mov r1, #2 @you can change it to  0 - get if seen
                @                  1 - get if caught
                @                  2 - set seen
                @                  3 - set caught
    ldr r2, get_or_set_pokedex
    bl callviar2
    pop {pc}

callviar2:
    bx r2

.align 2
var_8004: .word 0x020375E0
get_or_set_pokedex: .word 0x080C0665


Set var 8004 to a national dex number of poke and then call this asm.

C me March 19th, 2016 5:28 AM

Quote:

Originally Posted by DizzyEgg (Post 9170315)
There probably isn't a special for that in Emerald. A simple callasm does the job anyway.

Code:

.text
.thumb
.thumb_func
.align 2

main:
    push {lr}
    ldr r0, var_8004
    ldrh r0, [r0]
    mov r1, #2 @you can change it to  0 - get if seen
                @                  1 - get if caught
                @                  2 - set seen
                @                  3 - set caught
    ldr r2, get_or_set_pokedex
    bl callviar2
    pop {pc}

callviar2:
    bx r2

.align 2
var_8004: .word 0x020375E0
get_or_set_pokedex: .word 0x080C0665


Set var 8004 to a national dex number of poke and then call this asm.

This deserves a quick R&D post.

DizzyEgg March 19th, 2016 7:14 AM

Quote:

Originally Posted by destinedjagold (Post 9170262)
Can anyone point me to that tutorial wherein we can add custom scripts to an item? I've been looking for a while but I cannot seem to find it. Thanks~

http://www.pokecommunity.com/showthread.php?t=365500
This is for Emerald. :)

NightwingJay March 19th, 2016 7:27 PM

Are set flags not allowed to be the same? Like I can never use setflag 0x1023 because another script can check it and see it has x1023? I think I am overthinking it .-.

Blah March 19th, 2016 7:43 PM

Quote:

Originally Posted by NightwingJay (Post 9171055)
Are set flags not allowed to be the same? Like I can never use setflag 0x1023 because another script can check it and see it has x1023? I think I am overthinking it .-.

Think of flags as just on/off switches. So whenever you're checking a flag, you're essentially saying, "is this switch on?". If you've turned the switch on somewhere else for an alternative purpose, then you can see how this check will not fullfill it's intended results.

But what if your game didn't use the default switch checks? You'd be free to reuse them as you'd like. So to answer your question, unless you're reusing game scripts or you're editing important flags checked by game code (i.e gym, pokedex enable flags ect.) then you are fine to re-purpose any flags you wish.

NightwingJay March 19th, 2016 8:53 PM

Quote:

Originally Posted by FBI (Post 9171070)
Think of flags as just on/off switches. So whenever you're checking a flag, you're essentially saying, "is this switch on?". If you've turned the switch on somewhere else for an alternative purpose, then you can see how this check will not fullfill it's intended results.

But what if your game didn't use the default switch checks? You'd be free to reuse them as you'd like. So to answer your question, unless you're reusing game scripts or you're editing important flags checked by game code (i.e gym, pokedex enable flags ect.) then you are fine to re-purpose any flags you wish.

Okay so in my fire red game I just want to do it where multiple people reappear after moving into another room. (However before that you don't see them in that room, you see them in the beginning room.) I wouldn't have to worry right?

Blah March 20th, 2016 5:24 AM

Quote:

Originally Posted by NightwingJay (Post 9171145)
Okay so in my fire red game I just want to do it where multiple people reappear after moving into another room. (However before that you don't see them in that room, you see them in the beginning room.) I wouldn't have to worry right?

Yes. See http://www.pokecommunity.com/showthread.php?t=302347

Gintoki-Sama March 20th, 2016 3:18 PM

Alright, everytime I try compiling a new script on a script I already made, it keeps reverting. Is there any way to fix this?

Vendily March 20th, 2016 4:44 PM

Quote:

Originally Posted by Gintoki-Sama (Post 9172345)
Alright, everytime I try compiling a new script on a script I already made, it keeps reverting. Is there any way to fix this?

It's not reverting, there is no more space at the location you are inserting at. If you used the Dynamic offset feature XSE has, it won't overwrite the old script, it will find free space and insert the script there instead. You need to clear the old script before you can reinsert at the same location.

Gintoki-Sama March 20th, 2016 5:19 PM

Quote:

Originally Posted by Vendily (Post 9172475)
It's not reverting, there is no more space at the location you are inserting at. If you used the Dynamic offset feature XSE has, it won't overwrite the old script, it will find free space and insert the script there instead. You need to clear the old script before you can reinsert at the same location.

How do I go about erasing it?

Vendily March 20th, 2016 5:33 PM

Quote:

Originally Posted by Gintoki-Sama (Post 9172522)
How do I go about erasing it?

Well, I personally use a hex editor to clear my scripts but apparently, you can use #removeall 0x(offset) to clear a script.

Gintoki-Sama March 20th, 2016 5:52 PM

Quote:

Originally Posted by Vendily (Post 9172544)
Well, I personally use a hex editor to clear my scripts but apparently, you can use #removeall 0x(offset) to clear a script.

#removeall 0x(offset)

inside the script you're trying to erase?

Vendily March 20th, 2016 6:00 PM

Quote:

Originally Posted by Gintoki-Sama (Post 9172580)
#removeall 0x(offset)

inside the script you're trying to erase?

No, you just need the offset. Type it in to XSE and hit compile. You can even do it without a script loaded.
But be careful, I don't know how much it clears, I don't really use this command.

Pokeeng March 20th, 2016 7:01 PM

So I'm relatively new to hacking I've been working on an Emerald hack and I foolishly didn't make backups frequently and the rom won't load anymore. It was working up until I changed some mons' types and attacks. As well as some TMs and moves. Please someone help, I don't wanna be set back several hours

RB11 March 21st, 2016 12:12 PM

Small question.
Why can't I edit palletes in nse? it won't let me replace the palletes for some reason.
http://i.imgur.com/AuNe1hF.png
Any help would be appreciated!

Vendily March 21st, 2016 2:02 PM

Quote:

Originally Posted by RB11 (Post 9173664)
Small question.
Why can't I edit palletes in nse? it won't let me replace the palletes for some reason.
-snip-
Any help would be appreciated!

If you want to replace the whole palette, you need to go to "File>Import>Import Color Table".
Then, you need to click "Load", select an indexed image that has your needed palette, preferably the same one as the one you imported, and then click "Import". Don't forget to save.
You could also go to the palette's location in APE (Advanced Palette Editor) and edit it there, if you plan on changing just a few colours.

Sam_Paco94 March 21st, 2016 8:45 PM

Please Help ;)

I wanna modify an EUR version of pokémon soul silver to make some changes:

1-I want to change starters to make them all from kanto (Squirtle, Charmander and Bulbasaur) and later in the game, you can receive the Jhoto ones from Professor Oak

2-I want to create a new item, make it be available at shops with five medals, and that some pokemons can evolve through it, the ones that you have to trade with someone in order to make them evolve

3-I want to change the sprite, mini sprite and the pokemons of the champion

I want to make it because of my older brother, he rarely plays a pokemon game and he only want to play with a first generation party but with a good graphic cuality so i hope someone can help me with this project

please i needed kind of right know please he wants to start next wednesday max next thursday

RB11 March 22nd, 2016 9:48 AM

Quote:

Originally Posted by Vendily (Post 9173785)
If you want to replace the whole palette, you need to go to "File>Import>Import Color Table".
Then, you need to click "Load", select an indexed image that has your needed palette, preferably the same one as the one you imported, and then click "Import". Don't forget to save.
You could also go to the palette's location in APE (Advanced Palette Editor) and edit it there, if you plan on changing just a few colours.

Thanks, really appreciate it!

Kimonas March 23rd, 2016 2:38 AM

Does anybody know of an Image Editing tool for linux that does what the Brush Tool in MS Paint does when the right click is held (change the pixels of the primary color with the secondary)?

Ayonn- March 23rd, 2016 8:07 AM

Hi everybody, does anyone know if there is a Sava Editor with a ini file ? I need one to do some tests in my rom faster, but when tried A-save, the .sav was corrupted...I use Mr Dollsteak's attack and decap rom base for information...

tanexlahn March 23rd, 2016 10:17 PM

How do I tell my Pokemon Fire Red hack that breeding Manaphy gives me a Phione, yet Phione doesn't evolve into Manaphy? Is there a breeder editing tool of some sort? I apologize if this question has been answered but I searched as many of these posts as I could, but there are 103 pages.

Trainer_Doge March 23rd, 2016 10:52 PM

Quote:

Originally Posted by tanexlahn (Post 9176900)
How do I tell my Pokemon Fire Red hack that breeding Manaphy gives me a Phione, yet Phione doesn't evolve into Manaphy? Is there a breeder editing tool of some sort? I apologize if this question has been answered but I searched as many of these posts as I could, but there are 103 pages.

If you use YAPE, you can set Manaphy's evolution to Phione with "Breeding only" or something like that

Hi everyone. Does anybody know how to edit the dialogue of Oak and Gary in the script of going outside Pallet Town and Oak calls you? The only dialogue that I could edit is Oak's dialogue while they are still outside the lab... This one's Firered, i forgot to mention the game

tanexlahn March 23rd, 2016 11:08 PM

Quote:

Originally Posted by Trainer_Doge (Post 9176912)
If you use YAPE, you can set Manaphy's evolution to Phione with "Breeding only" or something like that

Thank you, I used Gen 3 Hacking Suite and set it to that. I'll test later to ensure it works.

I do have another question to anyone capable of answering. Is there a way to have Professor Oak give you the national dex right off the bat when he gives you the pokedex? Is there something in the script I can edit to change it from region dex to national dex? Again, Pokemon Fire Red.

Munichtastics March 24th, 2016 9:38 AM

Quick question so im not doing it the wrong way
what is the correct order of patching the JPAN Hacked engine and Mrdollsteak his decap base patch.

Firered Rom -> Clean firered patch -> hacked engine patch -> decap patch

or

Firered Rom -> Decap patch -> clean firered -> hacked engine

or

Firered Rom -> Clean firered -> Decap -> Hacked engine

FSBS March 24th, 2016 4:52 PM

Alright, so I've figured out how to not have the red screen crash when I want a sprite to disappear after trainerbattle. However, the sprite does not disappear until after I've activated them (pressing A), in which case the screen flashes and the sprite remains until I leave the map and return.
So what am I doing wrong? I've tried waitkeypress and no matter what, I can't find any documentation to make a trainer disappear after battle. It seems 0x3 and 0x1 both work the same way, so I'm pretty sure it's not that.
Am I missing something fundamental here in regards to scripting?



Vendily March 24th, 2016 6:34 PM

Quote:

Originally Posted by Munichtastics (Post 9177431)
Quick question so im not doing it the wrong way
what is the correct order of patching the JPAN Hacked engine and Mrdollsteak his decap base patch.

Firered Rom -> Clean firered patch -> hacked engine patch -> decap patch

or

Firered Rom -> Decap patch -> clean firered -> hacked engine

or

Firered Rom -> Clean firered -> Decap -> Hacked engine

Firered Rom -> Decap -> JPAN's engine is the correct order.
Quote:

This base IS compatible with Jpan's Hacked Engine. Though you will need to apply this rombase FIRST, otherwise the decapitalised scripts will overwrite the free space and various tables in there.

Munichtastics March 25th, 2016 12:42 AM

Oke thanks, and what about the clean patch that comes with the hacked engine?

DizzyEgg March 25th, 2016 1:47 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9177793)
Alright, so I've figured out how to not have the red screen crash when I want a sprite to disappear after trainerbattle. However, the sprite does not disappear until after I've activated them (pressing A), in which case the screen flashes and the sprite remains until I leave the map and return.
So what am I doing wrong? I've tried waitkeypress and no matter what, I can't find any documentation to make a trainer disappear after battle. It seems 0x3 and 0x1 both work the same way, so I'm pretty sure it's not that.
Am I missing something fundamental here in regards to scripting?
]

Trainerbattle 0x0 ends the script execution, try 0x1, so script continues after a battle. Also, no need to set person's flag. The command hidesprite does it automatically.

Ayonn- March 25th, 2016 6:19 AM

TWO QUESTIONS:

Is there a way to set the IV of a pokemon with a script?

The other question is:

Is there a Save editor working with a ini ??

DizzyEgg March 25th, 2016 6:30 AM

Quote:

Originally Posted by Ayonn- (Post 9178391)
TWO QUESTIONS:
Is there a way to set the IV of a pokemon with a script?
The other question is:
Is there a Save editor working with a ini ??

1.Yeah, you need to write a custom routine and then callasm. See this thread:
http://www.pokecommunity.com/showthread.php?t=347391

2.What do you mean a save editor? What exactly do you want to change?

FSBS March 25th, 2016 6:32 AM

Quote:

Originally Posted by DizzyEgg (Post 9178187)
Trainerbattle 0x0 ends the script execution, try 0x1, so script continues after a battle. Also, no need to set person's flag. The command hidesprite does it automatically.

Alright, removing the flag causes the person to disappear when activating them after the battle only to reappear immediately, which is why I thought I needed a flag to begin with (I had this trouble when I first started doing pokeball item scripts.)
Setting a flag makes them disappear, but only when activating them after battle. The only trainerbattle parameters it allows me to do are trainerbattle 0x0 0x009 0x1, so when you say try 0x1 I assume you mean trainerbattle 0x1, which it won't allow me to do.
I studied Diego's tutorial a little more last night, and I'm wondering if I shouldn't be using the gym battle as a template, as the trainers I want to disappear are sort of special events like gym leaders would be.

Ayonn- March 25th, 2016 6:36 AM

Quote:

Originally Posted by DizzyEgg (Post 9178400)
1.Yeah, you need to write a custom routine and then callasm. See this thread:
http://www.pokecommunity.com/showthread.php?t=347391

2.What do you mean a save editor? What exactly do you want to change?




Ok thank you, I want to change my badges and my pokemons, I ended the base of my hack, but I don't have the time to play it all along to seek for bugs...I wanted to use one of the existing save editors, but I changed tje offsets of pokemons etcs... So it says my file save is corrupted...

Munichtastics March 25th, 2016 8:32 AM

Quick question
- Is there any way to import the version of the pokedex from DPP into Firered

Munichtastics March 25th, 2016 8:32 AM

Quick question
- Is there any way to import the version of the pokedex from DPP into Firered

aaronburnsyou March 25th, 2016 7:24 PM

Howdy.

I'm a bit new to hex editing, and I'm wondering if it's possible to add moves to a pokemon's level-up moveset in Pokemon Crystal. At this point I'm able to change the move and level it's learned by editing already-existing moves, but I want to know if it's possible to add new ones all together (and if so, how I would go about doing that).

Crizzle March 25th, 2016 8:05 PM

Quote:

Originally Posted by firestarterbeststarter! (Post 9178402)
Alright, removing the flag causes the person to disappear when activating them after the battle only to reappear immediately, which is why I thought I needed a flag to begin with (I had this trouble when I first started doing pokeball item scripts.)
Setting a flag makes them disappear, but only when activating them after battle. The only trainerbattle parameters it allows me to do are trainerbattle 0x0 0x009 0x1, so when you say try 0x1 I assume you mean trainerbattle 0x1, which it won't allow me to do.
I studied Diego's tutorial a little more last night, and I'm wondering if I shouldn't be using the gym battle as a template, as the trainers I want to disappear are sort of special events like gym leaders would be.

I think you are more or less misunderstanding trainerbattle. If you want to have a person who disapears right after the battle. It should look something like this.

Spoiler:
#dynamic 0x800000
#org @start
trainerbattle 0x2 0x9 0x0 @intro @inbattledefeat @postbattle
end

#org @postbattle
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @intro
= Hey lets battle!

#org @inbattledefeat
= Oh no I lost



I think you can also use trainerbattle 0x1 with this as well.

FSBS March 25th, 2016 9:20 PM

Quote:

Originally Posted by Crizzle (Post 9179219)
I think you are more or less misunderstanding trainerbattle. If you want to have a person who disapears right after the battle. It should look something like this.

Spoiler:
#dynamic 0x800000
#org @start
trainerbattle 0x2 0x9 0x0 @intro @inbattledefeat @postbattle
end

#org @postbattle
fadescreen 0x1
hidesprite 0x4
fadescreen 0x0
release
end

#org @intro
= Hey lets battle!

#org @inbattledefeat
= Oh no I lost



I think you can also use trainerbattle 0x1 with this as well.

Still getting the same effect. I'm trying to figure out what I'm not doing, what I've overlooked. Unknowns are set to 3 across the board, and hidesprite works with sprite pokemon encounters I've done and overworld items. Guess I'll look over Diego's tutorial again and see what I missed.

Crizzle March 26th, 2016 5:11 AM

Quote:

Originally Posted by firestarterbeststarter! (Post 9179260)
Still getting the same effect. I'm trying to figure out what I'm not doing, what I've overlooked. Unknowns are set to 3 across the board, and hidesprite works with sprite pokemon encounters I've done and overworld items. Guess I'll look over Diego's tutorial again and see what I missed.

You used the script that I posted above and got the same effect as you did initially?

Blah March 26th, 2016 9:06 AM

Quote:

Originally Posted by Munichtastics (Post 9178520)
Quick question
- Is there any way to import the version of the pokedex from DPP into Firered

without recoding it? No.

LostRequiem March 26th, 2016 9:19 AM

Hi Folks,
This is my first post, but I've used numerous tips and tutorials from this site in my rom hacking so far, so thank you all for that. There's a problem though, that I've encountered that I can't see to google the answer for.
Rom I'm Hacking: Fire Red

Problem: I have new Fakemon Evolutions of first gen pokemon, some functioning by happiness, some by evo stones. I can't say if the happiness evos aren't working, but I know for a fact stone evo's aren't. I have hacked the game such that I can evolve pretty much any other pokemon in the game regardless of GEN, Ex: Teddiursa -> Ursaring using the Misc. Editor, so it's probably not Dex related, as that's the answer I generally find when I google this.

Ex. I changed the game so that Growlithe evolves by level and Arcanine Evolves into Fakemon Volcanine by Fire Stone, but When I use the stone the game goes into the use item animation, and then goes "huh?" and stops.

I have other Pokemon that evolve via happiness (Starmie into Starone) and I can't tell if that function is wrong too because I haven't beat the elite four and unlocked Daisy Oak's happiness checking function. I just know that none of those pokemon have evolved either, which could be part of the same problem.

Why is this happening?

FSBS March 26th, 2016 10:07 AM

Quote:

Originally Posted by Crizzle (Post 9179588)
You used the script that I posted above and got the same effect as you did initially?

Yes. However, I am going to attempt to try it one more time tonight with a clean rom to test. I'll report results.

CapnCrunch March 26th, 2016 3:10 PM

Im making a simple Hack of Fire Red so im not doing anything major. But I ran across a huge bug when crossing from Rt 14 to Rt 15. The game crashes as soon as you change maps. The only thing i changed about either of them was removing the Cut Tree so you dont need Cut to access that area in Rt 15. Im not too sure why its doing this, if anyone has any suggestions, thatd be great.

destinedjagold March 26th, 2016 3:29 PM

Quote:

Originally Posted by CapnCrunch (Post 9180077)
Im making a simple Hack of Fire Red so im not doing anything major. But I ran across a huge bug when crossing from Rt 14 to Rt 15. The game crashes as soon as you change maps. The only thing i changed about either of them was removing the Cut Tree so you dont need Cut to access that area in Rt 15. Im not too sure why its doing this, if anyone has any suggestions, thatd be great.

Try giving every NPC in there the [No Movement] movement with A-Map and see what happens.

CapnCrunch March 26th, 2016 3:54 PM

Quote:

Originally Posted by destinedjagold (Post 9180095)
Try giving every NPC in there the [No Movement] movement with A-Map and see what happens.

This worked!! Thank you a bunch :D

destinedjagold March 26th, 2016 4:00 PM

Quote:

Originally Posted by CapnCrunch (Post 9180106)
This worked!! Thank you a bunch :D

We can probably safely assume that one of the NPCs in the map had the [Look Down] movement before, which causes the crash. To prevent this from happening again, you should avoid using the [Look Down] movement that's right above the [Hidden] movement.
http://i.imgur.com/DTD12p5.png

CapnCrunch March 26th, 2016 4:14 PM

Quote:

Originally Posted by destinedjagold (Post 9180113)
We can probably safely assume that one of the NPCs in the map had the [Look Down] movement before, which causes the crash. To prevent this from happening again, you should avoid using the [Look Down] movement that's right above the [Hidden] movement.

How does this cause the crash exactly? Plenty of default trainers in fire red and even items have the look down movement. Is it because i removed a person event (Cut tree)?

Vendily March 26th, 2016 4:33 PM

Quote:

Originally Posted by CapnCrunch (Post 9180122)
How does this cause the crash exactly? Plenty of default trainers in fire red and even items have the look down movement. Is it because i removed a person event (Cut tree)?

I'm not entirely certain why it causes the crash, However, that specific "Look Down" is broken. The other one is not.
Spherical Ice made a new ini for the A-Map Sprite Behaviours, But there isn't an explanation on why it's broken, just that it is.

CapnCrunch March 26th, 2016 5:07 PM

Quote:

Originally Posted by Vendily (Post 9180137)
I'm not entirely certain why it causes the crash, However, that specific "Look Down" is broken. The other one is not.
Spherical Ice made a new ini for the A-Map Sprite Behaviours, But there isn't an explanation on why it's broken, just that it is.

okay i understand, thank you again

CapnCrunch March 26th, 2016 8:37 PM

Another question:
I made an area where you could find jirachi. I used PKSV ui's script generator to make a script and i added it using the correct flag in A-Map. The battle works perfectly, and if you kill it or run away, the sprite disapears like it should. But if you catch the jirachi, it will let you battle again and again. Any ideas what i can add to the script or change? Im fairly new to scripting although i understand what most of it means.

Spoiler:

#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry JIRACHI 2
waitcry
pause 0x14
playsound 0x156 0x0
battle JIRACHI 50 RARECANDY
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x430
release
end

Vendily March 26th, 2016 8:48 PM

Quote:

Originally Posted by CapnCrunch (Post 9180292)
Another question:
I made an area where you could find jirachi. I used PKSV ui's script generator to make a script and i added it using the correct flag in A-Map. The battle works perfectly, and if you kill it or run away, the sprite disapears like it should. But if you catch the jirachi, it will let you battle again and again. Any ideas what i can add to the script or change? Im fairly new to scripting although i understand what most of it means.

Spoiler:

#dyn 0x740000
#org @start
special 0x187
compare LASTRESULT 2
if == jump 0x81A7AE0
special 0x188
lock
faceplayer
checksound
cry JIRACHI 2
waitcry
pause 0x14
playsound 0x156 0x0
battle JIRACHI 50 RARECANDY
setflag 0x807
special 0x138
waitspecial
clearflag 0x807
special2 0x800D 0xB4
compare LASTRESULT 1
if == jump 0x8162558
compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
setflag 0x430
release
end

According to this, Special 0xB4 returns 0x7 if the pokemon is caught, so replace that 5 with 0x7.
But there is a more efficient way of doing this.
Quote:

compare LASTRESULT 4
if == jump 0x8162561
compare LASTRESULT 5
if == jump 0x8162561
These two jump to the same location. You could make a if > jump 0x8162561 (I'm not sure of the syntax for PKSV though, so check) and it will catch the two results and put them to the same spot.

CapnCrunch March 26th, 2016 9:24 PM

Quote:

Originally Posted by Vendily (Post 9180301)
Special 0xB4 returns 0x7 if the pokemon is caught, so replace that 5 with 0x7.

Im sorry, but replace what 5? The compare LASTRESULT 5?

EDIT: This worked! Only issue is after you catch it, it says "the wild mewtwo fled..." lol Not the biggest issue in the world but it works

Vendily March 26th, 2016 9:29 PM

Quote:

Originally Posted by CapnCrunch (Post 9180320)
Im sorry, but replace what 5? The compare LASTRESULT 5?

Yes, you would replace that 5. Sorry, I should have made that more clear.


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