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  #26    
Old March 27th, 2008 (10:08 PM).
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    Ah, I see.
    So, I couldn't script at 00027BDC because it is not within the 0x4000 limit of $120366?
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      #27    
    Old March 28th, 2008 (9:17 AM).
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      That's exactly right.
        #28    
      Old March 28th, 2008 (9:42 AM).
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      Scream.Aim.Fire Scream.Aim.Fire is offline
         
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        Ah, I'm catching on finally.
        Wrote a script at like 1 AM. Stuff's addicting.
        Anyway, I got it to work mostly. Was just a simple message script.
        Thank you for all your help, =D. You've been awesome.
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          #29    
        Old April 13th, 2008 (12:02 PM).
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        Quote:
        Originally Posted by IIMarckus View Post
        The other free space would be unsuitable because scripts have to be repointed to within their own data bank. A bank is 0x4000 bytes. This bank, for example, consists of all the data from 120000 to 123FFF. You could theoretically repoint the data to anywhere in this bank, but in the vast majority of cases it's best to use free space if it's available.
        What if I made a Huge script and it accidentally enters another Bank? will it continue to work?
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          #30    
        Old April 13th, 2008 (12:12 PM).
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          No, it will be cut off where the bank ends. At that point the game will probably crash, because it will start reading VRAM data as if it's the continuation of the script (which is something that should never happen).
            #31    
          Old April 13th, 2008 (12:21 PM).
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          Oh, ok. Thanks!

          Btw, what's "NIH Syndrome"
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            #32    
          Old April 15th, 2008 (9:19 PM).
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            Quote:
            MOVEMENTS
            6A 47 4C xx xx 53 49 69 xx xx 90
            Ok, New codes here. 69 is the movement of the talked-to person, and 68 is movement for any person but you have to put people no.
            the command 69 requires a 2 byte pointer to the movement data and the movements are below. After you've pointed to the movements, end the movements with a 47 command. Ok, so you talk to someone, then they tell you something, and then the move around, yay! You made a movement script!
            This doesn't explain how to change direction, and the compendium isn't very clear either. I try to turn to face a certain direction, but the character just turns and keeps moving down...
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              #33    
            Old April 16th, 2008 (6:48 AM).
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              Quote:
              Always in order: down, up, left, right; always 4 per action

              Moving scripts:
              00 = Turn head
              04 = ½ step
              08 = slow step
              0C = step
              ...
              ie 0C = walk down, 0D = walk up, 0E = walk left, 0F = walk right
                #34    
              Old April 16th, 2008 (3:34 PM).
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              *Updated First post with ALL movements
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                #35    
              Old April 17th, 2008 (5:37 PM).
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                The "text block"/"text bank" labeling in Goldmap has nothing to do with text. It's actually the two-byte pointer to the script, as you can see if you check out the scripts in hex. That labeling can be confusing... makes you wonder why the Goldmap developers called it that.
                  #36    
                Old April 22nd, 2008 (5:54 PM).
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                Yeah that is kinda weird.

                Anyone know when a new gold map comes out?
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                  #37    
                Old April 23rd, 2008 (10:52 AM).
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                  This isn't for sure but I think work has been stopped on it, as the last version I have was copyrighted from 2000 to 2005.
                    #38    
                  Old May 11th, 2008 (11:19 AM).
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                    i found this thread very helpful in starting up the scripts but i need to know how to set up a legendary pokemon event
                    i.e. an overworld sprite that when talked to says 'GYOOOOOO' and starts a battle with zapdos one time only
                      #39    
                    Old May 11th, 2008 (12:10 PM).
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                      Quote:
                      Originally Posted by bigsteve View Post
                      i found this thread very helpful in starting up the scripts but i need to know how to set up a legendary pokemon event
                      i.e. an overworld sprite that when talked to says 'GYOOOOOO' and starts a battle with zapdos one time only
                      First realize what you need to do:

                      - Open text box
                      - Print text
                      - Start battle
                      - Set a flag so it only happens once

                      Now look at Tauwasser's document and see what commands you'll need. If you're having trouble, find the in-game scripts for Pokemon such as Ho-oh or Sudowoodo and see how they're built, then change it so that it'll use Zapdos.
                        #40    
                      Old May 12th, 2008 (11:59 AM). Edited May 12th, 2008 by BigSteve.
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                        Quote:
                        Originally Posted by IIMarckus View Post
                        First realize what you need to do:

                        - Open text box
                        - Print text
                        - Start battle
                        - Set a flag so it only happens once

                        Now look at Tauwasser's document and see what commands you'll need. If you're having trouble, find the in-game scripts for Pokemon such as Ho-oh or Sudowoodo and see how they're built, then change it so that it'll use Zapdos.
                        1) where do i find the offsets for Sudowoodo?

                        2) in gold map what is the 'Person Number' for the bird icon?

                        3) can you link me a flags tutorial?

                        p.s. the reason im posting here is because if someone else decides to have a go at learning script they can refer here
                          #41    
                        Old May 12th, 2008 (1:23 PM). Edited May 12th, 2008 by cooley.
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                        Code:
                        1. Using my tool, Megamap in the Toolbox. It will give you the Pointer though, just get the offset through A-point. I was so kind, I did it for you!
                        
                        Sudowoodo Pointer: 4BAA61
                        Sudowoodo Offset: 12E1AA
                        2. You shouldn't change the people numbers through Gold map, you should try hex. And maybe a bit of Pksprite (overworld editor)

                        3. There is no flags tutorial, but I can teach you.

                        If you've ever hacked Firered/Leafgreen before, then you'll see that it is the same as Gold.

                        Firered:
                        checkflag 0x200
                        if 0x1 goto $pointer -----If it has been set then goto another pointer
                        ...... -----If it hasn't then continue with the script
                        ......
                        setflag 0x200 ------Set the flag, so that next time it can be checked, and won't happen again.
                        end

                        Gold:
                        31 10 00 09 xx xx ....... 33 10 00 90

                        31 = Check for flag
                        'requires 2 bytes which are the flag numbers

                        09 = Ram Check [2]
                        ' 09 means "if yes" and 08 means "If no"

                        33 = Set a flag
                        'requires 2 bytes which are the flag numbers

                        90 = End script
                        'No parameters required

                        xx xx = Pointer to another script

                        10 00 = Flag ID you can use an flag you wish, but the numbers are reverse hex. 0010 = 1000 in-game. 1000 = 0010 in-game, etc.

                        ....... = Script

                        That should explain everything, now to add it to the tutorial!

                        [2] =

                        Code:
                        06-0B RAM checks:                 
                        
                           
                          06: When [RAM]=byte ...
                          07: When [RAM]<>byte ...
                          08: When [RAM]=0 ...
                          09: When [RAM]<>0 ...
                          0A: When [RAM]byte ...
                        Italicized = Command
                        Underlined = Command parameters

                        By the way everyone, I updated the First Post with More commands and an Item and Pokemon List.

                        Enjoy!
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                          #42    
                        Old May 13th, 2008 (7:39 AM).
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                          thanks, ive not hacked before so its all new to me and i dont have time to take in the flags stuff right now,

                          is there a reason Megamap's help thing comes up with Zeromap on the help screen and parts of it are written in german



                          i've added your msn btw
                            #43    
                          Old May 13th, 2008 (7:43 AM).
                          IIMarckus's Avatar
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                            Quote:
                            Originally Posted by bigsteve View Post
                            is there a reason Megamap's help thing comes up with Zeromap on the help screen and parts of it are written in german
                            It does that because Megamap is an incomplete translation of a German tool called Zeromap. <_
                              #44    
                            Old May 13th, 2008 (12:35 PM).
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                              Quote:
                              Originally Posted by IIMarckus View Post
                              It does that because Megamap is an incomplete translation of a German tool called Zeromap. <_<

                              ah ok

                              can someone post a demo script that would make someone say 'Hello!' and give you a bulbasaur?
                                #45    
                              Old May 14th, 2008 (8:42 AM).
                              cooley's Avatar
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                              I have posted both message scripts and Givepokemon scripts, you figure it out now. Anyways, the message would need to point to a pointer in hex within the same bank. I can't do that for you, that's why you would need to do it on your own.

                              Here's the layout though:
                              6A 47 4C xx xx 53 49 2D 01 05 00 00 87 90

                              the 87 is the sound code for the game to play a "got a Pokemon/Item" song after the pokemon is given.

                              the xx xx is the last 4 bytes of the pointer to the text.

                              You should insert this text: 00 87 A4 AB AB AE E7 57
                              then point to the "00"

                              btw, the Text just means "Hello!" in hex
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                                #46    
                              Old May 15th, 2008 (2:41 AM). Edited May 15th, 2008 by BigSteve.
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                                thanks man, i just needed that because i failed and got opcode errors from it and just got angry with it after 5 attempts

                                ok...
                                after doing that i got these -.-
                                the giving bulbasaur worked though
                                is my ROM dirty?
                                could the titlescreen patch affect this in any way?
                                  #47    
                                Old May 15th, 2008 (8:07 AM).
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                                  Quote:
                                  Originally Posted by bigsteve View Post
                                  thanks man, i just needed that because i failed and got opcode errors from it and just got angry with it after 5 attempts

                                  ok...
                                  after doing that i got these -.-
                                  the giving bulbasaur worked though
                                  is my ROM dirty?
                                  could the titlescreen patch affect this in any way?
                                  It looks like you didn't load the font into RAM. Make sure you load the font beforehand, and load moving sprite tiles afterward.
                                    #48    
                                  Old May 16th, 2008 (6:06 AM).
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                                    Quote:
                                    Originally Posted by IIMarckus View Post
                                    It looks like you didn't load the font into RAM. Make sure you load the font beforehand, and load moving sprite tiles afterward.
                                    i take it you mean the 47 4C bytes?
                                    i get a fatal error when i try adding that and i get the messed up palette (as seen in the quick questions thread)
                                      #49    
                                    Old May 17th, 2008 (1:27 PM). Edited May 17th, 2008 by Skeetendo, Inc..
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                                      Also by using the different pointer codes you can actually point to scripts in other banks, and by using 4B instead of 4C to call text, you can use a 3 byte pointer to call text in another bank (These get used in Secrets and Rumours for the nurse at the Trade Center, so I don't have to keep re-entering the same text over and over).

                                      And here is a list of Pic Numbers (in hex). Know that if it is on an outside map, not a cave or indoor map and you use a sprite that is not in that spriteset it will load your picture or a glitch instead. here is the list(NOT found by myself, but by Coolboyman):

                                      Code:
                                      SPRITE GUIDE R SOMETHIN
                                      
                                      00 = You
                                      01 = You
                                      02 = You on Bike
                                      03 = Kid with Gameboy
                                      04 = Rival
                                      05 = Prof Oak
                                      06 = Red
                                      07 = Blue
                                      08 = Bill
                                      09 = Old Man
                                      0A = Koga's Daughter
                                      0B = Kurt
                                      0C = Mom
                                      0D = Blaine
                                      0E = Red's Mom
                                      0F = Blue's Sister
                                      10 = Prof Elm
                                      11 = Will
                                      12 = Falkner
                                      13 = Whitney
                                      14 = Bugsy
                                      15 = Morty
                                      16 = Chuck
                                      17 = Jasmine
                                      18 = Pryce
                                      19 = Claire
                                      1A = Brock
                                      1B = Karen
                                      1C = Bruno
                                      1D = Misty
                                      1E = Lance
                                      1F = Lt. Surge
                                      20 = Erika
                                      21 = Koga
                                      22 = Sabrina
                                      23 = Man
                                      24 = Girl
                                      25 = Little Boy
                                      26 = Little Girl
                                      27 = Boy
                                      28 = Other Girl
                                      29 = Woman - Long Hair
                                      2A = Beauty
                                      2B = Some Guy
                                      2C = DJ Ben
                                      2D = Bald Man
                                      2E = Woman
                                      2F = Old Man w/ Glasses
                                      30 = Old Woman
                                      31 = Swimming Boy
                                      32 = Swimming Girl
                                      33 = Snorlax
                                      34 = Surfing Pikachu?
                                      35 = Rocket Member
                                      36 = Rocket Member Female
                                      37 = Nurse at Pokecenters
                                      38 = Imakuni? (SaR)
                                      39 = Cashier at Store
                                      3A = Fat Man
                                      3B = Man with Hat
                                      3C = Scientist
                                      3D = Kimono Girl
                                      3E = Bald Old Man
                                      
                                      40 = Top Hat Man
                                      41 = Headband Wearing
                                      42 = Game Corder Coin Lady
                                      43 = Magnet Train Man
                                      44 = Hiro!?!
                                      45 = Bald Man
                                      46 = S.S. Aqua Captain
                                      
                                      48 = Advice man at GYM
                                      49 = Sailor
                                      
                                      4B = Man with Glasses
                                      4C = Monster
                                      4D = Clefairy
                                      4E = Pidgey
                                      4F = Charizard
                                      
                                      54 = Item Ball
                                      55 = Book
                                      
                                      57 = Tree
                                      58 = Nurse
                                      59 = Smashable Rock
                                      5A = Boulder
                                      5B = Console
                                      5C = Console
                                      5D = Plant 
                                      60 = Snorlax
                                      61 = Notebook
                                      
                                      69 = Slowpoke
                                      
                                      82 = Meowth
                                      
                                      85 = Oddish
                                      
                                      8d = Poliwag
                                      
                                      8f = Clefairy
                                      
                                      91 = Abra
                                      
                                      94 = Jigglypuff
                                      
                                      99 = Miltank
                                      9A = Machoke
                                      9B = Voltorb
                                      
                                      9D = Monster
                                      9E = Pidgey
                                      
                                      A0 = Gyrados
                                      
                                      
                                      F0 = Console
                                      F1 = Doll 1
                                      F2 = Doll 2
                                      F3 = Big Doll
                                      
                                      F7 = Fuchsia Gym Trainer
                                      F8 = Fuchsia Gym Trainer 2
                                      F9 = Fuchsia Gym Trainer 3
                                      FA = Fuchsia Gym Trainer 4
                                      I tried to remove them, but any entry with (SaR) next to it or somethign similar designates what I have changed the sprite to in SaR.
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                                        #50    
                                      Old May 18th, 2008 (1:08 AM).
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                                      Blazichu Blazichu is offline
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                                        Quote:
                                        Originally Posted by bigsteve
                                        i take it you mean the 47 4C bytes?
                                        i get a fatal error when i try adding that and i get the messed up palette (as seen in the quick questions thread)
                                        Maybe the issue is that you are not ending the code with a [49][90].

                                        So it would go [47][4C][2-byte Pointers][49][90].
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