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  #2776    
Old December 28th, 2009 (5:34 PM).
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    Quote:
    Originally Posted by giradialkia View Post
    Ok, so I'm hacking Emerald. I've read some tutorials, and I've got the basics down, such as simple message scripts, signs, and Yes/no choiceboxes. I was able to do these no problem before (as in a few weeks ago) but now that I've tried again, none of them work. Today, I even followed diegoisawesome's tutorial exactly (or thethethethe, whoever did one on XSE). I tried copying in the example scripts, typing them exactly, and yet when I press "A" on any sign or person the script is assigned to, all I get is an endless string of these characters:
    Code:
    qÀF
    A space is also present, after the F. They just continue until I'm forced to reset. I really don't know what goes wrong, as I definately copy exactly what the example scripts say. For my dynamic offsets, I use the free space finder in AdvanceMap, click "OK" and use the first offset shown. Does anyone have any idea as to what I'm doing wrong? (because I really could get it to work before. Really. *rocks back and forth*). If you can solve this, you get a cookie :P
    Whenever that happens to me I just give it a new offset. But make sure its free and if your just edititng the original that the message pointer has a fresh offset too.
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      #2777    
    Old December 28th, 2009 (5:50 PM).
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    Quote:
    Originally Posted by tainui View Post
    Hmm maybe you opened the wrong rom and compiled it into the wrong rom?
    Sorry, should have said- the only way I script is through AdvanceMap (ie, set XSE as my script editor, add the event to the map, and say "Open Script"). So I definately didn't open or compile it wrong- unless.. When I compile them, I hit "copy", and paste the new offset in the "script offset" box in AdvanceMap. I think that's correct, though, isn't it? Here's what I mean-
    Code:
     #dynamic 0x(generic)
    #org @start
    When I click Compile, the offset for "#org @start" is highlighted, I copy and paste it. Is that the correct way, yeah?
    And to Quickster, I've tried that multiple times, I'm stumped, it does the same each time. Thanks to you both for trying, though.
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      #2778    
    Old December 28th, 2009 (5:52 PM).
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      Quote:
      Originally Posted by H2O Turquoise View Post
      Maybe there's a script on it that has no var? Or any strange property bytes? Try checking those.
      Well, this is in your house that you start in. No other script is there. What should be the proper bytes anyways?
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        #2779    
      Old December 28th, 2009 (8:28 PM).
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      Quote:
      Originally Posted by giradialkia View Post
      Sorry, should have said- the only way I script is through AdvanceMap (ie, set XSE as my script editor, add the event to the map, and say "Open Script"). So I definately didn't open or compile it wrong- unless.. When I compile them, I hit "copy", and paste the new offset in the "script offset" box in AdvanceMap. I think that's correct, though, isn't it? Here's what I mean-
      Code:
       #dynamic 0x(generic)
      #org @start
      When I click Compile, the offset for "#org @start" is highlighted, I copy and paste it. Is that the correct way, yeah?
      And to Quickster, I've tried that multiple times, I'm stumped, it does the same each time. Thanks to you both for trying, though.
      Hmm that's strange what else have you tryed?
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        #2780    
      Old December 28th, 2009 (11:35 PM).
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        Quote:
        Originally Posted by Teh Blazer View Post
        Well, this is in your house that you start in. No other script is there. What should be the proper bytes anyways?
        No weird, unknown numbers...
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          #2781    
        Old December 29th, 2009 (2:57 AM).
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        Quote:
        Originally Posted by tainui View Post
        Hmm that's strange what else have you tryed?
        Well, if you mean what other scripts have I tried, only the ones named, ie, Signposts, People and Yes/No boxes. I didn't even add my own text, I copied the examples.
        However, it did work when I just edited a signpost (because I knew you had to keep the text shorter than the original if you were just editing, so I did, and it worked).
        If you meant what other solutions have I tried... Well, trying different Dynamic offsets and redoing the scripts, I guess. I think my problem could be the dynamic offset? I mean, I do find it with a free space finder, but the script only seems to work if I edit one's text. So the dynamic could be it?
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          #2782    
        Old December 30th, 2009 (8:49 PM). Edited December 31st, 2009 by trebornosliw.
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          Wow, it's been awhile since I was last here, which could be a good or bad thing, I suppose...
          Anyway, question: I'm using the changemaptile command for the first time, do I need to do anything special to make the change permanent? I'm assuming I'll at least have to change the flag...
          Oh, and I'm using the warp command again, do I need to convert the map/map bank numbers to hex, or can I just use the normal decimal numbers?
          These are, of course, done in XSE.

          Oh, and one more thing. What's wrong with this level script? I know that there's no setvar, but that's because I want it to repeat every time you enter the map. At the moment it's not doing anything though.

          Spoiler:

          #dynamic 0x800000
          #org @automated
          lockall
          msgbox @welcome 0x6
          releaseall
          end
          #org @welcome
          = Welcome to the Utopia Project\nAutomated Pok\h1bmon center.\pPlease step up to the counter\nand speak to the billboard.\pHave a nice day!


          Quote:
          Originally Posted by giradialkia View Post
          Ok, so I'm hacking Emerald. I've read some tutorials, and I've got the basics down, such as simple message scripts, signs, and Yes/no choiceboxes. I was able to do these no problem before (as in a few weeks ago) but now that I've tried again, none of them work. Today, I even followed diegoisawesome's tutorial exactly (or thethethethe, whoever did one on XSE). I tried copying in the example scripts, typing them exactly, and yet when I press "A" on any sign or person the script is assigned to, all I get is an endless string of these characters:
          Code:
          qÀF
          A space is also present, after the F. They just continue until I'm forced to reset. I really don't know what goes wrong, as I definately copy exactly what the example scripts say. For my dynamic offsets, I use the free space finder in AdvanceMap, click "OK" and use the first offset shown. Does anyone have any idea as to what I'm doing wrong? (because I really could get it to work before. Really. *rocks back and forth*). If you can solve this, you get a cookie
          Now, as for your problem, have you tried just going with 800000+ offsets, instead of using the FSF? That's probably not the issue, but the problem really makes no sense... I don't get why it would do that.
          A few more questions...
          What script were you using, exactly?
          Are you positive that the rom is clean?
          If you decompile the script after compiling it, is the decompiled script any different from the original?
          I'll try to help, but it sounds like this is out of my league, and I've never actually hacked Emerald before, just FR.
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            #2783    
          Old December 31st, 2009 (3:22 PM).
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            Hey everyone, I'm new to scripting so please don't laugh at my inability to script.
            Game: Pokemon Fire Red Hack
            Type: Trigger
            Editor: XSE
            Script:
            Spoiler:

            '---------------
            #org 0x34EB8C
            lock
            textcolor 0x0
            msgbox 0x834EB9C MSG_KEEPOPEN '"[player]: Woah!\nWhere am I?"
            closeonkeypress
            applymovement MOVE_PLAYER 0x834EBAC
            releaseall
            end

            '---------
            ' Strings
            '---------
            #org 0x34EB9C
            = [player]: Woah!\nWhere am I?

            '---------
            ' Movement
            '---------
            #org 0x34EBAC
            #raw 0x62 'Exclamation Mark (!)
            #raw 0x2F 'Face Left (Delayed)
            #raw 0x30 'Face Right (Delayed)
            #raw 0x2E 'Face Up (Delayed)
            #raw 0x2D 'Face Down (Delayed)
            #raw 0xFE 'End of Movements

            Screenshots and/or Videos: Can't add links because of post count.
            So this is my script. The problem is that I want it to activate after your intro with Oak. Also when I step on the trigger it just freezes everything.
              #2784    
            Old December 31st, 2009 (5:08 PM).
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            are the setting set right? Like unknown 0003 and a var number. also if you want that applymovement to work you need to add a waitmovement 0x0
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              #2785    
            Old January 1st, 2010 (9:50 AM).
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              Game: FireRed
              Event Type: Person
              Editor: XSE

              Whenever I compile this into XSE...
              Spoiler:
              '---------------
              #org 0x71D888
              checkflag 0x888
              if 0x1 goto 0x871D8D0
              setflag 0x888
              msgbox 0x871D9FC MSG_FACE '"Hmm?\pHello, my name is LANCE. Peo..."
              setvar 0x8003 0x1
              setvar 0x4001 0x93
              givepokemon 0x93 0x19 0xD8 0x0 0x0 0x0
              fanfare 0x101
              preparemsg 0x87B0000 '"[black_fr][player] obtained a DRAT..."
              waitmsg
              waitfanfare
              bufferpokemon 0x0 0x93
              bufferboxname 0x0 0x4037
              bufferpokemon 0x1 0x4001
              msgbox 0x87B012C MSG_KEEPOPEN '"[black_fr][buffer2] was transferre..."
              fadescreen 0x1

              closeonkeypress
              hidesprite 0xF
              fadescreen 0x0
              release
              end

              '---------------
              #org 0x71D8D0
              fadescreen 0x1
              closeonkeypress
              hidesprite 0xF
              fadescreen 0x0
              release
              end


              '---------
              ' Strings
              '---------
              #org 0x71D9FC
              = Hmm?\pHello, my name is LANCE. People\nrefer to me as ["]the Dragon Master".\pIt seems you have found my\nsecret place.\pThis is where I buried my\nDRAGONITE when it died.\pIt was my first POKéMON.\pYou deserve something for coming\nhere. Take this POKéMON.

              #org 0x7B0000
              = [black_fr][player] obtained a DRATINI!

              #org 0x7B012C
              = [black_fr][buffer2] was transferred to\nBILL'S PC.\pIt was placed in \nBOX ["][buffer1]."\p[blue_fr]Take care of that POKéMON.\pI have feeling we will meet\nagain sometime in the future.

              ...the game changes it to this...
              Spoiler:
              '---------------
              #org 0x71D888
              checkflag 0x888
              if 0x1 goto 0x871D8D0
              setflag 0x888
              msgbox 0x871D9FC MSG_FACE '"Hmm?\pHello, my name is LANCE. Peo..."
              setvar 0x8003 0x1
              setvar 0x4001 0x93
              givepokemon 0x93 0x19 0xD8 0x0 0x0 0x0
              fanfare 0x101
              preparemsg 0x87B0000 '"[black_fr][player] obtained a DRAT..."
              waitmsg
              waitfanfare
              bufferpokemon 0x0 0x93
              bufferboxname 0x0 0x4037
              bufferpokemon 0x1 0x4001
              loadpointer 0x0 0x977B012C
              nop1

              closeonkeypress
              hidesprite 0xF
              fadescreen 0x0
              release
              end

              '---------------
              #org 0x71D8D0
              fadescreen 0x1
              closeonkeypress
              hidesprite 0xF
              fadescreen 0x0
              release
              end


              '---------
              ' Strings
              '---------
              #org 0x71D9FC
              = Hmm?\pHello, my name is LANCE. People\nrefer to me as ["]the Dragon Master".\pIt seems you have found my\nsecret place.\pThis is where I buried my\nDRAGONITE when it died.\pIt was my first POKéMON.\pYou deserve something for coming\nhere. Take this POKéMON.

              #org 0x7B0000
              = [black_fr][player] obtained a DRATINI!

              What's wrong? And this is a totally different thing than my last script I posted here. Here's hoping someone will help this time...
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                #2786    
              Old January 1st, 2010 (10:11 AM).
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              NarutoActor NarutoActor is offline
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              make sure your using the most up-to-date xse. Also try re pointing the offsets with the original script.
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                #2787    
              Old January 1st, 2010 (10:38 AM).
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                Quote:
                Originally Posted by NarutoActor View Post
                make sure your using the most up-to-date xse. Also try re pointing the offsets with the original script.
                I have the newest version, and I changed the offset of that message box, but no dice. Is there a different way of writing that that I can try?
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                  #2788    
                Old January 1st, 2010 (5:41 PM).
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                  ...hm, no help for me it seems. Ah well, I'll just stick around here and act pitiful until someone shows me some mercy.
                  @Shadow_Knux, have you checked to see if the script works in-game? Might be worth a try. Also, I'm sure that flag 0x888 is used in the game (if this is an FR hack), and you might want to check your variables too. It may be that those are messing this up somehow.
                  ...frankly, I have no clue what's wrong.
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                    #2789    
                  Old January 1st, 2010 (9:30 PM).
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                    Quote:
                    Originally Posted by trebornosliw View Post
                    ...hm, no help for me it seems. Ah well, I'll just stick around here and act pitiful until someone shows me some mercy.
                    @Shadow_Knux, have you checked to see if the script works in-game? Might be worth a try. Also, I'm sure that flag 0x888 is used in the game (if this is an FR hack), and you might want to check your variables too. It may be that those are messing this up somehow.
                    ...frankly, I have no clue what's wrong.
                    Yeah, I tried and it doesn't work. But thanks for the heads-up on the flag, I'll try it. But, the variables worked fine before I added in the final msgbox and fadescreen/hidesprite that screwed everything up...
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                      #2790    
                    Old January 1st, 2010 (11:10 PM).
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                      Quote:
                      msgbox 0x87B012C MSG_KEEPOPEN '"[black_fr][buffer2] was transferre..."
                      fadescreen 0x1
                      closeonkeypress
                      Ooh! I think this might be your problem, here. closeonkeypress needs to come before fadescreen, otherwise it gets mixed up in the MSG command, I think.
                      Maybe not, anyway, let me know if it works.
                      ...
                      Actually, this is kind of funny. I made a script that's pretty the same sort of event.
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                        #2791    
                      Old January 1st, 2010 (11:23 PM).
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                      Yusshin Yusshin is offline
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                        I changed the Mom script but it doesn't actually update even after I recompile. I use XSE; I'm also a nub. This is the script (probably filled with errors) that I wanted to replace it with to see what would happen:

                        Code:
                        #dynamic 0x800000
                        
                        #org @start
                        lock
                        faceplayer
                        textcolor 0x01
                        checkflag 0x200
                        if 0x1 goto @violaiswaiting
                        msgbox @1 0x6
                        applymovement 0x01 @move
                        waitmovement 0x0
                        applymovement 0xFF @move2
                        pause 0x30
                        release
                        end
                        
                        #org @1
                        = Mom: Oh \v\h01! You're finally awake!\pProfessor Viola came by earlier;\n she wanted to talk to you but\n you were asleep.\pYou should go visit her.\n It appeared urgent.
                        setflag 0x200
                        
                        #org @violaiswaiting
                        = Mom: You should go visit Viola;\n she should be in her laboratory.
                        
                        #org @move
                        #raw 0x01
                        #raw 0xFE
                        
                        #org @move2
                        #raw 0x12
                        #raw 0x12
                        #raw 0x10
                        #raw 0xFE
                        but it doesn't even make it in-game, or it appears that it doesn't; ever since I tried recompiling it, launching the ROM in Visual Boy Advance produces an error (something about some sub-[blargh] not being installed).

                        :<
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                          #2792    
                        Old January 2nd, 2010 (12:17 AM).
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                        Satoshi Ookami Satoshi Ookami is offline
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                        The setflag command must not be in string part of script
                        You have to put it before end command
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                          #2793    
                        Old January 2nd, 2010 (7:04 AM).
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                        trebornosliw trebornosliw is offline
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                          @Yusshin, also, recompiling is a bad idea. Try just compiling it normally for best results.
                          ...
                          Erm, can someone please look at my question a few posts back? The main thing I need to know is whether I need to do anything special in order to make a changemaptile command permanent.
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                            #2794    
                          Old January 2nd, 2010 (7:07 AM).
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                          altariaking altariaking is offline
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                            how would I make a script where you watch a battle after the pref. oak intro, and then once it is done it says: see you next time on POKEMON LEAGUE BATTLES
                              #2795    
                            Old January 2nd, 2010 (7:08 AM).
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                            Quote:
                            Originally Posted by trebornosliw View Post
                            The main thing I need to know is whether I need to do anything special in order to make a changemaptile command permanent.
                            You need to make a level script in your map that has setmaptile in it. Read my XSE tutorial (with the level script tut in a link at the top) or cooley's tutorial to make a level script.
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                              #2796    
                            Old January 2nd, 2010 (7:31 AM). Edited January 2nd, 2010 by trebornosliw.
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                              Quote:
                              Originally Posted by diegoisawesome View Post
                              You need to make a level script in your map that has setmaptile in it. Read my XSE tutorial (with the level script tut in a link at the top) or cooley's tutorial to make a level script.
                              Thanks, I'll do that. Your tut is awesome btw, I've had it open for so long that my computer would probably crash or something if I tried to close it .
                              ...wait, one more question about that. So am I just going to do this,
                              checkflag (whichever I used for the changemaptile event)
                              if 0x1 got @blabla

                              #org @blabla
                              changemaptile (etcetera)
                              release
                              end
                              ??
                              And yes, I realize that script was retarded, but it's just for example purposes.
                              Oh, and also I'll put in the setvar and everything of course.
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                                #2797    
                              Old January 2nd, 2010 (9:00 AM).
                              Shadow_Knux's Avatar
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                                Quote:
                                Originally Posted by trebornosliw View Post
                                Ooh! I think this might be your problem, here. closeonkeypress needs to come before fadescreen, otherwise it gets mixed up in the MSG command, I think.
                                Maybe not, anyway, let me know if it works.
                                ...
                                Actually, this is kind of funny. I made a script that's pretty the same sort of event.
                                Nope. Still being autocorrected. At this point, I'd be fine with just leaving the sprite visible, but having him not be there if you come back. Would you happen to know how to do that?
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                                  #2798    
                                Old January 2nd, 2010 (10:32 AM).
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                                  Quote:
                                  Originally Posted by Shadow_Knux View Post
                                  Nope. Still being autocorrected. At this point, I'd be fine with just leaving the sprite visible, but having him not be there if you come back. Would you happen to know how to do that?
                                  Darn. Oh well, just remove the fadescreens and he should be gone when you come back, or at least, that's what I inadvertantly did to myself in one of my scripts . Of course, it might just make him vanish without the fadescreen, if it works properly.
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                                    #2799    
                                  Old January 2nd, 2010 (11:28 AM).
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                                    Quote:
                                    Originally Posted by trebornosliw View Post
                                    Darn. Oh well, just remove the fadescreens and he should be gone when you come back, or at least, that's what I inadvertantly did to myself in one of my scripts . Of course, it might just make him vanish without the fadescreen, if it works properly.
                                    I removed the fadescreen and such, but I still get my msgbox changed to loadpointer. This is becoming quite annoying, as that HAD worked before.

                                    Thank you for being so helpful though.
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                                      #2800    
                                    Old January 2nd, 2010 (1:07 PM).
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                                      Quote:
                                      Originally Posted by Shadow_Knux View Post
                                      I removed the fadescreen and such, but I still get my msgbox changed to loadpointer. This is becoming quite annoying, as that HAD worked before.

                                      Thank you for being so helpful though.
                                      ...
                                      That's it, I am never, ever, hacking Emerald. That rom sounds absolutely demonic...
                                      Anyhoo, can someone show me the basic structure of a changemaptile level script? The level script tuts don't really say much on cmt.
                                      Basically, I've got an event in the map that has a changemaptile, and sets flag 0x1011 right afterwards. I need the changemaptile to be permanent, so that if I leave the map and re-enter it will still be there. So, for the level script, do I need to basically put "checkflag 0x1011, if 0x1 goto @keepthetreethere?"
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