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  #6201    
Old October 24th, 2011 (4:51 AM).
joshblevins's Avatar
joshblevins joshblevins is offline
     
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    Quote:
    Originally Posted by SupahNinja View Post
    Ok.

    1. Did you remember to copy the script offset XSE gave you and put it into the script offset box in Advance Map?

    2. What is the talking height of the signpost set to?
    1.yes

    2.taling level is always[00] and signpost type is script,if hero is face up[01].
    __________________
    Working on a Fire Red Remake Hack nameless for the time being!
      #6202    
    Old October 24th, 2011 (5:07 AM).
    SupahNinja's Avatar
    SupahNinja SupahNinja is offline
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      Quote:
      Originally Posted by joshblevins View Post
      1.yes

      2.taling level is always[00] and signpost type is script,if hero is face up[01].
      Then I don't see anything wrong.
      I just did everything exactly the same as you described, and it worked perfectly for me.
      __________________
      SupahNinja

      My feelings on
      ROM hacking:

      -I like scripting a lot.
      -Mapping is almost as fun.
      -Hex editing isn't bad at all.
      -I do NOT enjoy spriting.
      -I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

      Favorites:

      -My favorite color is green.
      -My favorite type is fire.
      -My favorite Pokémon are:
      Growlithe, Charizard, Mew,
      Giratina, Haxorus, and Aggron.
      SupahNinja
        #6203    
      Old October 24th, 2011 (7:54 AM).
      joshblevins's Avatar
      joshblevins joshblevins is offline
         
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        ughhhh!!!

        thank you for your time.
        __________________
        Working on a Fire Red Remake Hack nameless for the time being!
          #6204    
        Old October 24th, 2011 (10:29 AM). Edited October 24th, 2011 by MasterWarlord.
        MasterWarlord's Avatar
        MasterWarlord MasterWarlord is offline
           
          Join Date: May 2010
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          I've made several talking scripts and more complicated scripts already that work fine, but all of a sudden now when I'm trying to make a generic talking script in XSE I'm getting an error when I try to compile it, preventing me from doing so.

          "Error 9: Subscript out of range", on the line the actual dialogue is. It works if I shorten the dialogue to ridiculous extents, but I've made plenty of dialogue longer than that in other scripts. Why is it randomly acting up now?

          Just to show you that this is nothing other than a generic talking script I'll post it. Yes, it does hate -both- lines of dialogue.

          Spoiler:
          #dynamic 0x801D00
          #org @start
          Lock
          msgbox @1 0x6
          faceplayer
          msgbox @2 0x6
          release
          end

          #org @1
          = Dude! Why is Hugo so hard to play?\nHe paid all this money to be put into\pthis game, and then I can't play\nhim for jack. When the\ppeople online play him, though,\nhe kicks my ass! What gives?!?\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…

          #org @2
          = What’re you lookin’ at, kid?\nGet to work! You don’t\pwanna play this embarrassment of\na video game anyway!
            #6205    
          Old October 25th, 2011 (2:05 PM).
          dudedude1 dudedude1 is offline
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            Join Date: Feb 2011
            Gender: Male
            Posts: 141
            Spoiler:
            #org 0x1BE38B
            lockall
            checkattack 0x123
            compare 0x800D 0x6
            if 0x1 goto 0x81BE3CA
            bufferpartypokemon 0x0 0x800D
            setanimation 0x0 0x800D
            setanimation 0x1 0x1
            msgbox 0x81BE469 0x5 '"The sea is deep here.\nWould you l..."
            compare 0x800D 0x0
            if 0x1 goto 0x81BE3D2
            msgbox 0x81BE49B 0x4 '"[buffer1] used DIVE."
            doanimation 0x2C
            goto 0x81BE3D2

            '---------------
            #org 0x1BE3CA
            msgbox 0x81BE42B 0x4 '"The sea is deep here. A POKéMON\nm..."
            releaseall
            end

            '---------------
            #org 0x1BE3D2
            releaseall
            end


            '---------
            ' Strings
            '---------
            #org 0x1BE469
            = The sea is deep here.\nWould you like to use DIVE?

            #org 0x1BE49B
            = [buffer1] used DIVE.

            #org 0x1BE42B
            = The sea is deep here. A POKéMON\nmay be able to go underwater.

            Spoiler:
            '---------------
            #org 0x1BE3D4
            lockall
            checkattack 0x123
            compare 0x800D 0x6
            if 0x1 goto 0x81BE412
            bufferpartypokemon 0x0 0x800D
            setanimation 0x0 0x800D
            setanimation 0x1 0x1
            msgbox 0x81BE4EF 0x5 '"Light is filtering down from above..."
            compare 0x800D 0x0
            if 0x1 goto 0x81BE429
            msgbox 0x81BE49B 0x4 '"[buffer1] used DIVE."
            doanimation 0x2C
            goto 0x81BE429

            '---------------
            #org 0x1BE412
            lockall
            msgbox 0x81BE4A9 0x4 '"Light is filtering down from above..."
            goto 0x81BE429

            '---------------
            #org 0x1BE429
            releaseall
            end


            '---------
            ' Strings
            '---------
            #org 0x1BE4EF
            = Light is filtering down from above.\nWould you like to use DIVE?

            #org 0x1BE49B
            = [buffer1] used DIVE.

            #org 0x1BE4A9
            = Light is filtering down from above.\nA POKéMON may be able to surface.


            I'm trying to change the check move so that it checks if a pokemon has Dig rather than Dive and then I was gonna change the text on my own. Thanks.
              #6206    
            Old October 25th, 2011 (4:25 PM). Edited October 25th, 2011 by SupahNinja.
            SupahNinja's Avatar
            SupahNinja SupahNinja is offline
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              Quote:
              Originally Posted by dudedude1 View Post
              Spoiler:
              #org 0x1BE38B
              lockall
              checkattack 0x123
              compare 0x800D 0x6
              if 0x1 goto 0x81BE3CA
              bufferpartypokemon 0x0 0x800D
              setanimation 0x0 0x800D
              setanimation 0x1 0x1
              msgbox 0x81BE469 0x5 '"The sea is deep here.\nWould you l..."
              compare 0x800D 0x0
              if 0x1 goto 0x81BE3D2
              msgbox 0x81BE49B 0x4 '"[buffer1] used DIVE."
              doanimation 0x2C
              goto 0x81BE3D2

              '---------------
              #org 0x1BE3CA
              msgbox 0x81BE42B 0x4 '"The sea is deep here. A POKéMON\nm..."
              releaseall
              end

              '---------------
              #org 0x1BE3D2
              releaseall
              end


              '---------
              ' Strings
              '---------
              #org 0x1BE469
              = The sea is deep here.\nWould you like to use DIVE?

              #org 0x1BE49B
              = [buffer1] used DIVE.

              #org 0x1BE42B
              = The sea is deep here. A POKéMON\nmay be able to go underwater.

              Spoiler:
              '---------------
              #org 0x1BE3D4
              lockall
              checkattack 0x123
              compare 0x800D 0x6
              if 0x1 goto 0x81BE412
              bufferpartypokemon 0x0 0x800D
              setanimation 0x0 0x800D
              setanimation 0x1 0x1
              msgbox 0x81BE4EF 0x5 '"Light is filtering down from above..."
              compare 0x800D 0x0
              if 0x1 goto 0x81BE429
              msgbox 0x81BE49B 0x4 '"[buffer1] used DIVE."
              doanimation 0x2C
              goto 0x81BE429

              '---------------
              #org 0x1BE412
              lockall
              msgbox 0x81BE4A9 0x4 '"Light is filtering down from above..."
              goto 0x81BE429

              '---------------
              #org 0x1BE429
              releaseall
              end


              '---------
              ' Strings
              '---------
              #org 0x1BE4EF
              = Light is filtering down from above.\nWould you like to use DIVE?

              #org 0x1BE49B
              = [buffer1] used DIVE.

              #org 0x1BE4A9
              = Light is filtering down from above.\nA POKéMON may be able to surface.


              I'm trying to change the check move so that it checks if a pokemon has Dig rather than Dive and then I was gonna change the text on my own. Thanks.
              Change
              Code:
              checkattack 0x123
              to
              Code:
              checkattack 0x05B
              .

              A full list of moves can be found in Diegoisawesome's XSE Scripting Tutorial.

              Quote:
              Originally Posted by diegoisawesome View Post
              I think the only thing is that I haven't given you a list of the attacks yet, have I?
              Anyway, here's the list. This will come in handy a little later:
              HEX Values
              Spoiler:
              001 Pound
              002 Karate Chop
              003 DoubleSlap
              004 Comet Punch
              005 Mega Punch
              006 Pay Day
              007 Fire Punch
              008 Ice Punch
              009 ThunderPunch
              00A Scratch
              00B ViceGrip
              00C Guillotine
              00D Razor Wind
              00E Swords Dance
              00F Cut
              010 Gust
              011 Wing Attack
              012 Whirlwind
              013 Fly
              014 Bind
              015 Slam
              016 Vine Whip
              017 Stomp
              018 Double Kick
              019 Mega Kick
              01A Jump Kick
              01B Rolling Kick
              01C Sand-Attack
              01D Headbutt
              01E Horn Attack
              01F Fury Attack
              020 Horn Drill
              021 Tackle
              022 Body Slam
              023 Wrap
              024 Take Down
              025 Thrash
              026 Double-Edge
              027 Tail Whip
              028 Poison Sting
              029 Twineedle
              02A Pin Missile
              02B Leer
              02C Bite
              02D Growl
              02E Roar
              02F Sing
              030 Supersonic
              031 SonicBoom
              032 Disable
              033 Acid
              034 Ember
              035 Flamethrower
              036 Mist
              037 Water Gun
              038 Hydro Pump
              039 Surf
              03A Ice Beam
              03B Blizzard
              03C Psybeam
              03D BubbleBeam
              03E Aurora Beam
              03F Hyper Beam
              040 Peck
              041 Drill Peck
              042 Submission
              043 Low Kick
              044 Counter
              045 Seismic Toss
              046 Strength
              047 Absorb
              048 Mega Drain
              049 Leech Seed
              04A Growth
              04B Razor Leaf
              04C SolarBeam
              04D PoisonPowder
              04E Stun Spore
              04F Sleep Powder
              050 Petal Dance
              051 String Shot
              052 Dragon Rage
              053 Fire Spin
              054 ThunderShock
              055 Thunderbolt
              056 Thunder Wave
              057 Thunder
              058 Rock Throw
              059 Earthquake
              05A Fissure
              05B Dig
              05C Toxic
              05D Confusion
              05E Psychic
              05F Hypnosis
              060 Meditate
              061 Agility
              062 Quick Attack
              063 Rage
              064 Teleport
              065 Night Shade
              066 Mimic
              067 Screech
              068 Double Team
              069 Recover
              06A Harden
              06B Minimize
              06C SmokeScreen
              06D Confuse Ray
              06E Withdraw
              06F Defense Curl
              070 Barrier
              071 Light Screen
              072 Haze
              073 Reflect
              074 Focus Energy
              075 Bide
              076 Metronome
              077 Mirror Move
              078 Selfdestruct
              079 Egg Bomb
              07A Lick
              07B Smog
              07C Sludge
              07D Bone Club
              07E Fire Blast
              07F Waterfall
              080 Clamp
              081 Swift
              082 Skull Bash
              083 Spike Cannon
              084 Constrict
              085 Amnesia
              086 Kinesis
              087 Softboiled
              088 Hi Jump Kick
              089 Glare
              08A Dream Eater
              08B Poison Gas
              08C Barrage
              08D Leech Life
              08E Lovely Kiss
              08F Sky Attack
              090 Transform
              091 Bubble
              092 Dizzy Punch
              093 Spore
              094 Flash
              095 Psywave
              096 Splash
              097 Acid Armor
              098 Crabhammer
              099 Explosion
              09A Fury Swipes
              09B Bonemerang
              09C Rest
              09D Rock Slide
              09E Hyper Fang
              09F Sharpen
              0A0 Conversion
              0A1 Tri Attack
              0A2 Super Fang
              0A3 Slash
              0A4 Substitute
              0A5 Struggle
              0A6 Sketch
              0A7 Triple Kick
              0A8 Thief
              0A9 Spider Web
              0AA Mind Reader
              0AB Nightmare
              0AC Flame Wheel
              0AD Snore
              0AE Curse
              0AF Flail
              0B0 Conversion 2
              0B1 Aeroblast
              0B2 Cotton Spore
              0B3 Reversal
              0B4 Spite
              0B5 Powder Snow
              0B6 Protect
              0B7 Mach Punch
              0B8 Scary Face
              0B9 Faint Attack
              0BA Sweet Kiss
              0BB Belly Drum
              0BC Sludge Bomb
              0BD Mud-Slap
              0BE Octazooka
              0BF Spikes
              0C0 Zap Cannon
              0C1 Foresight
              0C2 Destiny Bond
              0C3 Perish Song
              0C4 Icy Wind
              0C5 Detect
              0C6 Bone Rush
              0C7 Lock-On
              0C8 Outrage
              0C9 Sandstorm
              0CA Giga Drain
              0CB Endure
              0CC Charm
              0CD Rollout
              0CE False Swipe
              0CF Swagger
              0D0 Milk Drink
              0D1 Spark
              0D2 Fury Cutter
              0D3 Steel Wing
              0D4 Mean Look
              0D5 Attract
              0D6 Sleep Talk
              0D7 Heal Bell
              0D8 Return
              0D9 Present
              0DA Frustration
              0DB Safeguard
              0DC Pain Split
              0DD Sacred Fire
              0DE Magnitude
              0DF DynamicPunch
              0E0 Megahorn
              0E1 DragonBreath
              0E2 Baton Pass
              0E3 Encore
              0E4 Pursuit
              0E5 Rapid Spin
              0E6 Sweet Scent
              0E7 Iron Tail
              0E8 Metal Claw
              0E9 Vital Throw
              0EA Morning Sun
              0EB Synthesis
              0EC Moonlight
              0ED Hidden Power
              0EE Cross Chop
              0EF Twister
              0F0 Rain Dance
              0F1 Sunny Day
              0F2 Crunch
              0F3 Mirror Coat
              0F4 Psych Up
              0F5 ExtremeSpeed
              0F6 AncientPower
              0F7 Shadow Ball
              0F8 Future Sight
              0F9 Rock Smash
              0FA Whirlpool
              0FB Beat Up
              0FC Fake Out
              0FD Uproar
              0FE Stockpile
              0FF Spit Up
              100 Swallow
              101 Heat Wave
              102 Hail
              103 Torment
              104 Flatter
              105 Will-O-Wisp
              106 Memento
              107 Facade
              108 Focus Punch
              109 SmellingSalt
              10A Follow Me
              10B Nature Power
              10C Charge
              10D Taunt
              10E Helping Hand
              10F Trick
              110 Role Play
              111 Wish
              112 Assist
              113 Ingrain
              114 Superpower
              115 Magic Coat
              116 Recycle
              117 Revenge
              118 Brick Break
              119 Yawn
              11A Knock Off
              11B Endeavor
              11C Eruption
              11D Skill Swap
              11E Imprison
              11F Refresh
              120 Grudge
              121 Snatch
              122 Secret Power
              123 Dive
              124 Arm Thrust
              125 Camouflage
              126 Tail Glow
              127 Luster Purge
              128 Mist Ball
              129 FeatherDance
              12A Teeter Dance
              12B Blaze Kick
              12C Mud Sport
              12D Ice Ball
              12E Needle Arm
              12F Slack Off
              130 Hyper Voice
              131 Poison Fang
              132 Crush Claw
              133 Blast Burn
              134 Hydro Cannon
              135 Meteor Mash
              136 Astonish
              137 Weather Ball
              138 Aromatherapy
              139 Fake Tears
              13A Air Cutter
              13B Overheat
              13C Odor Sleuth
              13D Rock Tomb
              13E Silver Wind
              13F Metal Sound
              140 GrassWhistle
              141 Tickle
              142 Cosmic Power
              143 Water Spout
              144 Signal Beam
              145 Shadow Punch
              146 Extrasensory
              147 Sky Uppercut
              148 Sand Tomb
              149 Sheer Cold
              14A Muddy Water
              14B Bullet Seed
              14C Aerial Ace
              14D Icicle Spear
              14E Iron Defense
              14F Block
              150 Howl
              151 Dragon Claw
              152 Frenzy Plant
              153 Bulk Up
              154 Bounce
              155 Mud Shot
              156 Poison Tail
              157 Covet
              158 Volt Tackle
              159 Magical Leaf
              15A Water Sport
              15B Calm Mind
              15C Leaf Blade
              15D Dragon Dance
              15E Rock Blast
              15F Shock Wave
              160 Water Pulse
              161 Doom Desire
              __________________
              SupahNinja

              My feelings on
              ROM hacking:

              -I like scripting a lot.
              -Mapping is almost as fun.
              -Hex editing isn't bad at all.
              -I do NOT enjoy spriting.
              -I've been meaning to start learning ASM for a while, but I don't ever seem to have enough time.

              Favorites:

              -My favorite color is green.
              -My favorite type is fire.
              -My favorite Pokémon are:
              Growlithe, Charizard, Mew,
              Giratina, Haxorus, and Aggron.
              SupahNinja
                #6207    
              Old October 30th, 2011 (8:21 AM).
              lolwhet's Avatar
              lolwhet lolwhet is offline
                 
                Join Date: Oct 2011
                Gender: Male
                Nature: Relaxed
                Posts: 76
                Okay, I'm trying to make a script where when you step on the spot, it pops up with a message. HOWEVER. For some reason, the script ONLY works with person events, not with scripts (the green squares with a yellow S).
                I'm using XSE with Fire Red BPRE.

                Here's my script:
                Spoiler:
                '-----------------------
                #org 0x71A26C
                msgbox 0x871A276 '"This is just a simple test, to make..."
                callstd 0x6
                end


                '---------
                ' Strings
                '---------
                #org 0x71A276
                = This is just a simple test, to make\nsure that everything will work.


                What happens is, when you step on the spot, it does the "lock" and you can't move, but not thing else happens. The music still plays, but it just locks you forever and doesn't pop up with a message.
                __________________


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                  #6208    
                Old October 30th, 2011 (10:59 AM).
                Satoshi Ookami's Avatar
                Satoshi Ookami Satoshi Ookami is offline
                Memento Mori
                 
                Join Date: Jul 2008
                Location: Abyss of Time, Great Seal
                Age: 26
                Gender: Male
                Nature: Calm
                Posts: 14,530
                Quote:
                Originally Posted by lolwhet View Post
                What happens is, when you step on the spot, it does the "lock" and you can't move, but not thing else happens. The music still plays, but it just locks you forever and doesn't pop up with a message.
                You probably did not set attributes of tile script correctly.
                __________________
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                  #6209    
                Old October 30th, 2011 (2:36 PM).
                lolwhet's Avatar
                lolwhet lolwhet is offline
                   
                  Join Date: Oct 2011
                  Gender: Male
                  Nature: Relaxed
                  Posts: 76
                  Quote:
                  Originally Posted by Ash493 View Post

                  You probably did not set attributes of tile script correctly.
                  Attributes? I didn't set anything. All I did was a normal script, like one that you would use on a Person.

                  Are there other commands I have to add?
                  __________________


                  Mono-Type Challenge Current Region: -Kanto-Johto-Hoenn-Sinnoh-Isshu-



                    #6210    
                  Old October 31st, 2011 (4:39 AM).
                  Satoshi Ookami's Avatar
                  Satoshi Ookami Satoshi Ookami is offline
                  Memento Mori
                   
                  Join Date: Jul 2008
                  Location: Abyss of Time, Great Seal
                  Age: 26
                  Gender: Male
                  Nature: Calm
                  Posts: 14,530
                  Quote:
                  Originally Posted by lolwhet View Post
                  Attributes? I didn't set anything. All I did was a normal script, like one that you would use on a Person.

                  Are there other commands I have to add?
                  Of course! You need to set unknown and variable.
                  __________________
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                    #6211    
                  Old November 2nd, 2011 (2:40 AM).
                  lolwhet's Avatar
                  lolwhet lolwhet is offline
                     
                    Join Date: Oct 2011
                    Gender: Male
                    Nature: Relaxed
                    Posts: 76
                    Quote:
                    Originally Posted by Ash493 View Post

                    Of course! You need to set unknown and variable.
                    Oh.

                    Well how do I set unknown and variable?
                    I'm using xse by the way.
                    __________________


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                      #6212    
                    Old November 2nd, 2011 (3:00 AM).
                    chrunch chrunch is offline
                     
                    Join Date: Oct 2009
                    Gender: Male
                    Posts: 1,350
                    Quote:
                    Originally Posted by lolwhet View Post
                    Oh.

                    Well how do I set unknown and variable?
                    I'm using xse by the way.
                    Go in A-map, to your tile script in the events tab. Under the Delete Event button, fill up the Unknown and Var number boxes with 0300 (Unknown) and 4050 (Var).
                    __________________
                      #6213    
                    Old November 2nd, 2011 (6:49 PM). Edited November 2nd, 2011 by lolwhet.
                    lolwhet's Avatar
                    lolwhet lolwhet is offline
                       
                      Join Date: Oct 2011
                      Gender: Male
                      Nature: Relaxed
                      Posts: 76
                      Okay, I'm really having trouble with my script! I keep changing it one way, but it keeps changing back!! Its happened to me before too, its ANNOYING AS HELL.

                      When I write it its like this:
                      Spoiler:
                      '-----------------------
                      #org 0x71C1D4
                      checkflag 0x5DC
                      if 0x1 goto 0x871C227
                      lock
                      applymovement MOVE_PLAYER 0x871C229
                      waitmovement 0x0
                      applymovement MOVE_PLAYER 0x871C22C
                      waitmovement 0x0
                      msgbox 0x871C232 '"Mom! You're green! And why the hell..."
                      callstd 0x4
                      closeonkeypress
                      applymovement 0x2 0x871C277
                      textcolor 0x1
                      msgbox 0x871C27A '"Mom: UHNNNRRRRNNNNNAAAAHHHHH!!!!"
                      callstd 0x4
                      closeonkeypress
                      applymovement MOVE_PLAYER 0x871C293
                      waitmovement 0x0
                      setflag 0x5DC
                      release
                      warp 0x3 0x0 0x0 0x0 0x0
                      end

                      '-----------------------
                      #org 0x71C227
                      end


                      '-----------
                      ' Movements
                      '-----------
                      #org 0x71C229
                      #raw 62 'Exclamation Mark (!)
                      #raw FE 'End of Movements

                      #org 0x71C22C
                      #raw 1F 'Step Left (Fast)
                      #raw 1F 'Step Left (Fast)
                      #raw 1D 'Step Down (Fast)
                      #raw 6 'Face Left (Faster)
                      #raw FE 'End of Movements

                      #org 0x71C277
                      #raw 64 'Cross (X)
                      #raw FE 'End of Movements

                      #org 0x71C293
                      #raw 0x1D
                      #raw 0x1D
                      #raw 0x1D
                      #raw 0x1F
                      #raw 0x1D
                      #raw 0xFE


                      '---------
                      ' Strings
                      '---------
                      #org 0x71C232
                      = Mom! You're green! And why the hell\nare you eating grandpa?! NO!!!

                      #org 0x71C27A
                      = Mom: UHNNNRRRRNNNNNAAAAHHHHH!!!!


                      Then I click compile.

                      But when I decompile it / close and reopen it, it changes back to this:
                      Spoiler:
                      '-----------------------
                      #org 0x71C1D4
                      checkflag 0x5DC
                      if 0x1 goto 0x871C227
                      lock
                      applymovement MOVE_PLAYER 0x871C229
                      waitmovement 0x0
                      applymovement MOVE_PLAYER 0x871C22C
                      waitmovement 0x0
                      msgbox 0x871C232 '"Mom! You're green! And why the hell..."
                      callstd 0x4
                      closeonkeypress
                      applymovement 0x2 0x871C277
                      textcolor 0x1
                      msgbox 0x871C27A '"Mom: UHNNNRRRRNNNNNAAAAHHHHH!!!!"
                      callstd 0x4
                      closeonkeypress
                      applymovement MOVE_PLAYER 0x871C293
                      waitmovement 0x0
                      setflag 0x5DC
                      release
                      warp 0x3 0x0 0x0 0x0 0x0
                      end

                      '-----------------------
                      #org 0x71C227
                      end


                      '-----------
                      ' Movements
                      '-----------
                      #org 0x71C229
                      #raw 62 'Exclamation Mark (!)
                      #raw FE 'End of Movements

                      #org 0x71C22C
                      #raw 1F 'Step Left (Fast)
                      #raw 1F 'Step Left (Fast)
                      #raw 1D 'Step Down (Fast)
                      #raw 6 'Face Left (Faster)
                      #raw FE 'End of Movements

                      #org 0x71C277
                      #raw 64 'Cross (X)
                      #raw FE 'End of Movements

                      #org 0x71C293
                      #raw C2 'movC2
                      #raw C2 'movC2
                      #raw C2 'movC2
                      #raw AB 'movAB
                      #raw AB 'movAB
                      #raw AB 'movAB
                      #raw AB 'movAB



                      '---------
                      ' Strings
                      '---------
                      #org 0x71C232
                      = Mom! You're green! And why the hell\nare you eating grandpa?! NO!!!

                      #org 0x71C27A
                      = Mom: UHNNNRRRRNNNNNAAAAHHHHH!!!!

                      The red is the part that keeps changing. Its preventing my script from working! Everything works until it gets to that applymovement, then it just stays locked and gets stuck in the script.

                      Am i doing something wrong??? This isn't the first time its happened to me!
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                        #6214    
                      Old November 3rd, 2011 (1:07 AM).
                      Missingyep Missingyep is offline
                         
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                        Posts: 275
                        Educated guess off the top of my head: there might be a problem with your offsets, such that one part of the script overwrites another and breaks compiling.
                          #6215    
                        Old November 3rd, 2011 (1:27 PM).
                        lolwhet's Avatar
                        lolwhet lolwhet is offline
                           
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                          Quote:
                          Originally Posted by DavidJCobb View Post
                          Educated guess off the top of my head: there might be a problem with your offsets, such that one part of the script overwrites another and breaks compiling.
                          Hmm, okay...

                          Does anyone know what this offset problem might be?
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                            #6216    
                          Old November 5th, 2011 (10:26 AM).
                          Satoshi Ookami's Avatar
                          Satoshi Ookami Satoshi Ookami is offline
                          Memento Mori
                           
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                          Location: Abyss of Time, Great Seal
                          Age: 26
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                          Quote:
                          Originally Posted by lolwhet View Post
                          The red is the part that keeps changing. Its preventing my script from working! Everything works until it gets to that applymovement, then it just stays locked and gets stuck in the script.

                          Am i doing something wrong??? This isn't the first time its happened to me!
                          Just repoint offset of that red applymovement to different location ;)
                          You probably overflowed the previous offset so it keeps glitching.
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                            #6217    
                          Old November 7th, 2011 (6:38 AM).
                          Cathar's Avatar
                          Cathar Cathar is offline
                          /人◕ ‿‿ ◕人\
                             
                            Join Date: Jan 2011
                            Age: 30
                            Gender: Male
                            Posts: 79
                            Hi!
                            I'm currently working on a hack of FireRed.

                            I tried changing the texts displayed when you pick your Pokémon in Oak's lab. I've already found the text I have to edit at the end of the script in XSE.

                            However, when I try to change the text of BULBASAUR, after I compile and save the script, the text I put in changed to "E?"

                            I was able to change the texts for Squirtle and Charmander, but the first one won't work. I already tried only changing a single letter, or writing the whole sentence from scratch, it always comes out as "E?"

                            I hope someone can help me and this isn't a mega-noobish question.

                            Thanks,
                            Cathar
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                              #6218    
                            Old November 7th, 2011 (3:40 PM).
                            Kaith's Avatar
                            Kaith Kaith is offline
                            Hacker of Fire
                               
                              Join Date: Oct 2011
                              Location: North, it's cold.
                              Gender: Male
                              Nature: Relaxed
                              Posts: 49
                              Quote:
                              Originally Posted by Cathar View Post
                              Hi!
                              I'm currently working on a hack of FireRed.

                              I tried changing the texts displayed when you pick your Pokémon in Oak's lab. I've already found the text I have to edit at the end of the script in XSE.

                              However, when I try to change the text of BULBASAUR, after I compile and save the script, the text I put in changed to "E?"

                              I was able to change the texts for Squirtle and Charmander, but the first one won't work. I already tried only changing a single letter, or writing the whole sentence from scratch, it always comes out as "E?"

                              I hope someone can help me and this isn't a mega-noobish question.

                              Thanks,
                              Cathar
                              I had a problem similar to this while editing the sign's infront of Red and Green's houses. All I had to do was rewrite the script. Do you use the text adjusters in XSE? That usual fixes most of your problems.
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                                #6219    
                              Old November 8th, 2011 (10:05 AM).
                              DrerAhv's Avatar
                              DrerAhv DrerAhv is offline
                              She That Derps in the Night
                                 
                                Join Date: Mar 2011
                                Location: NH, USA
                                Age: 22
                                Gender: Female
                                Nature: Lonely
                                Posts: 9
                                Okay, I'm trying to code an event that has your mother in the back of the van with you at the beginning of the game. I want the player to be unable to input until the mother notices the character is awake, has an Alert! exclamation point over her head, and says a line of text. At that point the door of the van opens and the player is allowed to input. If they try to talk to the mother before walking out of the van, she will say a different line of text.

                                Needless to say I've run into some issues compiling this.
                                I'm using Pokemon Ruby and XSE. The code I input was this;
                                Code:
                                #org @start
                                checkflag 0x828
                                if 0x0 goto @hey!
                                if 0x1 goto @nightmare
                                end
                                
                                #org @hey!
                                setflag 0x828
                                lock
                                applymovement 0x4 @alert
                                waitmovement 0x0
                                msgbox @awake 0x6
                                release
                                end
                                
                                #org @awake
                                = [player], wake up! \nwe're here. We're here, \nplayer.
                                
                                #org @alert
                                #raw 0x56 0xFE
                                
                                #org @nightmare
                                checkflag 0x828
                                if 0x0 goto @hey!
                                if 0x1 goto @okay
                                
                                #org @okay
                                lock
                                faceplayer
                                msgbox @feeling 0x6
                                release
                                end
                                
                                #org @feeling
                                = [player], \nare you feeling okay? \nYou looked like you were \nhaving a nightmare.
                                release
                                end
                                After I compile the code, this is what I get.
                                Code:
                                '---------------
                                #org 0x1C6E1D
                                checkflag 0x828
                                if 0x0 goto 0x81C6E2E
                                if 0x1 goto 0x81C6E7E
                                end
                                
                                '---------------
                                #org 0x1C6E2E
                                setflag 0x828
                                lock
                                msgbox 0x8000006 0x2B '"-¿\h69\h9A1ï\h3D\h84\h82\h0A\h84pÌ..."
                                pause 0x608
                                nop
                                checkpcitem 0x1C6E 0x608
                                nop1
                                lighten 0x6E
                                comparebanktobyte 0x8 0x2
                                '---------------
                                #org 0x1C6E7E
                                
                                '---------
                                ' Strings
                                '---------
                                #org 0x6
                                = -¿\h69\h9A1ï\h3D\h84\h82\h0A\h84pÌ.Ùô\h8B\h98F\h81\h7Fï2¡Dç\h93ÌTîŒ\h46\h4A\h4A\hF8\h27\h31x[OC]Mt\h33\h82oTE<äk\h94T\h4BÌG\h94[Ke]\h8AFÛ\h726\c\h9F\h84\h4D\h732P\h9A[LL][OC]\h972ú\c\h03\h98\h76óëM[LL]ÂÇ-[Ke]E\h38\h84 \h406Ó\v\hFF
                                For the hell of it I inserted that into the game regardless of how glitched it was; the result was that when I tried to talk to the mother the game froze.
                                Can anyone tell me where I went wrong with the original code?
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                                  #6220    
                                Old November 8th, 2011 (2:05 PM).
                                Missingyep Missingyep is offline
                                   
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                                  Posts: 275
                                  Quote:
                                  Originally Posted by DrerAhv View Post
                                  Code:
                                  #org @okay
                                  lock
                                  faceplayer
                                  msgbox @feeling 0x6
                                  release
                                  end
                                  
                                  #org @feeling
                                  = [player], \nare you feeling okay? \nYou looked like you were \nhaving a nightmare.
                                  release
                                  end
                                  Can anyone tell me where I went wrong with the original code?
                                  Remove the red. That needs to be a string and hence can't have commands. The commands can be safely removed since the script that shows that string also runs them.
                                    #6221    
                                  Old November 8th, 2011 (6:56 PM).
                                  Kaith's Avatar
                                  Kaith Kaith is offline
                                  Hacker of Fire
                                     
                                    Join Date: Oct 2011
                                    Location: North, it's cold.
                                    Gender: Male
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                                    Posts: 49
                                    I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

                                    Game: FireRed
                                    Type: GBA
                                    Editor: XSE
                                    Scrpit:
                                    Spoiler:
                                    #dynamic 0x2E4F00

                                    #org @start
                                    lock
                                    checkflag 0x1000
                                    if 0x0 goto @need
                                    release
                                    end

                                    #org @need
                                    msgbox @1 0x6
                                    applymovement 0xFF @move
                                    release
                                    end

                                    #org @1
                                    = I'd better make sure \v\h06\nis awake first.\pHis room is right next to mine.

                                    #org @move
                                    #raw 0x12
                                    #raw 0xEF
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                                      #6222    
                                    Old November 8th, 2011 (7:08 PM).
                                    destinedjagold's Avatar
                                    destinedjagold destinedjagold is offline
                                    Oh Hai Thar~
                                     
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                                    Location: Philippines
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                                    Nature: Careful
                                    Posts: 8,589
                                    Quote:
                                    Originally Posted by Kaith View Post
                                    I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

                                    Game: FireRed
                                    Type: GBA
                                    Editor: XSE
                                    Scrpit:
                                    Spoiler:
                                    #dynamic 0x2E4F00

                                    #org @start
                                    lock
                                    checkflag 0x1000
                                    if 0x0 goto @need
                                    release
                                    end

                                    #org @need
                                    msgbox @1 0x6
                                    applymovement 0xFF @move
                                    release
                                    end

                                    #org @1
                                    = I'd better make sure \v\h06\nis awake first.\pHis room is right next to mine.

                                    #org @move
                                    #raw 0x12
                                    #raw 0xEF
                                    you forgot to include the command "waitmovement 0" after your applymovement command. ;)
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                                      #6223    
                                    Old November 8th, 2011 (10:26 PM).
                                    Teh Blazer's Avatar
                                    Teh Blazer Teh Blazer is offline
                                    Divider of Zero
                                       
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                                      Quote:
                                      Originally Posted by destinedjagold View Post


                                      you forgot to include the command "waitmovement 0" after your applymovement command. ;)
                                      It's actually "waitmovement 0x0", just sayin'.
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                                        #6224    
                                      Old November 9th, 2011 (12:56 AM).
                                      Cathar's Avatar
                                      Cathar Cathar is offline
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                                        Age: 30
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                                        Posts: 79
                                        Quote:
                                        Originally Posted by Kaith View Post
                                        I had a problem similar to this while editing the sign's infront of Red and Green's houses. All I had to do was rewrite the script. Do you use the text adjusters in XSE? That usual fixes most of your problems.
                                        That doesn't work. It doesn't matter what I put in at that line, it always reduces it to E? when I close and re-open the script.
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                                          #6225    
                                        Old November 9th, 2011 (1:55 AM).
                                        Missingyep Missingyep is offline
                                           
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                                          Posts: 275
                                          Quote:
                                          Originally Posted by Teh Blazer View Post
                                          It's actually "waitmovement 0x0", just sayin'.
                                          XSE accepts decimal notation for all numeric values with the possible exception of ROM/RAM offsets. Decimal 0 and hexadecimal 0x0 are equal to each other and equally syntactically valid.
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