• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Map✓] Person Event Appearing in a different place to the one I put it in?

LuigiHatKid

What's the title for someone who just kinda wings
4
Posts
6
Years
    • UK
    • Seen Aug 29, 2018
    Hi, I already attempted to make a thread about this yesterday but I don't think it went through. That said, I'm new, so I sincerely apologise if both threads end up being posted.

    I have an issue with my very first hack (no surprises there), and I've spent hours and hours scouring the internet for a solution, but nothing even close is coming up. I'm beginning to worry that no one else has ever had this issue.

    My hack's main objective as of right now is to upscale all the towns and cities so that they feel more like actual towns and cities. Naturally, I started with Pallet Town. I have provided an image of said map, but since I'm not allowed to link things yet, I have attached it under the name "BigPalletTown".

    The main focus of the problem is the girl in the bottom left, standing in front of the Trainer Tips sign. I have highlighted her so that you can check the sidebar.

    Now, in theory, she should be appearing where I have placed her. However, if you would now check the second image I have attached (named "HelpPalletTown"), you will see that she is appearing quite far up and slightly to the left of where she should be.

    My initial approach to creating her was to just give her the same script offset as the one used in the original ROM, as she will be doing exactly the same thing. I did this with the guy that raves about technology, and he's working fine. However, after I immediately encountered this issue, I decided that I would write my own script, as there may have been something about her positioning in the script my inexperienced eyes couldn't see. Yet, not only do the flags in my script not work, she STILL appears in that exact same spot, even though I don't even know HOW to set an event's coordinates in XSE.

    I know this has already been compiled, but the original script used by the clean ROM looks like this:
    Code:
    '---------------
    #org 0x1657D4
    lock
    compare 0x4070 0x2
    if 0x1 goto 0x8165865
    compare 0x4070 0x1
    if 0x1 goto 0x816588D
    compare 0x4002 0x1
    if 0x1 goto 0x816593A
    checkflag 0x2
    if 0x1 goto 0x8165879
    msgbox 0x81B1D03 MSG_KEEPOPEN '"Hmm[.]\nIs that right[.]"
    applymovement 0x1 0x81A7659
    waitmovement 0x0
    sound 0x15
    applymovement 0x1 0x81A7653
    waitmovement 0x0
    applymovement 0x1 0x81A7655
    waitmovement 0x0
    msgbox 0x81B1D17 MSG_KEEPOPEN '"Oh!\nLook, look!"
    closeonkeypress
    compare PLAYERFACING 0x4
    if 0x1 call 0x816584F
    compare PLAYERFACING 0x4
    if 0x5 call 0x816585A
    moveoffscreen 0x1
    setflag 0x2
    release
    end
    
    '---------------
    #org 0x165865
    applymovement 0x1 0x81A7659
    waitmovement 0x0
    msgbox 0x817D840 MSG_KEEPOPEN '"I'm raising POK?MON, too.\pWhen th..."
    release
    end
    
    '---------------
    #org 0x16588D
    applymovement 0x1 0x81A7659
    waitmovement 0x0
    msgbox 0x81B1D64 MSG_KEEPOPEN '"Signs are useful, aren't they?"
    release
    end
    
    '---------------
    #org 0x16593A
    applymovement 0x1 0x81A7659
    waitmovement 0x0
    call 0x816590C
    release
    end
    
    '---------------
    #org 0x165879
    applymovement 0x1 0x81A7659
    waitmovement 0x0
    msgbox 0x81B1D27 MSG_KEEPOPEN '"Read it, read it!"
    release
    end
    
    '---------------
    #org 0x16584F
    applymovement 0x1 0x81658A1
    waitmovement 0x0
    return
    
    '---------------
    #org 0x16585A
    applymovement 0x1 0x81658A4
    waitmovement 0x0
    return
    
    '---------------
    #org 0x16590C
    textcolor 0x1
    msgbox 0x81B1D83 MSG_KEEPOPEN '"Look, look!\pI copied what it said..."
    closeonkeypress
    pause 0x14
    textcolor 0x3
    setflag 0x83E
    setvar 0x4070 0x1
    setvar 0x4002 0x0
    special 0x170
    special 0x171
    signmsg
    msgbox 0x81B1DC9 MSG_KEEPOPEN '"TRAINER TIPS!\pPress START to open..."
    normalmsg
    return
    
    
    '---------
    ' Strings
    '---------
    #org 0x1B1D03
    = Hmm[.]\nIs that right[.]
    
    #org 0x1B1D17
    = Oh!\nLook, look!
    
    #org 0x17D840
    = I'm raising POK?MON, too.\pWhen they get strong, they can\nprotect me.
    
    #org 0x1B1D64
    = Signs are useful, aren't they?
    
    #org 0x1B1D27
    = Read it, read it!
    
    #org 0x1B1D83
    = Look, look!\pI copied what it said on one of\nthose TRAINER TIPS signs!
    
    #org 0x1B1DC9
    = TRAINER TIPS!\pPress START to open the MENU!
    
    
    '-----------
    ' Movements
    '-----------
    #org 0x1A7659
    #raw 0x4A 'Face Player
    #raw 0xFE 'End of Movements
    
    #org 0x1A7653
    #raw 0x62 'Exclamation Mark (!)
    #raw 0xFE 'End of Movements
    
    #org 0x1A7655
    #raw 0x1C 'Delay5
    #raw 0x1C 'Delay5
    #raw 0x1C 'Delay5
    #raw 0xFE 'End of Movements
    
    #org 0x1658A1
    #raw 0x13 'Step Right (Normal)
    #raw 0x2F 'Face Left (Delayed)
    #raw 0xFE 'End of Movements
    
    #org 0x1658A4
    #raw 0x12 'Step Left (Normal)
    #raw 0x30 'Face Right (Delayed)
    #raw 0xFE 'End of Movements

    My own script, despite it not working, looks like this:
    Code:
    #dynamic 1657D4
    
    #org @start
    lock
    checkflag 0x0
    if 0x1 goto @2
    msgbox @speech1 0x6
    applymovement 0x1 @turnaround
    waitmovement 0x0
    sound 0x15
    applymovement 0x1 @exclaimation
    waitmovement 0x0
    applymovement 0x1 @wait
    waitmovement 0x0
    msgbox @speech2 0x6
    compare PLAYERFACING 0x4
    if 0x1 goto @stepright
    compare PLAYERFACING 0x4
    if 0x5 goto @stepleft
    setflag 0x0
    release
    end
    
    #org @speech1
    = Hmm...\nIs that right...
    
    #org @2
    faceplayer
    msgbox @speech3 0x6
    release
    end
    
    #org @speech2
    = Oh!\nLook, look!
    
    #org @speech3
    = Signs are useful, aren't they?
    
    #org @stepleft
    applymovement 0x1 @stepbackL
    
    #org @stepright
    applymovement 0x1 @stepbackR
    
    #org @turnaround
    #raw 0x4A
    #raw 0xFE
    
    #org @exclaimation
    #raw 0x62
    #raw 0xFE
    
    #org @wait
    #raw 0x1C
    #raw 0x1C
    #raw 0x1C
    #raw 0xFE
    
    #org @stepbackL
    #raw 0x12
    #raw 0x30
    #raw 0xFE
    
    #org @stepbackR
    #raw 0x13
    #raw 0x2F
    #raw 0xFE

    The fact that writing my own script didn't fix the issue has led me to believe that this is a mapping issue. However, I could be wrong. So I will end with:
    A - Is this a mapping or a scripting issue?
    B - How do I make her appear where I placed her?
    C - Is there an approach I can take to solving this that I could apply to other events, should this happen again?
     

    Attachments

    • BigPalletTown.PNG
      BigPalletTown.PNG
      63.7 KB · Views: 12
    • HelpPalletTown.PNG
      HelpPalletTown.PNG
      13.4 KB · Views: 6
    Last edited:

    Sefuree

    Canada Goose
    3,183
    Posts
    10
    Years
  • This sprite is controlled by a level script/map script telling the sprite to be there when the map is loaded.

    Simply delete both scripts in the Header tab.
    Kfr05qZ.png


    and then you can move her wherever.
    PUL0bWX.png
     

    LuigiHatKid

    What's the title for someone who just kinda wings
    4
    Posts
    6
    Years
    • UK
    • Seen Aug 29, 2018
    Oh my god thank you so much, I can't express how much I appreciate this.
     
    Back
    Top