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  #576    
Old January 18th, 2010 (9:24 AM).
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Quote:
Originally Posted by Iacobus View Post
Oh boy, I think you need eyeglasses.
Look at the offsets he used to compile his script. Does that look right to you?
SoaY, every 'org' would, once decompiled, only give the first byte of every org, followed by the last string. But since the decompiler doesn't know it's a string, you'll only get to see that string as raw hexadecimal data too.
As Full Metal said:
Also like i said, nothing immediately noticeable .
Sorry for not observing numbers like a good nerd who has nothing to do.
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  #577    
Old January 18th, 2010 (9:40 AM). Edited January 18th, 2010 by score_under.
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Quote:
Originally Posted by Full Metal View Post
Sorry for not observing numbers like a good nerd who has nothing to do.
Oh come now, GTK doesn't count as "something to do"

Anyway, for future reference, you find sizes once you've compiled:
Code:
#ORG: data
   -> 0x71A304 (0x3A bytes)
   -> 0x71A305 (0xB bytes)
   -> 0x71A306 (0x1C bytes)
   -> 0x71A316 (0xB bytes)
   -> 0x71A317 (0xB bytes)
   -> 0x71A307 (0x10 bytes)
   -> 0x71A308 (0x17 bytes)
   -> 0x71A309 (0x95 bytes)
   -> 0x71A30A (0x35 bytes)
   -> 0x71A30B (0x2E bytes)
   -> 0x71A30C (0x78 bytes)
   -> 0x71A30D (0x2E bytes)
   -> 0x71A30E (0x13 bytes)
   -> 0x71A30F (0x5A bytes)
   -> 0x71A311 (0x5C bytes)
   -> 0x71A312 (0x9 bytes)
   -> 0x71A313 (0x6 bytes)
   -> 0x71A314 (0x9 bytes)
   -> 0x71A315 (0x6 bytes)
I should implement a mechanism to detect overlapping offsets.

EDIT:
Not uploaded this, but:
Code:
WARNING! Offset 0x71A304 overlaps offset 0x71A305!
WARNING! Offset 0x71A304 overlaps offset 0x71A306!
WARNING! Offset 0x71A304 overlaps offset 0x71A316!
WARNING! Offset 0x71A304 overlaps offset 0x71A317!
WARNING! Offset 0x71A304 overlaps offset 0x71A307!
WARNING! Offset 0x71A304 overlaps offset 0x71A308!
WARNING! Offset 0x71A304 overlaps offset 0x71A309!
WARNING! Offset 0x71A304 overlaps offset 0x71A30A!
WARNING! Offset 0x71A304 overlaps offset 0x71A30B!
WARNING! Offset 0x71A304 overlaps offset 0x71A30C!
WARNING! Offset 0x71A304 overlaps offset 0x71A30D!
WARNING! Offset 0x71A304 overlaps offset 0x71A30E!
WARNING! Offset 0x71A304 overlaps offset 0x71A30F!
WARNING! Offset 0x71A304 overlaps offset 0x71A311!
WARNING! Offset 0x71A304 overlaps offset 0x71A312!
WARNING! Offset 0x71A304 overlaps offset 0x71A313!
WARNING! Offset 0x71A304 overlaps offset 0x71A314!
WARNING! Offset 0x71A304 overlaps offset 0x71A315!
WARNING! Offset 0x71A305 overlaps offset 0x71A306!
WARNING! Offset 0x71A305 overlaps offset 0x71A307!
WARNING! Offset 0x71A305 overlaps offset 0x71A308!
WARNING! Offset 0x71A305 overlaps offset 0x71A309!
WARNING! Offset 0x71A305 overlaps offset 0x71A30A!
WARNING! Offset 0x71A305 overlaps offset 0x71A30B!
WARNING! Offset 0x71A305 overlaps offset 0x71A30C!
WARNING! Offset 0x71A305 overlaps offset 0x71A30D!
WARNING! Offset 0x71A305 overlaps offset 0x71A30E!
WARNING! Offset 0x71A305 overlaps offset 0x71A30F!
WARNING! Offset 0x71A306 overlaps offset 0x71A316!
WARNING! Offset 0x71A306 overlaps offset 0x71A317!
WARNING! Offset 0x71A306 overlaps offset 0x71A307!
WARNING! Offset 0x71A306 overlaps offset 0x71A308!
WARNING! Offset 0x71A306 overlaps offset 0x71A309!
WARNING! Offset 0x71A306 overlaps offset 0x71A30A!
WARNING! Offset 0x71A306 overlaps offset 0x71A30B!
WARNING! Offset 0x71A306 overlaps offset 0x71A30C!
WARNING! Offset 0x71A306 overlaps offset 0x71A30D!
WARNING! Offset 0x71A306 overlaps offset 0x71A30E!
WARNING! Offset 0x71A306 overlaps offset 0x71A30F!
WARNING! Offset 0x71A306 overlaps offset 0x71A311!
WARNING! Offset 0x71A306 overlaps offset 0x71A312!
WARNING! Offset 0x71A306 overlaps offset 0x71A313!
WARNING! Offset 0x71A306 overlaps offset 0x71A314!
WARNING! Offset 0x71A306 overlaps offset 0x71A315!
WARNING! Offset 0x71A316 overlaps offset 0x71A317!
WARNING! Offset 0x71A307 overlaps offset 0x71A308!
WARNING! Offset 0x71A307 overlaps offset 0x71A309!
WARNING! Offset 0x71A307 overlaps offset 0x71A30A!
WARNING! Offset 0x71A307 overlaps offset 0x71A30B!
WARNING! Offset 0x71A307 overlaps offset 0x71A30C!
WARNING! Offset 0x71A307 overlaps offset 0x71A30D!
WARNING! Offset 0x71A307 overlaps offset 0x71A30E!
WARNING! Offset 0x71A307 overlaps offset 0x71A30F!
WARNING! Offset 0x71A307 overlaps offset 0x71A311!
WARNING! Offset 0x71A307 overlaps offset 0x71A312!
WARNING! Offset 0x71A307 overlaps offset 0x71A313!
WARNING! Offset 0x71A307 overlaps offset 0x71A314!
WARNING! Offset 0x71A307 overlaps offset 0x71A315!
WARNING! Offset 0x71A308 overlaps offset 0x71A309!
WARNING! Offset 0x71A308 overlaps offset 0x71A30A!
WARNING! Offset 0x71A308 overlaps offset 0x71A30B!
WARNING! Offset 0x71A308 overlaps offset 0x71A30C!
WARNING! Offset 0x71A308 overlaps offset 0x71A30D!
WARNING! Offset 0x71A308 overlaps offset 0x71A30E!
WARNING! Offset 0x71A308 overlaps offset 0x71A30F!
WARNING! Offset 0x71A308 overlaps offset 0x71A311!
WARNING! Offset 0x71A308 overlaps offset 0x71A312!
WARNING! Offset 0x71A308 overlaps offset 0x71A313!
WARNING! Offset 0x71A308 overlaps offset 0x71A314!
WARNING! Offset 0x71A308 overlaps offset 0x71A315!
WARNING! Offset 0x71A309 overlaps offset 0x71A30A!
WARNING! Offset 0x71A309 overlaps offset 0x71A30B!
WARNING! Offset 0x71A309 overlaps offset 0x71A30C!
WARNING! Offset 0x71A309 overlaps offset 0x71A30D!
WARNING! Offset 0x71A309 overlaps offset 0x71A30E!
WARNING! Offset 0x71A309 overlaps offset 0x71A30F!
WARNING! Offset 0x71A309 overlaps offset 0x71A311!
WARNING! Offset 0x71A309 overlaps offset 0x71A312!
WARNING! Offset 0x71A309 overlaps offset 0x71A313!
WARNING! Offset 0x71A309 overlaps offset 0x71A314!
WARNING! Offset 0x71A309 overlaps offset 0x71A315!
WARNING! Offset 0x71A30A overlaps offset 0x71A30B!
WARNING! Offset 0x71A30A overlaps offset 0x71A30C!
WARNING! Offset 0x71A30A overlaps offset 0x71A30D!
WARNING! Offset 0x71A30A overlaps offset 0x71A30E!
WARNING! Offset 0x71A30A overlaps offset 0x71A30F!
WARNING! Offset 0x71A30A overlaps offset 0x71A311!
WARNING! Offset 0x71A30A overlaps offset 0x71A312!
WARNING! Offset 0x71A30A overlaps offset 0x71A313!
WARNING! Offset 0x71A30A overlaps offset 0x71A314!
WARNING! Offset 0x71A30A overlaps offset 0x71A315!
WARNING! Offset 0x71A30B overlaps offset 0x71A30C!
WARNING! Offset 0x71A30B overlaps offset 0x71A30D!
WARNING! Offset 0x71A30B overlaps offset 0x71A30E!
WARNING! Offset 0x71A30B overlaps offset 0x71A30F!
WARNING! Offset 0x71A30B overlaps offset 0x71A311!
WARNING! Offset 0x71A30B overlaps offset 0x71A312!
WARNING! Offset 0x71A30B overlaps offset 0x71A313!
WARNING! Offset 0x71A30B overlaps offset 0x71A314!
WARNING! Offset 0x71A30B overlaps offset 0x71A315!
WARNING! Offset 0x71A30C overlaps offset 0x71A30D!
WARNING! Offset 0x71A30C overlaps offset 0x71A30E!
WARNING! Offset 0x71A30C overlaps offset 0x71A30F!
WARNING! Offset 0x71A30C overlaps offset 0x71A311!
WARNING! Offset 0x71A30C overlaps offset 0x71A312!
WARNING! Offset 0x71A30C overlaps offset 0x71A313!
WARNING! Offset 0x71A30C overlaps offset 0x71A314!
WARNING! Offset 0x71A30C overlaps offset 0x71A315!
WARNING! Offset 0x71A30D overlaps offset 0x71A30E!
WARNING! Offset 0x71A30D overlaps offset 0x71A30F!
WARNING! Offset 0x71A30D overlaps offset 0x71A311!
WARNING! Offset 0x71A30D overlaps offset 0x71A312!
WARNING! Offset 0x71A30D overlaps offset 0x71A313!
WARNING! Offset 0x71A30D overlaps offset 0x71A314!
WARNING! Offset 0x71A30D overlaps offset 0x71A315!
WARNING! Offset 0x71A30E overlaps offset 0x71A30F!
WARNING! Offset 0x71A30E overlaps offset 0x71A311!
WARNING! Offset 0x71A30E overlaps offset 0x71A312!
WARNING! Offset 0x71A30E overlaps offset 0x71A313!
WARNING! Offset 0x71A30E overlaps offset 0x71A314!
WARNING! Offset 0x71A30E overlaps offset 0x71A315!
WARNING! Offset 0x71A30F overlaps offset 0x71A311!
WARNING! Offset 0x71A30F overlaps offset 0x71A312!
WARNING! Offset 0x71A30F overlaps offset 0x71A313!
WARNING! Offset 0x71A30F overlaps offset 0x71A314!
WARNING! Offset 0x71A30F overlaps offset 0x71A315!
WARNING! Offset 0x71A311 overlaps offset 0x71A312!
WARNING! Offset 0x71A311 overlaps offset 0x71A313!
WARNING! Offset 0x71A311 overlaps offset 0x71A314!
WARNING! Offset 0x71A311 overlaps offset 0x71A315!
WARNING! Offset 0x71A312 overlaps offset 0x71A313!
WARNING! Offset 0x71A312 overlaps offset 0x71A314!
WARNING! Offset 0x71A312 overlaps offset 0x71A315!
WARNING! Offset 0x71A313 overlaps offset 0x71A314!
WARNING! Offset 0x71A313 overlaps offset 0x71A315!
WARNING! Offset 0x71A314 overlaps offset 0x71A315!
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  #578    
Old January 18th, 2010 (10:38 AM).
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Full Metal Full Metal is offline
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xD i was eating lunch at the time but yea... i know >.> stupid linker.
So...will it be able to auto-adjust the overlapping offsets?
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I like to push it,
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until my luck is over.
  #579    
Old January 18th, 2010 (11:01 AM).
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score_under score_under is offline
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Quote:
Originally Posted by Full Metal View Post
xD i was eating lunch at the time but yea... i know >.> stupid linker.
So...will it be able to auto-adjust the overlapping offsets?
That'd be going a little far If the offsets are specified manually, I'd leave them there. I suppose I could set the program to decompile in dynamic mode by default, though.
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  #580    
Old January 18th, 2010 (5:26 PM). Edited January 18th, 2010 by SoaY.
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SoaY SoaY is offline
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    Quote:
    Originally Posted by Iacobus View Post
    Oh boy, I think you need eyeglasses.
    Look at the offsets he used to compile his script. Does that look right to you?
    SoaY, every 'org' would, once decompiled, only give the first byte of every org, followed by the last string. But since the decompiler doesn't know it's a string, you'll only get to see that string as raw hexadecimal data too.
    As Full Metal said:
    Nup. Still came out as raws. Then when I compiled it all, PKSV stopped working.

    Edit: Actually I screwed up how I put the dynamic. Pretty much why PKSV stopped working. XD
    Yet, it still comes out as raws when I open it up with AM.

    Edit 2: I finally saw what I did wrong. I put the offset in AM wrong. XD
    But now it comes out as a bunch of...random things. ._.
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      #581    
    Old January 18th, 2010 (6:18 PM). Edited January 18th, 2010 by 558122_DG.
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    558122_DG 558122_DG is offline
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      hold, on so now i got myself a question. Does applymovement CAMERA

      replace :

      special 0x113 &special 0x114?




      Quote:
      Originally Posted by Kaikai View Post
      I thinK THIS thing is messed up! All it did was make the events i made share a same event! And it makes something go to the wrong place! Seriously, fix this up a LOT!

      (And do NOT delete this!)


      just what i would expect from a noob. I've been using PKSVUI and hell it's better than most programs out there. It even comes with a script gen. If you learn HOW TO insert scripts then you would know. first off, don't mess with person event #'s in A-map cause then it tens to overlap and you tend to sqrew up T_T
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        #582    
      Old January 18th, 2010 (6:56 PM).
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      Full Metal Full Metal is offline
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      Quote:
      Originally Posted by 558122_DG View Post
      hold, on so now i got myself a question. Does applymovement CAMERA

      replace :

      special 0x113 &special 0x114?
      Nope, PKSV and XSE do the same thing, only different ways (sort of, different ways as in syntax) and the CAMERA is just an alias used to applymovement to whatever persond id the camera has.
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        #583    
      Old January 18th, 2010 (10:15 PM).
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      0m3GA ARS3NAL 0m3GA ARS3NAL is offline
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      Quote:
      Originally Posted by 558122_DG View Post
      hold, on so now i got myself a question. Does applymovement CAMERA

      replace :

      special 0x113 &special 0x114?
      Nope, applymovement CAMERA
      is the same as
      applymovement 0x7E

      You still need special 0x113 and special 0x114 t ouse it, same as both XSE and PKSV, PokeScript, and even ScriptEd.

      All of the scripting programs do the same thing, the difference is which ones actually have the capabilities of keywords like special, random, and any other command.
      Older script programs require typing them in using RAWs, it is the same exact thing, just makes it easier to read.

      For instance...
      #raw 0x25
      #raw 0x01
      #raw 0x14

      is the SAME EXACT THING as

      special 0x114, but special 0x114 is easier to read indeed, is it not?
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        #584    
      Old January 19th, 2010 (9:07 AM).
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      score_under score_under is offline
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      Quote:
      Originally Posted by 0m3GA ARS3NAL View Post
      For instance...
      #raw 0x25
      #raw 0x01
      #raw 0x14

      is the SAME EXACT THING as

      special 0x114, but special 0x114 is easier to read indeed, is it not?
      As is:
      Code:
      special CAMERA_START
      ' ...
      special CAMERA_END
      But I admit I don't document these well :p
      I might bundle a text file or something with the EXE...
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        #585    
      Old January 21st, 2010 (6:24 PM).
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        ok in other words it goes like this:

        Applymovement 0x7F == Applymovement CAMERA

        Special 0x113 == Special CAMERA_START

        Special 0x114 == Special CAMERA_END





        and then what if i wanted to change the tile though a level script

        For ex:

        Earthquake occurs one of the cave wall tile gets replaced with entrance tile/warp tile.

        i'm not sure of the commands (yes i know earthquake script...i'm not a total n00b)
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          #586    
        Old January 22nd, 2010 (8:26 PM).
        Computers201 Computers201 is offline
           
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          Here's my code (I used the script generator to create an event for someone giving you a Squirtle):
          #dyn 0x740000
          #org @start
          lock
          checkflag 0x200
          if 0x1 jump :end
          setflag FR_POKEMON
          countpokemon
          compare LASTRESULT 6
          if == jump @noroom
          addpokemon SQUIRTLE 0x5 NONE 0 0 0
          setflag 0x200
          storepokemon 0 SQUIRTLE
          message @get-msg
          fanfare 0x101
          showmsg
          waitfanfare
          waitbutton
          :end
          release
          end

          #org @noroom
          msgbox @noroom-msg
          callstd MSG_NOCLOSE
          release
          end

          #org @noroom-msg
          = You don't have enough room in your party.

          #org @get-msg
          = You got a \v\h02!


          ...but when I test it out, it ends up giving me a potion? Can someone tell me where I went wrong?
            #587    
          Old January 22nd, 2010 (8:56 PM).
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          1) try just using another 0 instead of NONE (idk, that might be the right syntax, i just usually use 0)
          2) try removing storepokemon
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            #588    
          Old January 22nd, 2010 (9:11 PM).
          Computers201 Computers201 is offline
             
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            I did both of what you suggested Full Metal, but it didn't work. When I press A at the poke-ball (that's the pic I chose to run the event), and it still gives me the script that would happen if you picked up a potion from the ground....Any other suggestions?
              #589    
            Old January 23rd, 2010 (3:42 AM).
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            score_under score_under is offline
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            Quote:
            Originally Posted by Computers201 View Post
            I did both of what you suggested Full Metal, but it didn't work. When I press A at the poke-ball (that's the pic I chose to run the event), and it still gives me the script that would happen if you picked up a potion from the ground....Any other suggestions?
            Then it's most likely that the script attached to that poke-ball hasn't been repointed to the correct script.
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              #590    
            Old January 23rd, 2010 (10:24 AM). Edited January 23rd, 2010 by Computers201.
            Computers201 Computers201 is offline
               
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              hm....So, should I try a new script then?

              Never mind guys, I figured it out. When I set the picture ID to the pokeball in Advanced Map, it automatically set the script to be the same one as another pokeball event in the same map. So, I went through all of the other person events in the map, and found out that Script Slot 1 wasn't being used. So, I used that script, and it worked perfectly!
                #591    
              Old February 19th, 2010 (9:35 AM).
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              PeregrineFig PeregrineFig is offline
              Starting Pokémon Obsidian
                 
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                I need some help here. I'm still a newbie at writing scripts, but I ran into a problem when using this program, and am stumped on what I did wrong. I wrote a script to give the player a Pokemon egg, and it appears to be written properly, and compiles normally. However, when I decompile the offset it was stored to, the first #org of the script remains normal, but after that it's a mess of #RAWs and random commands like checking the coincase. This is my script: (the first part is only a jump command because I messed up and needed to erase that textbox, and converting it to a jump was far easier than moving the part 2 commands up)

                Spoiler:

                #dyn 0x740000
                #org @start
                lock
                jump @getegg

                #org @getegg
                faceplayer
                checkflag 0x200
                if 0x1 jump @egg2
                msgbox @egg3
                callstd MSG_NORMAL
                countpokemon
                compare LASTRESULT 0x6
                if == jump @toomany
                giveegg AZURILL
                setflag 0x200
                textcolor GRAY
                fanfare 0x101
                msgbox @getegg
                showmsg
                waitfanfare
                waitbutton
                faceplayer
                textcolor BLUE
                msgbox @howsegg
                callstd MSG_NORMAL
                end

                #org @egg2
                faceplayer
                msgbox @howsegg
                callstd MSG_NORMAL
                end

                #org @toomany
                msgbox @toomuch
                callstd MSG_NOCLOSE
                release
                end

                #org @howsegg
                = I hope you take good care of\nthat EGG!

                #org @egg3
                = This is an EGG of a rare POK\eMON.\nYou can't find them anywhere nearby.

                #org @toomany
                = You have 6 POK\eMON, though. Drop off one\nor two and come back here.

                #org @getegg
                = \v\h01 got an EGG!


                And this is what I get if I compile and decompile:

                Spoiler:

                #org 0x87405B4
                '-----------------------------------
                lock
                jump 0x8740738

                #org 0x8740738
                '-----------------------------------
                #raw 0xFD
                nop1 ' #raw 0x1
                nop0 ' #raw 0x0
                #raw 0xDB
                #raw 0xE3
                #raw 0xE8
                nop0 ' #raw 0x0
                #raw 0xD5
                #raw 0xE2
                nop0 ' #raw 0x0
                #raw 0xBF
                hidecoins 0xC1 0xAB
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                #raw 0xFF
                'Decompiler stopped due to failsafe mechanism (too many #RAW 0xFF commands)
                  #592    
                Old February 19th, 2010 (5:05 PM).
                score_under's Avatar
                score_under score_under is offline
                I program the *other* ASM.
                • Crystal Tier
                 
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                Did it show any errors on compilation?

                Are you decompiling from the offset it gives on compilation?
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                  #593    
                Old February 19th, 2010 (5:06 PM).
                PeregrineFig's Avatar
                PeregrineFig PeregrineFig is offline
                Starting Pokémon Obsidian
                   
                  Join Date: Feb 2010
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                  It showed 0 errors on the compilation log, I did a debug first to make sure, then did a real compilation, same results. I copied the exact offset @start was set to, and got that.
                    #594    
                  Old February 19th, 2010 (7:06 PM).
                  score_under's Avatar
                  score_under score_under is offline
                  I program the *other* ASM.
                  • Crystal Tier
                   
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                  Posts: 525
                  Ahaha, I see it now... I should have spotted that much earlier - there are 2 offsets named @getegg in your script.
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                    #595    
                  Old February 19th, 2010 (7:46 PM). Edited February 19th, 2010 by PeregrineFig.
                  PeregrineFig's Avatar
                  PeregrineFig PeregrineFig is offline
                  Starting Pokémon Obsidian
                     
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                    Posts: 202
                    Ahh, I feel so dumb now, I should have seen that earlier too Ah well, thanks for the help, I pray this works now. I swear Pokemon scripting just doesn't like me sometimes >.<

                    Edit: After numerous changes I got it working All the errors were caused by my own dumb mistakes. I wanted to tell you your program is simply amazing. I tried using Pokescript a long time ago, and never once compiled a working script. With your wondrous program, almost all of mine have worked so far.
                      #596    
                    Old February 24th, 2010 (9:46 AM).
                    jamesofice's Avatar
                    jamesofice jamesofice is offline
                    Anyone a fan of Spyro?
                       
                      Join Date: Feb 2010
                      Location: Moray,Scotland
                      Gender: Male
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                      Posts: 15
                      im having trouble with offsets...
                      i use script generator to make the scripts and when i compile it i shows the number and no errors yet i'll copy and paste the number in a script thingy for a person. when i talk to them they say nothing...
                        #597    
                      Old February 24th, 2010 (10:24 AM).
                      score_under's Avatar
                      score_under score_under is offline
                      I program the *other* ASM.
                      • Crystal Tier
                       
                      Join Date: Aug 2005
                      Location: Hertfordshire, England
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                      Posts: 525
                      Quote:
                      Originally Posted by jamesofice View Post
                      im having trouble with offsets...
                      i use script generator to make the scripts and when i compile it i shows the number and no errors yet i'll copy and paste the number in a script thingy for a person. when i talk to them they say nothing...
                      Are you copying the offset for the script? If you copy the text offset instead, it won't have any predictable effect.
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                        #598    
                      Old February 25th, 2010 (1:34 PM).
                      jamesofice's Avatar
                      jamesofice jamesofice is offline
                      Anyone a fan of Spyro?
                         
                        Join Date: Feb 2010
                        Location: Moray,Scotland
                        Gender: Male
                        Nature: Relaxed
                        Posts: 15
                        yeahh il compile it.. the box pops up saying org start etc..

                        i t will have a number eg $7044b3 which i copy and paste into the script offset...
                          #599    
                        Old February 26th, 2010 (10:35 AM).
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                        Ashman66 Ashman66 is offline
                           
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                          hey can some teach me how to use this cause the tutorial won't work on my computer.
                            #600    
                          Old February 26th, 2010 (2:13 PM). Edited February 26th, 2010 by PeregrineFig.
                          PeregrineFig's Avatar
                          PeregrineFig PeregrineFig is offline
                          Starting Pokémon Obsidian
                             
                            Join Date: Feb 2010
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                            Age: 22
                            Gender: Male
                            Nature: Hardy
                            Posts: 202
                            I'm getting decent at writing scripts, but ran into another annoying problem with no obvious issues I can fix. I attempted to make a movement script, a more simplified version of the jumping-off-the-truck level script in Sapphire. This is my script:

                            Spoiler:

                            #dyn 0x740000
                            #org @start
                            checkflag 0x846
                            if == jump @end
                            lockall
                            applymovement PLAYER @exit
                            setflag 0x846
                            releaseall
                            end

                            #org @end
                            releaseall
                            end

                            #org @exit
                            M raw_45 pause4 pause4 pause4 end


                            And when I compiled and decompiled it, the movement commands were totally ruined:
                            Spoiler:

                            #org 0x8740665
                            '-----------------------------------
                            checkflag 0x846
                            if true jump 0x8740679 ' Flag is set
                            lockall
                            call 0x874067B
                            setflag 0x846
                            releaseall
                            end

                            #org 0x8740679
                            '-----------------------------------
                            releaseall
                            end

                            #org 0x874067B
                            '-----------------------------------
                            removeitem 0x1414 65044
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            #raw 0xFF
                            'Decompiler stopped due to failsafe mechanism (too many #RAW 0xFF commands)


                            I tried removing the pause4s in the commands, but got the exact same result, so I'm stuck as to what I did wrong. Help would be greatly appreciated
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