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Completely Stumped
I was trying to get the hang of editing with XSE and AdvanceMap, and I've run into a few problems right off the bat.
First, when I try to rename FireRed maps, I get an error message saying there isn't space for it, after about 2 or 3 names. Just overwriting names shouldn't take up any noticable amount of free space, and I can't find any reasons for it on here. Second problem, and a slightly more inconvenient one, I can't seem to get even as simple of a script as talking to an npc into my rom. I was following the video tutorials on the Beginners' Directory, and even though I followed the video word for word, the npc event won't speak. If I really get it wrong, though I still don't know how, trying to talk to the npc freezes my entire game. Can anyone help out with these? I'm at a loss here, and can't find any solutions |
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I'd never looked at the video series that's stickied in the tutorials section until now but from what I could tell the creator was using the batch compiler feature of XSE, in my experience there's really no need to use that for a single script. Try this way. Failing that if it isn't a compiling issue you could post your script and someone could take a look at it for you to see what the problem is =) |
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If it helps, here's the simple script I was testing. I don't think there''s anything wrong with what I'm doing, but it just won't work
#dynamic 0x800000 #org @start lock faceplayer msgbox @talk 0x6 release end #org @talk = Please work |
You're probably using XSE v1.0.0 which is incredibly buggy and infamously can't do msgboxes correctly. You can see which version you have by going to 'Help > About' in the program and seeing the number in the bottom right of the new window. Here's a link to XSE v1.1.1 which should be able to compile that script correctly.
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Have you tried putting a line of space between #dynamic 0x800000 and #org @start? I'm not sure if that's needed, but it works for me.
Try set it up like this? #dynamic 0x800000 #org @start lock faceplayer msgbox @talk 0x6 release end #org @talk = Please work. Hopefully this works out for you. :) |
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That is a really peculiar problem. I'm not sure what's wrong either. I'm kinda stumped too lol. Without being able to know exactly what is happening, here's a few things I can think of that may help:
~Maybe try using 0x2 instead of 0x6? With 0x6, you don't need the lock, faceplayer, or release commands. Though even if that does anything, it doesn't really solve the main issue. ~How is the rom being loaded in order to compile? Are you compiling it through AdvanceMap or by opening it in XSE? ~I tested the script in question out in a dummy testing rom, and it worked as it should have. Here's my process, in case it differs: Spoiler:
~Which "script" are you using? In AdvanceMap, there are the green script square events that activate upon walking on them, and scripts tied to NPC person events that activate upon interacting with them. The NPC person event is the one that should be used here. ~Did you happen to remove the little "$" in the script offset box in AdvanceMap while putting in your new offset? If you happen to accidentally erase that and save it, the offset changes into a different one. And that's all I can think of for now. I tried my best to try and diagnose the problem without knowing exactly what's happening, so I hope this helps you in some way! |
So I finally got around to trying to compile without the batch compiler, and I noticed that the compile button isn't actually clickable, so I'm starting to think this problem is specifically from XSE, though it shouldn't be giving me problems
To add to that, when I tried using the batch compiler today, it showed "script compiled in 0.** seconds" in the corner, but never brought up the menu that I can copy the offsets from. Any ideas? Because I'm still stumped. I'm gonna try uninstalling XSE and using the link I was given in this thread to reinstall it. EDIT: It didn't work |
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PokeScript is extremely outdated. It's up to you if you want to try it but use at your own risk tbh x
Strange that the compile button isn't clickable? You do mean this one, right? http://i.imgur.com/LhAyeRP.png And you're putting the offset here? http://i.imgur.com/REBXppW.png And you're not seeing something like this when you compile?? http://i.imgur.com/Z3TCuUX.png The only other thing I can think of where the compile button might not be clickable/that above screen isn't showing is if your XSE's not hooked up to AdvanceMap which seems unlikely. You can view a person event's script when you double click it in A-map, right? |
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First, yes, that button, and the compile button in the right-click menu. Second, I am putting the offset in that slot. Third, that window used to pop up, but as of today it's stopped. And finally, I can open up an npcs script when I click on them in AdvanceMap, so it is connected. |
I guess the things I listed couldn't solve the issue. I honestly can't see what's wrong either. :/
So the compile button isn't working? The only time I've seen the compile button not clickable is when I don't have the rom opened in XSE, or I do have the rom loaded but haven't written anything. And you said you can open scripts just fine in AdvanceMap, so it's not the connection. From that, i assume you're editing scripts through AdvanceMap, right? By double clicking the NPCs and stuff? All I can think of right now is to try doing it outside of AdvanceMap, like the method in the spoiler in my previous comment. If you've already tried, I'm sorry I couldn't help further. I'll continue to think of other reasons it won't work. |
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Also never edit existing scripts, always make your own - the former causes issues more often than not x |
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So I apparently fixed the compile button, though I don't know how. When testing it out though, the npc I put in didn't even show up. I hope that this is an easier problem to fix, though once again there shouldn't have been any problems with my script Alright, just gonna give a bit more information, because I want to be able to start scripting soon, I'm sick of mapping empty maps. So when I try to put my script on an npc, and then try to open my script through Advance Map, I just get a jumble of commands that I really don't think should be there, doing stuff like checking my inventory and such. So maybe that has something to do with the problem Here's what I got when I checked in my latest test '--------------- #org 0x1E880 bufferitem 0x0 0x1880 bufferitem 0x78 0x4680 comparevars 0x234A 0x148 braille 0x43482058 bufferdecoration 0x18 0x1C08 compare 0x30 0x1578 comparebanktobyte 0x40 0x45 call 0x221C08D0 checksound nop braille 0xD10A4540 comparebanktobyte 0x4C 0x21 closeonkeypress gotostd 0x1 So I feel like something is very wrong here |
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Even though you said you had XSE v1.1.1, just try downloading the version from my earlier post anyway as I can guarantee that one works correctly. Also, if you aren't doing so already, you need to exit/ reenter the map whenever you're testing scripts. This will reload everything and actualize any changes that you've made to NPCs. If you ever lose the pop-up window that appears after you compile, just click the notepad icon near the compile button. |
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This can also tie into the other issue where the NPC didn't show up, as the offset may have changed into one with a script where said NPC is hidden until some flag is set/cleared. |
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Okay! So big update on this problem! I was very careful to copy and past the right offset into Advance Map, but when I opened the script, it was wrong again. So I manually entered the offset myself, and when I opened it it worked perfectly! Had some troubles saving so I could test it when I tried to use a brand new npc, but when I replaced an existing npcs offset with my own, I actually got the right dialogue for once! Finally I can make this game actually playable
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To answer the previous comment, pasting the @talk offset would result in getting the wrong script. It's the @start offset you want. |
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It's kinda weird, but what I usually do if I mess up a script is go to its location in the rom using a hex editor and... just delete it by replacing it with free space. I fix the script in question and recompile it in the same location it originally was. That way I don't have to edit the offset in AdvanceMap or keep having to revert back to my previous backup. Oh yeah, backups are your friend. I'd recommend making one every time a script is successfully inserted and works as intended. |
Wait, have you tried using a clean ROM of what you're hacking? Maybe that might be the issue. If not, try doing scripting on an untouched ROM and see if the problems still persist.
If the problems are still present, I have no idea how to solve your issue, sorry. Anyways, I hope you get that scripting issue solved soon. :) |
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