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  #76    
Old June 5th, 2008 (1:55 AM).
Tré's Avatar
Tré Tré is offline
Raised by the bastards of 1969
     
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    Spoiler:

    #Dynamic 0x800000
    #org @battlepika
    lock
    faceplayer
    checkflag 0x200
    if 0x1 goto @done
    message @poke
    @poke 1 =Hey!!! \pIt's A Pikachu!!! \pBattle it???
    boxset 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @battle
    message @no
    @no 1 =Maybe This Pikachu Has an \nOwner...
    boxset 0x6
    release
    end
    #org @done
    #raw 0x53 0x04 0x00 0xFE
    release
    end
    #org @battle
    lock
    faceplayer
    message @pikachuu
    @pikachuu 1 =Pika....Pikachuuuu!!!!
    boxset 0x6
    wildbattle 25 7 0
    setflag 0x200
    fadescreen 0x0
    release
    end


    uhhh...what's wrong with these it says....
    "unknown keyword "@poke" at line 9"
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      #77    
    Old June 5th, 2008 (2:33 AM).
    ZodiacDaGreat's Avatar
    ZodiacDaGreat ZodiacDaGreat is offline
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      Quote:
      uhhh...what's wrong with these it says....
      "unknown keyword "@poke" at line 9"
      of course there's something wrong, you've completely mistaken XSE as pokewitch, XSE uses the original method for msgbox scripts. Here's the code
      Quote:
      #dynamic 0x800000
      #org @Start
      msgbox @msg
      boxset 0x2
      end

      #org @msg
      = ....
      Once again, this here's XSE, not pokewitch. Plus there's command help, just press F1 if you don't understand any command or if it says unknown keyword-honestly do anyone ever bother reading the command database before scripting?
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        #78    
      Old June 5th, 2008 (2:43 AM).
      Tré's Avatar
      Tré Tré is offline
      Raised by the bastards of 1969
         
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        uh... so that's why....i'll try it...
        hey it workred....thanks pal...woohoo
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          #79    
        Old June 5th, 2008 (4:03 PM).
        Charliezard's Avatar
        Charliezard Charliezard is offline
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        Quote:
        Originally Posted by ZodiacDaGreat View Post
        lol, you're not supposed to use offsets anyhow, try looking for lot of FF's(byte 0xFF), FF means free space, other than that it means its used. Try to optimise your script also:


        to:
        Thanks, but I already had an offset in the top part that I found uses FsF. I got it to work by looking at other scripts already in Pokemon.
        Made it like this
        Code:
        '-----------------------
        #org 0x3B4D84
        lock
        faceplayer
        msgbox2 0x8456734 '""
        callstd 0x6
        release
        end
        
        
        '---------
        ' Strings
        '---------
        #org 0x456734
        = Hey! How are you?
        XSE gave me a hand and put thre strings part in automatically :D Hazzam lol
          #80    
        Old June 5th, 2008 (4:37 PM).
        ~Teh Panda~'s Avatar
        ~Teh Panda~ ~Teh Panda~ is offline
        Sea of Dreams - Redux
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        Lol my warp goes to nowhere, well to a black map where I cant see anything not even the character! i got everything else to work how I wanted it too!

        here is my code

        Code:
        #dynamic 0x71A5F8
        
        #org @start
        lock
        faceplayer
        checkflag 0x829
        checkflag 0x828
        if b_true goto @letin
        message @message
        callstd 0x6
        release
        end
        
        #org @letin
        message @open
        boxset 0x6
        warp 0x3 0x66 0xFF 0x6 0x17
        release
        end
        
        #org @message
        = I cannot let you pass\nGet your pokemon from\pJesse outside and your\npokedex from that\ptable.
        
        #org @open
        = You may proceed.
        __________________




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          #81    
        Old June 5th, 2008 (6:46 PM).
        ℜªℳ's Avatar
        ℜªℳ ℜªℳ is offline
        RAM Corporation |\/| ][ |\/|
           
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          I've heard that someone can use XSE to get night and day in Firered adn or leafgreen. Is this possible or is this a rumor? If it is possible has it been dun before?
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          Let's play a requiem for reality, the most beautiful melody, for reality is dead like what you used to be...

          Still spriting behind the curtains. I've tried splicing, I've tried scratching, I've tried pixel overs, I've tried revamps and am 90%+ awesome at it. Now its time for the devamps
            #82    
          Old June 5th, 2008 (6:52 PM).
          ZodiacDaGreat's Avatar
          ZodiacDaGreat ZodiacDaGreat is offline
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            @hockeypanda32 - is the map bank, map number, and warp number in hex?

            @KanouKono - You can't, there's no such thing. Day and Night can only be achieved by ASM.
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              #83    
            Old June 5th, 2008 (6:52 PM).
            /Circa's Avatar
            /Circa /Circa is offline
            a face in the clouds.
               
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              You cant use a normal script to make a day night system in FireRed.
              The only way, of which I know, is to use a level script in every single map, which would of worked like thethethethe's weather script, but the day and night would go by too fast, and it would require too much space. People just need to give up on this until someone can figure out a way to input a real time clock into FireRed. Which so far doesnt exist.
              __________________
              dragging himself, forw
              ard again, the pain has
              still not diminished. E
              ventually though, he e
              merges inside a v
              ery large room w

              here everything about

              the house

              suddenly

              changes.
                #84    
              Old June 5th, 2008 (7:03 PM).
              ~Teh Panda~'s Avatar
              ~Teh Panda~ ~Teh Panda~ is offline
              Sea of Dreams - Redux
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              Quote:
              Originally Posted by ZodiacDaGreat View Post
              @hockeypanda32 - is the map bank, map number, and warp number in hex?

              @KanouKono - You can't, there's no such thing. Day and Night can only be achieved by ASM.
              I am trying to warp to map Route 1 and have it at X: 6 Y:17

              its this line

              Code:
              warp 0x3 0x66 0xFF 0x6 0x17
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                #85    
              Old June 5th, 2008 (7:11 PM).
              Hardy Har Har's Avatar
              Hardy Har Har Hardy Har Har is offline
              Oh dear, oh my...
                 
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                i tried to compile this script(in the spoiler):
                Spoiler:
                #Dynamic 0x80830C

                #ORG @Main
                callasm 0x71B771
                nop
                Lock
                Faceplayer
                Message @rar
                boxset 0x6
                wildbattle 130 30 1
                setflag 0x1000
                fadescreen 0
                release
                end

                #ORG @rar
                = Bishaan!

                Then a window pops out, saying:
                Error 13 'Type mismatch' on line 10
                Missing #define or parameter
                Line: wildbattle 130 30 1
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                  #86    
                Old June 5th, 2008 (7:13 PM).
                /Circa's Avatar
                /Circa /Circa is offline
                a face in the clouds.
                   
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                  Hockeypanda:

                  You'll need to convert it to hex if you put 0x infront of it.
                  17 should be 0x11. I think Advance Map has is in decimal, if not, im wrong. Try it anyways though.

                  Psyduck007:

                  Why did you add a nop? It doesnt mean anything.
                  Also, there must be something wrong with your command if it says that.
                  Try this:

                  Code:
                  startwildbattle 0x82 0x1E 0x0
                  Instead of wildbattle, remember XSE has some differences to other scripting programs.
                  __________________
                  dragging himself, forw
                  ard again, the pain has
                  still not diminished. E
                  ventually though, he e
                  merges inside a v
                  ery large room w

                  here everything about

                  the house

                  suddenly

                  changes.
                    #87    
                  Old June 5th, 2008 (7:20 PM).
                  ZodiacDaGreat's Avatar
                  ZodiacDaGreat ZodiacDaGreat is offline
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                    Quote:
                    I am trying to warp to map Route 1 and have it at X: 6 Y:17

                    its this line
                    and which warp?

                    but this should work:
                    Quote:
                    warp 0x3 0x13 0xFF 0x6 0x11
                    remember the values should be in hex, use XSE's built in calculator to find the values.

                    Quote:
                    Line: wildbattle 130 30 1
                    wildbattle is a construct, why don't you check the database to see what's wrong, but, I think you're trying to use this:
                    startwildbattle 0xPK 0xLV 0xItem
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                      #88    
                    Old June 5th, 2008 (7:23 PM).
                    ~Teh Panda~'s Avatar
                    ~Teh Panda~ ~Teh Panda~ is offline
                    Sea of Dreams - Redux
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                    Quote:
                    Originally Posted by ZodiacDaGreat View Post
                    and which warp?

                    but this should work:

                    remember the values should be in hex, use XSE's built in calculator to find the values.


                    wildbattle is a construct, why don't you check the database to see what's wrong, but, I think you're trying to use this:
                    startwildbattle 0xPK 0xLV 0xItem
                    Great how do I post pone it til after my message?
                    __________________




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                      #89    
                    Old June 5th, 2008 (7:25 PM).
                    ZodiacDaGreat's Avatar
                    ZodiacDaGreat ZodiacDaGreat is offline
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                      Quote:
                      Great how do I post pone it til after my message?
                      You can't, therefore warp is always used at the end of the script.
                      __________________
                        #90    
                      Old June 5th, 2008 (7:45 PM).
                      Charliezard's Avatar
                      Charliezard Charliezard is offline
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                      Location: Australia
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                      My earlier script, that I tried jsut had a girl saying "Hey, how are you?"
                      Now I tried to make one that gave you a Pikachu then asked how the Pikachu was...
                      I clicked open script in advance map and opened the old script in XSE
                      Code:
                      '-----------------------
                      #org 0x3B4D84
                      lock
                      faceplayer
                      msgbox2 0x8456734 '"Hey! How are you?"
                      callstd 0x6
                      release
                      end
                      
                      
                      '---------
                      ' Strings
                      '---------
                      #org 0x456734
                      = Hey! How are you?
                      That one works, I had the offset in XSE as 3B4D84 and comiled it into Fire Red

                      Now my new script is

                      Code:
                      '-----------------------
                      #Dynamic 0x3B4D84
                      
                      #org @Talk
                      lock
                      faceplayer
                      checkflag 0x910
                      if b_true goto @Speak
                      message @message
                      givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
                      setflag 0x910
                      release
                      end
                      
                      #org @Speak
                      message @Pika
                      boxset 0x6
                      release
                      end
                      
                      #org @message
                      = Here, this pikachu\nIs lonely.\nYou take it.
                      
                      #org @Pika
                      = How is the Pikachu?
                      I deleted the old script, and wrote this one in. It doesn't have any errors in it that I know of as it gives me this
                      Code:
                      Version\1636 - Pokemon - Fire Red Version.gba...
                      Processing input script...
                      2 - DYNAMIC
                       > lDynamicStart = 0x3B4D84
                      4 - ORG
                       > lNewOffset = 0x47B0E7
                      5 - (6A) - LOCK
                      6 - (5A) - FACEPLAYER
                      7 - (2B) - CHECKFLAG
                       > iWord = 0x910
                      8 - (??) IF (native)
                       > bCondition = 0x1
                       This is a jumping IF, 0x06.
                       > pTarget = 0x847B139
                      9 - (0F) MSGBOX (native)
                       > pText = 0x847B22F
                      10 - (79) - GIVEPOKEMON
                       > iWord = 0x19
                       > bByte = 0xA
                       > iWord = 0x0
                       > lDword = 0x0
                       > lDword = 0x0
                       > bByte = 0x0
                      11 - (29) - SETFLAG
                       > iWord = 0x910
                      12 - (6C) - RELEASE
                      13 - (02) - END
                      15 - ORG
                       > lNewOffset = 0x47B139
                      16 - (0F) MSGBOX (native)
                       > pText = 0x847B4C7
                      17 - (09) BOXSET (native)
                       > bType = 0x6
                      18 - (6C) - RELEASE
                      19 - (02) - END
                      21 - ORG
                       > lNewOffset = 0x47B22F
                      22 - RAW TEXT
                       > sText = "Here, this pikachu\nIs lonely.\nYou take it."
                      24 - ORG
                       > lNewOffset = 0x47B4C7
                      25 - RAW TEXT
                       > sText = "How is the Pikachu?"
                      -------------------------------
                      DYNAMIC_OFFSET 1
                       > sLabel = @Pika
                       > lOffset = 0x47B4C7
                      DYNAMIC_OFFSET 2
                       > sLabel = @Speak
                       > lOffset = 0x47B139
                      DYNAMIC_OFFSET 3
                       > sLabel = @Talk
                       > lOffset = 0x47B0E7
                      DYNAMIC_OFFSET 4
                       > sLabel = @message
                       > lOffset = 0x47B22F
                      -------------------------------
                      Cleaning up...
                      Closing output...
                      Finished processing input in 0.145 seconds.
                      BUT when I close it and go into advance map and reopen the script it still has the first one...and ingame all she says is "Hey, how are you?"
                      :/ I get this whenever I use #Dynamic 0xOffset
                      If I start it with #org 0xOffset it works BUT I can't use stuff like #org @message I have to use other offsets :/
                        #91    
                      Old June 5th, 2008 (7:51 PM).
                      ~Teh Panda~'s Avatar
                      ~Teh Panda~ ~Teh Panda~ is offline
                      Sea of Dreams - Redux
                      • Silver Tier
                       
                      Join Date: Aug 2007
                      Posts: 906
                      Quote:
                      Originally Posted by Onvoloper View Post
                      My earlier script, that I tried jsut had a girl saying "Hey, how are you?"
                      Now I tried to make one that gave you a Pikachu then asked how the Pikachu was...
                      I clicked open script in advance map and opened the old script in XSE
                      Code:
                      '-----------------------
                      #org 0x3B4D84
                      lock
                      faceplayer
                      msgbox2 0x8456734 '"Hey! How are you?"
                      callstd 0x6
                      release
                      end
                      
                      
                      '---------
                      ' Strings
                      '---------
                      #org 0x456734
                      = Hey! How are you?
                      That one works, I had the offset in XSE as 3B4D84 and comiled it into Fire Red

                      Now my new script is

                      Code:
                      '-----------------------
                      #Dynamic 0x3B4D84
                      
                      #org @Talk
                      lock
                      faceplayer
                      checkflag 0x910
                      if b_true goto @Speak
                      message @message
                      givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
                      setflag 0x910
                      release
                      end
                      
                      #org @Speak
                      message @Pika
                      boxset 0x6
                      release
                      end
                      
                      #org @message
                      = Here, this pikachu\nIs lonely.\nYou take it.
                      
                      #org @Pika
                      = How is the Pikachu?
                      I deleted the old script, and wrote this one in. It doesn't have any errors in it that I know of as it gives me this
                      Code:
                      Version\1636 - Pokemon - Fire Red Version.gba...
                      Processing input script...
                      2 - DYNAMIC
                       > lDynamicStart = 0x3B4D84
                      4 - ORG
                       > lNewOffset = 0x47B0E7
                      5 - (6A) - LOCK
                      6 - (5A) - FACEPLAYER
                      7 - (2B) - CHECKFLAG
                       > iWord = 0x910
                      8 - (??) IF (native)
                       > bCondition = 0x1
                       This is a jumping IF, 0x06.
                       > pTarget = 0x847B139
                      9 - (0F) MSGBOX (native)
                       > pText = 0x847B22F
                      10 - (79) - GIVEPOKEMON
                       > iWord = 0x19
                       > bByte = 0xA
                       > iWord = 0x0
                       > lDword = 0x0
                       > lDword = 0x0
                       > bByte = 0x0
                      11 - (29) - SETFLAG
                       > iWord = 0x910
                      12 - (6C) - RELEASE
                      13 - (02) - END
                      15 - ORG
                       > lNewOffset = 0x47B139
                      16 - (0F) MSGBOX (native)
                       > pText = 0x847B4C7
                      17 - (09) BOXSET (native)
                       > bType = 0x6
                      18 - (6C) - RELEASE
                      19 - (02) - END
                      21 - ORG
                       > lNewOffset = 0x47B22F
                      22 - RAW TEXT
                       > sText = "Here, this pikachu\nIs lonely.\nYou take it."
                      24 - ORG
                       > lNewOffset = 0x47B4C7
                      25 - RAW TEXT
                       > sText = "How is the Pikachu?"
                      -------------------------------
                      DYNAMIC_OFFSET 1
                       > sLabel = @Pika
                       > lOffset = 0x47B4C7
                      DYNAMIC_OFFSET 2
                       > sLabel = @Speak
                       > lOffset = 0x47B139
                      DYNAMIC_OFFSET 3
                       > sLabel = @Talk
                       > lOffset = 0x47B0E7
                      DYNAMIC_OFFSET 4
                       > sLabel = @message
                       > lOffset = 0x47B22F
                      -------------------------------
                      Cleaning up...
                      Closing output...
                      Finished processing input in 0.145 seconds.
                      BUT when I close it and go into advance map and reopen the script it still has the first one...and ingame all she says is "Hey, how are you?"
                      :/ I get this whenever I use #Dynamic 0xOffset
                      If I start it with #org 0xOffset it works BUT I can't use stuff like #org @message I have to use other offsets :/
                      notice the dynamics in each you are using the same hex, use a free space finder and change yours, that is what is happening
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                        #92    
                      Old June 5th, 2008 (7:57 PM).
                      Charliezard's Avatar
                      Charliezard Charliezard is offline
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                      Thanks, but what If I'm trying to replace the first script? Which is what I am trying. Why can't it have the same offset, and replace the older one?

                      Also I found that offset in fsf, and used it in my first script, that was practically the one in the tutorial and it had the same problem until I made it like the first script in my post there.

                      Oki, I changed the offset of the script, and the offset of the event's script in advance map to 71A794 and it works :)

                      So how do I replace scripts offsets? :/

                      Also the with the script, she always says "How's Pikachu?" :/ What'd I do wrong there? :P
                        #93    
                      Old June 5th, 2008 (8:05 PM).
                      ~Teh Panda~'s Avatar
                      ~Teh Panda~ ~Teh Panda~ is offline
                      Sea of Dreams - Redux
                      • Silver Tier
                       
                      Join Date: Aug 2007
                      Posts: 906
                      Quote:
                      Originally Posted by Onvoloper View Post
                      Thanks, but what If I'm trying to replace the first script? Which is what I am trying. Why can't it have the same offset, and replace the older one?

                      Also I found that offset in fsf, and used it in my first script, that was practically the one in the tutorial and it had the same problem until I made it like the first script in my post there.

                      Oki, I changed the offset of the script, and the offset of the event's script in advance map to 71A794 and it works :)

                      So how do I replace scripts offsets? :/

                      Also the with the script, she always says "How's Pikachu?" :/ What'd I do wrong there? :P
                      In a hex editor totally clean up the hex manually then if you want to overwrite it! Close XSE after and reopen, then compile
                      __________________




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                        #94    
                      Old June 5th, 2008 (8:12 PM).
                      Charliezard's Avatar
                      Charliezard Charliezard is offline
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                      Age: 25
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                      Quote:
                      Originally Posted by hockeypanda32 View Post
                      In a hex editor totally clean up the hex manually then if you want to overwrite it! Close XSE after and reopen, then compile
                      Thanks :D I had sooooooo much problems with this. Tried rescripting it a bazillion times :P
                      Now I have another problem
                      Code:
                      '-----------------------
                      #org 0x71A794
                      lock
                      faceplayer
                      checkflag 0x910
                      if 0x1 goto 0x871A7BA
                      msgbox 0x871A7C5 '"Here, this pikachu\nIs lonely.\nYou..."
                      givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
                      setflag 0x910
                      release
                      end
                      
                      '-----------------------
                      #org 0x71A7BA
                      msgbox 0x871A7F3 '"How is the Pikachu?"
                      callstd 0x6
                      release
                      end
                      
                      
                      '---------
                      ' Strings
                      '---------
                      #org 0x71A7C5
                      = Here, this pikachu\nIs lonely.\nYou take it.
                      
                      #org 0x71A7F3
                      = How is the Pikachu?
                      I think The proglem lies in this part...not sure though.
                      Code:
                      #org 0x71A794
                      lock
                      faceplayer
                      checkflag 0x910
                      if 0x1 goto 0x871A7BA
                      msgbox 0x871A7C5 '"Here, this pikachu\nIs lonely.\nYou..."
                      givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
                      setflag 0x910
                      release
                      end
                      Whether I make the if 0x1 or 0x0 she still says "How's the pikachu?" From the begining and never gives it to you. :(

                      Code:
                      #org @Talk
                      lock
                      faceplayer
                      checkflag 0x910
                      checkflag 0x910
                      if b_true goto @Speak
                      message @message
                      givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
                      setflag 0x910
                      release
                      end
                      Is the same section not compiled.
                        #95    
                      Old June 5th, 2008 (8:17 PM).
                      Darthatron's Avatar
                      Darthatron Darthatron is offline
                      巨大なトロール。
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                      Location: Melbourne, Australia
                      Age: 25
                      Gender: Male
                      Nature: Modest
                      Posts: 1,152
                      Quote:
                      Originally Posted by Onvoloper View Post
                      Thanks, but what If I'm trying to replace the first script? Which is what I am trying. Why can't it have the same offset, and replace the older one?

                      Also I found that offset in fsf, and used it in my first script, that was practically the one in the tutorial and it had the same problem until I made it like the first script in my post there.

                      Oki, I changed the offset of the script, and the offset of the event's script in advance map to 71A794 and it works

                      So how do I replace scripts offsets? :/

                      Also the with the script, she always says "How's Pikachu?" :/ What'd I do wrong there?
                      You can use the Erase Function. It is set out like this:
                      Code:
                      #Dynamic 0x800000
                      #Erase 0x812345 0xFF
                      Just change "0x812345" to the location where your script starts, and also change "0xFF" to how many bytes you want to erase. Hope that helped.

                      I will edit later and answer the other questions...
                      __________________
                      あなた は しきしゃ です
                      わたし は ばか です
                        #96    
                      Old June 5th, 2008 (8:24 PM).
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                      Charliezard Charliezard is offline
                      A wild shroomish appeared!
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                      So I just recompile it with erase and the amount of bytes the offsets held? Cool
                      I'ma go make cheese muffins. Thanks for the help...I think I'm actually learning things :P...sorta lol
                        #97    
                      Old June 6th, 2008 (1:11 PM).
                      One Winged Angel One Winged Angel is offline
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                        How many more commands are in here than in Poke script?Also, are they important commands?
                          #98    
                        Old June 6th, 2008 (1:14 PM).
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                        ℜªℳ ℜªℳ is offline
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                          I guess I'm in the wrong section. This'll do later as I script more but is it possible for anyone to help me navigate to the ASM hack tool or to a tutorial because I can't find one. All thanks is aprreciated and sorry for the clueless spamming.
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                          Let's play a requiem for reality, the most beautiful melody, for reality is dead like what you used to be...

                          Still spriting behind the curtains. I've tried splicing, I've tried scratching, I've tried pixel overs, I've tried revamps and am 90%+ awesome at it. Now its time for the devamps
                            #99    
                          Old June 6th, 2008 (1:35 PM).
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                          ZodiacDaGreat ZodiacDaGreat is offline
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                            Quote:
                            How many more commands are in here than in Poke script?Also, are they important commands?
                            @yunghove - check the features, XSE has nearly all included though not all uses have been found, but the fact is pokewitch only had 2-5 new commands while XSE outweighs it. Yes, all commands are important, without which the game won't run proper and you won't be able to script.

                            Quote:
                            I guess I'm in the wrong section. This'll do later as I script more but is it possible for anyone to help me navigate to the ASM hack tool or to a tutorial because I can't find one. All thanks is aprreciated and sorry for the clueless spamming.
                            @KanouKono - There's no such thing is a specific ASM tool, as ASM itself is unspecific, all you need is a emulator with builtin debugger(VBA-SDL-H), disassembler(VBA has one), assembler(GoldRoad, Devkit Adv, etc) and some knowledge on ASM. Then you fiddle around with it, find stuff amd modifiy it to your desire. There aren't much tutorials on ASM, google it or something, PHO has some.
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                              #100    
                            Old June 6th, 2008 (6:37 PM).
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                            Charliezard Charliezard is offline
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                            Quote:
                            Originally Posted by ZodiacDaGreat View Post
                            @yunghove - check the features, XSE has nearly all included though not all uses have been found, but the fact is pokewitch only had 2-5 new commands while XSE outweighs it. Yes, all commands are important, without which the game won't run proper and you won't be able to script.



                            @KanouKono - There's no such thing is a specific ASM tool, as ASM itself is unspecific, all you need is a emulator with builtin debugger(VBA-SDL-H), disassembler(VBA has one), assembler(GoldRoad, Devkit Adv, etc) and some knowledge on ASM. Then you fiddle around with it, find stuff amd modifiy it to your desire. There aren't much tutorials on ASM, google it or something, PHO has some.
                            There are a lot of very in-depth tutorials on ASM. It's just up to you to gain a decent enough understanding to apply it to roms. The Dark Alliance is a good place to learn basic ASM, and more complicated...Most people who know ASM well, apply their knowkledge in diffrent areas so yeh. Also Cheat engine and it's tutorial are a good place to start. Cheat engine is a memory scanner, that uses ASM. (Some AV's scan it as a trojan -_-. The site warns you).
                            It's just up to you to learn the basics, then apply em in roms. Btw ASM is not reccomended for a first language :)
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