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  #5601    
Old April 29th, 2011 (3:31 PM).
Shiny Metagross Shiny Metagross is offline
     
    Join Date: Apr 2011
    Gender: Male
    Posts: 1
    For some reason, the script isn't running when I step on the tile. My var number and value are set correctly in A-Map(though I don't know if or what I need to set the unknowns...), and I have the person ID right.
    Code:
    #dynamic 0x800000
    
    #org @start
    setvar 0x6000 0x0001
    applymovement 0x0 @move1
    waitmovement 0x0
    msgbox @1 0x2
    applymovement 0xFF @move2
    waitmovement 0xFF
    msgbox @2 0x2
    setflag 0x800
    givepokemon 0x97 0x64 0x0 0x0 0x0 0x0
    fanfare 0x13E
    msgbox @3 0x4
    waitfanfare
    closeonkeypress
    msgbox @4 0x2
    giveitem 0x1 0x1 MSG_OBTAIN
    applymovement 0x0 @move3
    waitmovement 0x0
    pause 0x20
    setmaptile 0x0A 0x0A 0x23D 0x0
    setmaptile 0x0A 0x0B 0x245 0x0
    setmaptile 0x0A 0x0C 0x24D 0x0
    special 0x8E
    applymovement 0x0 @move4
    waitmovement 0x0
    msgbox @5 0x6
    release
    end
    
    #org @move1
    #raw 0x56
    #raw 0x08
    #raw 0x03
    #raw 0xFE
    
    #org @move2
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0x0A
    #raw 0xFE
    
    #org @move3
    #raw 0x00
    #raw 0xFE
    
    #org @move4
    #raw 0x09
    #raw 0x64
    #raw 0xFE
    
    #org @1
    = Dad: [player]!\n Over here!
    
    #org @2
    = Dad: You've been waiting a long\ntime for this day, haven't\lyou, [player]?\pWell, now the time has come for\nyou to catch your very own\lPok\h1Bmon!\pYou'll need a Pok\h1Bmon to protect\n you in the forest...
    
    #org @3
    = [player] obtained Mew!
    
    #org @4
    = Dad: When you find the pok\h1Bmon\nyou want, use this, but choose\lwisely!
    
    #org @5
    = Dad: Now you're all set to go!\p Good luck, [player]!

    Relevant Advertising!

      #5602    
    Old April 29th, 2011 (4:10 PM).
    Crimson5M's Avatar
    Crimson5M Crimson5M is offline
    what
    • Crystal Tier
     
    Join Date: Feb 2011
    Location: Scotland
    Age: 21
    Gender: Male
    Nature: Quiet
    Posts: 1,099
    Does anyone know what is wrong with this script? I'm using XSE and Ruby.
    Spoiler:
    Code:
    #dynamic 0x800000
    
    //---------------
    #org @start
    lock
    faceplayer
    call @face
    cry 0x121 0x1
    msgbox @msg1 0x6
    waitcry
    hidepokepic
    release
    end 
    
    #org @msg1
    = [grey_rs]Patrat: Pat...Patrat!
    
    #org @face
    showpokepic 0x1 0x1 0x1
    hidebox 0x1 0x1 0xF 0xF
    pause 0x1
    hidepokepic
    showpokepic 0xfe 0x15 0x6
    hidebox 0x15 0x6 0xe 0xe
    return


    The box won't hide. Or at least, not all of it. Most of it just stays there.
    __________________
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      #5603    
    Old May 1st, 2011 (1:42 PM).
    ~Anbuja's Avatar
    ~Anbuja ~Anbuja is offline
    Let's Keep It Simple
       
      Join Date: Oct 2010
      Location: In Snorlax Stomach
      Gender: Male
      Nature: Lonely
      Posts: 321
      well helllo
      its for firered
      Spoiler:

      #dynamic 0x26D37C

      @org @start
      checkflag 0x9001
      if 0x1 goto @done1
      compare 0x9001 0x1
      if 0x1 goto @case101
      compare 0x9001 0x2
      if 0x1 goto @case202
      compare 0x9001 0x3
      if 0x1 goto @case303
      release
      end

      #org @done1
      release
      end

      #org @case101
      showsprite 0x1
      applymovement 0x1 @move101
      waitmovement 0x1
      applymovement 0xFF @moveplayer
      waitmovement 0xFF
      msgbox @talk1 0x6
      applymovement 0x1 @move101b
      waitmovement 0x1
      hidesprite 0x1
      setflag 0x9001
      release
      end

      #org @case202
      showsprite 0x1
      applymovement 0x1 @move202
      waitmovement 0x1
      applymovement 0xFF @moveplayer
      waitmovement 0xFF
      msgbox @talk1 0x6
      applymovement 0x1 @move202b
      waitmovement 0x1
      hidesprite 0x1
      setflag 0x9001
      release
      end

      #org @case303
      showsprite 0x1
      applymovement 0x1 @move303
      waitmovement 0x1
      applymovement 0xFF @moveplayer
      waitmovement 0xFF
      msgbox @talk1 0x6
      applymovement 0x1 @move303b
      waitmovement 0x1
      hidesprite 0x1
      setflag 0x9001
      release
      end

      #org @talk1
      = \c\h01\h03[rival]:\nHey Jayson !! Come on\lman, stand up. We need to get over\lto Mr.Begum's place to get our\lfirst pokemon. Then I can start my\ljourney to become the best pokemon\ltrainer ever. Hahaha.\p\c\h01\h08Jayson: Yeah you keep on\ndreaming. You'll never become a\lpokemon master with that atitude.\p\c\h01\h03[rival]: Well at least you\ncould've let me dream, or\lyou could've lied and told me that\lI could become the best. Its\lcalled being nice.\p\c\h01\h08Jayson: Yeah yeah.\nWhatever. Lets go so I can be\lsaved the pain of listening to you\lall day.\p\c\h01\h03[rival]: Uhhmm. Okay ? Lets\njust go.

      #org @moveplayer
      #raw 0x3
      #raw 0xFE

      #org @move101
      #raw 0x13
      #raw 0x13
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x12
      #raw 0x12
      #raw 0xFE

      #org @move101b
      #raw 0x13
      #raw 0x13
      #raw 0x11
      #raw 0x11
      #raw 0x11
      #raw 0x11
      #raw 0x12
      #raw 0x12
      #raw 0xFE

      #org @move202
      #raw 0x13
      #raw 0x13
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x12
      #raw 0x12
      #raw 0x12
      #raw 0xFE

      #org @move202b
      #raw 0x13
      #raw 0x13
      #raw 0x13
      #raw 0x11
      #raw 0x11
      #raw 0x11
      #raw 0x11
      #raw 0x11
      #raw 0x12
      #raw 0x12
      #raw 0xFE

      #org @move303
      #raw 0x13
      #raw 0x13
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x10
      #raw 0x12
      #raw 0x12
      #raw 0x12
      #raw 0x12
      #raw 0xFE

      #org @move303b
      #raw 0x13
      #raw 0x13
      #raw 0x13
      #raw 0x13
      #raw 0x11
      #raw 0x11
      #raw 0x11
      #raw 0x11
      #raw 0x12
      #raw 0x12
      #raw 0xFE

      well i think everythink is alright with this script but it have the reset bug does anyone know how to fix an reset bug??
      __________________
        #5604    
      Old May 1st, 2011 (2:15 PM).
      Quilava's Master's Avatar
      Quilava's Master Quilava's Master is offline
      Shattered Dreams '13
         
        Join Date: Jul 2007
        Nature: Adamant
        Posts: 694
        Quote:
        Originally Posted by Anbuja's_BlooDY View Post
        well helllo:)
        its for firered
        Spoiler:

        #dynamic 0x26D37C

        @org @start
        checkflag 0x9001
        if 0x1 goto @done1
        compare 0x9001 0x1
        if 0x1 goto @case101
        compare 0x9001 0x2
        if 0x1 goto @case202
        compare 0x9001 0x3
        if 0x1 goto @case303
        release
        end

        #org @done1
        release
        end

        #org @case101
        showsprite 0x1
        applymovement 0x1 @move101
        waitmovement 0x1
        applymovement 0xFF @moveplayer
        waitmovement 0xFF
        msgbox @talk1 0x6
        applymovement 0x1 @move101b
        waitmovement 0x1
        hidesprite 0x1
        setflag 0x9001
        release
        end

        #org @case202
        showsprite 0x1
        applymovement 0x1 @move202
        waitmovement 0x1
        applymovement 0xFF @moveplayer
        waitmovement 0xFF
        msgbox @talk1 0x6
        applymovement 0x1 @move202b
        waitmovement 0x1
        hidesprite 0x1
        setflag 0x9001
        release
        end

        #org @case303
        showsprite 0x1
        applymovement 0x1 @move303
        waitmovement 0x1
        applymovement 0xFF @moveplayer
        waitmovement 0xFF
        msgbox @talk1 0x6
        applymovement 0x1 @move303b
        waitmovement 0x1
        hidesprite 0x1
        setflag 0x9001
        release
        end

        #org @talk1
        = \c\h01\h03[rival]:\nHey Jayson !! Come on\lman, stand up. We need to get over\lto Mr.Begum's place to get our\lfirst pokemon. Then I can start my\ljourney to become the best pokemon\ltrainer ever. Hahaha.\p\c\h01\h08Jayson: Yeah you keep on\ndreaming. You'll never become a\lpokemon master with that atitude.\p\c\h01\h03[rival]: Well at least you\ncould've let me dream, or\lyou could've lied and told me that\lI could become the best. Its\lcalled being nice.\p\c\h01\h08Jayson: Yeah yeah.\nWhatever. Lets go so I can be\lsaved the pain of listening to you\lall day.\p\c\h01\h03[rival]: Uhhmm. Okay ? Lets\njust go.

        #org @moveplayer
        #raw 0x3
        #raw 0xFE

        #org @move101
        #raw 0x13
        #raw 0x13
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x12
        #raw 0x12
        #raw 0xFE

        #org @move101b
        #raw 0x13
        #raw 0x13
        #raw 0x11
        #raw 0x11
        #raw 0x11
        #raw 0x11
        #raw 0x12
        #raw 0x12
        #raw 0xFE

        #org @move202
        #raw 0x13
        #raw 0x13
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0xFE

        #org @move202b
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x11
        #raw 0x11
        #raw 0x11
        #raw 0x11
        #raw 0x11
        #raw 0x12
        #raw 0x12
        #raw 0xFE

        #org @move303
        #raw 0x13
        #raw 0x13
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0xFE

        #org @move303b
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x11
        #raw 0x11
        #raw 0x11
        #raw 0x11
        #raw 0x12
        #raw 0x12
        #raw 0xFE

        well i think everythink is alright with this script but it have the reset bug does anyone know how to fix an reset bug??
        Can you tell us when it resets? Or the circumstances surrounding the reset.
        __________________
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          #5605    
        Old May 1st, 2011 (3:13 PM).
        ~Anbuja's Avatar
        ~Anbuja ~Anbuja is offline
        Let's Keep It Simple
           
          Join Date: Oct 2010
          Location: In Snorlax Stomach
          Gender: Male
          Nature: Lonely
          Posts: 321
          Quote:
          Originally Posted by Quilava's Master View Post
          Can you tell us when it resets? Or the circumstances surrounding the reset.
          it wont let me start the game....after the intro the screens turn black and you hear just the music my friend said its the reset bug thats why i asked
          well thanks in advantage
          __________________
            #5606    
          Old May 1st, 2011 (3:20 PM).
          Quilava's Master's Avatar
          Quilava's Master Quilava's Master is offline
          Shattered Dreams '13
             
            Join Date: Jul 2007
            Nature: Adamant
            Posts: 694
            Quote:
            Originally Posted by Anbuja's_BlooDY View Post
            it wont let me start the game....after the intro the screens turn black and you hear just the music my friend said its the reset bug thats why i asked
            well thanks in advantage:)
            Okay well to start off with a name like the reset bug, I would assume it resets when the script initiates. If the script in the players room, try removing the scripts that you placed there and see if the game starts normally. If it doesn't then the issue isn't with the script. If the game does start normally, then check if the script is in in the exact location where the player starts, which, if I recall correctly, is 0x6 on the X axis and 0x6 on the Y axis. If there's a script there try moving it.
            __________________
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              #5607    
            Old May 1st, 2011 (3:34 PM).
            ~Anbuja's Avatar
            ~Anbuja ~Anbuja is offline
            Let's Keep It Simple
               
              Join Date: Oct 2010
              Location: In Snorlax Stomach
              Gender: Male
              Nature: Lonely
              Posts: 321
              Quote:
              Originally Posted by Quilava's Master View Post
              Okay well to start off with a name like the reset bug, I would assume it resets when the script initiates. If the script in the players room, try removing the scripts that you placed there and see if the game starts normally. If it doesn't then the issue isn't with the script. If the game does start normally, then check if the script is in in the exact location where the player starts, which, if I recall correctly, is 0x6 on the X axis and 0x6 on the Y axis. If there's a script there try moving it.
              i removed the scripts and the game worked normally (started) and no there arent some scripts on the positon where the hero start(you were right x6y6)
              to be sure the sccripts have the fault i guess kinda i made the same on a clean fire red rom and there the game worked normally jsut that the script didnt open it played like the normal fire red and i repatched an rom with my ips and did the same and this bug with black screen happened again
              __________________
                #5608    
              Old May 2nd, 2011 (2:46 AM). Edited May 2nd, 2011 by Echidna.
              Echidna's Avatar
              Echidna Echidna is offline
              i don't care what's in your hair
              • Platinum Tier
               
              Join Date: Aug 2010
              Location: Illinois
              Age: 23
              Gender: Male
              Nature: Brave
              Posts: 2,077
              Quote:
              Originally Posted by Quilava's Master View Post
              Okay well to start off with a name like the reset bug, I would assume it resets when the script initiates. If the script in the players room, try removing the scripts that you placed there and see if the game starts normally. If it doesn't then the issue isn't with the script. If the game does start normally, then check if the script is in in the exact location where the player starts, which, if I recall correctly, is 0x6 on the X axis and 0x6 on the Y axis. If there's a script there try moving it.
              hey, i'm the original writer of the script, here's how its layed out:
              Spoiler:
              #dynamic 0x26D37C

              #org @start
              checkflag 0x9001
              if 0x1 goto @done1
              compare 0x9001 0x1
              if 0x1 goto @case101
              compare 0x9001 0x2
              if 0x1 goto @case202
              compare 0x9001 0x3
              if 0x1 goto @case303
              release
              end

              #org @done1
              release
              end

              #org @case101
              showsprite 0x1
              applymovement 0x1 @move101
              waitmovement 0x1
              applymovement 0xFF @moveplayer
              waitmovement 0xFF
              msgbox @talk1 0x6
              applymovement 0x1 @move101b
              waitmovement 0x1
              hidesprite 0x1
              setflag 0x9001
              release
              end

              #org @case202
              showsprite 0x1
              applymovement 0x1 @move202
              waitmovement 0x1
              applymovement 0xFF @moveplayer
              waitmovement 0xFF
              msgbox @talk1 0x6
              applymovement 0x1 @move202b
              waitmovement 0x1
              hidesprite 0x1
              setflag 0x9001
              release
              end

              #org @case303
              showsprite 0x1
              applymovement 0x1 @move303
              waitmovement 0x1
              applymovement 0xFF @moveplayer
              waitmovement 0xFF
              msgbox @talk1 0x6
              applymovement 0x1 @move303b
              waitmovement 0x1
              hidesprite 0x1
              setflag 0x9001
              release
              end

              #org @talk1
              = \c\h01\h03[rival]:\nHey Jayson !! Come on\lman, stand up. We need to get over\lto Mr.Begum's place to get our\lfirst pokemon. Then I can start my\ljourney to become the best pokemon\ltrainer ever. Hahaha.\p\c\h01\h08Jayson: Yeah you keep on\ndreaming. You'll never become a\lpokemon master with that atitude.\p\c\h01\h03[rival]: Well at least you\ncould've let me dream, or\lyou could've lied and told me that\lI could become the best. Its\lcalled being nice.\p\c\h01\h08Jayson: Yeah yeah.\nWhatever. Lets go so I can be\lsaved the pain of listening to you\lall day.\p\c\h01\h03[rival]: Uhhmm. Okay ? Lets\njust go.

              #org @moveplayer
              #raw 0x3
              #raw 0xFE

              #org @move101
              #raw 0x13
              #raw 0x13
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x12
              #raw 0x12
              #raw 0xFE

              #org @move101b
              #raw 0x13
              #raw 0x13
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x12
              #raw 0x12
              #raw 0xFE

              #org @move202
              #raw 0x13
              #raw 0x13
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x12
              #raw 0x12
              #raw 0x12
              #raw 0xFE

              #org @move202b
              #raw 0x13
              #raw 0x13
              #raw 0x13
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x12
              #raw 0x12
              #raw 0xFE

              #org @move303
              #raw 0x13
              #raw 0x13
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x12
              #raw 0x12
              #raw 0x12
              #raw 0x12
              #raw 0xFE

              #org @move303b
              #raw 0x13
              #raw 0x13
              #raw 0x13
              #raw 0x13
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x12
              #raw 0x12
              #raw 0xFE


              this script is just compiled to the rom as a basis to what i'm doing.

              then i compile this script and its offset goes to a script tile to the right of the player's start position:
              Spoiler:
              #dynamic 0x26D6E1

              #org @start
              lock
              setvar 0x9001 0x1
              goto 0x26D37C


              yes 26D37C is the offset of the first script.

              then this one is compiled and goes under the player:
              Spoiler:
              #dynamic 0x26D6E2

              #org @start
              lock
              setvar 0x9001 0x2
              goto 0x26D37C


              and this one goes to his left:
              Spoiler:
              #dynamic 0x26D6E3

              #org @start
              lock
              setvar 0x9001 0x3
              goto 0x26D37C


              yes the unknow has been set to 0003 and the var number to 4051, and all my script work on these conditions. and the flag 9001 is set to the OW in question's person ID box, and his movement type is hidden so i don't really think its necessary. There is no script where the player starts. and the person event number of the OW in question is 1 which is already in hex.

              i also tried this as a level script, and i made one simple script instead of all the others (i did the level script on a new rom of the hack, not the on i already did work on), here's the script:
              Spoiler:
              #dynamic 0x26D37C

              #org @start
              showsprite 0x1
              applymovement 0x1 @move101
              waitmovement 0x1
              applymovement 0xFF @moveplayer
              waitmovement 0xFF
              msgbox @talk1 0x6
              applymovement 0x1 @move101b
              waitmovement 0x1
              hidesprite 0x1
              setflag 0x9001
              setvar 0x9002 0x1
              release
              end

              #org @talk1
              = \c\h01\h03[rival]:\nHey Jayson !! Come on\lman, stand up. We need to get over\lto Mr.Begum's place to get our\lfirst pokemon. Then I can start my\ljourney to become the best pokemon\ltrainer ever. Hahaha.\p\c\h01\h08Jayson: Yeah you keep on\ndreaming. You'll never become a\lpokemon master with that atitude.\p\c\h01\h03[rival]: Well at least you\ncould've let me dream, or\lyou could've lied and told me that\lI could become the best. Its\lcalled being nice.\p\c\h01\h08Jayson: Yeah yeah.\nWhatever. Lets go so I can be\lsaved the pain of listening to you\lall day.\p\c\h01\h03[rival]: Uhhmm. Okay ? Lets\njust go.

              #org @moveplayer
              #raw 0x3
              #raw 0xFE

              #org @move101
              #raw 0x13
              #raw 0x13
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x12
              #raw 0x12
              #raw 0x12
              #raw 0xFE

              #org @move101b
              #raw 0x13
              #raw 0x13
              #raw 0x13
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x12
              #raw 0x12
              #raw 0xFE


              i proof read a million times, the script is flawless. and the leve script was followed step by step, and the reset bugs won't allow us to continue. when i compile the script, just when th player is about to appeard in his room, the emulator/game resets.




              oh and here's a screeny of where the ow is (the one who will be affected by the script)

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              Support Bulbasaur because Charmander and Squirtle both suck!
                #5609    
              Old May 2nd, 2011 (4:12 AM).
              Plumpyfoof's Avatar
              Plumpyfoof Plumpyfoof is offline
                 
                Join Date: Apr 2011
                Location: Melbourne, Australia
                Age: 23
                Gender: Male
                Nature: Sassy
                Posts: 916
                I just need a quick answer hah.
                So I've written out my script and i've got my flags in place but when i go out of the map and back in and I walk on the script tile the script starts again, if i have everything in the correct order (or at least i think i do) i don't know what i've got wrong. Help?
                  #5610    
                Old May 2nd, 2011 (8:13 AM).
                Echidna's Avatar
                Echidna Echidna is offline
                i don't care what's in your hair
                • Platinum Tier
                 
                Join Date: Aug 2010
                Location: Illinois
                Age: 23
                Gender: Male
                Nature: Brave
                Posts: 2,077
                the flags have to have the following order:

                in the very n=beginning of the script, use checkflag 0xflag number
                then use 'if 0x1 goto @pointer'
                now remember to make the pointer you placed in the if command, and in it, use only release and end. and at the end of the original script, use setflag 0xflag number.

                best use flags above 1000, almost all those under 1000are already used, and might glitch up your game if used.
                __________________

                A Pokemon that is amazing.
                Support Bulbasaur because Charmander and Squirtle both suck!
                  #5611    
                Old May 3rd, 2011 (9:27 PM).
                Plumpyfoof's Avatar
                Plumpyfoof Plumpyfoof is offline
                   
                  Join Date: Apr 2011
                  Location: Melbourne, Australia
                  Age: 23
                  Gender: Male
                  Nature: Sassy
                  Posts: 916
                  Quote:
                  Originally Posted by PEDRO12 View Post
                  the flags have to have the following order:

                  in the very n=beginning of the script, use checkflag 0xflag number
                  then use 'if 0x1 goto @pointer'
                  now remember to make the pointer you placed in the if command, and in it, use only release and end. and at the end of the original script, use setflag 0xflag number.

                  best use flags above 1000, almost all those under 1000are already used, and might glitch up your game if used.
                  I have all that right i think.
                  Maybe you can pick out the problem
                  this is my main script anyway

                  Spoiler:

                  #dynamic 0x3AE44B

                  #org @start
                  lock
                  checkflag 0xA
                  if 0x1 goto @done
                  checkflag 0x820
                  if 0x1 goto @continue
                  release
                  end

                  #org @done
                  release
                  end
                  #org @continue
                  msgbox @talk1
                  callstd 0x6
                  showsprite 0x04
                  applymovement 0x04 @move1
                  waitmovement 0x0
                  applymovement 0xFF @move3
                  pause 0x35
                  applymovement 0x04 @move2
                  waitmovement 0x0
                  msgbox @talk2
                  callstd 0x6
                  applymovement 0x04 @move3
                  waitmovement 0x0
                  msgbox @talk3
                  callstd 0x6
                  showsprite 0x05
                  showsprite 0x06
                  applymovement 0x05 @move1
                  applymovement 0x06 @move1
                  waitmovement 0x0
                  msgbox @talk4
                  callstd 0x6
                  msgbox @talk5
                  callstd 0x6
                  msgbox @talk6
                  callstd 0x6
                  msgbox @talk7
                  callstd 0x6
                  waitmsgbox 0x0
                  applymovement 0x04 @move4
                  waitmovement 0x0
                  msgbox @talk8
                  callstd 0x6
                  waitmsgbox 0x0
                  applymovement 0x05 @move5
                  applymovement 0x06 @move5
                  waitmovement 0x0
                  hidesprite 0x04
                  hidesprite 0x05
                  hidesprite 0x06
                  setflag 0xA
                  release
                  end
                    #5612    
                  Old May 4th, 2011 (1:39 AM).
                  Crimson Stardust's Avatar
                  Crimson Stardust Crimson Stardust is offline
                  Anime Addiction
                     
                    Join Date: Mar 2009
                    Location: It is for me to noe and all of you to find out
                    Age: 24
                    Gender: Male
                    Nature: Relaxed
                    Posts: 1,300
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                    I have a question,
                    How do i exactly make the script like you know for the beginning of the hack where you and your rival need to choose a starter.
                    Like how do i make so that the rival pick out the one that have the elements againts, like if i picked fire he pick water..
                    And also in the future battle how do i make so that the battle involves the pokemon which the rival picked? since it can be any 3 according to how the player choose..

                    Is using flags be use for all this?
                    Then how is the future battle made? like the trainer stats like how i am gonna edit the trainer to have the pokemon the elements against..must i use a-trainer to have the rival 3 types with each different element?

                    Kind confusing i know, i myself finds it hard to type..haha
                    __________________



                      #5613    
                    Old May 4th, 2011 (4:04 AM).
                    Darthatron's Avatar
                    Darthatron Darthatron is offline
                    巨大なトロール。
                    • Silver Tier
                     
                    Join Date: Jan 2006
                    Location: Melbourne, Australia
                    Age: 25
                    Gender: Male
                    Nature: Modest
                    Posts: 1,152
                    Quote:
                    Originally Posted by Crimson Stardust View Post
                    I have a question,
                    How do i exactly make the script like you know for the beginning of the hack where you and your rival need to choose a starter.
                    Like how do i make so that the rival pick out the one that have the elements againts, like if i picked fire he pick water..
                    And also in the future battle how do i make so that the battle involves the pokemon which the rival picked? since it can be any 3 according to how the player choose..

                    Is using flags be use for all this?
                    Then how is the future battle made? like the trainer stats like how i am gonna edit the trainer to have the pokemon the elements against..must i use a-trainer to have the rival 3 types with each different element?

                    Kind confusing i know, i myself finds it hard to type..haha
                    You just use a variable or flags and then check it during the rival scripts and then run a different battle depending on the value. There's no other way around it, really.
                    __________________
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                    わたし は ばか です
                      #5614    
                    Old May 4th, 2011 (4:08 AM).
                    Crimson Stardust's Avatar
                    Crimson Stardust Crimson Stardust is offline
                    Anime Addiction
                       
                      Join Date: Mar 2009
                      Location: It is for me to noe and all of you to find out
                      Age: 24
                      Gender: Male
                      Nature: Relaxed
                      Posts: 1,300
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                      Quote:
                      Originally Posted by Darthatron View Post
                      You just use a variable or flags and then check it during the rival scripts and then run a different battle depending on the value. There's no other way around it, really.
                      ok cool, i just want to make sure i did not do anything wrong..xD
                      __________________



                        #5615    
                      Old May 4th, 2011 (6:33 AM).
                      Echidna's Avatar
                      Echidna Echidna is offline
                      i don't care what's in your hair
                      • Platinum Tier
                       
                      Join Date: Aug 2010
                      Location: Illinois
                      Age: 23
                      Gender: Male
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                      Posts: 2,077
                      Quote:
                      Originally Posted by Plumpyfoof View Post
                      I have all that right i think.
                      Maybe you can pick out the problem
                      this is my main script anyway

                      Spoiler:

                      #dynamic 0x3AE44B

                      #org @start
                      lock
                      checkflag 0xA
                      if 0x1 goto @done
                      checkflag 0x820
                      if 0x1 goto @continue
                      release
                      end

                      #org @done
                      release
                      end
                      #org @continue
                      msgbox @talk1
                      callstd 0x6
                      showsprite 0x04
                      applymovement 0x04 @move1
                      waitmovement 0x0
                      applymovement 0xFF @move3
                      pause 0x35
                      applymovement 0x04 @move2
                      waitmovement 0x0
                      msgbox @talk2
                      callstd 0x6
                      applymovement 0x04 @move3
                      waitmovement 0x0
                      msgbox @talk3
                      callstd 0x6
                      showsprite 0x05
                      showsprite 0x06
                      applymovement 0x05 @move1
                      applymovement 0x06 @move1
                      waitmovement 0x0
                      msgbox @talk4
                      callstd 0x6
                      msgbox @talk5
                      callstd 0x6
                      msgbox @talk6
                      callstd 0x6
                      msgbox @talk7
                      callstd 0x6
                      waitmsgbox 0x0
                      applymovement 0x04 @move4
                      waitmovement 0x0
                      msgbox @talk8
                      callstd 0x6
                      waitmsgbox 0x0
                      applymovement 0x05 @move5
                      applymovement 0x06 @move5
                      waitmovement 0x0
                      hidesprite 0x04
                      hidesprite 0x05
                      hidesprite 0x06
                      setflag 0xA
                      release
                      end
                      ok first off, like i said, use flags above a 1000, i'm pretty sure flag A is already used, and if some guide says otherwise, those lists are somethimes wrong, but almost no flags above a thousand are used, but use flags above 2000 just to be sure. So instead of checkflag 0xA and setflag 0xS, use checkflag 0x2001 and setflag 0x2001. That's safer. Secondly, instead of
                      msgbox @talk
                      callstd 0x6

                      just use msgbox @talk 0x6 (if you're using the new XSE), its much easier (both work, but just take shorcuts) and as for prites 4 5 and 6, is the flag you set put in their person ID field box ? it should. so make it 2001 if you decide to take my advice on flags.

                      and don't use waitmsgbox 0x0, for only one simple reason, it doesn't exist !! you don't even have to use any wait command, the game has a built i' wait till message is done to continue' feature. lol.

                      this should make the script work, and only happen once, hey, you see the link that says tutorial part 1 and part 2 in my sig, go to part 1, and read the scripting part, then continue to part 2, it should help you overcome your scripting probs.
                      __________________

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                        #5616    
                      Old May 4th, 2011 (5:47 PM).
                      Envi Envi is offline
                      Full Metal Fangirl
                         
                        Join Date: Sep 2010
                        Location: The Unseen World
                        Gender: Female
                        Nature: Lonely
                        Posts: 6
                        Ok so I have been browsing alot of scripting tutorials and I have found that most of the ones I look at are directed towards FireRed and totally skip out on how to script movements.

                        I am currently trying to make a script in Pokemon Ruby where the player's character steps on a tile, and then they are forced to walk to a certain spot and talk to a certain person.

                        I started with this script to test it, but the game freezes whenever I step on the area where the script is. It looks like this:

                        #org 0x814E948
                        '-----------------------------------
                        lockall
                        msgbox 0x816D10E ' Test
                        callstd MSG_NOCLOSE ' Non-closing message
                        closemsg
                        movesprite 0x2 0xF 0x3
                        applymovement PLAYER 0x814EA2C ' walk_up walk_up walk...
                        msgbox 0x816D119 ' Testing
                        callstd MSG_NOCLOSE ' Non-closing message
                        closemsg
                        setvar 0x4060 0x2
                        releaseall
                        end


                        #org 0x816D10E
                        = Test

                        #org 0x816D119
                        = Testing

                        #org 0x814EA2C
                        M walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up end


                        Could anyone tell me what I am doing wrong here? Its very important because having patches of script like this are the basis of my hack and if I can figure this out then I am screwed.
                          #5617    
                        Old May 5th, 2011 (12:55 AM).
                        Plumpyfoof's Avatar
                        Plumpyfoof Plumpyfoof is offline
                           
                          Join Date: Apr 2011
                          Location: Melbourne, Australia
                          Age: 23
                          Gender: Male
                          Nature: Sassy
                          Posts: 916
                          Quote:
                          Originally Posted by PEDRO12 View Post

                          ok first off, like i said, use flags above a 1000, i'm pretty sure flag A is already used, and if some guide says otherwise, those lists are somethimes wrong, but almost no flags above a thousand are used, but use flags above 2000 just to be sure. So instead of checkflag 0xA and setflag 0xS, use checkflag 0x2001 and setflag 0x2001. That's safer. Secondly, instead of
                          msgbox @talk
                          callstd 0x6
                          ...
                          ...
                          ...
                          this should make the script work, and only happen once, hey, you see the link that says tutorial part 1 and part 2 in my sig, go to part 1, and read the scripting part, then continue to part 2, it should help you overcome your scripting probs.
                          Okay i changed the flags just to be safe.
                          I'm using an older version of xse and i just can't be bothered getting the new version right now hah so i have to use callstd hah.
                          Some tutorial thing on youtube told me to use waitmsgbox hah that is awkward.

                          I've checked out your tutorials and learnt a few things (thanks) but it still repeats itself i think i might start a new script instead and hopefully that'll work instead

                          Thanks again hahah.
                            #5618    
                          Old May 5th, 2011 (2:04 PM). Edited May 5th, 2011 by TheZerox9.
                          TheZerox9's Avatar
                          TheZerox9 TheZerox9 is offline
                          That's Right
                             
                            Join Date: Dec 2010
                            Location: NO ONE SHALL STALK ME!!!
                            Gender: Male
                            Nature: Relaxed
                            Posts: 9
                            It is fine until I add another text box after: msgbox 0x831DB3F '"\c\h01Á[player] and [rival] receive..."
                            callstd 0x6
                            (yes, i included it at the bottom with a working offset) as soon as i compile, the final movement screws up. every time i fix it, it goes back. Help?

                            '-----------------------
                            #org 0x31D81D
                            applymovement MOVE_PLAYER 0x831D8AA
                            applymovement 0x1 0x831D8AE
                            waitmovement 0x0
                            msgbox 0x831D8B2 '"\c\h01ÇADMIN BONNIE: All right,\nki..."
                            callstd 0x6
                            applymovement 0x1 0x831D93D
                            waitmovement 0x0
                            applymovement MOVE_PLAYER 0x831D941
                            waitmovement 0x0
                            msgbox 0x831D945 '"\c\h01Ë[rival]: Hey!! You mean[.] w..."
                            callstd 0x6
                            applymovement MOVE_PLAYER 0x831DA0D
                            msgbox 0x831DA10 '"\c\h01ÇBONNIE: So, who are you two?..."
                            callstd 0x6
                            fanfare 0x13E
                            waitfanfare
                            msgbox 0x831DB3F '"\c\h01Á[player] and [rival] receive..."
                            callstd 0x6
                            applymovement 0x2 0x831DCAF
                            waitmovement 0x0
                            hidesprite 0x2
                            applymovement 0x1 0x831DCB4
                            applymovement MOVE_PLAYER 0x831DCB7
                            waitmovement 0x0
                            msgbox 0x831DCBA '"\c\h01Ë[rival]: Hey, [player], I'm ..."
                            callstd 0x6
                            applymovement MOVE_PLAYER 0x831DD3E
                            waitmovement 0x0
                            applymovement 0x1 0x831DD41
                            waitmovement 0x0
                            hidesprite 0x1
                            writebytetooffset 0x11 0x11116CFE


                            '-----------
                            ' Movements
                            '-----------
                            #org 0x31D8AA
                            #raw 11 'Step Up (Normal)
                            #raw 11 'Step Up (Normal)
                            #raw FE 'End of Movements

                            #org 0x31D8AE
                            #raw 11 'Step Up (Normal)
                            #raw 11 'Step Up (Normal)
                            #raw FE 'End of Movements

                            #org 0x31D93D
                            #raw 65 'Double Exclamation Mark (!!)
                            #raw 53 'Jump in Place (Facing Up)
                            #raw FE 'End of Movements

                            #org 0x31D941
                            #raw 3 'Face Right
                            #raw 63 'Question Mark (?)
                            #raw FE 'End of Movements

                            #org 0x31DA0D
                            #raw 1 'Face Up
                            #raw FE 'End of Movements

                            #org 0x31DCAF
                            #raw 11 'Step Up (Normal)
                            #raw 11 'Step Up (Normal)
                            #raw FE 'End of Movements

                            #org 0x31DCB4
                            #raw 1F 'Step Left (Fast)
                            #raw FE 'End of Movements

                            #org 0x31DCB7
                            #raw 3 'Face Right
                            #raw FE 'End of Movements

                            #org 0x31DD3E
                            #raw 1 'Face Up
                            #raw FE 'End of Movements

                            #org 0x31DD41
                            #raw 11 'Step Up (Normal)
                            #raw 11 'Step Up (Normal)
                            #raw 11 'Step Up (Normal)
                            #raw 11 'Step Up (Normal)
                            #raw FE 'End of Movements


                            '---------
                            ' Strings
                            '---------
                            #org 0x31D8B2
                            = \c\h01ÇADMIN BONNIE: All right,\nkiddies! First mission!\pWe won't go easy on you.\pYou're about to go mano-a-mano\nwith supernatural phenomena.

                            #org 0x31D945
                            = \c\h01Ë[rival]: Hey!! You mean[.] we're\ngoing to visit the SAFFRON GYM?!\p\c\h01ÇBONNIE: What? No, don't be\nridiculous.\pEven we ADMIN have trouble with\nSABRINA's PSYCHICS.\pYou're going to LAVENDER TOWN.\p\c\h01Ë[rival]: Oh[.]

                            #org 0x31DA10
                            = \c\h01ÇBONNIE: So, who are you two?\p[.]\pAh, the infamous [player] and \n[rival]. I heard you two were quite\lthe troublemakers as TRAINEES.\pGood.\pWe've got three GRUNTS in POKéMON\nTOWER rounding up CUBONE.\pThey're reporting trouble, in the\nform of a mother MAROWAK.\pYou two are going to check it out.\nHere, take these.

                            #org 0x31DB3F
                            = \c\h01Á[player] and [rival] received two\nWEIRD RED BRICKY THINGAMABOBS!

                            #org 0x31DCBA
                            = \c\h01Ë[rival]: Hey, [player], I'm gonna\nfind us some better POKéMON before\lwe head to LAVENDER TOWN. Meet me\loutside when you're done in here.

                            whoops! first line was cut off! It is fire red, XSE, and a script box.

                            whoops! first line was cut off! It is fire red, XSE, and a script box.
                              #5619    
                            Old May 6th, 2011 (5:59 AM). Edited May 6th, 2011 by Kifli.
                            Kifli Kifli is offline
                               
                              Join Date: May 2011
                              Posts: 9
                              Hi guys, im pretty new here, so i have a quick question.
                              When I Compile a script, it's works and everything. But, if I want to change the script, and I compile it, it does the old script. So everytime I want to change the script, i have to delete the person event in AdvanceMap, and re-do it? (Because thats what im doing)
                              Isn't there any quicker solution for this?
                                #5620    
                              Old May 6th, 2011 (6:18 AM).
                              Darthatron's Avatar
                              Darthatron Darthatron is offline
                              巨大なトロール。
                              • Silver Tier
                               
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                              Location: Melbourne, Australia
                              Age: 25
                              Gender: Male
                              Nature: Modest
                              Posts: 1,152
                              Quote:
                              Originally Posted by Kifli View Post
                              Hi guys, im pretty new here, so i have a quick question.
                              When I Compile a script, it's works and everything. But, if I want to change the script, and I compile it, it does the old script. So everytime I want to change the script, i have to delete the person event in AdvanceMap, and re-do it? (Because thats what im doing)
                              Isn't there any quicker solution for this?
                              You just have to change the script offset in AMap to the new location that it gets compiled to.
                              __________________
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                                #5621    
                              Old May 6th, 2011 (6:29 AM).
                              Kifli Kifli is offline
                                 
                                Join Date: May 2011
                                Posts: 9
                                So, it's not possible to just change the script under an offset?
                                So let's see, there is a script with offset "a". It contains the next: "Text one"
                                But, i want the script with offset "a" change to "text two", i must create a new offset?
                                  #5622    
                                Old May 6th, 2011 (12:29 PM). Edited May 6th, 2011 by gameguru.
                                gameguru's Avatar
                                gameguru gameguru is offline
                                   
                                  Join Date: Nov 2009
                                  Location: Your Mind
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                                  Nature: Careful
                                  Posts: 43
                                  I hope this is a simple question... So I have been working on this hack for a long while now, and I just recently reset the game and tried to play through what i have hacked.
                                  The problem is, when I walk out of my house. This text box appears that won't go away.



                                  This is the level script (type 3)
                                  '---------------
                                  #org 0x165465
                                  setworldmapflag 0x890
                                  checkflag 0x291
                                  if 0x1 call 0x8165488
                                  compare 0x4070 0x0
                                  if 0x1 call 0x81654A8
                                  compare 0x4070 0x1
                                  if 0x1 call 0x81654A2
                                  end

                                  '---------------
                                  #org 0x165488
                                  checkflag 0x83E
                                  if 0x0 goto 0x81A77A9
                                  compare 0x4070 0x1
                                  if 0x4 goto 0x81A77A9
                                  setvar 0x4070 0x1
                                  return

                                  '---------------
                                  #org 0x1654A8
                                  checkflag 0x291
                                  if 0x1 goto 0x81654BD
                                  movesprite2 0x1 0x5 0xF
                                  spritebehave 0x1 0x7
                                  return

                                  '---------------
                                  #org 0x1654A2
                                  setvar 0x4070 0x2
                                  return

                                  '---------------
                                  #org 0x1A77A9
                                  return

                                  '---------------
                                  #org 0x1654BD
                                  movesprite2 0x1 0xC 0x2
                                  spritebehave 0x1 0x8
                                  setvar 0x4002 0x1
                                  return
                                    #5623    
                                  Old May 6th, 2011 (1:07 PM). Edited May 6th, 2011 by Kifli.
                                  Kifli Kifli is offline
                                     
                                    Join Date: May 2011
                                    Posts: 9
                                    Hi guys, I have a small problem. I'd like to make an npc what gives you a Mew. The problem is, somewhy the script doesn't work. (Of course, I tried another offset instead of "gimmethatgoddampokemon")

                                    #dynamic 0x802530

                                    #org @gimmethatgoddampokemon
                                    givepokemon 0x97 0x5 0x0 0x0 0x0 0x0
                                    fanfare 0x13E
                                    msgbox 0x802840 0x4
                                    waitfanfare
                                    closeonkeypress
                                    setflag 0x200
                                    release
                                    end

                                    #org @start
                                    lock
                                    faceplayer
                                    checkflag 0x200
                                    if 0x1 goto 0x880255D
                                    msgbox 0x8802549 0x5
                                    compare 0x800D 0x1
                                    if 0x1 goto @gimmethatgoddampokemon
                                    msgbox 0x802830 0x6
                                    release
                                    end

                                    #org 0x802830
                                    = Oh, that's okay. I guess I'll have\nto find some other people to look\lafter for my Legendary, really\lrare, only one pokemon!


                                    #org 0x80255D
                                    msgbox 0x880256D 0x6
                                    release
                                    end

                                    #org 0x802549
                                    = As You can see, I will go away\pfrom this peaceful island. I want\pyou to take care of my little Mew!\pWill you do this for me?

                                    #org 0x80256D
                                    = Do you take good care of my Mew?


                                    #org 0x802840
                                    = [black_fr]You received a Mew!

                                    If i decompile it, it shows the next:
                                    '---------------
                                    #org 0x802530
                                    lock
                                    faceplayer
                                    checkflag 0x200
                                    if 0x1 goto 0x880255D
                                    msgbox 0x8802549 0x5 '"As You can see, I will go away\pfr..."
                                    compare 0x800D 0x1
                                    if 0xBB goto 0xE3D300E7
                                    '---------------
                                    #org 0x80255D

                                    '---------
                                    ' Strings
                                    '---------
                                    #org 0x802549
                                    = As You can see, I will go away\pfrom Do you take good care of my Mew?

                                    As you can see, the whole script is messed up somewhere, but I can't find it where. Any help would be appreciated:3
                                      #5624    
                                    Old May 6th, 2011 (11:01 PM).
                                    Binary's Avatar
                                    Binary Binary is offline
                                    え?
                                       
                                      Join Date: Aug 2007
                                      Age: 22
                                      Posts: 3,993
                                      Quote:
                                      Originally Posted by Kifli View Post
                                      So, it's not possible to just change the script under an offset?
                                      So let's see, there is a script with offset "a". It contains the next: "Text one"
                                      But, i want the script with offset "a" change to "text two", i must create a new offset?
                                      No. You can open the script with XSE via Advance Map. Once the script at a particular offset is opened, press the decompile button (should be somewhere on the toolbar) and then edit the script. You can't edit the script without decompiling. Once you're happy with what you've edited, compile the script.

                                      If you're going to add major changes, I would suggest writing a new script though.
                                      Quote:
                                      Originally Posted by gameguru View Post
                                      I hope this is a simple question... So I have been working on this hack for a long while now, and I just recently reset the game and tried to play through what i have hacked.
                                      The problem is, when I walk out of my house. This text box appears that won't go away.



                                      This is the level script (type 3)
                                      '---------------
                                      #org 0x165465
                                      setworldmapflag 0x890
                                      checkflag 0x291
                                      if 0x1 call 0x8165488
                                      compare 0x4070 0x0
                                      if 0x1 call 0x81654A8
                                      compare 0x4070 0x1
                                      if 0x1 call 0x81654A2
                                      end

                                      '---------------
                                      #org 0x165488
                                      checkflag 0x83E
                                      if 0x0 goto 0x81A77A9
                                      compare 0x4070 0x1
                                      if 0x4 goto 0x81A77A9
                                      setvar 0x4070 0x1
                                      return

                                      '---------------
                                      #org 0x1654A8
                                      checkflag 0x291
                                      if 0x1 goto 0x81654BD
                                      movesprite2 0x1 0x5 0xF
                                      spritebehave 0x1 0x7
                                      return

                                      '---------------
                                      #org 0x1654A2
                                      setvar 0x4070 0x2
                                      return

                                      '---------------
                                      #org 0x1A77A9
                                      return

                                      '---------------
                                      #org 0x1654BD
                                      movesprite2 0x1 0xC 0x2
                                      spritebehave 0x1 0x8
                                      setvar 0x4002 0x1
                                      return
                                      I believe the solution to your problem can be found here.


                                      Quote:
                                      Originally Posted by Kifli View Post
                                      Hi guys, I have a small problem. I'd like to make an npc what gives you a Mew. The problem is, somewhy the script doesn't work. (Of course, I tried another offset instead of "gimmethatgoddampokemon")

                                      #dynamic 0x802530

                                      #org @gimmethatgoddampokemon
                                      givepokemon 0x97 0x5 0x0 0x0 0x0 0x0
                                      fanfare 0x13E
                                      msgbox 0x802840 0x4
                                      waitfanfare
                                      closeonkeypress
                                      setflag 0x200
                                      release
                                      end

                                      #org @start
                                      lock
                                      faceplayer
                                      checkflag 0x200
                                      if 0x1 goto 0x880255D
                                      msgbox 0x8802549 0x5
                                      compare 0x800D 0x1
                                      if 0x1 goto @gimmethatgoddampokemon
                                      msgbox 0x802830 0x6
                                      release
                                      end

                                      #org 0x802830
                                      = Oh, that's okay. I guess I'll have\nto find some other people to look\lafter for my Legendary, really\lrare, only one pokemon!


                                      #org 0x80255D
                                      msgbox 0x880256D 0x6
                                      release
                                      end

                                      #org 0x802549
                                      = As You can see, I will go away\pfrom this peaceful island. I want\pyou to take care of my little Mew!\pWill you do this for me?

                                      #org 0x80256D
                                      = Do you take good care of my Mew?


                                      #org 0x802840
                                      = [black_fr]You received a Mew!

                                      If i decompile it, it shows the next:
                                      '---------------
                                      #org 0x802530
                                      lock
                                      faceplayer
                                      checkflag 0x200
                                      if 0x1 goto 0x880255D
                                      msgbox 0x8802549 0x5 '"As You can see, I will go away\pfr..."
                                      compare 0x800D 0x1
                                      if 0xBB goto 0xE3D300E7
                                      '---------------
                                      #org 0x80255D

                                      '---------
                                      ' Strings
                                      '---------
                                      #org 0x802549
                                      = As You can see, I will go away\pfrom Do you take good care of my Mew?

                                      As you can see, the whole script is messed up somewhere, but I can't find it where. Any help would be appreciated:3
                                      First of all, use appropriate pointers. Not something as confusing as gimmethatgoddampokemon. :/
                                      Also, while writing a new script, try not to use real offsets. By real offsets, I'm referring to those strings of hex numbers. Use pointers like @1, @2, etc. unless you really know what that offset contains, or if the offset is free.
                                      Lastly, try compiling the script again in some free space.
                                      __________________
                                        #5625    
                                      Old May 7th, 2011 (1:15 AM).
                                      Kifli Kifli is offline
                                         
                                        Join Date: May 2011
                                        Posts: 9
                                        First of all, use appropriate pointers. Not something as confusing as gimmethatgoddampokemon. :/
                                        Also, while writing a new script, try not to use real offsets. By real offsets, I'm referring to those strings of hex numbers. Use pointers like @1, @2, etc. unless you really know what that offset contains, or if the offset is free.
                                        Lastly, try compiling the script again in some free space.[/FONT][/QUOTE]

                                        Well, I tried, and it's helped with the pointers, thank you:b (Actually, I had to compile to a new offset, because with the old one it didn't work. But thank you :D!
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