ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

Closed Thread
 
Thread Tools
  #6976    
Old June 15th, 2012 (3:24 PM).
Teh Blazer's Avatar
Teh Blazer Teh Blazer is offline
Divider of Zero
     
    Join Date: Feb 2009
    Location: 'MERICA
    Age: 21
    Gender: Male
    Nature: Relaxed
    Posts: 768
    Quote:
    Originally Posted by CrystalStatic View Post
    You can do a "hidesprite" command on the sprite you want to change then right after that command do a "showsprite" command on the sprite you want the 1st sprite to change into.

    EX:

    ......
    hidesprite 0x03
    setflag 0x1200
    showsprite 0x04
    ......
    Well, I wanted to avoid doing that, but if there isn't another way I guess I'll opt-out for that one. Thanks for the help.
    __________________
    Being a hero is overrated anyways

    Relevant Advertising!

      #6977    
    Old June 18th, 2012 (3:20 AM).
    lJdudel's Avatar
    lJdudel lJdudel is offline
       
      Join Date: Jun 2012
      Gender: Male
      Posts: 7
      Game: Pokemon Fire Red
      Type: Recieve Pokemon
      Editor: PKSV
      Script:
      Spoiler:
      #org 0x874029F
      '-----------------------------------
      lock
      checkflag 0x200
      if true jump 0x87402D9 ' Flag is set
      setflag FR_POKEMON
      countpokemon
      compare LASTRESULT 0x6
      if == jump 0x87402DB ' Equal To
      setflag FR_POKEMON
      setflag 0x291
      addpokemon LARVITAR 5 NONE 0x0 0x0 0x0
      setflag 0x200
      storepokemon 0x0 LARVITAR
      message 0x874030F ' You got a \v\h02!
      release
      end

      #org 0x87402D9
      '-----------------------------------
      release
      end

      #org 0x87402DB
      '-----------------------------------
      msgbox 0x87402E5 ' You don't have enoug...
      callstd MSG_NOCLOSE ' Non-closing message
      release
      ' Release commands close any open messages
      end


      #org 0x874030F
      = You got a \v\h02!

      #org 0x87402E5
      = You don't have enough room in your party.

      Screenshots and/or videos: NA

      The game freezes after I try and get my Pokemon, with this script.
        #6978    
      Old June 18th, 2012 (4:33 AM).
      Mana's Avatar
      Mana Mana is offline
      • Platinum Tier
       
      Join Date: Jan 2009
      Location: UK
      Gender: Female
      Posts: 10,005
      Quote:
      Originally Posted by lJdudel View Post
      Game: Pokemon Fire Red
      Type: Recieve Pokemon
      Editor: PKSV
      Script:
      Spoiler:
      #org 0x874029F
      '-----------------------------------
      lock
      checkflag 0x200
      if true jump 0x87402D9 ' Flag is set
      setflag FR_POKEMON
      countpokemon
      compare LASTRESULT 0x6
      if == jump 0x87402DB ' Equal To

      setflag FR_POKEMON
      setflag 0x291
      addpokemon LARVITAR 5 NONE 0x0 0x0 0x0
      setflag 0x200
      storepokemon 0x0 LARVITAR
      message 0x874030F ' You got a \v\h02!
      release
      end

      #org 0x87402D9
      '-----------------------------------
      release
      end

      #org 0x87402DB
      '-----------------------------------
      msgbox 0x87402E5 ' You don't have enoug...
      callstd MSG_NOCLOSE ' Non-closing message
      release
      ' Release commands close any open messages
      end



      #org 0x874030F
      = You got a \v\h02!

      #org 0x87402E5
      = You don't have enough room in your party.


      Screenshots and/or videos: NA

      The game freezes after I try and get my Pokemon, with this script.
      I don't normally use PKSV but you can remove some parts of the script to make it simpler, which in turn might make it work.

      Since it is your first Pokémon (judging by the Pokémon menu flag you asked for) there is no way the person will already have a full party, so we can totally remove the parts in bold (in the quote spoiler above).

      Does the script freeze before the 'You got a Larvitar!' message? Do you get the message and then freezes? Does the script freeze as you leave the message? Any extra information would be helpful.

      With:

      addpokemon LARVITAR 5 NONE 0x0 0x0 0x0

      Should the NONE be 0x0 instead? Looking at this tutorial it might be the possible cause.
        #6979    
      Old June 18th, 2012 (5:26 AM).
      lJdudel's Avatar
      lJdudel lJdudel is offline
         
        Join Date: Jun 2012
        Gender: Male
        Posts: 7
        Quote:
        Originally Posted by SwiftSign View Post


        I don't normally use PKSV but you can remove some parts of the script to make it simpler, which in turn might make it work.

        Since it is your first Pokémon (judging by the Pokémon menu flag you asked for) there is no way the person will already have a full party, so we can totally remove the parts in bold (in the quote spoiler above).

        Does the script freeze before the 'You got a Larvitar!' message? Do you get the message and then freezes? Does the script freeze as you leave the message? Any extra information would be helpful.

        With:

        addpokemon LARVITAR 5 NONE 0x0 0x0 0x0

        Should the NONE be 0x0 instead? Looking at tutorial it might be the possible cause.
        I deleted and edited what you said, and it still freezes. Also, it freezes the instant I hit "A" on the Pokeball.
          #6980    
        Old June 18th, 2012 (11:54 AM).
        Ach7AC's Avatar
        Ach7AC Ach7AC is offline
           
          Join Date: Jun 2012
          Gender: Male
          Posts: 146
          Technically, my script is working as intended, except for the last part. My message appears and the move command works, but after the script is done, the player character freezes and does not move. Any help here?

          #dynamic 0x162173

          #org @start
          lock
          faceplayer
          checkflag 0x1000
          if 0x0 goto @hey
          release
          end

          #org @hey
          applymovement 0xFF @move
          waitmovement 0x0
          msgbox @safe 0x6
          release
          end

          #org @move
          #raw 0x1
          #raw 0x12
          #raw 0x3

          #org @safe
          = For your safety, I cannot allow\nyou to leave COVE TOWN without a\lPOKEMON.
            #6981    
          Old June 18th, 2012 (12:15 PM).
          Mana's Avatar
          Mana Mana is offline
          • Platinum Tier
           
          Join Date: Jan 2009
          Location: UK
          Gender: Female
          Posts: 10,005
          Quote:
          Originally Posted by Ach7AC View Post
          Technically, my script is working as intended, except for the last part. My message appears and the move command works, but after the script is done, the player character freezes and does not move. Any help here?

          Spoiler:
          #dynamic 0x162173

          #org @start
          lock
          faceplayer
          checkflag 0x1000
          if 0x0 goto @hey
          release
          end

          #org @hey
          applymovement 0xFF @move
          waitmovement 0x0
          msgbox @safe 0x6
          release
          end

          #org @move
          #raw 0x1
          #raw 0x12
          #raw 0x3

          #org @safe
          = For your safety, I cannot allow\nyou to leave COVE TOWN without a\lPOKEMON.
          Here is your problem:

          #org @move
          #raw 0x1
          #raw 0x12
          #raw 0x3
          #raw 0xFE

          You always need to end your movements with #raw 0xFE, as that ends the movement pointer and returns to end your script properly.
            #6982    
          Old June 20th, 2012 (1:02 AM).
          qwerty1232123 qwerty1232123 is offline
             
            Join Date: Jun 2012
            Gender: Male
            Posts: 2
            i wrote script- person event. just that the person will say Hello. but in the game when i talk with the person it writes what he say in strange symbol (5 same symbols). i changed the text for Hi and it writes 2 same symbols. anyone know what is the problem? i think that maybe it doesnt succeed to read the text...
            any solutions?
            thank you
              #6983    
            Old June 20th, 2012 (2:51 AM). Edited June 21st, 2012 by Mana.
            Mana's Avatar
            Mana Mana is offline
            • Platinum Tier
             
            Join Date: Jan 2009
            Location: UK
            Gender: Female
            Posts: 10,005
            Quote:
            Originally Posted by qwerty1232123 View Post
            i wrote script- person event. just that the person will say Hello. but in the game when i talk with the person it writes what he say in strange symbol (5 same symbols). i changed the text for Hi and it writes 2 same symbols. anyone know what is the problem? i think that maybe it doesnt succeed to read the text...
            any solutions?
            thank you
            Posting the script is the best way to look for help.

            But from what I can tell this is probably a compiling error.

            If using XSE make sure you are using #dynamic 0x800000 and blank @pointers rather than numbers which you got from FSF or otherwise.
              #6984    
            Old June 20th, 2012 (11:41 AM).
            Renegade's Avatar
            Renegade Renegade is offline
            Time for real life...
               
              Join Date: Nov 2011
              Location: United States
              Gender: Male
              Nature: Careful
              Posts: 998
              Quote:
              Originally Posted by SwiftSign View Post


              Posting the script is the best way to look for help.

              But from what I can tell this is probably a compiling error.

              If using XSE make sure you are using #dynamic 0x80000 and blank @pointers rather than numbers which you got from FSF or otherwise.
              You mean #dynamic 0x800000? Haha, you might want to fix your reply...
                #6985    
              Old June 20th, 2012 (12:42 PM). Edited June 20th, 2012 by thanethane98.
              thanethane98's Avatar
              thanethane98 thanethane98 is offline
              Self Proclaimed Expert
                 
                Join Date: Jun 2012
                Nature: Relaxed
                Posts: 83
                Hello! I'm trying to make a script that causes a message to display after the battle, and then have the screen fade to black. Afterwards, it needs to fade back in and all of the sprites/people on the map need to be gone. I tried looking at the script at Silph Co., but when I try to recreate it I get an error. After the battle, they just vanish for a second and reappear when you take a step. I'm sorry if I've made some very bad mistakes with my script, I'm very knew to trying to script. So how would I make the script work correctly?
                Game: Pokemon Firered
                Editor: PKSV
                Type: Person Event
                Script:
                Spoiler:
                trainerbattle 0x0 0xD3 0x0 0x874117D 0x87411C1
                msgbox 0x87411E6 ' Humph. Go ahead and ...
                callstd MSG_NOCLOSE ' Non-closing message
                closemsg
                fadescreen FADEOUT_BLACK
                disappear 0x1
                disappear 0x2
                disappear 0x3
                fadescreen FADEIN_BLACK
                setflag 0xFB
                releaseall
                end
                  #6986    
                Old June 20th, 2012 (9:08 PM).
                hinkage's Avatar
                hinkage hinkage is offline
                Everyone currently in an argument with this member: I really suggest you stop.
                • Gold Tier
                 
                Join Date: Aug 2010
                Age: 21
                Posts: 378
                I've expanded my Emerald ROM to 32 MB. No script editor lets me use any offset greater than 0xFFFFFF; if I try to, it glitches and assigns everything to offset 0x10000001. What the hell do I do.
                  #6987    
                Old June 21st, 2012 (12:08 AM).
                tajaros's Avatar
                tajaros tajaros is offline
                Hi I'm dawg
                   
                  Join Date: Apr 2012
                  Location: Philippines
                  Age: 18
                  Gender: Male
                  Nature: Timid
                  Posts: 857
                  Quote:
                  Originally Posted by hinkage View Post
                  I've expanded my Emerald ROM to 32 MB. No script editor lets me use any offset greater than 0xFFFFFF; if I try to, it glitches and assigns everything to offset 0x10000001. What the hell do I do.
                  Then don't use an offset greater than 0xFFFFFF simple as that....
                  __________________
                    #6988    
                  Old June 21st, 2012 (2:11 AM).
                  lJdudel's Avatar
                  lJdudel lJdudel is offline
                     
                    Join Date: Jun 2012
                    Gender: Male
                    Posts: 7
                    Game: Pokemon Fire Red
                    Type: Movement
                    Editor: PKSV
                    Script:
                    Spoiler:
                    #dyn 0x740000
                    #org @start
                    lock
                    faceplayer
                    msgbox @text ' Hey! You should see\nProffesor Crane to get\na POK\eMON!
                    callstd MSG_NORMAL
                    release
                    end

                    #org @text
                    = Hey! You should see\nProffesor Crane to get\na POK\eMON!

                    #org @applymovement
                    m walk_right walk_right walk_down end

                    #org @applymovement
                    m walk_up walk_left walk_left end


                    The problem is, after I compile the script and insert it, it turns into

                    Spoiler:
                    #dyn 0x740000
                    #org @start
                    lock
                    faceplayer
                    msgbox @text ' Hey! You should see\nProffesor Crane to get\na POK\eMON!
                    callstd MSG_NORMAL
                    release
                    end

                    #org @text
                    = Hey! You should see\nProffesor Crane to get\na POK\eMON!


                    It gets rid of the movements! What can I do to fix it?
                      #6989    
                    Old June 21st, 2012 (5:51 AM).
                    hinkage's Avatar
                    hinkage hinkage is offline
                    Everyone currently in an argument with this member: I really suggest you stop.
                    • Gold Tier
                     
                    Join Date: Aug 2010
                    Age: 21
                    Posts: 378
                    Quote:
                    Originally Posted by tajaros View Post
                    Then don't use an offset greater than 0xFFFFFF simple as that.... :)
                    If I DON'T use my expanded space, music gets corrupted. Emerald does that. Common knowledge.
                      #6990    
                    Old June 21st, 2012 (9:46 AM).
                    Hadesminion13 Hadesminion13 is offline
                       
                      Join Date: Apr 2009
                      Gender:
                      Posts: 29
                      Quote:
                      Originally Posted by hinkage View Post
                      If I DON'T use my expanded space, music gets corrupted. Emerald does that. Common knowledge.
                      How exactly would you use an offset above 0xFFFFFF? In the hex 'alphabet' it doesn't go past 'F,' sorry if I just don't understand it but it seems the only logical way to continue from that point would be for the program to go back to 0x1... etc...

                      (I actually do want to know this, because I plan on making my own hack from Emerald and I didn't even know you could expand the ROM :/)

                      ANYWAYS...

                      Kind of related to my issue above, I'm scripting a new beginning for the game. I'm not that far, but I found a program to change the starting location for the game and that worked out, so I have two questions:

                      1) Is there any way to remove the 'earthquake' animation and the stopping and pausing that happens in the truck from my new map? I cleared out all the map scripts but it still happens :/

                      2) I have a script:

                      Code:
                      #dynamic 0xE00000
                      
                      #org @start
                      lockall
                      applymovement 0xFF @jump
                      waitmovement 0xFF
                      fadescreen 0x1
                      warpmuted 0x24 0x52 0xFF 0x06 0x06
                      fadescreen 0x0
                      releaseall
                      end
                      
                      #org @jump
                      #raw 0x0C 0xFE
                      This is on a tile, and the tile isn't the actual problem... This is what happens:

                      My character jumps down into the 'hole' like he's supposed to and then the screen fades... like it's supposed to.

                      Here's the problem, after it fades it just crashes the game, not freezes but completely crashes.

                      The new map I'm trying to warp to is a 13x13 map overwriting the entrance to New Mauville, using the same tilesets as it. The whole map is just black tiles (Except for a sign), with script tiles making a circle around where the player warps to on the ground, there are 26 script tiles in the circle, so my thought is that there are way to many scripts in one map, but that's kind of a problem because I want the player to be able to 'play a part' in the entrance to the game.

                      I might add that I have absolutely no idea what the exit # is in the warp command, I just saw a few in-game scripts using that and it worked in my re-make of the 'getting out of the truck, talking to your mom, and going into the house' sequence.

                      Also, do scripts keep going after you warp? That would be really useful because I could make a whole 'cutscene,' but if not that sucks because then I have to use a level script just to frickin' fade the screen back to normal :/

                      Sorry for the novel, just have a lot of problems and I'm running on my phone's Wifi tethering (Stupid step dad disabled the cable) so I need to hit around 10-20 birds with one slow-moving stone lol.
                      __________________

                      Feed Me!

                      Adopted from Valenth
                        #6991    
                      Old June 21st, 2012 (2:41 PM).
                      Mana's Avatar
                      Mana Mana is offline
                      • Platinum Tier
                       
                      Join Date: Jan 2009
                      Location: UK
                      Gender: Female
                      Posts: 10,005
                      Quote:
                      Originally Posted by Hadesminion13 View Post
                      Code:
                      #dynamic 0xE00000
                      
                      #org @start
                      lockall
                      applymovement 0xFF @jump
                      waitmovement 0xFF
                      fadescreen 0x1
                      warpmuted 0x24 0x52 0xFF 0x06 0x06
                      fadescreen 0x0
                      releaseall
                      end
                      
                      #org @jump
                      #raw 0x0C 0xFE
                      From the looks of it, unless you have loads and loads of maps, you have put the map bank and map number in decimal, rather than hex.

                      Try:

                      warpmuted 0x18 0x34 0xFF 0x6 0x6
                        #6992    
                      Old June 21st, 2012 (6:59 PM).
                      thanethane98's Avatar
                      thanethane98 thanethane98 is offline
                      Self Proclaimed Expert
                         
                        Join Date: Jun 2012
                        Nature: Relaxed
                        Posts: 83
                        Hey everyone, sorry for making a second post. After posting a couple of days ago to try and get help with my script, I started doing a bit more looking around and was able to fix up my script a bit. I've managed to make it work a bit better by using applymovement (which involved me completely switching over to using XSE instead of PKSV), but now I'm stumped on how to fix another problem I have with the script. When I, say, go to a different room and come back, the sprite that vanished is there again. I thought that by having my flags set up I'd be able to stop this, but apparantly not. Can anybody point out what I'm doing wrong here?

                        Game: Pokemon Firered
                        Type: Movement/Person Event
                        Editor: XSE
                        Script:
                        Spoiler:
                        '---------------
                        #org 0x806E58
                        lock
                        faceplayer
                        checkflag 0x200
                        if 0x1 goto 0x8806E84
                        trainerbattle 0x0 0xD3 0x0 0x8806E87 0x8806EC5
                        goto 0x8806E77

                        '---------------
                        #org 0x806E84
                        end

                        '---------------
                        #org 0x806E77
                        fadescreen 0x1
                        applymovement 0x2 0x8806F53
                        fadescreen 0x0
                        setflag 0x200
                        release
                        end


                        '---------
                        ' Strings
                        '---------
                        #org 0x806E87
                        = I'm the best GRUNT on this floor!\pDo you think you can win?

                        #org 0x806EC5
                        = MAGIKARP, why did you fail me?


                        '-----------
                        ' Movements
                        '-----------
                        #org 0x806F53
                        #raw 0x60 'Hide
                        #raw 0xFE 'End of Movements
                          #6993    
                        Old June 21st, 2012 (8:23 PM).
                        Hadesminion13 Hadesminion13 is offline
                           
                          Join Date: Apr 2009
                          Gender:
                          Posts: 29
                          Ugh I feel sooo stupid, thank you soo much SwiftSign I'd still be stuck if not for you. :D


                          Thane, did you set the sprite's PID to the flag? Also, lmao @ "Magikarp, you failed me!"
                          __________________

                          Feed Me!

                          Adopted from Valenth
                            #6994    
                          Old June 21st, 2012 (9:18 PM).
                          tajaros's Avatar
                          tajaros tajaros is offline
                          Hi I'm dawg
                             
                            Join Date: Apr 2012
                            Location: Philippines
                            Age: 18
                            Gender: Male
                            Nature: Timid
                            Posts: 857
                            Quote:
                            Originally Posted by thanethane98 View Post
                            Hey everyone, sorry for making a second post. After posting a couple of days ago to try and get help with my script, I started doing a bit more looking around and was able to fix up my script a bit. I've managed to make it work a bit better by using applymovement (which involved me completely switching over to using XSE instead of PKSV), but now I'm stumped on how to fix another problem I have with the script. When I, say, go to a different room and come back, the sprite that vanished is there again. I thought that by having my flags set up I'd be able to stop this, but apparantly not. Can anybody point out what I'm doing wrong here?

                            Game: Pokemon Firered
                            Type: Movement/Person Event
                            Editor: XSE
                            Script:
                            Spoiler:
                            '---------------
                            #org 0x806E58
                            lock
                            faceplayer
                            checkflag 0x200
                            if 0x1 goto 0x8806E84
                            trainerbattle 0x0 0xD3 0x0 0x8806E87 0x8806EC5
                            goto 0x8806E77

                            '---------------
                            #org 0x806E84
                            end

                            '---------------
                            #org 0x806E77
                            fadescreen 0x1
                            applymovement 0x2 0x8806F53
                            fadescreen 0x0
                            setflag 0x200
                            release
                            end


                            '---------
                            ' Strings
                            '---------
                            #org 0x806E87
                            = I'm the best GRUNT on this floor!\pDo you think you can win?

                            #org 0x806EC5
                            = MAGIKARP, why did you fail me?


                            '-----------
                            ' Movements
                            '-----------
                            #org 0x806F53
                            #raw 0x60 'Hide
                            #raw 0xFE 'End of Movements
                            Instead of using #raw 0x60 and applymovement to person event #2 try doing a "hidesprite" command so instead of using that use hidesprite 0x2 and input a flag so the person wont appear again...
                            __________________
                              #6995    
                            Old June 22nd, 2012 (4:04 PM). Edited June 22nd, 2012 by Boyd.
                            Boyd's Avatar
                            Boyd Boyd is offline
                            Beginning Scripter
                               
                              Join Date: Jul 2011
                              Gender: Male
                              Nature: Relaxed
                              Posts: 7
                              Hey everyone, I'm having a little problem with changing Text Color in FireRed.

                              It seems that whenever I introduce a color change in a line of text, it just mashes all other text in the script together whenever I run the game... For example:

                              Code:
                              #org 0x8007F2
                              = [green_fr][player][black_fr]: Huh? Who are you?\nWhere am I?
                              Will turn into:
                              Code:
                              #org 0x8007F2
                              = [green_fr][player][black_fr]: Huh? Who are you?\nWhere am[orange_fr]Stranger[black_fr]: Aha! Good you are\nfinally here!\pI don't have too much time to\nexplain, meet me further in the\lforest and all will soon be cle[green_fr][player][black_fr]: What a weird guy!\nI wonder what this place is...\pShould I follow him?\nI guess I have no other choice...
                              The other text is two completely seperate messages within the same script that just seems to be thrown into this when I compile, and the same thing happens for the other 2 messages. In-game it is just a complete mess of random text...

                              If anyone knows how to fix this, or why this error occurs, that would be greatly appreciated! I can also post the whole code if needed to clarify, but like I said this only happened when I added color, it originally worked fine.

                              Thanks! -Boyd

                              P.S. Wasn't sure if this should be in "Script Help" or here, since it's still a quick question so sorry if I chose the wrong spot!
                                #6996    
                              Old June 22nd, 2012 (4:15 PM).
                              tajaros's Avatar
                              tajaros tajaros is offline
                              Hi I'm dawg
                                 
                                Join Date: Apr 2012
                                Location: Philippines
                                Age: 18
                                Gender: Male
                                Nature: Timid
                                Posts: 857
                                Quote:
                                Originally Posted by Boyd View Post
                                Hey everyone, I'm having a little problem with changing Text Color in FireRed.

                                It seems that whenever I introduce a color change in a line of text, it just mashes all other text in the script together whenever I run the game... For example:

                                Code:
                                #org 0x8007F2
                                = [green_fr][player][black_fr]: Huh? Who are you?\nWhere am I?
                                Will turn into:
                                Code:
                                #org 0x8007F2
                                = [green_fr][player][black_fr]: Huh? Who are you?\nWhere am[orange_fr]Stranger[black_fr]: Aha! Good you are\nfinally here!\pI don't have too much time to\nexplain, meet me further in the\lforest and all will soon be cle[green_fr][player][black_fr]: What a weird guy!\nI wonder what this place is...\pShould I follow him?\nI guess I have no other choice...
                                The other text is two completely seperate messages within the same script that just seems to be thrown into this when I compile, and the same thing happens for the other 2 messages. In-game it is just a complete mess of random text...

                                If anyone knows how to fix this, or why this error occurs, that would be greatly appreciated! I can also post the whole code if needed to clarify, but like I said this only happened when I added color, it originally worked fine.

                                Thanks! -Boyd

                                P.S. Wasn't sure if this should be in "Script Help" or here, since it's still a quick question so sorry if I chose the wrong spot!
                                This happened to me alot of times....
                                Try repointing the offsets and see if it works....
                                __________________
                                  #6997    
                                Old June 22nd, 2012 (4:23 PM).
                                DrFuji's Avatar
                                DrFuji DrFuji is offline
                                Heiki Hecchara‌‌
                                • Crystal Tier
                                 
                                Join Date: Sep 2009
                                Location: Downia-upside
                                Age: 24
                                Gender: Male
                                Nature: Jolly
                                Posts: 1,328
                                Quote:
                                Originally Posted by Boyd View Post
                                Hey everyone, I'm having a little problem with changing Text Color in FireRed.

                                It seems that whenever I introduce a color change in a line of text, it just mashes all other text in the script together whenever I run the game... For example:

                                Code:
                                #org 0x8007F2
                                = [green_fr][player][black_fr]: Huh? Who are you?\nWhere am I?
                                Will turn into:
                                Code:
                                #org 0x8007F2
                                = [green_fr][player][black_fr]: Huh? Who are you?\nWhere am[orange_fr]Stranger[black_fr]: Aha! Good you are\nfinally here!\pI don't have too much time to\nexplain, meet me further in the\lforest and all will soon be cle[green_fr][player][black_fr]: What a weird guy!\nI wonder what this place is...\pShould I follow him?\nI guess I have no other choice...
                                The other text is two completely seperate messages within the same script that just seems to be thrown into this when I compile, and the same thing happens for the other 2 messages. In-game it is just a complete mess of random text...

                                If anyone knows how to fix this, or why this error occurs, that would be greatly appreciated! :) I can also post the whole code if needed to clarify, but like I said this only happened when I added color, it originally worked fine.

                                Thanks! -Boyd

                                P.S. Wasn't sure if this should be in "Script Help" or here, since it's still a quick question so sorry if I chose the wrong spot!
                                After inserting the scripts into your ROM, are you opening them through Advance Map and trying to edit them from there? That's what I believe you are doing, which isn't good practice and is the reason why your commands are becoming garbled.

                                You need to have dynamic pointers (@talk, @move etc.) rather than static pointers (0x8801199, 0x880115A etc.) which you receive when you open a script from Advance Map. If you are working with static pointers, like you have shown by posting your scripts here straight from being opened in Advance Map, then you can't make them longer at all - This is because XSE will automatically overwrite what ever data you have at the address that you have specified with static pointers. Here is an example of what I'm talking about:

                                Code:
                                #org 0x80004E
                                lockall
                                applymovement 0x1 0x8800064
                                waitmovement 0x1
                                msgbox 0x8800067 0x2
                                releaseall
                                end
                                
                                #org 0x800064
                                #raw 0x11
                                #raw 0xFE
                                
                                #org 0x800067
                                = Hello world!
                                In this fake script I have opened straight from Advance Map and cleaned up a little you see that I am using static pointers that tell me what offset parts of the script are assigned to. If I suddenly realised that the OW I'm moving needs to step upwards three more times and subsequently added three more 'raw 0x11's to his movements and then compiled the script again, this is what it would look like once I reload it:

                                Code:
                                #org 0x80004E
                                lockall
                                applymovement 0x1 0x8800064
                                waitmovement 0x1
                                msgbox 0x8800067 0x2
                                releaseall
                                end
                                
                                #org 0x800064
                                #raw 0x11
                                #raw 0x11
                                #raw 0x11
                                #raw 0x11
                                #raw 0xFE
                                
                                #org 0x800067
                                = Ù\nllo world!
                                As you can see, the text in the message box has now been corrupted and is unusable, as the extra movement data that I added has overwritten three bytes of what was otherwise perfectly legible text. This is the problem with static offsets, you can't add any data that would otherwise expand the size of your script. It is good for quickly altering small things like changing values, variables used and stuff that won't lengthen your script, but it is otherwise improper for everyday scripting use.

                                Once you've finished writing a new script (with dynamic pointers, not static pointers from Advance Map), I would advise saving it as a .rbc file, which is as easy as going to 'File > Save As' and saving your script as you would any other program. This way you can open up your script in the future with your dynamic pointers already in place and reinsert it again if you need to lengthen it.
                                __________________
                                  #6998    
                                Old June 22nd, 2012 (4:51 PM).
                                Boyd's Avatar
                                Boyd Boyd is offline
                                Beginning Scripter
                                   
                                  Join Date: Jul 2011
                                  Gender: Male
                                  Nature: Relaxed
                                  Posts: 7
                                  Oh okay yes I understand what you are saying, and Yeah as you can tell I'm a rookie

                                  Thank you for your help in explaining this and for the quick reply, it makes sense as to why it wasn't working, it was driving me crazy! I've been trying to save the .rbc files as I go, so it shouldn't be too much trouble to fix it up. I'm just making a hack for the fun of it, and it's nice to have helpful people willing to give you a hand when you need it

                                  Thanks again!
                                  - Boyd
                                    #6999    
                                  Old June 23rd, 2012 (2:41 PM).
                                  shareosman shareosman is offline
                                     
                                    Join Date: Jun 2012
                                    Gender: Male
                                    Posts: 1
                                    Firstly, sorry for my bad grammar.

                                    What the script to change the sprite of player during the game? Is it really possible?

                                    Game: Fire Red

                                    Thanks for helping.
                                      #7000    
                                    Old June 23rd, 2012 (2:44 PM).
                                    Mana's Avatar
                                    Mana Mana is offline
                                    • Platinum Tier
                                     
                                    Join Date: Jan 2009
                                    Location: UK
                                    Gender: Female
                                    Posts: 10,005
                                    Quote:
                                    Originally Posted by shareosman View Post
                                    Firstly, sorry for my bad grammar.

                                    What the script to change the sprite of player during the game? Is it really possible?

                                    Game: Fire Red

                                    Thanks for helping.
                                    Changing the sprite in FR needs ASM, or you can use a ROM patched with JPAN's FireRed Engine.
                                    Closed Thread
                                    Quick Reply

                                    Sponsored Links
                                    Thread Tools

                                    Posting Rules
                                    You may not post new threads
                                    You may not post replies
                                    You may not post attachments
                                    You may not edit your posts

                                    BB code is On
                                    Smilies are On
                                    [IMG] code is On
                                    HTML code is Off

                                    Forum Jump


                                    All times are GMT -8. The time now is 11:19 AM.