- 8
- Posts
- 6
- Years
- Age 29
- Seen Sep 28, 2022
Dear community,
I am close to despair and depression. For hours I was trying to figure out why my script wasnt working. What I finaly noticed was, that XSE is changing the offsets of my subscripts after compiling. They differ from what is displayed in the output box. I can only see these changes once I reload the script.
Info: Emerald (32 MB), applied Chacha Dinosaur's Battle Engine Upgrade, Pokemon Expansion, Items, TMs, Tutor Moves Expansion and Dizzy?s Hacked Engine.
The Script and (just) 2 examples of what's bothering me:
(All code embedded offsets are affected)
As you can see, only the first two characters of my offsets change and only of those that are embedded in the code. Unluckily, that causes the script to point into nothingness making the script useless. I have the slight feeling that there is an easy solution to it. But I spent the last 4 hours looking for solution by experimenting, reading threads and googleing without success. Help is greatly appreciated!
EDIT: Problem is solved. It was not related to the script offsets. They are fine. Had to fix positions of OW sprites.
I am close to despair and depression. For hours I was trying to figure out why my script wasnt working. What I finaly noticed was, that XSE is changing the offsets of my subscripts after compiling. They differ from what is displayed in the output box. I can only see these changes once I reload the script.
Info: Emerald (32 MB), applied Chacha Dinosaur's Battle Engine Upgrade, Pokemon Expansion, Items, TMs, Tutor Moves Expansion and Dizzy?s Hacked Engine.
The Script and (just) 2 examples of what's bothering me:
(All code embedded offsets are affected)
Spoiler:
#dynamic 0x108A4B0
#freespace 0xFF
#org @start
checkflag 0x23
if 0x1 goto @end1 --> compiler output: 108A904 after reopening: 908A904
checkflag 0xD3
if 0x1 goto @battle --> compiler output: 108A909 after reopening: 908A909
hidesprite 0x23
release
end
#org @end1 --> compiler output: 108A904; this one stays correct after compiling
hidesprite 0x23
release
end
#org @battle --> compiler output: 108A909; this one stays correct after compiling
lock
applymovement 0xFF @moveEX
waitmovement 0x0
fadescreen 0x1
showsprite 0x23
warp 0x0 0x13 0xFF 0x17 0x2C
fadescreen 0x0
applymovement 0x23 @movetohero
waitmovement 0x0
msgbox @text1 0x6
trainerbattle 0x1 0x287 0x0 @beforeb @afterb @laterb
release
end
#org @laterb
setflag 0x23
msgbox @textafter 0x6
giveitem 0x1DB 0x1 MSG_Obtain
msgbox @bye 0x6
applymovement 0x23 @runaway
waitmovement 0x0
hidesprite 0x23
release
end
Movements:
Strings:
#freespace 0xFF
#org @start
checkflag 0x23
if 0x1 goto @end1 --> compiler output: 108A904 after reopening: 908A904
checkflag 0xD3
if 0x1 goto @battle --> compiler output: 108A909 after reopening: 908A909
hidesprite 0x23
release
end
#org @end1 --> compiler output: 108A904; this one stays correct after compiling
hidesprite 0x23
release
end
#org @battle --> compiler output: 108A909; this one stays correct after compiling
lock
applymovement 0xFF @moveEX
waitmovement 0x0
fadescreen 0x1
showsprite 0x23
warp 0x0 0x13 0xFF 0x17 0x2C
fadescreen 0x0
applymovement 0x23 @movetohero
waitmovement 0x0
msgbox @text1 0x6
trainerbattle 0x1 0x287 0x0 @beforeb @afterb @laterb
release
end
#org @laterb
setflag 0x23
msgbox @textafter 0x6
giveitem 0x1DB 0x1 MSG_Obtain
msgbox @bye 0x6
applymovement 0x23 @runaway
waitmovement 0x0
hidesprite 0x23
release
end
Movements:
Spoiler:
#org @moveEX
#raw 0x56
#raw 0xFE
#org @movetohero
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE
#org @runaway
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0xFE
#raw 0x56
#raw 0xFE
#org @movetohero
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE
#org @runaway
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0x15
#raw 0xFE
Strings:
Spoiler:
#org @text1
= There you are again! I'm glad to\nmeet you here. I spent the past\ldays training my Pok?mon a lot.\lLet me show you how to battle like\la champ!
#org @beforeb
= Let's get it started!
#org @afterb
= Aaargh...
#org @textafter
= I can't believe that I have lost.\nI guess I still have to grow...\lbut don't worry. I will challange\lyou again. You should keep the\ltraining! Maybe this TM can help\lyou.
#org @bye
= I got to jet. See you soon!
= There you are again! I'm glad to\nmeet you here. I spent the past\ldays training my Pok?mon a lot.\lLet me show you how to battle like\la champ!
#org @beforeb
= Let's get it started!
#org @afterb
= Aaargh...
#org @textafter
= I can't believe that I have lost.\nI guess I still have to grow...\lbut don't worry. I will challange\lyou again. You should keep the\ltraining! Maybe this TM can help\lyou.
#org @bye
= I got to jet. See you soon!
As you can see, only the first two characters of my offsets change and only of those that are embedded in the code. Unluckily, that causes the script to point into nothingness making the script useless. I have the slight feeling that there is an easy solution to it. But I spent the last 4 hours looking for solution by experimenting, reading threads and googleing without success. Help is greatly appreciated!
EDIT: Problem is solved. It was not related to the script offsets. They are fine. Had to fix positions of OW sprites.
Last edited: