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  #25401    
Old June 3rd, 2013 (9:02 PM).
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    Quote:
    Originally Posted by Zemekis View Post
    Thanks Kearnsey,
    Yeah, that was a kinda rough way for him to answer my honest question, but he DID at least provide me with an answer so i've gotta give him credit for that.

    Your answer worked as well, so thanks for your input! Again, the wording in the tutorial just flew right over my head somehow and i'm sorry if my question was silly but i'm a total beginner with this stuff.
    No worries and unless you plan on using Jambo's patch to extend variables, you can have over 65,000 events off that 1 script tile, assuming these events only ever occur once. So if you plan carefully you wont used all the variable :D

    My advice is keep the post by DavidJJCobb, and carefully decide which vars and flags you want to use.

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      #25402    
    Old June 4th, 2013 (2:43 AM). Edited June 4th, 2013 by karatekid552.
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    karatekid552 karatekid552 is offline
    What happens if I push it?....
       
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      Quote:
      Originally Posted by buckeyestilidie View Post
      So it'd be

      #include stditems.rbh

      '---------------
      #org 0x900000
      lock
      faceplayer
      checkflag 0x084A
      if 0x1 goto 0x8900029
      msgbox 0x890004E MSG_YESNO '"Take this, you'll need it more\nth..."
      compare LASTRESULT 0x1
      if 0x1 goto 0x8900034
      msgbox 0x8900077 MSG_NORMAL '"That's okay. I'm sure someone\nels..."
      release
      end

      '---------------
      #org 0x900029
      msgbox 0x89000AB MSG_NORMAL '"Adios amigos."
      release
      end

      '---------------
      #org 0x900034
      giveitem ITEM_MYSTICTICKET 0x1 MSG_OBTAIN
      msgbox 0x89000AB MSG_NORMAL '"Adios amigos."
      setflag 0x084A
      release
      end

      and then same for the other just 084B?
      Pretty much. Give it a try.

      Quote:
      Originally Posted by kearnseyboy6 View Post
      No worries and unless you plan on using Jambo's patch to extend variables, you can have over 65,000 events off that 1 script tile, assuming these events only ever occur once. So if you plan carefully you wont used all the variable :D

      My advice is keep the post by DavidJJCobb, and carefully decide which vars and flags you want to use.
      For this whole argument, the var must be set to the value. As in, in a previous script:

      setvar [var] [value]

      This will do the trick. If the script appears right at the beginning of the game, then you won't need this because the var will already equal zero.


      Robin22gongon: you have not earned the right to be curt with people yet, nor was Zemekis being rude. He was honestly trying to understand. Remember, you asked which vars were safe and how to use script tiles 3 times and I answered you everytime without being rude, and then you still kind of screwed up. Stop telling people to use var 0x4050. It is used by other scripts! Tell them to use 0x408F -> 0x40FF. Those are guarenteed to be safe.

      Kearnsyboy6: thank you for explaining.

      Quote:
      Originally Posted by Cold Ivory View Post
      Putting this here again, with elaboration.
      I honestly have no clue man. Except that it may be your emulator. I have found that mobile emulators often lag while playing the new gen III games and only run RS well. What exactly are you playing on?
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        #25403    
      Old June 4th, 2013 (2:51 PM).
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      Just tryna figure out how to fix this problem;



      Basically I want to insert HGSS sprites into my Emerald hack which is already complete, the sprites can be inserted via an IPS Patch. Now when I use a Clean Emerald ROM and Patch it with the HGSS Patch, it's fine but then I add the Expert Emerald Patch and things become messy, a minor amount of sprites become corrupt and occasionally trainer matches will not start. Is there something I'm doing wrong? Or is it impossible to Patch an already patched Emerald Rom once again?
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        #25404    
      Old June 4th, 2013 (3:27 PM).
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      Patches overwrite data if used together so basically you should use one.
      or do as you said but repoint some broken images to new free space and you should be good.
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        #25405    
      Old June 4th, 2013 (3:37 PM).
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        Quote:
        Originally Posted by karatekid552 View Post
        I honestly have no clue man. Except that it may be your emulator. I have found that mobile emulators often lag while playing the new gen III games and only run RS well. What exactly are you playing on?
        Visual Boy Advance on PC.
        Were it the emulator, it's being oddly specific. It runs standard Gen III ROMs fine, and all other hacks I've tried so far. And it only affects overworld framerate; the rest of the game (battle animations, title/intro) works fine.

        On a possibly related issue, does anyone know why one of the level scripts in the Moving Truck uses cmda6 0x5? I know that it's related to tile behavior, like the breaking tiles or ice tiles, but unless its somehow related to the initial animation, its presence baffles me.
          #25406    
        Old June 4th, 2013 (3:42 PM).
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        the truck sets the map tiles but using this command never works alone unless forced to. in fr there is a special, but in ruby maybe this does it for you.
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          #25407    
        Old June 4th, 2013 (6:31 PM). Edited June 4th, 2013 by karatekid552.
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        karatekid552 karatekid552 is offline
        What happens if I push it?....
           
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          Quote:
          Originally Posted by Cold Ivory View Post
          Visual Boy Advance on PC.
          Were it the emulator, it's being oddly specific. It runs standard Gen III ROMs fine, and all other hacks I've tried so far. And it only affects overworld framerate; the rest of the game (battle animations, title/intro) works fine.

          On a possibly related issue, does anyone know why one of the level scripts in the Moving Truck uses cmda6 0x5? I know that it's related to tile behavior, like the breaking tiles or ice tiles, but unless its somehow related to the initial animation, its presence baffles me.
          It may initiate the truck animation (though most likely no). I think it helps the truck animation in some way. I have actually heard problems about Truck Remover with Emerald (none with RS though), so this may be the case. Have you tried changing the start map via SMCA to another location? Maybe it is the truck itself becuase the ASM as been removed (well, not removed, but nop'ed).

          Quote:
          Originally Posted by Suicune™ View Post
          Just tryna figure out how to fix this problem;



          Basically I want to insert HGSS sprites into my Emerald hack which is already complete, the sprites can be inserted via an IPS Patch. Now when I use a Clean Emerald ROM and Patch it with the HGSS Patch, it's fine but then I add the Expert Emerald Patch and things become messy, a minor amount of sprites become corrupt and occasionally trainer matches will not start. Is there something I'm doing wrong? Or is it impossible to Patch an already patched Emerald Rom once again?
          Insert the sprites found in Chaos Rush's DS Styled Pokemon Resource into the game via Wichu's Advanced Sprite Editors. The patch you are talking about probably overwrites the data in the location that you inserted your sprite to. Don't use patches in such a fashion as they overwrite the data at their destined location no matter what. Even if something already exists there. Use tools instead to insert them.
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            #25408    
          Old June 4th, 2013 (8:02 PM). Edited June 4th, 2013 by buckeyestilidie.
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            #include stditems.rbh

            '---------------
            #org 0x800200
            checkitem ITEM_RARECANDY 0x5
            if 0x5 goto 0x880020D
            end

            '---------------
            #org 0x80020D
            lock
            end

            Can anyone figure out why this script won't work? I tried checkitemamount but it wouldn't decompile in XSE. Trying to make it where if you have more than 5 rare candies it will freeze the game.
              #25409    
            Old June 5th, 2013 (2:57 AM).
            karatekid552's Avatar
            karatekid552 karatekid552 is offline
            What happens if I push it?....
               
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              Quote:
              Originally Posted by buckeyestilidie View Post
              #include stditems.rbh

              '---------------
              #org 0x800200
              checkitem ITEM_RARECANDY 0x5
              if 0x5 goto 0x880020D
              end

              '---------------
              #org 0x80020D
              lock
              end

              Can anyone figure out why this script won't work? I tried checkitemamount but it wouldn't decompile in XSE. Trying to make it where if you have more than 5 rare candies it will freeze the game.
              If checkitemamount won't compile, then that is because the name has been changed. Hit F1 in XSE and you will see a command database pop up. Now, scroll through the commands until you get to the command with the number "0x46". This is the command for checkitemamount. See what it's new name is and change your script accordingly.
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                #25410    
              Old June 5th, 2013 (6:38 AM).
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              I'm pretty sure you need to compare LASTRESULT 0x5 first.
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                #25411    
              Old June 5th, 2013 (8:25 AM).
              buckeyestilidie buckeyestilidie is offline
                 
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                Quote:
                Originally Posted by Spherical Ice View Post
                I'm pretty sure you need to compare LASTRESULT 0x5 first.
                What do you mean? Also KarateKid serious question..... Are you Albert Einstein?? Lol seriously dude not a question goes unasked without you giving the correct answer to it. Much love and respect to you dude.
                  #25412    
                Old June 5th, 2013 (12:14 PM).
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                #include stditems.rbh

                '---------------
                #org 0x800200
                checkitem ITEM_RARECANDY 0x5
                compare LASTRESULT 0x5
                if 0x1 goto 0x880020D
                end

                '---------------
                #org 0x80020D
                lock
                end

                Do this, It should work if your level script is correct.
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                  #25413    
                Old June 5th, 2013 (12:34 PM).
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                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by buckeyestilidie View Post
                  What do you mean? Also KarateKid serious question..... Are you Albert Einstein?? Lol seriously dude not a question goes unasked without you giving the correct answer to it. Much love and respect to you dude.
                  Gogojjtech beat me to the answer of your first question.

                  Unfortunately, I am not Albert Einstein, but I do learn quickly and I really enjoy rom hacking and I like to share what I have learned with others, which is why I answer questions so much. There are many more hackers around that are much better than me, but have chosen not to help out as much. No disrespect meant to them, it just isn't their thing. I tend to enjoy helping people out, but most don't which is why they don't frequent these threads, and that is their personal feelings and choices which I respect also.
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                    #25414    
                  Old June 5th, 2013 (2:53 PM).
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                  Zemekis Zemekis is offline
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                    Zem here, back with yet ANOTHER problem. Can anybody take a guess as to why my msgboxes and signposts look like this now (see attached image).

                    I don't think I did anything too drastic to the ROM, but this appears to have only happened since I patched with diegoisawesome's Force Male Gender patch.

                    Thanks again guys.
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                      #25415    
                    Old June 5th, 2013 (3:17 PM).
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                    You need to repoint msgboxes that don't work.
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                      #25416    
                    Old June 5th, 2013 (7:24 PM). Edited June 5th, 2013 by Zemekis.
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                      Quote:
                      Originally Posted by gogojjtech View Post
                      You need to repoint msgboxes that don't work.
                      Do you mean like just make a new "@[something]" in the script? I'll give it a shot.
                      *edit* It worked perfectly, thanks gogojjtech!
                        #25417    
                      Old June 5th, 2013 (7:39 PM).
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                      BlackWhiteRobin BlackWhiteRobin is offline
                         
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                        Hiya guys!

                        Umm... When I re position the battle textboxes (the one showing HP, EXP, name, lvl etc.), do I have to hack the Video RAM too? I wanted to move it so (I could make sideview battles. I hate making backsprites.). If so, how? If not, how will I do it?

                        Sorry for the question that is a bit pointless for others!

                        Oh and what's this about #includestditems.rbh?

                        What does it do? Why is it needed?
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                          #25418    
                        Old June 5th, 2013 (7:55 PM).
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                          Quote:
                          Originally Posted by robin22gongon View Post
                          Oh and what's this about #includestditems.rbh?

                          What does it do? Why is it needed?
                          I'm interested too, i'd like to know where I can find the other include commands for XSE. I remember them being super useful when I'm writing in C++. I didn't even think to add in libraries in XSE. I'd be grateful for more info on this as well.
                            #25419    
                          Old June 5th, 2013 (8:13 PM).
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                          DrFuji DrFuji is offline
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                          Quote:
                          Originally Posted by robin22gongon View Post
                          Oh and what's this about #includestditems.rbh?

                          What does it do? Why is it needed?
                          Quote:
                          Originally Posted by Zemekis View Post
                          I'm interested too, i'd like to know where I can find the other include commands for XSE. I remember them being super useful when I'm writing in C++. I didn't even think to add in libraries in XSE. I'd be grateful for more info on this as well.
                          #includestditems.rbh allows you to substitute actual items names in place of hex values in XSE. In order to use it you will need the actual stditems.rbh file that comes bundled with most XSE downloads (If you don't have it you can download it here).

                          For example, in the line 'giveitem 0x15E 0x1 0x1', instead of typing '0x15E' I could type 'ITEM_POKEFLUTE' and XSE will be able to compile the script. This makes it easier for people who find it hard to work with numbers rather than names, or if they just don't know the hex value for a Pokemon, item, move etc.
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                            #25420    
                          Old June 5th, 2013 (8:26 PM).
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                          BlackWhiteRobin BlackWhiteRobin is offline
                             
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                            Quote:
                            Originally Posted by DrFuji View Post
                            #includestditems.rbh allows you to substitute actual items names in place of hex values in XSE. In order to use it you will need the actual stditems.rbh file that comes bundled with most XSE downloads (If you don't have it you can download it here).

                            For example, in the line 'giveitem 0x15E 0x1 0x1', instead of typing '0x15E' I could type 'ITEM_POKEFLUTE' and XSE will be able to compile the script. This makes it easier for people who find it hard to work with numbers rather than names, or if they just don't know the hex value for a Pokemon, item, move etc.
                            Oh so that's what it was about. Hey I can edit that right? So in the stditems.rbh it says ITEM_POKEFLUTE I can edit it to make it say just POKEFLUTE so when I type i in XSE I just type POKEFLUTE? (If I don't make sense, please let me know.)
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                              #25421    
                            Old June 5th, 2013 (8:49 PM).
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                            Zemekis Zemekis is offline
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                              Quote:
                              Originally Posted by DrFuji View Post
                              #includestditems.rbh allows you to substitute actual items names in place of hex values in XSE. In order to use it you will need the actual stditems.rbh file that comes bundled with most XSE downloads (If you don't have it you can download it here).

                              For example, in the line 'giveitem 0x15E 0x1 0x1', instead of typing '0x15E' I could type 'ITEM_POKEFLUTE' and XSE will be able to compile the script. This makes it easier for people who find it hard to work with numbers rather than names, or if they just don't know the hex value for a Pokemon, item, move etc.
                              Awesome, thanks for clearing that up!
                                #25422    
                              Old June 5th, 2013 (9:17 PM).
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                              DrFuji DrFuji is offline
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                              Quote:
                              Originally Posted by robin22gongon View Post
                              Oh so that's what it was about. Hey I can edit that right? So in the stditems.rbh it says ITEM_POKEFLUTE I can edit it to make it say just POKEFLUTE so when I type i in XSE I just type POKEFLUTE? (If I don't make sense, please let me know.)
                              Yup, you can do that. Just be careful to not make the same as other commands or they might get mixed up. That's why they're initially written as 'ITEM_POKEFLUTE' because you're never going to use that exact same line anywhere else in your scripts.
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                                #25423    
                              Old June 5th, 2013 (9:26 PM).
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                                I have another question also related to this:

                                Quote:
                                Originally Posted by robin22gongon View Post
                                Hiya guys!

                                Umm... When I re position the battle textboxes (the one showing HP, EXP, name, lvl etc.), do I have to hack the Video RAM too? I wanted to move it so (I could make sideview battles. I hate making backsprites.). If so, how? If not, how will I do it?

                                Sorry for the question that is a bit pointless for others!
                                Where's the Battle Textbox raw?
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                                  #25424    
                                Old June 6th, 2013 (2:16 AM).
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                                Most likely next to the battle textboxes in unlz. Or the pointer after the pointer to the textbox is the raw.
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                                  #25425    
                                Old June 6th, 2013 (3:32 AM). Edited June 6th, 2013 by BlackWhiteRobin.
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                                  Quote:
                                  Originally Posted by gogojjtech View Post
                                  Most likely next to the battle textboxes in unlz. Or the pointer after the pointer to the textbox is the raw.
                                  Well, in unLZ there was none. (Unless it was Deep-Scan.) I don't know about this Pointer after the Pointer thing though.

                                  Oh. And is there anything else I can use to export tilemaps.raw from a ROM except unLZ?
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