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  #4626    
Old August 23rd, 2010 (9:55 AM).
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Logan Logan is offline
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You need to put '#include stditems.rbh' before the '#dynamic 0x'.
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Wait, I saw bare kicks, saw bare clothes
Said psyduck that, I can't wear those
I don't like them, they're not my ting
They went silent, they're all weirdos

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  #4627    
Old August 23rd, 2010 (10:01 AM).
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colcolstyles colcolstyles is offline
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Quote:
Originally Posted by Manipulation View Post
You need to put '#include stditems.rbh' before the '#dynamic 0x'.
But he didn't use any macros that are included in "stditems.rbh". :\

Klaww, I compiled the script and it worked fine. Maybe you should copy the script into a new XSE window and try compiling it again.
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  #4628    
Old August 23rd, 2010 (10:03 AM).
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Quote:
Originally Posted by colcolstyles View Post
But he didn't use any macros that are included in "stditems.rbh". :\

Klaww, I compiled the script and it worked fine. Maybe you should copy the script into a new XSE window and try compiling it again.
Oh yeah. :(

Anyway, have you deleted your 'std' file? Because that includes the MSG_OBTAIN thing and if you have then that explains things.
__________________
Wait, I saw bare kicks, saw bare clothes
Said psyduck that, I can't wear those
I don't like them, they're not my ting
They went silent, they're all weirdos
  #4629    
Old August 23rd, 2010 (10:27 AM).
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Nightcrow Nightcrow is offline
     
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    Hai

    Second try for this question:

    How can you find flag and variable offsets that aren't used yet? The offsets from free space finder can't be used for these, and i don't want to end up using a flag/variable that is being used by the game somewhere... I'm putting a lot of time in this hack, so i don't want to end up with a broken rom cos i've altered wrong values.

    Does anybody know? Or is there a tool available that finds unused values for these?
      #4630    
    Old August 23rd, 2010 (10:28 AM).
    Klaww The Clown's Avatar
    Klaww The Clown Klaww The Clown is offline
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      Quote:
      Originally Posted by colcolstyles View Post
      But he didn't use any macros that are included in "stditems.rbh". :\

      Klaww, I compiled the script and it worked fine. Maybe you should copy the script into a new XSE window and try compiling it again.
      I just tried this, and it still gives me the same error.
      Quote:
      Originally Posted by Manipulation View Post


      Oh yeah.

      Anyway, have you deleted your 'std' file? Because that includes the MSG_OBTAIN thing and if you have then that explains things.
      I'm assuming you mean the "std.rbh" file inside the main XSE folder?

      That's there. Although, if I open it, it looks like this, is that normal?
      Spoiler:
      Éú¡8ƒ±¤åÇcãS¤¯]ñY¤!
      þ4èùd]5šåAˆ-‘nù4ÀþM¯gÉpCd¶Zˆî„èì€(LŠ$ÂÄŠY˜”©iÅßo7yËýÎrÃüenZ{1õq»Ùö j.2…ªòܤœÃÉW—1éɪœP) Û‹ rJ
      ,ƒf§&lÔµ¨³ŽÈ¢nîÿj²$àC/€,þÈ âhW þ´­G$Ʋè–:=ÕŽi8¥‰
      CŠ%
      À¶¶9…T¸¸ELå¤Å•ySÿ×s|½Fw—Ä^måæeÙZÅ[email protected]ó{ë
      ‰¡ˆ¸sè]Ëå8Ûö[3uRéÇn1'Q‰ÔÙw!ø!÷Š¶Wݦ [ÚÔöÖ€»8ž®ã Æ#lÑ—3·‚P¬æ-¸£œnï«L?.L!£ž,
      ³ÅÃæH((M’Î>ÉÉUq’|='¤lÍ3ëšç—)s¦†‹^PÙó7dôB âcšÅiÅY«yÿûÂääðgR ìDäœ+ÚA=†ÄWýB°Ü‚û³¨A†hOPf*Oìkbó[£î")ýÿ’_A‘“Ã?ÌÏ=Žó›=]„0¤ðº\Hh]"È© EàIUQ—(ÀèƌЕô®ì]·»4©vÍßùJr»p‡í8v“[lPÄ3ªx
      zµæFîÈŸ¦e,WŽ+Òþ.s1¦º×lZš®„®`j¼š[³RT©ðH½òQɼ‚…ÅœZqi'ÂÞ­”ָ͔V8嵈e†`)Z\¡R“ê¯ ¬T‰|+ «Ôœæ?m~É£»¿joÑý¿ý–œÔrÎJSž‹zvJÔ”
      0Á<è¨e-‘éoÞ.€ .y"P°\$õ.”úC¬»³‚•Å¦$
      m¼‘jÚµg7P¥V š°A8>c$Ç"¥\è` ›Ÿ½ƒuN,Y˜‡u§míÚaÄ;ýõÍî¤+[ŽvÍ«*iå±Çë¬}”ˆCç^Ý4Í&yÚÓ2±ïsìĸ¬oõŒ2ï.Pbý4É”fs Έ´!ö¿Yû£ªÜâm_Ü @ >3Kaœ,a àòEKë;dš$]íÓ.Ñü5!ŽÆNÒTq`¢¬Rì·S´ô%äÅÜÂøš®'e"Bc‰Òrgž›!-šVycí(ˆf¨!Ú#ÓܱŸ=={[email protected] „9êÊd€d


      I know I opened the stditems file, to check what OAK'S PARCEL's hex thing was, but I didn't change anything, so that's not it... I think.
        #4631    
      Old August 23rd, 2010 (10:31 AM).
      Logan's Avatar
      Logan Logan is offline
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      Quote:
      Originally Posted by Klaww The Clown View Post
      I just tried this, and it still gives me the same error.

      I'm assuming you mean the "std.rbh" file inside the main XSE folder?

      That's there. Although, if I open it, it looks like this, is that normal?
      Spoiler:
      Éú¡8ƒ±¤åÇcãS¤¯]ñY¤!
      þ4èùd]5šåAˆ-‘nù4ÀþM¯gÉpCd¶Zˆî„èì€(LŠ$ÂÄŠY˜”©iÅßo7yËýÎrÃüenZ{1õq»Ùö j.2…ªòܤœÃÉW—1éɪœP) Û‹ rJ
      ,ƒf§&lÔµ¨³ŽÈ¢nîÿj²$àC/€,þÈ âhW þ´­G$Ʋè–:=ÕŽi8¥‰
      CŠ%
      À¶¶9…T¸¸ELå¤Å•ySÿ×s|½Fw—Ä^måæeÙZÅ[email protected]ó{ë
      ‰¡ˆ¸sè]Ëå8Ûö[3uRéÇn1'Q‰ÔÙw!ø!÷Š¶Wݦ [ÚÔöÖ€»8ž®ã Æ#lÑ—3·‚P¬æ-¸£œnï«L?.L!£ž,
      ³ÅÃæH((M’Î>ÉÉUq’|='¤lÍ3ëšç—)s¦†‹^PÙó7dôB âcšÅiÅY«yÿûÂääðgR ìDäœ+ÚA=†ÄWýB°Ü‚û³¨A†hOPf*Oìkbó[£î")ýÿ’_A‘“Ã?ÌÏ=Žó›=]„0¤ðº\Hh]"È© EàIUQ—(ÀèƌЕô®ì]·»4©vÍßùJr»p‡í8v“[lPÄ3ªx
      zµæFîÈŸ¦e,WŽ+Òþ.s1¦º×lZš®„®`j¼š[³RT©ðH½òQɼ‚…ÅœZqi'ÂÞ­”ָ͔V8嵈e†`)Z\¡R“ê¯ ¬T‰|+ «Ôœæ?m~É£»¿joÑý¿ý–œÔrÎJSž‹zvJÔ”
      0Á<è¨e-‘éoÞ.€ .y"P°\$õ.”úC¬»³‚•Å¦$
      m¼‘jÚµg7P¥V š°A8>c$Ç"¥\è` ›Ÿ½ƒuN,Y˜‡u§míÚaÄ;ýõÍî¤+[ŽvÍ«*iå±Çë¬}”ˆCç^Ý4Í&yÚÓ2±ïsìĸ¬oõŒ2ï.Pbý4É”fs Έ´!ö¿Yû£ªÜâm_Ü @ >3Kaœ,a àòEKë;dš$]íÓ.Ñü5!ŽÆNÒTq`¢¬Rì·S´ô%äÅÜÂøš®'e"Bc‰Òrgž›!-šVycí(ˆf¨!Ú#ÓܱŸ=={[email protected] „9êÊd€d


      I know I opened the stditems file, to check what OAK'S PARCEL's hex thing was, but I didn't change anything, so that's not it... I think.
      That's not normal, no. Try replacing that with this:
      Spoiler:
      #define LASTRESULT 0x800D
      #define LASTTALKED 0x800F

      #define PLAYERFACING 0x800C
      #define FACE_DOWN 0x1
      #define FACE_UP 0x2
      #define FACE_LEFT 0x3
      #define FACE_RIGHT 0x4

      #define MSG_OBTAIN 0x0
      #define MSG_FIND 0x1
      #define MSG_FACE 0x2
      #define MSG_SIGN 0x3
      #define MSG_KEEPOPEN 0x4
      #define MSG_YESNO 0x5
      #define MSG_NORMAL 0x6
      #define MSG_POKENAV 0xA

      #define MOVE_PLAYER 0xFF
      #define MOVE_CAMERA 0x7F

      #define B_FALSE 0x0
      #define B_TRUE 0x1
      #define B_NO 0x0
      #define B_YES 0x1
      #define B_BOY 0x0
      #define B_GIRL 0x1

      #define B_< 0x0
      #define B_<< 0x0
      #define B_= 0x1
      #define B_== 0x1
      #define B_> 0x2
      #define B_>> 0x2
      #define B_<= 0x3
      #define B_>= 0x4
      #define B_!= 0x5
      #define B_<> 0x5

      #define SP_HEALPKMN 0x0
      #define SP_CHOOSEPKMN 0x9C
      #define SP_CATCHPKMN 0x9D
      #define SP_FRNATIONAL 0x16F
      #define SP_EMNATIONAL 0x1F3

      #define RS_PKMNMENU 0x800
      #define RS_POKEDEX 0x801
      #define RS_POKENAV 0x802
      #define RS_RUNNINGSHOES 0x860

      #define RS_BADGE1 0x807
      #define RS_BADGE2 0x808
      #define RS_BADGE3 0x809
      #define RS_BADGE4 0x80A
      #define RS_BADGE5 0x80B
      #define RS_BADGE6 0x80C
      #define RS_BADGE7 0x80D
      #define RS_BADGE8 0x80E

      #define EM_PKMNMENU 0x860
      #define EM_POKEDEX 0x861
      #define EM_POKENAV 0x862
      #define EM_RUNNINGSHOES 0x8C0

      #define EM_BADGE1 0x867
      #define EM_BADGE2 0x868
      #define EM_BADGE3 0x869
      #define EM_BADGE4 0x86A
      #define EM_BADGE5 0x86B
      #define EM_BADGE6 0x86C
      #define EM_BADGE7 0x86D
      #define EM_BADGE8 0x86E

      #define FR_PKMNMENU 0x828
      #define FR_POKEDEX 0x829
      #define FR_RUNNINGSHOES 0x82F

      #define FR_BADGE1 0x820
      #define FR_BADGE2 0x821
      #define FR_BADGE3 0x822
      #define FR_BADGE4 0x823
      #define FR_BADGE5 0x824
      #define FR_BADGE6 0x825
      #define FR_BADGE7 0x826
      #define FR_BADGE8 0x827
      __________________
      Wait, I saw bare kicks, saw bare clothes
      Said psyduck that, I can't wear those
      I don't like them, they're not my ting
      They went silent, they're all weirdos
        #4632    
      Old August 23rd, 2010 (10:50 AM).
      Kevin's Avatar
      Kevin Kevin is offline
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      Quote:
      Originally Posted by Nightcrow View Post
      Hai

      Second try for this question:

      How can you find flag and variable offsets that aren't used yet? The offsets from free space finder can't be used for these, and i don't want to end up using a flag/variable that is being used by the game somewhere... I'm putting a lot of time in this hack, so i don't want to end up with a broken rom cos i've altered wrong values.

      Does anybody know? Or is there a tool available that finds unused values for these?
      Usually flags 1000-2000 are not used.
      And variables? I dunno, I think it was 7000+? =P But I'm sure that 1000-2000 flags aren't used.
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        #4633    
      Old August 23rd, 2010 (11:05 AM).
      Klaww The Clown's Avatar
      Klaww The Clown Klaww The Clown is offline
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        Okay, thanks, now it compiles. :D

        But, uhh...

        I think there's something else wrong with my script, either that, or I've forgotten how to compile it properly.

        I searched FSF for a (most likely massively large) 30,000 byte offset. (71AB8E)

        I then replaced the offset in my code with it, just to make sure I had enough, because I have no idea how to tell exactly how much I need.

        Anyway, then I click compile, and copy the offset "start".

        I paste it as the MOM character's offset, (So that it says $71AB8F) save the changes to the ROM in A-Map.

        I open the ROM to test, and when I talk to MOM, she looks at me, but says nothing. Then, when I press A again, she does nothing, then repeats the cycle.

        It's probably something wrong with my script, maybe if someone's not too busy, could they please try my script out on the MOM character?

        Sorry for pretty much hijacking this page... I think...

        Also, @Nightcrow:

        I'm not exactly sure, since I'm kinda new at this and all, but I'm pretty sure there was a list of flags used in the games in Diegoisawesome's tutorial... Or you could just follow the post right above me.

        YOU NEED AT LEAST 15 POSTS TO POST A LINK TO ANOTHER SITE.
        Wait, wha? It's the same site...
          #4634    
        Old August 23rd, 2010 (11:23 AM).
        Nightcrow's Avatar
        Nightcrow Nightcrow is offline
           
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          Quote:
          Originally Posted by Destiny Demon View Post
          Usually flags 1000-2000 are not used.
          And variables? I dunno, I think it was 7000+? =P But I'm sure that 1000-2000 flags aren't used.
          Thanks a lot I really needed this
            #4635    
          Old August 23rd, 2010 (11:35 AM).
          Klaww The Clown's Avatar
          Klaww The Clown Klaww The Clown is offline
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            Quote:
            Originally Posted by colcolstyles View Post
            I noticed that in your post, you mentioned two different addresses: '0x71A8BE' and '0x71A8BF'. You need to copy whatever address is displayed in the box that pops up when you press compile into the box in AdvanceMap. If there's any difference between the two, you will most likely run into problems.
            Yeah, I guess I'm having trouble compiling it...

            I never really understand it when people explain it...

            I take the offset from FSF, and paste it in the script at "#dynamic @start 0x######", then when I click compile, which brings up the window with a bunch of offsets in it.

            Which one do I copy? In the bottom box, there's a start offset, which is one digit different, or is it one of the ones that appear in the main window?

            I tried again, with the start offset as 0x71B17C, and I pressed compile, and this is what it says in the window...

            Spoiler:
            1 - DYNAMIC
            > lDynamicStart = 0x71B17C
            3 - ORG
            > lNewOffset = 0x71B17D
            4 - (6A) - LOCK
            5 - (5A) - FACEPLAYER
            6 - (2B) - CHECKFLAG
            > iWord = 0x100
            7 - (??) IF (native)
            > bCondition = 0x1
            This is a jumping IF, 0x06.
            > pTarget = 0x871B191
            8 - (0F) MSGBOX (native)
            > pText = 0x871B1ED
            9 - (6C) - RELEASE
            10 - (02) - END
            12 - ORG
            > lNewOffset = 0x71B191
            13 - (2B) - CHECKFLAG
            > iWord = 0x101
            14 - (??) IF (native)
            > bCondition = 0x1
            This is a jumping IF, 0x06.
            > pTarget = 0x871B1B2
            15 - (0F) MSGBOX (native)
            > pText = 0x871B241
            16 - (--) GIVEITEM
            > iItem = 0x15D
            > iQuantity = 0x1
            > bType = 0x0
            17 - (29) - SETFLAG
            > iWord = 0x101
            18 - (6C) - RELEASE
            19 - (02) - END
            21 - ORG
            > lNewOffset = 0x71B1B2
            22 - (2B) - CHECKFLAG
            > iWord = 0x102
            23 - (??) IF (native)
            > bCondition = 0x1
            This is a jumping IF, 0x06.
            > pTarget = 0x871B1C4
            24 - (0F) MSGBOX (native)
            > pText = 0x871B355
            25 - (6C) - RELEASE
            26 - (02) - END
            28 - ORG
            > lNewOffset = 0x71B1C4
            29 - (2B) - CHECKFLAG
            > iWord = 0x103
            30 - (??) IF (native)
            > bCondition = 0x1
            This is a jumping IF, 0x06.
            > pTarget = 0x871B1E4
            31 - (0F) MSGBOX (native)
            > pText = 0x871B3A0
            32 - (31) - FANFARE
            > iWord = 0x13E
            33 - (0F) MSGBOX (native)
            > pText = 0x871B44D
            34 - (32) - WAITFANFARE
            35 - (68) - CLOSEONKEYPRESS
            36 - (29) - SETFLAG
            > iWord = 0x82F
            37 - (6C) - RELEASE
            38 - (02) - END
            40 - ORG
            > lNewOffset = 0x71B1E4
            41 - (0F) MSGBOX (native)
            > pText = 0x871B407
            42 - (6C) - RELEASE
            43 - (02) - END
            45 - ORG
            > lNewOffset = 0x71B1ED
            46 - RAW TEXT
            > sText = "Hey, [PLAYER], [RIVAL] wanted to\nsee you!\lHe said he had something to give\lyou."
            48 - ORG
            > lNewOffset = 0x71B241
            49 - RAW TEXT
            > sText = "Oh, hi [PLAYER]!\pAww! A POK\h1BMON!\pI guess this means you want to run\noff, and take the POK\h1BMON LEAGUE\lchallenge...\p...\p...\p...Alright. I'll allow you to go, but\nonly if you go give this PARCEL to\lmy friend. She lives in the next\ltown over.\pI'll see you soon!"
            51 - ORG
            > lNewOffset = 0x71B355
            52 - RAW TEXT
            > sText = "My friend MRS. RAZ lives in the\nhouse beside the STRYKE POK\h1bMON\lLAB."
            54 - ORG
            > lNewOffset = 0x71B3A0
            55 - RAW TEXT
            > sText = "Thank you!\pFine, you may try the POK\h1bMON\nLEAGUE challenge...\pBut I think you should have these."
            57 - ORG
            > lNewOffset = 0x71B407
            58 - RAW TEXT
            > sText = "Sorry, there's not really much I\ncan do to help you, but good luck!"
            60 - ORG
            > lNewOffset = 0x71B44D
            61 - RAW TEXT
            > sText = "[black_fr] You received RUNNING SHOES!"
            -------------------------------
            DYNAMIC_OFFSET 1
            > sLabel = @1
            > lOffset = 0x71B1ED
            DYNAMIC_OFFSET 2
            > sLabel = @2
            > lOffset = 0x71B241
            DYNAMIC_OFFSET 3
            > sLabel = @3
            > lOffset = 0x71B355
            DYNAMIC_OFFSET 4
            > sLabel = @4
            > lOffset = 0x71B3A0
            DYNAMIC_OFFSET 5
            > sLabel = @5
            > lOffset = 0x71B407
            DYNAMIC_OFFSET 6
            > sLabel = @6
            > lOffset = 0x71B44D
            DYNAMIC_OFFSET 7
            > sLabel = @goaway
            > lOffset = 0x71B1B2
            DYNAMIC_OFFSET 8
            > sLabel = @goodluck
            > lOffset = 0x71B1E4
            DYNAMIC_OFFSET 9
            > sLabel = @hey
            > lOffset = 0x71B191
            DYNAMIC_OFFSET 10
            > sLabel = @kthxbai
            > lOffset = 0x71B1C4
            DYNAMIC_OFFSET 11
            > sLabel = @start
            > lOffset = 0x71B17D


            Again, sorry for my stupidity when it comes to this. :p
              #4636    
            Old August 23rd, 2010 (12:43 PM).
            Nightcrow's Avatar
            Nightcrow Nightcrow is offline
               
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              Hi again,

              Sorry to bother you all with yet another question... I must seem such a noob :D

              How do you make a moved character retain his spot when you make the screen reload? I have a welcomecharacter blocking you way downstairs from your room. He gives you some small info about the rom and then he steps out of your way. Now when i go downstairs and upstairs again, my sprite is located on top of the other sprite(cos it is blocking the stairs again). And when i step into the room i'm trapped because the welcome text happens only once(flagged).

              So is there a command to keep a sprite at his new spot when the screen is reloaded?
                #4637    
              Old August 23rd, 2010 (1:11 PM).
              Chad -'s Avatar
              Chad - Chad - is offline
               
                 
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                Quote:
                Originally Posted by Nightcrow View Post
                Hi again,

                Sorry to bother you all with yet another question... I must seem such a noob :D

                How do you make a moved character retain his spot when you make the screen reload? I have a welcome character blocking you way downstairs from your room. He gives you some small info about the rom and then he steps out of your way. Now when i go downstairs and upstairs again, my sprite is located on top of the other sprite(cos it is blocking the stairs again). And when i step into the room i'm trapped because the welcome text happens only once(flagged).

                So is there a command to keep a sprite at his new spot when the screen is reloaded?
                It's been a while since I scripted, but I think the command you're looking for is movesprite2. It moves the specified NPC to a certain location, and permanently make him stay there.

                If you don't want him to block your way again, as in be removed completely from the map, you need to make him disappear using flags/variables and movement commands.

                I might be wrong there, so please someone answer his question properly if I am not right. I forgot most XSE scripting commands after many, many C++ lessons.
                  #4638    
                Old August 23rd, 2010 (1:16 PM).
                colcolstyles's Avatar
                colcolstyles colcolstyles is offline
                Yours truly
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                Quote:
                Originally Posted by Klaww The Clown View Post
                Yeah, I guess I'm having trouble compiling it...

                I never really understand it when people explain it...

                I take the offset from FSF, and paste it in the script at "#dynamic @start 0x######", then when I click compile, which brings up the window with a bunch of offsets in it.

                Which one do I copy? In the bottom box, there's a start offset, which is one digit different, or is it one of the ones that appear in the main window?

                I tried again, with the start offset as 0x71B17C, and I pressed compile, and this is what it says in the window...

                Spoiler:
                1 - DYNAMIC
                > lDynamicStart = 0x71B17C
                3 - ORG
                > lNewOffset = 0x71B17D
                4 - (6A) - LOCK
                5 - (5A) - FACEPLAYER
                6 - (2B) - CHECKFLAG
                > iWord = 0x100
                7 - (??) IF (native)
                > bCondition = 0x1
                This is a jumping IF, 0x06.
                > pTarget = 0x871B191
                8 - (0F) MSGBOX (native)
                > pText = 0x871B1ED
                9 - (6C) - RELEASE
                10 - (02) - END
                12 - ORG
                > lNewOffset = 0x71B191
                13 - (2B) - CHECKFLAG
                > iWord = 0x101
                14 - (??) IF (native)
                > bCondition = 0x1
                This is a jumping IF, 0x06.
                > pTarget = 0x871B1B2
                15 - (0F) MSGBOX (native)
                > pText = 0x871B241
                16 - (--) GIVEITEM
                > iItem = 0x15D
                > iQuantity = 0x1
                > bType = 0x0
                17 - (29) - SETFLAG
                > iWord = 0x101
                18 - (6C) - RELEASE
                19 - (02) - END
                21 - ORG
                > lNewOffset = 0x71B1B2
                22 - (2B) - CHECKFLAG
                > iWord = 0x102
                23 - (??) IF (native)
                > bCondition = 0x1
                This is a jumping IF, 0x06.
                > pTarget = 0x871B1C4
                24 - (0F) MSGBOX (native)
                > pText = 0x871B355
                25 - (6C) - RELEASE
                26 - (02) - END
                28 - ORG
                > lNewOffset = 0x71B1C4
                29 - (2B) - CHECKFLAG
                > iWord = 0x103
                30 - (??) IF (native)
                > bCondition = 0x1
                This is a jumping IF, 0x06.
                > pTarget = 0x871B1E4
                31 - (0F) MSGBOX (native)
                > pText = 0x871B3A0
                32 - (31) - FANFARE
                > iWord = 0x13E
                33 - (0F) MSGBOX (native)
                > pText = 0x871B44D
                34 - (32) - WAITFANFARE
                35 - (68) - CLOSEONKEYPRESS
                36 - (29) - SETFLAG
                > iWord = 0x82F
                37 - (6C) - RELEASE
                38 - (02) - END
                40 - ORG
                > lNewOffset = 0x71B1E4
                41 - (0F) MSGBOX (native)
                > pText = 0x871B407
                42 - (6C) - RELEASE
                43 - (02) - END
                45 - ORG
                > lNewOffset = 0x71B1ED
                46 - RAW TEXT
                > sText = "Hey, [PLAYER], [RIVAL] wanted to\nsee you!\lHe said he had something to give\lyou."
                48 - ORG
                > lNewOffset = 0x71B241
                49 - RAW TEXT
                > sText = "Oh, hi [PLAYER]!\pAww! A POK\h1BMON!\pI guess this means you want to run\noff, and take the POK\h1BMON LEAGUE\lchallenge...\p...\p...\p...Alright. I'll allow you to go, but\nonly if you go give this PARCEL to\lmy friend. She lives in the next\ltown over.\pI'll see you soon!"
                51 - ORG
                > lNewOffset = 0x71B355
                52 - RAW TEXT
                > sText = "My friend MRS. RAZ lives in the\nhouse beside the STRYKE POK\h1bMON\lLAB."
                54 - ORG
                > lNewOffset = 0x71B3A0
                55 - RAW TEXT
                > sText = "Thank you!\pFine, you may try the POK\h1bMON\nLEAGUE challenge...\pBut I think you should have these."
                57 - ORG
                > lNewOffset = 0x71B407
                58 - RAW TEXT
                > sText = "Sorry, there's not really much I\ncan do to help you, but good luck!"
                60 - ORG
                > lNewOffset = 0x71B44D
                61 - RAW TEXT
                > sText = "[black_fr] You received RUNNING SHOES!"
                -------------------------------
                DYNAMIC_OFFSET 1
                > sLabel = @1
                > lOffset = 0x71B1ED
                DYNAMIC_OFFSET 2
                > sLabel = @2
                > lOffset = 0x71B241
                DYNAMIC_OFFSET 3
                > sLabel = @3
                > lOffset = 0x71B355
                DYNAMIC_OFFSET 4
                > sLabel = @4
                > lOffset = 0x71B3A0
                DYNAMIC_OFFSET 5
                > sLabel = @5
                > lOffset = 0x71B407
                DYNAMIC_OFFSET 6
                > sLabel = @6
                > lOffset = 0x71B44D
                DYNAMIC_OFFSET 7
                > sLabel = @goaway
                > lOffset = 0x71B1B2
                DYNAMIC_OFFSET 8
                > sLabel = @goodluck
                > lOffset = 0x71B1E4
                DYNAMIC_OFFSET 9
                > sLabel = @hey
                > lOffset = 0x71B191
                DYNAMIC_OFFSET 10
                > sLabel = @kthxbai
                > lOffset = 0x71B1C4
                DYNAMIC_OFFSET 11
                > sLabel = @start
                > lOffset = 0x71B17D


                Again, sorry for my stupidity when it comes to this. :p
                You should copy the address of whatever script segment (e.g., "@start" or "@hey") you want to run first. In most cases, you'll want to use "@start" and, as far as I can tell, that's the one you should use in this situation too. So I guess you should try putting "71B17C" in the "Script Offset" box in AdvanceMap. If that doesn't work, I would try changing the #dynamic address to '0x800000' and then try compiling again. If that doesn't work, I can't help you and can only advise you to read a scripting tutorial.

                Quote:
                Originally Posted by Nightcrow View Post
                Hi again,

                Sorry to bother you all with yet another question... I must seem such a noob :D

                How do you make a moved character retain his spot when you make the screen reload? I have a welcomecharacter blocking you way downstairs from your room. He gives you some small info about the rom and then he steps out of your way. Now when i go downstairs and upstairs again, my sprite is located on top of the other sprite(cos it is blocking the stairs again). And when i step into the room i'm trapped because the welcome text happens only once(flagged).

                So is there a command to keep a sprite at his new spot when the screen is reloaded?
                I believe the 'movesprite2' command makes a permanent change to an OW's location.
                __________________

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                  #4639    
                Old August 23rd, 2010 (3:54 PM).
                Nightcrow's Avatar
                Nightcrow Nightcrow is offline
                   
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                  Location: Belgium
                  Age: 31
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                  hmmm i can't get it to work... here's the piece of script:
                  Spoiler:

                  #org @prepareMove1
                  applymovement 0x1 @moveToNes1
                  waitmovement 0x0
                  movesprite2 0x1 0x6 0x6
                  releaseall
                  end

                  #org @prepareMove2
                  applymovement 0x1 @moveToNes2
                  waitmovement 0x0
                  movesprite2 0x1 0x6 0x6
                  releaseall
                  end


                  Depending on where you stand when you talk to him(front or right), he runs to a location(applymovement) on the map(coordinates 6,6). And the goal is to keep him there when i enter that map the next time. Applymovement works so 0x1 is the correct person #. And 0x6 0x6 are the coordinates where he should stay. Yet when i enter the map again, he is at coordinates 1,10 where he started.

                  Does anybody see what i'm overlooking here?
                    #4640    
                  Old August 23rd, 2010 (8:19 PM).
                  Binary's Avatar
                  Binary Binary is offline
                  え?
                     
                    Join Date: Aug 2007
                    Age: 23
                    Posts: 3,994
                    Quote:
                    Originally Posted by Nightcrow View Post
                    hmmm i can't get it to work... here's the piece of script:
                    Spoiler:

                    #org @prepareMove1
                    applymovement 0x1 @moveToNes1
                    waitmovement 0x0
                    movesprite2 0x1 0x6 0x6
                    releaseall
                    end

                    #org @prepareMove2
                    applymovement 0x1 @moveToNes2
                    waitmovement 0x0
                    movesprite2 0x1 0x6 0x6
                    releaseall
                    end


                    Depending on where you stand when you talk to him(front or right), he runs to a location(applymovement) on the map(coordinates 6,6). And the goal is to keep him there when i enter that map the next time. Applymovement works so 0x1 is the correct person #. And 0x6 0x6 are the coordinates where he should stay. Yet when i enter the map again, he is at coordinates 1,10 where he started.

                    Does anybody see what i'm overlooking here?
                    I'm not sure how you can permanently move an OW to different co-ordinates on the map, but try using a level script with the 'movesprite' command.
                    __________________
                      #4641    
                    Old August 24th, 2010 (12:44 AM). Edited August 24th, 2010 by Andrut.
                    Andrut's Avatar
                    Andrut Andrut is offline
                    Collecting dust since 1898
                       
                      Join Date: Dec 2009
                      Location: Warsaw, Poland
                      Age: 19
                      Posts: 286
                      How can i make the Magikarp seller give me a shiny swinub? Porygon 2? I already know how to make a Porygon 2,but i don't know how to make it shiny.
                      __________________
                      Quote:
                      Originally Posted by anonymous
                      Florges
                      It's a forest guardian that pities how bad a type Grass is, so it gets moves to help out Grass-types, but is smart enough not to be Grass-type itself. The appearance is simply mimicry to hide from humans.
                        #4642    
                      Old August 24th, 2010 (8:00 AM).
                      Kevin's Avatar
                      Kevin Kevin is offline
                      kevin del rey
                      • Silver Tier
                       
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                      Quote:
                      Originally Posted by xoax View Post
                      How can i make the Magikarp seller give me a shiny swinub? Porygon 2? I already know how to make a Porygon 2,but i don't know how to make it shiny.
                      Sorry my friend but that means ASM..
                      You would need to know callasm and use I think shinyizer by Hackmew to find an offset, something like that.
                      __________________
                        #4643    
                      Old August 24th, 2010 (9:11 AM).
                      fetaltorpedo fetaltorpedo is offline
                         
                        Join Date: Apr 2010
                        Posts: 1
                        So I'm looking to have a battle that allows losing like in the beginning against the rival in leaf green. I know there are types of battles such as 0x3, 0x9 etc... but in pksvui how do I get it to not send me to a pokecenter after losing. If i just knew where the code for that first battle was hidden I could do it myself.
                          #4644    
                        Old August 24th, 2010 (9:26 AM).
                        colcolstyles's Avatar
                        colcolstyles colcolstyles is offline
                        Yours truly
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                        Join Date: May 2008
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                        Quote:
                        Originally Posted by Destiny Demon View Post
                        Sorry my friend but that means ASM..
                        You would need to know callasm and use I think shinyizer by Hackmew to find an offset, something like that.
                        Actually, you don't need to have knowledge of ASM to use HackMew's Shinyzer. I believe that all you have to do (after inserting the code) is to set a variable to a certain value depending on how many pokémon you want to be shiny. Here's a tutorial on how to use it.
                        __________________

                        Brother of Vrai
                          #4645    
                        Old August 24th, 2010 (2:02 PM).
                        Rely97's Avatar
                        Rely97 Rely97 is offline
                           
                          Join Date: Aug 2010
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                          *Cough* Excuse me, but if I could have a moment of your time...

                          I figured out how to make movement commands, but where do I put them on the script?
                          __________________
                          Truly, why is a raven like a writing desk?
                            #4646    
                          Old August 25th, 2010 (3:22 AM).
                          Nightcrow's Avatar
                          Nightcrow Nightcrow is offline
                             
                            Join Date: Jun 2010
                            Location: Belgium
                            Age: 31
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                            Quote:
                            Originally Posted by Rely97 View Post
                            *Cough* Excuse me, but if I could have a moment of your time...

                            I figured out how to make movement commands, but where do I put them on the script?
                            example:
                            Spoiler:

                            #org @start
                            lockall
                            faceplayer
                            applymovement 0x1 @move
                            waitmovement 0x0
                            releaseall
                            end

                            '-----movements----
                            #org @move
                            #raw 0x10
                            #raw 0x12
                            #raw 0x01
                            #raw FE


                            This moves person ID 1: down, left,face upwards. Hope this helps.
                              #4647    
                            Old August 25th, 2010 (7:45 AM).
                            Rely97's Avatar
                            Rely97 Rely97 is offline
                               
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                              Well, thank you for trying. I'm still at a loss on how to activate the movement and PKSV won't even load an edited version of that.. Any other ideas?
                              __________________
                              Truly, why is a raven like a writing desk?
                                #4648    
                              Old August 25th, 2010 (8:43 AM).
                              Nightcrow's Avatar
                              Nightcrow Nightcrow is offline
                                 
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                                Quote:
                                Originally Posted by Rely97 View Post
                                Well, thank you for trying. I'm still at a loss on how to activate the movement and PKSV won't even load an edited version of that.. Any other ideas?
                                applymovent activates the movement and it works like this:

                                applymovement 0xcharacterID 0xOFFSET

                                put the example i put up earlyer in XSE
                                add the line:
                                #dynamic 0x800000
                                on top and it will compile
                                  #4649    
                                Old August 25th, 2010 (1:05 PM). Edited August 25th, 2010 by Learath2.
                                Learath2's Avatar
                                Learath2 Learath2 is offline
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                                  Quote:
                                  Originally Posted by Nightcrow View Post
                                  hmmm i can't get it to work... here's the piece of script:
                                  Spoiler:

                                  #org @prepareMove1
                                  applymovement 0x1 @moveToNes1
                                  waitmovement 0x0
                                  movesprite2 0x1 0x6 0x6
                                  releaseall
                                  end

                                  #org @prepareMove2
                                  applymovement 0x1 @moveToNes2
                                  waitmovement 0x0
                                  movesprite2 0x1 0x6 0x6
                                  releaseall
                                  end


                                  Depending on where you stand when you talk to him(front or right), he runs to a location(applymovement) on the map(coordinates 6,6). And the goal is to keep him there when i enter that map the next time. Applymovement works so 0x1 is the correct person #. And 0x6 0x6 are the coordinates where he should stay. Yet when i enter the map again, he is at coordinates 1,10 where he started.

                                  Does anybody see what i'm overlooking here?
                                  You can make the sprite at 6.6 and in the start of the event put movesprite2 so the man will goto 1.10 and do every thing and if you need put him back to his place again :D or if its in a map you can put a levelscript type 04 and put the movesprite2 there so it wont be seen by the player.

                                  Its the way Nintendo did in OAK's starting script.
                                  __________________

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                                    #4650    
                                  Old August 26th, 2010 (2:30 AM).
                                  Nightcrow's Avatar
                                  Nightcrow Nightcrow is offline
                                     
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                                    good idea learath, that'll work
                                    TNX!
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