The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > Fan Games > Binary ROM Hacking
Reload this Page Script Help Thread (DO NOT REQUEST SCRIPTS)

Notices
For all updates, view the main page.

Binary ROM Hacking Need a helping hand or just want to talk about binary ROM hacks? Get comments and answers to any ROM Hacking-related problems, questions or thoughts you have here.

Ad Content
Closed Thread
 
Thread Tools
  #7851   Link to this post, but load the entire thread.  
Old February 7th, 2013 (3:48 AM). Edited February 7th, 2013 by karatekid552.
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
Posts: 1,771
Quote:
Originally Posted by QuartierGenerale View Post
Of Course i known this is the way. But my question is about Surf, not about Cut....you known at which offset is there the Surf script in Ruby? Or how can i find it.

Thanks a lot

Bye bye
Someone does:). These are things you have to learn how to search for. Load up your rom in a hex edited that supports .tbl and also load that file so you can view the text. Now, search for the exactly line that says, "Would you like to surf?" The offset of this should only happen once.

Take the offset of that text and open it up in XSE. Then proceed to subtract 1 from the offset until you find the rest of the script.


There is the chance that the script is in a different location from the text. So, once you find the text, use the above teqnuique to make it appear fully on XSE (I.e. it should look like this: = The water is a deep blue.....) Then, take the location of that, reverse the byte order, add 08 to the end and search for that. There you will find the pointer to the text which is in the script you want.

Then proceed to use the subtraction technique until you see the whole script.

Quote:
Originally Posted by LocksmithArmy View Post
ok, got another weird issue... (i feel like this is becoming a routine)

digletts cave... I can go to the cave entrence from varidian city... and when i go thru the door, is thows the big picture of digletts cave... then goes black... and stays that way... no fade in... never make it to the first room with the ladder down...

I see no script anywhere (level or otherwise) that tells it to show that picture... much less to into digletts cave... its just a simple warp...

it does have a setworldmapflag... but that does nothing...

UPDATE
it happens at both entrances of digletts cave... ever time it shows that image... and only that image... i checked others and i was able to enter fine.
so where can I find the code that tells it to show that image
Hmm, if I remember correctly, I believe it is attached to the map name, "Diglet's cave". Try changing the map name and see if it stops.

I know that the pictures happen automatically and in other places like the power plant. Are you able to enter the cave afterwards? Or does it just stay black?
__________________

Paired with Simba
  #7852   Link to this post, but load the entire thread.  
Old February 7th, 2013 (4:11 AM). Edited February 7th, 2013 by LocksmithArmy.
LocksmithArmy's Avatar
LocksmithArmy LocksmithArmy is offline
Mew!
 
Join Date: Feb 2013
Age: 34
Gender: Male
Posts: 416
Quote:
Originally Posted by karatekid552 View Post

Hmm, if I remember correctly, I believe it is attached to the map name, "Diglet's cave". Try changing the map name and see if it stops.

I know that the pictures happen automatically and in other places like the power plant. Are you able to enter the cave afterwards? Or does it just stay black?
I tried rewriting the map names (i removed the apostrophe) and it did not change anything (except the spelling of the name in the corner) so I changed it to route 11... it went black with no picture... so its something after the picture...

and no it just stays black :( gotta restart the game.

i copied the maps and put in different banks, then re routed all the warps... it changed nothing...

its like its running a map script... even though there is none... (its running a failing map script)

I tried changing the warps sothat they skip those first entry rooms and go straight to the ladders in the main cave... no luck

im going to try skipping the cave with the warps... one exit to the other... its not a good solution, i would rather fix the problem, i just cant find a problem, it looks exactly like the clean copy.

skipping the cave, going from one exit to the other... worked going from rt 11 to rt 2... but trying to come back... it gave that pic and froze up again... both warps were put in correctly (as far as linked to eachother)

it like the rt 11 warp warps before it show the pic, and the rt2 warp warps after the pic...
  #7853   Link to this post, but load the entire thread.  
Old February 7th, 2013 (5:09 PM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
Posts: 1,771
Quote:
Originally Posted by LocksmithArmy View Post
I tried rewriting the map names (i removed the apostrophe) and it did not change anything (except the spelling of the name in the corner) so I changed it to route 11... it went black with no picture... so its something after the picture...

and no it just stays black :( gotta restart the game.

i copied the maps and put in different banks, then re routed all the warps... it changed nothing...

its like its running a map script... even though there is none... (its running a failing map script)

I tried changing the warps sothat they skip those first entry rooms and go straight to the ladders in the main cave... no luck

im going to try skipping the cave with the warps... one exit to the other... its not a good solution, i would rather fix the problem, i just cant find a problem, it looks exactly like the clean copy.

skipping the cave, going from one exit to the other... worked going from rt 11 to rt 2... but trying to come back... it gave that pic and froze up again... both warps were put in correctly (as far as linked to eachother)

it like the rt 11 warp warps before it show the pic, and the rt2 warp warps after the pic...
Okay, I have had several experiences with black maps. The most common fix, you already tried, and that is reinserting the maps in a new bank. Try it again, you may have inserted into a second corrupted bank:p. The other cause was when I was experimenting with increasing the number of OW's in Ruby. When the game failed to load an OW, everything just went black.

So, try removing all events from the map. Save the map so you can reload them later if it doesn't fix it.
__________________

Paired with Simba
  #7854   Link to this post, but load the entire thread.  
Old February 7th, 2013 (10:33 PM).
LocksmithArmy's Avatar
LocksmithArmy LocksmithArmy is offline
Mew!
 
Join Date: Feb 2013
Age: 34
Gender: Male
Posts: 416
sorry for the latish reply... my comp exploded... I had a heck of a time recovering my rom... i nearly cried

I simply went back to a backup that did not have the issue and redid the work that I had done after that backup (i back it up everytime I do somehting important)

I can only assume part of my mew script had overwrote something important for that area... I was able to put it in a new area (clean) and i nolonger have this issue...

I dont use @dyn 740000 ... i dont trust it... I manually inserted stuff and I think I put it in an area thats too small...

now i dont have this problem... but Ill continue playing to see what else ive jacked up ;)
  #7855   Link to this post, but load the entire thread.  
Old February 8th, 2013 (5:35 AM).
Blah's Avatar
Blah Blah is offline
Free supporter
 
Join Date: Jan 2013
Location: Unknown Island
Gender: Male
Posts: 1,924
Quote:
Originally Posted by LocksmithArmy View Post
sorry for the latish reply... my comp exploded... I had a heck of a time recovering my rom... i nearly cried

I simply went back to a backup that did not have the issue and redid the work that I had done after that backup (i back it up everytime I do somehting important)

I can only assume part of my mew script had overwrote something important for that area... I was able to put it in a new area (clean) and i nolonger have this issue...

I dont use @dyn 740000 ... i dont trust it... I manually inserted stuff and I think I put it in an area thats too small...

now i dont have this problem... but Ill continue playing to see what else ive jacked up ;)
There is no problem with dyn 740000. You probably compiled it with one less zero or your script was incorrect. 740000 is where a good chunk of free space starts (I can't imagine you overwriting original game code with that).
__________________
...
  #7856   Link to this post, but load the entire thread.  
Old February 8th, 2013 (8:17 AM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
Posts: 1,771
Quote:
Originally Posted by FBI agent View Post
There is no problem with dyn 740000. You probably compiled it with one less zero or your script was incorrect. 740000 is where a good chunk of free space starts (I can't imagine you overwriting original game code with that).
Make sure it is #dynamic 0x74000. And please trust it, it is far, far safer than manual insertion. Trust me, I didn't learn about dynamic insertion until I was well into hacking and you wouldn't believe the amount of problems it had caused. Always do it dynamically when possible.
__________________

Paired with Simba
  #7857   Link to this post, but load the entire thread.  
Old February 8th, 2013 (8:35 AM).
blue's Avatar
blue blue is offline
gucci
 
Join Date: Jan 2008
Location: United Kingdom
Gender: Male
Nature: Relaxed
Posts: 21,056
Just wondering where I've gone wrong with this script. I want it so that when the player talks to the NPC without the fourth badge, they block the way but when they get the fourth badge they've moved allowing you to enter the buildng.

Here's the script:
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x838
applymovement 0x2 @move
waitmovement 0x0
if 0x0 call @NotEnabled
msgbox @msg 0x2
release
end

#org @NotEnabled
msgbox @msg2 0x2
end

#org @move
#raw 0X5A
#raw 0XFE

#org @msg2
= You need the fourth badge.

#org @msg
= You've beat Erika!
  #7858   Link to this post, but load the entire thread.  
Old February 8th, 2013 (8:59 AM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
Posts: 1,771
Quote:
Originally Posted by Suicune™ View Post
Just wondering where I've gone wrong with this script. I want it so that when the player talks to the NPC without the fourth badge, they block the way but when they get the fourth badge they've moved allowing you to enter the buildng.

Here's the script:
Spoiler:
#dynamic 0x800000

#org @start
lock
faceplayer
checkflag 0x838
applymovement 0x2 @move
waitmovement 0x0
if 0x0 call @NotEnabled
msgbox @msg 0x2
release
end

#org @NotEnabled
msgbox @msg2 0x2
end

#org @move
#raw 0X5A
#raw 0XFE

#org @msg2
= You need the fourth badge.

#org @msg
= You've beat Erika!
The line after check flag needs an if statement:

If 0x0 goto @notenabled
__________________

Paired with Simba
  #7859   Link to this post, but load the entire thread.  
Old February 8th, 2013 (12:31 PM).
LocksmithArmy's Avatar
LocksmithArmy LocksmithArmy is offline
Mew!
 
Join Date: Feb 2013
Age: 34
Gender: Male
Posts: 416
Quote:
Originally Posted by FBI agent View Post
There is no problem with dyn 740000. You probably compiled it with one less zero or your script was incorrect. 740000 is where a good chunk of free space starts (I can't imagine you overwriting original game code with that).
lol i never said there was a problem... i just dont like it automatically placing my codes, i would rather know where my codes are... easier to change them later... i dont mind putting thinks in the free space there (i understand why dyn 740000 is used) i just like putting my codes in a spicific location rather than using the dynamic command.
  #7860   Link to this post, but load the entire thread.  
Old February 8th, 2013 (12:56 PM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
Posts: 1,771
Quote:
Originally Posted by LocksmithArmy View Post
lol i never said there was a problem... i just dont like it automatically placing my codes, i would rather know where my codes are... easier to change them later... i dont mind putting thinks in the free space there (i understand why dyn 740000 is used) i just like putting my codes in a spicific location rather than using the dynamic command.
Okay, but you do realize that you can save the log of where every offset was placed after you compile, right?
__________________

Paired with Simba
  #7861   Link to this post, but load the entire thread.  
Old February 8th, 2013 (12:59 PM).
LocksmithArmy's Avatar
LocksmithArmy LocksmithArmy is offline
Mew!
 
Join Date: Feb 2013
Age: 34
Gender: Male
Posts: 416
... well no... i did not know that
  #7862   Link to this post, but load the entire thread.  
Old February 8th, 2013 (2:31 PM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
Posts: 1,771
Quote:
Originally Posted by LocksmithArmy View Post
... well no... i did not know that
If you are using XSE, compile something Dynamically. Then, after the compile, it will list all of the offsets it has placed the @offsets at. There, you can choose to copy one of the offsets to your clipboard. Or, you can save the log which holds all of the information.
__________________

Paired with Simba
  #7863   Link to this post, but load the entire thread.  
Old February 8th, 2013 (2:46 PM). Edited February 8th, 2013 by LocksmithArmy.
LocksmithArmy's Avatar
LocksmithArmy LocksmithArmy is offline
Mew!
 
Join Date: Feb 2013
Age: 34
Gender: Male
Posts: 416
cool, thats helpful. thank you

so I am trying to make an event in the Rocket Hideout that fills your coin case... considering team rocket runs the casino there we should be able to gank some coins while we are down there ;)

this is what ive got...
Spoiler:
#org 0x87400A9
'-----------------------------------
lock
faceplayer
disappear 0x10
checkflag 0x243
if false jump 0x8740078 ' Flag is unset
coincasetovar 0x4001
setvar 0x4002 0x270F
copyvar 0x4002 0x4001
textcolor GRAY
showcoins 0x0 0x0
msgbox 0x8740085 ' \v\h01 filled his CO...
callstd MSG_NOCLOSE ' Non-closing message
sound 0xF8
checksound
hidecoins 0x0 0x0
setflag 0x215
end

#org 0x8740078
'-----------------------------------
textcolor GRAY
msgbox 0x8196F26 ' Oops!\nDon't have th...
callstd MSG_NOCLOSE ' Non-closing message
release
' Release commands close any open messages
end


#org 0x8740085
= \v\h01 filled his COIN CASE to the top!

#org 0x8196F26
= Oops!\nDon't have the COIN CASE!


this section is where I am trying to max the coins in the case without going over and causing glitchy numbers...
coincasetovar 0x4001
setvar 0x4002 0x270F
copyvar 0x4002 0x4001
it may not work this way... idk how to assign a number to the coin case...
it would be nice if we could just tell the coincase to be 9999 ...

but my biggest issue is... anytime i set this event in a map... the map goes black... and wont let me recover from it... i still hear music... and if I move i bump into stuff (like im completly surrounded by walls)
i tried the first and fourth floor of the hideout with the same results both times.
  #7864   Link to this post, but load the entire thread.  
Old February 9th, 2013 (12:58 AM).
Satoshi Ookami's Avatar
Satoshi Ookami Satoshi Ookami is offline
Memento Mori
 
Join Date: Jul 2008
Location: Abyss of Time, Great Seal
Age: 30
Gender: Male
Nature: Calm
Posts: 14,253
Quote:
Originally Posted by karatekid552 View Post
Make sure it is #dynamic 0x74000. And please trust it, it is far, far safer than manual insertion. Trust me, I didn't learn about dynamic insertion until I was well into hacking and you wouldn't believe the amount of problems it had caused. Always do it dynamically when possible.
What's so good about 74? 80 is pretty much the best start you can get.
__________________
ROM hacking FAQ - Read before asking how to play a hack.

Anime List | PSN Trophy List
  #7865   Link to this post, but load the entire thread.  
Old February 9th, 2013 (6:00 AM).
Blah's Avatar
Blah Blah is offline
Free supporter
 
Join Date: Jan 2013
Location: Unknown Island
Gender: Male
Posts: 1,924
Quote:
Originally Posted by Ash493 View Post
What's so good about 74? 80 is pretty much the best start you can get.
That big chunk of free space begins are around 720000. I think A-Map also uses this space to repoint it's maps and such, which is why are start 740000. Ideally, it depends how many maps you're going to add. If you enlarge every existing map and add a ton more maps, then 740000 is a bad start. That's generally not the case though, so 740000 is a good place to start (I would start 760000 if I was that sure I'd change a lot). Of course some people like to use this space to insert their graphics, but it shouldn't matter because we skip 20000 anyways.
__________________
...
  #7866   Link to this post, but load the entire thread.  
Old February 9th, 2013 (6:54 AM). Edited February 9th, 2013 by karatekid552.
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
Posts: 1,771
Quote:
Originally Posted by FBI agent View Post
That big chunk of free space begins are around 720000. I think A-Map also uses this space to repoint it's maps and such, which is why are start 740000. Ideally, it depends how many maps you're going to add. If you enlarge every existing map and add a ton more maps, then 740000 is a bad start. That's generally not the case though, so 740000 is a good place to start (I would start 760000 if I was that sure I'd change a lot). Of course some people like to use this space to insert their graphics, but it shouldn't matter because we skip 20000 anyways.
If you want to be really specific, 740000 is where the guaranteed free space starts. There are also good chunks in the 160000's, 200000's, and there is a good amount in the 500000-600000. That is for Ruby, but I do believe that it is similar in FR.

Quote:
Originally Posted by Ash493 View Post
What's so good about 74? 80 is pretty much the best start you can get.
I was being more specific towards using a Dynamic start offset. FBI had shown a sample script using that as the start offset, so I kept it to simplify the process and not cause confusion.

Personally, I like to script in 800000+ and insert all of my images in the lower free space since sometimes the Advance Series doesn't want to start at the dynamic offset I specify and goes to free space in the 600000's.
__________________

Paired with Simba
  #7867   Link to this post, but load the entire thread.  
Old February 9th, 2013 (10:26 PM).
zephern's Avatar
zephern zephern is offline
Finishing up school, hacking
 
Join Date: Apr 2007
Location: Satan City
Gender: Male
Nature: Relaxed
Posts: 60
In the past I've been more familiar with Pokescript; would it be better to just use XSE instead?
  #7868   Link to this post, but load the entire thread.  
Old February 9th, 2013 (11:02 PM).
machomuu's Avatar
machomuu machomuu is offline
Stuck in Hot Girl Summer
 
Join Date: Apr 2008
Location: Take a left, turn right at the next stop, bear left for a few mil
Gender: Female
Nature: Relaxed
Posts: 10,505
Quote:
Originally Posted by zephern View Post
In the past I've been more familiar with Pokescript; would it be better to just use XSE instead?
Yes, it would. The start may be rocky, but you'll come to find that XSE is more user friendly, has more support, and is all around easier to use.
  #7869   Link to this post, but load the entire thread.  
Old February 10th, 2013 (7:05 AM).
TheUltimateG.J's Avatar
TheUltimateG.J TheUltimateG.J is offline
 
Join Date: Oct 2011
Location: Bihar,Darbhanga
Age: 24
Gender: Male
Nature: Jolly
Posts: 105
hi I want to know what's the problem in this script as whn the pidgeotto section of the script after battling pidgeotto the screen turns black forever and whenever I step on the script tile the script again starts to go on and I again got a free mankey and battle a pidgeotto sohow should I stop these errors?

Here is the script

'---------------
#org 0x802781
applymovement 0x2 0x8802824
waitmovement 0x0
msgbox 0x880282F MSG_YESNO '"A wild Mankey wants to join your\n..."
compare LASTRESULT 0x1
if 0x1 goto 0x88027AB
compare LASTRESULT 0x0
if 0x0 goto 0x8802819
end

'---------------
#org 0x8027AB
msgbox 0x880286C MSG_NORMAL '"Mankey happily joined your party!"
applymovement 0x2 0x88028A9
givepokemon 0x38 0xA 0xCF 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88028B1 MSG_KEEPOPEN '"[player]recieved a Mankey!!"
waitfanfare
closeonkeypress
setflag 0x754
fadescreen 0x1
fadescreen 0x0
showsprite 0x3
msgbox 0x88028C9 MSG_NORMAL '"A Pidgey wants to battle but it is..."
fadescreen 0x1
hidesprite 0x3
fadescreen 0x0
showsprite 0x4
cry 0x11 0x0
msgbox 0x88028FA MSG_NORMAL '"The evolved Pidgeotto is\nattackin..."
waitcry
wildbattle 0x11 0x8 0xD2
fadescreen 0x0
hidesprite 0x4
fadescreen 0x1
setflag 0x755
release
end

'---------------
#org 0x802819
msgbox 0x8802890 MSG_NORMAL '"Mankey seems very sad!"
release
end


'---------
' Strings
'---------
#org 0x80282F
= A wild Mankey wants to join your\nparty should you take it?

#org 0x80286C
= Mankey happily joined your party!

#org 0x8028B1
= [player]recieved a Mankey!!

#org 0x8028C9
= A Pidgey wants to battle but it is\nnot strong.

#org 0x8028FA
= The evolved Pidgeotto is\nattacking with rage!!

#org 0x802890
= Mankey seems very sad!


'-----------
' Movements
'-----------
#org 0x802824
#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 0x0 'Face Down
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x8028A9
#raw 0x4E 'Jump Down
#raw 0x60 'Hide
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0xFE 'End of Movements
__________________


A lover of Pokemon and their Hacks this is no other than?

Only he can be----->G.J
  #7870   Link to this post, but load the entire thread.  
Old February 10th, 2013 (7:26 AM).
Blah's Avatar
Blah Blah is offline
Free supporter
 
Join Date: Jan 2013
Location: Unknown Island
Gender: Male
Posts: 1,924
Quote:
Originally Posted by Ganeshwar View Post
hi I want to know what's the problem in this script as whn the pidgeotto section of the script after battling pidgeotto the screen turns black forever and whenever I step on the script tile the script again starts to go on and I again got a free mankey and battle a pidgeotto sohow should I stop these errors?

Here is the script

'---------------
#org 0x802781
applymovement 0x2 0x8802824
waitmovement 0x0
msgbox 0x880282F MSG_YESNO '"A wild Mankey wants to join your\n..."
compare LASTRESULT 0x1
if 0x1 goto 0x88027AB
compare LASTRESULT 0x0
if 0x0 goto 0x8802819
end

'---------------
#org 0x8027AB
msgbox 0x880286C MSG_NORMAL '"Mankey happily joined your party!"
applymovement 0x2 0x88028A9
givepokemon 0x38 0xA 0xCF 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88028B1 MSG_KEEPOPEN '"[player]recieved a Mankey!!"
waitfanfare
closeonkeypress
setflag 0x754
fadescreen 0x1
fadescreen 0x0
showsprite 0x3
msgbox 0x88028C9 MSG_NORMAL '"A Pidgey wants to battle but it is..."
fadescreen 0x1
hidesprite 0x3
fadescreen 0x0
showsprite 0x4
cry 0x11 0x0
msgbox 0x88028FA MSG_NORMAL '"The evolved Pidgeotto is\nattackin..."
waitcry
wildbattle 0x11 0x8 0xD2
fadescreen 0x0
hidesprite 0x4
fadescreen 0x1
setflag 0x755
release
end

'---------------
#org 0x802819
msgbox 0x8802890 MSG_NORMAL '"Mankey seems very sad!"
release
end


'---------
' Strings
'---------
#org 0x80282F
= A wild Mankey wants to join your\nparty should you take it?

#org 0x80286C
= Mankey happily joined your party!

#org 0x8028B1
= [player]recieved a Mankey!!

#org 0x8028C9
= A Pidgey wants to battle but it is\nnot strong.

#org 0x8028FA
= The evolved Pidgeotto is\nattacking with rage!!

#org 0x802890
= Mankey seems very sad!


'-----------
' Movements
'-----------
#org 0x802824
#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 0x0 'Face Down
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements

#org 0x8028A9
#raw 0x4E 'Jump Down
#raw 0x60 'Hide
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0xFE 'End of Movements
I fixed this script for you guys a long time ago. I'm kinda sad no one bothered to read all that detailed post I wrote...
Anyways, I encourage you to go and read it again, if there are things you don't understand you are free to ask me.

link: http://www.pokecommunity.com/showpost.php?p=7525168&postcount=7838
__________________
...
  #7871   Link to this post, but load the entire thread.  
Old February 10th, 2013 (1:45 PM).
sonicshuffler42 sonicshuffler42 is offline
 
Join Date: Feb 2013
Gender: Male
Posts: 17
So basically what I want to do is make it so that the game thinks you already visited the pokemon center of a town. So that you can use fly at the very beginning of the game to get to all the towns.

I looked at the level script for the poke-centers and this is what came up.
Game: Fire Red
Editor: exe (extreme script editor)
Script:
Spoiler:
;---------------
#org 0x16B0FA
sethealingplace 0x5 (Note: number for sethealingplace 0x gets higher each town and starts at 0x0 at your hometown)
end


Is this the code that makes the game recognize that flying to that pokemon center is enabled? Or do I need to set something else? I could make it so that my creepy pasta game is supposed to be played through normally, but setting the fly stuff to be working would make testing it sooo much easier. (And recording it for youtube videos)
  #7872   Link to this post, but load the entire thread.  
Old February 10th, 2013 (4:12 PM).
karatekid552's Avatar
karatekid552 karatekid552 is offline
What happens if I push it?....
 
Join Date: Nov 2012
Location: Do you really want to know? Really?
Gender: Male
Nature: Bold
Posts: 1,771
Quote:
Originally Posted by sonicshuffler42 View Post
So basically what I want to do is make it so that the game thinks you already visited the pokemon center of a town. So that you can use fly at the very beginning of the game to get to all the towns.

I looked at the level script for the poke-centers and this is what came up.
Game: Fire Red
Editor: exe (extreme script editor)
Script:
Spoiler:
;---------------
#org 0x16B0FA
sethealingplace 0x5 (Note: number for sethealingplace 0x gets higher each town and starts at 0x0 at your hometown)
end


Is this the code that makes the game recognize that flying to that pokemon center is enabled? Or do I need to set something else? I could make it so that my creepy pasta game is supposed to be played through normally, but setting the fly stuff to be working would make testing it sooo much easier. (And recording it for youtube videos)
Aren't fly locations just flags? Why not set them all at the beginning of the game?

This post is something that every rom hacker needs book marked, even if just as a reference: http://www.pokecommunity.com/showthread.php?p=6829256#post6829256
__________________

Paired with Simba
  #7873   Link to this post, but load the entire thread.  
Old February 11th, 2013 (12:02 PM).
Csmusic99
Guest
 
Posts: n/a
Hi, im new to hacking and i want to know how to change scripts and such. Help is really appreciated, thanks in advance
  #7874   Link to this post, but load the entire thread.  
Old February 11th, 2013 (1:51 PM).
sonicshuffler42 sonicshuffler42 is offline
 
Join Date: Feb 2013
Gender: Male
Posts: 17
So I'm thinking of making a new 'house' in Viridian forest that teleports you to different areas (new maps mind you) depending on how many badges you have. Would this script work?

Spoiler:
#dynamic 0x8000

#org @Start
lock
checkflag *flag for first gym badge*
If 0x1 goto @warp1
*warp script to go to a "normal" house.*
release
end

#org @warp1
lock
checkflag *flag for second badge*
If 0x1 goto @warp2
*warp script to go to a slightly-glitchy looking house*
release
end


And So on?
  #7875   Link to this post, but load the entire thread.  
Old February 11th, 2013 (2:05 PM). Edited February 11th, 2013 by Blah.
Blah's Avatar
Blah Blah is offline
Free supporter
 
Join Date: Jan 2013
Location: Unknown Island
Gender: Male
Posts: 1,924
Quote:
Originally Posted by sonicshuffler42 View Post
So I'm thinking of making a new 'house' in Viridian forest that teleports you to different areas (new maps mind you) depending on how many badges you have. Would this script work?

Spoiler:
#dynamic 0x8000

#org @Start
lock
checkflag *flag for first gym badge*
If 0x1 goto @warp1
*warp script to go to a "normal" house.*
release
end

#org @warp1
lock
checkflag *flag for second badge*
If 0x1 goto @warp2
*warp script to go to a slightly-glitchy looking house*
release
end


And So on?
No it will always warp you to the first gym's warp from badges 1-8.

Hint: Introduce a variable that increments per badge.

Better Hint: Noossab Blue's super cheap mode way.

Quote:
Originally Posted by Csmusic99 View Post
Hi, im new to hacking and i want to know how to change scripts and such. Help is really appreciated, thanks in advance
There are many tutorials for scripting in the tutorial section. I suggest you read up :P
__________________
...
Closed Thread

Quick Reply

Join the conversation!

Create an account to post a reply in this thread, participate in other discussions, and more!

Create a PokéCommunity Account
Ad Content

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 2:24 AM.