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

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Andrut

Collecting dust since 1898
284
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14
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  • Sorry for asking,but how could i find that script in XSE? xD I have the offset but i don't see any script finding thing.
     

    Banjora Marxvile

    hOI!!!!!! i'm tEMMIE!!
    3,496
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    • Age 30
    • Seen May 1, 2024
    Sorry for asking,but how could i find that script in XSE? xD I have the offset but i don't see any script finding thing.

    In Advance Map, did you set XSE as the script editor? (As in, under tools, did you select the Script Editor option, and link to XSE?). Select the old woman in Advance Map, and click Open Script all in Advance Map. It should open XSE if you selected it as the Script Editor to use in Advance Map.
     

    Andrut

    Collecting dust since 1898
    284
    Posts
    14
    Years
  • Thanks,it works. =)
    The only problem is,that she begins the coversation but she doesn't give me the egg!(?) She says the things like i have already took the egg..I actually moved her to route 105, so should i move the scripts from Lavaridge there? I'm confused...
     
    3
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    13
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    • Seen Jul 9, 2011
    I've tried searching all over for this, and This may have been posted but I tried searching the thread so I am sorry if this has been asked, or if this is an insanely stupid question, but I am really new to this hacking thing. But how do I force the name of the rival in a script for FireRed. I mean to make the name in the script the same as whatever the player chose, so it doesn't say "Gary" when refering to the rival if the player named him "Bob"?
     
    126
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    14
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    • Seen Aug 5, 2013
    I've tried searching all over for this, and This may have been posted but I tried searching the thread so I am sorry if this has been asked, or if this is an insanely stupid question, but I am really new to this hacking thing. But how do I force the name of the rival in a script for FireRed. I mean to make the name in the script the same as whatever the player chose, so it doesn't say "Gary" when refering to the rival if the player named him "Bob"?

    Just put "\v\h06" in the text you want.
    Here's an example in XSE:

    #org @dynamic 0x800000

    #org @start
    lock
    faceplayer
    msgbox @1 0x6
    release
    end

    #org @1
    = \h\06 is your rival.


    This will make it say "Gary is your rival." if that is the rival's name, of course.
     

    x Necromorph x

    Super Saiyan 4
    295
    Posts
    13
    Years
  • When I inserted this pokemart, this little line came up behind it, how do I get rid of it?
    Capture-1.jpg
     

    colcolstyles

    Yours truly
    1,588
    Posts
    15
    Years
  • Just put "\v\h06" in the text you want.
    Here's an example in XSE:

    #org @dynamic 0x800000

    #org @start
    lock
    faceplayer
    msgbox @1 0x6
    release
    end

    #org @1
    = \h\06 is your rival.


    This will make it say "Gary is your rival." if that is the rival's name, of course.

    "[rival]" does the same thing (granted he's using XSE) and is a lot more intuitive.

    When I inserted this pokemart, this little line came up behind it, how do I get rid of it?
    Capture-1.jpg

    Um, you could export the tileset, erase the line, and then reinsert it. :\
     

    x Necromorph x

    Super Saiyan 4
    295
    Posts
    13
    Years
  • Ya I fixed it, im slow :P But now the corners dont have grass, its black. How do I fix that? Sorry I just learned tile inserting today
     

    colcolstyles

    Yours truly
    1,588
    Posts
    15
    Years
  • Ya I fixed it, im slow :P But now the corners dont have grass, its black. How do I fix that? Sorry I just learned tile inserting today

    You need to use the Block Editor to put some grass tiles on the lower level of the block. Though if you edited the preexisting PokéMart block, then there should already be grass there.
     
    3
    Posts
    13
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    • Seen Jul 9, 2011
    Once again, Im asking a super noobish scripting question but I just started ROM hacking less than 3 days ago, I tried looking for it in the forums, but due to my lack of understanding and terminology, I couldn't find it.

    If I wanted to make the Mom character say something to me (A simple talking script) but then the next time I talk to her say something different, would I assign a flag as the first one? and do I assign the flag to a script tile in Advance map?

    Sorry for asking the most simplistic of question, My questions probably aren't that interesting to answer :P
     
    126
    Posts
    14
    Years
    • Seen Aug 5, 2013
    Once again, Im asking a super noobish scripting question but I just started ROM hacking less than 3 days ago, I tried looking for it in the forums, but due to my lack of understanding and terminology, I couldn't find it.

    If I wanted to make the Mom character say something to me (A simple talking script) but then the next time I talk to her say something different, would I assign a flag as the first one? and do I assign the flag to a script tile in Advance map?

    Sorry for asking the most simplistic of question, My questions probably aren't that interesting to answer :P

    Yes. You must set a flag and check it in the script. However, you don't need a script tile for this. Here's an example. Let's say that the flag 0x1220 is set when you talk to OAK.

    #dynamic 0x800000

    #org @start
    lock
    faceplayer
    checkflag 0x1220
    if 0x1 goto @secondmessage // this means "if 0x1220 is set, jump to @secondmessage
    msgbox @1 0x6
    release
    end

    #org @secondmessage
    msgbox @2
    release
    end

    #org @1
    = Come back after you talk to Oak.

    #org @2
    = You talked to Oak!
     

    x Necromorph x

    Super Saiyan 4
    295
    Posts
    13
    Years
  • Ok I fixed it, when I put a tile in Infranview and decrease the color depth to 16 colors it messes up the tile, and puts dots everywhere. Whats up with that?
     

    Binary

    え?
    3,977
    Posts
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    • Seen Apr 7, 2014
    Ok I fixed it, when I put a tile in Infranview and decrease the color depth to 16 colors it messes up the tile, and puts dots everywhere. Whats up with that?
    The tile might have too many colors.
    Try fixing it up a little in Paint and try indexing it again.
     

    Banjora Marxvile

    hOI!!!!!! i'm tEMMIE!!
    3,496
    Posts
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    • Age 30
    • Seen May 1, 2024
    Or dithering is set on. When you select "Decrease Color Depth", there is an option for Auto Dither. Turn that off when you select the amount of colours for the pallette.

    Or both.
     

    rstar095

    Baby Seal Clubber
    24
    Posts
    15
    Years
  • is there any way to extract maps and pokemon data from yape out of a game and insert it to another cause my game is a f****ed up and there are some stuff i dont want to do over again
     

    altariaking

    Needs NO VMs...
    1,087
    Posts
    14
    Years
  • How is time read from ruby? I'm assuming it would be a writebytetooffset because that's what it is or firered with the day and night system, but I don't know which byte to write (that rhymes!) to which offset, and I need it for day and night animations.
     
    1,775
    Posts
    15
    Years
  • is there any way to extract maps and pokemon data from yape out of a game and insert it to another cause my game is a f****ed up and there are some stuff i dont want to do over again

    With Maps, you can save them as .map files (along with their tilesets, palettes and blocksets), and import them all into the new ROM. I've done this about times with my hack, thankfully I haven;'t needed to lately, though.
    With Pokemon data, however, I don't think YAPE has an "export" option. Unforunately, you'll have to do that again.
     

    colcolstyles

    Yours truly
    1,588
    Posts
    15
    Years
  • How is time read from ruby? I'm assuming it would be a writebytetooffset because that's what it is or firered with the day and night system, but I don't know which byte to write (that rhymes!) to which offset, and I need it for day and night animations.

    In Ruby, the current time is stored at '0x03000460'. Keep in mind that it's stored in Binary-Coded Decimal. You can find the hex values somewhere else in the RAM but I don't know the address for Ruby.
     

    0m3GA ARS3NAL

    Im comin' home...
    1,816
    Posts
    16
    Years
  • is there any way to extract maps and pokemon data from yape out of a game and insert it to another cause my game is a f****ed up and there are some stuff i dont want to do over again

    You've already gotten an answer on maps, and I can address the YAPE Problem.
    Unfortunatly, YAPE does not have an EXPORT function, BUT, if you know how to use a Hex Editor, an hadn't re-pointed any data, you COULD go to the offsets where all of the different sets of data are and copy/overwrite them to your new ROM...
    You'd have to visit several offsets in order to get the info, but you COULD do it.
     
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