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  #7151    
Old August 6th, 2012 (11:09 AM).
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Darkdata Darkdata is offline
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    You can remove the flag, and the setvar from this script.
    Set the var up by one when you want the script to stop activating.
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      #7152    
    Old August 6th, 2012 (12:25 PM).
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      So, I recently messed up my rom by deleting scripts and flags that were important, and someone on here told me that most people when they hack roms dont even delete the scripts and flags from the actual memory, they just take them off the map and add their own, I only deleted them because I didnt think there would b enough room for all my scripts, which leads me to my question:
      If I don't use any of the flags that are already in the game, is it possible tomake my own flags and use those? How woudl I do that?
      Also, how will I know when there isn't enough memory in my rom while making new scripted events?
        #7153    
      Old August 6th, 2012 (4:36 PM). Edited August 6th, 2012 by NG55.
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      NG55 NG55 is offline
         
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        Pokemon FireRed At the beginning of the game when you choose a Pokemon and your rival chooses as well; I need to change that so the Player goes and gets two eggs from different aides and then the rival goes to a third aide and gets his one egg. I need that to work out so that Oak let's you leave. If deleting the battle is going to screw something up please tell me.

        I also need to know how to make a signpost script
          #7154    
        Old August 6th, 2012 (6:13 PM).
        tajaros's Avatar
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          Quote:
          Originally Posted by Korvydaehunt View Post
          Game: Fire Red (US9
          Type: Level
          Editor: XSE
          The problem is it actually works, but only once, and I want it to keep happening until I set the flag.
          Script:
          Spoiler:
          '---------------
          #org 0x71A5E0
          #raw 0x2
          #raw pointer 0x871A5E6
          #raw 0x0

          '---------------
          #org 0x71A5E6
          #raw word 0x4051
          #raw word 0x0
          #raw pointer 0x8800262
          #raw word 0x0

          '---------------
          #org 0x800262
          checkflag 0x1002
          if 0x1 goto 0x8800294
          applymovement 0xB 0x8800297
          waitmovement 0x0
          msgbox 0x880029B MSG_FACE '"You can't be here!!"
          applymovement 0xB 0x88002B1
          setvar 0x4051 0x1
          clearflag 0x1002
          warp 0x3 0x0 0x2 0x0 0x0
          release
          end

          '---------------
          #org 0x800294
          release
          end


          '---------
          ' Strings
          '---------
          #org 0x80029B
          = You can't be here!!


          '-----------
          ' Movements
          '-----------
          #org 0x800297
          #raw 0x4 'Face Down (Faster)
          #raw 0x62 'Exclamation Mark (!)
          #raw 0xFE 'End of Movements

          #org 0x8002B1
          #raw 0x1D 'Step Down (Fast)
          #raw 0xFE 'End of Movements
          You have to input a setvar command, use it so the event won't happen again, and again... xD

          Use the setvar you use in the map script... And put it in the end of the script...
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            #7155    
          Old August 6th, 2012 (10:15 PM).
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          miksy91 miksy91 is offline
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            Quote:
            Originally Posted by SpadeEdge16 View Post
            So, I recently messed up my rom by deleting scripts and flags that were important, and someone on here told me that most people when they hack roms dont even delete the scripts and flags from the actual memory, they just take them off the map and add their own, I only deleted them because I didnt think there would b enough room for all my scripts, which leads me to my question:
            If I don't use any of the flags that are already in the game, is it possible tomake my own flags and use those? How woudl I do that?
            Also, how will I know when there isn't enough memory in my rom while making new scripted events?
            Most people here rely on tools for checking where there is memory for the events you include or not. All pokemon roms have a lot of free space in them (even Emerald and 1st and 2nd gen games which I believe you're not looking an answer for). I personally delete most of the original events when I make those of my own but I'm a 2nd gen hacker and if you're going to go with FireRed for instance, you don't have to do this.

            You can't make your own flags because flags are actually bits of memory in GBA's ram. Basically, someone has probably told you data consists of 0's and 1's. Well, when a flag is unset, a certain part of memory is 0 and when that flag is set, that part of memory turns into 1. Where there is free space in ram memory, lots of 0's (in hexadecimal, shown as 00), you can make your flags set bits (value of bit - 0/1) in there.

            This probably felt a bit confusing and I know I wouldn't have understood a thing about it 2 years ago myself but still, this is how it goes. There are ought to be some unused flag bits around which you can use for unused ram memory (as explained above, contains lots of 00's of which values do not change during the gameplay). I believe there is a list of flag bits you can safely use in Research & Development section but that's only a belief (as I've seen a thread related to flags not a long time ago).
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              #7156    
            Old August 7th, 2012 (1:35 AM).
            Satoshi Ookami's Avatar
            Satoshi Ookami Satoshi Ookami is offline
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            Quote:
            Originally Posted by tajaros View Post


            You have to input a setvar command, use it so the event won't happen again, and again... xD

            Use the setvar you use in the map script... And put it in the end of the script...
            I think that's precisly what he doesn't want.
            Since he wants script to happen over and over until the flag is set, setting the variable would be killing his wish =D
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              #7157    
            Old August 7th, 2012 (3:23 AM).
            tajaros's Avatar
            tajaros tajaros is offline
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              Quote:
              Originally Posted by Ash493 View Post

              I think that's precisly what he doesn't want.
              Since he wants script to happen over and over until the flag is set, setting the variable would be killing his wish =D
              Oh, sorry I thought he said that it happens all over again and he/she doesn't want that to happen...
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                #7158    
              Old August 7th, 2012 (4:39 AM).
              NG55's Avatar
              NG55 NG55 is offline
                 
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                Pokemon FireRed
                At the beginning of the game when you choose a Pokemon and your rival chooses as well; I need to change that so the Player goes and gets two eggs from different aides and then the rival goes to a third aide and gets his one egg. I need that to work out so that Oak let's you leave. If deleting the battle is going to screw something up please tell me.
                And I also need to know how to make a signpost script
                  #7159    
                Old August 7th, 2012 (6:15 AM).
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                Korvydaehunt Korvydaehunt is offline
                   
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                  Quote:
                  Originally Posted by tajaros View Post


                  Oh, sorry I thought he said that it happens all over again and he/she doesn't want that to happen...
                  Thanks, I already fixed it, I must be getting blind because I hadn't noticed I had used a setvar there, oh well, everything is good now.
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                    #7160    
                  Old August 7th, 2012 (6:58 AM).
                  The_Show The_Show is offline
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                    Quote:
                    Originally Posted by Nate VonGrimm View Post


                    If I remember correctly, I do believe you need to use setflag in a weather script.
                    So try this:
                    Spoiler:

                    #dynamic 0x800C37

                    #org @start
                    setweather 0x3
                    doweather
                    setflag 0x200 (If you haven't used 200, If you have, just use 201+)
                    release
                    end
                    No, it didn't work. When has it worked for you?
                      #7161    
                    Old August 7th, 2012 (7:03 AM).
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                    destinydownloads destinydownloads is offline
                       
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                      Quote:
                      Originally Posted by The_Show View Post
                      No, it didn't work. When has it worked for you?
                      Try this, it's from diegoisawesome's xse script tutorial:

                      #dynamic 0x800000

                      #org @start
                      checkflag 0x200
                      if 0x1 goto @next
                      setweather 0x3
                      doweather
                      setflag 0x200
                      release
                      end

                      #org @next
                      setweather 0x2
                      doweather
                      clearflag 0x200
                      release
                      end
                        #7162    
                      Old August 7th, 2012 (7:27 AM). Edited August 7th, 2012 by The_Show.
                      The_Show The_Show is offline
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                        Quote:
                        Originally Posted by destinydownloads View Post
                        Try this, it's from diegoisawesome's xse script tutorial:

                        #dynamic 0x800000

                        #org @start
                        checkflag 0x200
                        if 0x1 goto @next
                        setweather 0x3
                        doweather
                        setflag 0x200
                        release
                        end

                        #org @next
                        setweather 0x2
                        doweather
                        clearflag 0x200
                        release
                        end
                        Unfortunately this didn't work either. What I did do, however, is I plugged the weather script into a talking script. So whenever you talk to that person the weather will start... hopefully I can get the weather script to work on a level script.
                        ----------------------------------
                        Pokemon Ruby
                        XSE
                        SCRIPT BOX

                        I want this script to look like a normal warp, so when you step into it it will warp you to a place, tricking the player into thinking he has actually stepped into a warp..... a little confusing but it will have a big use:

                        Spoiler:
                        Remember RD Reign of Legends? Remember Bee Woods? The first time you walk into Bee Woods, there is no cave in the back. But when you defeat Royal Darkness, the next time you enter Bee Woods there is a cave in the back. This is the kind of script I hope to make.


                        Spoiler:
                        #dynamic 0x800EE8

                        #org @start
                        warp 0x18 0xB 0x5 0x0 0x0
                        release
                        end


                        But when I step on the box, nothing happens.
                          #7163    
                        Old August 7th, 2012 (10:31 AM).
                        Nate VonGrimm's Avatar
                        Nate VonGrimm Nate VonGrimm is offline
                           
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                          Quote:
                          Originally Posted by The_Show View Post
                          Unfortunately this didn't work either. What I did do, however, is I plugged the weather script into a talking script. So whenever you talk to that person the weather will start... hopefully I can get the weather script to work on a level script.
                          Ah, so you are trying to make it a level script.
                          If that's the case, follow my tutorial on level scripts by using your own weather script just to make sure you have the steps correct.
                          Tutorial: http://www.youtube.com/watch?v=rhvDX1_b8Ek

                          It could just be that you're forgetting a step in the process.
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                            #7164    
                          Old August 7th, 2012 (11:40 AM).
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                          SpadeEdge16 SpadeEdge16 is offline
                             
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                            can someone tell me whats wrong here? I'm trying to make it so if they player selects "no" he just ends the script, but if they player chooses "yes" they warp directly into the lab. but when i talk to oak, the correct thing happens when i choose "no", but when i choose "yes" he also goes to the no part of the script. I dunno why? :/

                            #dynamic 0x0034EBA2
                            #org @start
                            lock
                            faceplayer
                            msgbox @1 0x5
                            compare 0x1 0x0
                            if 0x1 goto @warp

                            msgbox @2 0x6
                            release
                            end

                            #org @warp
                            msgbox @3 0x6
                            closeonkeypress
                            warp 0x4 0x3 0x0 0x6 0xC
                            setvar 0x4055 0x2
                            release
                            end

                            #org @1
                            = Oh! For once a trainer that\ndoesn't run off without me! Would\lyou like to follow me to my lab?

                            #org @2
                            = Very well then, just don't try and\ngo running off on your own!

                            #org @3
                            = Excellent! Let's go!
                              #7165    
                            Old August 7th, 2012 (12:52 PM).
                            Satoshi Ookami's Avatar
                            Satoshi Ookami Satoshi Ookami is offline
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                            @Spade: I think the problem is with compare command...
                            The usual compare command is like this: "compare LASTRESULT 0x1" which means if player chose the yes do the next command.
                            But I read somewhere that the newest XSE doesn't support LASTRESULT...
                            Well you may as well try it to see if it works for you.
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                              #7166    
                            Old August 7th, 2012 (4:04 PM).
                            tajaros's Avatar
                            tajaros tajaros is offline
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                              Quote:
                              Originally Posted by SpadeEdge16 View Post
                              can someone tell me whats wrong here? I'm trying to make it so if they player selects "no" he just ends the script, but if they player chooses "yes" they warp directly into the lab. but when i talk to oak, the correct thing happens when i choose "no", but when i choose "yes" he also goes to the no part of the script. I dunno why? :/

                              #dynamic 0x0034EBA2
                              #org @start
                              lock
                              faceplayer
                              msgbox @1 0x5
                              compare 0x1 0x0
                              if 0x1 goto @warp

                              msgbox @2 0x6
                              release
                              end

                              #org @warp
                              msgbox @3 0x6
                              closeonkeypress
                              warp 0x4 0x3 0x0 0x6 0xC
                              setvar 0x4055 0x2
                              release
                              end

                              #org @1
                              = Oh! For once a trainer that\ndoesn't run off without me! Would\lyou like to follow me to my lab?

                              #org @2
                              = Very well then, just don't try and\ngo running off on your own!

                              #org @3
                              = Excellent! Let's go!
                              Well everything is good except for compare 0x1 0x0, just change it to compare 0x800D 0x1, as ASH493 said LASTRESULT is not anymore recognized in the latest version of XSE, it has now been changed to 0x800D

                              So for you to get the script easily here's the working script...
                              Quote:
                              #dynamic 0x0034EBA2
                              #org @start
                              lock
                              faceplayer
                              msgbox @1 0x5
                              compare 0x800D 0x1
                              if 0x1 goto @warp

                              msgbox @2 0x6
                              release
                              end

                              #org @warp
                              msgbox @3 0x6
                              closeonkeypress
                              warp 0x4 0x3 0x0 0x6 0xC
                              setvar 0x4055 0x2
                              release
                              end
                              Quote:
                              #org @1
                              = Oh! For once a trainer that\ndoesn't run off without me! Would\lyou like to follow me to my lab?

                              #org @2
                              = Very well then, just don't try and\ngo running off on your own!

                              #org @3
                              = Excellent! Let's go!
                              Hope this helps... xD
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                                #7167    
                              Old August 7th, 2012 (6:26 PM).
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                              dustination dustination is offline
                                 
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                                Hey, not sure if this is the right place to post this. Correct me if I'm doing something wrong.

                                So anyway, the problem is that, whenever I make a script, save it as a .rbc, and right click to compile, the '(LOG) Instant' window shows up and does all its usual stuff, but then just stops at the end.

                                Here is the entire code if it helps any

                                Code:
                                #PROCESS: script.rbc F:2 for input
                                ---------------------------------
                                 
                                #OFFSET: 0, 0
                                3: Code Command - checkflag [2B] 
                                 -> 43 &h828
                                attached: "+(" into 0
                                5: Code Alias
                                if1 [6] 
                                 -> 6 1 $done
                                attached: "!PTR" into 0
                                - log $done in buffer 0 at byte: 5
                                7: Code Alias
                                loadpointer [F] 
                                 -> 15 &h00 $1
                                attached: "
                                - log $1 in buffer 0 at byte: 11
                                9: Code Command - boxset [9] 
                                 -> 9 6
                                attached: "	" into 0
                                11: Code Command - applymovement [4F] 
                                 -> 79 &h04 $move
                                attached: "O
                                - log $move in buffer 0 at byte: 20
                                13: Code Command - pausemove [51] 
                                 -> 81 &h0
                                attached: "Q
                                15: Code Command - applymovement [4F] 
                                 -> 79 &hff $move2
                                attached: "Oÿ
                                - log $move2 in buffer 0 at byte: 30
                                17: Code Command - pause [28] 
                                 -> 40 &h30
                                attached: "(0
                                19: Code Alias
                                loadpointer [F] 
                                 -> 15 &h00 $2
                                attached: "
                                - log $2 in buffer 0 at byte: 39
                                21: Code Command - boxset [9] 
                                 -> 9 6
                                attached: "	" into 0
                                23: Code Command - playsound [33] 
                                 -> 51 &h13E
                                attached: "3>" into 0
                                25: Code Command - nop [1] 
                                 -> 1
                                attached: "" into 0
                                27: Code Command - applymovement [4F] 
                                 -> 79 &h04 $move3
                                attached: "O
                                - log $move3 in buffer 0 at byte: 52
                                29: Code Command - applymovement [4F] 
                                 -> 79 &hff $move3
                                attached: "Oÿ
                                - log $move3 in buffer 0 at byte: 59
                                31: Code Command - pausemove [51] 
                                 -> 81 0
                                attached: "Q
                                33: Code Command - fadesound [35] 
                                 -> 53 &h12C
                                attached: "5," into 0
                                35: Code Command - nop [1] 
                                 -> 1
                                attached: "" into 0
                                37: Code Command - release [6C] 
                                 -> 108
                                attached: "l" into 0
                                39: Code Command - end [2] 
                                 -> 2
                                attached: "" into 0
                                 
                                #OFFSET: 0, 0
                                44: Code Command - release [6C] 
                                 -> 108
                                attached: "l" into 0
                                46: Code Command - end [2] 
                                 -> 2
                                attached: "" into 0
                                 
                                #OFFSET: 0, 0
                                51: RAW DATA - raw &h62 &h12 &h12 &h12 &h12 &hFE
                                 
                                #OFFSET: 0, 0
                                56: RAW DATA - raw &h03 &hFE
                                 
                                #OFFSET: 0, 0
                                61: RAW DATA - raw &h13 &h13 &h13 &h13 &hFE
                                 
                                #OFFSET: 0, 0
                                 
                                #INLINE: 0, 1
                                66: Encoding text: 1 1
                                CODE: ÑÕÕÕÝÝÝÝèèèè«««ÿ
                                - Into buffer 1
                                 
                                #OFFSET: 0, 0
                                 
                                #INLINE: 0, 1
                                71: Encoding text: 2 1
                                CODE: Óãé
                                - Into buffer 1
                                |
                                \- Processed 820 Lines
                                 
                                #PROCESS: C:\Users\Dustin\Desktop\script.buf F:2 for write
                                ---------------------------------------------------------
                                COMMENT BUFFER DROP 10 [NO COMMENT]
                                DROPPING 7 Pointers
                                $done at buffer 0 position 5 
                                $1 at buffer 0 position 11 
                                $move at buffer 0 position 20 
                                $move2 at buffer 0 position 30 
                                $2 at buffer 0 position 39 
                                $move3 at buffer 0 position 52 
                                $move3 at buffer 0 position 59 
                                DROPPING 5 Offsetts
                                $start at buffer 0 position 0 
                                $done at buffer 0 position 72 
                                $move at buffer 0 position 74 
                                $move2 at buffer 0 position 80 
                                $move3 at buffer 0 position 82 
                                DROPPING 2 Offsetts
                                $1 at buffer 1 position 0 
                                $2 at buffer 1 position 16 
                                BUFFER 0 DROP: 87 [+(!PTR
                                BUFFER 1 DROP: 93 [ÑÕÕÕÝÝÝÝèèèè«««ÿÓãé
                                |
                                \- Processed 16 Buffers
                                 
                                |
                                \- Processed 820 Lines
                                 
                                |
                                \- Processed 0 Lines
                                And then, the little bufrite window never pops up. (You know, the one with burn, destination, assign, and all that jazz)

                                So what I'm asking is if there is any alternative way to get it up, or if I am just missing files/doing something wrong. (Weather it be with the script or with my just being outright stupid.)

                                Before anyone asks, this is the code I am trying to use. (Although I HAVE tried other scripts and the same problem takes place)

                                Code:
                                #org $start
                                countpokemon
                                compare LASTRESULT 0x1
                                if b_true goto $continue
                                lock
                                message $1
                                boxset 6
                                applymovement 0xFF $move
                                release
                                end
                                
                                #org $1
                                $1 1 =I better check what's \nin that box...
                                
                                #org $move
                                #raw 0x09 0xFE
                                
                                #org $continue
                                release
                                end
                                Any help is appreciated guys, Thanks!!
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                                  #7168    
                                Old August 8th, 2012 (12:33 AM).
                                Satoshi Ookami's Avatar
                                Satoshi Ookami Satoshi Ookami is offline
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                                Quote:
                                Originally Posted by tajaros View Post

                                Well everything is good except for compare 0x1 0x0, just change it to compare 0x800D 0x1, as ASH493 said LASTRESULT is not anymore recognized in the latest version of XSE, it has now been changed to 0x800D
                                Hope this helps... xD
                                So it's the same :D 800D was the "number" of LASTRESULT even in the old XSE... it seems it did not change that much :D
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                                  #7169    
                                Old August 8th, 2012 (1:35 PM).
                                Lorans Lorans is offline
                                   
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                                  Quote:
                                  Originally Posted by dustination View Post
                                  Hey, not sure if this is the right place to post this. Correct me if I'm doing something wrong.

                                  So anyway, the problem is that, whenever I make a script, save it as a .rbc, and right click to compile, the '(LOG) Instant' window shows up and does all its usual stuff, but then just stops at the end.

                                  Here is the entire code if it helps any

                                  Code:
                                  #PROCESS: script.rbc F:2 for input
                                  ---------------------------------
                                   
                                  #OFFSET: 0, 0
                                  3: Code Command - checkflag [2B] 
                                   -> 43 &h828
                                  attached: "+(" into 0
                                  5: Code Alias
                                  if1 [6] 
                                   -> 6 1 $done
                                  attached: "!PTR" into 0
                                  - log $done in buffer 0 at byte: 5
                                  7: Code Alias
                                  loadpointer [F] 
                                   -> 15 &h00 $1
                                  attached: "
                                  - log $1 in buffer 0 at byte: 11
                                  9: Code Command - boxset [9] 
                                   -> 9 6
                                  attached: "    " into 0
                                  11: Code Command - applymovement [4F] 
                                   -> 79 &h04 $move
                                  attached: "O
                                  - log $move in buffer 0 at byte: 20
                                  13: Code Command - pausemove [51] 
                                   -> 81 &h0
                                  attached: "Q
                                  15: Code Command - applymovement [4F] 
                                   -> 79 &hff $move2
                                  attached: "Oÿ
                                  - log $move2 in buffer 0 at byte: 30
                                  17: Code Command - pause [28] 
                                   -> 40 &h30
                                  attached: "(0
                                  19: Code Alias
                                  loadpointer [F] 
                                   -> 15 &h00 $2
                                  attached: "
                                  - log $2 in buffer 0 at byte: 39
                                  21: Code Command - boxset [9] 
                                   -> 9 6
                                  attached: "    " into 0
                                  23: Code Command - playsound [33] 
                                   -> 51 &h13E
                                  attached: "3>" into 0
                                  25: Code Command - nop [1] 
                                   -> 1
                                  attached: "" into 0
                                  27: Code Command - applymovement [4F] 
                                   -> 79 &h04 $move3
                                  attached: "O
                                  - log $move3 in buffer 0 at byte: 52
                                  29: Code Command - applymovement [4F] 
                                   -> 79 &hff $move3
                                  attached: "Oÿ
                                  - log $move3 in buffer 0 at byte: 59
                                  31: Code Command - pausemove [51] 
                                   -> 81 0
                                  attached: "Q
                                  33: Code Command - fadesound [35] 
                                   -> 53 &h12C
                                  attached: "5," into 0
                                  35: Code Command - nop [1] 
                                   -> 1
                                  attached: "" into 0
                                  37: Code Command - release [6C] 
                                   -> 108
                                  attached: "l" into 0
                                  39: Code Command - end [2] 
                                   -> 2
                                  attached: "" into 0
                                   
                                  #OFFSET: 0, 0
                                  44: Code Command - release [6C] 
                                   -> 108
                                  attached: "l" into 0
                                  46: Code Command - end [2] 
                                   -> 2
                                  attached: "" into 0
                                   
                                  #OFFSET: 0, 0
                                  51: RAW DATA - raw &h62 &h12 &h12 &h12 &h12 &hFE
                                   
                                  #OFFSET: 0, 0
                                  56: RAW DATA - raw &h03 &hFE
                                   
                                  #OFFSET: 0, 0
                                  61: RAW DATA - raw &h13 &h13 &h13 &h13 &hFE
                                   
                                  #OFFSET: 0, 0
                                   
                                  #INLINE: 0, 1
                                  66: Encoding text: 1 1
                                  CODE: ÑÕÕÕÝÝÝÝèèèè«««ÿ
                                  - Into buffer 1
                                   
                                  #OFFSET: 0, 0
                                   
                                  #INLINE: 0, 1
                                  71: Encoding text: 2 1
                                  CODE: Óãé
                                  - Into buffer 1
                                  |
                                  \- Processed 820 Lines
                                   
                                  #PROCESS: C:\Users\Dustin\Desktop\script.buf F:2 for write
                                  ---------------------------------------------------------
                                  COMMENT BUFFER DROP 10 [NO COMMENT]
                                  DROPPING 7 Pointers
                                  $done at buffer 0 position 5 
                                  $1 at buffer 0 position 11 
                                  $move at buffer 0 position 20 
                                  $move2 at buffer 0 position 30 
                                  $2 at buffer 0 position 39 
                                  $move3 at buffer 0 position 52 
                                  $move3 at buffer 0 position 59 
                                  DROPPING 5 Offsetts
                                  $start at buffer 0 position 0 
                                  $done at buffer 0 position 72 
                                  $move at buffer 0 position 74 
                                  $move2 at buffer 0 position 80 
                                  $move3 at buffer 0 position 82 
                                  DROPPING 2 Offsetts
                                  $1 at buffer 1 position 0 
                                  $2 at buffer 1 position 16 
                                  BUFFER 0 DROP: 87 [+(!PTR
                                  BUFFER 1 DROP: 93 [ÑÕÕÕÝÝÝÝèèèè«««ÿÓãé
                                  |
                                  \- Processed 16 Buffers
                                   
                                  |
                                  \- Processed 820 Lines
                                   
                                  |
                                  \- Processed 0 Lines
                                  And then, the little bufrite window never pops up. (You know, the one with burn, destination, assign, and all that jazz)

                                  So what I'm asking is if there is any alternative way to get it up, or if I am just missing files/doing something wrong. (Weather it be with the script or with my just being outright stupid.)

                                  Before anyone asks, this is the code I am trying to use. (Although I HAVE tried other scripts and the same problem takes place)

                                  Code:
                                  #org $start
                                  countpokemon
                                  compare LASTRESULT 0x1
                                  if b_true goto $continue
                                  lock
                                  message $1
                                  boxset 6
                                  applymovement 0xFF $move
                                  release
                                  end
                                  
                                  #org $1
                                  $1 1 =I better check what's \nin that box...
                                  
                                  #org $move
                                  #raw 0x09 0xFE
                                  
                                  #org $continue
                                  release
                                  end
                                  Any help is appreciated guys, Thanks!!
                                  You could try an entirely different compiler -- XSE. From the looks of your snippet of code, you're using PokeScript. Correct me if I'm mistaken, but from the little time I was here, I've heard nothing reassuring or at least decent about it. I think it all depends on which you feel comfortable with using, and I can definitely recommend XSE. Just my quick two cents here. I'd wait for a more trustworthy hacker to walk you through.
                                    #7170    
                                  Old August 9th, 2012 (11:04 AM).
                                  The_Show The_Show is offline
                                  Banned
                                     
                                    Join Date: Jan 2012
                                    Location: Carracosta Rock, Akmin Region
                                    Gender: Male
                                    Nature: Sassy
                                    Posts: 43
                                    first off thanks again Nate VonGrimm (think i spelled it right)

                                    So I know there is a "move screen" command where the screen moves but not the player. What is the command name and how do I use it?
                                      #7171    
                                    Old August 9th, 2012 (11:38 AM).
                                    Satoshi Ookami's Avatar
                                    Satoshi Ookami Satoshi Ookami is offline
                                    Memento Mori
                                    • Gold Tier
                                     
                                    Join Date: Jul 2008
                                    Location: Abyss of Time, Great Seal
                                    Age: 25
                                    Gender: Male
                                    Nature: Calm
                                    Posts: 14,497
                                    Quote:
                                    Originally Posted by The_Show View Post
                                    first off thanks again Nate VonGrimm (think i spelled it right)

                                    So I know there is a "move screen" command where the screen moves but not the player. What is the command name and how do I use it?
                                    From my biography: (yeah, lol, I'm keeping scripts as my biography xD)

                                    Code:
                                    Move camera script
                                    #org @start
                                    lockall
                                    special 0x113
                                    applymovement 0x7F @move
                                    waitmovement 0x0
                                    special 0x114
                                    releaseall
                                    end
                                    
                                    #org @move
                                    #raw (these can be any movements as long as it comes back to the user)* * = If the camera moves 3 up, then 2 left, then the camera MUST return to it's orignal postion.
                                    
                                    EXPLANATION
                                    The special 0x113 and special 0x114 are the most important part of the script. The script is relying on it, so, no special 0x113 or 0x114's, no Move Camera Scripts.
                                    
                                    Lockall
                                    This is almost like the command "lock" except it locks every person on the map.
                                    
                                    Special 0x113
                                    This makes the player be frozen. And any other people should be as well.
                                    
                                    Applymovement 0x7F @move
                                    Applymovement = Applymovement, but the 7F tells the game we are moving the Camera instead of people. The movements are the same as if you were moving people.
                                    
                                    Special 0x114
                                    This releases the 'Special 0x113' if this is not present, then you can't move at all
                                    
                                    Releaseall
                                    Kinda like 'release' except it releases all people on the map
                                    __________________
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                                      #7172    
                                    Old August 9th, 2012 (1:04 PM).
                                    Nate VonGrimm's Avatar
                                    Nate VonGrimm Nate VonGrimm is offline
                                       
                                      Join Date: Oct 2011
                                      Location: Uxbridge
                                      Age: 25
                                      Gender: Male
                                      Nature: Relaxed
                                      Posts: 124
                                      Quote:
                                      Originally Posted by The_Show View Post
                                      first off thanks again Nate VonGrimm (think i spelled it right)

                                      So I know there is a "move screen" command where the screen moves but not the player. What is the command name and how do I use it?
                                      You spelt it right and you're welcome =]

                                      And I would answer your question but Ash493 got there first and explained it in better detail then I would have aha
                                      __________________
                                      Currently working on a new Pokemon Hack with an in-depth story line!
                                      That's about as much as you're going to get for now...


                                        #7173    
                                      Old August 9th, 2012 (3:45 PM).
                                      SpadeEdge16's Avatar
                                      SpadeEdge16 SpadeEdge16 is offline
                                         
                                        Join Date: May 2012
                                        Gender: Male
                                        Posts: 154
                                        For the guys who helped me last time, thank you! It was actually exactly what I needed. xD
                                        But now I'm having more script trouble, haha.
                                        This event works fairly well, except for two things.

                                        one: for some reason this battle keeps on being a double battle! ive set the trainerbattle's 1st parameter to 0x0,0x1,and 0x2 cause I'm not sure abotu those, and even when I only have one Pokemon it still seems to be a double, and I've made sure all of the A-trainer info is correct. Also, if I just defeat the Pokemon on the right, it says I've won the battle and continues the script.

                                        two: At the end when the opponent is supposed to walk away, off of the screen, but for some reason, she takes her first step, then vanishes. I've traied taking hidesprite off and using #raw 0x60 in the applymovement, ive also tried it the other way around, and when i dont use the hidesprite command, she will take her first movement, then freeze. the game doesnt freeze, just the character.

                                        and on another note, can someone tell me how to put things in spoilers? xD

                                        #dynamic 0x800000
                                        #org @start
                                        checkflag 0x161
                                        if 0x1 goto @done
                                        lock
                                        applymovement 0xFF @approach
                                        waitmovement 0xFF
                                        msgbox @ace 0x6
                                        applymovement 0x0 @notice
                                        waitmovement 0x0
                                        trainerbattle 0x2 0x6 0x3 @challenge @defeat @after

                                        #org @after
                                        msgbox @takeit 0x6
                                        additem 0x04 0xA
                                        fanfare 0x101
                                        msgbox @here 0x6
                                        waitfanfare
                                        setflag 0x161
                                        msgbox @bye 0x6
                                        applymovement 0x0 @leave
                                        applymovement 0xFF @watch
                                        waitmovement 0x0
                                        hidesprite 0x0
                                        release
                                        end

                                        #org @leave
                                        #raw 0x12
                                        #raw 0x11
                                        #raw 0x12
                                        #raw 0x12
                                        #raw 0x11
                                        #raw 0x11
                                        #raw 0x11
                                        #raw 0xFE

                                        #org @watch
                                        #raw 0x02
                                        #raw 0x01
                                        #raw 0xFE

                                        #org @here
                                        = [player] recieved POKEBALLS!

                                        #org @defeat
                                        = ACE: Not too bad for a beginner!

                                        #org @bye
                                        = ACE: Those are POKEBALLS!\nThey're used for catching new\lPOKEMON to join your team!\lI know you'll put them to good\luse!

                                        #org @takeit
                                        = ACE: Haha, not bad!\nYou know, you're one tough\ltrainer!\lI think someone like you could use\lthese!

                                        #org @challenge
                                        = ACE: Hey there! What's your name?\n...\lNice to meet you [player], my name is\lACE!\lI'm a new POKEMON TRAINER from\lFUSCHIA CITY!\lI heard that most people start on\lROUTE 1, so I came here and I\lcaught my first POKEMON!\lWhy don't you see for yourself!

                                        #org @ace
                                        = ACE: Poor flowers...\nHow can you guys grow in this kind\lof weather?

                                        #org @approach
                                        #raw 0x62
                                        #raw 0x18
                                        #raw 0x00
                                        #raw 0x18
                                        #raw 0x10
                                        #raw 0x13
                                        #raw 0x13
                                        #raw 0x13
                                        #raw 0x0
                                        #raw 0xFE

                                        #org @notice
                                        #raw 0x62
                                        #raw 0x01
                                        #raw 0xFE

                                        #org @done
                                        release
                                        end
                                          #7174    
                                        Old August 9th, 2012 (7:26 PM).
                                        aar2697 aar2697 is offline
                                           
                                          Join Date: Jun 2010
                                          Age: 20
                                          Gender: Male
                                          Posts: 37
                                          Quote:
                                          Originally Posted by SpadeEdge16 View Post
                                          For the guys who helped me last time, thank you! It was actually exactly what I needed. xD
                                          But now I'm having more script trouble, haha.
                                          This event works fairly well, except for two things.

                                          one: for some reason this battle keeps on being a double battle! ive set the trainerbattle's 1st parameter to 0x0,0x1,and 0x2 cause I'm not sure abotu those, and even when I only have one Pokemon it still seems to be a double, and I've made sure all of the A-trainer info is correct. Also, if I just defeat the Pokemon on the right, it says I've won the battle and continues the script.

                                          two: At the end when the opponent is supposed to walk away, off of the screen, but for some reason, she takes her first step, then vanishes. I've traied taking hidesprite off and using #raw 0x60 in the applymovement, ive also tried it the other way around, and when i dont use the hidesprite command, she will take her first movement, then freeze. the game doesnt freeze, just the character.

                                          and on another note, can someone tell me how to put things in spoilers? xD
                                          Spoiler:

                                          #dynamic 0x800000
                                          #org @start
                                          checkflag 0x161
                                          if 0x1 goto @done
                                          lock
                                          applymovement 0xFF @approach
                                          waitmovement 0xFF
                                          msgbox @ace 0x6
                                          applymovement 0x0 @notice
                                          waitmovement 0x0
                                          trainerbattle 0x2 0x6 0x3 @challenge @defeat @after

                                          #org @after
                                          msgbox @takeit 0x6
                                          additem 0x04 0xA
                                          fanfare 0x101
                                          msgbox @here 0x6
                                          waitfanfare
                                          setflag 0x161
                                          msgbox @bye 0x6
                                          applymovement 0x0 @leave
                                          applymovement 0xFF @watch
                                          waitmovement 0x0
                                          hidesprite 0x0
                                          release
                                          end

                                          #org @leave
                                          #raw 0x12
                                          #raw 0x11
                                          #raw 0x12
                                          #raw 0x12
                                          #raw 0x11
                                          #raw 0x11
                                          #raw 0x11
                                          #raw 0xFE

                                          #org @watch
                                          #raw 0x02
                                          #raw 0x01
                                          #raw 0xFE

                                          #org @here
                                          = [player] recieved POKEBALLS!

                                          #org @defeat
                                          = ACE: Not too bad for a beginner!

                                          #org @bye
                                          = ACE: Those are POKEBALLS!\nThey're used for catching new\lPOKEMON to join your team!\lI know you'll put them to good\luse!

                                          #org @takeit
                                          = ACE: Haha, not bad!\nYou know, you're one tough\ltrainer!\lI think someone like you could use\lthese!

                                          #org @challenge
                                          = ACE: Hey there! What's your name?\n...\lNice to meet you [player], my name is\lACE!\lI'm a new POKEMON TRAINER from\lFUSCHIA CITY!\lI heard that most people start on\lROUTE 1, so I came here and I\lcaught my first POKEMON!\lWhy don't you see for yourself!

                                          #org @ace
                                          = ACE: Poor flowers...\nHow can you guys grow in this kind\lof weather?

                                          #org @approach
                                          #raw 0x62
                                          #raw 0x18
                                          #raw 0x00
                                          #raw 0x18
                                          #raw 0x10
                                          #raw 0x13
                                          #raw 0x13
                                          #raw 0x13
                                          #raw 0x0
                                          #raw 0xFE

                                          #org @notice
                                          #raw 0x62
                                          #raw 0x01
                                          #raw 0xFE

                                          #org @done
                                          release
                                          end
                                          Put an "end" after the trainerbattle line.
                                          Give a Person ID to the person you're battling, which is a flag so make sure you set it appropriately, and put setflag 0x[p.id] after the hidesprite line in the script. This will permanently hide that character rather than them reappearing. I don't know much about the player stuff, but I think 0xFF should be changed to MOVE_PLAYER. Oh, you could also set the Person ID to the flag you already have in the script, to make things more efficient.

                                          trainerbattle 0x0 is a simple battle with just challenge and defeat text, then the battle ends.
                                          trainerbattle 0x0 0xTR 0x0 @intro @defeat
                                          trainerbattle 0x1 continues to a script after defeat. You go to PokeCenter if you lose; after text doesn't show until you beat him.
                                          trainerbattle 0x1 0xTR 0x0 @intro @defeat @afterbattle
                                          trainerbattle 0x2 does the same as 0x1, but I don't know if there are any other differences.
                                          trainerbattle 0x1 0xTR 0x0 @intro @defeat @afterbattle
                                          trainerbattle 0x3 only has defeat text, but the script continues afterwards. It doesn't require an address to another part of the script, it just continues to the next line.
                                          trainerbattle 0x3 0xTR 0x0 @defeat
                                          trainerbattle 0x4 same as 0x2. Used in double battles, but might not require two Pokemon. I'm really not sure.
                                          trainerbattle 0x5 used for rebattles with V.S. Seeker. Uses same format as 0x0.
                                          trainerbattle 0x6 ????
                                          trainerbattle 0x7 same as 0x4
                                          trainerbattle 0x8 ????
                                          trainerbattle 0x9 This one has text for if you win and if the foe wins.
                                          trainerbattle 0x9 0xTR 0x0 @youwin @hewins

                                          Also, try using a different trainer for everything; trainer #0x6 might be glitched for you.
                                            #7175    
                                          Old August 10th, 2012 (12:54 PM).
                                          Mr.KoolAid Mr.KoolAid is offline
                                             
                                            Join Date: Mar 2012
                                            Gender: Female
                                            Posts: 27
                                            I was having trouble with scripting, so i got some help. This other person made a script that works perfectly for them. No problems occurred in the rom we were working on for him. But when i run the rom stuff goes wrong. The scrip that was made (which is only supposed to occur once) occurs twice for me. Multiple times I tried and I can do the script twice over, no more, no less. Also when I go to other maps (like from a town to a route) everything goes weird, it will show random sprites and building pieces that I did not put there, this has always happened, on any rom I change. I downloaded Amap 1.92 (i was having worse problems with 1.95) from this site.

                                            Does anyone know how I can fix these problems? It is making it near impossible to make a rom hack.
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