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  #301    
Old April 12th, 2009 (3:28 AM).
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Quote:
Originally Posted by Crocky View Post
Is there a tutorial for this?
Not that I've created myself - oh dear, I'd forgotten all about my attempt to document all the commands :s

The blob of blobs has created a script generator console app, and there is an "official" script generator included in my PKSV package.

Aside from that, the best way to learn scripting is through decompiling scripts made by the creators of the game - they know best, as they programmed what each scripting command should do!

Quote:
Originally Posted by evilottojr View Post
A script generator for 2nd Gen games would be AMAZINGLY useful.
Yes, it would... it'd also be amazingly difficult to program I would need a little help with that.
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  #302    
Old April 12th, 2009 (5:08 PM). Edited April 12th, 2009 by poddish.
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    Quote:
    Originally Posted by score_under View Post
    Not that I've created myself - oh dear, I'd forgotten all about my attempt to document all the commands :s

    The blob of blobs has created a script generator console app, and there is an "official" script generator included in my PKSV package.

    Aside from that, the best way to learn scripting is through decompiling scripts made by the creators of the game - they know best, as they programmed what each scripting command should do!


    Yes, it would... it'd also be amazingly difficult to program I would need a little help with that.
    what'd be even harder would be a 1st gen script editor, but thats cause the 1st gen games' data is "cluttered". You also said this'd be the first 2nd and 3rd gen scripting tool, but that may cause the 2nd gen to get a bunch of "crap hacks" like the 3rd gen (by crap hacks, I mean basically all hacks people gave up on because of difficulty, even though there are more than enough tools out there; hacks with a lot of swearing, and... other stuff...; etc) Anyway, I hope you finish making this tool, it looks great so far, just don't make it like pokescript where the tool compiles garbage data to the rom, wasting space and the time it takes for the hacker to try to free up that garbage space again.

    anyway, you don't have any support banners and xse does, so here's one I made in like 5 minutes You don't have to use it if you don't want to
    Attached Images
    File Type: png pksv.png‎ (27.7 KB, 24 views) (Save to Dropbox)
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      #303    
    Old April 13th, 2009 (2:55 AM).
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      ok. I have a problem... I did the script generator - give pokemon code - but it says you need flags - and where in the internet?
      Where exactly? And also,
      After I did it, it didn't give me a offset.
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        #304    
      Old April 14th, 2009 (12:01 PM).
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        Hey there! I am new to the whole "Scripting" thing and all. So i was wondering if someone can help me on a curtain script issue. Here's the issue:
        I need help making a Script, you know like the one they (Nintendo) made for making the one person not move from CERULEAN CAVE entrence untile you Beat the Elite Four. does anyone know the script for this curtain issue. Also can someone explane how the whole "Road-Closed" feature in the Scripting programs. How does it work? And how to use it?
        Thanks

        Videoman
          #305    
        Old April 14th, 2009 (4:45 PM).
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          Where do i find flag numbers???

          plz help,
          i looked all over the net
            #306    
          Old April 15th, 2009 (12:24 PM). Edited July 15th, 2009 by score_under.
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          score_under score_under is offline
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          Massive update!

          PKSV has now exited that annoying beta stage, the easter holidays really gave me a chance to work on it.
          Now, for the additions:
          • #dynamic support (can be abbreviated #dyn). #dynamic and #dyn search for the first block of free space, so for example "#dynamic 0x700000" would search for free space after 0x700000. There is also #dyn2 which will overwrite space even if it is not free, starting exactly where you say. A dialog box will also allow you to see all dynamic offsets.
          • A movement planner (may need a little graphical revamp) accessed through Ctrl+M or the Tools menu:
          • Printing with multiple zoom levels and syntax highlighting.
          • "#eorg" command - like #org, but erases a script of the same length from that location. The best use of this is to open an existing script from AdvanceMap, replace all #org with #eorg, and compile again. This will delete the script and free up the space the script was using.
          • "Debug compile" option, which "pretends" to compile the script so you can check the log for errors in a particularly volatile script.
          • Now compiled in MS Visual C++. Dropped again in favour of GCC's mean optimizer.
          • You can now drag-and-drop a ROM onto the window, or drag-and-drop a script onto the window to open it.
          • [2.0.1] Superfast compiling and decompiling with a DLL
          • [2.0.1] No need for PokeInc.txt, using a more compact "defines.dat" instead.
          • [2.0.1] PKSV engine version check to avoid compiler/IDE version mismatches.
          • Now with 200% more win!*
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            #307    
          Old April 15th, 2009 (12:28 PM).
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            um, i'm new, and i ned help- how do i use this? (the Guide Would not open For Me)
              #308    
            Old April 15th, 2009 (3:59 PM).
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            score_under score_under is offline
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            Quote:
            Originally Posted by CollinP View Post
            um, i'm new, and i ned help- how do i use this? (the Guide Would not open For Me)
            Try [ http://pdfmenot.com/view/http://pk-script-view.sourceforge.net/PKSV.pdf ] an online viewer.
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              #309    
            Old April 16th, 2009 (1:31 AM).
            Raiser Raiser is offline
               
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              I've got the newest version (thanks for the update!) but I'm having some trouble.
              I use the HM-Move generator and I type in
              #dynamic 0x700000
              as the first line but it says that it's an unknown command. --> "Warning: Unknown command "#dynamic""
              Also, "checkattack CUT"- you need to put it in intergers? --> "Unknown value in CHECKATTACK (Value must be integer)"

              Thanks. :D
                #310    
              Old April 16th, 2009 (3:55 AM). Edited April 25th, 2009 by score_under.
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              score_under score_under is offline
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              Quote:
              Originally Posted by blastimpulseee View Post
              I've got the newest version (thanks for the update!) but I'm having some trouble.
              I use the HM-Move generator and I type in
              #dynamic 0x700000
              as the first line but it says that it's an unknown command. --> "Warning: Unknown command "#dynamic""
              Also, "checkattack CUT"- you need to put it in intergers? --> "Unknown value in CHECKATTACK (Value must be integer)"

              Thanks. :D
              You only extracted the new PKSVUI.exe, didn't you? XD
              You need to extract every single file in the ZIP, and into the same folder.

              The "unknown command #dynamic" means you haven't updated PKSV.exe, and the "Unknown value in checkattack" means you have an absolutely ancient PokeInc.txt

              If you downloaded the "pksvui_only" zip file (I uploaded that by accident ) then get the other one: https://sourceforge.net/project/downloading.php?group_id=210460&filename=pksvui_pkg2-0-0.zip old version
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                #311    
              Old April 16th, 2009 (3:05 PM).
              Raiser Raiser is offline
                 
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                Quote:
                Originally Posted by score_under View Post
                You only extracted the new PKSVUI.exe, didn't you? XD
                You need to extract every single file in the ZIP, and into the same folder.

                The "unknown command #dynamic" means you haven't updated PKSV.exe, and the "Unknown value in checkattack" means you have an absolutely ancient PokeInc.txt

                If you downloaded the "pksvui_only" zip file (I uploaded that by accident ) then get the other one: https://sourceforge.net/project/downloading.php?group_id=210460&filename=pksvui_pkg2-0-0.zip
                Ah, I see. Well it's working now. ;D
                I'm just having trouble with the HM-Move still. (CUT on a tree)
                So I start with this using the generator:
                Spoiler:
                ' Also used as a demonstration of the new dynamic offsets:
                #dyn FREESPACE400
                #org @start
                special 0x187
                compare LASTRESULT 2
                if == jump 0x81A7AE0
                lockall
                checkattack CUT
                compare LASTRESULT 6
                if == jump @donthave
                setanimation 0 LASTRESULT
                storepokemonvar 0 LASTRESULT
                storeatk 1 CUT
                msgbox @doit
                callstd MSG_YESNO
                compare LASTRESULT 0
                if == jump 0x81BDF91
                msgbox 0x81BDFD7 ' \v\h02 used \v\


                And then I change the #dyn to #dynamic 0x700000

                Then I click compile, and the offset comes up. I copy that and place it in Script Offset in A-Map. However, I open it back up and get

                Spoiler:

                #org 0x88000B7
                '-----------------------------------
                special 0x187
                compare LASTRESULT 0x2
                if 0x1 jump 0x81A7AE0 ' Equal To
                lockall
                checkattack 0xF
                compare LASTRESULT 0x6
                if 0x1 jump 0x8000000 ' Equal To
                setanimation 0x0 0x800D
                storepokemonvar 0x0 0x800D
                storeatk 0x1 0xF
                msgbox 0x8000000 ' \h7F v\h24
                callstd MSG_YESNO ' Yes/No message
                compare LASTRESULT 0x0
                if 0x1 jump 0x81BDF91 ' Equal To
                msgbox 0x81BDFD7 ' \v\h02 used \v\h03!
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xBE
                #raw 0xDD
                #raw 0xD8
                nop0 ' #raw 0x0
                #raw 0xED
                #raw 0xE3
                #raw 0xE9
                nop0 ' #raw 0x0
                #raw 0xDF
                #raw 0xE2
                #raw 0xE3
                #raw 0xEB
                nop0 ' #raw 0x0
                #raw 0xE8
                #raw 0xDC
                #raw 0xD5
                #raw 0xE8
                nop0 ' #raw 0x0
                checkobedience 0xE7C7
                nop0 ' #raw 0x0
                #raw 0xD9
                #raw 0xE2
                #raw 0xD5
                #raw 0xD6
                #raw 0xE0
                #raw 0xD9
                nop0 ' #raw 0x0
                CMD_FE 0xE3
                #raw 0xE2
                #raw 0xD9
                nop0 ' #raw 0x0
                #raw 0xE8
                #raw 0xE3
                nop0 ' #raw 0x0
                #raw 0xD8
                #raw 0xE3
                nop0 ' #raw 0x0
                #raw 0xE7
                #raw 0xE4
                #raw 0xD9
                #raw 0xD7
                #raw 0xDD
                #raw 0xD5
                #raw 0xE0
                nop0 ' #raw 0x0
                #raw 0xE8
                #raw 0xDC
                #raw 0xDD
                #raw 0xE2
                #raw 0xDB
                #raw 0xE7
                setdooropened 0xFB00 0xDDC6
                #raw 0xDF
                #raw 0xD9
                #raw 0xB8
                nop0 ' #raw 0x0
                updatecoins 0xC7 0xA1
                setweather 0xD500
                #raw 0xE0
                #raw 0xE0
                #raw 0xE3
                #raw 0xEB
                #raw 0xE7
                nop0 ' #raw 0x0
                #raw 0xED
                #raw 0xE3
                #raw 0xE9
                nop0 ' #raw 0x0
                #raw 0xE8
                #raw 0xE3
                nop0 ' #raw 0x0
                #raw 0xE7
                #raw 0xEB
                #raw 0xDD
                #raw 0xE1
                nop0 ' #raw 0x0
                CMD_FE 0xDD
                #raw 0xE2
                nop0 ' #raw 0x0
                #raw 0xEB
                #raw 0xD5
                #raw 0xE8
                #raw 0xD9
                #raw 0xE6
                setdoorclosed 0xFB00 0xDCCE
                #raw 0xD5
                #raw 0xE8
                givetocoincase 231 ' Bear in mind, it's not in hex
                #raw 0xE7
                #raw 0xE3
                nop0 ' #raw 0x0
                #raw 0xD7
                #raw 0xE3
                #raw 0xE3
                #raw 0xE0
                tempspriteface 0xFF 0x6A
                faceplayer
                msgbox 0x8800274 ' Always make sure you...
                callstd MSG_NORMAL ' Normal message
                release
                end
                #org 0x81A7AE0
                '-----------------------------------
                release
                end
                #org 0x8000000
                '-----------------------------------
                storepokemonvar 0x0 0xEA00
                callasm2 0x6951AEFF
                lightroom 0xA2
                compare 0x843D 0xA82
                storecomp 0xE4 0xAD09
                writebytetooffset 0x24 0x81C0988B
                storepokemonvar 0x21 0x52A3
                #raw 0xBE
                copyvar 0x993 0x20CE
                setbyte2 0x46 0x4A
                checkiteminpc 0x27F8 0xEC31
                farreappear 0xE8C7 0x33 0x82
                #raw 0xE3
                checkobedience 0x85BF
                #raw 0xF4
                #raw 0xDF
                hidemoney 0xCE 0x4B
                callstd 0xC1 '
                hidemoney 0x56 0x8A
                showcoins 0x13 0x72
                setmapfooter 0x9FFC
                storecomp 0x4D 0xA373
                msgboxsign
                lightroom 0x61
                farreappear 0xA397 0x27 0xFC
                return
                #org 0x81BDF91
                '-----------------------------------
                closemsg
                releaseall
                end

                #org 0x8000000
                = \h7F v\h24
                #org 0x81BDFD7
                = \v\h02 used \v\h03!
                #org 0x8800274
                = Always make sure you're \nprepared before a battle. \pSo check your items and POKéMON.


                Don't know what that is, but obviously, the event itself didn't work.
                I'm probably doing something wrong, but what is it? xD

                Oh also, what command is used to change the music of a WILD BATTLE (generated by the generator)?

                Thanks.
                  #312    
                Old April 16th, 2009 (3:37 PM).
                score_under's Avatar
                score_under score_under is offline
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                Quote:
                Originally Posted by blastimpulseee View Post
                Ah, I see. Well it's working now. ;D
                I'm just having trouble with the HM-Move still. (CUT on a tree)
                So I start with this using the generator:

                And then I change the #dyn to #dynamic 0x700000

                Then I click compile, and the offset comes up. I copy that and place it in Script Offset in A-Map. However, I open it back up and get

                Don't know what that is, but obviously, the event itself didn't work.
                I'm probably doing something wrong, but what is it? xD

                Oh also, what command is used to change the music of a WILD BATTLE (generated by the generator)?

                Thanks.
                I think to change the music you alter this command (although I have no time to test it today):
                special 0x138
                This can be changed to 0x143, 0x137, or 0x139.

                The generated script not compiling is in fact a bug [sprintf() is cutting out at "\\h"]. Use this script instead:
                Spoiler:
                Code:
                #dyn 0x700000
                #org @start
                special 0x187
                compare LASTRESULT 2
                if == jump 0x81A7AE0
                lockall
                checkattack CUT
                compare LASTRESULT 6
                if == jump @donthave
                setanimation 0 LASTRESULT
                storepokemonvar 0 LASTRESULT
                storeatk 1 CUT
                msgbox @doit
                callstd MSG_YESNO
                compare LASTRESULT 0
                if == jump 0x81BDF91
                msgbox 0x81BDFD7
                callstd MSG_NOCLOSE
                closemsg
                doanimation 2
                waitspecial
                ' -------------------
                ' Enter the code here for what happens when the attack is used
                
                
                ' -------------------
                releaseall
                end
                
                #org @donthave
                msgbox @donthavemsg
                callstd 0x3
                releaseall
                end
                
                #org @doit
                = Do you want to use that attack\non this[.] thing? Replace this message with something else. Please.
                
                #org @donthavemsg
                = You don't have the correct attack. Also replace this message.
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                  #313    
                Old April 16th, 2009 (4:03 PM). Edited April 17th, 2009 by Full Metal.
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                Full Metal Full Metal is offline
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                um about the script gen
                i'll fix it up (aotm trying to add the checkflag function and somehow got rid of the actual main script :O but easily fixable)
                i'll upload it in toolbox because it isn't pksv specific it also works for XSE :D
                Edit:it is now fixed ^-^
                and checkflag is functional but currently incapable of doing messages for you
                if you want you can you'll just have to [bold]cut[/bold] the
                Quote:
                #org @[ur messagelabel]
                = [your message]
                and paste it with the rest so that your script compiler doesn't get confused
                Edit again: here is a link CLICKY! CLICKY!
                Hopefully the final edit: Here's a userbar
                to add it to your sig copy and paste
                Spoiler:

                [Img]http://www.pokecommunity.com/attachment.php?attachmentid=46127&stc=1&d=1239928269[/img]
                Attached Images
                File Type: png pksv.png‎ (5.4 KB, 16765 views) (Save to Dropbox)
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                  #314    
                Old April 17th, 2009 (2:43 PM).
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                  i dont understand how to use could you help?
                    #315    
                  Old April 17th, 2009 (3:01 PM).
                  score_under's Avatar
                  score_under score_under is offline
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                  Quote:
                  Originally Posted by Pkmnhack View Post
                  i dont understand how to use could you help?
                  Did you read the simple guide? It's easy enough to use with a little practice; you just need to figure out what the commands mean.
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                    #316    
                  Old April 17th, 2009 (4:45 PM).
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                  Quote:
                  Originally Posted by score_under View Post
                  The generated script not compiling is in fact a bug [sprintf() is cutting out at "\\h"].
                  try this "\\\h" you probably will laugh at me but hey it's an idea
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                    #317    
                  Old April 18th, 2009 (3:21 AM).
                  Raiser Raiser is offline
                     
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                    Oh I have another question. So I have this compiled script for a wild battle with MEW made using the script generator:
                    Spoiler:

                    #org 0x880668E
                    '-----------------------------------
                    special 0x187
                    compare LASTRESULT 0x2
                    if 0x1 jump 0x81A7AE0 ' Equal To
                    special 0x188
                    lock
                    faceplayer
                    checksound
                    cry 0x97 0x2
                    waitcry
                    pause 0x14
                    playsound 0x0 0x2
                    battle 0x97 0x1E 0x8D
                    setflag 0x807
                    special 0x138
                    waitspecial
                    clearflag 0x807
                    special2 0x800D 0xB4
                    compare LASTRESULT 0x1
                    if 0x1 jump 0x8162558 ' Equal To
                    compare LASTRESULT 0x4
                    if 0x1 jump 0x8162561 ' Equal To
                    compare LASTRESULT 0x5
                    if 0x1 jump 0x8162561 ' Equal To
                    setflag 0x1053
                    release
                    end
                    #org 0x81A7AE0
                    '-----------------------------------
                    release
                    end
                    #org 0x8162558
                    '-----------------------------------
                    setflag 0x2BC
                    jump 0x81A922D
                    #org 0x81A922D
                    '-----------------------------------
                    fadescreen 0x1 ' Fade screen to black
                    disappear 0x800F
                    fadescreen 0x0 ' Fade back into the action from black
                    release
                    end
                    #org 0x8162561
                    '-----------------------------------
                    setvar 0x8004 0x96
                    jump 0x81A9236
                    #org 0x81A9236
                    '-----------------------------------
                    fadescreen 0x1 ' Fade screen to black
                    disappear 0x800F
                    fadescreen 0x0 ' Fade back into the action from black
                    storepokemon 0x0 0x8004
                    msgbox 0x81A63C4 ' The \v\h02 flew away...
                    callstd MSG_NOCLOSE ' Non-closing message
                    release
                    end

                    #org 0x81A63C4
                    = The \v\h02 flew away!



                    I'm assuming that the \v\h02 is whatever the setvar 0x8004 0x** is, correct?
                    As 96 = MEWTWO, everytime I run from a wild battle I create says "Wild MEWTWO flew away!" or something. Then I realize that I can't change just that one part of this certain script because all the wild battles I create, that one part has the same offset for every one.

                    So can I fix this by simply using the FSF and changing the offset after #org (for 0x8162561)? Or do I need to do something different?

                    Because I also made wild battles with JIRACHI, KYOGRE, and more, but all of them say "MEWTWO flew away!" and the setvar 0x8004 0x** is the same (0x96)

                    Thanks for the help!
                      #318    
                    Old April 18th, 2009 (5:57 AM).
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                    Full Metal Full Metal is offline
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                    the messages are only raw text in gba games from what i know, so yes, that should work just fine
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                      #319    
                    Old April 18th, 2009 (6:50 PM).
                    Raiser Raiser is offline
                       
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                      So using the response from Blob, I fixed up a wild battle with RAYQUAZA and used
                      setvar 0x8004 0x180
                      (180 is RAYQUAZA in hex, no?)

                      I fixed up the offsets and ran the ROM in VBA.
                      However, I run from it and it says AGGRON.

                      AGGRON = 132 and there's no 132 in my script.

                      Here it is:
                      Spoiler:

                      #org 0x880263B
                      '-----------------------------------
                      special 0x187
                      compare LASTRESULT 0x2
                      if 0x1 jump 0x81A7AE0 ' Equal To
                      special 0x188
                      lock
                      faceplayer
                      checksound
                      cry 0x196 0x2
                      waitcry
                      pause 0x14
                      playsound 0x2 0x2
                      battle 0x196 0x4B 0x0
                      setflag 0x807
                      special 0x138
                      waitspecial
                      clearflag 0x807
                      special2 0x800D 0xB4
                      compare LASTRESULT 0x1
                      if 0x1 jump 0x8162558 ' Equal To
                      compare LASTRESULT 0x4
                      if 0x1 jump 0x8800080 ' Equal To
                      compare LASTRESULT 0x5
                      if 0x1 jump 0x8800080 ' Equal To
                      fadescreen 0x1 ' Fade screen to black
                      disappear 0x800F
                      fadescreen 0x0 ' Fade back into the action from black
                      setflag 0x1016
                      release
                      end
                      #org 0x81A7AE0
                      '-----------------------------------
                      release
                      end
                      #org 0x8162558
                      '-----------------------------------
                      setflag 0x2BC
                      jump 0x81A922D
                      #org 0x81A922D
                      '-----------------------------------
                      fadescreen 0x1 ' Fade screen to black
                      disappear 0x800F
                      fadescreen 0x0 ' Fade back into the action from black
                      release
                      end
                      #org 0x8800080
                      '-----------------------------------
                      setvar 0x8004 0x180
                      jump 0x81A9236
                      #org 0x81A9236
                      '-----------------------------------
                      fadescreen 0x1 ' Fade screen to black
                      disappear 0x800F
                      fadescreen 0x0 ' Fade back into the action from black
                      storepokemon 0x0 0x8004
                      msgbox 0x81A63C4 ' The \v\h02 flew away...
                      callstd MSG_NOCLOSE ' Non-closing message
                      release
                      end

                      #org 0x81A63C4
                      = The \v\h02 flew away!



                      The bolded parts are what I fixed up. So why do I get AGGRON in the textbox when it should be RAYQUAZA?

                      EDIT: I opened it, and just tried to recompile/save it when I get this in the compiler log:
                      Spoiler:

                      Cannot open defines.dat!
                      Opened file.
                      #ORG
                      -> 0x880263B
                      SPECIAL
                      -> 0x187
                      COMPARE
                      Unknown value in COMPARE (Value must be integer)



                      It worked fine when I first compiled it, but now I can't do it again without that log showing up.
                        #320    
                      Old April 19th, 2009 (6:51 AM).
                      score_under's Avatar
                      score_under score_under is offline
                      I program the *other* ASM.
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                      You need to extract the whole file - defines.dat is the datafile used for compiling. If you do have the whole file extracted, please tell me in which situation defines.dat failed to open.
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                        #321    
                      Old April 19th, 2009 (5:19 PM).
                      Raiser Raiser is offline
                         
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                        Okay, I redownloaded, re-extracted all files, ran associateshell.bat, did the same thing as my last post (changed the required offsets and setvar values), but it still says "Wild AGGRON ran away" or whatever. However, recompiling it does not bring up a defines.dat error log, it's alright now.

                        It was "Wild MEWTWO..." because it was setvar 0x8004 0x96 (96 = MEWTWO)
                        But then I changed it to setvar 0x8004 0x180 (180 = RAYQUAZA).

                        Why does it say AGGRON? My compiled script is basically the same as the first one in my most recent post.
                          #322    
                        Old April 24th, 2009 (9:32 AM).
                        score_under's Avatar
                        score_under score_under is offline
                        I program the *other* ASM.
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                        Quote:
                        Originally Posted by Raiser View Post
                        Okay, I redownloaded, re-extracted all files, ran associateshell.bat, did the same thing as my last post (changed the required offsets and setvar values), but it still says "Wild AGGRON ran away" or whatever. However, recompiling it does not bring up a defines.dat error log, it's alright now.

                        It was "Wild MEWTWO..." because it was setvar 0x8004 0x96 (96 = MEWTWO)
                        But then I changed it to setvar 0x8004 0x180 (180 = RAYQUAZA).

                        Why does it say AGGRON? My compiled script is basically the same as the first one in my most recent post.
                        180 is only rayquaza if you discount the gap between GSC and RSE pokemon.

                        Rayquaza is 0x196 (406 in decimal).


                        Also, for anyone that can see the "defines.dat" file format
                        (for each #define; 1 byte: string length +1, then string with null terminator, then 4 bytes: value)
                        make sure that if you edit it, all the names are in lowercase, as they will not be converted (to save on speed).
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                          #323    
                        Old April 24th, 2009 (10:10 PM). Edited April 24th, 2009 by Raiser.
                        Raiser Raiser is offline
                           
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                          Oh I see. Sorry, to lazy to look at the .dat file.

                          But aren't there only 25 spaces between GSC and RBE? So technically, Rayquaza would be
                          384 + 25 = 409? Why 406?

                          And I tried HEX numbers 192, 193, 194, and 195, but none are of LATIAS and LATIOS.
                          192 = Regice, 193 = Registeel, 194 and 195 = GROUDON and KYOGRE. Where's [email protected]?

                          Anyways, thanks for the help!
                          Oh and I have a suggestion for the script generator:
                          For trainer battles: if you include a part to add text AFTER the battle. It currently only does the text when you first talk to the trainer, and at the end of the battle.

                          (:
                            #324    
                          Old April 25th, 2009 (2:39 AM).
                          score_under's Avatar
                          score_under score_under is offline
                          I program the *other* ASM.
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                          Quote:
                          Originally Posted by Raiser View Post
                          And I tried HEX numbers 192, 193, 194, and 195, but none are of LATIAS and LATIOS.
                          192 = Regice, 193 = Registeel, 194 and 195 = GROUDON and KYOGRE. Where's [email protected]?
                          Oh, so close
                          Latias is 0x197, Latios is 0x198.

                          But bear in mind, there's a good reason for the "defines.dat" file - it allows you to write a script with something like this:
                          Code:
                          setvar 0x4001 LATIAS
                          It will automatically be converted at compile time.

                          I have implemented your script generator modification, but am not going to release it just yet - I am trying to keep updates more steady so people don't have to download a new version every hour or something (as with in the early stages of this program's development).

                          Quote:
                          Originally Posted by The blob of blobs View Post
                          try this "\\\h" you probably will laugh at me but hey it's an idea
                          No, that would come out as a backslash and a backspace (DOS) character.
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                            #325    
                          Old April 25th, 2009 (12:37 PM).
                          Rangoinim Rangoinim is offline
                             
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                            Help! I try to insert a new script into my Emerald rom, it opens ok, but when I try to load my rom (I use VBA), the screen just goes white! Help!
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