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  #126    
Old December 24th, 2009 (9:31 PM).
liuyanghejerry's Avatar
liuyanghejerry liuyanghejerry is offline
     
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    Quote:
    Originally Posted by JPAN View Post
    Posting here to tell you all that the new version is now available on the first post. Lot's of changes were made there, but some new features are really worth talking about, and are too big for that post space.
    Oh,this is really the best Chistmas gift for me,thank you,JPAN!
    I think I'll devote myself how to use the new features several days.
    By the way,is it possible to make a script while a trainer sees you but not a tranierbattle script?
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      #127    
    Old December 25th, 2009 (8:31 AM).
    JPAN JPAN is offline
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      Quote:
      Originally Posted by liuyanghejerry View Post
      Oh,this is really the best Chistmas gift for me,thank you,JPAN!
      I think I'll devote myself how to use the new features several days.
      By the way,is it possible to make a script while a trainer sees you but not a tranierbattle script?
      While I am working on it, it wasn't ready for christmas release, so I decided to include it on next release. Curiously enough, another of the "tile specials", that finds if a person is looking at a given location in the map, at a distance set by the view radius (that would allow you to replace the trainer scripts for one single walking script) was also not finished in time. But don't worry, for next release should solve the "patching erase my work" problem.
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        #128    
      Old December 27th, 2009 (12:29 PM).
      Diegoisawesome's Avatar
      Diegoisawesome Diegoisawesome is offline
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      I am trying to fix a few bugs I accidentally made in my game. I would like to see where the dada overwrites the main engine for a few of them, but it never says what or where you have to patch any of the specials to point to your code.
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        #129    
      Old December 29th, 2009 (3:31 PM).
      helloNL helloNL is offline
         
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        what i understand is that you now can add more pallettes sprites pokemon trainers
        but how do we do that?
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          #130    
        Old December 30th, 2009 (12:31 AM).
        raupy's Avatar
        raupy raupy is offline
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          Argh, for english ROMs...

          Please make it compatible for German ROMs!

          This is a great work!

          mfg
          raupy
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            #131    
          Old December 31st, 2009 (3:34 PM).
          Quil Quil is offline
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            Somehow to the patch ****s the dynamic OW 240.. When I encounter it in my screen the game crashes, and at a normal rom i see the basic player ow (nothing set)
            This is the way I used the dynamicly generate trainers, but it bugs now :C fffuu
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              #132    
            Old January 2nd, 2010 (3:48 PM).
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            HackChu HackChu is offline
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            This is nice but I don't know how to use it and the doc that this came with comes up with a error saying that it can't do some conversion.

            "Unable to load graphics conversion filter.Continue with document conversion?" was the error I get.

            So when I hit yes it keeps coming up until I press no, please help...
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              #133    
            Old January 2nd, 2010 (4:30 PM).
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            0m3GA ARS3NAL 0m3GA ARS3NAL is offline
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            Quote:
            Originally Posted by tyson View Post
            This is nice but I don't know how to use it and the doc that this came with comes up with a error saying that it can't do some conversion.

            "Unable to load graphics conversion filter.Continue with document conversion?" was the error I get.

            So when I hit yes it keeps coming up until I press no, please help...
            Yeah, the file is a Word File, you'll need to install Microsoft Word, or Open Office (Open Office is free)
            Google is your friend.
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              #134    
            Old January 2nd, 2010 (5:05 PM).
            helloNL helloNL is offline
               
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              he sais in other words that he uses word or openoffice
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                #135    
              Old January 2nd, 2010 (5:34 PM).
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              HackChu HackChu is offline
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              Yeah I understood thanks OA!
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                #136    
              Old January 5th, 2010 (9:53 AM).
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              LiekingOfMudkipz LiekingOfMudkipz is offline
                 
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                It's not explained I dont think for your multichoice boxes on how to lead the script somewhere else after clicking on one of the options. Where would I put the

                if 0x1 goto @XXXXX

                Or something else for each choice ? I need it desperatly and if I get help on how to do this then I could use the hacked engine in the way I wish and it';s a big help already! Thanks.
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                  #137    
                Old January 9th, 2010 (10:50 AM).
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                Deokishisu Deokishisu is offline
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                  Quote:
                  Originally Posted by LiekingOfMudkipz View Post
                  It's not explained I dont think for your multichoice boxes on how to lead the script somewhere else after clicking on one of the options. Where would I put the

                  if 0x1 goto @XXXXX

                  Or something else for each choice ? I need it desperatly and if I get help on how to do this then I could use the hacked engine in the way I wish and it';s a big help already! Thanks.
                  Code:
                  setvar 0x8006 0x0 
                  loadpointer 0x0 @firstchoice 'your first multichoice text
                  special 0x25
                  setvar 0x8006 0x1
                  loadpointer 0x0 @secondchoice 'your second multichoice text
                  special 0x25
                  multichoice 0x0 0x0 0x20 0x0 'the two 0's, and then the position x and y
                  compare LASTRESULT 0x0 'if 1st choice goto
                  if 0x1 goto @firstchosen
                  compare LASTRESULT 0x1 'if 2nd choice goto
                  if 0x1 goto @secondchosen
                  compare LASTRESULT 0x7F 'if B was pressed goto
                  if 0x1 goto @Bpressed
                  ^short example for you, includes somewhere to go if B was pressed.


                  My question is regarding the walking scripts. I'm not sure how to compile them. Do I compile a call command to my walking script at 0x1a4e2c? But then what do I do with var 0x407e? I'm just generally confused with this one. I'm trying to do the secondary "bag" thing suggested in the readme for a pseudo-PokeGear-like thingy. By pressing both L+R to activate it. I just don't know how to go about doing it.
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                    #138    
                  Old January 9th, 2010 (7:16 PM).
                  JPAN JPAN is offline
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                    Quote:
                    Originally Posted by Deokishisu View Post
                    My question is regarding the walking scripts. I'm not sure how to compile them. Do I compile a call command to my walking script at 0x1a4e2c?
                    Compiling a script to work with the walking scripts is the same as compiling it to work anywhere else. just put it on the ROM somewhere. Afterwards, change the 0s at 0x1a4e2c to the pointer to the script location.
                    Quote:
                    Originally Posted by Deokishisu View Post
                    But then what do I do with var 0x407e?
                    Var 0x407e is the activate this script variable. If you want the script you just placed at 0x1a4e2c to be active, you must set the variable to 1, in the normal variable-setting fashion. Otherwise it won't run.
                    Quote:
                    Originally Posted by Deokishisu View Post
                    I'm trying to do the secondary "bag" thing suggested in the readme for a pseudo-PokeGear-like thingy. By pressing both L+R to activate it. I just don't know how to go about doing it.
                    In here, just do it like if you were about to create a simple talk-to script that did that. So, my guess is that it would have a key check followed by a call if true to the script of the said function. Just don't forget about the small detail about the wild battles, as that script sounds like the kind that never turns off, and to set the help option off, as it will always activate before the script.
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                      #139    
                    Old January 9th, 2010 (9:41 PM).
                    Deokishisu's Avatar
                    Deokishisu Deokishisu is offline
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                      Thanks JPAN! You really cleared a lot up for me. And thank god you reminded me about the wildpokemon bit, I would've been poking around forever before I realized what I missed. ^_^

                      Oh, and I have a quick suggestion for the next release. I'm not actually sure if this is possible now, because I haven't fiddled around with it, but how about the ability to disable key presses? During timed minigames and such, having the player able to use the start menu wouldn't be the greatest thing ever. And perhaps disabling some things on the start menu itself. Sometimes we wouldn't want the player to save, (such as that "Erase Party Pokemon Special" that would wipe the Pokemon out of memory between saves), use the bag, or look at their Trainer Card. I also wouldn't mind a special that would disable and enable the Help Menu itself. It just seems cumbersome and annoying.

                      Thanks again for your help JPAN, and great work!
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                        #140    
                      Old January 9th, 2010 (10:21 PM).
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                      colcolstyles colcolstyles is offline
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                      Quote:
                      Originally Posted by Deokishisu View Post
                      Oh, and I have a quick suggestion for the next release. I'm not actually sure if this is possible now, because I haven't fiddled around with it, but how about the ability to disable key presses? During timed minigames and such, having the player able to use the start menu wouldn't be the greatest thing ever. And perhaps disabling some things on the start menu itself. Sometimes we wouldn't want the player to save, (such as that "Erase Party Pokemon Special" that would wipe the Pokemon out of memory between saves), use the bag, or look at their Trainer Card. I also wouldn't mind a special that would disable and enable the Help Menu itself. It just seems cumbersome and annoying.
                      I second this. Though I don't think I, personally, would have much use for disabling the entire menu, it might be nice to be able to disable certain functions like the Bag. Actually, I think the Bag is disabled in one of the Battle Frontier zones in Emerald so maybe we could take a look at some of those specials and try to port them to Fire Red.

                      Also, when you mention the "help menu" do you mean the menu that pops up when the player presses 'L' or 'R'? Because the player can choose to disable that menu in the Options tab from the Start Menu so if we could locate where the Options (text speed, text box type, etc.) are stored in the RAM, we could probably override the player's settings temporarily to disable the Help Menu.
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                        #141    
                      Old January 9th, 2010 (10:42 PM).
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                      Darthatron Darthatron is offline
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                      Quote:
                      Originally Posted by colcolstyles View Post
                      I second this. Though I don't think I, personally, would have much use for disabling the entire menu, it might be nice to be able to disable certain functions like the Bag. Actually, I think the Bag is disabled in one of the Battle Frontier zones in Emerald so maybe we could take a look at some of those specials and try to port them to Fire Red.

                      Also, when you mention the "help menu" do you mean the menu that pops up when the player presses 'L' or 'R'? Because the player can choose to disable that menu in the Options tab from the Start Menu so if we could locate where the Options (text speed, text box type, etc.) are stored in the RAM, we could probably override the player's settings temporarily to disable the Help Menu.
                      The pointer at 0x0300500C points to some data that may be of help.

                      Code:
                      [Name (8 bytes)]
                      [Gender (1 byte)]
                      [??? (1 byte)]
                      [Trainer ID (2 bytes)]
                      [Secret ID (2 bytes)]
                      [Hours of play (2 bytes)]
                      [Minutes (1 byte)]
                      [Seconds (1 byte)]
                      [Milliseconds (1 byte)]
                      [Options (3 bytes)]
                      Credits to HackMew for a base of this data. Link.

                      The 14th byte (or first byte in the "Options" part mentioned above) there changes when you change the "Button" option

                      Code:
                      00 > Help
                      01 > LR
                      02 > L=A
                      I didn't do much research on it, so that's all I have.
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                        #142    
                      Old January 10th, 2010 (9:15 AM). Edited January 10th, 2010 by Deokishisu.
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                      Deokishisu Deokishisu is offline
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                        Quote:
                        Originally Posted by colcolstyles View Post
                        Also, when you mention the "help menu" do you mean the menu that pops up when the player presses 'L' or 'R'? Because the player can choose to disable that menu in the Options tab from the Start Menu
                        Yes, I do mean that help menu and I am aware that it can be disabled by the player. I just think that it'd be a lot easier if I could just disable it completely, no fuss and no worrying that I might accidentally trap a player by requiring a button press that could lead them to the never-ending help menu pop ups of doom.

                        EDIT: One more quick suggestion. Maybe a toggle Running Shoes special so the player doesn't have to hold down B like in HGSS? That'd be pretty convenient in my opinion.

                        EDIT2: Now that I'm thinking about it, if the disable/enable Help Function was implemented, could I just put the disable help special before the LR checker in the walking script and re-enable it if L+R aren't pressed and at the end of the walking script itself? That way, no matter what the player has it set to, they can use the Help function and still utilize the secondary menu.
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                          #143    
                        Old January 11th, 2010 (12:33 PM).
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                        iTeruri iTeruri is offline
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                          I was wondering if you could ass something like 0x800C but something that DOES work in scripts and walking scripts. Could be a special or a plain old var like 0x800C.

                          This would be great as 0x800C doesn't working with scripts and walkings scripts and it would be very nice if it did.
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                            #144    
                          Old January 11th, 2010 (1:18 PM).
                          Deokishisu's Avatar
                          Deokishisu Deokishisu is offline
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                            Hey JPAN, I ran into more trouble with the walking scripts. I compiled my script into the ROM, and decided to test it by assigning it to a regular signpost event before going through and putting the pointer. Unfortunately, when I activate the script, whether pressing the right button combination or not, it freezes. I was wondering if you could take a look at my script to see if I used one of your commands wrong. If you can't see anything wrong with it, then it's just a general scripting problem I'll have to figure out :P

                            I warn you, it's pretty long. But I really think the problem might lie early on, because nothing's happening at all. The blank release and end things for the "Use [HM]" offsets are just because I haven't figured how to do them yet. Just ignore it for now please. The radio's all the same because I haven't gotten around to expanding the song table and adding my own songs.

                            Spoiler:
                            #dynamic 0x7360CC
                            #org @start
                            call @realstart
                            end

                            #org @realstart
                            checkflag 0x106
                            if 0x0 goto @endit
                            special2 0x8006 0x2e
                            compare 0x8006 0x3
                            if 0x1 goto @menu
                            special 0x8f
                            special2 0x800d 0x7f
                            compare 0x800d 0x1
                            if 0x1 goto @grass
                            compare 0x800d 0x2
                            if 0x1 goto @water
                            release
                            end

                            #org @grass
                            special 0x97
                            release
                            end

                            #org @water
                            special 0x98
                            release
                            end

                            #org @endit
                            release
                            end

                            #org @menu
                            lock
                            checkflag 0x107
                            if 0x1 call @GammaMenu
                            checkflag 0x108
                            if 0x1 call @DeltaMenu
                            checkflag 0x109
                            if 0x1 call @OmegaMenu
                            setvar 0x8006 0x0
                            loadpointer 0x0 @ALPHAC
                            special 0x25
                            checkitem 0x35 0x1
                            if 0x1 call @Phero
                            checkitem 0x16A 0x1
                            if 0x1 call @Seeker
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @choseALPHA
                            if 0x1 call @chosePhero
                            if 0x2 call @choseSeeker
                            release
                            end

                            #org @chosePhero
                            release
                            end

                            #org @choseSeeker
                            release
                            end

                            #org @GammaMenu
                            setvar 0x8006 0x0
                            loadpointer 0x0 @GAMMAC
                            special 0x25
                            checkitem 0x35 0x1
                            if 0x1 call @Phero
                            checkitem 0x16A 0x1
                            if 0x1 call @Seeker
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @choseGAMMA
                            if 0x1 call @chosePhero
                            if 0x2 call @choseSeeker
                            release
                            end

                            #org @DeltaMenu
                            setvar 0x8006 0x0
                            loadpointer 0x0 @DELTAC
                            special 0x25
                            checkitem 0x35 0x1
                            if 0x1 call @Phero
                            checkitem 0x16A 0x1
                            if 0x1 call @Seeker
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @choseDELTA
                            if 0x1 call @chosePhero
                            if 0x2 call @choseSeeker
                            release
                            end

                            #org @OmegaMenu
                            setvar 0x8006 0x0
                            loadpointer 0x0 @OMEGAC
                            special 0x25
                            checkitem 0x35 0x1
                            if 0x1 call @Phero
                            checkitem 0x16A 0x1
                            if 0x1 call @Seeker
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @choseOMEGA
                            if 0x1 call @chosePhero
                            if 0x2 call @choseSeeker
                            release
                            end

                            #org @Phero
                            setvar 0x8006 0x2
                            loadpointer 0x0 @PheromonesText
                            special 0x25
                            return

                            #org @Seeker
                            setvar 0x8006 0x1
                            loadpointer 0x0 @VSSeekerText
                            special 0x25
                            return

                            #org @choseALPHA
                            msgbox @ALPHAsbanter MSG_NORMAL
                            setvar 0x8006 0x0
                            loadpointer 0x0 @MapChoice
                            special 0x25
                            checkitem 0x36 0x1
                            if 0x1 call @haveradio
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @chosemap
                            if 0x1 call @choseradio
                            release
                            end

                            #org @haveradio
                            setvar 0x8006 0x1
                            loadpointer 0x0 @Radiochoice
                            special 0x25
                            return

                            #org @chosemap
                            special 0xFB
                            release
                            end

                            #org @choseradio
                            setvar 0x8006 0x0
                            loadpointer 0x0 @radiochoice1
                            special 0x25
                            setvar 0x8006 0x1
                            loadpointer 0x0 @radiochoice2
                            special 0x25
                            setvar 0x8006 0x2
                            loadpointer 0x0 @radiochoice3
                            special 0x25
                            setvar 0x8006 0x3
                            loadpointer 0x0 @radiochoice4
                            special 0x25
                            setvar 0x8006 0x4
                            loadpointer 0x0 @radiochoice5
                            special 0x25
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @choseradio1
                            if 0x1 call @choseradio2
                            if 0x2 call @choseradio3
                            if 0x3 call @choseradio4
                            if 0x4 call @choseradio5
                            release
                            end

                            #org @choseradio1
                            playsong 0x157 0x0
                            release
                            end

                            #org @choseradio2
                            playsong 0x157 0x0
                            release
                            end

                            #org @choseradio3
                            playsong 0x157 0x0
                            release
                            end

                            #org @choseradio4
                            playsong 0x157 0x0
                            release
                            end

                            #org @choseradio5
                            playsong 0x157 0x0
                            release
                            end

                            #org @choseGAMMA
                            msgbox @GAMMAsbanter MSG_NORMAL
                            setvar 0x8006 0x0
                            loadpointer 0x0 @MapChoice
                            special 0x25
                            checkitem 0x36 0x1
                            if 0x1 call @haveradio
                            checkflag 0x820
                            if 0x1 call @havebadge
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @chosemap
                            if 0x1 call @choseradio
                            if 0x2 call @choseHM
                            release
                            end

                            #org @havebadge
                            setvar 0x8006 0x2
                            loadpointer 0x0 @HMchoice
                            special 0x25
                            return

                            #org @choseHM
                            setvar 0x8006 0x0
                            loadpointer 0x0 @Flash
                            special 0x25
                            checkflag 0x821
                            if 0x1 call @cancut
                            checkflag 0x825
                            if 0x1 call @canrocksmash
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @useflash
                            if 0x1 call @usecut
                            if 0x2 call @userocksmash
                            release
                            end

                            #org @cancut
                            setvar 0x8006 0x1
                            loadpointer 0x0 @Cut
                            special 0x25
                            return

                            #org @canrocksmash
                            setvar 0x8006 0x2
                            loadpointer 0x0 @RockSmash
                            special 0x25
                            return

                            #org @useflash
                            release
                            end

                            #org @usecut
                            release
                            end

                            #org @userocksmash
                            release
                            end

                            #org @choseDELTA
                            msgbox @DELTAsbanter MSG_NORMAL
                            setvar 0x8006 0x0
                            loadpointer 0x0 @MapChoice
                            special 0x25
                            checkitem 0x36 0x1
                            if 0x1 call @haveradio
                            checkflag 0x820
                            if 0x1 call @havebadge
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @chosemap
                            if 0x1 call @choseradio
                            if 0x2 call @choseHM
                            release
                            end

                            #org @choseOMEGA
                            msgbox @OMEGAsbanter MSG_NORMAL
                            setvar 0x8006 0x0
                            loadpointer 0x0 @MapChoice
                            special 0x25
                            checkitem 0x36 0x1
                            if 0x1 call @haveradio
                            checkflag 0x820
                            if 0x1 call @havebadge
                            multichoice 0x0 0x0 0x20 0x1
                            if 0x0 call @chosemap
                            if 0x1 call @choseradio
                            if 0x2 call @choseHM
                            release
                            end

                            #org @ALPHAC
                            = ALPHA

                            #org @GAMMAC
                            = GAMMA

                            #org @DELTAC
                            = DELTA

                            #org @OMEGAC
                            = OMEGA

                            #org @PheromonesText
                            = PokéPheromones

                            #org @VSSeekerText
                            = VS. Seeker

                            #org @ALPHAsbanter
                            = Ugh, yes?

                            #org @MapChoice
                            = Map

                            #org @RadioChoice
                            = Radio

                            #org @radiochoice1
                            = PLACEHOLDERPLACE Station

                            #org @radiochoice2
                            = PLACEHOLDERPLACE Station

                            #org @radiochoice3
                            = PLACEHOLDERPLACE Station

                            #org @radiochoice4
                            = PLACEHOLDERPLACE Station

                            #org @radiochoice5
                            = PLACEHOLDERPLACE Station

                            #org @GAMMAsbanter
                            = Something you need?

                            #org @HMChoice
                            = HMs

                            #org @Flash
                            = Flash

                            #org @Cut
                            = Cut

                            #org @RockSmash
                            = Rock Smash

                            #org @DELTAsbanter
                            = How can I help?

                            #org @OMEGAsbanter
                            = Can I assist you?
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                              #145    
                            Old January 11th, 2010 (2:08 PM).
                            JPAN JPAN is offline
                            pokemon rom researcher
                               
                              Join Date: Dec 2008
                              Posts: 104
                              [QUOTE=Deokishisu;5467551]Hey JPAN, I ran into more trouble with the walking scripts. I compiled my script into the ROM, and decided to test it by assigning it to a regular signpost event before going through and putting the pointer. Unfortunately, when I activate the script, whether pressing the right button combination or not, it freezes.[\QUOTE]
                              Just by looking at the start of the script, I saw a small problem. You use call, but all paths lead to end, and not return. That call is not necessary, as the script can be used as any other script. Simply place @RealStart address on the table. Also, the reason it seems to be crashing is because when you activate the script, some paths lead to 2-worded multichoices boxes with only one choice loaded. An example is the "Alpha" loading part.
                              Code:
                              loadpointer 0x0 @ALPHAC
                              special 0x25
                              checkitem 0x35 0x1
                              if 0x1 call @Phero
                              checkitem 0x16A 0x1
                              if 0x1 call @Seeker
                              multichoice 0x0 0x0 0x20 0x1
                              Probably more, but check them out.
                              PS: I have looked over your suggestions, and next release will include a way to have one single script load every time a key combination is loaded. Works fine on test-runs, and is several times more realistic to call a menu from there.
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                              Currently working on:
                              Battle Script Documentation
                              Another large project
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                                #146    
                              Old January 11th, 2010 (3:04 PM).
                              Deokishisu's Avatar
                              Deokishisu Deokishisu is offline
                              Mr. Magius
                                 
                                Join Date: Feb 2006
                                Location: If I'm online, it's a safe bet I'm at a computer.
                                Gender: Male
                                Nature: Relaxed
                                Posts: 869
                                Quote:
                                Originally Posted by JPAN View Post
                                Just by looking at the start of the script, I saw a small problem. You use call, but all paths lead to end, and not return. That call is not necessary, as the script can be used as any other script. Simply place @RealStart address on the table. Also, the reason it seems to be crashing is because when you activate the script, some paths lead to 2-worded multichoices boxes with only one choice loaded. An example is the "Alpha" loading part.
                                Code:
                                loadpointer 0x0 @ALPHAC
                                special 0x25
                                checkitem 0x35 0x1
                                if 0x1 call @Phero
                                checkitem 0x16A 0x1
                                if 0x1 call @Seeker
                                multichoice 0x0 0x0 0x20 0x1
                                Probably more, but check them out.
                                PS: I have looked over your suggestions, and next release will include a way to have one single script load every time a key combination is loaded. Works fine on test-runs, and is several times more realistic to call a menu from there.
                                Alrighty, I see the whole call thing, thanks for pointing it out for me!

                                So, since my menu changes are depending on what flags are set and items in the player's inventory, I have to do a separate script for each possible combination to avoid the "2-worded multichoices boxes with only one choice loaded" problem? I had assumed that if the script happened to go down a path (due to flags set and items in inventory) which had less than the "maximum" I would let possible, then the multichoice command would just load an appropriate box based on whatever pointers were loaded (based on whatever flags were set and items in the inventory). Apparently I was wrong in assuming that if I'm understanding you correctly. ^^

                                Thanks again, I'm going to retry the script with your alterations and suggestions. It'll take me a while to get all the possible combinations going, so I think I might wait till it's absolutely needed to begin rescripting that time-consuming part.

                                P.S. Ooo, that feature for the next release sounds promising. Thanks for considering my suggestions, and keep up the amazing work!
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                                  #147    
                                Old January 14th, 2010 (3:46 AM).
                                Hoshiko Aki's Avatar
                                Hoshiko Aki Hoshiko Aki is offline
                                Avatar rules
                                   
                                  Join Date: Oct 2008
                                  Posts: 109
                                  Hello,

                                  I have a question, I'm using this a wile now. Today I wanted to make a swarm but I don't get it how to make it :( Me have read the manual and still i don't get it.

                                  Can some own explain this to me?

                                  Greetings Hoshiko Aki.


                                  BTW sorry for my bad English
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                                    #148    
                                  Old January 18th, 2010 (9:12 AM).
                                  mindfreak's Avatar
                                  mindfreak mindfreak is offline
                                  Belgium Rom hacker
                                     
                                    Join Date: Dec 2007
                                    Posts: 45
                                    Hey JPAN,(or someone else.)
                                    Could you explain (once again but more detailed) how you make the new overworld tabels work?
                                    I tried by reading the the info in the source code but I always got confused how many bytes I got to paste where.
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                                      #149    
                                    Old January 18th, 2010 (6:14 PM).
                                    Deokishisu's Avatar
                                    Deokishisu Deokishisu is offline
                                    Mr. Magius
                                       
                                      Join Date: Feb 2006
                                      Location: If I'm online, it's a safe bet I'm at a computer.
                                      Gender: Male
                                      Nature: Relaxed
                                      Posts: 869
                                      Quote:
                                      Originally Posted by Hoshiko Aki View Post
                                      Hello,

                                      I have a question, I'm using this a wile now. Today I wanted to make a swarm but I don't get it how to make it :( Me have read the manual and still i don't get it.

                                      Can some own explain this to me?

                                      Greetings Hoshiko Aki.


                                      BTW sorry for my bad English
                                      To make a regular swarm event (not using pre-defined Pokemon), you would add this to whatever script activates it:

                                      Code:
                                      special 0x56
                                      setvar 0x8004 0x(Pokemon Number in Hex)
                                      setvar 0x8005 0x(Chances of appearance: 0x7fff is a 50% chance, 0xffff is always)
                                      setvar 0x8006 0x(Quantity, how many appearances until it turns off: 0x0 is infinite appearances)
                                      setvar 0x8007 0x(Location: 0x0 is all locations (grass, water, fishing, rock smash))
                                      However, it will work for as long as it's on. That is, if you activate your swarm on the first route and don't deactivate it when you leave, that same swarm will occur for every other area you can encounter wild Pokemon in. So to cancel the swarm, add this to the deactivate script:
                                      Code:
                                      special 0x57
                                      I haven't actually used the swarm event since I played around with the engine when it first came out, but I'm almost certain that's it.
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                                        #150    
                                      Old January 18th, 2010 (6:21 PM). Edited January 18th, 2010 by liuyanghejerry.
                                      liuyanghejerry's Avatar
                                      liuyanghejerry liuyanghejerry is offline
                                         
                                        Join Date: Jan 2008
                                        Location: China,Xi'an
                                        Nature: Calm
                                        Posts: 219
                                        >< I love you,JPAN~~Finally,the trainer flag hack comes true!
                                        Ya,the tool is...a little strange...
                                        While I use it,some labels and buttons are obscured...And the window can maximize- -||


                                        edit:

                                        The button of Trainer Flag Script don't work at all...
                                        If a hack requires var number or something,you can't cancel it.
                                        __________________
                                        Zel,thethethethe,LU-HO,Darthatron,HackMew,ZodiacDaGreat,Juan,score_under,JPAN,Tamah-chan,I really appreciate your kindness and your help!:D
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