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  #2651   Link to this post, but load the entire thread.  
Old December 18th, 2008 (5:31 PM). Edited December 18th, 2008 by shane2243.
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shane2243 shane2243 is offline
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Quote:
Originally Posted by Vrai View Post
It won't let you add them?

All you have to do is search the .ocx file name on google, download it, and put it in the A-Text folder...

dont you have to put them into the system32 folder? and administrative stuff wont let me add them to that file, but if i can put them in the a-text folder that'd be cool, i'll try now


[edit] no that didnt work =[ [/edit]


i've now noticed a problem with two of my scripts, they seem to be crossing over.


ive attached a picture, that should show what it is i mean.

script for pic 1
Spoiler:
'-----------------------
#org 0x14D66A
msgbox 0x816ABE6 '"Do you like the garden?\nLance plan..."
callstd 0x2
end

'---------
' Strings
'---------
#org 0x16ABE6
= Do you like the garden?\nLance planted it.




for pics 2-4
Spoiler:
'-----------------------
#org 0x14D661
msgbox 0x816AB90 '"Lance once planted a garden\nhere.\..."
callstd 0x2
end

'---------
' Strings
'---------
#org 0x16AB90
= Lance once planted a garden\nhere.\pBut now it deminishes\nnot even the statue he erected\lhelps anymore.
Attached Images
File Type: jpg script problem.jpg‎ (52.8 KB, 22 views) (Save to Dropbox)
  #2652   Link to this post, but load the entire thread.  
Old December 19th, 2008 (7:59 AM).
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Pokepal17 Pokepal17 is offline
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This movement script isn't working:
Spoiler:

'-----------------------
#org 0x800000
checkflag 0x200
if 0x1 goto 0x880003E
applymovement 0x4 0x8800041
waitmovement 0x0
givepokemon 0x3 0x5 0x5 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x880004A '"Take this\n[player]."
callstd 0x4
waitfanfare
applymovement 0x4 0x880005E
waitmovement 0x0
setflag 0x200
release
end
'-----------------------
#org 0x80003E
release
end

'-----------
' Movements
'-----------
#org 0x800041
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1E 'Step Up (Fast)
#raw FE
#org 0x80005E
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1E 'Step Up (Fast)
#raw 60 'Hide
#raw FE
'---------
' Strings
'---------
#org 0x80004A
= Take this\n[player].


This is placed in a Fire Red ROM, as a floor script (on the same tile as a flight path). It is meant to activate when the player exits their house in Pallet Town. Someone should run up to them and give the a Pokemon and hen run and it should look like they enter the rival's house.

Instead the script doesn't activate. I step off it and step back on it and the game freezes. The sprite doesn't move at all.

Sprite info
Spoiler:

Sprite No. 4
Person event No. 5
Picture No. 7
Movement type: look up


Please help.
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  #2653   Link to this post, but load the entire thread.  
Old December 19th, 2008 (8:38 AM).
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0m3GA ARS3NAL 0m3GA ARS3NAL is offline
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Quote:
Originally Posted by Pokepal17 View Post
This movement script isn't working:
Spoiler:

'-----------------------
#org 0x800000
checkflag 0x200
if 0x1 goto 0x880003E
applymovement 0x4 0x8800041
waitmovement 0x0
givepokemon 0x3 0x5 0x5 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x880004A '"Take this\n[player]."
callstd 0x4
waitfanfare
applymovement 0x4 0x880005E
waitmovement 0x0
setflag 0x200
release
end
'-----------------------
#org 0x80003E
release
end

'-----------
' Movements
'-----------
#org 0x800041
#raw 1E 'Step Up (Fast)
#raw 1E 'Step Up (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1F 'Step Left (Fast)
#raw 1E 'Step Up (Fast)
#raw FE
#org 0x80005E
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 20 'Step Right (Fast)
#raw 1E 'Step Up (Fast)
#raw 60 'Hide
#raw FE
'---------
' Strings
'---------
#org 0x80004A
= Take this\n[player].


This is placed in a Fire Red ROM, as a floor script (on the same tile as a flight path). It is meant to activate when the player exits their house in Pallet Town. Someone should run up to them and give the a Pokemon and hen run and it should look like they enter the rival's house.

Instead the script doesn't activate. I step off it and step back on it and the game freezes. The sprite doesn't move at all.

Sprite info
Spoiler:

Sprite No. 4
Person event No. 5
Picture No. 7
Movement type: look up


Please help.
2 things...
1: Did you set the Var Number, and Unknown Settings to...
Unknown 0003
Var Number 4050

If you did not, it would cause a freeze...

2: If you want a script to activate the second you leave a house, you need to use a level script... Or you can just make it so that if you step on any tiles one step away from you're house, the script activates...
__________________
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>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
Sex: Male ♂
Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
╠══End of File══╣
Awaiting user input...

>
  #2654   Link to this post, but load the entire thread.  
Old December 19th, 2008 (8:57 AM).
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Pokepal17 Pokepal17 is offline
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Quote:
2 things...
1: Did you set the Var Number, and Unknown Settings to...
Unknown 0003
Var Number 4050

If you did not, it would cause a freeze...

2: If you want a script to activate the second you leave a house, you need to use a level script... Or you can just make it so that if you step on any tiles one step away from you're house, the script activates...
Yes they are there, but the script doesn't work.
BTW What is a level script?
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  #2655   Link to this post, but load the entire thread.  
Old December 19th, 2008 (9:14 AM).
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0m3GA ARS3NAL 0m3GA ARS3NAL is offline
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Quote:
Originally Posted by Pokepal17 View Post
Yes they are there, but the script doesn't work.
BTW What is a level script?
A level script is a script that activates the second the level is entered.
Like... when you get Oaks Parcel and Give it to oak, then you go back to Viridian City, and the old man who teaches you how to catch pokemon is normal... well, what happens is, when you walk into the Map, the level script is read, and checks to see if a certain Variable is set to a certain value.
If it is the old man is standing, if not, he is laying down...
It is also like in emerald version, with the Mirage tower, how when you get one of the fossils, the tower crumbles away... well, a level script checks if that event happened, and if It did, it makes the tower gone every time you go there.

Anyways, I am not very good at level scripts myself, may I suggest asking HackMew about them... he seems to know almost everything about scripting...
__________________
>Boot Jailbot
>Pass *****
.
.
Jailbot OS Ver 1.1.2
Greetings Warden
of Superjail Penitentiary
Awaiting user input...

>Display User_Info
╠══User Info══╣
Username:
0m3GA ARS3NAL
Age: 18
Sex: Male ♂
Race: Caucasian
Quote:
"What is this
I don't even..."

M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
╠══End of File══╣
Awaiting user input...

>
  #2656   Link to this post, but load the entire thread.  
Old December 19th, 2008 (9:17 AM).
Hiche.. Hiche.. is offline
 
 
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Pokepal17.. If the person event number is 5 then applymovement 0x04 is wrong. It should be 0x5 instead of 0x4. You take the person event number always.

Also, try putting the unknown and var number like this:
Unknown: 0003
Var Number: 5040

- A level script is an event that triggers when you immediately enter a map. For more information on that, go to Cooley's Tutorial on level scripting.

I hope that helps.
  #2657   Link to this post, but load the entire thread.  
Old December 19th, 2008 (12:57 PM).
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Thanks it helped. I had a look at the level script and it doesn't look like it works like that in A-map 1.92. How come I had to put thise certain figures in for the unknown and var number. Can you please explain how this script gives me those figures. thanks :).
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Old December 19th, 2008 (7:10 PM). Edited December 19th, 2008 by doesn't matter.
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Code:
#dynamic 0x800001

#org @start
lock
faceplayer
checkflag 0x1000
if 0x1 goto @end
applymovement 0x1 @up
waitmovement 0x0
msgbox @haveyou
boxset 0x6
applymovement 0x1 @down
applymovement 0xFF @back
release
end

#org @up
#raw 0x01
#raw 0x11
#raw 0x11
#raw 0x03
#raw 0xFE

#org @haveyou
= MUM: Are you carrying your POKéMON?\nNo? Go back up and get it.\lI need you to go run an errand for\lme in [LOCATION].

#org @down
#raw 0x00
#raw 0x10
#raw 0x10
#raw 0x02
#raw 0xFE

#org @back
#raw 0x03 
#raw 0xFE

#org @end
release
After the text nothing else executes. She just stays in one spot. Any help would be appreciated.
  #2659   Link to this post, but load the entire thread.  
Old December 19th, 2008 (7:35 PM).
Liquid Shadow Liquid Shadow is offline
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Quote:
Originally Posted by Amachi View Post
Code:
#dynamic 0x800001

#org @start
lock
faceplayer
checkflag 0x1000
if 0x1 goto @end
applymovement 0x1 @up
waitmovement 0x0
msgbox @haveyou
boxset 0x6
applymovement 0x1 @down
applymovement 0xFF @back
waitmovement 0x0
release
end

#org @up
#raw 0x01
#raw 0x11
#raw 0x11
#raw 0x03
#raw 0xFE

#org @haveyou
= MUM: Are you carrying your POKéMON?\nNo? Go back up and get it.\lI need you to go run an errand for\lme in [LOCATION].

#org @down
#raw 0x00
#raw 0x10
#raw 0x10
#raw 0x02
#raw 0xFE

#org @back
#raw 0x03 
#raw 0xFE

#org @end
release
After the text nothing else executes. She just stays in one spot. Any help would be appreciated.
Fixed the script. Your problem is that you forgot the Waitmovement 0x0 command after one of your applymovements. Without it, the movements will fail.
  #2660   Link to this post, but load the entire thread.  
Old December 19th, 2008 (8:00 PM).
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ohohoho, thanks a lot man.

But now the object only moves one tile and stops :(
  #2661   Link to this post, but load the entire thread.  
Old December 20th, 2008 (5:17 AM).
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A new thread has been made so I'll close this one.

Closed
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