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  #6276    
Old November 24th, 2011 (11:08 PM).
Nate VonGrimm's Avatar
Nate VonGrimm Nate VonGrimm is offline
     
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    Quote:
    Originally Posted by hinkage View Post
    It looks fine... I mean, I've written messages while fadescreen'd and it works. And your warp is fine too.

    Is that the whole script, or just a part? If none of it is working, the problem's probably with your XSE version or something. (I use PKSV, which, by the way, is better.)
    It's just part, The rest of the script works perfectly but the last message and warp don't. It makes the warp sound but doesn't warp the character.

    I was recently using PKSV but you can't use it as the script viewer in A-MAP and XSE and PKSV don't get on so I now use XSE.
    More control, and I like it.

    My XSE version is the latest 1.1(.1?). I just can't figure it out... =/
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      #6277    
    Old November 25th, 2011 (4:37 AM).
    Satoshi Ookami's Avatar
    Satoshi Ookami Satoshi Ookami is offline
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    Try to use callstd 0x6 instead of 0x6 only.
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      #6278    
    Old November 25th, 2011 (7:19 AM).
    Nate VonGrimm's Avatar
    Nate VonGrimm Nate VonGrimm is offline
       
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      Quote:
      Originally Posted by Ash493 View Post
      Try to use callstd 0x6 instead of 0x6 only.
      How would I use that in the script?
      I haven't used the callstd command yet.
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        #6279    
      Old November 26th, 2011 (12:00 AM).
      Satoshi Ookami's Avatar
      Satoshi Ookami Satoshi Ookami is offline
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      Quote:
      Originally Posted by Nate VonGrimm View Post


      How would I use that in the script?
      I haven't used the callstd command yet.
      msgbox @xxx
      callstd 0x6

      #org @xxx
      = string
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        #6280    
      Old November 26th, 2011 (7:29 PM).
      Nate VonGrimm's Avatar
      Nate VonGrimm Nate VonGrimm is offline
         
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        Quote:
        Originally Posted by Ash493 View Post

        msgbox @xxx
        callstd 0x6

        #org @xxx
        = string
        Doesn't change anything.
        It still doesn't display the message...
        I even put pause 0x50 to see if it would help but nothing.
        I seriously don't know what's going on =/
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          #6281    
        Old November 26th, 2011 (11:28 PM).
        Satoshi Ookami's Avatar
        Satoshi Ookami Satoshi Ookami is offline
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        Quote:
        Originally Posted by Nate VonGrimm View Post


        Doesn't change anything.
        It still doesn't display the message...
        I even put pause 0x50 to see if it would help but nothing.
        I seriously don't know what's going on =/
        Then something might be wrong with your script...
        Could you post complete script instead of part of it?
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          #6282    
        Old November 27th, 2011 (10:41 AM).
        Epitaph93's Avatar
        Epitaph93 Epitaph93 is offline
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          I'm trying to create an event that won't allow you to go down your staircase until you've checked your computer. When you step on the tile before the warp, I want a message to appear, then have the character step back.

          When the player steps on the tile, the game freezes. I figure this has something to do with advance map, as it was working as a signpost, but not as a script. Although, as a signpost it would display the text, the character would walk down a tile, then the game would freeze.

          Spoiler:

          #dynamic 0x800000

          '---------------
          #org @start
          checkflag 0x258
          if 0x0 goto @snippet1
          end

          '---------------
          #org @snippet1
          lock
          msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
          goto @snippet2

          '---------------
          #org @snippet2
          applymovement MOVE_PLAYER @move1
          waitmovement 0x0
          release
          end


          '---------
          ' Strings
          '---------
          #org @string1
          = Wait, you need to check the\ncomputer first!


          '-----------
          ' Movements
          '-----------
          #org @move1
          #raw 0x10 'Step Down (Normal)

          __________________
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            #6283    
          Old November 27th, 2011 (10:47 AM). Edited November 27th, 2011 by Nate VonGrimm.
          Nate VonGrimm's Avatar
          Nate VonGrimm Nate VonGrimm is offline
             
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            [SIZE="2"]
            Quote:
            Originally Posted by Ash493 View Post

            Then something might be wrong with your script...
            Could you post complete script instead of part of it?
            Here's the full script.
            Also, For some reason, my warp doesn't function either.
            Could that be because of the fadescreen?

            I checked through the original Ruby scripts and when a message box appears over a fadescreen, they used 0x2. Still doesn't make a difference though =/


            Spoiler:
            Code:
            #org @introfinish
            lock
            setvar 0x5004 0x1
            msgbox @itsdad 0x6
            applymovement 0xFF @position
            waitmovement 0x0
            msgbox @itsme 0x6
            sound 0xA
            applymovement 0xFF @jump1
            waitmovement 0x0
            sound 0xA
            applymovement 0xFF @jump2
            waitmovement 0x0
            sound 0xA
            applymovement 0xFF @jump3
            waitmovement 0x0
            msgbox @canthear 0x6
            msgbox @killedpikachu 0x6
            sound 0x15
            applymovement 0xFF @!
            waitmovement 0x0
            msgbox @hewhat 0x6
            applymovement 0xFF @lookup
            waitmovement 0x0
            msgbox @silver 0x4
            msgbox @red 0x4
            msgbox @silver2 0x4
            closeonkeypress
            sound 0x15
            applymovement 0xFF @dadwhat
            waitmovement 0x0
            msgbox @didntknow 0x4
            msgbox @red2 0x4
            msgbox @silver3 0x4
            msgbox @red3 0x4
            msgbox @secret 0x4
            closeonkeypress
            sound 0x15
            applymovement 0xFF @ohdear
            applymovement 0x03 @ohno
            waitmovement 0x0
            msgbox @itsover 0x6
            cry 0x195 0x0
            waitcry
            sound 0xAB
            pause 0x10
            msgbox @wontdoit 0x4
            closeonkeypress
            msgbox @willdoit 0x6
            fadeout 1
            msgbox @dontdoit 0x4
            msgbox @hyperbeam 0x4
            closeonkeypress
            sound 0xF6
            pause 0x50
            sound 0xA5
            pause 0x10
            sound 0xEA
            setvar 0x8007 0xF
            special 0x131
            special 0x13D
            hidesprite 0x03
            pause 0x20
            sound 0xA5
            sound 0xEA
            special 0x13D
            pause 0x20
            special 0x13D
            pause 0x20
            special 0x13D
            pause 0x20
            special 0x13D
            special 0x13D
            special 0x13D
            special 0x13D
            fadescreen 0x1
            msgbox @thebeginning 0x2
            cry 0x251 0x0
            waitcry
            warpmuted 0x1 0x1 0xFF 0x01 0x04
            release
            end


            Quote:
            Originally Posted by Epitaph93 View Post
            I'm trying to create an event that won't allow you to go down your staircase until you've checked your computer. When you step on the tile before the warp, I want a message to appear, then have the character step back.

            When the player steps on the tile, the game freezes. I figure this has something to do with advance map, as it was working as a signpost, but not as a script. Although, as a signpost it would display the text, the character would walk down a tile, then the game would freeze.

            Spoiler:

            #dynamic 0x800000

            '---------------
            #org @start
            checkflag 0x258
            if 0x0 goto @snippet1
            end

            '---------------
            #org @snippet1
            lock
            msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
            goto @snippet2

            '---------------
            #org @snippet2
            applymovement MOVE_PLAYER @move1
            waitmovement 0x0
            release
            end


            '---------
            ' Strings
            '---------
            #org @string1
            = Wait, you need to check the\ncomputer first!


            '-----------
            ' Movements
            '-----------
            #org @move1
            #raw 0x10 'Step Down (Normal)

            This is because you need a setvar for a trigger script.

            Example:
            Code:
            #org @start
            checkflag 0x258
            if 0x0 goto @snippet1
            end
            
            '---------------
            #org @snippet1
            lock
            setvar 0x???? 0x0
            msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
            goto @snippet2
            Also, you forgot to put #raw 0xFE at your movement commands which is also another possible cause to a crashing script.
            __________________
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            That's about as much as you're going to get for now...


              #6284    
            Old November 27th, 2011 (12:53 PM). Edited November 27th, 2011 by Epitaph93.
            Epitaph93's Avatar
            Epitaph93 Epitaph93 is offline
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              Quote:
              Originally Posted by Nate VonGrimm View Post

              This is because you need a setvar for a trigger script.

              Also, you forgot to put #raw 0xFE at your movement commands which is also another possible cause to a crashing script.
              I changed it a bit and it's still the same exact problem.

              EDIT: Never mind. I had to edit the var in advance map. Thanks for the help.

              Spoiler:
              #dynamic 0x800000

              '---------------
              #org @start
              lock
              setvar 0x5000 0x0
              goto @snippet1

              '---------------
              #org @snippet1
              compare 0x5000 0x0
              if 0x1 goto @snippet2
              compare 0x5000 0x1
              if 0x1 goto @snippet3
              end

              '---------------
              #org @snippet2
              msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
              goto @snippet4
              end

              '---------------
              #org @snippet3
              release
              end

              '---------------
              #org @snippet4
              applymovement MOVE_PLAYER @move1
              waitmovement 0x0
              release
              end


              '---------
              ' Strings
              '---------
              #org @string1
              = Wait, you need to check the\ncomputer first!


              '-----------
              ' Movements
              '-----------
              #org @move1
              #raw 0x10 'Step Down (Normal)
              #raw 0xFE 'End of Movements
              __________________
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                #6285    
              Old November 27th, 2011 (2:39 PM).
              Nate VonGrimm's Avatar
              Nate VonGrimm Nate VonGrimm is offline
                 
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                Quote:
                Originally Posted by Epitaph93 View Post
                I changed it a bit and it's still the same exact problem.

                EDIT: Never mind. I had to edit the var in advance map. Thanks for the help.

                Spoiler:
                #dynamic 0x800000

                '---------------
                #org @start
                lock
                setvar 0x5000 0x0
                goto @snippet1

                '---------------
                #org @snippet1
                compare 0x5000 0x0
                if 0x1 goto @snippet2
                compare 0x5000 0x1
                if 0x1 goto @snippet3
                end

                '---------------
                #org @snippet2
                msgbox @string1 MSG_NORMAL '"Wait, you need to check the\ncompu..."
                goto @snippet4
                end

                '---------------
                #org @snippet3
                release
                end

                '---------------
                #org @snippet4
                applymovement MOVE_PLAYER @move1
                waitmovement 0x0
                release
                end


                '---------
                ' Strings
                '---------
                #org @string1
                = Wait, you need to check the\ncomputer first!


                '-----------
                ' Movements
                '-----------
                #org @move1
                #raw 0x10 'Step Down (Normal)
                #raw 0xFE 'End of Movements
                In A-Map, Have you changed the Var Number to the same Setvar Value in your script?
                And also have you changed the Unknown Value to $03?
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                That's about as much as you're going to get for now...


                  #6286    
                Old November 28th, 2011 (4:39 PM). Edited November 28th, 2011 by cosmifox.
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                cosmifox cosmifox is offline
                   
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                  does anyone know how you could change your player's sprite using a script? because i have a car sprite and i want your player to drive it all i need is a change of the player's sprite i have the rest of the script already



                  EDIT: i figured it out don't need help
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                  this is a banner for my hack and that is not the starter town the starter place isn't even a town.... i don't want any helpers i'm pretty far into it.
                    #6287    
                  Old November 28th, 2011 (6:29 PM).
                  Nate VonGrimm's Avatar
                  Nate VonGrimm Nate VonGrimm is offline
                     
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                    Quote:
                    Originally Posted by cosmifox View Post
                    does anyone know how you could change your player's sprite using a script? because i have a car sprite and i want your player to drive it all i need is a change of the player's sprite i have the rest of the script already



                    EDIT: i figured it out don't need help
                    That's ASM hacking isn't it?
                    Or is it possible without ASM?
                    __________________
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                    That's about as much as you're going to get for now...


                      #6288    
                    Old November 29th, 2011 (3:22 AM).
                    Satoshi Ookami's Avatar
                    Satoshi Ookami Satoshi Ookami is offline
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                    Quote:
                    Originally Posted by Nate VonGrimm View Post


                    Here's the full script.
                    Also, For some reason, my warp doesn't function either.
                    Could that be because of the fadescreen?

                    I checked through the original Ruby scripts and when a message box appears over a fadescreen, they used 0x2. Still doesn't make a difference though =/


                    Spoiler:
                    Code:
                    #org @introfinish
                    lock
                    setvar 0x5004 0x1
                    msgbox @itsdad 0x6
                    applymovement 0xFF @position
                    waitmovement 0x0
                    msgbox @itsme 0x6
                    sound 0xA
                    applymovement 0xFF @jump1
                    waitmovement 0x0
                    sound 0xA
                    applymovement 0xFF @jump2
                    waitmovement 0x0
                    sound 0xA
                    applymovement 0xFF @jump3
                    waitmovement 0x0
                    msgbox @canthear 0x6
                    msgbox @killedpikachu 0x6
                    sound 0x15
                    applymovement 0xFF @!
                    waitmovement 0x0
                    msgbox @hewhat 0x6
                    applymovement 0xFF @lookup
                    waitmovement 0x0
                    msgbox @silver 0x4
                    msgbox @red 0x4
                    msgbox @silver2 0x4
                    closeonkeypress
                    sound 0x15
                    applymovement 0xFF @dadwhat
                    waitmovement 0x0
                    msgbox @didntknow 0x4
                    msgbox @red2 0x4
                    msgbox @silver3 0x4
                    msgbox @red3 0x4
                    msgbox @secret 0x4
                    closeonkeypress
                    sound 0x15
                    applymovement 0xFF @ohdear
                    applymovement 0x03 @ohno
                    waitmovement 0x0
                    msgbox @itsover 0x6
                    cry 0x195 0x0
                    waitcry
                    sound 0xAB
                    pause 0x10
                    msgbox @wontdoit 0x4
                    closeonkeypress
                    msgbox @willdoit 0x6
                    fadeout 1
                    msgbox @dontdoit 0x4
                    msgbox @hyperbeam 0x4
                    closeonkeypress
                    sound 0xF6
                    pause 0x50
                    sound 0xA5
                    pause 0x10
                    sound 0xEA
                    setvar 0x8007 0xF
                    special 0x131
                    special 0x13D
                    hidesprite 0x03
                    pause 0x20
                    sound 0xA5
                    sound 0xEA
                    special 0x13D
                    pause 0x20
                    special 0x13D
                    pause 0x20
                    special 0x13D
                    pause 0x20
                    special 0x13D
                    special 0x13D
                    special 0x13D
                    special 0x13D
                    fadescreen 0x1
                    msgbox @thebeginning 0x2
                    cry 0x251 0x0
                    waitcry
                    warpmuted 0x1 0x1 0xFF 0x01 0x04
                    release
                    end
                    [/FONT]
                    Have you tried making this with "warp" instead of warpmuted command?
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                      #6289    
                    Old November 29th, 2011 (11:33 AM).
                    Nate VonGrimm's Avatar
                    Nate VonGrimm Nate VonGrimm is offline
                       
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                      Quote:
                      Originally Posted by Ash493 View Post

                      Have you tried making this with "warp" instead of warpmuted command?
                      Yeah, I tried a normal warp command.
                      I tested the warp on a normal NPC and it works perfectly.
                      But I do not understand why my warp isn't working in this script.
                      All it does is, make the sound but when I move the player (the screen is still black because of fadescreen) the movement permissions are removed and 1 NPC can be seen...

                      Here's a video:
                      http://www.youtube.com/watch?v=b2CIL0Tj2Ns

                      I do not know if I am allowed to post videos on these forums so please let me know. I am a forgetful person =/
                      __________________
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                      That's about as much as you're going to get for now...


                        #6290    
                      Old November 29th, 2011 (1:48 PM).
                      Epitaph93's Avatar
                      Epitaph93 Epitaph93 is offline
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                        You go to a prof. Oak Aid. He checks if you have ExVeemon and Stingmon in your party. If you do, he gives you a level 20 Dinobeemon. Exveemon is in the place of Beedrill, Stingmon is in the place of Sandshrew, and Dinobeemon is in the place of Psyduck.

                        This script is working perfectly, up until I try to rename the Digimon. The Digimon pops up as the ???????? pokemon in the nickname screen. However, after receiving it I checked my party and it was the Digimon I wanted, except that it was level 32 rather than level 20.

                        I've been working on this script for 5 hours, and I really want to get this last little bug out of the way.

                        Spoiler:

                        #dynamic 0x800000
                        #include stditems.rbh
                        #include stdpoke.rbh

                        '---------------
                        #org @start
                        lock
                        faceplayer
                        msgbox @string1 MSG_YESNO '"Welcome to the DNA Digivolution\nC..."
                        compare LASTRESULT 0x1
                        if 0x1 goto @snippet1
                        msgbox @string2 MSG_NORMAL '"Have a good day then!"
                        release
                        end

                        '---------------
                        #org @snippet1
                        countpokemon
                        compare LASTRESULT 0x2
                        if 0x1 goto @snippet2
                        goto @snippet3

                        '---------------
                        #org @snippet2
                        msgbox @string3 MSG_NORMAL '"Let me check if any of your DIGIMO..."
                        setvar 0x8004 0x1B
                        special2 LASTRESULT 0x17C
                        compare LASTRESULT 0x1
                        if 0x1 goto @snippet4
                        msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
                        release
                        end

                        '---------------
                        #org @snippet3
                        msgbox @string5 MSG_NORMAL '"I'm sorry, you must only have\n2 D..."
                        release
                        end

                        '---------------
                        #org @snippet4
                        setvar 0x8004 0xF
                        special2 LASTRESULT 0x17C
                        compare LASTRESULT 0x1
                        if 0x1 goto @snippet5
                        msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
                        release
                        end

                        '---------------
                        #org @snippet5
                        msgbox @string6 MSG_YESNO '"Do you want to DNA digivolve these..."
                        compare LASTRESULT 0x1
                        if 0x1 goto @snippet6
                        msgbox @string2 MSG_NORMAL '"Have a good day then!"
                        release
                        end

                        '---------------
                        #org @snippet6
                        msgbox @string7 MSG_NORMAL '"Here is your new DIGIMON."
                        givepokemon PKMN_PSYDUCK 0x20 ITEM_NONE 0x0 0x0 0x0
                        msgbox @string8 MSG_YESNO '"Would you like to give it a nickna..."
                        compare LASTRESULT 0x1
                        if 0x1 call @snippet7
                        msgbox @string2 MSG_NORMAL '"Have a good day then!"
                        release
                        end

                        '---------------
                        #org @snippet7
                        call @snippet8
                        return

                        '---------------
                        #org @snippet8
                        fadescreen 0x1
                        special 0x9E
                        waitstate
                        return


                        '---------
                        ' Strings
                        '---------
                        #org @string1
                        = Welcome to the DNA Digivolution\nCenter!\pDo you want me to check for DNA\ncompatible DIGIMON?

                        #org @string2
                        = Have a good day then!

                        #org @string3
                        = Let me check if any of your DIGIMON\nare compatible.

                        #org @string4
                        = Sorry, but your DIGIMON are not\ncompatible.

                        #org @string5
                        = I'm sorry, you must only have\n2 DIGIMON in your party.

                        #org @string6
                        = Do you want to DNA digivolve these two?

                        #org @string7
                        = Here is your new DIGIMON.

                        #org @string8
                        = Would you like to give it a nickname?
                        __________________
                        I'm Epitaph and I plan on releasing the first full-fledged Digimon hack of Pokemon Fire Red. We're getting close to the first release so come check it out in the Progressing hacks, and see how you can help us with the project.
                          #6291    
                        Old November 29th, 2011 (2:00 PM).
                        Nate VonGrimm's Avatar
                        Nate VonGrimm Nate VonGrimm is offline
                           
                          Join Date: Oct 2011
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                          Age: 25
                          Gender: Male
                          Nature: Relaxed
                          Posts: 124
                          Quote:
                          Originally Posted by Epitaph93 View Post
                          You go to a prof. Oak Aid. He checks if you have ExVeemon and Stingmon in your party. If you do, he gives you a level 20 Dinobeemon. Exveemon is in the place of Beedrill, Stingmon is in the place of Sandshrew, and Dinobeemon is in the place of Psyduck.

                          This script is working perfectly, up until I try to rename the Digimon. The Digimon pops up as the ???????? pokemon in the nickname screen. However, after receiving it I checked my party and it was the Digimon I wanted, except that it was level 32 rather than level 20.

                          I've been working on this script for 5 hours, and I really want to get this last little bug out of the way.

                          Spoiler:

                          #dynamic 0x800000
                          #include stditems.rbh
                          #include stdpoke.rbh

                          '---------------
                          #org @start
                          lock
                          faceplayer
                          msgbox @string1 MSG_YESNO '"Welcome to the DNA Digivolution\nC..."
                          compare LASTRESULT 0x1
                          if 0x1 goto @snippet1
                          msgbox @string2 MSG_NORMAL '"Have a good day then!"
                          release
                          end

                          '---------------
                          #org @snippet1
                          countpokemon
                          compare LASTRESULT 0x2
                          if 0x1 goto @snippet2
                          goto @snippet3

                          '---------------
                          #org @snippet2
                          msgbox @string3 MSG_NORMAL '"Let me check if any of your DIGIMO..."
                          setvar 0x8004 0x1B
                          special2 LASTRESULT 0x17C
                          compare LASTRESULT 0x1
                          if 0x1 goto @snippet4
                          msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
                          release
                          end

                          '---------------
                          #org @snippet3
                          msgbox @string5 MSG_NORMAL '"I'm sorry, you must only have\n2 D..."
                          release
                          end

                          '---------------
                          #org @snippet4
                          setvar 0x8004 0xF
                          special2 LASTRESULT 0x17C
                          compare LASTRESULT 0x1
                          if 0x1 goto @snippet5
                          msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
                          release
                          end

                          '---------------
                          #org @snippet5
                          msgbox @string6 MSG_YESNO '"Do you want to DNA digivolve these..."
                          compare LASTRESULT 0x1
                          if 0x1 goto @snippet6
                          msgbox @string2 MSG_NORMAL '"Have a good day then!"
                          release
                          end

                          '---------------
                          #org @snippet6
                          msgbox @string7 MSG_NORMAL '"Here is your new DIGIMON."
                          givepokemon PKMN_PSYDUCK 0x20 ITEM_NONE 0x0 0x0 0x0
                          msgbox @string8 MSG_YESNO '"Would you like to give it a nickna..."
                          compare LASTRESULT 0x1
                          if 0x1 call @snippet7
                          msgbox @string2 MSG_NORMAL '"Have a good day then!"
                          release
                          end

                          '---------------
                          #org @snippet7
                          call @snippet8
                          return

                          '---------------
                          #org @snippet8
                          fadescreen 0x1
                          special 0x9E
                          waitstate
                          return


                          '---------
                          ' Strings
                          '---------
                          #org @string1
                          = Welcome to the DNA Digivolution\nCenter!\pDo you want me to check for DNA\ncompatible DIGIMON?

                          #org @string2
                          = Have a good day then!

                          #org @string3
                          = Let me check if any of your DIGIMON\nare compatible.

                          #org @string4
                          = Sorry, but your DIGIMON are not\ncompatible.

                          #org @string5
                          = I'm sorry, you must only have\n2 DIGIMON in your party.

                          #org @string6
                          = Do you want to DNA digivolve these two?

                          #org @string7
                          = Here is your new DIGIMON.

                          #org @string8
                          = Would you like to give it a nickname?
                          You need to use hex.
                          So a Level 20 Psyduck would be:
                          givepokemon PKMN_PSYDUCK 0x14 ITEM_NONE 0x0 0x0 0x0
                          It's 0x14, Not 0x20.
                          Use XSE's HEX/DECIMAL calculator.
                          Using Level 20 as an example, the Decimal is 20, but Pokemon games use Hex so decimal 20 in hex 14.
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                            #6292    
                          Old November 29th, 2011 (2:49 PM).
                          hinkage's Avatar
                          hinkage hinkage is offline
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                          Quote:
                          Originally Posted by Epitaph93 View Post
                          You go to a prof. Oak Aid. He checks if you have ExVeemon and Stingmon in your party. If you do, he gives you a level 20 Dinobeemon. Exveemon is in the place of Beedrill, Stingmon is in the place of Sandshrew, and Dinobeemon is in the place of Psyduck.

                          This script is working perfectly, up until I try to rename the Digimon. The Digimon pops up as the ???????? pokemon in the nickname screen. However, after receiving it I checked my party and it was the Digimon I wanted, except that it was level 32 rather than level 20.

                          I've been working on this script for 5 hours, and I really want to get this last little bug out of the way.

                          Spoiler:

                          #dynamic 0x800000
                          #include stditems.rbh
                          #include stdpoke.rbh

                          '---------------
                          #org @start
                          lock
                          faceplayer
                          msgbox @string1 MSG_YESNO '"Welcome to the DNA Digivolution\nC..."
                          compare LASTRESULT 0x1
                          if 0x1 goto @snippet1
                          msgbox @string2 MSG_NORMAL '"Have a good day then!"
                          release
                          end

                          '---------------
                          #org @snippet1
                          countpokemon
                          compare LASTRESULT 0x2
                          if 0x1 goto @snippet2
                          goto @snippet3

                          '---------------
                          #org @snippet2
                          msgbox @string3 MSG_NORMAL '"Let me check if any of your DIGIMO..."
                          setvar 0x8004 0x1B
                          special2 LASTRESULT 0x17C
                          compare LASTRESULT 0x1
                          if 0x1 goto @snippet4
                          msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
                          release
                          end

                          '---------------
                          #org @snippet3
                          msgbox @string5 MSG_NORMAL '"I'm sorry, you must only have\n2 D..."
                          release
                          end

                          '---------------
                          #org @snippet4
                          setvar 0x8004 0xF
                          special2 LASTRESULT 0x17C
                          compare LASTRESULT 0x1
                          if 0x1 goto @snippet5
                          msgbox @string4 MSG_NORMAL '"Sorry, but your DIGIMON are not\nc..."
                          release
                          end

                          '---------------
                          #org @snippet5
                          msgbox @string6 MSG_YESNO '"Do you want to DNA digivolve these..."
                          compare LASTRESULT 0x1
                          if 0x1 goto @snippet6
                          msgbox @string2 MSG_NORMAL '"Have a good day then!"
                          release
                          end

                          '---------------
                          #org @snippet6
                          msgbox @string7 MSG_NORMAL '"Here is your new DIGIMON."
                          givepokemon PKMN_PSYDUCK 0x20 ITEM_NONE 0x0 0x0 0x0
                          msgbox @string8 MSG_YESNO '"Would you like to give it a nickna..."
                          compare LASTRESULT 0x1
                          if 0x1 call @snippet7
                          msgbox @string2 MSG_NORMAL '"Have a good day then!"
                          release
                          end

                          '---------------
                          #org @snippet7
                          call @snippet8
                          return

                          '---------------
                          #org @snippet8
                          fadescreen 0x1
                          special 0x9E
                          waitstate
                          return


                          '---------
                          ' Strings
                          '---------
                          #org @string1
                          = Welcome to the DNA Digivolution\nCenter!\pDo you want me to check for DNA\ncompatible DIGIMON?

                          #org @string2
                          = Have a good day then!

                          #org @string3
                          = Let me check if any of your DIGIMON\nare compatible.

                          #org @string4
                          = Sorry, but your DIGIMON are not\ncompatible.

                          #org @string5
                          = I'm sorry, you must only have\n2 DIGIMON in your party.

                          #org @string6
                          = Do you want to DNA digivolve these two?

                          #org @string7
                          = Here is your new DIGIMON.

                          #org @string8
                          = Would you like to give it a nickname?

                          I checked quickly in a Fire Red and Emerald ROM. They both use "setvar 0x8004 0x0" before going to the nickname screen. I'm guessing without it, there's nothing defined for the little sprite to the left of the name, and no Pokemon name. (Kind of like the msg_obtain needs copyvarifnotzero or else will give you ??????????s)

                          As for the level, it's in hex. Do 0x14 to get a level 20 Pokemon, or whatever the hell it is those abominations are.
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                            #6293    
                          Old November 29th, 2011 (2:49 PM).
                          Epitaph93's Avatar
                          Epitaph93 Epitaph93 is offline
                          Intermediate Digidestined
                             
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                            Location: Texas
                            Age: 24
                            Gender: Male
                            Nature: Calm
                            Posts: 119
                            Quote:
                            Originally Posted by Nate VonGrimm View Post


                            You need to use hex.
                            So a Level 20 Psyduck would be:
                            givepokemon PKMN_PSYDUCK 0x14 ITEM_NONE 0x0 0x0 0x0
                            It's 0x14, Not 0x20.
                            Use XSE's HEX/DECIMAL calculator.
                            Using Level 20 as an example, the Decimal is 20, but Pokemon games use Hex so decimal 20 in hex 14.
                            Oh okay *facepalm*. I should've known that. I was having the same problem when checking the Digimon in the party, then I checked diegoisawesome's script tutorial. Thanks.
                            __________________
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                              #6294    
                            Old November 30th, 2011 (2:18 AM).
                            Satoshi Ookami's Avatar
                            Satoshi Ookami Satoshi Ookami is offline
                            Memento Mori
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                            Location: Abyss of Time, Great Seal
                            Age: 25
                            Gender: Male
                            Nature: Calm
                            Posts: 14,494
                            Quote:
                            Originally Posted by Nate VonGrimm View Post


                            Yeah, I tried a normal warp command.
                            I tested the warp on a normal NPC and it works perfectly.
                            But I do not understand why my warp isn't working in this script.
                            All it does is, make the sound but when I move the player (the screen is still black because of fadescreen) the movement permissions are removed and 1 NPC can be seen...

                            Here's a video:
                            http://www.youtube.com/watch?v=b2CIL0Tj2Ns

                            I do not know if I am allowed to post videos on these forums so please let me know. I am a forgetful person =/
                            That's pretty nice fail =D
                            Okay... try to repoint your script into another location, delete Groudon and put him there again with "No movement" movement and try again.
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                              #6295    
                            Old November 30th, 2011 (7:37 AM).
                            Nate VonGrimm's Avatar
                            Nate VonGrimm Nate VonGrimm is offline
                               
                              Join Date: Oct 2011
                              Location: Uxbridge
                              Age: 25
                              Gender: Male
                              Nature: Relaxed
                              Posts: 124
                              Quote:
                              Originally Posted by Ash493 View Post

                              That's pretty nice fail =D
                              Okay... try to repoint your script into another location, delete Groudon and put him there again with "No movement" movement and try again.
                              Still nothing. Even tried deleting all the sprites to see if they were interfering with the game. I am so confused to why this is happening =/
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                              That's about as much as you're going to get for now...


                                #6296    
                              Old November 30th, 2011 (1:04 PM).
                              DMONDThrice's Avatar
                              DMONDThrice DMONDThrice is offline
                                 
                                Join Date: May 2010
                                Age: 24
                                Gender: Male
                                Nature: Quirky
                                Posts: 9
                                Yes, I am very well aware that this has in fact been posted before. I am also very well aware that this has in fact not been answered. So have at you.

                                A friend and I are working on a Fire Red hack right now, and we've made several talking scripts and more complicated scripts already that work fine, but all of a sudden now when we're trying to make a generic talking script in XSE we're getting an error when we try to compile it, preventing us from doing so.

                                "Error 9: Subscript out of range", on the line the actual dialogue is. It works if I shorten the dialogue to ridiculous extents, but we've made plenty of dialogue longer than that in other scripts. Why is it randomly acting up now?

                                Just to show you that this is nothing other than a generic talking script I'll post it. Yes, it does hate -both- lines of dialogue.

                                Spoiler:
                                #dynamic 0x801D00
                                #org @start
                                Lock
                                msgbox @1 0x6
                                faceplayer
                                msgbox @2 0x6
                                release
                                end

                                #org @1
                                = Dude! Why is Hugo so hard to play?\nHe paid all this money to be put into\pthis game, and then I can't play\nhim for jack. When the\ppeople online play him, though,\nhe kicks my ass! What gives?!?\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…

                                #org @2
                                = What’re you lookin’ at, kid?\nGet to work! You don’t\pwanna play this embarrassment of\na video game anyway!


                                Combining the two lines of dialogue into one gigantic one doesn't work, by the way. And yes we used Free Space Finder, and the offset was, well, free. So it's not that.
                                  #6297    
                                Old November 30th, 2011 (1:36 PM). Edited November 30th, 2011 by Nate VonGrimm.
                                Nate VonGrimm's Avatar
                                Nate VonGrimm Nate VonGrimm is offline
                                   
                                  Join Date: Oct 2011
                                  Location: Uxbridge
                                  Age: 25
                                  Gender: Male
                                  Nature: Relaxed
                                  Posts: 124
                                  Quote:
                                  Originally Posted by DMONDThrice View Post
                                  Yes, I am very well aware that this has in fact been posted before. I am also very well aware that this has in fact not been answered. So have at you.

                                  A friend and I are working on a Fire Red hack right now, and we've made several talking scripts and more complicated scripts already that work fine, but all of a sudden now when we're trying to make a generic talking script in XSE we're getting an error when we try to compile it, preventing us from doing so.

                                  "Error 9: Subscript out of range", on the line the actual dialogue is. It works if I shorten the dialogue to ridiculous extents, but we've made plenty of dialogue longer than that in other scripts. Why is it randomly acting up now?

                                  Just to show you that this is nothing other than a generic talking script I'll post it. Yes, it does hate -both- lines of dialogue.

                                  Spoiler:
                                  #dynamic 0x801D00
                                  #org @start
                                  Lock
                                  msgbox @1 0x6
                                  faceplayer
                                  msgbox @2 0x6
                                  release
                                  end

                                  #org @1
                                  = Dude! Why is Hugo so hard to play?\nHe paid all this money to be put into\pthis game, and then I can't play\nhim for jack. When the\ppeople online play him, though,\nhe kicks my ass! What gives?!?\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…

                                  #org @2
                                  = What’re you lookin’ at, kid?\nGet to work! You don’t\pwanna play this embarrassment of\na video game anyway


                                  Combining the two lines of dialogue into one gigantic one doesn't work, by the way. And yes we used Free Space Finder, and the offset was, well, free. So it's not that.
                                  I believe it might be because of when your putting \n \p. When I tried compiling your script, XSE kept crashing.
                                  Use this one, it's a lot more neat and it compiled.
                                  Spoiler:
                                  #org @1
                                  = Dude! Why is Hugo so hard to play?\nHe paid all this money to be put into\lthis game and then I can't play him\lfor jack.\pWhen the people online play him,\nthough,\lhe kicks my ass!\pWhat gives?!?\p…\pMaybe I should stop button mashing?\p…\pNaaaaaahhhhhh…

                                  #org @2
                                  = What’re you lookin’ at, kid?\nGet to work!\pYou don’t wanna play this\nembarrassment of a video game anyway!


                                  Also, always use #dynamic 0x800000.
                                  XSE will always find a free offset without FSF.
                                  __________________
                                  Currently working on a new Pokemon Hack with an in-depth story line!
                                  That's about as much as you're going to get for now...


                                    #6298    
                                  Old November 30th, 2011 (2:49 PM).
                                  ZeroV8 ZeroV8 is offline
                                     
                                    Join Date: Aug 2011
                                    Gender: Male
                                    Posts: 21
                                    What I want to do is have the screen fade in and then just having your player character stand there.

                                    An NPC will then turn towards the character (from across the room), and then exchange dialog with the player.

                                    I know how to do all the specifics (make the NPC face the character, fade in, talk) but I'm not sure what kind of script it needs to be. Like a flag or messagebox type thing.

                                    Sorry I'm new at this xD

                                    Any help would be appreciated
                                      #6299    
                                    Old November 30th, 2011 (3:43 PM).
                                    hinkage's Avatar
                                    hinkage hinkage is offline
                                    Everyone currently in an argument with this member: I really suggest you stop.
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                                    Join Date: Aug 2010
                                    Age: 21
                                    Posts: 378
                                    Quote:
                                    Originally Posted by ZeroV8 View Post
                                    What I want to do is have the screen fade in and then just having your player character stand there.

                                    An NPC will then turn towards the character (from across the room), and then exchange dialog with the player.

                                    I know how to do all the specifics (make the NPC face the character, fade in, talk) but I'm not sure what kind of script it needs to be. Like a flag or messagebox type thing.

                                    Sorry I'm new at this xD

                                    Any help would be appreciated :)
                                    First off all, fadescreen hides all sprites. Second, you'd need a flag and a msgbox in the script, obviously...
                                    So...
                                    What are you asking? Do you mean "does it have to be a scriptbox and do I need a flag?"
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                                      #6300    
                                    Old November 30th, 2011 (4:06 PM).
                                    ZeroV8 ZeroV8 is offline
                                       
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                                      Posts: 21
                                      I'm not sure to be honest.

                                      The reason I'm thinking it needs to be a flag is because this script will happen at the very beginning of them game.

                                      So basically, it would set the starting position of the player.

                                      That is the part I am stuck on.
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