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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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Blaze the Cat

Life hurts, and so do I
236
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12
Years
  • Age 27
  • Seen May 19, 2014
how do you use the xse. i can script ok but i cant make the change to my hack
 
Last edited:

Kevin

kevin del rey
2,686
Posts
13
Years
how do you use the xse. i can script ok but i cant make the change to my hack
At the top there is a toolbar, and one of them is the Compile button with writes your script into the ROM. You also need a ROM opened to be able to click the button. Here's a pic:
CxmBs.png
 
2
Posts
12
Years
  • Seen May 9, 2013
What's wrong with my Fly map? Please help.

Hi!
Me and my friend are making pokemon emerald hack called Pokemon Valo.

So far we have only added new region map into that game, we succeeded
and followed this tutorial
pokecommunity.com/showthread.php?t=180336

and after that we tried the game and checked world map and it was great! But, then we saw that when we would want to Fly somewhere - fly map didn't show properly. Here is a screenshot and this is our problem 1. Can someone help or guide us?

See attachment: Problem1

See, there is citys and towns where should be nothing! :S
Here is what Town Map shows, this is what we would like to fly map be, too!

See attachment: valomap

*************************

Then our final problem, we launched AdvanceMap 1.92 -> World map editor
and we followed some tutorial what said this:

"Start it via this button:

Advance Maps World Map Editor only edits the position of Routes/Towns and stuff, not the image!

First, select the Tile you want to edit.
Then you can edit its options at the bottom or top layer (the top leayer is used for caves and forests!).
The first thing is the value. You can select one from the dropdown list. The list contains the Map Names which can be chenaged in the Header Tab or at the Name Option under "Name Offset". When the player looks up this tile on the region map, it will display the map name you choose here.
Just leave "Name Offset" as it is or you will cause problems^^
The "Name" Option can be used to edit the Map Name.
The last thing is the position. This position defines where the player symbol will be displayed when he is on a map with the map name you assigned before and then looks up the region map. Just copy those values from the left, under the region map image.
Now you can save it and do the same thing for the whole map! Fun, isnt it?
You can also edit the Flying/display Flag. That is just the flag which is set when you enter a town and makes it possible to fly to that town later on.

That is not all I think, I dont know everything about the World Map Editor yet."


It said how to edit that where player symbol is shown on map, and after we tried it. It only showed player symbol in one square.

Let me explain, if Route 102 is 4 squares width and we want it so that when you enter to Route 102 - player symbol is shown on first square in that route, and when he moves a little its shown in second square of route 102...

But we had it like this - That route 102 what is 4 squares width on town map, when you enter there it will only show player symbol in one spot, even if I move a little it still is shown in that 1 spot in town map. So town map isn't updating location if you move in one route... of course it will update player symbol when you enter to another Route or Town or City.

If you can say what we need to do or can help us in someway we would be very thankful. ^^ Thanks! I hope you guys can read and understand my bad english!

Btw, our hacks website is
pokemonvalo.blogspot.com
 

Attachments

  • problem1.JPG
    problem1.JPG
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  • valomap.JPG
    valomap.JPG
    68.9 KB · Views: 2
5
Posts
13
Years
  • Seen Sep 5, 2011
I got a problem which got me stomped.
I have seen alot of hacks with new tilesets (DP and BW for example) and when I try to insert tiles myself I usually get them really dotted. I don't use a whole tileset just a tree and grass. Can someone give me tips or share theirs tileset which have no problems?

I have used Irfanview and CS5.1

I would appreciate a PM if you want to have a private chat.

Thanks.
 

Truality

Left for good
1,006
Posts
12
Years
  • Age 32
  • Seen May 17, 2013
I got a problem which got me stomped.
I have seen alot of hacks with new tilesets (DP and BW for example) and when I try to insert tiles myself I usually get them really dotted. I don't use a whole tileset just a tree and grass. Can someone give me tips or share theirs tileset which have no problems?

I have used Irfanview and CS5.1

I would appreciate a PM if you want to have a private chat.

Thanks.
You should try a tutorial and follow it step by step. Here's a very easy-to-get tutorial for tile inserting which I would recommend, done by Banjora Marxvile.
 
5
Posts
13
Years
  • Seen Sep 5, 2011
You should try a tutorial and follow it step by step. Here's a very easy-to-get tutorial for tile inserting which I would recommend, done by Banjora Marxvile.

16 Bit colors are limiting me from putting up more tiles.
 
5
Posts
13
Years
  • Seen Sep 5, 2011
The tiles I find on the net are compiled all together which means it can be over 256 colors and by putting them in groups makes them smaller but it will need to take more space.

I mean, IF you can recommend some DP sprites I would be glad.
 
1
Posts
12
Years
  • Seen Sep 3, 2011
Removing a character...

I am attempting my first rom hack, on FR, and I was wondering, is it possible to remove the 'rival' character from the game entirely? For what I have in mind, he is not needed, but being new to this, I'm not sure how to go about getting rid of him. Suggestions?
 
2
Posts
12
Years
  • Seen Dec 20, 2021
Im pretty new to this, but the one thing I cant get to work is person event scripts, compiling it in the rom and assigning it to a character works fine, but when I talk to the person ingame, it's just a bunch of weird symbols and gibberish, everything else in the script works, but the text is all screwed up


Code:
#org $start
lock
faceplayer
message $question
$question 1 = Are you poor?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $no
$no 1 = Screw you ugly.
boxset 6
release
end
 
 
#org $yes
checkflag 0x1200
if 0x01 goto $greed
message $give
$give 1 = Here, use these to hide your n00bishness
boxset 6
giveitem 0x01 0x05
giveitem 0x19 0x05
giveitem 0x13 0x05
giveitem 0x17 0x05
givepokemon 249 50 0x173
setflag 0x1200
release
end
 
 
#org $greed
message $bratty
$bratty 1 = test
boxset 6
fadescreen 1
removesprite 20
pause 0x10
fadescreen 0
release
end

Heres what it shows after I compile it

Code:
'---------------
#org 0x800000
lock
faceplayer
loadpointer 0x0 
0x880003F '" I e \h80c eA\h80E I e \h80U eA\h8..."
settrainerflag 
0x786F
hidebox 0x65 0x74 0x35 0x20
compare LASTRESULT 0x1
if 0x1 goto 
0x8800025
msgbox 0x880003F MSG_NORMAL '" I e \h80c eA\h80E I e \h80U 
eA\h8..."
release
end
 
 
'---------------
#org 0x800025
checkflag 0x1200
if 0x1 goto 
0x880003F
msgbox 0x880003F MSG_NORMAL '" I e \h80c eA\h80E I e \h80U 
eA\h8..."
giveitem 0x1 0x5 MSG_OBTAIN
giveitem 0x19 0x5 
MSG_OBTAIN
giveitem 0x13 0x5 MSG_OBTAIN
giveitem 0x17 0x5 
MSG_OBTAIN
copyvar 0x8004 LASTRESULT
givepokemon 0x3F 0x32 0x173 0x0 0x0 
0x7D
nop1
copyvar 0x0 0x0
nop
nop
nop
nop
nop
setflag 
0x1200
release
end
 
 
'---------------
#org 0x80003F
nop
callstd 0x0
giveitem 0x19 0x5 
MSG_OBTAIN
giveitem 0x13 0x5 MSG_OBTAIN
giveitem 0x17 0x5 
MSG_OBTAIN
copyvar 0x8004 LASTRESULT
givepokemon 0x3F 0x32 0x173 0x0 0x0 
0x7D
nop1
copyvar 0x0 0x0
nop
nop
nop
nop
nop
setflag 
0x1200
release
end
 
 
 
'---------
' Strings
'---------
#org 0x80003F
=  I e 
\h80c eA\h80E I e \h80U eA\h80E I e \h80a eA\h80E I cC\h80O\h80[U]\h3F 
\h32\h73A        
\h7DAc         n U\h6CAO \h3F 
\h80EIE\h3FA[PK]N u? \h3F \h6CAi\h3F[LL][PO] \h69[LL]\h65 [LL][LL][LL][LL]A

Programs used :
notepad (writing the script)
Buffrite + Poketscript (compiling)
Advance Map (assigning script to a character)
XSE (used to check script after compiling)
VBA ( testing)

I have already searched for hours in other places but couldn't find any fix that worked...

By the way Im using Fire Red

Help?

P.S. The formatting of the scripts might be weird on your browser...
 
Last edited:

hinkage

Everyone currently in an argument with this member
383
Posts
13
Years
  • Age 28
  • Seen Apr 15, 2024
Im pretty new to this, but the one thing I cant get to work is person event scripts, compiling it in the rom and assigning it to a character works fine, but when I talk to the person ingame, it's just a bunch of weird symbols and gibberish, everything else in the script works, but the text is all screwed up


Code:
#org $start
lock
faceplayer
message $question
$question 1 = Are you poor?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
message $no
$no 1 = Screw you ugly.
boxset 6
release
end
 
 
#org $yes
checkflag 0x1200
if 0x01 goto $greed
message $give
$give 1 = Here, use these to hide your n00bishness
boxset 6
giveitem 0x01 0x05
giveitem 0x19 0x05
giveitem 0x13 0x05
giveitem 0x17 0x05
givepokemon 249 50 0x173
setflag 0x1200
release
end
 
 
#org $greed
message $bratty
$bratty 1 = test
boxset 6
fadescreen 1
removesprite 20
pause 0x10
fadescreen 0
release
end

Heres what it shows after I compile it

Code:
'---------------
#org 0x800000
lock
faceplayer
loadpointer 0x0 
0x880003F '" I e \h80c eA\h80E I e \h80U eA\h8..."
settrainerflag 
0x786F
hidebox 0x65 0x74 0x35 0x20
compare LASTRESULT 0x1
if 0x1 goto 
0x8800025
msgbox 0x880003F MSG_NORMAL '" I e \h80c eA\h80E I e \h80U 
eA\h8..."
release
end
 
 
'---------------
#org 0x800025
checkflag 0x1200
if 0x1 goto 
0x880003F
msgbox 0x880003F MSG_NORMAL '" I e \h80c eA\h80E I e \h80U 
eA\h8..."
giveitem 0x1 0x5 MSG_OBTAIN
giveitem 0x19 0x5 
MSG_OBTAIN
giveitem 0x13 0x5 MSG_OBTAIN
giveitem 0x17 0x5 
MSG_OBTAIN
copyvar 0x8004 LASTRESULT
givepokemon 0x3F 0x32 0x173 0x0 0x0 
0x7D
nop1
copyvar 0x0 0x0
nop
nop
nop
nop
nop
setflag 
0x1200
release
end
 
 
'---------------
#org 0x80003F
nop
callstd 0x0
giveitem 0x19 0x5 
MSG_OBTAIN
giveitem 0x13 0x5 MSG_OBTAIN
giveitem 0x17 0x5 
MSG_OBTAIN
copyvar 0x8004 LASTRESULT
givepokemon 0x3F 0x32 0x173 0x0 0x0 
0x7D
nop1
copyvar 0x0 0x0
nop
nop
nop
nop
nop
setflag 
0x1200
release
end
 
 
 
'---------
' Strings
'---------
#org 0x80003F
=  I e 
\h80c eA\h80E I e \h80U eA\h80E I e \h80a eA\h80E I cC\h80O\h80[U]\h3F 
\h32\h73A        
\h7DAc         n U\h6CAO \h3F 
\h80EIE\h3FA[PK]N u? \h3F \h6CAi\h3F[LL][PO] \h69[LL]\h65 [LL][LL][LL][LL]A

Programs used :
notepad (writing the script)
Buffrite + Poketscript (compiling)
Advance Map (assigning script to a character)
XSE (used to check script after compiling)
VBA ( testing)

I have already searched for hours in other places but couldn't find any fix that worked...

By the way Im using Fire Red

Help?

P.S. The formatting of the scripts might be weird on your browser...


It's probably because you use spaces in your offsets. For example,
"$bratty 1" should be "$bratty1" The space could have the game be reading it as just "1", which would cause those sort of problems.
 
2
Posts
12
Years
  • Seen Dec 20, 2021
It's probably because you use spaces in your offsets. For example,
"$bratty
1" should be "$bratty1" The space could have the game be reading it as just "1",
which would cause those sort of problems.

It didn't work... ( I lost the new compiled script) but now a bunch of commands were missing, and manually readding them (using the commands XSE uses) didn't do anything ( they were just deleted after recompiling) . Assigning different offsets to the text fixed the text problem, but some commands were still missing.
 
Last edited:

Rasen

ASM is very cool!
71
Posts
12
Years
1. Is it possible to change shadow attitude in battle?
2. How to make new hm move like rock climb in Flora Sky? Does it need ASM?
3. How to set map to "need using flash" mode like in Granite Cave? I didn't find any option in A-Map (maybe it is...)

Thanks in advance
 

Truality

Left for good
1,006
Posts
12
Years
  • Age 32
  • Seen May 17, 2013
1. Is it possible to change shadow attitude in battle?
2. How to make new hm move like rock climb in Flora Sky? Does it need ASM?
3. How to set map to "need using flash" mode like in Granite Cave? I didn't find any option in A-Map (maybe it is...)

Thanks in advance

  1. I don't get what you mean...?
  2. It can be scripted, no ASM needed. I reckon seeing a script about that somewhere, only they did it with Vine Whip instead of Rock Climb. EDIT: found it.
  3. Go to the 'Header' part in the map you want to have flash on. There's a line saying 'cave' which most likely has 'regular' on it. Change it to 'dark, flash usable'.
 
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