Script Help Thread (DO NOT REQUEST SCRIPTS) Page 285

Started by HackMew December 20th, 2008 5:10 AM
  • 625717 views
  • 9682 replies

blue

gucci

Male
United Kingdom
Seen September 26th, 2021
Posted August 7th, 2019
21,056 posts
15.4 Years
How did you end up fixing it?
I just changed the flag number, I thought that script had a designated flag number which was 828 but apparently not seeing how I change it and it works fine now.

johnr754

I am JOHN, heck yeah!

Male
California, USA! USA!
Seen August 2nd, 2015
Posted June 24th, 2013
78 posts
13.5 Years
Will someone please answer my question:

Again, can anyone help me with this? Whenever I try to compile it, it says that I have to add define or parameter in line 8. Here is the script:

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x90 0x0
wildbattle 0x90 0x1E
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= ARTICUNO: Gaoooh!
It's for Pokémon Emerald Version.
---

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
@johnr754

There's no such thing as hidesprite 0x800F!!

As far as I know a map can at least hold 255 persons....

hidesprite 0x(person event no) this is in hex....

And put the hidesprite in between, fadescreen 0x1 and fadescreen 0x0

So it will be like this:
fadescreen 0x1
hidesprite 0x(person event no.)
fadescreen 0x0

And be sure to input 200 to the person ID box... :)


DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Will someone please answer my question:

Again, can anyone help me with this? Whenever I try to compile it, it says that I have to add define or parameter in line 8. Here is the script:

Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @1 0x6
cry 0x90 0x0
wildbattle 0x90 0x1E
fadescreen 0x1
fadescreen 0x0
hidesprite 0x800F
setflag 0x200
release
end

#org @1
= ARTICUNO: Gaoooh!
It's for Pokémon Emerald Version.
The command 'wildbattle' has six parameters which you need to fill out, otherwise XSE won't accept it. It is constructed like this:

wildbattle 0x[Pokemon Number] 0x[Pokemon Level] 0x[Item Held] 0x0 0x0 0x0

Fill out the rest of the necessary information and your script should compile easily.

@johnr754

There's no such thing as hidesprite 0x800F!!

As far as I know a map can at least hold 255 persons....

hidesprite 0x(person event no) this is in hex....

Nope, that part of the script is perfectly fine because 0x800F is the variable which holds the number of the event which you last talked to.

johnr754

I am JOHN, heck yeah!

Male
California, USA! USA!
Seen August 2nd, 2015
Posted June 24th, 2013
78 posts
13.5 Years
I tried it.

Instead of an Articuno battle, it shown the Pokenav thing, then went on to the Contest Results Screen (with invisible shiny bulbasaurs), then Pokenav pics in green showed up, then the game reset.
---

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
I tried it.

Instead of an Articuno battle, it shown the Pokenav thing, then went on to the Contest Results Screen (with invisible shiny bulbasaurs), then Pokenav pics in green showed up, then the game reset.
What version of XSE do you have?

Renegade

Time for real life...

Male
United States
Seen January 8th, 2015
Posted December 31st, 2014
995 posts
11.5 Years
I don't know. v1.1.1 or v1.0.0, because I could not find the latest XSE version.
Go into XSE and click the tab "Help" then click on "About". At the bottom right of the box that will appear, there will be a version number. If it says v1.0.0, go to this thread:

http://www.pokecommunity.com/showthread.php?t=85025

Download the latest XSE v1.1.1 here.

johnr754

I am JOHN, heck yeah!

Male
California, USA! USA!
Seen August 2nd, 2015
Posted June 24th, 2013
78 posts
13.5 Years
Go into XSE and click the tab "Help" then click on "About". At the bottom right of the box that will appear, there will be a version number. If it says v1.0.0, go to this thread:

http://www.pokecommunity.com/showthread.php?t=85025

Download the latest XSE v1.1.1 here.
I tried to download XSE v1.1.1, but it said "404 Not Found". I do not know what to do.

Edit: Never mind, I downloaded it and it worked. Thanks
---

machomuu

Stuck in Hot Girl Summer

She/Her
Take a left, turn right at the next stop, bear left for a few mil
Seen March 4th, 2023
Posted April 26th, 2022
10,505 posts
15.1 Years
I tried to download XSE v1.1.1, but it said "404 Not Found". I do not know what to do.
There's a working link on Whack A Hack.
Male
Seen April 20th, 2013
Posted January 8th, 2013
21 posts
10.8 Years
Game: Fire Red Type: Deleting a specific script Editor: PKSV-UI

Hi, a newbie rom hacker here. I followed the tutorial for enabling the nationaldex straight away, but i couldn't find anything about which script controls the part of the game where Oak upgrades your Pokedex when you get 60 Pokemon.
I need to know because i want to delete it.

Script:
Spoiler:
#org 0x81699CE
'-----------------------------------
call 0x81A737B
closemsg
compare 0x8009 0x3C
if < jump 0x81699F9 ' Smaller Than
checkflag 0x89B
if false jump 0x81699F9 ' Flag is unset
pause 0x1E
msgbox 0x818EDF5 ' Ah, now this is exce...
callstd MSG_NOCLOSE ' Non-closing message
jump 0x8169035

#org 0x81699F9
'-----------------------------------
release
end

#org 0x8169035
'-----------------------------------
msgbox 0x818EE60 ' Recently, there have...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
compare PLAYERFACING UP
if == call 0x8169174 ' Equal To
compare PLAYERFACING DOWN
if == call 0x81691BB ' Equal To
compare PLAYERFACING RIGHT
if == call 0x8169194 ' Equal To
compare PLAYERFACING LEFT
if == call 0x8169194 ' Equal To
msgbox 0x818EF59 ' \v\h06: Hey, I heard...
callstd MSG_NOCLOSE ' Non-closing message
fadedefault
msgbox 0x818F004 ' OAK: I know, I know....
callstd MSG_NOCLOSE ' Non-closing message
compare PLAYERFACING UP
if == call 0x81691DB ' Equal To
compare PLAYERFACING LEFT
if == call 0x81691E6 ' Equal To
textcolor GRAY
msgbox 0x818F062 ' PROF. OAK took both ...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
call 0x81A6675
compare PLAYERFACING UP
if == call 0x81691F1 ' Equal To
compare PLAYERFACING DOWN
if == call 0x81691FC ' Equal To
compare PLAYERFACING RIGHT
if == call 0x8169215 ' Equal To
compare PLAYERFACING LEFT
if == call 0x8169227 ' Equal To
reappear 0x9
reappear 0xA
pause 0x1E
msgbox 0x818F085 ' [.] [.] [.] [.] [.]...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
disappear 0x9
disappear 0xA
pause 0x1E
compare PLAYERFACING UP
if == call 0x8169845 ' Equal To
compare PLAYERFACING DOWN
if == call 0x8169850 ' Equal To
compare PLAYERFACING RIGHT
if == call 0x816985B ' Equal To
compare PLAYERFACING LEFT
if == call 0x816986D ' Equal To
textcolor GRAY
fanfare 0x13E
message 0x818F0E8 ' \v\h01's POK\eDEX wa...
showmsg
waitfanfare
call 0x81A6675
special FR_NATIONAL_DEX
msgbox 0x818F103 ' Now, \v\h01 and \v\h...
callstd MSG_NOCLOSE ' Non-closing message
msgbox 0x818F1DB ' \v\h06: Gramps, calm...
callstd MSG_NOCLOSE ' Non-closing message
closemsg
playsound 0x13C 0x0
compare PLAYERFACING UP
if == call 0x8169B69 ' Equal To
compare PLAYERFACING DOWN
if == call 0x8169B7B ' Equal To
compare PLAYERFACING RIGHT
if == call 0x8169B7B ' Equal To
compare PLAYERFACING LEFT
if == call 0x8169B7B ' Equal To
disappear 0x8
fadedefault
setvar 0x4055 0x8
releaseall
end



I figured out the above is part of the script, but is that all of it?

machomuu

Stuck in Hot Girl Summer

She/Her
Take a left, turn right at the next stop, bear left for a few mil
Seen March 4th, 2023
Posted April 26th, 2022
10,505 posts
15.1 Years
compare 0x8009 0x3C
This is checking to see how many pokemon you currently have recorded. 3C is the number you need to for the script to continue, if you have less than that then you won't get your Pokedex updated. 3C is Hexidecimal for 60. I wouldn't delete that or the script probably won't work.

U.Flame

Maker of Short Games

Age 27
Male
Unknown
Seen 1 Week Ago
Posted January 17th, 2023
1,322 posts
15 Years
Is the Wally tutorial battle script easily isolated? I want to edit (mess around with) that battle. I just need the Wally battle script by itself so I can easily test it.

Is the Wally tutorial battle script easily isolated? I want to edit (mess around with) that battle. I just need to know the Wally battle script by itself so I can easily test it.
The more you learn about something, the more you realize just how much you don't know. I've shelved my more ambitious ideas in favor of smaller, more feasible projects and contributions. While I still have an ongoing project, and still intend to experiment with improving Gen 3's multiplayer, it's been much less stressful doing smaller things, like entries for Anthroyd's MAGM contests.

Of which you can check out here:
Naillevaihcam
Magical Altering Gym Menagerie
Male
Seen July 26th, 2012
Posted July 26th, 2012
3 posts
11.1 Years
Game: Fire Red
Type: Person Event
Editor: XSE

Spoiler:
#dynamic 0x(I've tested with multiple offsets)

#org @start
lock
faceplayer
msgbox @1 0x6
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fadescreen 0x1
hidesprite LASTTALKED
fadescreen 0x0
release
end

#org @1
= (I'll keep this part secret.)


Can't get the message to deploy. All works but that.
Just gives the eevee (unlocks pokemon menu), and fades to black, and goes to normal with the guy gone.

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
Game: Fire Red
Type: Person Event
Editor: XSE

Spoiler:
#dynamic 0x(I've tested with multiple offsets)

#org @start
lock
faceplayer
msgbox @1 0x6
givepokemon 0x85 0x5 0x0 0x0 0x0 0x0
setflag 0x828
fadescreen 0x1
hidesprite LASTTALKED
fadescreen 0x0
release
end

#org @1
= (I'll keep this part secret.)


Can't get the message to deploy. All works but that.
Just gives the eevee (unlocks pokemon menu), and fades to black, and goes to normal with the guy gone.
Nothing seems wrong really except for the hidesprite LASTALKED maybe you should change it with 0x800F (Thanks, to DR.FUJI for letting me now that... :)) maybe retyping the script will make it work... :)
Male
Seen April 20th, 2013
Posted January 8th, 2013
21 posts
10.8 Years
Game: Fire Red
Type: yes/no, give pokemon, give item, talk
Editor: XSE

Spoiler:
#ORG $begin
lock
faceplayer
message $talk
boxset 6
goto $pokedex

#ORG $talk
$talk 1 = Hello [PLAYER] are you ready to\lstart your adventure?\p.......\pI thought so.

#ORG $pokedex
message $takethis
special 0x16F
boxset 6
goto $pokemon

#ORG $takethis
$takethis 1 = [PLAYER] received Pokédex.

#ORG $pokemon
message $yesno
boxset 5
compare LASTRESULT 1
if B_true goto $yes1
if B_false goto $no1
boxset 6

#ORG $yes1
message $receive1
givepokemon 152 5
boxset 6
release
end

#ORG $no1
message $decline1
compare LASTRESULT 1
if B_true goto $yes2
if B_false goto $no2
boxset 6

#ORG $yes2
message $receive2
givepokemon 155 5
boxset 6
release
end

#ORG $no2
message $decline2
givepokemon 158 5
boxset 6
release
end

#ORG $yesno
$yesno 1 = Do you want a CHIKORITA??

#ORG $receive1
$receive1 1 = I see! An excellent choice.\p [PLAYER] received CHIKORITA.

#ORG $decline1
$decline1 1 = Ok, how about a CYNDAQUIL?

#ORG $receive2
$receive2 1 = I see! An excellent choice.\p {PLAYER] received CYNDAQUIL.

#ORG $decline2
$decline1 1 = Ah! Your choice is TOTODILE.\p [PLAYER] received TOTODILE.


When i try to compile, i get this error; Too less parameters on line 4. The correct number is 2.

Whats wrong? Also is anything else wrong?

DrFuji

Heiki Hecchara‌‌

Age 30
Male
Aussie
Seen 4 Days Ago
Posted February 12th, 2021
1,693 posts
13.7 Years
Game: Fire Red
Type: yes/no, give pokemon, give item, talk
Editor: XSE

Spoiler:
#org $begin
lock
faceplayer
message $talk
boxset 6
goto $pokedex

#ORG $talk
$talk 1 = Hello [PLAYER] are you ready to\lstart your adventure?\p.......\pI thought so.

#ORG $pokedex
lock
faceplayer
message $takethis
special 0x16F
boxset 6
goto $pokemon

#ORG $takethis
$takethis 1 = [PLAYER] received Pokédex.

#ORG $pokemon
message $yesno
boxset 5
compare LASTRESULT 1
if B_true goto $yes1
if B_false goto $no1
boxset 6

#ORG $yes1
message $receive1
givepokemon 152 5
boxset 6
release
end

#ORG $no1
message $decline1
compare LASTRESULT 1
if B_true goto $yes2
if B_false goto $no2
boxset 6

#ORG $yes2
message $receive2
givepokemon 155 5
boxset 6
release
end

#ORG $no2
message $decline2
givepokemon 158 5
boxset 6
release
end

#ORG $yesno
$yesno 1 = Do you want a CHIKORITA??

#ORG $receive1
$receive1 1 = I see! An excellent choice.\p [PLAYER] received CHIKORITA.

#ORG $decline1
$decline1 1 = Ok, how about a CYNDAQUIL?

#ORG $receive2
$receive2 1 = I see! An excellent choice.\p {PLAYER] received CYNDAQUIL.

#ORG $decline2
$decline1 1 = Ah! Your choice is TOTODILE.\p [PLAYER] received TOTODILE.


When i try to compile, i get this error; Too less parameters on line 4. The correct number is 2.

Whats wrong? Also is anything else wrong?
The problem with this is that you're using PokeScript based commands, while XSE only accepts a completely different scripting language. All script editors have different variations of commands and the data that you have to apply to each one. I would strongly urge you to read this tutorial to learn the correct structure of each command in XSE.

Anyway, here's a cleaned up version of your script that will work in XSE:

#dynamic 0x800000

#org @start
lock
faceplayer
msgbox @talk 0x2
setflag 0x828
setflag 0x829
msgbox @pokedex 0x2
special 0x16F
msgbox @yesno 0x5
compare 0x800D 0x1
if 0x1 goto @yes1
msgbox @decline1 0x5
compare 0x800D 0x1
if 0x1 goto @yes2
msgbox @decline2 0x2
givepokemon 0x9E 0x5 0x0 0x0 0x0 0x0
release
end

#org @yes1
msgbox @receive1 0x2
givepokemon 0x98 0x5 0x0 0x0 0x0 0x0
release
end

#org @yes2
msgbox @receive2 0x2
givepokemon 0x9B 0x5 0x0 0x0 0x0 0x0
release
end

#org @talk
= Hello [PLAYER] are you ready to\nstart your adventure?\p.......\pI thought so.

#org @pokedex
= [PLAYER] received Pokédex.

#org @yesno
= Do you want a CHIKORITA??

#org @receive1
= I see! An excellent choice.\p[PLAYER] received CHIKORITA.

#org @decline1
= Ok, how about a CYNDAQUIL?

#org @receive2
= I see! An excellent choice.\p[PLAYER] received CYNDAQUIL.

#org @decline2
= Ah! Your choice is TOTODILE.\p[PLAYER] received TOTODILE.
The script looks pretty different to what you had, but that's because a lot of the initial commands were unnecessary so I shortened it a bit. I've also added the commands 'setflag 0x828/ 829' as they activate the Pokemon and Pokedex options in the menu respectively (Assuming that this is the first time that the player is getting their Pokemon). Also, this dialogue will play every time you talk to the NPC so put a 'checkflag 0x828/9' command at the start of the script to check if the player has gone through it before and then branch off how ever you see fit.
Male
Seen July 26th, 2012
Posted July 26th, 2012
3 posts
11.1 Years
Game: Fire Red
Type: Movement/ Speech Event
Editor: XSE
Script:
Spoiler:
#dynamic 0x

#org @start
checkflag 0x8
compare LASTRESULT 0x0
if 0x1 goto @begin
end


#org @begin
setflag 0x8
msgbox @1 0x4
closeonkeypress
applymovement 0xFF @move0
waitmovement 0x0
applymovement 0x04 @move1
waitmovement 0x0
msgbox @2 0x4
closeonkeypress
applymovement 0x04 @move2
applymovement 0xFF @move3
waitmovement 0x0
setdooropened 0x8 0x13
doorchange
applymovement 0x04 @move4
applymovement 0xFF @move5
waitmovement 0x0
hidesprite 0x04
warp 0x4 0x3 0x0 0x0 0x0
setdoorclosed 0x8 0x13
doorchange
release
end

#org @1
= Frost: [player]! There you are!

#org @2
= Frost: Come with me to the lab,\nyour Eevee is ready to see you!

#org @move0
#raw 0x3
#raw 0xFE

#org @move1
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move4
#raw 0x11
#raw 0xFE

#org @move5
#raw 0x12
#raw 0x11
#raw 0xFE


Spent 5+ Hours trying to get it to work, Flawless execution. Everything is perfect. But once you leave the house, the sprite is still there and the script can be done an unlimited amount of times.
(Also, it freezes the game when 0x1 is set to 0x0 in the "if" line)

tajaros

Hi I'm dawg

Age 24
Male
Philippines
Seen August 7th, 2015
Posted April 15th, 2013
855 posts
11.1 Years
Game: Fire Red
Type: Movement/ Speech Event
Editor: XSE
Script:
Spoiler:
#dynamic 0x

#org @start
checkflag 0x8
compare LASTRESULT 0x0
if 0x1 goto @begin
end


#org @begin
setflag 0x8
msgbox @1 0x4
closeonkeypress
applymovement 0xFF @move0
waitmovement 0x0
applymovement 0x04 @move1
waitmovement 0x0
msgbox @2 0x4
closeonkeypress
applymovement 0x04 @move2
applymovement 0xFF @move3
waitmovement 0x0
setdooropened 0x8 0x13
doorchange
applymovement 0x04 @move4
applymovement 0xFF @move5
waitmovement 0x0
hidesprite 0x04
warp 0x4 0x3 0x0 0x0 0x0
setdoorclosed 0x8 0x13
doorchange
release
end

#org @1
= Frost: [player]! There you are!

#org @2
= Frost: Come with me to the lab,\nyour Eevee is ready to see you!

#org @move0
#raw 0x3
#raw 0xFE

#org @move1
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0x1F
#raw 0xFE

#org @move2
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move3
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @move4
#raw 0x11
#raw 0xFE

#org @move5
#raw 0x12
#raw 0x11
#raw 0xFE


Spent 5+ Hours trying to get it to work, Flawless execution. Everything is perfect. But once you leave the house, the sprite is still there and the script can be done an unlimited amount of times.
(Also, it freezes the game when 0x1 is set to 0x0 in the "if" line)
Um what's with the compare LASTRESULT? you can just remove that and make if or condition 0x0 and did you put the flag on the person ID? try putting a flag so the Person won't appear again. And put the warp code on the last part since the rest of the script won't continue because you will be warped... :)

And note LASTRESULT is replaced by 0x800D in the latest XSE version :)
Male
Seen July 26th, 2012
Posted July 26th, 2012
3 posts
11.1 Years


Um what's with the compare LASTRESULT? you can just remove that and make if or condition 0x0 and did you put the flag on the person ID? try putting a flag so the Person won't appear again. And put the warp code on the last part since the rest of the script won't continue because you will be warped... :)

And note LASTRESULT is replaced by 0x800D in the latest XSE version :)
Thanks Tajaroos, second time you've responded to me ^_^
(Btw, first script was fine, just needed to update XSE, as for this particular script)
Thanks for the pointers, works now!
Male
Seen January 14th, 2022
Posted January 10th, 2014
63 posts
12.6 Years
Game: BPRE01
Type of script: Level Script

script:
'---------------
#org 0x800000
lock
faceplayer
checkgender
if 0x0 goto 0x8800012
if 0x1 goto 0x880001B
release
end

'---------------
#org 0x800012
warpmuted 0x4 0x1 0xFF 0x1 0x2
'---------------
#org 0x80001B
warpmuted 0x4 0x5 0xFF 0x1 0x2
Professional View offset:
'---------------
#org 0x71AC80
#raw 0x2
#raw pointer 0x871AC86
#raw 0x0

'---------------
#org 0x71AC86
#raw word 0x0
#raw word 0x0
#raw pointer 0x8800000
#raw word 0x0

'---------------
#org 0x800000
lock
faceplayer
checkgender
if 0x0 goto 0x8800012
if 0x1 goto 0x880001B
release
end

'---------------
#org 0x800012
warpmuted 0x4 0x1 0xFF 0x1 0x2
'---------------
#org 0x80001B
warpmuted 0x4 0x5 0xFF 0x1 0x2
This script is placed in the starting map, set as (4,4), but it doesn't do anything. I keep sitting at (4,4), which is a blank map, no matter if I choose Boy or Girl. What am I doing wrong?