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  #6601    
Old March 18th, 2012 (4:02 AM).
Mana's Avatar
Mana Mana is offline
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Quote:
Originally Posted by Rumille View Post
Nope. I can delete the script untill I only have

lockall
releaseall
end

But after I enter the script without the other line and with releaseall and end, releaseall/end turns into the updatecoins line.

Edit: Without the setvar 0x7000 0x1 line it works without adding the updatecoins line, but then I have the problem of the script repeating itself everytime I step on the scripttile.
The best advice would be to rewrite the script with fresh @pointers so they all get assigned new offsets, then see if the problem persists.

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  #6602    
Old March 18th, 2012 (4:06 AM).
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Spherical Ice Spherical Ice is offline
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Yeah, I'd probably change the Decompile settings (Ctrl+D) and check the Refactoring button. Then open the script, remove any messed up lines of code, compile and use the new offset.
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  #6603    
Old March 18th, 2012 (4:45 AM).
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RetroRoller RetroRoller is offline
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    I'm using PKSV and I wrote a script to gain the running shoes (Decompiled from original after amended)
    Spoiler:
    #dyn 0x740000
    #org 0x8740194
    lock
    faceplayer
    checkflag 0x082F
    if 0x1 goto 0x874026E ' Flag is set
    msgbox 0x87401AA ' I can't believe you'...
    callstd MSG_LOCK ' Built-in lock command
    setflag 0x082F
    release
    end

    #org 0x874026E
    msgbox @oh
    callstd MSG_NORMAL
    release
    end


    #org 0x87401AA
    = I can't believe you're leaving.\nI swear on my life, wherever you\lwind up, you're always my kid.\pOh! Before I forget, here's a\n\c\h01\h06Leaving Present\c\h01\h08 for you!\pI believe they're\c\h01\h06 Running Shoes\c\h01\h08.\nThere's a label attached to it too.\p\c\h01\h04If you're using VisualBoyAdvance,\nthe default running control is\lholding down the X key.

    #org @oh
    = Hey again kiddo.\nTalk to your Mother if you want\la rest.


    My problems are
    1) The flag isn't set, seeing as I cannot run outside, (I haven't checked the location properties for an outdoor map properly in AdvanceMap yet, which might be the case, but I could run outside before)

    2) After Decompiling it in PKSV... The script becomes... well... you'd better just look for yourself.
    Spoiler:
    #org 0x8740194
    '-----------------------------------
    lock
    faceplayer
    checkflag FR_RUNNING_SHOES
    if true jump 0x874026E ' Flag is set
    msgbox 0x87401AA ' I can't believe you'...
    callstd MSG_LOCK ' Built-in lock command
    setflag FR_RUNNING_SHOES
    CMD_C3 0x0
    #raw 0xD7
    #raw 0xD5
    #raw 0xE2
    givetocoincase 232 ' Bear in mind, it's not in hex
    #raw 0xD6
    #raw 0xD9
    #raw 0xE0
    #raw 0xDD
    #raw 0xD9
    #raw 0xEA
    #raw 0xD9
    nop0 ' #raw 0x0
    #raw 0xED
    #raw 0xE3
    #raw 0xE9
    givetocoincase 55782 ' Bear in mind, it's not in hex
    nop0 ' #raw 0x0
    #raw 0xE0
    #raw 0xD9
    #raw 0xD5
    #raw 0xEA
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    setdoorclosed 0xC3FE 0xE700
    #raw 0xEB
    #raw 0xD9
    #raw 0xD5
    #raw 0xE6
    nop0 ' #raw 0x0
    #raw 0xE3
    #raw 0xE2
    nop0 ' #raw 0x0
    #raw 0xE1
    #raw 0xED
    nop0 ' #raw 0x0
    #raw 0xE0
    #raw 0xDD
    #raw 0xDA
    #raw 0xD9
    #raw 0xB8
    nop0 ' #raw 0x0
    #raw 0xEB
    #raw 0xDC
    #raw 0xD9
    #raw 0xE6
    #raw 0xD9
    #raw 0xEA
    #raw 0xD9
    #raw 0xE6
    nop0 ' #raw 0x0
    #raw 0xED
    #raw 0xE3
    #raw 0xE9
    #raw 0xFA
    #raw 0xEB
    #raw 0xDD
    #raw 0xE2
    #raw 0xD8
    nop0 ' #raw 0x0
    #raw 0xE9
    #raw 0xE4
    #raw 0xB8
    nop0 ' #raw 0x0
    #raw 0xED
    #raw 0xE3
    #raw 0xE9
    givetocoincase 55782 ' Bear in mind, it's not in hex
    nop0 ' #raw 0x0
    #raw 0xD5
    #raw 0xE0
    #raw 0xEB
    #raw 0xD5
    #raw 0xED
    #raw 0xE7
    nop0 ' #raw 0x0
    #raw 0xE1
    #raw 0xED
    nop0 ' #raw 0x0
    #raw 0xDF
    #raw 0xDD
    #raw 0xD8
    setdoorclosed 0xC9FB 0xABDC
    nop0 ' #raw 0x0
    #raw 0xBC
    #raw 0xD9
    #raw 0xDA
    #raw 0xE3
    #raw 0xE6
    #raw 0xD9
    nop0 ' #raw 0x0
    CMD_C3 0x0
    #raw 0xDA
    #raw 0xE3
    #raw 0xE6
    #raw 0xDB
    #raw 0xD9
    #raw 0xE8
    #raw 0xB8
    nop0 ' #raw 0x0
    #raw 0xDC
    #raw 0xD9
    #raw 0xE6
    #raw 0xD9
    givetocoincase 231 ' Bear in mind, it's not in hex
    #raw 0xD5
    CMD_FE 0xFC
    nop1 ' #raw 0x1
    if 0xC6 jump 0xDDEAD5D9 ' Unknown Checkflag/IF condition
    'Jump not in ROM area
    #raw 0xE2
    #raw 0xDB
    nop0 ' #raw 0x0
    msgboxsign
    #raw 0xE6
    #raw 0xD9
    #raw 0xE7
    #raw 0xD9
    #raw 0xE2
    #raw 0xE8
    #raw 0xFC
    nop1 ' #raw 0x1
    jumpstd 0x0

    #org 0x874026E
    '-----------------------------------
    checkobedience 0xD9DC
    #raw 0xE6
    #raw 0xD9
    givetocoincase 231 ' Bear in mind, it's not in hex
    #raw 0xD5
    nop0 ' #raw 0x0
    #raw 0xE0
    #raw 0xD5
    #raw 0xD6
    #raw 0xD9
    #raw 0xE0
    nop0 ' #raw 0x0
    #raw 0xD5
    #raw 0xE8
    #raw 0xE8
    #raw 0xD5
    #raw 0xD7
    #raw 0xDC
    #raw 0xD9
    #raw 0xD8
    nop0 ' #raw 0x0
    #raw 0xE8
    #raw 0xE3
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xE8
    nop0 ' #raw 0x0
    #raw 0xE8
    #raw 0xE3
    #raw 0xE3
    setdoorclosed 0xFCFB 0x401
    CMD_C3 0xDA
    nop0 ' #raw 0x0
    #raw 0xED
    #raw 0xE3
    #raw 0xE9
    givetocoincase 55782 ' Bear in mind, it's not in hex
    nop0 ' #raw 0x0
    #raw 0xE9
    #raw 0xE7
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    nop0 ' #raw 0x0
    setworldmapflag 0xE7DD
    #raw 0xE9
    #raw 0xD5
    #raw 0xE0
    #raw 0xBC
    #raw 0xE3
    #raw 0xED
    #raw 0xBB
    #raw 0xD8
    #raw 0xEA
    #raw 0xD5
    #raw 0xE2
    #raw 0xD7
    #raw 0xD9
    #raw 0xB8
    CMD_FE 0xE8
    #raw 0xDC
    #raw 0xD9
    nop0 ' #raw 0x0
    #raw 0xD8
    #raw 0xD9
    #raw 0xDA
    #raw 0xD5
    #raw 0xE9
    #raw 0xE0
    #raw 0xE8
    nop0 ' #raw 0x0
    #raw 0xE6
    #raw 0xE9
    #raw 0xE2
    #raw 0xE2
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    nop0 ' #raw 0x0
    #raw 0xD7
    #raw 0xE3
    #raw 0xE2
    #raw 0xE8
    #raw 0xE6
    #raw 0xE3
    #raw 0xE0
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xE7
    #raw 0xFA
    #raw 0xDC
    #raw 0xE3
    #raw 0xE0
    #raw 0xD8
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    nop0 ' #raw 0x0
    #raw 0xD8
    #raw 0xE3
    #raw 0xEB
    #raw 0xE2
    nop0 ' #raw 0x0
    #raw 0xE8
    #raw 0xDC
    #raw 0xD9
    nop0 ' #raw 0x0
    setcatchlocation 0xDF00 0xD9
    #raw 0xED
    setdoorclosed 0xBCFF 0xD5D9
    #raw 0xE6
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xE2
    nop0 ' #raw 0x0
    #raw 0xE1
    #raw 0xDD
    #raw 0xE2
    #raw 0xD8
    nop0 ' #raw 0x0
    #raw 0xE8
    #raw 0xDC
    #raw 0xD9
    nop0 ' #raw 0x0
    comparehiddenvar 0xE9 0xE2E2
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    nop0 ' #raw 0x0
    setobedience 0xE3DC
    #raw 0xD9
    #raw 0xE7
    nop0 ' #raw 0x0
    #raw 0xD7
    #raw 0xD5
    #raw 0xE2
    #raw 0xE2
    #raw 0xE3
    #raw 0xE8
    nop0 ' #raw 0x0
    #raw 0xD6
    #raw 0xD9
    #raw 0xFA
    #raw 0xE9
    #raw 0xE7
    #raw 0xD9
    #raw 0xD8
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xE2
    #raw 0xE7
    #raw 0xDD
    #raw 0xD8
    #raw 0xD9
    nop0 ' #raw 0x0
    #raw 0xE1
    #raw 0xE3
    #raw 0xE7
    #raw 0xE8
    nop0 ' #raw 0x0
    #raw 0xD6
    #raw 0xE9
    #raw 0xE0
    #raw 0xD8
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    #raw 0xE7
    setdoorclosed 0xE3FF 0xE6E9
    nop0 ' #raw 0x0
    #raw 0xE1
    #raw 0xE3
    #raw 0xE8
    #raw 0xDC
    #raw 0xD9
    #raw 0xE6
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xDA
    nop0 ' #raw 0x0
    #raw 0xED
    #raw 0xE3
    #raw 0xE9
    nop0 ' #raw 0x0
    #raw 0xEB
    #raw 0xD5
    #raw 0xE2
    #raw 0xE8
    nop0 ' #raw 0x0
    #raw 0xD5
    CMD_FE 0xE6
    #raw 0xD9
    #raw 0xE7
    #raw 0xE8
    setdoorclosed 0xFCFF 0x401
    CMD_C3 0xDA
    nop0 ' #raw 0x0
    #raw 0xED
    #raw 0xE3
    #raw 0xE9
    givetocoincase 55782 ' Bear in mind, it's not in hex
    nop0 ' #raw 0x0
    #raw 0xE9
    #raw 0xE7
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    nop0 ' #raw 0x0
    setworldmapflag 0xE7DD
    #raw 0xE9
    #raw 0xD5
    #raw 0xE0
    #raw 0xBC
    #raw 0xE3
    #raw 0xED
    #raw 0xBB
    #raw 0xD8
    #raw 0xEA
    #raw 0xD5
    #raw 0xE2
    #raw 0xD7
    #raw 0xD9
    #raw 0xB8
    nop0 ' #raw 0x0
    #raw 0xE8
    #raw 0xDC
    #raw 0xD9
    CMD_FE 0xD8
    #raw 0xD9
    #raw 0xDA
    #raw 0xD5
    #raw 0xE9
    #raw 0xE0
    #raw 0xE8
    nop0 ' #raw 0x0
    #raw 0xE6
    #raw 0xE9
    #raw 0xE2
    #raw 0xE2
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    nop0 ' #raw 0x0
    #raw 0xD7
    #raw 0xE3
    #raw 0xE2
    #raw 0xE8
    #raw 0xE6
    #raw 0xE3
    #raw 0xE0
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xE7
    nop0 ' #raw 0x0
    #raw 0xDC
    #raw 0xE3
    #raw 0xE0
    #raw 0xD8
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    #raw 0xFA
    #raw 0xD8
    #raw 0xE3
    #raw 0xEB
    #raw 0xE2
    nop0 ' #raw 0x0
    #raw 0xE8
    #raw 0xDC
    #raw 0xD9
    nop0 ' #raw 0x0
    setcatchlocation 0xDF00 0xD9
    #raw 0xED
    setdoorclosed 0xBCFE 0xD5D9
    #raw 0xE6
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xE2
    nop0 ' #raw 0x0
    #raw 0xE1
    #raw 0xDD
    #raw 0xE2
    #raw 0xD8
    nop0 ' #raw 0x0
    #raw 0xE8
    #raw 0xDC
    #raw 0xD9
    nop0 ' #raw 0x0
    comparehiddenvar 0xE9 0xE2E2
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    nop0 ' #raw 0x0
    setobedience 0xE3DC
    #raw 0xD9
    #raw 0xE7
    nop0 ' #raw 0x0
    #raw 0xD7
    #raw 0xD5
    #raw 0xE2
    #raw 0xE2
    #raw 0xE3
    #raw 0xE8
    #raw 0xFA
    #raw 0xD6
    #raw 0xD9
    nop0 ' #raw 0x0
    #raw 0xE9
    #raw 0xE7
    #raw 0xD9
    #raw 0xD8
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xE2
    nop0 ' #raw 0x0
    #raw 0xE1
    #raw 0xE3
    #raw 0xE7
    #raw 0xE8
    nop0 ' #raw 0x0
    #raw 0xD6
    #raw 0xE9
    #raw 0xDD
    #raw 0xE0
    #raw 0xD8
    #raw 0xDD
    #raw 0xE2
    #raw 0xDB
    #raw 0xE7
    setdoorclosed 0xC2FF 0xEDD9
    nop0 ' #raw 0x0
    #raw 0xD5
    #raw 0xDB
    #raw 0xD5
    #raw 0xDD
    #raw 0xE2
    nop0 ' #raw 0x0
    #raw 0xDF
    #raw 0xDD
    #raw 0xD8
    #raw 0xD8
    #raw 0xE3
    setdoorclosed 0xCEFE 0xE0D5
    #raw 0xDF
    nop0 ' #raw 0x0
    #raw 0xE8
    #raw 0xE3
    nop0 ' #raw 0x0
    #raw 0xED
    #raw 0xE3
    #raw 0xE9
    #raw 0xE6
    nop0 ' #raw 0x0
    #raw 0xE1
    #raw 0xE3
    #raw 0xE8
    #raw 0xDC
    #raw 0xD9
    #raw 0xE6
    nop0 ' #raw 0x0
    #raw 0xDD
    #raw 0xDA
    nop0 ' #raw 0x0
    #raw 0xED
    #raw 0xE3
    #raw 0xE9
    nop0 ' #raw 0x0
    #raw 0xEB
    #raw 0xD5
    #raw 0xE2
    #raw 0xE8
    nop0 ' #raw 0x0
    #raw 0xD5
    nop0 ' #raw 0x0
    #raw 0xE6
    #raw 0xD9
    #raw 0xE7
    #raw 0xE8
    setdoorclosed 0xFFF 0x3100
    call 0x3090874
    'Call not in ROM area
    release
    end


    #org 0x87401AA
    = I can't believe you're leaving.\nI swear on my life, wherever you\lwind up, you're always my kid.\pOh! Before I forget, here's a\n\c\h01\h06Leaving Present\c\h01\h08 for you!\pI believe they're\c\h01\h06 Running Shoes\c\h01\h08.\nThere's a label attached to it too.\p\c\h01\h04If you're using VisualBoyAdvance,\nthe default running control is\lholding down the X key.


    Thanks in advance. Knowing me though it was a simple mistake and I was too derpy to find it.
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    I map for the Source SDK and dabble in ROM Hacking hmu.
      #6604    
    Old March 18th, 2012 (4:54 AM).
    Spherical Ice's Avatar
    Spherical Ice Spherical Ice is offline
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    Um, try doing the script again and replace the offset pointers to labels (@john), then recompile.
    __________________

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    Support squirtle and make it everyone's favourite.
      #6605    
    Old March 18th, 2012 (9:26 AM).
    aljohnston112's Avatar
    aljohnston112 aljohnston112 is offline
       
      Join Date: Jul 2010
      Gender: Male
      Nature: Naughty
      Posts: 25
      So... more problems. I got this script to work up to the point where the 2nd message happens, but the 2nd set of movements doesn't happen.

      Spoiler:
      #org 0x8EB1460
      '-----------------------------------
      lock
      checkflag 0x1002
      faceplayer
      msgbox 0x8EB16C0 ' Watch it, maggot!
      callstd MSG_LOCK ' Built-in lock command
      applymovement 0x9 0x8EB14E0 ' walk_up walk_up walk...
      applymovement 0x6 0x8EB14E0 ' walk_up walk_up walk...
      applymovement 0x8 0x8EB14E0 ' walk_up walk_up walk...
      applymovement PLAYER 0x8EB1520 ' pause walk_up pause ...
      pause 0x170
      msgbox 0x8EB1610 ' It's hiding in this\...
      callstd MSG_LOCK ' Built-in lock command
      applymovement 0x9 0x8EB1700 ' walk_up walk_up walk...
      applymovement 0x6 0x8EB1700 ' walk_up walk_up walk...
      applymovement 0x8 0x8EB1700 ' walk_up walk_up walk...
      pause 0x40
      setflag 0x1002
      release
      end


      #org 0x8EB16C0
      = Watch it, maggot!

      #org 0x8EB1610
      = It's hiding in this\ngrass somewhere!!\lDon't rest until it's found!\lThe phantom pokemon!!\lTo the western forest!\lCut everything down!

      #org 0x8EB14E0
      M walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left walk_up walk_up walk_up walk_right walk_right walk_right walk_right walk_right walk_right look_up end

      #org 0x8EB1520
      M pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up end

      #org 0x8EB1700
      M walk_up walk_up walk_up walk_up end
      __________________
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        #6606    
      Old March 18th, 2012 (9:42 AM).
      Mana's Avatar
      Mana Mana is offline
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      Gender: Female
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      Quote:
      Originally Posted by aljohnston112 View Post
      So... more problems. I got this script to work up to the point where the 2nd message happens, but the 2nd set of movements doesn't happen.

      Spoiler:
      #org 0x8EB1460
      '-----------------------------------
      lock
      checkflag 0x1002
      faceplayer
      msgbox 0x8EB16C0 ' Watch it, maggot!
      callstd MSG_LOCK ' Built-in lock command
      applymovement 0x9 0x8EB14E0 ' walk_up walk_up walk...
      applymovement 0x6 0x8EB14E0 ' walk_up walk_up walk...
      applymovement 0x8 0x8EB14E0 ' walk_up walk_up walk...
      applymovement PLAYER 0x8EB1520 ' pause walk_up pause ...
      pause 0x170
      msgbox 0x8EB1610 ' It's hiding in this\...
      callstd MSG_LOCK ' Built-in lock command
      applymovement 0x9 0x8EB1700 ' walk_up walk_up walk...
      applymovement 0x6 0x8EB1700 ' walk_up walk_up walk...
      applymovement 0x8 0x8EB1700 ' walk_up walk_up walk...
      pause 0x40
      setflag 0x1002
      release
      end


      #org 0x8EB16C0
      = Watch it, maggot!

      #org 0x8EB1610
      = It's hiding in this\ngrass somewhere!!\lDon't rest until it's found!\lThe phantom pokemon!!\lTo the western forest!\lCut everything down!

      #org 0x8EB14E0
      M walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_up walk_left walk_left walk_left walk_left walk_left walk_up walk_up walk_up walk_right walk_right walk_right walk_right walk_right walk_right look_up end

      #org 0x8EB1520
      M pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up pause walk_up end

      #org 0x8EB1700
      M walk_up walk_up walk_up walk_up end
      The script looks ok to me, maybe change the pause 0x40 to waitmovement 0x0? The script might be ending and passing over the movements, but waitmovement should mean it waits for the moving to finish before continuing to 'end'.
        #6607    
      Old March 18th, 2012 (10:05 AM).
      aljohnston112's Avatar
      aljohnston112 aljohnston112 is offline
         
        Join Date: Jul 2010
        Gender: Male
        Nature: Naughty
        Posts: 25
        Quote:
        Originally Posted by SwiftSign View Post
        The script looks ok to me, maybe change the pause 0x40 to waitmovement 0x0? The script might be ending and passing over the movements, but waitmovement should mean it waits for the moving to finish before continuing to 'end'.
        I've already tried that, it does seem to work better at first, but it does the same thing. I doesn't apply the 2nd set of movements.
        __________________
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          #6608    
        Old March 18th, 2012 (11:57 AM).
        Rumille's Avatar
        Rumille Rumille is offline
           
          Join Date: Feb 2012
          Gender: Male
          Posts: 72
          Quote:
          Originally Posted by Rumille View Post
          I have 2 little problem with the movement script I mentioned earlier.
          I have made 3 different versions, because eventually you come to a place where you have to go left, up or right.

          These are the 3 versions:
          Spoiler:
          Code:
          '---------------
          #org 0x800697
          lockall
          setvar 0x7000 0x0
          msgbox 0x88006DF MSG_NORMAL '"Hold on!"
          applymovement 0x1 0x880072C
          applymovement MOVE_PLAYER 0x8800736
          waitmovement 0x0
          msgbox 0x8800739 MSG_NORMAL '"You need a Pokémon before you do\n..."
          applymovement 0x1 0x8800776
          applymovement MOVE_PLAYER 0x880077C
          waitmovement 0x0
          warp 0x4 0xF 0xFF 0x18 0x2
          setvar 0x7000 0x1
          hidesprite 0x1
          updatecoins 0xE3 0xE0
          
          '---------
          ' Strings
          '---------
          #org 0x8006DF
          = Hold on!
          
          #org 0x800739
          = You need a Pokémon before you do\nanything else. Follow me.
          
          
          '-----------
          ' Movements
          '-----------
          #org 0x80072C
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements
          
          #org 0x800736
          #raw 0x2 'Face Left
          #raw 0xFE 'End of Movements
          
          #org 0x800776
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x10 'Step Down (Normal)
          #raw 0xFE 'End of Movements
          
          #org 0x80077C
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x10 'Step Down (Normal)
          #raw 0xFE 'End of Movements

          Spoiler:
          Code:
          '---------------
          #org 0x800C88
          lockall
          setvar 0x7001 0x0
          msgbox 0x8800CD1 MSG_NORMAL '"Hold on!"
          applymovement 0x1 0x8800D19
          applymovement MOVE_PLAYER 0x8800D25
          waitmovement 0x0
          msgbox 0x8800CDC MSG_NORMAL '"You need a Pokémon before you do\n..."
          applymovement 0x1 0x8800D28
          applymovement MOVE_PLAYER 0x8800D5D
          waitmovement 0x0
          warp 0x4 0xF 0xFF 0x18 0x2
          setvar 0x7001 0x1
          hidesprite 0x1
          
          '---------
          ' Strings
          '---------
          #org 0x800CD1
          = Hold on!
          
          #org 0x800CDC
          = You need a Pokémon before you do\nanything else. Follow me.
          
          
          '-----------
          ' Movements
          '-----------
          #org 0x800D19
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x11 'Step Up (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements
          
          #org 0x800D25
          #raw 0x2 'Face Left
          #raw 0xFE 'End of Movements
          
          #org 0x800D28
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x10 'Step Down (Normal)
          #raw 0x10 'Step Down (Normal)
          #raw 0xFE 'End of Movements
          
          #org 0x800D5D
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x10 'Step Down (Normal)
          #raw 0x10 'Step Down (Normal)
          #raw 0xFE 'End of Movements

          Spoiler:
          Code:
          '---------------
          #org 0x800D65
          lockall
          setvar 0x7002 0x0
          msgbox 0x8800DAE MSG_NORMAL '"Hold on!"
          applymovement 0x1 0x8800DF6
          applymovement MOVE_PLAYER 0x8800E03
          waitmovement 0x0
          msgbox 0x8800DB9 MSG_NORMAL '"You need a Pokémon before you do\n..."
          applymovement 0x1 0x8800E33
          applymovement MOVE_PLAYER 0x8800E3B
          waitmovement 0x0
          warp 0x4 0xF 0xFF 0x18 0x2
          setvar 0x7002 0x1
          hidesprite 0x1
          
          '---------
          ' Strings
          '---------
          #org 0x800DAE
          = Hold on!
          
          #org 0x800DB9
          = You need a Pokémon before you do\nanything else. Follow me.
          
          
          '-----------
          ' Movements
          '-----------
          #org 0x800DF6
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0x13 'Step Right (Normal)
          #raw 0xFE 'End of Movements
          
          #org 0x800E03
          #raw 0x2 'Face Left
          #raw 0xFE 'End of Movements
          
          #org 0x800E33
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x10 'Step Down (Normal)
          #raw 0xFE 'End of Movements
          
          #org 0x800E3B
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x12 'Step Left (Normal)
          #raw 0x10 'Step Down (Normal)
          #raw 0xFE 'End of Movements


          The first version works perfectly. However, I can't seem to get the updatecoins line OUT of the code. Deleting and compiling doesn't seem to work, strange enough. Even worse, I can't seem to change anything anymore. I can delete 5 lines out of it and compile, but the next time I open it, the lines are just the way they were before the deleting.

          Second of all, the second and third version work almost perfect, except that the sprite that talks to me (0x1) doesn't move. It does in the first one, but it does not in the second and third version. When I look at the place where it stands before the script is called, it's still there, so it's not invisible.

          Any help?
          Anyone an idea for the second problem? The sprite not moving on the 2nd and 3rd script, even though the scripts are the same as the first one?
            #6609    
          Old March 18th, 2012 (1:39 PM).
          RetroRoller's Avatar
          RetroRoller RetroRoller is offline
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            Problems have arisen again.
            The script decompiles fine now
            but the flag isn't set and I can't run -.-'

            Also, I have a script here:
            Spoiler:

            #dyn 0x800000

            #org @start
            checkflag 0x202
            if 0x1 goto @done
            applymovement 0x1 @profalarmed
            msgbox @1
            callstd MSG_NORMAL
            applymovement 0xFF @move
            applymovement 0x1 @proflooksdown
            msgbox @2
            callstd MSG_NORMAL
            setflag 0x202
            release
            end

            #org @done
            release
            end

            #org @proflooksdown
            #raw 0x0
            #raw 0xFE
            #org @profalarmed
            #raw 0x62
            #raw 0x2
            #raw 0xFE
            #org @move
            #raw 0x12
            #raw 0x12
            #raw 0x12
            #raw 0x10
            #raw 0x10
            #raw 0x12
            #raw 0x12
            #raw 0x11
            #raw 0xFE
            #org @1
            = \c\h01\h06 Prof. Williams\c\h01\h02:\c\h01\h08 So that move would make[.]\pOh! \v\h01!\nTake your seat.
            #org @2
            = \c\h01\h08Anyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention \v\h01 and \v\h06 though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01\h08 Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!


            I put it as a Script in A-Map. Freezes my character, but not the game. Help please. I haven't decompiled it yet.

            Thanks in advance. Again.
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              #6610    
            Old March 18th, 2012 (1:50 PM).
            aljohnston112's Avatar
            aljohnston112 aljohnston112 is offline
               
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              Quote:
              Originally Posted by RetroRoller View Post
              Problems have arisen again.
              The script decompiles fine now
              but the flag isn't set and I can't run -.-'

              Also, I have a script here:
              Spoiler:

              #dyn 0x800000

              #org @start
              checkflag 0x202
              if 0x1 goto @done
              applymovement 0x1 @profalarmed
              msgbox @1
              callstd MSG_NORMAL
              applymovement 0xFF @move
              applymovement 0x1 @proflooksdown
              msgbox @2
              callstd MSG_NORMAL
              setflag 0x202
              release
              end

              #org @done
              release
              end

              #org @proflooksdown
              #raw 0x0
              #raw 0xFE
              #org @profalarmed
              #raw 0x62
              #raw 0x2
              #raw 0xFE
              #org @move
              #raw 0x12
              #raw 0x12
              #raw 0x12
              #raw 0x10
              #raw 0x10
              #raw 0x12
              #raw 0x12
              #raw 0x11
              #raw 0xFE
              #org @1
              = \c\h01\h06 Prof. Williams\c\h01\h02:\c\h01\h08 So that move would make[.]\pOh! \v\h01!\nTake your seat.
              #org @2
              = \c\h01\h08Anyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention \v\h01 and \v\h06 though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01\h08 Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!


              I put it as a Script in A-Map. Freezes my character, but not the game. Help please. I haven't decompiled it yet.

              Thanks in advance. Again.
              If you want an event to happen once you have to use variables, unless you want the character talking to disappear. If so, set the flag number 202 to the person id. If you want the person to stay you'll have to use a variable and set that variable to a different value instead of setting the flag.

              Oh, and you don't have a give item line in the script for the running shoes.
              __________________
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                #6611    
              Old March 18th, 2012 (2:03 PM).
              Spherical Ice's Avatar
              Spherical Ice Spherical Ice is offline
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              Location: Bristol, UK
              Age: 19
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              Quote:
              Originally Posted by aljohnston112 View Post
              If you want an event to happen once you have to use variables, unless you want the character talking to disappear. If so, set the flag number 202 to the person id. If you want the person to stay you'll have to use a variable and set that variable to a different value instead of setting the flag.

              Oh, and you don't have a give item line in the script for the running shoes.
              Um, no, you can use flags OR variables for events to occur once. The difference between flags and variables is basically that variables are used for level scripts and for being set at different values and flags are for hiding sprites and only have two values, true or false.

              As for the actual code, I reccommend you update your XSE to version 1.1.1 RetroRoller, and then adjust your code to something like this:

              Code:
              #dynamic 0x800000
              
              #org @start
              checkflag 0x202
              if 0x1 goto @done
              applymovement 0x1 @profalarmed
              waitmovement 0x0
              msgbox @1 MSG_NORMAL
              applymovement 0xFF @move
              applymovement 0x1 @proflooksdown
              waitmovement 0x0
              msgbox @2 MSG_NORMAL
              setflag 0x202
              release
              end
              
              #org @done
              release
              end
              
              #org @proflooksdown
              #raw 0x0
              #raw 0xFE
              
              #org @profalarmed
              #raw 0x62
              #raw 0x2
              #raw 0xFE
              
              #org @move
              #raw 0x12
              #raw 0x12
              #raw 0x12
              #raw 0x10
              #raw 0x10
              #raw 0x12
              #raw 0x12
              #raw 0x11
              #raw 0xFE
              
              #org @1
              = \c\h01\h06 Prof. Williams\c\h01\h02c\h01\h08 So that move would make[.]\pOh! \v\h01!\nTake your seat.
              
              #org @2
              = \c\h01\h08Anyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention \v\h01 and \v\h06 though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01\h08 Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!
              Also, I wouldn't recommend using the flag 202. I tend to use flags 0x850, they have proved to be quite safe and functional in most cases. So yeah.
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                #6612    
              Old March 18th, 2012 (2:15 PM).
              RetroRoller's Avatar
              RetroRoller RetroRoller is offline
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                Quote:
                Originally Posted by Spherical Ice View Post
                Um, no, you can use flags OR variables for events to occur once. The difference between flags and variables is basically that variables are used for level scripts and for being set at different values and flags are for hiding sprites and only have two values, true or false.

                As for the actual code, I reccommend you update your XSE to version 1.1.1 RetroRoller, and then adjust your code to something like this:

                Code:
                #dynamic 0x800000
                
                #org @start
                checkflag 0x202
                if 0x1 goto @done
                applymovement 0x1 @profalarmed
                waitmovement 0x0
                msgbox @1 MSG_NORMAL
                applymovement 0xFF @move
                applymovement 0x1 @proflooksdown
                waitmovement 0x0
                msgbox @2 MSG_NORMAL
                setflag 0x202
                release
                end
                
                #org @done
                release
                end
                
                #org @proflooksdown
                #raw 0x0
                #raw 0xFE
                
                #org @profalarmed
                #raw 0x62
                #raw 0x2
                #raw 0xFE
                
                #org @move
                #raw 0x12
                #raw 0x12
                #raw 0x12
                #raw 0x10
                #raw 0x10
                #raw 0x12
                #raw 0x12
                #raw 0x11
                #raw 0xFE
                
                #org @1
                = \c\h01\h06 Prof. Williams\c\h01\h02c\h01\h08 So that move would make[.]\pOh! \v\h01!\nTake your seat.
                
                #org @2
                = \c\h01\h08Anyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention \v\h01 and \v\h06 though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01\h08 Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!
                Also, I wouldn't recommend using the flag 202. I tend to use flags 0x850, they have proved to be quite safe and functional in most cases. So yeah.
                Aha, thanks. I already said I use PKSV, but I loaded the script into XSE and changed the flag to 0x850, still froze when I walked on the script.
                Any ideas, guys?

                Ooh and I would like the sprite to dissappear.
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                  #6613    
                Old March 18th, 2012 (2:29 PM).
                Spherical Ice's Avatar
                Spherical Ice Spherical Ice is offline
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                Change the Person ID of the person you want to disappear to 202. Also, does the script tile in Advance Map have the Unknown (the first one) of $03 and the Var Number of 4050? If not, change it so it does.
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                  #6614    
                Old March 18th, 2012 (2:48 PM).
                aljohnston112's Avatar
                aljohnston112 aljohnston112 is offline
                   
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                  Quote:
                  Originally Posted by RetroRoller View Post
                  Aha, thanks. I already said I use PKSV, but I loaded the script into XSE and changed the flag to 0x850, still froze when I walked on the script.
                  Any ideas, guys?

                  Ooh and I would like the sprite to dissappear.
                  If you want him to disappear use the flag, and set the sprite's person id to the flag number you use.
                  And for the frozen script tile, just use a variable (start using variables at about 7000) and put that variable in the variable number box and the var value to 0, and the unknown works with 0 too. When you want that script not to run anymore just put the line
                  setvar 0x7000 0x1
                  (7000 is the variable you put in the variable number box. 0x1 is the number stored in that variable)
                  into the script that you want to stop this script.
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                    #6615    
                  Old March 18th, 2012 (3:38 PM).
                  Rumille's Avatar
                  Rumille Rumille is offline
                     
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                    Posts: 72
                    Quote:
                    Originally Posted by SwiftSign View Post
                    The best advice would be to rewrite the script with fresh @pointers so they all get assigned new offsets, then see if the problem persists.
                    Well, that worked. I still don't understand why the updatecoins line just appeared.

                    And I still dont understand the non-moving-sprite problem either.
                      #6616    
                    Old March 18th, 2012 (4:41 PM).
                    aljohnston112's Avatar
                    aljohnston112 aljohnston112 is offline
                       
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                      Quote:
                      Originally Posted by Rumille View Post
                      Well, that worked. I still don't understand why the updatecoins line just appeared.

                      And I still dont understand the non-moving-sprite problem either.
                      If you added stuff to the script after you 1st compiled it then it might have overwritten itself over one of the first offsets.
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                        #6617    
                      Old March 18th, 2012 (5:59 PM).
                      Rumille's Avatar
                      Rumille Rumille is offline
                         
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                        Posts: 72
                        Since I keep getting problems with the 3 tile-script thing, I have a different question.

                        With the Oak-stopping-you-script, there are two different tiles where he will stop you. However, even though the script offset is different on the two tiles, most of the script is the same

                        Only difference:
                        Quote:
                        '---------------
                        #org 0x1655ED
                        lockall
                        setvar 0x4001 0x0
                        goto 0x8165605
                        vs
                        Quote:
                        '---------------
                        #org 0x1655F9
                        lockall
                        setvar 0x4001 0x1
                        goto 0x8165605
                        The rest of the script is the same. I want to do the same in my map, only for 3 tiles instead of 2. How do I do this? It seems to work with some kind of compare command:
                        For which way Oak needs to walk to you:
                        Quote:
                        compare 0x4001 0x0
                        if 0x1 call 0x81656B8
                        compare 0x4001 0x1
                        if 0x1 call 0x81656C3
                        and for which way you and Oak need to walk back to the lab:
                        Quote:
                        compare 0x4001 0x0
                        if 0x1 call 0x81656CE
                        compare 0x4001 0x1
                        if 0x1 call 0x81656E0

                        I'm guessing that the compare command checks on which of the two tiles you stand, but I can't seem to find the 4001 value anywhere on the tile. How do they do it? And is it possible for 3 tiles instead of 2? I assume it is.
                          #6618    
                        Old March 18th, 2012 (6:42 PM). Edited March 18th, 2012 by DrFuji.
                        DrFuji's Avatar
                        DrFuji DrFuji is offline
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                        Quote:
                        Originally Posted by Rumille View Post
                        Since I keep getting problems with the 3 tile-script thing, I have a different question.

                        With the Oak-stopping-you-script, there are two different tiles where he will stop you. However, even though the script offset is different on the two tiles, most of the script is the same

                        Only difference:

                        vs


                        The rest of the script is the same. I want to do the same in my map, only for 3 tiles instead of 2. How do I do this? It seems to work with some kind of compare command:
                        For which way Oak needs to walk to you:

                        and for which way you and Oak need to walk back to the lab:



                        I'm guessing that the compare command checks on which of the two tiles you stand, but I can't seem to find the 4001 value anywhere on the tile. How do they do it? And is it possible for 3 tiles instead of 2? I assume it is.
                        That kind of 'split' scripting is used when you have a sufficiently large script where it would be best to conserve space (by not inserting it two or three times with minor changes) so you have two or more small scripts that set a variable and piggy-back off a larger one that determines which part of the script it should run based on that value. You can link this to as many scripts as you want, so long as you make sure that the larger script has enough movement variations for all possible tiles you can stand on (ie if you step on the first tile set the variable to 0x0, second tile: 0x1, third tile: 0x2 etc).

                        An important factor you have to remember when making a script that is split up like this is to compile the large section of your script before the smaller sections which set the variable and tell the game which tile you are standing on. For example, let's say that this is a large script that I'm going to insert:

                        Code:
                        #dynamic 0x800000
                        
                        #org @start
                        compare 0x4001 0x0
                        if 0x1 goto @OnLeftTile
                        compare 0x4001 0x1
                        if 0x1 goto @OnMiddleTile
                        goto @OnRightTile // I can leave out the compare line since if the player is not standing on either the left or middle tile, they must be on the right-most tile
                        
                        #org @OnLeftTile
                        applymovement 0xFF @LeftTileMovement
                        goto @ScriptContinue
                        
                        #org @OnMiddleTile
                        applymovement 0xFF @MiddleTileMovement
                        goto @ScriptContinue
                        
                        #org @OnRightTile
                        applymovement 0xFF @ThirdRightMovement
                        goto @ScriptContinue
                        
                        #org @ScriptContinue
                        waitmovement 0x0
                        msgbox @talk 0x2
                        setvar 0x4001 0x3 // You can change the variable again to a totally unused number if you don't want the script tiles to remain active once you've finished
                        release
                        end
                        
                        #org @talk
                        = Hello world!
                        
                        #org @LeftTileMovement
                        #raw 0x11
                        #raw 0x13
                        #raw 0x11
                        #raw 0xFE
                        
                        #org @MiddleTileMovement
                        #raw 0x11
                        #raw 0x11
                        #raw 0xFE
                        
                        #org @RightTileMovement
                        #raw 0x11
                        #raw 0x12
                        #raw 0x11
                        #raw 0xFE
                        Yes I know it isn't actually that large, but it is good enough to show what is happening

                        As you can see in this large and hastily written script, I haven't included the 'setvar 0x4001 0x0/1/2' commands that determine which script tile you're standing on. Once you compile this large script, that is when you can make the smaller script that sets the variable - Don't insert this large script into a tile, just write down its address somewhere. For the purpose of this demonstration, let's say I inserted the earlier large script at the offset 0x812345:

                        Code:
                        #dynamic 0x800000
                        
                        #org @start
                        setvar 0x4001 0x0 // Change the variable's value for each tile you have the possibility of stepping on 
                        call 0x8812345
                        When you compile this small script in XSE and then reopen it through Advance Map, you will find that the large script that was written above and compiled earlier has been added to the end of this small script. The 'call' function allows you to use scripts and data that has already been inserted into the ROM, so when the small script is played, it will automatically continue where the large script starts (hence piggy-backing off it). That's about all you have to do when you have a large script that you don't want to insert two, three or even four times because of the extraordinary amount of space they could all occupy :)


                        The 4001 command can't be found on the tiles in A-Map because the game is using a different variable to determine whether Professor Oak's script has been completed (0x4050), which you can find being set on the 47th line of the script.
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                          #6619    
                        Old March 19th, 2012 (4:13 AM).
                        aljohnston112's Avatar
                        aljohnston112 aljohnston112 is offline
                           
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                          Quote:
                          Originally Posted by SwiftSign View Post
                          The script looks ok to me, maybe change the pause 0x40 to waitmovement 0x0? The script might be ending and passing over the movements, but waitmovement should mean it waits for the moving to finish before continuing to 'end'.
                          Could it have anything to do the characters changing maps?
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                            #6620    
                          Old March 19th, 2012 (8:19 AM). Edited March 19th, 2012 by Rumille.
                          Rumille's Avatar
                          Rumille Rumille is offline
                             
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                            Quote:
                            Originally Posted by DrFuji View Post
                            That kind of 'split' scripting is used when you have a sufficiently large script where it would be best to conserve space (by not inserting it two or three times with minor changes) so you have two or more small scripts that set a variable and piggy-back off a larger one that determines which part of the script it should run based on that value. You can link this to as many scripts as you want, so long as you make sure that the larger script has enough movement variations for all possible tiles you can stand on (ie if you step on the first tile set the variable to 0x0, second tile: 0x1, third tile: 0x2 etc).

                            An important factor you have to remember when making a script that is split up like this is to compile the large section of your script before the smaller sections which set the variable and tell the game which tile you are standing on. For example, let's say that this is a large script that I'm going to insert:
                            Spoiler:

                            Code:
                            #dynamic 0x800000
                            
                            #org @start
                            compare 0x4001 0x0
                            if 0x1 goto @OnLeftTile
                            compare 0x4001 0x1
                            if 0x1 goto @OnMiddleTile
                            goto @OnRightTile // I can leave out the compare line since if the player is not standing on either the left or middle tile, they must be on the right-most tile
                            
                            #org @OnLeftTile
                            applymovement 0xFF @LeftTileMovement
                            goto @ScriptContinue
                            
                            #org @OnMiddleTile
                            applymovement 0xFF @MiddleTileMovement
                            goto @ScriptContinue
                            
                            #org @OnRightTile
                            applymovement 0xFF @ThirdRightMovement
                            goto @ScriptContinue
                            
                            #org @ScriptContinue
                            waitmovement 0x0
                            msgbox @talk 0x2
                            setvar 0x4001 0x3 // You can change the variable again to a totally unused number if you don't want the script tiles to remain active once you've finished
                            release
                            end
                            
                            #org @talk
                            = Hello world!
                            
                            #org @LeftTileMovement
                            #raw 0x11
                            #raw 0x13
                            #raw 0x11
                            #raw 0xFE
                            
                            #org @MiddleTileMovement
                            #raw 0x11
                            #raw 0x11
                            #raw 0xFE
                            
                            #org @RightTileMovement
                            #raw 0x11
                            #raw 0x12
                            #raw 0x11
                            #raw 0xFE


                            Yes I know it isn't actually that large, but it is good enough to show what is happening

                            As you can see in this large and hastily written script, I haven't included the 'setvar 0x4001 0x0/1/2' commands that determine which script tile you're standing on. Once you compile this large script, that is when you can make the smaller script that sets the variable - Don't insert this large script into a tile, just write down its address somewhere. For the purpose of this demonstration, let's say I inserted the earlier large script at the offset 0x812345:
                            Spoiler:

                            Code:
                            #dynamic 0x800000
                            
                            #org @start
                            setvar 0x4001 0x0 // Change the variable's value for each tile you have the possibility of stepping on 
                            call 0x8812345


                            When you compile this small script in XSE and then reopen it through Advance Map, you will find that the large script that was written above and compiled earlier has been added to the end of this small script. The 'call' function allows you to use scripts and data that has already been inserted into the ROM, so when the small script is played, it will automatically continue where the large script starts (hence piggy-backing off it). That's about all you have to do when you have a large script that you don't want to insert two, three or even four times because of the extraordinary amount of space they could all occupy


                            The 4001 command can't be found on the tiles in A-Map because the game is using a different variable to determine whether Professor Oak's script has been completed (0x4050), which you can find being set on the 47th line of the script.
                            I got it to work, surprisingly enough, thank you! Only problem is that I have EXACTLY the same problem as before. The sprite will not appear on the middle and righttile. Even though it is all combined into one big script + 3 seperate small scripts. It does not skip my own movements, but it does skip the sprite movements who should stop you and take you to the location.

                            How can this happen? I don't get it.

                            Spoiler:
                            Code:
                            '---------------
                            #org 0x801185
                            lockall
                            msgbox 0x8801199 MSG_NORMAL '"Hold on!"
                            setvar 0x7001 0x0
                            call 0x8801039
                            '---------------
                            #org 0x801039
                            compare 0x7001 0x0
                            if 0x1 goto 0x8801055
                            compare 0x7001 0x1
                            if 0x1 goto 0x8801082
                            goto 0x88010AF
                            
                            '---------------
                            #org 0x801055
                            applymovement 0x1 0x880112F
                            waitmovement 0x0
                            applymovement MOVE_PLAYER 0x8801151
                            msgbox 0x88010F2 MSG_NORMAL '"You need a Pokémon before you do\n..."
                            applymovement 0x1 0x8801154
                            applymovement MOVE_PLAYER 0x880116A
                            goto 0x88010DC
                            
                            '---------------
                            #org 0x801082
                            applymovement 0x1 0x8801139
                            waitmovement 0x0
                            applymovement MOVE_PLAYER 0x8801151
                            msgbox 0x88010F2 MSG_NORMAL '"You need a Pokémon before you do\n..."
                            applymovement 0x1 0x880115A
                            applymovement MOVE_PLAYER 0x8801171
                            goto 0x88010DC
                            
                            '---------------
                            #org 0x8010AF
                            applymovement 0x1 0x8801145
                            waitmovement 0x0
                            applymovement MOVE_PLAYER 0x8801151
                            msgbox 0x88010F2 MSG_NORMAL '"You need a Pokémon before you do\n..."
                            applymovement 0x1 0x8801162
                            applymovement MOVE_PLAYER 0x880117A
                            goto 0x88010DC
                            
                            '---------------
                            #org 0x8010DC
                            waitmovement 0x0
                            warp 0x4 0xF 0xFF 0x18 0x2
                            setvar 0x7001 0x3
                            hidesprite 0x1
                            releaseall
                            end
                            
                            
                            '---------
                            ' Strings
                            '---------
                            #org 0x801199
                            = Hold on!
                            
                            #org 0x8010F2
                            = You need a Pokémon before you do\nanything else. Follow me.
                            
                            
                            '-----------
                            ' Movements
                            '-----------
                            #org 0x80112F
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x801151
                            #raw 0x2 'Face Left
                            #raw 0xFE 'End of Movements
                            
                            #org 0x801154
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x80116A
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x801139
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x80115A
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x801171
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x801145
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0x13 'Step Right (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x801162
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0xFE 'End of Movements
                            
                            #org 0x80117A
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x12 'Step Left (Normal)
                            #raw 0x10 'Step Down (Normal)
                            #raw 0xFE 'End of Movements

                            This is the script as it is now. The other two versions only have a different first offset and have setvar 0x7001 0x1 (and 0x2) instead of 0x0.
                              #6621    
                            Old March 19th, 2012 (8:40 AM).
                            Mana's Avatar
                            Mana Mana is offline
                            • Platinum Tier
                             
                            Join Date: Jan 2009
                            Location: UK
                            Gender: Female
                            Posts: 10,006
                            Quote:
                            Originally Posted by aljohnston112 View Post
                            Could it have anything to do the characters changing maps?
                            Er I don't think characters can move maps, I believe they are tied to the map they are present on in A-Map - So yes, could be.
                              #6622    
                            Old March 19th, 2012 (8:51 AM). Edited March 19th, 2012 by RetroRoller.
                            RetroRoller's Avatar
                            RetroRoller RetroRoller is offline
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                              Location: England
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                              Posts: 111
                              Okay, more problems -.-'
                              This is the code I put into XSE (NOT PKSV!)
                              Spoiler:
                              #dynamic 0x800000

                              #org @start
                              checkflag 0x202
                              if 0x1 goto @done
                              applymovement 0x1 @profalarmed
                              waitmovement 0x0
                              msgbox @1 MSG_NORMAL
                              applymovement 0xFF @move
                              applymovement 0x1 @proflooksdown
                              waitmovement 0x0
                              msgbox @2 MSG_NORMAL
                              setflag 0x202
                              release
                              end

                              #org @done
                              release
                              end

                              #org @proflooksdown
                              #raw 0x0
                              #raw 0xFE

                              #org @profalarmed
                              #raw 0x62
                              #raw 0x2
                              #raw 0xFE

                              #org @move
                              #raw 0x12
                              #raw 0x12
                              #raw 0x12
                              #raw 0x10
                              #raw 0x10
                              #raw 0x12
                              #raw 0x12
                              #raw 0x11
                              #raw 0xFE

                              #org @1
                              = \c\h01\h06 Prof. Williams\c\h01\h02c\h01\h08 So that move would make[.]\pOh! \v\h01!\nTake your seat.

                              #org @2
                              = \c\h01\h08Anyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention \v\h01 and \v\h06 though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01\h08 Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!


                              I put in the details of the script in A-Map.
                              The guy has the ! sign above his head, but I don't move and the message box doesn't appear. Also, the script doesn't happen twice, so something else works.

                              Help?
                              __________________
                              Eat pizza and stay punk rock

                              I map for the Source SDK and dabble in ROM Hacking hmu.
                                #6623    
                              Old March 19th, 2012 (9:47 AM).
                              Hacks0rus's Avatar
                              Hacks0rus Hacks0rus is offline
                              Monster Raving Looney
                                 
                                Join Date: Jul 2011
                                Gender: Male
                                Nature: Timid
                                Posts: 24
                                Quote:
                                Originally Posted by RetroRoller View Post
                                Okay, more problems -.-'
                                This is the code I put into XSE (NOT PKSV!)
                                Spoiler:
                                #dynamic 0x800000

                                #org @start
                                checkflag 0x202
                                if 0x1 goto @done
                                applymovement 0x1 @profalarmed
                                waitmovement 0x0
                                msgbox @1 MSG_NORMAL
                                applymovement 0xFF @move
                                applymovement 0x1 @proflooksdown
                                waitmovement 0x0
                                msgbox @2 MSG_NORMAL
                                setflag 0x202
                                release
                                end

                                #org @done
                                release
                                end

                                #org @proflooksdown
                                #raw 0x0
                                #raw 0xFE

                                #org @profalarmed
                                #raw 0x62
                                #raw 0x2
                                #raw 0xFE

                                #org @move
                                #raw 0x12
                                #raw 0x12
                                #raw 0x12
                                #raw 0x10
                                #raw 0x10
                                #raw 0x12
                                #raw 0x12
                                #raw 0x11
                                #raw 0xFE

                                #org @1
                                = \c\h01\h06 Prof. Williams\c\h01\h02c\h01\h08 So that move would make[.]\pOh! \v\h01!\nTake your seat.

                                #org @2
                                = \c\h01\h08Anyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention \v\h01 and \v\h06 though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01\h08 Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!


                                I put in the details of the script in A-Map.
                                The guy has the ! sign above his head, but I don't move and the message box doesn't appear. Also, the script doesn't happen twice, so something else works.

                                Help?
                                Is this a script event? if so, you'll need to put a var number in the var number box in a-map (use var numbers 7000 and up). That is, if you haven't already.
                                  #6624    
                                Old March 19th, 2012 (1:57 PM).
                                RetroRoller's Avatar
                                RetroRoller RetroRoller is offline
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                                  Join Date: Jun 2011
                                  Location: England
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                                  Quote:
                                  Originally Posted by Hacks0rus View Post
                                  Is this a script event? if so, you'll need to put a var number in the var number box in a-map (use var numbers 7000 and up). That is, if you haven't already.
                                  Yeah it's a script event and stuff.
                                  Here's the proof:
                                  Spoiler:


                                  Here's the Script I put into XSE:
                                  Spoiler:
                                  #dynamic 0x800000
                                  #org @start
                                  checkflag 0x850
                                  if 0x1 goto @done
                                  applymovement 0x1 @profalarmed
                                  waitmovement 0x0
                                  msgbox @professorspeech1 0x6
                                  applymovement 0xFF @move
                                  applymovement 0x1 @proflooksdown
                                  waitmovement 0x0
                                  msgbox @professorspeech2 0x6
                                  setflag 0x850
                                  release
                                  end

                                  #org @done
                                  release
                                  end

                                  #org @proflooksdown
                                  #raw 0x0
                                  #raw 0xFE

                                  #org @profalarmed
                                  #raw 0x62
                                  #raw 0x2
                                  #raw 0xFE

                                  #org @move
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x10
                                  #raw 0x10
                                  #raw 0x12
                                  #raw 0x12
                                  #raw 0x11
                                  #raw 0xFE

                                  #org @professorspeech1
                                  = \c\h01\h06 Prof. Williams\c\h01\h02c\h01\h08 So that move would make[.]\pOh! \v\h01!\nTake your seat.

                                  #org @professorspeech2
                                  = \c\h01\h08Anyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention \v\h01 and \v\h06 though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01\h08 Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!


                                  And here is the script after decompiling:
                                  Spoiler:
                                  '-----------------------
                                  #org 0x8009CB
                                  checkflag 0x850
                                  if 0x1 goto 0x8800A01
                                  applymovement 0x1 0x8800A07
                                  waitmovement 0x0
                                  msgbox 0x8800A15 '"\c\h01É Prof. Williams\c\h01ÁcÀË So..."
                                  applymovement MOVE_PLAYER 0x8800A0B
                                  applymovement 0x1 0x8800A04
                                  waitmovement 0x0
                                  msgbox 0x8800A7C '"\c\h01ËAnyways, I graded all your e..."
                                  setflag 0x850
                                  release
                                  end

                                  '-----------------------
                                  #org 0x800A01
                                  release
                                  end


                                  '-----------
                                  ' Movements
                                  '-----------
                                  #org 0x800A07
                                  #raw 62 'Exclamation Mark (!)
                                  #raw 2 'Face Left
                                  #raw FE 'End of Movements

                                  #org 0x800A0B
                                  #raw 12 'Step Left (Normal)
                                  #raw 12 'Step Left (Normal)
                                  #raw 12 'Step Left (Normal)
                                  #raw 10 'Step Down (Normal)
                                  #raw 10 'Step Down (Normal)
                                  #raw 12 'Step Left (Normal)
                                  #raw 12 'Step Left (Normal)
                                  #raw 11 'Step Up (Normal)
                                  #raw FE 'End of Movements

                                  #org 0x800A04
                                  #raw 0 'Face Down
                                  #raw FE 'End of Movements


                                  '---------
                                  ' Strings
                                  '---------
                                  #org 0x800A15
                                  = \c\h01É Prof. Williams\c\h01ÁcÀË So that move would make[.]\pOh! [player]!\nTake your seat.

                                  #org 0x800A7C
                                  = \c\h01ËAnyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention [player] and [rival] though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01Ë Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!


                                  Scrolling throught the Compiling Log, I noticed no errors or warnings, so it worked fine.
                                  I've corrected the script before, and it still doesn't work. I will try again if you ask but do you have any other solutions?
                                  __________________
                                  Eat pizza and stay punk rock

                                  I map for the Source SDK and dabble in ROM Hacking hmu.
                                    #6625    
                                  Old March 19th, 2012 (2:23 PM).
                                  Quickster's Avatar
                                  Quickster Quickster is offline
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                                    Nature: Quiet
                                    Posts: 351
                                    Quote:
                                    Originally Posted by RetroRoller View Post
                                    Yeah it's a script event and stuff.
                                    Here's the proof:
                                    Spoiler:


                                    Here's the Script I put into XSE:
                                    Spoiler:
                                    #dynamic 0x800000
                                    #org @start
                                    checkflag 0x850
                                    if 0x1 goto @done
                                    applymovement 0x1 @profalarmed
                                    waitmovement 0x0
                                    msgbox @professorspeech1 0x6
                                    applymovement 0xFF @move
                                    applymovement 0x1 @proflooksdown
                                    waitmovement 0x0
                                    msgbox @professorspeech2 0x6
                                    setflag 0x850
                                    release
                                    end

                                    #org @done
                                    release
                                    end

                                    #org @proflooksdown
                                    #raw 0x0
                                    #raw 0xFE

                                    #org @profalarmed
                                    #raw 0x62
                                    #raw 0x2
                                    #raw 0xFE

                                    #org @move
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x10
                                    #raw 0x10
                                    #raw 0x12
                                    #raw 0x12
                                    #raw 0x11
                                    #raw 0xFE

                                    #org @professorspeech1
                                    = \c\h01\h06 Prof. Williams\c\h01\h02c\h01\h08 So that move would make[.]\pOh! \v\h01!\nTake your seat.

                                    #org @professorspeech2
                                    = \c\h01\h08Anyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention \v\h01 and \v\h06 though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01\h08 Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!


                                    And here is the script after decompiling:
                                    Spoiler:
                                    '-----------------------
                                    #org 0x8009CB
                                    checkflag 0x850
                                    if 0x1 goto 0x8800A01
                                    applymovement 0x1 0x8800A07
                                    waitmovement 0x0
                                    msgbox 0x8800A15 '"\c\h01É Prof. Williams\c\h01ÁcÀË So..."
                                    applymovement MOVE_PLAYER 0x8800A0B
                                    applymovement 0x1 0x8800A04
                                    waitmovement 0x0
                                    msgbox 0x8800A7C '"\c\h01ËAnyways, I graded all your e..."
                                    setflag 0x850
                                    release
                                    end

                                    '-----------------------
                                    #org 0x800A01
                                    release
                                    end


                                    '-----------
                                    ' Movements
                                    '-----------
                                    #org 0x800A07
                                    #raw 62 'Exclamation Mark (!)
                                    #raw 2 'Face Left
                                    #raw FE 'End of Movements

                                    #org 0x800A0B
                                    #raw 12 'Step Left (Normal)
                                    #raw 12 'Step Left (Normal)
                                    #raw 12 'Step Left (Normal)
                                    #raw 10 'Step Down (Normal)
                                    #raw 10 'Step Down (Normal)
                                    #raw 12 'Step Left (Normal)
                                    #raw 12 'Step Left (Normal)
                                    #raw 11 'Step Up (Normal)
                                    #raw FE 'End of Movements

                                    #org 0x800A04
                                    #raw 0 'Face Down
                                    #raw FE 'End of Movements


                                    '---------
                                    ' Strings
                                    '---------
                                    #org 0x800A15
                                    = \c\h01É Prof. Williams\c\h01ÁcÀË So that move would make[.]\pOh! [player]!\nTake your seat.

                                    #org 0x800A7C
                                    = \c\h01ËAnyways, I graded all your exam\npapers.\pAll you guys did well. I just have to\nmention [player] and [rival] though!\pYou guys were the only ones to get A's.\nI wanted to give you both a little\lpresent for doing so well[.]\nYour very own\c\h01Ë Pokémon!\pGo home now guys. And I'll see you\ntwo in the Lab later!


                                    Scrolling throught the Compiling Log, I noticed no errors or warnings, so it worked fine.
                                    I've corrected the script before, and it still doesn't work. I will try again if you ask but do you have any other solutions?
                                    Hi, I think you should try putting 4050 as the var number instead of 7000 to see if it works.
                                    __________________
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