• 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.

Script Help Thread (DO NOT REQUEST SCRIPTS)

Status
Not open for further replies.
5,256
Posts
16
Years
Well, I've been having trouble making even the simplest Script at the 'Script Offset' in the Advance Map to work.
I think I followed all instructions properly.

Anyway, I'm gona list down what i did.

- Downloaded PokeScript and PkmAdv
- Opened Notepad and started writing this:

#org $simple
lock
faceplayer
message $example
$example 1 = Hello! I need Help!
boxset 6
release
end


- Yeah, so.. I compiled it.
- BufRite came out.

- File > Destination > (Picked my ROM)
- Click that Book.
- Clicked that Tourch Light thingy
- Click the first code given
- Assigned it
- Got the code.

- Opened AdvanceMap
- Opened my ROM, Picked a Map
- Click the Event Tab
- Made a 'Person Event'

- Pasted that code to the Script Offset (800xxx)
- So, the Script Offset looks like [$800xxx]

Now the problem is...

Whenever i click Open Script, an error box comes out

-------------------------
Error
- No script editor defined.
-------------------------

I don't get it! I need help..:cer_frown:

I suggest using XSE, but all you have to do is, on Advance Map, goto Settings >> Choose Script Editor. Then select PokéScript's .exe file. Should work.
 

HackMew

Mewtwo Strikes Back
1,314
Posts
17
Years
  • Seen Oct 26, 2011
I suggest using XSE, but all you have to do is, on Advance Map, goto Settings >> Choose Script Editor. Then select PokéScript's .exe file. Should work.

PokéScript can't decompile scripts, though. I might not even have command-line support.
 

Haku.

(FLAME)...H....A...K..U
385
Posts
16
Years
Hey guys

i need help..

game type :firered
Script type: Tile script
the script is already compressed sorry!

Spoiler:


I know theres nothing wrong with this script but in the next script which is below,i want the hero to automatically move upon the warp.
how do i do that? i dun understand level scripts.
Spoiler:
 

Cello

Tonight!
1,498
Posts
14
Years
Hello, I have just a question about XSE's script compiler.
Pardon me for being a noob. I'm experienced in many other coding languages, but new to scripting in XSE.

Is it normal that my XSE creates so many different offsets after the script is compiled into my ROM?

Before Compilation:
Code:
#dynamic 0x26D37C
#org @start
lock
msgbox @1 0x6
applymovement 0xFF @move
release
end

#org @1
= >> It seems your head\nis still a little shakey\lfrom the fall.

#org @move
#raw 0x64
After Compilaton:
Code:
#org 0x26D37C
lock
msgbox 0x826D38F MSG_NORMAL '">> It seems your head\nis ..."
applymovement MOVE_PLAYER 0x826D3D4
release
end


'---------
' Strings
'---------
#org 0x26D38F
= >> It seems your head\nis still a little shakey \lfrom the fall.


'-----------
' Movements
'-----------
#org 0x26D3D4
#raw 0x64 'Cross (X)
I went from 1 offset to 3 offsets. I just want to know if this is normal before I go using up a bunch of space/offsets per code.

Again, sorry for being a n00b. Dx
I just want to be sure this is right.
 
Last edited:

Pokepal17

More cowbell~
1,519
Posts
15
Years
Hello, I have just a question about XSE's script compiler.
Pardon me for being a noob. I'm experienced in many other coding languages, but new to scripting in XSE.

Is it normal that my XSE creates so many different offsets after the script is compiled into my ROM?

Before Compilation:
Code:
#dynamic 0x26D37C
#org @start
lock
msgbox @1 0x6
applymovement 0xFF @move
[B]waitmovement 0x0[/B]
release
end
 
#org @1
= >> It seems your head\nis still a little shakey\lfrom the fall.
 
#org @move
#raw 0x64
After Compilaton:
Code:
#org 0x26D37C
lock
msgbox 0x826D38F MSG_NORMAL '">> It seems your head\nis ..."
applymovement MOVE_PLAYER 0x826D3D4
[B]waitmovement 0x0[/B]
release
end
 
 
'---------
' Strings
'---------
#org 0x26D38F
= >> It seems your head\nis still a little shakey \lfrom the fall.
 
 
'-----------
' Movements
'-----------
#org 0x26D3D4
#raw 0x64 'Cross (X)
I went from 1 offset to 3 offsets. I just want to know if this is normal before I go using up a bunch of space/offsets per code.

Again, sorry for being a n00b. Dx
I just want to be sure this is right.

It's fine, it's just replaced the dynamic labels with proper offsets. A word of advice though, use offsets over 0x800000, your offset may have been part of something important in the ROM. :\ Also, you need the waitmovement command after applymovement to pause the script long enough for the movements to take place.
 

JPAN

pokemon rom researcher
104
Posts
15
Years
  • Seen Jul 2, 2016
Hello, I have just a question about XSE's script compiler.
Pardon me for being a noob. I'm experienced in many other coding languages, but new to scripting in XSE.

Is it normal that my XSE creates so many different offsets after the script is compiled into my ROM?

I went from 1 offset to 3 offsets. I just want to know if this is normal before I go using up a bunch of space/offsets per code.

What happened is that the @1 or @move are dynamic labels. That means that, when compiled, XSE looks for a free memory space with that exact value and place them there. After compiled, it shows you where they were stored. That is where the offsets came from.
Also, your movement data (@move) is missing the terminator byte (#raw 0xFE), that will cause the script to move your character endlessly until it finds one.
To end, one very useful feature at XSe is that it shows you, commented, the string that will be printed on screen(or part of it) in front of the msgbox command. Do you want >> to start your sentence?
 

Cello

Tonight!
1,498
Posts
14
Years
It's fine, it's just replaced the dynamic labels with proper offsets. A word of advice though, use offsets over 0x800000, your offset may have been part of something important in the ROM. :\ Also, you need the waitmovement command after applymovement to pause the script long enough for the movements to take place.

Thanks for your response. I went looking for free space in FSF from the beginning of the game.
I suppose from now on I should be searching 0x800000 onward.

And that waitmovement also explains why no applymovement occured when testing the script. So thank you for telling me this as well. :)

What happened is that the @1 or @move are dynamic labels. That means that, when compiled, XSE looks for a free memory space with that exact value and place them there. After compiled, it shows you where they were stored. That is where the offsets came from.
Also, your movement data (@move) is missing the terminator byte (#raw 0xFE), that will cause the script to move your character endlessly until it finds one.
To end, one very useful feature at XSe is that it shows you, commented, the string that will be printed on screen(or part of it) in front of the msgbox command. Do you want >> to start your sentence?

I see, Thank you for explaining that to me too!
Yes, I wanted the >> to start the sentence as a notification that it's your character thinking to him/herself. Which I know I have to use \hEF in order to place those in the message box.

You're both a big help, thanks again.
 
Last edited:
4
Posts
14
Years
  • Seen Aug 26, 2011
Game: Fire Red
Type: Level Script
Editor: XSE
Script:
Spoiler:
Spoiler:

Screenshots and/or Videos: Comming soon
 
5,256
Posts
16
Years
@ ChaosHacker22: Uhh, what's wrong with it? I think all you need to do is replace the offset to '0x800000' to be on the safe side. 'Kay? Also, if it's a script event, be sure to set the first unknown value to '0300' and the variable number to '4050'. Hope I helped.
 

HackMew

Mewtwo Strikes Back
1,314
Posts
17
Years
  • Seen Oct 26, 2011
@ ChaosHacker22: Uhh, what's wrong with it? I think all you need to do is replace the offset to '0x800000' to be on the safe side. 'Kay? Also, if it's a script event, be sure to set the first unknown value to '0300' and the variable number to '4050'. Hope I helped.

Please avoid giving false info. The first Unknown value should be 0003, and not 0300. That's why you write 4050 and not 5040, as the old AM wrongly showed. Besides, it's not a script event, but part of a level script. Either way, replacing the offset wouldn't help. Fact is posting a script isn't enough if you don't specify what's wrong with it.
 

BlitŻ1

guahh my dog is so cute
472
Posts
15
Years
xan someone help me with something?

I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

so can someone show me the movements for ruby in a simpler way?
 

Haku.

(FLAME)...H....A...K..U
385
Posts
16
Years
I need help with one script

Hack:Firered
Editor:XSE
PROBLEM:Sprite no15 doesnt move Plus it is stuck after the movement of player in move3.
Script:LEVEL SCRIPT.
Spoiler:


Whats wrong with it.
 

NarutoActor

The rocks cry out to me
1,974
Posts
15
Years
xan someone help me with something?

I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

so can someone show me the movements for ruby in a simpler way?
try pksv it has a movement helper
 

0m3GA ARS3NAL

Im comin' home...
1,816
Posts
16
Years
xan someone help me with something?

I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

so can someone show me the movements for ruby in a simpler way?

Did you take a few minutes to look in the Doc's Tuts section?
Here is a R/S movement list for you, XSE approved!

Taken from diegoisawesome's MEGA-HUGE XSE Scripting Tutorial

Code:
0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Running
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Hop & Jump
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (May have glitches)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' Glitchy
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7

' EXIT
0xFE
 

BlitŻ1

guahh my dog is so cute
472
Posts
15
Years
Did you take a few minutes to look in the Doc's Tuts section?
Here is a R/S movement list for you, XSE approved!

Taken from diegoisawesome's MEGA-HUGE XSE Scripting Tutorial

Code:
0x54 ' Hide
0x55 ' Show
0x56 ' Alert
0x57 ' Question
0x58 ' Love
0x5A ' Pokeball
0x10 ' Delay0
0x11 ' Delay1
0x12 ' Delay2
0x13 ' Delay3
0x14 ' Delay4

' Step
0x00 ' Down0
0x01 ' Up0
0x02 ' Left0
0x03 ' Right0
0x04 ' Down1
0x05 ' Up1
0x06 ' Left1
0x07 ' Right1
0x08 ' Down2
0x09 ' Up2
0x0A ' Left2
0x0B ' Right2
0x17 ' Left3
0x18 ' Right3
0x15 ' Down3
0x16 ' Up3
0x2D ' Down4
0x2E ' Up4
0x2F ' Left4
0x30 ' Right4

' Running
0x35 ' RunDown
0x36 ' RunUp
0x37 ' RunLeft
0x38 ' RunRight
0x7E ' RunDown2
0x7F ' RunUp2
0x80 ' RunLeft2
0x81 ' RunRight2

' Hop & Jump
0x0C ' HopTileDown
0x0D ' HopTileUp
0x0E ' HopTileLeft
0x0F ' HopTileRight
0x3A ' HighHopDown
0x3B ' HighHopUp
0x3C ' HighHopLeft
0x3D ' HighHopRight
0x46 ' HopDown
0x47 ' HopUp
0x48 ' HopLeft
0x49 ' HopRight
0x4A ' HopDown180
0x4B ' HopUp180
0x4C ' HopLeft180
0x4D ' HopRight180
0x42 ' JumpDown
0x43 ' JumpUp
0x44 ' JumpLeft
0x45 ' JumpRight

' Straf (May have glitches)
0x19 ' StDown1
0x1A ' StUp1
0x1B ' StLeft1
0x1C ' StRight1
0x1D ' StDown2
0x1E ' StUp2
0x1F ' StLeft2
0x20 ' StRight2
0x21 ' StDown3
0x22 ' StUp3
0x23 ' StLeft3
0x24 ' StRight3
0x25 ' StDown4
0x26 ' StUp4
0x27 ' StLeft4
0x28 ' StRight4
0x6A ' StDown1i
0x6B ' StUp1i
0x6C ' StLeft1i
0x6D ' StRight1i
0x6E ' StDown5
0x6F ' StUp5
0x70 ' StLeft5
0x71 ' StRight5

'Special
0x31 ' SlideFaceDown
0x32 ' SlideFaceUp
0x33 ' SlideFaceLeft
0x34 ' SlideFaceRight
0x86 ' IceSlideDown
0x87 ' IceSlideUp
0x88 ' IceSlideLeft
0x89 ' IceSlideRight

' Glitchy
0x3E ' Up0A
0x3F ' Down0A
0x4E ' Down0B
0x63 ' Up0B
0x65 ' Right0A
0x66 ' RunStopLoopDown
0x67 ' RunStopLoopUp
0x68 ' RunStopLoopLeft
0x69 ' RunStopLoopRight
0x72 ' Down15
0x73 ' Up15
0x74 ' Left15
0x75 ' Right15
0x7A ' Down6
0x7B ' Up6
0x7C ' Left6
0x7D ' Right6
0x82 ' Down7
0x83 ' Up7
0x84 ' Left7
0x85 ' Right7

' EXIT
0xFE

but thats what I mean. I don't understand what the right1, right2 etc translateinto in the game? Is it running fast? Slow? I don't understand >.<
 
7
Posts
14
Years
  • Seen Oct 15, 2009
Can someone explain what happened to me here?

Code:
'-----------------------
#org 0x71A4A8
msgbox 0x871A4B2 '"Mayor's House.Ù á  ÂÀÂÚ ß          ..."
callstd 0x3
end


'---------
' Strings
'---------
#org 0x71A4B2
= Mayor's House.Ù á  ÂÀÂÚ ß          À ÀF3\h71ËF3\h71ËN3\h71ËN3\h71Ë
It's supposed to be the way it is, but without all the gibberish(It used to work just fine, I just noticed it right now, when I was about to test something else). Did I put something else over it? If not, what could have happened? Is it safe to just delete the extra stuff, or should I repoint the message?
 

Haku.

(FLAME)...H....A...K..U
385
Posts
16
Years
Umm slg can you post the original one so i can look at it?
and Fan king i think down0 is face down and down1 is slow, down2 is normal and down3 is 2 step down and down4 is fast i think try playing with it until you get it
 
7
Posts
14
Years
  • Seen Oct 15, 2009
Do you mean this one?(The one below is the one I had saved, so I must have changed boxset 3 to callstd 0x3 before I compiled it)

Code:
#dynamic 0x71A3CC

#org @start
msgbox @mayor
boxset 3
end

#org @mayor
= Mayor's House
 

Haku.

(FLAME)...H....A...K..U
385
Posts
16
Years
try not to use boxset 3

try this

Spoiler:

Thats for XSE

And are you using XSE if not then i think the script i just posted it only for XSE
 
Status
Not open for further replies.
Back
Top