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  #7401    
Old November 1st, 2012 (1:24 PM). Edited November 1st, 2012 by DrFuji.
Pokedorkus Pokedorkus is offline
Zen Darumaka
     
    Join Date: Oct 2012
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    Posts: 6
    Quote:
    Originally Posted by MrSandman64 View Post
    how do I check which starter pokemon you picked so that the rival can pick the pokemon strong against it?
    You can use Advance Starter if thats wat u mean google it

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      #7402    
    Old November 2nd, 2012 (2:34 AM).
    Satoshi Ookami's Avatar
    Satoshi Ookami Satoshi Ookami is offline
    Memento Mori
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    Quote:
    Originally Posted by Pokedorkus View Post
    You can use Advance Starter if thats wat u mean google it
    That's not really it xD As he means in-game

    As for the answer.

    Assign a special flag to each starter that you will be checking in rival's scripts

    I'll give you an example.

    Let's have 3 starters: Treecko, Torchic, Mudkip.
    In Treecko's giving script you put setflag 0x701
    In Torchic's script you put setflag 0x702
    And in Mudkip's you put setflag 0x703

    And then, once battle with rival is about to happen you use this:

    checkflag 0x701
    compare 0x800D 0x1
    if 0x1 goto @battle1

    checkflag 0x702
    compare 0x800D 0x1
    if 0x1 goto @battle2

    checkflag 0x702
    compare 0x800D 0x1
    if 0x1 goto @battle3

    Those @battle will have trainerbattle with the starter that will be strong against player's one.
    Of course, rival always need to have 3 versions of one battle.
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      #7403    
    Old November 2nd, 2012 (7:50 AM).
    itman itman is offline
    Back to ROM hacking. :D
       
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      Quote:
      Originally Posted by Ash493 View Post

      That's not really it xD As he means in-game ;)

      As for the answer.

      Assign a special flag to each starter that you will be checking in rival's scripts ;)

      I'll give you an example.

      Let's have 3 starters: Treecko, Torchic, Mudkip.
      In Treecko's giving script you put setflag 0x701
      In Torchic's script you put setflag 0x702
      And in Mudkip's you put setflag 0x703

      And then, once battle with rival is about to happen you use this:

      checkflag 0x701
      compare 0x800D 0x1
      if 0x1 goto @battle1

      checkflag 0x702
      compare 0x800D 0x1
      if 0x1 goto @battle2

      checkflag 0x702
      compare 0x800D 0x1
      if 0x1 goto @battle3

      Those @battle will have trainerbattle with the starter that will be strong against player's one.
      Of course, rival always need to have 3 versions of one battle.
      The "compare 0x800D 0x1" lines are unnecessary and just take up more room, it's best to take them out.
        #7404    
      Old November 2nd, 2012 (8:29 AM).
      Pokedorkus Pokedorkus is offline
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        Help me So i was editing or hacking my map with A map when i opened A trainer to edit trainers and i added trainers and such when i closed it and came back the names of the pokemons were messed up they would have codes with europeen accents and stuff or they would be blank so it would say a wild appered WTF this has happened 2 times on pokemon emerald and i tested it out on saphire and i happened on it as well should i use PET but i need to add new trainers and these codes would affect every thing including in a map it would say the codes? what is happening any advice would be appreciated.
          #7405    
        Old November 3rd, 2012 (5:45 PM).
        Herpahermaderp's Avatar
        Herpahermaderp Herpahermaderp is offline
        I liek Mudkipz
           
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          Does anybody know the ASM routine for naming the player? I'm making a script for my hack team and they need it so the player doesn't get named at the Prof. intro but later on in the game.
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            #7406    
          Old November 4th, 2012 (5:29 AM).
          Rumille's Avatar
          Rumille Rumille is offline
             
            Join Date: Feb 2012
            Gender: Male
            Posts: 72
            Hi. So, I made this levelscript:
            Code:
            #dynamic 0x800000
            #org @start
            lock
            compare 0x7006 0x1
            if 0x0 goto @getpokemon
            if 0x1 goto @checkgary
            
            #org @checkgary
            checkflag 0x828
            if 0x1 goto @garystay
            if 0x0 goto @end
            release
            end
            
            #org @end
            release
            end
            
            #org @garystay
            movesprite2 0x02 0x10 0x5
            spritebehave 0x02 0x9
            setflag 0x903
            release
            end
            
            #org @getpokemon
            applymovement 0x02 @move1
            waitmovement 0x0
            applymovement 0xFF @move2
            waitmovement 0x0
            goto @messages
            
            #org @messages
            msgbox @1 0x5
            compare LASTRESULT 0x0
            if 0x1 goto @what
            compare LASTRESULT 0x1
            if 0x1 goto @getpokemon2
            release
            end
            
            #org @what
            msgbox @2 0x2
            goto @getpokemon2
            release
            end
            
            #org @getpokemon2
            msgbox @3 0x2
            msgbox @4 0x2
            goto @test
            
            #org @test
            msgbox @5 0x5
            compare LASTRESULT 0x1
            if 0x1 goto @wrong
            msgbox @6 0x5
            compare LASTRESULT 0x0
            if 0x1 goto @wrong
            msgbox @7 0x5
            compare LASTRESULT 0x1
            if 0x1 goto @wrong
            msgbox @8 0x5
            compare LASTRESULT 0x0
            if 0x1 goto @wrong
            msgbox @9 0x5
            compare LASTRESULT 0x1
            if 0x1 goto @wrong0
            msgbox @10 0x2
            setvar 0x7006 0x1
            applymovement 0xFF @move3
            release
            end
            
            #org @wrong
            msgbox @wrong1 0x2
            goto @test
            
            #org @wrong0
            msgbox @wrong2 0x2
            goto @test
            
            #org @move1
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x13
            #raw 0x13
            #raw 0x13
            #raw 0x13
            #raw 0x13
            #raw 0x11
            #raw 0x11
            #raw 0x2
            #raw 0xFE
            
            #org @move2
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0xFE
            
            #org @move3
            #raw 0x13
            #raw 0xFE
            
            #org @1
            = Hello there! Did [rival] bring you?
            
            #org @2
            = [rival]: He is joking, Professor. I\nbrought him here.
            
            #org @3
            = OAK: Ah, that means you want to be\na Pokémon Trainer! Well, that can\lbe arranged. I have three Pokémon\lon this table. You can pick one.\lIf..... you pass my exam!
            
            #org @4
            = You see, raising a Pokémon is a\nbig responsibility. You have to\lprove to me you know enough about\lthese great creatures and what to\ldo with them. If you answer the\lfollowing five questions\lcorrectly, you will have passed\lthe exam. So, let's start!
            
            #org @5
            = OAK: First question: Your Pokémon\nis poisoned. You should use\lPROTEIN to get rid of this status\lailment. Correct?
            
            #org @6
            = OAK: Very good! ANTIDOTE is often\nused to cure a poisoned Pokémon.\lPROTEIN is used to increase the\lAttack Stat of a Pokémon. Question\lnumber two: If most of your\lPokémon fainted, you should try to\lfind a Pokémon Center. Correct?
            
            #org @7
            = OAK: Excellent! You could also use\nPOTIONs or other healing items,\lbut healing your Pokémon at a\lPokémon Center is free of charge.\lThird question: Using your Pokémon\lto attack other Pokémon Trainers\lis all fair game in a battle.\lCorrect?
            
            #org @8
            = OAK: Great work! Attacking other\nTrainers is strictly forbidden and\lin some cases extremely dangerous.\lYou're almost there! Question\lfour: Even Pokémon without wings\lcan sometimes use FLY. Correct?
            
            #org @9
            = OAK: Yeah. That's kind of messed\nup. How can a DODRIO use Fly? Does\lit transforms its three heads into\lsome sort of helicopter rotor? I\ldon't know, it's just weird.\lAnyway, the final question! In\lKanto, there is toooootally a Mew\lbehind the truck at the St. Anne's\lport. Like, totally for sure. I'm\lsuper serial.
            
            #org @wrong1
            = I am afraid you are mistaken.\nLet's start at the beginning\lagain, shall we?
            
            #org @wrong2
            = OAK: What? What is wrong with you?\nOf course there is no Mew. Idiot.\lBack to the first question with\lyou. Moron. You are worse than\lBatman.
            
            #org @10
            = OAK: You did great. You answered\nall my questions correctly. You\lare ready to go on a great\ladventure, accompanied by your\lPokémon. Go ahead, pick one!
            It works perfectly at the start, I use 02 Validates Value, but when the script is supposed to finish I get this:


            And I can't move or do anything. Only press 'A' and I get this message again and again and again and again and again...

            What causes this? And how can I make sure I get 'set free' and move around?
              #7407    
            Old November 4th, 2012 (7:02 AM).
            miksy91's Avatar
            miksy91 miksy91 is offline
            Dark Energy is back in action! ;)
               
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              Quote:
              Originally Posted by Rumille View Post
              Hi. So, I made this levelscript:
              Code:
              #dynamic 0x800000
              #org @start
              lock
              compare 0x7006 0x1
              if 0x0 goto @getpokemon
              if 0x1 goto @checkgary
               
              #org @checkgary
              checkflag 0x828
              if 0x1 goto @garystay
              if 0x0 goto @end
              release
              end
               
              #org @end
              release
              end
               
              #org @garystay
              movesprite2 0x02 0x10 0x5
              spritebehave 0x02 0x9
              setflag 0x903
              release
              end
               
              #org @getpokemon
              applymovement 0x02 @move1
              waitmovement 0x0
              applymovement 0xFF @move2
              waitmovement 0x0
              goto @messages
               
              #org @messages
              msgbox @1 0x5
              compare LASTRESULT 0x0
              if 0x1 goto @what
              compare LASTRESULT 0x1
              if 0x1 goto @getpokemon2
              release
              end
               
              #org @what
              msgbox @2 0x2
              goto @getpokemon2
              release
              end
               
              #org @getpokemon2
              msgbox @3 0x2
              msgbox @4 0x2
              goto @test
               
              #org @test
              msgbox @5 0x5
              compare LASTRESULT 0x1
              if 0x1 goto @wrong
              msgbox @6 0x5
              compare LASTRESULT 0x0
              if 0x1 goto @wrong
              msgbox @7 0x5
              compare LASTRESULT 0x1
              if 0x1 goto @wrong
              msgbox @8 0x5
              compare LASTRESULT 0x0
              if 0x1 goto @wrong
              msgbox @9 0x5
              compare LASTRESULT 0x1
              if 0x1 goto @wrong0
              msgbox @10 0x2
              setvar 0x7006 0x1
              applymovement 0xFF @move3
              release
              end
               
              #org @wrong
              msgbox @wrong1 0x2
              goto @test
               
              #org @wrong0
              msgbox @wrong2 0x2
              goto @test
               
              #org @move1
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x13
              #raw 0x13
              #raw 0x13
              #raw 0x13
              #raw 0x13
              #raw 0x11
              #raw 0x11
              #raw 0x2
              #raw 0xFE
               
              #org @move2
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0xFE
               
              #org @move3
              #raw 0x13
              #raw 0xFE
               
              #org @1
              = Hello there! Did [rival] bring you?
               
              #org @2
              = [rival]: He is joking, Professor. I\nbrought him here.
               
              #org @3
              = OAK: Ah, that means you want to be\na Pokémon Trainer! Well, that can\lbe arranged. I have three Pokémon\lon this table. You can pick one.\lIf..... you pass my exam!
               
              #org @4
              = You see, raising a Pokémon is a\nbig responsibility. You have to\lprove to me you know enough about\lthese great creatures and what to\ldo with them. If you answer the\lfollowing five questions\lcorrectly, you will have passed\lthe exam. So, let's start!
               
              #org @5
              = OAK: First question: Your Pokémon\nis poisoned. You should use\lPROTEIN to get rid of this status\lailment. Correct?
               
              #org @6
              = OAK: Very good! ANTIDOTE is often\nused to cure a poisoned Pokémon.\lPROTEIN is used to increase the\lAttack Stat of a Pokémon. Question\lnumber two: If most of your\lPokémon fainted, you should try to\lfind a Pokémon Center. Correct?
               
              #org @7
              = OAK: Excellent! You could also use\nPOTIONs or other healing items,\lbut healing your Pokémon at a\lPokémon Center is free of charge.\lThird question: Using your Pokémon\lto attack other Pokémon Trainers\lis all fair game in a battle.\lCorrect?
               
              #org @8
              = OAK: Great work! Attacking other\nTrainers is strictly forbidden and\lin some cases extremely dangerous.\lYou're almost there! Question\lfour: Even Pokémon without wings\lcan sometimes use FLY. Correct?
               
              #org @9
              = OAK: Yeah. That's kind of messed\nup. How can a DODRIO use Fly? Does\lit transforms its three heads into\lsome sort of helicopter rotor? I\ldon't know, it's just weird.\lAnyway, the final question! In\lKanto, there is toooootally a Mew\lbehind the truck at the St. Anne's\lport. Like, totally for sure. I'm\lsuper serial.
               
              #org @wrong1
              = I am afraid you are mistaken.\nLet's start at the beginning\lagain, shall we?
               
              #org @wrong2
              = OAK: What? What is wrong with you?\nOf course there is no Mew. Idiot.\lBack to the first question with\lyou. Moron. You are worse than\lBatman.
               
              #org @10
              = OAK: You did great. You answered\nall my questions correctly. You\lare ready to go on a great\ladventure, accompanied by your\lPokémon. Go ahead, pick one!
              It works perfectly at the start, I use 02 Validates Value, but when the script is supposed to finish I get this:


              And I can't move or do anything. Only press 'A' and I get this message again and again and again and again and again...

              What causes this? And how can I make sure I get 'set free' and move around?
              It's "impossible" to tell what's causing it but I'd advise you to check out the following:
              1) You're using right ending commands (there are different scripting commands for ending level scripts and normal scripts in G/S/C, probably also for Firered).
              2) You're calling "right" type of a level script
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                #7408    
              Old November 4th, 2012 (8:10 AM).
              Renegade's Avatar
              Renegade Renegade is offline
              Time for real life...
                 
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                Quote:
                Originally Posted by Rumille View Post
                Hi. So, I made this levelscript:
                Code:
                #dynamic 0x800000
                #org @start
                lock
                compare 0x7006 0x1
                if 0x0 goto @getpokemon
                if 0x1 goto @checkgary
                
                #org @checkgary
                checkflag 0x828
                if 0x1 goto @garystay
                if 0x0 goto @end
                release
                end
                
                #org @end
                release
                end
                
                #org @garystay
                movesprite2 0x02 0x10 0x5
                spritebehave 0x02 0x9
                setflag 0x903
                release
                end
                
                #org @getpokemon
                applymovement 0x02 @move1
                waitmovement 0x0
                applymovement 0xFF @move2
                waitmovement 0x0
                goto @messages
                
                #org @messages
                msgbox @1 0x5
                compare LASTRESULT 0x0
                if 0x1 goto @what
                compare LASTRESULT 0x1
                if 0x1 goto @getpokemon2
                release
                end
                
                #org @what
                msgbox @2 0x2
                goto @getpokemon2
                release
                end
                
                #org @getpokemon2
                msgbox @3 0x2
                msgbox @4 0x2
                goto @test
                
                #org @test
                msgbox @5 0x5
                compare LASTRESULT 0x1
                if 0x1 goto @wrong
                msgbox @6 0x5
                compare LASTRESULT 0x0
                if 0x1 goto @wrong
                msgbox @7 0x5
                compare LASTRESULT 0x1
                if 0x1 goto @wrong
                msgbox @8 0x5
                compare LASTRESULT 0x0
                if 0x1 goto @wrong
                msgbox @9 0x5
                compare LASTRESULT 0x1
                if 0x1 goto @wrong0
                msgbox @10 0x2
                setvar 0x7006 0x1
                applymovement 0xFF @move3
                release
                end
                
                #org @wrong
                msgbox @wrong1 0x2
                goto @test
                
                #org @wrong0
                msgbox @wrong2 0x2
                goto @test
                
                #org @move1
                #raw 0x11
                #raw 0x11
                #raw 0x11
                #raw 0x11
                #raw 0x13
                #raw 0x13
                #raw 0x13
                #raw 0x13
                #raw 0x13
                #raw 0x11
                #raw 0x11
                #raw 0x2
                #raw 0xFE
                
                #org @move2
                #raw 0x11
                #raw 0x11
                #raw 0x11
                #raw 0x11
                #raw 0x11
                #raw 0x11
                #raw 0xFE
                
                #org @move3
                #raw 0x13
                #raw 0xFE
                
                #org @1
                = Hello there! Did [rival] bring you?
                
                #org @2
                = [rival]: He is joking, Professor. I\nbrought him here.
                
                #org @3
                = OAK: Ah, that means you want to be\na Pokémon Trainer! Well, that can\lbe arranged. I have three Pokémon\lon this table. You can pick one.\lIf..... you pass my exam!
                
                #org @4
                = You see, raising a Pokémon is a\nbig responsibility. You have to\lprove to me you know enough about\lthese great creatures and what to\ldo with them. If you answer the\lfollowing five questions\lcorrectly, you will have passed\lthe exam. So, let's start!
                
                #org @5
                = OAK: First question: Your Pokémon\nis poisoned. You should use\lPROTEIN to get rid of this status\lailment. Correct?
                
                #org @6
                = OAK: Very good! ANTIDOTE is often\nused to cure a poisoned Pokémon.\lPROTEIN is used to increase the\lAttack Stat of a Pokémon. Question\lnumber two: If most of your\lPokémon fainted, you should try to\lfind a Pokémon Center. Correct?
                
                #org @7
                = OAK: Excellent! You could also use\nPOTIONs or other healing items,\lbut healing your Pokémon at a\lPokémon Center is free of charge.\lThird question: Using your Pokémon\lto attack other Pokémon Trainers\lis all fair game in a battle.\lCorrect?
                
                #org @8
                = OAK: Great work! Attacking other\nTrainers is strictly forbidden and\lin some cases extremely dangerous.\lYou're almost there! Question\lfour: Even Pokémon without wings\lcan sometimes use FLY. Correct?
                
                #org @9
                = OAK: Yeah. That's kind of messed\nup. How can a DODRIO use Fly? Does\lit transforms its three heads into\lsome sort of helicopter rotor? I\ldon't know, it's just weird.\lAnyway, the final question! In\lKanto, there is toooootally a Mew\lbehind the truck at the St. Anne's\lport. Like, totally for sure. I'm\lsuper serial.
                
                #org @wrong1
                = I am afraid you are mistaken.\nLet's start at the beginning\lagain, shall we?
                
                #org @wrong2
                = OAK: What? What is wrong with you?\nOf course there is no Mew. Idiot.\lBack to the first question with\lyou. Moron. You are worse than\lBatman.
                
                #org @10
                = OAK: You did great. You answered\nall my questions correctly. You\lare ready to go on a great\ladventure, accompanied by your\lPokémon. Go ahead, pick one!
                It works perfectly at the start, I use 02 Validates Value, but when the script is supposed to finish I get this:


                And I can't move or do anything. Only press 'A' and I get this message again and again and again and again and again...

                What causes this? And how can I make sure I get 'set free' and move around?
                This problem is very common and the way to fix it is in here:

                http://www.pokecommunity.com/showthread.php?t=191500&highlight=cooley

                Go to the header tab in A-Map, click Ctrl + H, copy the map script offset, paste it into XSE and decompile it with "level script" checked. If you look down from there a few lines, you should see something like this:

                #raw 0xFFFF

                Change it so that it shows this:

                #raw 0x0

                From there, click compile and test it out in-game.
                  #7409    
                Old November 4th, 2012 (8:23 AM).
                Rumille's Avatar
                Rumille Rumille is offline
                   
                  Join Date: Feb 2012
                  Gender: Male
                  Posts: 72
                  Quote:
                  Originally Posted by CrystalStatic View Post
                  This problem is very common and the way to fix it is in here:

                  http://www.pokecommunity.com/showthread.php?t=191500&highlight=cooley

                  Go to the header tab in A-Map, click Ctrl + H, copy the map script offset, paste it into XSE and decompile it with "level script" checked. If you look down from there a few lines, you should see something like this:

                  #raw 0xFFFF

                  Change it so that it shows this:

                  #raw 0x0

                  From there, click compile and test it out in-game.
                  Aaaaah. I knew this, but I was under the dumb impression that I had to change it to #raw 0x2, since it was a 02 Validate values-type level script. Thanks, it works now!
                    #7410    
                  Old November 6th, 2012 (4:58 PM).
                  thor348's Avatar
                  thor348 thor348 is offline
                  That's Oak to You
                     
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                    Location: Arizona
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                    Nature: Calm
                    Posts: 136
                    Hey i've made my own script for an Item called the Codec. I put it in the Scripts.rxdata and in the Items PBS. It was all made and I clicked 'Save'. It acted as if it saved. When I took out my flash drive containing both my RPG maker xp and Pokemon essentials stuff, then put it into another computer, my scripts.rxdata reverted back to the original info from the starter kit. What happened to my modified scripts? Please help
                      #7411    
                    Old November 6th, 2012 (6:47 PM).
                    SK3's Avatar
                    SK3 SK3 is offline
                    Pokemon Hacking Company™ CEO
                       
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                      Gender: Male
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                      Posts: 276
                      Spoiler:
                      #dynamic 0x2A3900
                      #org @start
                      msgbox @talk1 0x6
                      playsong 0x013B 0x0
                      applymovement 0x04 @walk1
                      waitmovement 0x0
                      applymovement 0xFF @walk2
                      waitmovement 0x0
                      msgbox @talk2 0x6
                      applymovement 0x04 @walk3
                      waitmovement 0x0
                      hidesprite 0x04
                      fadesong 0x0151
                      setvar 0x6002 0x1
                      setflag 0x1207
                      release
                      end

                      #org @walk1
                      #raw 0x12
                      #raw 0x12
                      #raw 0x12
                      #raw 0x12
                      #raw 0x12
                      #raw 0x12
                      #raw 0x12


                      #org @walk2
                      #raw 0x62
                      #raw 0x3

                      #org @walk3
                      #raw 0x13
                      #raw 0x13
                      #raw 0x13
                      #raw 0x13
                      #raw 0x13
                      #raw 0x13
                      #raw 0x13


                      #org @talk1
                      = Hey! [player]! Wait!

                      #org @talk2
                      = Finally woke up huh?\pDo you not realize what day\nit is?\pWell at least you are up now,\nwe've got to get down to the lab!\pI'll see you there.


                      This script always stops after the first applymovement....what's wrong?
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                        #7412    
                      Old November 6th, 2012 (7:09 PM).
                      Naruto200's Avatar
                      Naruto200 Naruto200 is offline
                         
                        Join Date: Oct 2012
                        Location: In a freaking house, where else lol
                        Gender: Male
                        Nature: Brave
                        Posts: 60
                        I'm no expert but try putting the playsong before the textbox command. Also fadedefault unless you're trying to make it fade to a different song than the original.

                        Also make the text #org's before the movement #orgs.

                        That might help.
                        (Sorry I can't help more, but I'm just getting into this and making my creepypasta)
                          #7413    
                        Old November 6th, 2012 (7:17 PM). Edited November 6th, 2012 by Renegade.
                        Renegade's Avatar
                        Renegade Renegade is offline
                        Time for real life...
                           
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                          Quote:
                          Originally Posted by SK3 View Post
                          Spoiler:
                          #dynamic 0x2A3900
                          #org @start
                          msgbox @talk1 0x6
                          playsong 0x013B 0x0
                          applymovement 0x04 @walk1
                          waitmovement 0x0
                          applymovement 0xFF @walk2
                          waitmovement 0x0
                          msgbox @talk2 0x6
                          applymovement 0x04 @walk3
                          waitmovement 0x0
                          hidesprite 0x04
                          fadesong 0x0151
                          setvar 0x6002 0x1
                          setflag 0x1207
                          release
                          end

                          #org @walk1
                          #raw 0x12
                          #raw 0x12
                          #raw 0x12
                          #raw 0x12
                          #raw 0x12
                          #raw 0x12
                          #raw 0x12


                          #org @walk2
                          #raw 0x62
                          #raw 0x3

                          #org @walk3
                          #raw 0x13
                          #raw 0x13
                          #raw 0x13
                          #raw 0x13
                          #raw 0x13
                          #raw 0x13
                          #raw 0x13


                          #org @talk1
                          = Hey! [player]! Wait!

                          #org @talk2
                          = Finally woke up huh?\pDo you not realize what day\nit is?\pWell at least you are up now,\nwe've got to get down to the lab!\pI'll see you there.


                          This script always stops after the first applymovement....what's wrong?
                          After all of your movement strings, you need a #raw 0xFE.
                          So after every one of your @walk #raw commands, you need #raw 0xFE.
                          That tells the game that the movement is over.

                          Quote:
                          Originally Posted by Naruto200 View Post
                          I'm no expert but try putting the playsong before the textbox command. Also fadedefault unless you're trying to make it fade to a different song than the original.

                          Also make the text #org's before the movement #orgs.

                          That might help.
                          (Sorry I can't help more, but I'm just getting into this and making my creepypasta)
                          Please try not to post solutions if you don't think they are valid... It's kinda annoying.
                            #7414    
                          Old November 6th, 2012 (7:52 PM).
                          Naruto200's Avatar
                          Naruto200 Naruto200 is offline
                             
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                            Well they've worked so far for me, and I can't help if I don't know what's causing the problem :/ and nobody else can help if they don't understand it either.

                            <_<
                            After looking at the movement stuff, I could've said that too...
                              #7415    
                            Old November 6th, 2012 (9:02 PM).
                            crystalmole crystalmole is offline
                               
                              Join Date: Nov 2012
                              Gender: Male
                              Posts: 8
                              How do I make a trigger script?
                              Im not sure if this i the right place to post this and I hope im not requesting a script, but I want to know the basics of making a trigger script like one that prevents you from advancing in an area until a certain flag is set.
                                #7416    
                              Old November 6th, 2012 (10:00 PM).
                              itman itman is offline
                              Back to ROM hacking. :D
                                 
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                                Age: 23
                                Nature: Adamant
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                                Quote:
                                Originally Posted by crystalmole View Post
                                How do I make a trigger script?
                                Im not sure if this i the right place to post this and I hope im not requesting a script, but I want to know the basics of making a trigger script like one that prevents you from advancing in an area until a certain flag is set.
                                Basically, in a part of your trigger your script, you are going to want to check if a separate event happened first before it activates: then it goes to the right script depending on whether the event happened or not.

                                So somewhere in your trigger script, you'll need to put a:
                                checkflag 0x200 (or any other flag number)
                                if 0x1 goto @done (or any pointer)


                                It'll make the script check if another event has happened yet. Therefore, in a separate event, you'll need to put a:
                                setflag 0x200 (the same flag number we are checkign for above)
                                When that flag is set, the trigger script will check and see that the event already happened, and allow you to do anything you want (advance into next area, etc..)
                                  #7417    
                                Old November 6th, 2012 (10:21 PM).
                                SK3's Avatar
                                SK3 SK3 is offline
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                                  Thanks, the script finally continued! However, the hidesprite command doesn't seem to work?
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                                    #7418    
                                  Old November 7th, 2012 (12:52 AM).
                                  Satoshi Ookami's Avatar
                                  Satoshi Ookami Satoshi Ookami is offline
                                  Memento Mori
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                                  Quote:
                                  Originally Posted by SK3 View Post
                                  Thanks, the script finally continued! However, the hidesprite command doesn't seem to work?
                                  Hidesprite is a buggy command.
                                  It's best to use another applymovement which will have "hidden" movement command.
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                                    #7419    
                                  Old November 7th, 2012 (7:25 AM).
                                  crystalmole crystalmole is offline
                                     
                                    Join Date: Nov 2012
                                    Gender: Male
                                    Posts: 8
                                    Quote:
                                    Originally Posted by itman View Post
                                    Basically, in a part of your trigger your script, you are going to want to check if a separate event happened first before it activates: then it goes to the right script depending on whether the event happened or not.

                                    So somewhere in your trigger script, you'll need to put a:
                                    checkflag 0x200 (or any other flag number)
                                    if 0x1 goto @done (or any pointer)


                                    It'll make the script check if another event has happened yet. Therefore, in a separate event, you'll need to put a:
                                    setflag 0x200 (the same flag number we are checkign for above)
                                    When that flag is set, the trigger script will check and see that the event already happened, and allow you to do anything you want (advance into next area, etc..)
                                    Ok so I tried doing that and came up with this script.
                                    Spoiler:
                                    #dynamic 0x800000
                                    #org @start
                                    lock
                                    faceplayer
                                    checkflag 0x828
                                    if 0x1 goto @done
                                    applymovement 0x4 @move
                                    waitmovement 0x4
                                    msgbox @1 0x6
                                    applymovement 0x4 @move2
                                    waitmovement 0x4
                                    release
                                    end

                                    #org @done
                                    msgbox @2 0x6
                                    release
                                    end

                                    #org @1
                                    = Wait! You cant go out\pWithout a Pokemon!

                                    #org @2
                                    = Yay!

                                    #org @move
                                    #raw 0x62
                                    #raw 0x0
                                    #raw 0x10

                                    #org @move2
                                    #raw 0x1
                                    #raw 0x11



                                    It made the game freeze as soon as I stepped on the tile
                                    Do you know what I did wrong?
                                      #7420    
                                    Old November 7th, 2012 (3:10 PM).
                                    itman itman is offline
                                    Back to ROM hacking. :D
                                       
                                      Join Date: May 2007
                                      Age: 23
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                                      Quote:
                                      Originally Posted by crystalmole View Post
                                      Ok so I tried doing that and came up with this script.
                                      Spoiler:
                                      #dynamic 0x800000
                                      #org @start
                                      lock
                                      faceplayer
                                      checkflag 0x828
                                      if 0x1 goto @done
                                      applymovement 0x4 @move
                                      waitmovement 0x4
                                      msgbox @1 0x6
                                      applymovement 0x4 @move2
                                      waitmovement 0x4
                                      release
                                      end

                                      #org @done
                                      msgbox @2 0x6
                                      release
                                      end

                                      #org @1
                                      = Wait! You cant go out\pWithout a Pokemon!

                                      #org @2
                                      = Yay!

                                      #org @move
                                      #raw 0x62
                                      #raw 0x0
                                      #raw 0x10

                                      #org @move2
                                      #raw 0x1
                                      #raw 0x11



                                      It made the game freeze as soon as I stepped on the tile :(
                                      Do you know what I did wrong?
                                      Try it now.

                                      Spoiler:
                                      #dynamic 0x800000
                                      #org @start
                                      faceplayer
                                      checkflag 0x828
                                      if 0x1 goto @done
                                      applymovement 0x4 @move
                                      waitmovement 0x0
                                      msgbox @1 0x6
                                      applymovement 0x4 @move2
                                      waitmovement 0x0
                                      release
                                      end

                                      #org @done
                                      msgbox @2 0x6
                                      release
                                      end

                                      #org @1
                                      = Wait! You cant go out\pWithout a Pokemon!

                                      #org @2
                                      = Yay!

                                      #org @move
                                      #raw 0x62
                                      #raw 0x0
                                      #raw 0x10
                                      #raw 0xFE

                                      #org @move2
                                      #raw 0x1
                                      #raw 0x11
                                      #raw 0xFE


                                      You can't put "lock" in a trigger script: it'll lock everything.
                                      Also, at the end of your movements, you need to put "#raw 0xFE"

                                      Lastly, just use "waitmovement 0x0", it's the "perfect pause".

                                      Also in A-map, you need to set a variable and an unknown.
                                      So set the first unknown to 0003 and teh first variable to 4052 (it can be anything really, but that's just what I use).
                                        #7421    
                                      Old November 7th, 2012 (4:25 PM).
                                      papayaperson's Avatar
                                      papayaperson papayaperson is offline
                                      Intermediate Hackker
                                         
                                        Join Date: Dec 2011
                                        Location: United States
                                        Age: 19
                                        Gender: Male
                                        Nature: Relaxed
                                        Posts: 50
                                        Game: FireRed
                                        Type: BPR

                                        I've been having some problems with my scripts, and there is one that I haven't been able to fix. Here's the script in the spoiler:
                                        Spoiler:
                                        #org 0x8165465
                                        '-----------------------------------
                                        setworldmapflag 0x890
                                        movesprite2 0x3 0x1A 0xB
                                        checkflag 0x291
                                        if true jump 0x87402CA ' Flag is set
                                        checkflag 0x258
                                        if true jump 0x874026F ' Flag is set
                                        end

                                        #org 0x87402CA
                                        '-----------------------------------
                                        end

                                        #org 0x874026F
                                        '-----------------------------------
                                        lockall
                                        movesprite 0x3 0xB 0xF
                                        applymovement 0x3 0x81654A2 ' walk_up walk_up walk...
                                        pauseevent 0x0
                                        msgbox 0x81654BD ' Oak: Hello! You look...
                                        callstd MSG_NOCLOSE ' Non-closing message
                                        closemsg
                                        setflag 0x291
                                        applymovement 0x3 0x81654A8 ' walk_up walk_up walk...
                                        applymovement PLAYER 0x87400F7 ' walk_right raw_FD wa...
                                        pauseevent 0x0
                                        msgbox 0x87401F4 ' \v\h01, I would like...
                                        callstd MSG_NOCLOSE ' Non-closing message
                                        closemsg
                                        applymovement 0x3 0x87400F9 ' walk_right walk_righ...
                                        pauseevent 0x0
                                        disappear 0x3
                                        releaseall
                                        end


                                        #org 0x81654BD
                                        = Oak: Hello! You look like\nyou have great potential!\pFor what you ask?\lCome to my lab so that\nI can show you!

                                        #org 0x87401F4
                                        = \v\h01, I would like\nyou to\ntake a journey for me,\lall the way across Pykao.\pPlease tell your mother,\nand then come to my lab.

                                        #org 0x81654A2
                                        M walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left end

                                        #org 0x81654A8
                                        M walk_up walk_up walk_left walk_left end

                                        #org 0x87400F7
                                        M walk_right raw_FD walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

                                        #org 0x87400F9
                                        M walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

                                        That's my script for entering into the first town, type 03 On entering map/not on menu close. I'm not sure if the problem is that one or this one:
                                        Spoiler:
                                        #org 0x8168DB9
                                        '-----------------------------------
                                        lock
                                        faceplayer
                                        checkflag 0x258
                                        if true jump 0x81A7AE0 ' Flag is set
                                        msgbox 0x818DBDD ' Roberta: Oh, hey \v\...
                                        callstd MSG_NOCLOSE ' Non-closing message
                                        closemsg
                                        setflag 0x258
                                        release
                                        end

                                        #org 0x81A7AE0
                                        '-----------------------------------
                                        msgbox 0x818DA16 ' Roberta: I'm not sur...
                                        callstd MSG_NOCLOSE ' Non-closing message
                                        closemsg
                                        release
                                        end


                                        #org 0x818DBDD
                                        = Roberta: Oh, hey \v\h01.\pWhatcha doing here?\p...\pOh, sorry.\n\v\h06 left a while ago.

                                        #org 0x818DA16
                                        = Roberta: I'm not sure where \v\h06\nwent, but he was excited!


                                        Okay here's what happens:
                                        The 'on entering map' script is supposed to make prof. oak walk to the player, take him halfway to his lab, tell the player about the journey and ask him to tell his mother, and then oak goes to his lab (and his sprite disappears), however this only happens after flag 0x258 is set, which is set when you talk to Roberta (second script, she is inside). But when I leave Roberta's house, the screen just turns black. The music continues normally, but the screen is completely black, making it unplayable. Any ideas as to what the problem is? Not totally sure if it's the scripts or something wrong with my rom, but this doesnt happen before the flag 0x258 is set. I've tried it with different flags and it still won't work. Does anyone know how to fix this?
                                          #7422    
                                        Old November 8th, 2012 (3:53 PM).
                                        crystalmole crystalmole is offline
                                           
                                          Join Date: Nov 2012
                                          Gender: Male
                                          Posts: 8
                                          Thank you so much for this, I finally got it to work!
                                          One last question, what are the move player commands, and how do you get them to work at the same time as the move NPC commands?
                                          Also what is the best hiding NPC command? I heard hidesprite was buggy.
                                            #7423    
                                          Old November 8th, 2012 (5:02 PM).
                                          Logan's Avatar
                                          Logan Logan is offline
                                          • Platinum Tier
                                           
                                          Join Date: Nov 2008
                                          Location: Salisbury, England
                                          Age: 22
                                          Gender: Male
                                          Nature: Sassy
                                          Posts: 10,034
                                          Quote:
                                          Originally Posted by papayaperson View Post
                                          Game: FireRed
                                          Type: BPR

                                          I've been having some problems with my scripts, and there is one that I haven't been able to fix. Here's the script in the spoiler:
                                          Spoiler:
                                          #org 0x8165465
                                          '-----------------------------------
                                          setworldmapflag 0x890
                                          movesprite2 0x3 0x1A 0xB
                                          checkflag 0x291
                                          if true jump 0x87402CA ' Flag is set
                                          checkflag 0x258
                                          if true jump 0x874026F ' Flag is set
                                          end

                                          #org 0x87402CA
                                          '-----------------------------------
                                          end

                                          #org 0x874026F
                                          '-----------------------------------
                                          lockall
                                          movesprite 0x3 0xB 0xF
                                          applymovement 0x3 0x81654A2 ' walk_up walk_up walk...
                                          pauseevent 0x0
                                          msgbox 0x81654BD ' Oak: Hello! You look...
                                          callstd MSG_NOCLOSE ' Non-closing message
                                          closemsg
                                          setflag 0x291
                                          applymovement 0x3 0x81654A8 ' walk_up walk_up walk...
                                          applymovement PLAYER 0x87400F7 ' walk_right raw_FD wa...
                                          pauseevent 0x0
                                          msgbox 0x87401F4 ' \v\h01, I would like...
                                          callstd MSG_NOCLOSE ' Non-closing message
                                          closemsg
                                          applymovement 0x3 0x87400F9 ' walk_right walk_righ...
                                          pauseevent 0x0
                                          disappear 0x3
                                          releaseall
                                          end


                                          #org 0x81654BD
                                          = Oak: Hello! You look like\nyou have great potential!\pFor what you ask?\lCome to my lab so that\nI can show you!

                                          #org 0x87401F4
                                          = \v\h01, I would like\nyou to\ntake a journey for me,\lall the way across Pykao.\pPlease tell your mother,\nand then come to my lab.

                                          #org 0x81654A2
                                          M walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left end

                                          #org 0x81654A8
                                          M walk_up walk_up walk_left walk_left end

                                          #org 0x87400F7
                                          M walk_right raw_FD walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

                                          #org 0x87400F9
                                          M walk_right walk_right walk_up walk_up walk_up walk_up walk_up walk_right walk_right walk_right walk_right walk_right walk_right walk_right walk_right end

                                          That's my script for entering into the first town, type 03 On entering map/not on menu close. I'm not sure if the problem is that one or this one:
                                          Spoiler:
                                          #org 0x8168DB9
                                          '-----------------------------------
                                          lock
                                          faceplayer
                                          checkflag 0x258
                                          if true jump 0x81A7AE0 ' Flag is set
                                          msgbox 0x818DBDD ' Roberta: Oh, hey \v\...
                                          callstd MSG_NOCLOSE ' Non-closing message
                                          closemsg
                                          setflag 0x258
                                          release
                                          end

                                          #org 0x81A7AE0
                                          '-----------------------------------
                                          msgbox 0x818DA16 ' Roberta: I'm not sur...
                                          callstd MSG_NOCLOSE ' Non-closing message
                                          closemsg
                                          release
                                          end


                                          #org 0x818DBDD
                                          = Roberta: Oh, hey \v\h01.\pWhatcha doing here?\p...\pOh, sorry.\n\v\h06 left a while ago.

                                          #org 0x818DA16
                                          = Roberta: I'm not sure where \v\h06\nwent, but he was excited!


                                          Okay here's what happens:
                                          The 'on entering map' script is supposed to make prof. oak walk to the player, take him halfway to his lab, tell the player about the journey and ask him to tell his mother, and then oak goes to his lab (and his sprite disappears), however this only happens after flag 0x258 is set, which is set when you talk to Roberta (second script, she is inside). But when I leave Roberta's house, the screen just turns black. The music continues normally, but the screen is completely black, making it unplayable. Any ideas as to what the problem is? Not totally sure if it's the scripts or something wrong with my rom, but this doesnt happen before the flag 0x258 is set. I've tried it with different flags and it still won't work. Does anyone know how to fix this?
                                          You seem to be having problems with your level scripts, follow this tutorial:

                                          http://www.pokecommunity.com/showthread.php?t=191500

                                          If you're still having problems, don't hesitate to post again.
                                          __________________
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                                          Said psyduck that, I can't wear those
                                          I don't like them, they're not my ting
                                          They went silent, they're all weirdos
                                            #7424    
                                          Old November 9th, 2012 (4:02 PM).
                                          thediabeetusking thediabeetusking is offline
                                             
                                            Join Date: Feb 2012
                                            Posts: 2
                                            Alright. Kinda frustrated here. I am attempting to hack Pokemon Gold. I am using JohtoMap, PKSV, and Translhextion. I am attempting to do things through hex editing, not scripting. Here's my question: Why is it that I can edit pre-placed events text and functions for the most part, but whenever I try to edit in another event of my own, the game just melts down? For example:

                                            Selected: 3
                                            Picture: 1
                                            Face/Type: 3
                                            Movement: 10
                                            Time Type: FF
                                            Time Value: FF
                                            Sight Range: 0
                                            Palette: 0
                                            Type: 0
                                            Script: 65A0
                                            Flag Index: FF
                                            Flag Bit: FF

                                            This is the info that JohtoMap shows for my person that I added to New Bark Town that I want to say "Hi." Next is a my hex editing that I did to make this happen. On the start of offset x1225A0:

                                            51 A4 65 00 87 A8 E8 57 00 00 00 00 00 00 00 00

                                            That is all that I've edited. That is starting at the beginning of offset x1225A0, and finishes halfway through. All i want him to do is turn to you and say "Hi." And then let the game resume. This is what his script looks like in PKSV:

                                            #org 0x1225A0
                                            '--------------------------------------------
                                            jumptextfaceplayer 0x65A4 ' 0x1225A4


                                            #org 0x1225A4
                                            #raw 0x87
                                            #raw 0xA8
                                            #raw 0xE8
                                            #raw 0x57
                                            = \h00\h00\h00\h00\h00\h00\h00\h00\h00\h00\h00\h00\h00\h00

                                            It repeats the \h00 part over and over forever. I don't understand. Whenever I try to do anything text related, the infinite \hoo comes up, along with the #raw. I just have no idea what to do. I've tried tutorials, but I guess I'm just inept. Any help please? Thanks in advance.
                                              #7425    
                                            Old November 9th, 2012 (4:15 PM). Edited November 9th, 2012 by The1337Spriter.
                                            The1337Spriter's Avatar
                                            The1337Spriter The1337Spriter is offline
                                            Pokemon Master
                                               
                                              Join Date: Jul 2012
                                              Location: U.S.A.
                                              Gender: Male
                                              Nature: Brave
                                              Posts: 14
                                              Pokemon Firered
                                              Guys,for some reason,my script wont insert into the game,I cant find the offset in it and everytime I try to insert it with xse,it says:Too less paremeters on line 1.The correct is 2.Here is my script to make a person give you a lugia,talk to you,then run away:
                                              #dyn 0x740000
                                              #org @start
                                              lock
                                              checkflag 0x200
                                              if 0x1 jump :end
                                              setflag FR_POKEMON
                                              countpokemon
                                              compare LASTRESULT 6
                                              if == jump @noroom
                                              addpokemon LUGIA 0xA EONTICKET 0 0 0
                                              setflag 0x200
                                              storepokemon 0 LUGIA
                                              message @get-msg
                                              fanfare 0x101
                                              showmsg
                                              waitfanfare
                                              waitbutton
                                              :end
                                              release
                                              end

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

                                              #org @noroom-msg
                                              = You don't have enough room in your party.
                                              #org @get-msg
                                              = ???:Oh no,it's the fuzz!It's your curse now!It'll
                                              probably kill you!!!
                                              m walk_up walk_up walk_up walk_up walk_up walk_up

                                              walk_up walk_up walk_up walk_up walk_up walk_up walk_up

                                              walk_up walk_up walk_up walk_up end




                                              What is wrong with the script?
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