cooley
///Keepin' it simple
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- Seen Dec 5, 2014
Before I begin, I'd like to give you some advice. DON'T USE POKESCRIPT!!!!
This tutorial uses XSE, the better way of scripting
For those of you who don't know what a "Move Camera Script" is, then look Here. That's an example.
MOVE CAMERA SCRIPT
START
Move Camera Scripts are scripts that move the screen, instead of people.
REQUIREMENTS
*Advance map 1.90 or higher
*Visual Boy Advacne
*Pokemon (FR/LG/R/S) ROM(s) *emerald not tested
*XSE(eXtreme Script Editor)
*Common Sense and Patience
EXAMPLE
They are made like this:
* = If the camera moves 3 up, then 2 left, then the camera MUST return to it's orignal postion.
EXPLANATION
The special 0x113 and special 0x114 are the most important part of the script. The script is relying on it, so, no special 0x113 or 0x114's, no Move Camera Scripts.
Lockall
This is almost like the command "lock" except it locks every person on the map.
Special 0x113
This makes the player be frozen. And any other people should be as well.
Applymovement 0x7F @move
Applymovement = Applymovement, but the 7F tells the game we are moving the Camera instead of people. The movements are the same as if you were moving people.
Special 0x114
This releases the 'Special 0x113' if this is not present, then you can't move at all
Releaseall
Kinda like 'release' except it releases all people on the map
EXAMPLE OF SCRIPT(decompiled)
CREDITS
-HackMew - (Andrea) - For correcting my mistake, and helping me with this Script.makunouchi - For showing me the script, through video
GameFreak - For using the script in-game for me to catch on.
REFERENCES
HELP?
PM me
Visitor Message
Email me/MSN
Post here, xD
Any further help or if this needs to be explained better, then Post here. Good day!
*********************************
EXTRAS
*********************************
Level Scripts
Requirements
Advance Map 1.90 or higher
A Pokémon Rom of your choice(works on all ROMs, but offset may differ)
eXtreme Script Editor(XSE)
An Emulator
Example
The script I used for this example:
Explanation - How to make one
First off, make your script. But don't compile it yet, make sure it has a "setvar" in the script, like mine. You can use 0x4033, but you will eventually need to use different ones. And you can also use 0x1 but your free to use 0x2, 0x3, as long as you subtract one from it. So if I use 0x1, I would put 0000 into the Value box. You might not know what it means, so I'll tell you how to make one.
Now, open your ROM in Advance map, and goto the map of choice, where you want the level scirpt to appear². Once the map is loaded, you should go to the header tab, ans scroll down to "Map script" area. It should look like this, once you removed all of Nintedo's Level scripts(If any, then click "remove" until it is greyed out)
It should look like this:
Click on add, and then click on "script type". It should look like this:
Click on the "02 Validates values, loads handler to 0x03000EB0".
Having done this, the "script offset 2" box should be "$000000" meaning, no script at all. So should the "flag" and "value" boxes. Now, compile your script, and insert the "setvar" you used, in the "flag box" and the value you should leave blank(unless you used a value other than 0x1) Altogether you should have this:
You're almost done! Now click "save map scripts" and save the ROM(Ctrl+S)
If you've done what I've done, your settings should look like this:
Now test it In-game. And bam, you should look like this, if you used my example:
What to do? I got a wierd message box!
This is common, in most level scripts. It's all because of Advance map too. It overwrites some of the bytes with FFFF or other things, when it's supposed to be 0.
This is what it'd look like:
To fix this, you go to the header tab, and press Ctrl+H to get professional header view. You should see an area called "Map Options". And within you should see "Map script offset"
Copy the map script offset, and open your ROM in XSE.
Once done, paste the offset in the "decompile box" and click on "level script"
Next, click on decompile
That is your/my script.
Now to fix it.
Replace the Bolded '0xFFFF' or whatever it is, with the value in the "value box" in advance map.
Now, Press Shift+Ctrl+C to compile the script back to the ROM.
Test it, and it should work in-game now!, That was easy wasn't it?
Done!
Making a Level script, through XSE or HEX
XSE way
Open up XSE and Type:
That should explain it.
All you have to do now, is go into Advance map, and goto the header tab, press Ctrl + H, and paste the offset of the script over the "Map script offset box". It should work now.
If you want to do it in hex, then do it that way, except in hex type...everything in HEX, duh?
Example:
Done.
The different types of level scripts
There are 15 types of level scripts total. Most of them are unknown, only 7 are known. And here's the list;
I just realized that, the "Level scripts" don't really need explanations. :P
This tutorial uses XSE, the better way of scripting
For those of you who don't know what a "Move Camera Script" is, then look Here. That's an example.
MOVE CAMERA SCRIPT
START
Move Camera Scripts are scripts that move the screen, instead of people.
REQUIREMENTS
*Advance map 1.90 or higher
*Visual Boy Advacne
*Pokemon (FR/LG/R/S) ROM(s) *emerald not tested
*XSE(eXtreme Script Editor)
*Common Sense and Patience
EXAMPLE
They are made like this:
Code:
#org @start
lockall
special 0x113
applymovement 0x7F @move
waitmovement 0x0
special 0x114
releaseall
end
#org @move
#raw (these can be any movements as long as it comes back to the user)*
EXPLANATION
The special 0x113 and special 0x114 are the most important part of the script. The script is relying on it, so, no special 0x113 or 0x114's, no Move Camera Scripts.
Lockall
This is almost like the command "lock" except it locks every person on the map.
Special 0x113
This makes the player be frozen. And any other people should be as well.
Applymovement 0x7F @move
Applymovement = Applymovement, but the 7F tells the game we are moving the Camera instead of people. The movements are the same as if you were moving people.
Special 0x114
This releases the 'Special 0x113' if this is not present, then you can't move at all
Releaseall
Kinda like 'release' except it releases all people on the map
EXAMPLE OF SCRIPT(decompiled)
Code:
'-----------------------
#org 0x17070B
special 0x113
applymovement MOVE_CAMERA 0x81707BE
waitmovement 0x0
pause 0x23
sound 0x15
checksound
setvar 0x8004 0x0
special 0x1B5
pause 0xA
call 0x81707B6
call 0x81707B6
call 0x81707B6
call 0x81707B6
call 0x81707B6
call 0x81707B6
call 0x81707B6
setvar 0x8004 0x1
special 0x1B5
sound 0x27
special 0x1B7
checksound
call 0x81707B6
call 0x81707B6
call 0x81707B6
call 0x81707B6
call 0x81707B6
setdooropened 0x3 0x3
doorchange
fadein 0x0
showsprite 0x1
clearflag 0x33
pause 0x32
fanfare 0x101
applymovement 0x1 0x8170888
waitmovement 0x0
waitfanfare
applymovement MOVE_CAMERA 0x81707C3
waitmovement 0x0
sound 0x5B
setdoorclosed 0x3 0x3
doorchange
applymovement 0x1 0x8170881
waitmovement 0x0
special 0x114
releaseall
end
'-----------------------
#org 0x1707B6
sound 0x17
checksound
pause 0x14
return
'-----------
' Movements
'-----------
#org 0x1707BE
#raw 11 'Step Up (Normal)
#raw 11 'Step Up (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw FE 'End of Movements
#org 0x170888
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements
#org 0x1707C3
#raw 1C 'Delay5
#raw 1C 'Delay5
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw FE 'End of Movements
#org 0x170881
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 13 'Step Right (Normal)
#raw 10 'Step Down (Normal)
#raw 10 'Step Down (Normal)
#raw FE 'End of Movements
-HackMew - (Andrea) - For correcting my mistake, and helping me with this Script.makunouchi - For showing me the script, through video
GameFreak - For using the script in-game for me to catch on.
REFERENCES
Code:
Offset(s) of different examples of "Move Camera Scripts":
RUBY(U)...........................................0x160BBC, 0x160BB0
FIRERED(U)....................................0x17070B, 0x16726E, 0x165012
PM me
Visitor Message
Email me/MSN
Post here, xD
Any further help or if this needs to be explained better, then Post here. Good day!
*********************************
EXTRAS
*********************************
Level Scripts
Requirements
Advance Map 1.90 or higher
A Pokémon Rom of your choice(works on all ROMs, but offset may differ)
eXtreme Script Editor(XSE)
An Emulator
Example
The script I used for this example:
Code:
#dynamic 0x800000
#org @start
msgbox @complete
callstd 0x6
setvar 0x4033 0x1
release
end
#org @complete
= You see?\nThe level script worked!
First off, make your script. But don't compile it yet, make sure it has a "setvar" in the script, like mine. You can use 0x4033, but you will eventually need to use different ones. And you can also use 0x1 but your free to use 0x2, 0x3, as long as you subtract one from it. So if I use 0x1, I would put 0000 into the Value box. You might not know what it means, so I'll tell you how to make one.
Now, open your ROM in Advance map, and goto the map of choice, where you want the level scirpt to appear². Once the map is loaded, you should go to the header tab, ans scroll down to "Map script" area. It should look like this, once you removed all of Nintedo's Level scripts(If any, then click "remove" until it is greyed out)
It should look like this:
Click on add, and then click on "script type". It should look like this:
Click on the "02 Validates values, loads handler to 0x03000EB0".
Having done this, the "script offset 2" box should be "$000000" meaning, no script at all. So should the "flag" and "value" boxes. Now, compile your script, and insert the "setvar" you used, in the "flag box" and the value you should leave blank(unless you used a value other than 0x1) Altogether you should have this:
You're almost done! Now click "save map scripts" and save the ROM(Ctrl+S)
If you've done what I've done, your settings should look like this:
Now test it In-game. And bam, you should look like this, if you used my example:
What to do? I got a wierd message box!
This is common, in most level scripts. It's all because of Advance map too. It overwrites some of the bytes with FFFF or other things, when it's supposed to be 0.
This is what it'd look like:
To fix this, you go to the header tab, and press Ctrl+H to get professional header view. You should see an area called "Map Options". And within you should see "Map script offset"
Copy the map script offset, and open your ROM in XSE.
Once done, paste the offset in the "decompile box" and click on "level script"
Next, click on decompile
That is your/my script.
Now to fix it.
Code:
'-----------------------
#org 0x71A23C
#raw 02
#raw pointer 0x871A242
#raw 00
'-----------------------
#org 0x71A242
#raw word 0x4033
#raw word 0x0
#raw pointer 0x880007D
#raw word 0x[B]FFFF[/B] [B] 'that is the Jacked up level script byte, that A-map overwrited[/B]
'-----------------------
#org 0x80007D
msgbox 0x880008D '"You see?\nThe level script worked!"
callstd 0x6
setvar 0x4033 0x1
release
end
'---------
' Strings
'---------
#org 0x80008D
= You see?\nThe level script worked!
Replace the Bolded '0xFFFF' or whatever it is, with the value in the "value box" in advance map.
Code:
'-----------------------
#org 0x71A23C
#raw 02
#raw pointer 0x871A242
#raw 00
'-----------------------
#org 0x71A242
#raw word 0x4033
#raw word 0x0
#raw pointer 0x880007D
#raw word [B]0x0[/B] '[B]Replaced[/B]
'-----------------------
#org 0x80007D
msgbox 0x880008D '"You see?\nThe level script worked!"
callstd 0x6
setvar 0x4033 0x1
release
end
'---------
' Strings
'---------
#org 0x80008D
= You see?\nThe level script worked!
Test it, and it should work in-game now!, That was easy wasn't it?
Done!
Making a Level script, through XSE or HEX
XSE way
Open up XSE and Type:
Code:
#dynamic 0x700000
#org @start
#raw 02(type of level script
#raw pointer @nextpart
#raw 00 (filler?)
#org @nextpart
#raw 0x4033(the flag of your level script)
#raw 0x0(Unknown, reserach later)
#raw pointer @script (pointer to the actual script)
#raw 00 (filler?)
#org @script
msgbox @message
callstd 0x6
setvar 0x4033 0x1
release
end
#org @message
= You see?\nThe level script worked!
All you have to do now, is go into Advance map, and goto the header tab, press Ctrl + H, and paste the offset of the script over the "Map script offset box". It should work now.
If you want to do it in hex, then do it that way, except in hex type...everything in HEX, duh?
Example:
Code:
0x700000 =
02 06 00 70 08 00
0x700006 =
33 04 00 0E 00 07 08 00
0x70000E =
The script in hex. Got it?
The different types of level scripts
There are 15 types of level scripts total. Most of them are unknown, only 7 are known. And here's the list;
Code:
00 - No script at all
01 - setmaptile script
02 - Regular level script, most used
03 - On entering map, not on menu close
04 - No name for it, but it's useful
05 - On entering map, on menu close
07 - Same as 05
I just realized that, the "Level scripts" don't really need explanations. :P
Last edited: