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  #4901    
Old November 10th, 2010 (6:33 AM).
Jm20's Avatar
Jm20 Jm20 is offline
A.k.a. Zig :-)
     
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    Okay, some of my script-tiles aren't working properly. I inserted a variable/flag value in the "Script Value" box, namely 1011. I gave two Overworld a PersonID of that value too, since the OW's and the script have to appear at the same time. Settings of the scripttile event:

    That flag was set in the levelscript of the first map. It was unset in the following script:
    Code:
    '---------------
    #org 0x72001C
    setvar 0x7005 0x1
    lock
    faceplayer
    applymovement 0x1 0x816BA66
    waitmovement 0x0
    msgbox 0x816B893 0x6 '"[blue_fr]blah1"
    applymovement 0x1 0x816BA69
    waitmovement 0x0
    msgbox 0x816B95C 0x6 '"[black_fr]blah2"
    applymovement 0xFF 0x816BA6E
    waitmovement 0x0
    applymovement 0x1 0x816BA72
    waitmovement 0x0
    applymovement 0xFF 0x816BA75
    applymovement 0x1 0x816BA78
    waitmovement 0x0
    setvar 0x1016 0x1
    hidesprite 0x1
    clearflag 0x1011
    release
    end
    
    
    '---------
    ' Strings
    '---------
    #org 0x16B893
    = [blue_fr]blah1
    
    #org 0x16B95C
    = [black_fr]blah2
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x16BA66
    #raw 0x62 'Exclamation Mark (!)
    #raw 0xFE 'End of Movements
    
    #org 0x16BA69
    #raw 0x1 'Face Up
    #raw 0x1C 'Delay5
    #raw 0x4A 'Face Player
    #raw 0xFE 'End of Movements
    
    #org 0x16BA6E
    #raw 0x20 'Step Right (Fast)
    #raw 0x2 'Face Left
    #raw 0xFE 'End of Movements
    
    #org 0x16BA72
    #raw 0x10 'Step Down (Normal)
    #raw 0xFE 'End of Movements
    
    #org 0x16BA75
    #raw 0x0 'Face Down
    #raw 0xFE 'End of Movements
    
    #org 0x16BA78
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0x10 'Step Down (Normal)
    #raw 0xFE 'End of Movements
    After this you walk through a warp and you come in the map where the script tiles and OW's are. Now... The OW's do appear, but the scripttiles don't. That's strange, isn't it? I'm using Fire Red JPANs Hacked Engine etc... But why aren't the script tiles appearing? I personally think it is something with messing up flag and variables and that I shouldn't use some "numbers" as a variable, only as flag, or something similar... But I'm confused right now...

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      #4902    
    Old November 11th, 2010 (8:01 AM). Edited November 11th, 2010 by ASuch.
    ASuch ASuch is offline
       
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      I started XSE and have run into a strange problem. When I try to compile it says "unknown keyword "tle" at line 37, but line 37 is empty, so I don't understand whats wrong...
        #4903    
      Old November 11th, 2010 (10:07 AM).
      Mortalis's Avatar
      Mortalis Mortalis is offline
      dreadnaught
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      This has really been bugging me, and it shouldn't be a problem. Alright, so I'm new to hacking roms, and I went to go try out a script to see if I could do it. I made the script like this;

      Quote:
      #dynamic 0x900000

      #org @start
      lock
      faceplayer
      msgbox @hello 0x6
      release
      end

      #org @hello
      = Hello. This is a test.
      Once I do that [I'm using XSE], I hit compile and it compiles just fine. I click close, and then save the rom. When I go play it, I approach the person and click 'A', but it just makes a noise and doesn't play the script. I'm very confused.
        #4904    
      Old November 11th, 2010 (10:31 AM).
      Spherical Ice's Avatar
      Spherical Ice Spherical Ice is offline
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      Location: Bristol, UK
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      Posts: 5,226
      Quote:
      Originally Posted by SooperTrooper View Post
      This has really been bugging me, and it shouldn't be a problem. Alright, so I'm new to hacking roms, and I went to go try out a script to see if I could do it. I made the script like this;

      Code:
      #dynamic 0x900000
      
      #org @start
      lock
      faceplayer
      msgbox @hello 0x6
      release
      end
      
      #org @hello
      = Hello. This is a test.
      Once I do that [I'm using XSE], I hit compile and it compiles just fine. I click close, and then save the rom. When I go play it, I approach the person and click 'A', but it just makes a noise and doesn't play the script. I'm very confused.
      Okay, firstly, I'd use 0x800000 for my offset. Not that what you have is unsafe or anything, it's just that you're skipping quite a bit of free space there. Also, it'd probably be better to get rid of lock, faceplayer and release, and simply replace msgbox @hello 0x6 to msgbox @hello 0x2 for a plain NPC script.

      Anyway, onto your problem. Are you sure you've pasted the offset you receive from XSE when you hit compile next to the @start box and pasted it into the Script Offset box when you select the person event, and saved afterwards?
        #4905    
      Old November 11th, 2010 (2:12 PM).
      destinedjagold's Avatar
      destinedjagold destinedjagold is offline
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      Location: Philippines
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      Quote:
      Originally Posted by ASuch View Post
      I started XSE and have run into a strange problem. When I try to compile it says "unknown keyword "tle" at line 37, but line 37 is empty, so I don't understand whats wrong...
      Posting your script may help us understand the error better...
      __________________


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        #4906    
      Old November 11th, 2010 (3:11 PM).
      ASuch ASuch is offline
         
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        Alright then here's my script:
        Spoiler:
        #dynamic 0x18D300

        #org @start
        lock
        faceplayer
        checkflag 0x1210
        if 0x01 goto $after
        textcolor 0x00
        msgbox @pie 0x5
        if 0x1 goto @okay
        if 0x0 goto @dont
        release
        end

        #org @pie
        = Do you want to know the operation?

        #org @dont
        textcolor 0x00
        msgbox @idk 0x5
        if 0x1 goto @sure
        if 0x0 goto @out
        release
        end

        #org @idk
        =You already know? Then do you want\nto know how to leave from the\lnorth or east?

        #org @sure
        = Well you can't leave from the\neast, but you can leave from the\lnorth if I give you an item to\lshow to the guard.

        #org @out
        = Good you know everything. Now get\nback to work soldier!

        #org @okay
        = Our Operation is to invade\nViridian City, but there's this\llittle punk that's stopping us.\lHer name is May and she defended\lagainst Magma and Aqua in Hoenn\land she's ready to defend Kanto.\pBeat her and I will allow you to\nleave this god forsaken place.

        #org @after
        msgbox @shoes1 0x6
        = Good job soldier!\p For your\nservice, I'll give you\n an item\lto show to\l the guard. They're\lspecially made from our crafter,\lColonel Raysie!
        fanfare 0x13E
        textcolor 0x01
        msgbox @shoes 0x4
        waitfanfare
        setflag 0x82F
        textcolor 0x00
        msgbox @sweet 0x2
        end

        #org @shoes
        = \v\h01 recieved the running shoes!

        #org @sweet
        = Now get your pokemon ready for\nPumpkin City!


        How it looks may not be exactly right due to me just copying the script from XSE, but hopefully this is good enough.
          #4907    
        Old November 11th, 2010 (3:52 PM). Edited November 11th, 2010 by destinedjagold.
        destinedjagold's Avatar
        destinedjagold destinedjagold is offline
        Oh Hai Thar~
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        Join Date: May 2007
        Location: Philippines
        Age: 27
        Gender: Male
        Nature: Careful
        Posts: 8,568
        Quote:
        Originally Posted by ASuch View Post
        Alright then here's my script:
        Spoiler:
        #dynamic 0x18D300

        #org @start
        lock
        faceplayer
        checkflag 0x1210
        if 0x01 goto $after
        textcolor 0x00
        msgbox @pie 0x5
        if 0x1 goto @okay
        if 0x0 goto @dont
        release
        end

        #org @pie
        = Do you want to know the operation?

        #org @dont
        textcolor 0x00
        msgbox @idk 0x5
        if 0x1 goto @sure
        if 0x0 goto @out
        release
        end

        #org @idk
        =You already know? Then do you want\nto know how to leave from the\lnorth or east?

        #org @sure
        = Well you can't leave from the\neast, but you can leave from the\lnorth if I give you an item to\lshow to the guard.

        #org @out
        = Good you know everything. Now get\nback to work soldier!

        #org @okay
        = Our Operation is to invade\nViridian City, but there's this\llittle punk that's stopping us.\lHer name is May and she defended\lagainst Magma and Aqua in Hoenn\land she's ready to defend Kanto.\pBeat her and I will allow you to\nleave this god forsaken place.

        #org @after
        msgbox @shoes1 0x6
        = Good job soldier!\p For your\nservice, I'll give you\n an item\lto show to\l the guard. They're\lspecially made from our crafter,\lColonel Raysie!
        fanfare 0x13E
        textcolor 0x01
        msgbox @shoes 0x4
        waitfanfare
        setflag 0x82F
        textcolor 0x00
        msgbox @sweet 0x2
        end

        #org @shoes
        = \v\h01 recieved the running shoes!

        #org @sweet
        = Now get your pokemon ready for\nPumpkin City!


        How it looks may not be exactly right due to me just copying the script from XSE, but hopefully this is good enough.
        Try this script...
        Code:
        #dynamic 0x18D300
        
        #org @start
        lock
        faceplayer
        checkflag 0x1210
        if 0x01 goto @after
        textcolor 0x00
        msgbox @pie 0x5
        if 0x1 goto @okay
        if 0x0 goto @dont
        release
        end
        
        #org @pie
        = Do you want to know the operation?
        
        #org @dont
        textcolor 0x00
        msgbox @idk 0x5
        if 0x1 goto @sure
        if 0x0 goto @out
        release
        end
        
        #org @idk
        = You already know? Then do you want\nto know how to leave from the\lnorth or east?
        
        #org @sure
        message @well 0x6
        release
        end
        
        #org @well
        = Well you can't leave from the\neast, but you can leave from the\lnorth if I give you an item to\lshow to the guard.
        
        #org @out
        message @good 0x6
        release
        end
        
        #org @good
        = Good you know everything. Now get\nback to work soldier!
        
        #org @okay
        message @op 0x6
        release
        end
        
        #org @op
        = Our Operation is to invade\nViridian City, but there's this\llittle punk that's stopping us.\lHer name is May and she defended\lagainst Magma and Aqua in Hoenn\land she's ready to defend Kanto.\pBeat her and I will allow you to\nleave this god forsaken place.
        
        #org @after
        msgbox @shoes1 0x6
        fanfare 0x13E
        textcolor 0x01
        msgbox @shoes 0x4
        waitfanfare
        setflag 0x82F
        textcolor 0x00
        msgbox @sweet 0x2
        end
        
        #org @shoes1 
        = Good job soldier!\pFor your service, I'll give you\n an item\lto show to the guard. They're\lspecially made from our crafter,\lColonel Raysie!
        
        #org @shoes
        = \v\h01 recieved the running shoes!
        
        #org @sweet
        = Now get your pokemon ready for\nPumpkin City!
        __________________


        FC: 0061-1111-6462
        TSV: 1364(X), 0790(OR)

          #4908    
        Old November 11th, 2010 (5:01 PM).
        Tannecho51's Avatar
        Tannecho51 Tannecho51 is offline
        Pokemon Lion's Eye
           
          Join Date: Oct 2010
          Location: Illinois
          Gender: Male
          Nature: Hardy
          Posts: 11
          Colcolstyles, thanks for your help. The Y/N questions are now working! But there are still 3 problems:

          -Instead of going to the "name" special, it simply freezes.
          -The first showpokepic has very weird colors.
          -The applymovements don't work.

          Here's the script:
          Spoiler:
          #dynamic 0x800000

          #org @start
          lock
          checkflag 0x1201
          if 0x1 goto @done
          checkflag 0x1202
          if 0x1 goto @done
          checkflag 0x1203
          if 0x1 goto @done
          goto @begin

          #org @begin
          applymovement 0x6 @move1
          waitmovement 0x6
          msgbox @intro 0x6
          goto @treecko

          #org @move1
          #raw 0x30
          #raw 0x30
          #raw 0x18
          #raw 0x08
          #raw 0xFE

          #org @move2
          #raw 0x09
          #raw 0x2F
          #raw 0x2F
          #raw 0x17
          #raw 0xFE

          #org @intro
          =text omitted

          #org @treecko
          showpokepic 0x115 0xA 0x3
          msgbox @treeckom 0x5
          compare LASTRESULT 0x1
          hidepokepic
          if 0x1 goto @treeckoget
          goto @torchic

          #org @treeckoget
          givepokemon 0x115 0x5 0x0 0x0 0x0 0x0
          setflag 0x1201
          goto @name
          release
          end

          #org @treeckom
          = text omitted

          #org @torchic
          showpokepic 0x118 0xA 0x3
          msgbox @torchicm 0x5
          compare LASTRESULT 0x1
          hidepokepic
          if 0x1 goto @torchicget
          goto @mudkip

          #org @torchicget
          givepokemon 0x118 0x5 0x0 0x0 0x0 0x0
          setflag 0x1203
          goto @name

          #org @torchicm
          =text omitted
          #org @mudkip
          showpokepic 0x11B 0xA 0x3
          msgbox @mudkipm 0x6
          givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
          hidepokepic
          setflag 0x1203
          goto @name

          #org @mudkipm
          = text omitted

          #org @name
          setflag 0x800
          msgbox @1 0x5
          compare LASTRESULT 0x1
          if 0x1 call @naming
          msgbox @2 0x6
          applymovement 0x6 @move2
          waitmovement 0x6
          release
          end

          #org @naming
          special 0x166
          waitstate
          return

          #org @1
          = text omitted

          #org @2
          = text omitted
          #org @done
          release
          end


          It shows up just how you would expect it to be when I open it up in Advance Map, so I won't post that.
          Thanks in advance.
            #4909    
          Old November 11th, 2010 (5:45 PM).
          Mortalis's Avatar
          Mortalis Mortalis is offline
          dreadnaught
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          Join Date: May 2010
          Location: Canada
          Age: 21
          Gender: Male
          Nature: Naughty
          Posts: 345
          Quote:
          Originally Posted by Spherical Ice View Post
          Okay, firstly, I'd use 0x800000 for my offset. Not that what you have is unsafe or anything, it's just that you're skipping quite a bit of free space there. Also, it'd probably be better to get rid of lock, faceplayer and release, and simply replace msgbox @hello 0x6 to msgbox @hello 0x2 for a plain NPC script.

          Anyway, onto your problem. Are you sure you've pasted the offset you receive from XSE when you hit compile next to the @start box and pasted it into the Script Offset box when you select the person event, and saved afterwards?
          Alright, will do. Thanks.
          Oh, that's probably what I'm doing wrong. Thanks, I'll go try that now. Didn't know I had to copy + past anything.
            #4910    
          Old November 11th, 2010 (6:24 PM).
          ASuch ASuch is offline
             
            Join Date: May 2010
            Gender: Male
            Posts: 26
            For some reason if you click yes, then it gives you the message you would get for no. No matter what I click whether its Yes or No, it always gives me the message for no. The script I'm using is this one from destinedjagold.
            Quote:
            Originally Posted by destinedjagold View Post


            Try this script...
            Code:
            #dynamic 0x18D300
            
            #org @start
            lock
            faceplayer
            checkflag 0x1210
            if 0x01 goto @after
            textcolor 0x00
            msgbox @pie 0x5
            if 0x1 goto @okay
            if 0x0 goto @dont
            release
            end
            
            #org @pie
            = Do you want to know the operation?
            
            #org @dont
            textcolor 0x00
            msgbox @idk 0x5
            if 0x1 goto @sure
            if 0x0 goto @out
            release
            end
            
            #org @idk
            = You already know? Then do you want\nto know how to leave from the\lnorth or east?
            
            #org @sure
            message @well 0x6
            release
            end
            
            #org @well
            = Well you can't leave from the\neast, but you can leave from the\lnorth if I give you an item to\lshow to the guard.
            
            #org @out
            message @good 0x6
            release
            end
            
            #org @good
            = Good you know everything. Now get\nback to work soldier!
            
            #org @okay
            message @op 0x6
            release
            end
            
            #org @op
            = Our Operation is to invade\nViridian City, but there's this\llittle punk that's stopping us.\lHer name is May and she defended\lagainst Magma and Aqua in Hoenn\land she's ready to defend Kanto.\pBeat her and I will allow you to\nleave this god forsaken place.
            
            #org @after
            msgbox @shoes1 0x6
            fanfare 0x13E
            textcolor 0x01
            msgbox @shoes 0x4
            waitfanfare
            setflag 0x82F
            textcolor 0x00
            msgbox @sweet 0x2
            end
            
            #org @shoes1 
            = Good job soldier!\pFor your service, I'll give you\n an item\lto show to the guard. They're\lspecially made from our crafter,\lColonel Raysie!
            
            #org @shoes
            = \v\h01 recieved the running shoes!
            
            #org @sweet
            = Now get your pokemon ready for\nPumpkin City!
              #4911    
            Old November 11th, 2010 (9:34 PM).
            Teh Blazer's Avatar
            Teh Blazer Teh Blazer is offline
            Divider of Zero
               
              Join Date: Feb 2009
              Location: 'MERICA
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              Gender: Male
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              Posts: 772
              Quick question here: How does one use the [buffer] command? What is it used for and how do you personally use it?
              __________________
              Being a hero is overrated anyways
                #4912    
              Old November 11th, 2010 (11:26 PM).
              colcolstyles's Avatar
              colcolstyles colcolstyles is offline
              Yours truly
              • Crystal Tier
               
              Join Date: May 2008
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              Nature: Lonely
              Posts: 1,590
              Quote:
              Originally Posted by ASuch View Post
              For some reason if you click yes, then it gives you the message you would get for no. No matter what I click whether its Yes or No, it always gives me the message for no. The script I'm using is this one from destinedjagold.
              Try this (changes in blue):
              Code:
              #dynamic 0x18D300
              
              #org @start
              lock
              faceplayer
              checkflag 0x1210
              if 0x01 goto @after
              textcolor 0x00
              msgbox @pie 0x5
              compare LASTRESULT B_TRUE
              if 0x1 goto @okay
              compare LASTRESULT B_FALSE
              if 0x1 goto @dont
              release
              end
              
              #org @pie
              = Do you want to know the operation?
              
              #org @dont
              textcolor 0x00
              msgbox @idk 0x5
              compare LASTRESULT B_TRUE
              if 0x1 goto @sure
              compare LASTRESULT B_FALSE
              if 0x1 goto @out
              release
              end
              
              #org @idk
              = You already know? Then do you want\nto know how to leave from the\lnorth or east?
              
              #org @sure
              message @well 0x6
              release
              end
              
              #org @well
              = Well you can't leave from the\neast, but you can leave from the\lnorth if I give you an item to\lshow to the guard.
              
              #org @out
              message @good 0x6
              release
              end
              
              #org @good
              = Good you know everything. Now get\nback to work soldier!
              
              #org @okay
              message @op 0x6
              release
              end
              
              #org @op
              = Our Operation is to invade\nViridian City, but there's this\llittle punk that's stopping us.\lHer name is May and she defended\lagainst Magma and Aqua in Hoenn\land she's ready to defend Kanto.\pBeat her and I will allow you to\nleave this god forsaken place.
              
              #org @after
              msgbox @shoes1 0x6
              fanfare 0x13E
              textcolor 0x01
              msgbox @shoes 0x4
              waitfanfare
              setflag 0x82F
              textcolor 0x00
              msgbox @sweet 0x2
              end
              
              #org @shoes1 
              = Good job soldier!\pFor your service, I'll give you\n an item\lto show to the guard. They're\lspecially made from our crafter,\lColonel Raysie!
              
              #org @shoes
              = \v\h01 recieved the running shoes!
              
              #org @sweet
              = Now get your pokemon ready for\nPumpkin City!
              Quote:
              Originally Posted by Teh Blazer View Post
              Quick question here: How does one use the [buffer] command? What is it used for and how do you personally use it?
              Depends on what, exactly, you're buffering. You can buffer the names of pokémon, attacks, even your own custom strings. There are a number of commands associated with the buffers (such as bufferpokemon, bufferitem, bufferstring, etc.). The one that you use depends on the contents of the buffer. The commands exist to improve the efficiency of your scripts. For example, instead of the following code:

              Code:
              ...
              // 0x5000 contains the ID number of the player's starter
              compare 0x5000 PKMN_BULBASAUR
              if 0x1 goto @bulbasaur
              compare 0x5000 PKMN_CHARMANDER
              if 0x1 goto @charmander
              compare 0x5000 PKMN_SQUIRTLE
              if 0x1 goto @squirtle
              
              ...
              
              #org @bulbasaur
              msgbox @bulbatext 0x4
              
              ...
              
              #org @charmander
              msgbox @chartext 0x4
              
              ...
              
              #org @squirtle
              msgbox @squirtext 0x4
              
              ...
              
              #org @bulbatext
              = Your BULBASAUR is so cute!
              
              #org @chartext
              = Your CHARMANDER is so cute!
              
              #org @squirtext
              = Your SQUIRTLE is so cute!
              ...
              ... you could use something like this:

              Code:
              ...
              // 0x5000 contains the ID number of the player's starter
              bufferpokemon 0x0 0x5000    // Stores the number in 0x5000 into buffer1
              msgbox @text 0x4
              ...
              
              #org @text
              = Your [buffer1] is so cute!
              ...
              Isn't that just so much easier? :)
              __________________

              Brother of Vrai
                #4913    
              Old November 12th, 2010 (11:28 AM).
              Orinjmate's Avatar
              Orinjmate Orinjmate is offline
              The Orinj of the Mate
                 
                Join Date: Jun 2010
                Location: England
                Gender: Male
                Nature: Calm
                Posts: 120
                I'm not sure if it's because I used Chaos Rush's Emerald Clean-Up Patch but none of my scripts work... I've tried compiling them onto different offsets.
                Here is one of the scripts:-
                Spoiler:
                '-----------------------
                #org 0x6D1560
                lock
                msgbox 0x86D1820 '"[rival]: [player]!\nPath 5 is this ..."
                callstd 0x4
                applymovement MOVE_PLAYER 0x86D1962
                waitmovement 0x0
                release
                end


                '-----------
                ' Movements
                '-----------
                #org 0x6D1962
                #raw B 'Step Right (Normal)
                #raw FE 'End of Movements


                '---------
                ' Strings
                '---------
                #org 0x6D1820
                = [rival]: [player]!\nPath 5 is this way!
                __________________
                Currently working on a new hack named Hollow.
                Pokemon Sky SD Creator
                  #4914    
                Old November 12th, 2010 (12:15 PM).
                Capitalist Ness's Avatar
                Capitalist Ness Capitalist Ness is offline
                can't stump the trump
                   
                  Join Date: Jul 2008
                  Location: Poland
                  Gender: Male
                  Nature: Adamant
                  Posts: 67
                  I have a simple question...
                  What is command to change Trainer/Event Battle BGM, and where to put it in a script?
                    #4915    
                  Old November 13th, 2010 (12:50 PM).
                  Mortalis's Avatar
                  Mortalis Mortalis is offline
                  dreadnaught
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                  Alright, I'm still having problems with a basic script;

                  The script I'm writing;

                  Quote:
                  #dynamic 0x800000

                  #org @start
                  msgbox @hellothere 0x2
                  release
                  end

                  #org @hellothere
                  = Hello. This doesn't\nwork.
                  So, I write that script in XSE after setting up the sprite & such in Advanced Map. After I click compile, I copy the @start offset and paste it to the sprite's offset on Advanced Map. I then save on Advanced Map and go to test it out on the rom.

                  My problem is that when I approach the character in game, I click 'A' and all it does is make that 'bing' noise. Help?
                    #4916    
                  Old November 13th, 2010 (5:05 PM).
                  colcolstyles's Avatar
                  colcolstyles colcolstyles is offline
                  Yours truly
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                  Quote:
                  Originally Posted by SooperTrooper View Post
                  Alright, I'm still having problems with a basic script;

                  The script I'm writing;

                  So, I write that script in XSE after setting up the sprite & such in Advanced Map. After I click compile, I copy the @start offset and paste it to the sprite's offset on Advanced Map. I then save on Advanced Map and go to test it out on the rom.

                  My problem is that when I approach the character in game, I click 'A' and all it does is make that 'bing' noise. Help?
                  The script looks fine (though the 'release' command is redundant) so the problem probably lies elsewhere. However, your whole process seems solid to me. Are you sure that you're testing the same ROM that you have open in AdvanceMap and XSE (and that you have the same ROM open in both)?
                  __________________

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                    #4917    
                  Old November 13th, 2010 (7:04 PM).
                  Mortalis's Avatar
                  Mortalis Mortalis is offline
                  dreadnaught
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                  Join Date: May 2010
                  Location: Canada
                  Age: 21
                  Gender: Male
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                  Quote:
                  Originally Posted by colcolstyles View Post
                  The script looks fine (though the 'release' command is redundant) so the problem probably lies elsewhere. However, your whole process seems solid to me. Are you sure that you're testing the same ROM that you have open in AdvanceMap and XSE (and that you have the same ROM open in both)?
                  I did play on the same rom, but I found the problem. It's weird, because what I used should have worked. I just inserted a 'callstd 0x2' instead of 'msgbox @hello 0x2'. It's weird, because using msgbox with 0x2 should have worked but ... guess not.

                  Thanks though.
                    #4918    
                  Old November 14th, 2010 (7:33 PM).
                  leogrecchi leogrecchi is offline
                     
                    Join Date: Oct 2010
                    Gender: Male
                    Posts: 64
                    Okay, I've got some problem with setting rematches in Emerald
                    Every rematch uses this style of coomand
                    Code:
                    trainerbattle 0x2 0xB7 0x0 0x829B449 0x829B480 0x81F2A33
                    special2 LASTRESULT 0x3C
                    compare LASTRESULT 0x1
                    if 0x1 goto 0x81F2A52
                    [...]
                    #org 0x1F2A52
                    trainerbattle 0x5 0xB7 0x0 0x829B547 0x829B59D
                    okay, 0x2 is the kind of battle (doesn't matter here, 0x2 is for a common trainer that allows 3 pointers instead of the usual 2 from 0x0), 0xB7 is the battle ID, 0x0 as filler (every battle has it[?]) then the 3 pointers are the @before, @after and @later
                    then we've got the special2, which I don't know how it works, which points somewhere else.
                    The adress it goes to has a 0x5 (rematch), but calls the same battle as the first one. However, it calls one of the later battles (in this example, 0xB8, 0xB9, 0xBA or 0xBB).

                    Can someone give me a hand this time? As you may see, there are 4 battles here, which goes in order (there is some check, somewhere, that calls the first rematch avaliable, or repeat the last one if all of them were already used.) What I want to do is change these battles, for adding rematch trainers, and removing rematches from some (like, one common trainer with a single rematch, and gym leaders with more than the usual four).
                    in short: what does special2 0x3c do, and how to change it?
                      #4919    
                    Old November 18th, 2010 (2:52 PM).
                    ASuch ASuch is offline
                       
                      Join Date: May 2010
                      Gender: Male
                      Posts: 26
                      I have a question about a script...In my town I want to have a script box that makes you go to a Rocket and then you say Yes or No to whether you want to proceed. Simple enough. What I'm wondering about though is that the camera will shift to the protest, which I'm fine with, but then I want to have different people talking such as "Woo!" "Yeah" after each other with May continuously preaching. Its not like I want them all on the same screen at once, but I want to know how the script will work, like if I have to make different offsets for each person, etc.
                        #4920    
                      Old November 18th, 2010 (3:10 PM).
                      Draknir's Avatar
                      Draknir Draknir is offline
                      The God of Fire
                         
                        Join Date: Jan 2009
                        Location: Johto
                        Age: 23
                        Nature: Quiet
                        Posts: 121
                        I am having trouble with making a script that gives a Jirachi Egg in Emerald.

                        This is the script as I have put it in:
                        Spoiler:
                        #dyn 0x740000
                        #org @start
                        lock
                        faceplayer
                        msgbox @text ' Excuse me.\nI found...
                        callstd MSG_YESNO
                        compare LASTRESULT YES
                        if == jump @code2 ' Equal To
                        compare LASTRESULT 0x0
                        if == jump @code3 ' Equal To
                        release
                        end

                        #org @code2
                        lock
                        checkflag 0x200
                        if 0x1 jump @end
                        giveegg Jirachi
                        countpokemon
                        compare LASTRESULT 6
                        if == jump @noroom
                        message @get-msg
                        fanfare 0x101
                        showmsg
                        waitfanfare
                        waitbutton
                        message @code4
                        release
                        end

                        #org @noroom
                        msgbox @noroom-msg
                        callstd MSG_NOCLOSE
                        release
                        end

                        #org @code3
                        lock
                        faceplayer
                        msgbox @text2 ' Sigh.\pI suppose that...
                        callstd MSG_NOCLOSE
                        release
                        end

                        #org @code4
                        lock
                        faceplayer
                        msgbox @text3 ' Please, take ...
                        callstd MSG_NORMAL
                        release
                        end

                        #org @end
                        lock
                        faceplayer
                        msgbox @text4 ' How is the egg doing?
                        callstd MSG_NORMAL
                        release
                        end

                        #org @text4
                        = How is the egg doing?

                        #org @text
                        = Excuse me.\nI found this egg while walking this morning.\nI'm not a trainer, but you seem to be.\lWould you take it?

                        #org @noroom-msg
                        = Oh? You have no room to take it.

                        #org @get-msg
                        = You recieved the egg!

                        #org @text2
                        = Sigh.\lI suppose that you have other things\lto do than to help an old man.\nI'll still be here if you decide you want\lthe egg.

                        #org @text3
                        = Please, take\l very good care of it.


                        But this is what the script shows when I reopen it using Advance Map
                        Spoiler:
                        #org @start
                        '-----------------------------------
                        lock
                        faceplayer
                        msgbox @text1 ' Excuse me.\nI found ...
                        callstd MSG_YESNO ' Yes/No message
                        compare LASTRESULT YES
                        if == jump @code2 ' Equal To
                        compare LASTRESULT 0x0
                        if == jump @code3 ' Equal To
                        release
                        end

                        #org @code2
                        '-----------------------------------
                        lock
                        checkflag 0x200
                        if true jump @code4 ' Flag is set
                        giveegg 0x199
                        countpokemon
                        compare LASTRESULT 0x6
                        if == jump @code5 ' Equal To
                        message @text2 ' You recieved the egg...
                        fanfare 0x101
                        showmsg
                        waitfanfare
                        waitbutton
                        message @text3 ' \h6A\h5A\h0F \h91\h0...
                        release
                        end

                        #org @code4
                        '-----------------------------------
                        lock
                        faceplayer
                        msgbox @text4 ' How is the egg doing...
                        callstd MSG_LOCK ' Built-in lock command
                        release
                        end

                        #org @code3
                        '-----------------------------------
                        lock
                        faceplayer
                        msgbox @text5 ' Sigh.\lI suppose tha...
                        callstd MSG_NOCLOSE ' Non-closing message
                        release
                        ' Release commands close any open messages
                        end

                        #org @code5
                        '-----------------------------------
                        msgbox @text6 ' Oh? You have no room...
                        callstd MSG_NOCLOSE ' Non-closing message
                        release
                        ' Release commands close any open messages
                        end


                        #org @text1
                        = Excuse me.\nI found this egg while walking this morning.\nI'm not a trainer, but you seem to be.\lWould you take it?

                        #org @text2
                        = You recieved the egg!

                        #org @text3
                        = \h6A\h5A\h0F \h91\h0D\h9C\h08\h09\h06\h6C\h02\h6A\h5A\h0F \h25y\h8A\h08\h09\h06\h6C\h02 \h01 \h403 \h8A\h12

                        #org @text4
                        = How is the egg doing?

                        #org @text5
                        = Sigh.\lI suppose that you have other things\lto do than to help an old man.\nI'll still be here if you decide you want\lthe egg.

                        #org @text6
                        = Oh? You have no room to take it.


                        So exactly where am I screwing up?
                          #4921    
                        Old November 18th, 2010 (3:14 PM).
                        ASuch ASuch is offline
                           
                          Join Date: May 2010
                          Gender: Male
                          Posts: 26
                          Have you tried the script in the game?
                            #4922    
                          Old November 18th, 2010 (3:20 PM).
                          DrFuji's Avatar
                          DrFuji DrFuji is offline
                          Heiki Hecchara‌‌
                          • Crystal Tier
                           
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                          Location: Downia-upside
                          Age: 24
                          Gender: Male
                          Nature: Jolly
                          Posts: 1,328
                          Quote:
                          Originally Posted by ASuch View Post
                          I have a question about a script...In my town I want to have a script box that makes you go to a Rocket and then you say Yes or No to whether you want to proceed. Simple enough. What I'm wondering about though is that the camera will shift to the protest, which I'm fine with, but then I want to have different people talking such as "Woo!" "Yeah" after each other with May continuously preaching. Its not like I want them all on the same screen at once, but I want to know how the script will work, like if I have to make different offsets for each person, etc.
                          Since it is just a single continuous script you don't need to have offsets for the protesting people (If you're not going to be speaking to them afterwards like any other regular person). If I'm imagining it as you describe it, you will have everything on the one script and you won't be able to use or interact with any others.

                          You can't have two people talking at the same time from different text boxes, so if you want someone preaching and the crowd applauding or whatever, you will have to interweave the speech and the audience in the script, which isn't very hard - Think about recieving your Pokemon from Professor Oak and how your rival and the professor are talking to each other in the same script, and are unable to speak at the same time as the other.
                          __________________
                            #4923    
                          Old November 18th, 2010 (3:20 PM).
                          Draknir's Avatar
                          Draknir Draknir is offline
                          The God of Fire
                             
                            Join Date: Jan 2009
                            Location: Johto
                            Age: 23
                            Nature: Quiet
                            Posts: 121
                            Yes I have, and it only shows bits and pieces of it. The Jirachi Egg is added to the party, but then the event is repeatable.
                              #4924    
                            Old November 18th, 2010 (3:38 PM).
                            DrFuji's Avatar
                            DrFuji DrFuji is offline
                            Heiki Hecchara‌‌
                            • Crystal Tier
                             
                            Join Date: Sep 2009
                            Location: Downia-upside
                            Age: 24
                            Gender: Male
                            Nature: Jolly
                            Posts: 1,328
                            Quote:
                            Originally Posted by >Entei< View Post
                            I am having trouble with making a script that gives a Jirachi Egg in Emerald.

                            This is the script as I have put it in:
                            Spoiler:
                            #dyn 0x740000
                            #org @start
                            lock
                            faceplayer
                            msgbox @text ' Excuse me.\nI found...
                            callstd MSG_YESNO
                            compare LASTRESULT YES
                            if == jump @code2 ' Equal To
                            compare LASTRESULT 0x0
                            if == jump @code3 ' Equal To
                            release
                            end

                            #org @code2
                            lock
                            checkflag 0x200
                            if 0x1 jump @end
                            giveegg Jirachi
                            countpokemon
                            compare LASTRESULT 6
                            if == jump @noroom
                            message @get-msg
                            fanfare 0x101
                            showmsg
                            waitfanfare
                            waitbutton
                            message @code4
                            release
                            end

                            #org @noroom
                            msgbox @noroom-msg
                            callstd MSG_NOCLOSE
                            release
                            end

                            #org @code3
                            lock
                            faceplayer
                            msgbox @text2 ' Sigh.\pI suppose that...
                            callstd MSG_NOCLOSE
                            release
                            end

                            #org @code4
                            lock
                            faceplayer
                            msgbox @text3 ' Please, take ...
                            callstd MSG_NORMAL
                            release
                            end

                            #org @end
                            lock
                            faceplayer
                            msgbox @text4 ' How is the egg doing?
                            callstd MSG_NORMAL
                            release
                            end

                            #org @text4
                            = How is the egg doing?

                            #org @text
                            = Excuse me.\nI found this egg while walking this morning.\nI'm not a trainer, but you seem to be.\lWould you take it?

                            #org @noroom-msg
                            = Oh? You have no room to take it.

                            #org @get-msg
                            = You recieved the egg!

                            #org @text2
                            = Sigh.\lI suppose that you have other things\lto do than to help an old man.\nI'll still be here if you decide you want\lthe egg.

                            #org @text3
                            = Please, take\l very good care of it.


                            But this is what the script shows when I reopen it using Advance Map
                            Spoiler:
                            #org @start
                            '-----------------------------------
                            lock
                            faceplayer
                            msgbox @text1 ' Excuse me.\nI found ...
                            callstd MSG_YESNO ' Yes/No message
                            compare LASTRESULT YES
                            if == jump @code2 ' Equal To
                            compare LASTRESULT 0x0
                            if == jump @code3 ' Equal To
                            release
                            end

                            #org @code2
                            '-----------------------------------
                            lock
                            checkflag 0x200
                            if true jump @code4 ' Flag is set
                            giveegg 0x199
                            countpokemon
                            compare LASTRESULT 0x6
                            if == jump @code5 ' Equal To
                            message @text2 ' You recieved the egg...
                            fanfare 0x101
                            showmsg
                            waitfanfare
                            waitbutton
                            message @text3 ' \h6A\h5A\h0F \h91\h0...
                            release
                            end

                            #org @code4
                            '-----------------------------------
                            lock
                            faceplayer
                            msgbox @text4 ' How is the egg doing...
                            callstd MSG_LOCK ' Built-in lock command
                            release
                            end

                            #org @code3
                            '-----------------------------------
                            lock
                            faceplayer
                            msgbox @text5 ' Sigh.\lI suppose tha...
                            callstd MSG_NOCLOSE ' Non-closing message
                            release
                            ' Release commands close any open messages
                            end

                            #org @code5
                            '-----------------------------------
                            msgbox @text6 ' Oh? You have no room...
                            callstd MSG_NOCLOSE ' Non-closing message
                            release
                            ' Release commands close any open messages
                            end


                            #org @text1
                            = Excuse me.\nI found this egg while walking this morning.\nI'm not a trainer, but you seem to be.\lWould you take it?

                            #org @text2
                            = You recieved the egg!

                            #org @text3
                            = \h6A\h5A\h0F \h91\h0D\h9C\h08\h09\h06\h6C\h02\h6A\h5A\h0F \h25y\h8A\h08\h09\h06\h6C\h02 \h01 \h403 \h8A\h12

                            #org @text4
                            = How is the egg doing?

                            #org @text5
                            = Sigh.\lI suppose that you have other things\lto do than to help an old man.\nI'll still be here if you decide you want\lthe egg.

                            #org @text6
                            = Oh? You have no room to take it.


                            So exactly where am I screwing up?
                            While I work with XSE, the random line '\h6A\h5A\h0F \h91\h0D\h9C\h08\h09\h06\h6C\h02\h6A\h5A\h0F \h25y\h8A\h08\h09\h06\h6C\h02 \h01 \h403 \h8A\h12' is most likely there because your script was incorrectly inserted/ edited and is now conflicting with the data of the ROM or another script.

                            Quote:
                            Originally Posted by >Entei< View Post
                            Yes I have, and it only shows bits and pieces of it. The Jirachi Egg is added to the party, but then the event is repeatable.
                            You've got the command 'checkflag 0x200' in the @code2 part of your script, but I can't see where you have set that flag in the script. Even if you did have the flag set, it would display the 'Excuse me.\nI found this egg' text before you reached the checkflag command, which would be really strange.

                            Anyway, the script should look more like this:

                            Code:
                            #dyn 0x740000
                            #org @start
                            lock
                            faceplayer
                            checkflag 0x200
                            if 0x1 jump @end
                            msgbox @text ' Excuse me.\nI found...
                            callstd MSG_YESNO
                            ...
                             
                            #org @code2
                            lock
                            setflag 0x200
                            giveegg Jirachi
                            countpokemon
                            __________________
                              #4925    
                            Old November 19th, 2010 (5:32 PM).
                            Teh Blazer's Avatar
                            Teh Blazer Teh Blazer is offline
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                              Is there a buffer for your rival's pokemon?
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                              Being a hero is overrated anyways
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