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Gold scripting - Tutorials/Commands

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cooley

///Keepin' it simple
1,148
Posts
17
Years
Code:
1. Using my tool, Megamap in the Toolbox. It will give you the Pointer though, just get the offset through A-point. I was so kind, I did it for you!

Sudowoodo Pointer: 4BAA61
Sudowoodo Offset: 12E1AA

2. You shouldn't change the people numbers through Gold map, you should try hex. And maybe a bit of Pksprite (overworld editor)

3. There is no flags tutorial, but I can teach you.

If you've ever hacked Firered/Leafgreen before, then you'll see that it is the same as Gold.

Firered:
checkflag 0x200
if 0x1 goto $pointer -----If it has been set then goto another pointer
...... -----If it hasn't then continue with the script
......
setflag 0x200 ------Set the flag, so that next time it can be checked, and won't happen again.
end

Gold:
31 10 00 09 xx xx ....... 33 10 00 90

31 = Check for flag
'requires 2 bytes which are the flag numbers

09 = Ram Check [2]
' 09 means "if yes" and 08 means "If no"

33 = Set a flag
'requires 2 bytes which are the flag numbers

90 = End script
'No parameters required

xx xx = Pointer to another script

10 00 = Flag ID you can use an flag you wish, but the numbers are reverse hex. 0010 = 1000 in-game. 1000 = 0010 in-game, etc.

....... = Script

That should explain everything, now to add it to the tutorial!

[2] =
[FONT=&quot]
[/FONT]
Code:
06-0B RAM checks:                 

   
  06: When [RAM]=byte ...
  07: When [RAM]<>byte ...
  08: When [RAM]=0 ...
  09: When [RAM]<>0 ...
  0A: When [RAM]<byte ...
  0B: When [RAM]>byte ...

Italicized = Command
Underlined = Command parameters

By the way everyone, I updated the First Post with More commands and an Item and Pokemon List.

Enjoy!
 
Last edited:

BigSteve

Pokemon Bright Gold
490
Posts
16
Years
thanks, ive not hacked before so its all new to me and i dont have time to take in the flags stuff right now,

is there a reason Megamap's help thing comes up with Zeromap on the help screen and parts of it are written in german :S



i've added your msn btw :)
 

IIMarckus

J946@5488AA97464
402
Posts
16
Years
  • Seen Feb 21, 2024
is there a reason Megamap's help thing comes up with Zeromap on the help screen and parts of it are written in german :S
It does that because Megamap is an incomplete translation of a German tool called Zeromap. <_<
 

cooley

///Keepin' it simple
1,148
Posts
17
Years
I have posted both message scripts and Givepokemon scripts, you figure it out now. Anyways, the message would need to point to a pointer in hex within the same bank. I can't do that for you, that's why you would need to do it on your own.

Here's the layout though:
6A 47 4C xx xx 53 49 2D 01 05 00 00 87 90

the 87 is the sound code for the game to play a "got a Pokemon/Item" song after the pokemon is given.

the xx xx is the last 4 bytes of the pointer to the text.

You should insert this text: 00 87 A4 AB AB AE E7 57
then point to the "00"

btw, the Text just means "Hello!" in hex
 

BigSteve

Pokemon Bright Gold
490
Posts
16
Years
thanks man, i just needed that because i failed and got opcode errors from it and just got angry with it after 5 attempts

ok...
after doing that i got these -.-
the giving bulbasaur worked though
is my ROM dirty?
could the titlescreen patch affect this in any way?
21l01ub.png
2uzql2g.png
 
Last edited:

IIMarckus

J946@5488AA97464
402
Posts
16
Years
  • Seen Feb 21, 2024
thanks man, i just needed that because i failed and got opcode errors from it and just got angry with it after 5 attempts

ok...
after doing that i got these -.-
the giving bulbasaur worked though
is my ROM dirty?
could the titlescreen patch affect this in any way?
21l01ub.png
2uzql2g.png
It looks like you didn't load the font into RAM. Make sure you load the font beforehand, and load moving sprite tiles afterward.
 

BigSteve

Pokemon Bright Gold
490
Posts
16
Years
It looks like you didn't load the font into RAM. Make sure you load the font beforehand, and load moving sprite tiles afterward.

i take it you mean the 47 4C bytes?
i get a fatal error when i try adding that and i get the messed up palette (as seen in the quick questions thread) :S
 

Skeetendo Inc.

The REAL Pokémon Company
247
Posts
17
Years
Also by using the different pointer codes you can actually point to scripts in other banks, and by using 4B instead of 4C to call text, you can use a 3 byte pointer to call text in another bank (These get used in Secrets and Rumours for the nurse at the Trade Center, so I don't have to keep re-entering the same text over and over).

And here is a list of Pic Numbers (in hex). Know that if it is on an outside map, not a cave or indoor map and you use a sprite that is not in that spriteset it will load your picture or a glitch instead. here is the list(NOT found by myself, but by Coolboyman):

Code:
SPRITE GUIDE R SOMETHIN

00 = You
01 = You
02 = You on Bike
03 = Kid with Gameboy
04 = Rival
05 = Prof Oak
06 = Red
07 = Blue
08 = Bill
09 = Old Man
0A = Koga's Daughter
0B = Kurt
0C = Mom
0D = Blaine
0E = Red's Mom
0F = Blue's Sister
10 = Prof Elm
11 = Will
12 = Falkner
13 = Whitney
14 = Bugsy
15 = Morty
16 = Chuck
17 = Jasmine
18 = Pryce
19 = Claire
1A = Brock
1B = Karen
1C = Bruno
1D = Misty
1E = Lance
1F = Lt. Surge
20 = Erika
21 = Koga
22 = Sabrina
23 = Man
24 = Girl
25 = Little Boy
26 = Little Girl
27 = Boy
28 = Other Girl
29 = Woman - Long Hair
2A = Beauty
2B = Some Guy
2C = DJ Ben
2D = Bald Man
2E = Woman
2F = Old Man w/ Glasses
30 = Old Woman
31 = Swimming Boy
32 = Swimming Girl
33 = Snorlax
34 = Surfing Pikachu?
35 = Rocket Member
36 = Rocket Member Female
37 = Nurse at Pokecenters
38 = Imakuni? (SaR)
39 = Cashier at Store
3A = Fat Man
3B = Man with Hat
3C = Scientist
3D = Kimono Girl
3E = Bald Old Man

40 = Top Hat Man
41 = Headband Wearing
42 = Game Corder Coin Lady
43 = Magnet Train Man
44 = Hiro!?!
45 = Bald Man
46 = S.S. Aqua Captain

48 = Advice man at GYM
49 = Sailor

4B = Man with Glasses
4C = Monster
4D = Clefairy
4E = Pidgey
4F = Charizard

54 = Item Ball
55 = Book

57 = Tree
58 = Nurse
59 = Smashable Rock
5A = Boulder
5B = Console
5C = Console
5D = Plant 
60 = Snorlax
61 = Notebook

69 = Slowpoke

82 = Meowth

85 = Oddish

8d = Poliwag

8f = Clefairy

91 = Abra

94 = Jigglypuff

99 = Miltank
9A = Machoke
9B = Voltorb

9D = Monster
9E = Pidgey

A0 = Gyrados


F0 = Console
F1 = Doll 1
F2 = Doll 2
F3 = Big Doll

F7 = Fuchsia Gym Trainer
F8 = Fuchsia Gym Trainer 2
F9 = Fuchsia Gym Trainer 3
FA = Fuchsia Gym Trainer 4

I tried to remove them, but any entry with (SaR) next to it or somethign similar designates what I have changed the sprite to in SaR.
 
Last edited:
1,372
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18
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  • Age 33
  • Seen Jan 18, 2021
bigsteve said:
i take it you mean the 47 4C bytes?
i get a fatal error when i try adding that and i get the messed up palette (as seen in the quick questions thread) :S

Maybe the issue is that you are not ending the code with a [49][90].

So it would go [47][4C][2-byte Pointers][49][90].
 

BigSteve

Pokemon Bright Gold
490
Posts
16
Years
Maybe the issue is that you are not ending the code with a [49][90].

So it would go [47][4C][2-byte Pointers][49][90].


i forgot to post here but i found out (from either Cooley or IIMarckus) that the problem was where i loaded the moving sprites in the script. since then i have moved on and with help from IIMarckus set a flag so there has to be pokeballs at Cherrygrove mart for the fatman to give bulbasaur (meaning Elm has the Egg so the player is about to set out properly).
 
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