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  #8451    
Old July 9th, 2013 (1:34 AM).
LusoTrainer's Avatar
LusoTrainer LusoTrainer is offline
     
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    Quote:
    Originally Posted by Ash493 View Post
    Move bufferpokemon command before the fadescreen 0x0...


    Tried that. It didn't work.

    Quote:
    Originally Posted by Ash493 View Post
    I don't really know why do you use such a complicated way but I guess you have a reason...


    What do you mean?

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      #8452    
    Old July 9th, 2013 (3:07 AM).
    Saasta Saasta is offline
       
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      So I've created my own starter Pokemon script. It works all fine except that when I go to start menu -> Pokemon and choose my Pokemon's summary, the game freezes! (The Pokemon's cry plays and it moves and then the music turns a bit more silent. After that I can't do anything)

      Quote:
      #org 0x8741497
      '-----------------------------------
      hidepokepic
      disappear LASTTALKED
      msgbox 0x87410E9 ' Oak: Congratulations...
      callstd MSG_NOCLOSE ' Non-closing message
      setflag FR_POKEMON
      addpokemon BULBASAUR 5 NONE 0x0 0x0 0x0
      storepokemon 0x0 BULBASAUR
      message 0x8741048 ' \v\h01 received Bulb...
      showmsg
      fanfare 0x13E
      waitfanfare
      msgbox 0x874105F ' Would you like to na... NAMING
      callstd MSG_YESNO ' Yes/No message
      compare LASTRESULT YES
      if == jump 0x8740FB8 ' Equal To
      if < jump 0x8740FC7 ' Smaller Than
      release
      end
      Battles and leveling work fine too with that Pokemon.

      Ps. The Pokemon that my script gives is the player's first..
        #8453    
      Old July 9th, 2013 (3:13 AM).
      karatekid552's Avatar
      karatekid552 karatekid552 is offline
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        Quote:
        Originally Posted by Saasta View Post
        So I've created my own starter Pokemon script. It works all fine except that when I go to start menu -> Pokemon and choose my Pokemon's summary, the game freezes! (The Pokemon's cry plays and it moves and then the music turns a bit more silent. After that I can't do anything)



        Battles and leveling work fine too with that Pokemon.

        Ps. The Pokemon that my script gives is the player's first..
        This seems more lik a graphics issue. I think the game is having trouble loading the sprite. Did you edit it?
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          #8454    
        Old July 9th, 2013 (3:17 AM). Edited July 9th, 2013 by Saasta.
        Saasta Saasta is offline
           
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          Quote:
          Originally Posted by karatekid552 View Post
          This seems more lik a graphics issue. I think the game is having trouble loading the sprite. Did you edit it?
          I haven't edited any bulbasaur sprite but I have changed some other images. I hope I haven't corrupted anything..

          EDIT: I can change the summary page if I'm fast enough. But after the cry and the animation, game freezes..
          EDIT2: This happens also in the original first Pokemon script in Pallet town so I have probably corrupted something. My backups have this same problem so I must copy all my work to a new fresh vanilla rom.. Luckily I haven't done so much content that it won't probably take so long.
            #8455    
          Old July 9th, 2013 (9:50 AM).
          Sky93's Avatar
          Sky93 Sky93 is offline
             
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            Okay, I have a simple applymovement msgbox script, and it freezes right after the applymovement part of my script, and the textbox never comes up. When I step on the green script block, the npc moves properly, stops, and the music just keeps playing and nothing else can be done. I am sure that i have the proper unknown and var numbers for my script, but it still isn't working.

            Here is the code:
            Spoiler:
            Code:
            #dynamic 0x802E51
            
            #org @start
            lock
            faceplayer
            checkflag 0x200
            if 0x1 goto @done
            playsong 0x13B 0x0
            applymovement 0x01 @move1
            waitmovement 0x0
            msgbox @1 0x6
            applymovement 0x01 @move2
            waitmovement 0x0
            hidesprite 0x01
            fadesong 0x012C
            setflag 0x200
            release
            end
            
            #org @done
            hidesprite 0x1
            end
            
            #org @move1
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0x11
            #raw 0xFE
            
            #org @move2
            #raw 0x10
            #raw 0x10
            #raw 0x10
            #raw 0x10
            #raw 0x10
            #raw 0x10
            #raw 0xFE
            
            #org @1
            = [rival]: Hey [player] I was just\nabout to get you! You're about\lto be late to class! Hurry up and\lget to the classroom downstairs.\lRoom 101.\nSee ya there.
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              #8456    
            Old July 9th, 2013 (10:10 AM).
            GoGoJJTech's Avatar
            GoGoJJTech GoGoJJTech is offline
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            Try waitmovement 0x1. The game waits for sprite 0 to finish moving when it didn't move in the first place, thus freezing.
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              #8457    
            Old July 9th, 2013 (3:11 PM). Edited July 9th, 2013 by karatekid552.
            karatekid552's Avatar
            karatekid552 karatekid552 is offline
            What happens if I push it?....
               
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              Quote:
              Originally Posted by gogojjtech View Post
              Try waitmovement 0x1. The game waits for sprite 0 to finish moving when it didn't move in the first place, thus freezing.
              Dude, we have told you this before. Waitmovement 0x0 waits for all sprites to finish moving, whereas any other number is particular to the event. You can't have a person event 0. That creates issues if you do.

              Quote:
              Originally Posted by Sky93 View Post
              Okay, I have a simple applymovement msgbox script, and it freezes right after the applymovement part of my script, and the textbox never comes up. When I step on the green script block, the npc moves properly, stops, and the music just keeps playing and nothing else can be done. I am sure that i have the proper unknown and var numbers for my script, but it still isn't working.

              Here is the code:
              Spoiler:
              Code:
              #dynamic 0x802E51
              
              #org @start
              lock
              faceplayer
              checkflag 0x200
              if 0x1 goto @done
              playsong 0x13B 0x0
              applymovement 0x01 @move1
              waitmovement 0x0
              msgbox @1 0x6
              applymovement 0x01 @move2
              waitmovement 0x0
              hidesprite 0x01
              fadesong 0x012C
              setflag 0x200
              release
              end
              
              #org @done
              hidesprite 0x1
              end
              
              #org @move1
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0x11
              #raw 0xFE
              
              #org @move2
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0x10
              #raw 0xFE
              
              #org @1
              = [rival]: Hey [player] I was just\nabout to get you! You're about\lto be late to class! Hurry up and\lget to the classroom downstairs.\lRoom 101.\nSee ya there.
              I can almost guarentee the issue is in using the wrong XSE. What version are you using?
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                #8458    
              Old July 9th, 2013 (3:28 PM).
              Sky93's Avatar
              Sky93 Sky93 is offline
                 
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                Quote:
                Originally Posted by karatekid552 View Post
                I can almost guarentee the issue is in using the wrong XSE. What version are you using?
                Im using XSE version 1.1.1
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                  #8459    
                Old July 9th, 2013 (3:59 PM).
                karatekid552's Avatar
                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by Sky93 View Post
                  Im using XSE version 1.1.1
                  I just compiled and tested the script you sent. It works fine. Make sure the Person EVENT is set to 1 for the character you want to move, not the Person ID or No.
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                    #8460    
                  Old July 9th, 2013 (4:06 PM).
                  Sky93's Avatar
                  Sky93 Sky93 is offline
                     
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                    This is what it looks like:

                    Spoiler:
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                      #8461    
                    Old July 9th, 2013 (5:08 PM).
                    GoGoJJTech's Avatar
                    GoGoJJTech GoGoJJTech is offline
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                    Oh, my bad. I forgot
                    I have my Waitmovement usually set to the person.
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                      #8462    
                    Old July 9th, 2013 (7:10 PM).
                    destinedjagold's Avatar
                    destinedjagold destinedjagold is offline
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                    Quote:
                    Originally Posted by karatekid552 View Post
                    Waitmovement 0x0 waits for all sprites to finish moving, whereas any other number is particular to the event. You can't have a person event 0. That creates issues if you do.
                    From my experience, waitmovement 0x0 waits for the last person event during the applymovement to finish and then the script continues.

                    Code:
                    #org @start
                    ...
                    applymovement 0x1 @m1
                    applymovement 0x2 @m2
                    applymovement 0x3 @m3
                    waitmovement 0x0
                    ...
                    end
                    
                    #org @m1
                    #raw 0x08 0x08 0x08 0x08 0x08 0x01 0xFE
                    
                    #org @m2
                    #raw 0x08 0x08 0x01 0xFE
                    
                    #org @m3
                    #raw 0x01 0xFE
                    The script continues after person event number 3 is done moving, even though person events 1 and 2 aren't done moving yet.
                    But that's from my experience on hacking Ruby for so many years. No idea about FireRed though.


                    Quote:
                    Originally Posted by Saasta View Post
                    I haven't edited any bulbasaur sprite but I have changed some other images. I hope I haven't corrupted anything..

                    EDIT: I can change the summary page if I'm fast enough. But after the cry and the animation, game freezes..
                    EDIT2: This happens also in the original first Pokemon script in Pallet town so I have probably corrupted something. My backups have this same problem so I must copy all my work to a new fresh vanilla rom.. Luckily I haven't done so much content that it won't probably take so long.
                    You have probably overwrote data on a non-free space on your ROM by accident. =/

                    Quote:
                    Originally Posted by Sky93 View Post
                    Okay, I have a simple applymovement msgbox script, and it freezes right after the applymovement part of my script, and the textbox never comes up. When I step on the green script block, the npc moves properly, stops, and the music just keeps playing and nothing else can be done. I am sure that i have the proper unknown and var numbers for my script, but it still isn't working.

                    Here is the code:
                    Spoiler:
                    Code:
                    #dynamic 0x802E51
                    
                    #org @start
                    lock
                    faceplayer
                    checkflag 0x200
                    if 0x1 goto @done
                    playsong 0x13B 0x0
                    applymovement 0x01 @move1
                    waitmovement 0x0
                    msgbox @1 0x6
                    applymovement 0x01 @move2
                    waitmovement 0x0
                    hidesprite 0x01
                    fadesong 0x012C
                    setflag 0x200
                    release
                    end
                    
                    #org @done
                    hidesprite 0x1
                    end
                    
                    #org @move1
                    #raw 0x11
                    #raw 0x11
                    #raw 0x11
                    #raw 0x11
                    #raw 0x11
                    #raw 0x11
                    #raw 0xFE
                    
                    #org @move2
                    #raw 0x10
                    #raw 0x10
                    #raw 0x10
                    #raw 0x10
                    #raw 0x10
                    #raw 0x10
                    #raw 0xFE
                    
                    #org @1
                    = [rival]: Hey [player] I was just\nabout to get you! You're about\lto be late to class! Hurry up and\lget to the classroom downstairs.\lRoom 101.\nSee ya there.
                    Try adding “nop1” right after your ‘playsong’ and ‘fadesong’ codes.
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                      #8463    
                    Old July 9th, 2013 (9:39 PM). Edited July 9th, 2013 by karatekid552.
                    karatekid552's Avatar
                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by destinedjagold View Post
                      From my experience, waitmovement 0x0 waits for the last person event during the applymovement to finish and then the script continues.

                      Code:
                      #org @start
                      ...
                      applymovement 0x1 @m1
                      applymovement 0x2 @m2
                      applymovement 0x3 @m3
                      waitmovement 0x0
                      ...
                      end
                      
                      #org @m1
                      #raw 0x08 0x08 0x08 0x08 0x08 0x01 0xFE
                      
                      #org @m2
                      #raw 0x08 0x08 0x01 0xFE
                      
                      #org @m3
                      #raw 0x01 0xFE
                      The script continues after person event number 3 is done moving, even though person events 1 and 2 aren't done moving yet.
                      But that's from my experience on hacking Ruby for so many years. No idea about FireRed though.
                      I did experience this in Ruby. I always make sure my movements are the same length, just out of habit, using delays and such, so maybe this carries over into FireRed. However, the main point was that it doesn't wait for person event 0. So, yeah... Thanks, I need to look into that for other games.

                      Quote:
                      Originally Posted by destinedjagold View Post
                      Try adding “nop1” right after your ‘playsong’ and ‘fadesong’ codes.
                      It ran just fine when I compiled it, so I don't think it is the script itself, but it is worth a try.

                      Quote:
                      Originally Posted by Sky93 View Post
                      This is what it looks like:

                      That is correct. hmmmm
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                        #8464    
                      Old July 10th, 2013 (3:18 AM).
                      Phiupp's Avatar
                      Phiupp Phiupp is offline
                         
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                        Hello, I am new here.
                        I wanted to make a script for Pokemon Firered. I made an applymovement script and at the end of it I wanted that the person who talk to me disappears after it.

                        So here is the script

                        Spoiler:
                        #dynamic 0x800928

                        #org @start
                        msgbox @talk1 0x6
                        playsong 0x0131 0x0
                        applymovement 2 @walk1
                        waitmovement 2
                        applymovement 0xFF @walk2
                        waitmovement 0xFF
                        msgbox @talk2 0x6
                        applymovement 2 @walk3
                        waitmovement 2
                        hidesprite 2
                        setvar 0x6000 0x1
                        setflag 0x2000
                        fadesong 0x0131
                        release
                        end

                        #org @talk1
                        = Text......

                        #org @talk2
                        = Text....

                        #org @walk1
                        #raw 0x12
                        #raw 0x12
                        #raw 0x12
                        #raw 0x12
                        #raw 0x11
                        #raw 0x11
                        #raw 0x11
                        #raw 0x11
                        #raw 0x11
                        #raw 0x11
                        #raw 0x11
                        #raw 0x01
                        #raw 0xFE

                        #org @walk2
                        #raw 0x62
                        #raw 0xFE

                        #org @walk3
                        #raw 0x10
                        #raw 0x10
                        #raw 0x10
                        #raw 0x10
                        #raw 0x10
                        #raw 0x10
                        #raw 0x10
                        #raw 0x13
                        #raw 0x13
                        #raw 0x13
                        #raw 0x13
                        #raw 0xFE


                        So the script works fine everytime, but the problem is that you can't see the sprite of the person sometimes. Also after the script sometimes the person is there again and sometimes not. It isn't regulary. I have this problem with all sprites which I want to hide.
                        Hope you understand my problem and someone can fix it.
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                          #8465    
                        Old July 10th, 2013 (5:40 AM).
                        karatekid552's Avatar
                        karatekid552 karatekid552 is offline
                        What happens if I push it?....
                           
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                          Quote:
                          Originally Posted by Phiupp View Post
                          Hello, I am new here.
                          I wanted to make a script for Pokemon Firered. I made an applymovement script and at the end of it I wanted that the person who talk to me disappears after it.

                          So here is the script

                          Spoiler:
                          #dynamic 0x800928

                          #org @start
                          msgbox @talk1 0x6
                          playsong 0x0131 0x0
                          applymovement 2 @walk1
                          waitmovement 2
                          applymovement 0xFF @walk2
                          waitmovement 0xFF
                          msgbox @talk2 0x6
                          applymovement 2 @walk3
                          waitmovement 2
                          hidesprite 2
                          setvar 0x6000 0x1
                          setflag 0x2000
                          fadesong 0x0131
                          release
                          end

                          #org @talk1
                          = Text......

                          #org @talk2
                          = Text....

                          #org @walk1
                          #raw 0x12
                          #raw 0x12
                          #raw 0x12
                          #raw 0x12
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x01
                          #raw 0xFE

                          #org @walk2
                          #raw 0x62
                          #raw 0xFE

                          #org @walk3
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x13
                          #raw 0x13
                          #raw 0x13
                          #raw 0x13
                          #raw 0xFE


                          So the script works fine everytime, but the problem is that you can't see the sprite of the person sometimes. Also after the script sometimes the person is there again and sometimes not. It isn't regulary. I have this problem with all sprites which I want to hide.
                          Hope you understand my problem and someone can fix it.
                          Read this: http://www.pokecommunity.com/showthread.php?t=302347
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                            #8466    
                          Old July 10th, 2013 (6:17 AM).
                          Phiupp's Avatar
                          Phiupp Phiupp is offline
                             
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                            So you have to use the "safe flags" between 200 and 2FF?!
                            I think it works now, thanks a lot!
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                              #8467    
                            Old July 10th, 2013 (9:54 AM).
                            karatekid552's Avatar
                            karatekid552 karatekid552 is offline
                            What happens if I push it?....
                               
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                              Quote:
                              Originally Posted by Phiupp View Post
                              So you have to use the "safe flags" between 200 and 2FF?!
                              I think it works now, thanks a lot!
                              mhmm, your script used a flag that being constantly changed by the RAM, so of course it wouldn't work.
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                                #8468    
                              Old July 10th, 2013 (12:51 PM).
                              Phiupp's Avatar
                              Phiupp Phiupp is offline
                                 
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                                Ok, That could be the reason why sometimes you saw the sprite and sometimes not. Hope my scripts will work now.
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                                  #8469    
                                Old July 13th, 2013 (4:11 AM).
                                LusoTrainer's Avatar
                                LusoTrainer LusoTrainer is offline
                                   
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                                  Quote:
                                  Originally Posted by LusoTrainer View Post
                                  I have a legendary event with Mew (that I've posted here before) which works as intended except for a small detail: whenever I catch or defeat it and return to the game he's still there until a fadescreen happens at wich point he's removed from the map. Is there a way to make it gone as soon as I defeat/catch it like every other legendary?

                                  Here's the script:

                                  Spoiler:
                                  '---------------
                                  #org 0x7404A7
                                  special 0x187
                                  compare LASTRESULT 0x2
                                  if 0x1 goto 0x8740523
                                  special 0x188
                                  lock
                                  faceplayer
                                  checksound
                                  cry 0x97 0x2
                                  msgbox 0x8740562 MSG_FACE '"Mew!"
                                  waitcry
                                  pause 0x14
                                  playsong 0x156 0x0
                                  waitkeypress
                                  setflag 0x2FF
                                  setwildbattle 0x97 0x3 0x0
                                  setflag 0x807
                                  special 0x138
                                  waitstate
                                  clearflag 0x807
                                  special2 LASTRESULT 0xB4
                                  compare LASTRESULT 0x7
                                  if 0x1 goto 0x8740526
                                  compare LASTRESULT 0x1
                                  if 0x1 goto 0x8740530
                                  compare LASTRESULT 0x4
                                  if 0x1 goto 0x8740530
                                  setflag 0x201
                                  fadescreen 0x1
                                  setflag 0x2FF
                                  hidesprite LASTTALKED
                                  fadescreen 0x0
                                  bufferpokemon 0x0 0x8004
                                  msgbox 0x8740569 MSG_KEEPOPEN '"The [buffer1] flew away!"
                                  release
                                  end

                                  '---------------
                                  #org 0x740523
                                  release
                                  end

                                  '---------------
                                  #org 0x740526
                                  setflag 0x201
                                  goto 0x874053C

                                  '---------------
                                  #org 0x740530
                                  setvar 0x8004 0x97
                                  goto 0x8740549

                                  '---------------
                                  #org 0x74053C
                                  fadescreen 0x1
                                  setflag 0x2FF
                                  hidesprite LASTTALKED
                                  fadescreen 0x0
                                  release
                                  end

                                  '---------------
                                  #org 0x740549
                                  fadescreen 0x1
                                  setflag 0x2FF
                                  hidesprite LASTTALKED
                                  fadescreen 0x0
                                  bufferpokemon 0x0 0x8004
                                  msgbox 0x8740569 MSG_KEEPOPEN '"The [buffer1] flew away!"
                                  release
                                  end


                                  '---------
                                  ' Strings
                                  '---------
                                  #org 0x740562
                                  = Mew!

                                  #org 0x740569
                                  = The [buffer1] flew away!
                                  Could anyone help? I've tried the suggestion made above, but it still didn't work.
                                    #8470    
                                  Old July 13th, 2013 (6:54 AM).
                                  karatekid552's Avatar
                                  karatekid552 karatekid552 is offline
                                  What happens if I push it?....
                                     
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                                    Quote:
                                    Originally Posted by LusoTrainer View Post
                                    Could anyone help? I've tried the suggestion made above, but it still didn't work.
                                    Set the flags that make him disapear before the battle. This might work.
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                                      #8471    
                                    Old July 15th, 2013 (2:38 PM). Edited July 15th, 2013 by Golden Warrior.
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                                    Golden Warrior Golden Warrior is offline
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                                      Hm... This is interesting. Alright, so I'm using Pokemon Ruby. Upon scripting giving the player a Pokedex and a Charmander, the Pokedex doesn't work properly. It is completely blank and you can't move around in it. (like this: http://gyazo.com/674339abac7cd82e1ebdc06d09d5de17)

                                      I know the cause is that the national Pokedex doesn't activate until you trade with FR/LG/E but I am here because I want to know if there is a way around this. Is there a code (special 0x?? or something) that can give the player the national Pokedex to begin with?

                                      Thank you in advance.

                                      EDIT:

                                      Another question while I'm here.

                                      Special 0x140
                                      showpokepic 0x4 0x0A 0x03
                                      msgbox @1 0x6

                                      The script part above gives me this: http://gyazo.com/4ec99cca82aa95ec5fbdf43a3467ad95

                                      Any way around that?
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                                        #8472    
                                      Old July 15th, 2013 (5:01 PM).
                                      karatekid552's Avatar
                                      karatekid552 karatekid552 is offline
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                                        Quote:
                                        Originally Posted by Golden Warrior View Post
                                        Hm... This is interesting. Alright, so I'm using Pokemon Ruby. Upon scripting giving the player a Pokedex and a Charmander, the Pokedex doesn't work properly. It is completely blank and you can't move around in it. (like this: http://gyazo.com/674339abac7cd82e1ebdc06d09d5de17)

                                        I know the cause is that the national Pokedex doesn't activate until you trade with FR/LG/E but I am here because I want to know if there is a way around this. Is there a code (special 0x?? or something) that can give the player the national Pokedex to begin with?

                                        Thank you in advance.

                                        EDIT:

                                        Another question while I'm here.

                                        Special 0x140
                                        showpokepic 0x4 0x0A 0x03
                                        msgbox @1 0x6

                                        The script part above gives me this: http://gyazo.com/4ec99cca82aa95ec5fbdf43a3467ad95

                                        Any way around that?
                                        1)Ummmm, it is a special in FR, so I would assume it is the same in Ruby. Why not look at the script in which he gives it to you? I think it is the one where he talks to you after you beat the elite four, not when you trade with FRLG. In FR it is special 0x16F. Give that a try, and if it doesn't work, try and find the script in Ruby.


                                        2)Nobody knows what special 0x140 does, so why are you using it? That is probably the issue.
                                        Edit: Forgot you were on Ruby, we don't have a specials list for Ruby.
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                                          #8473    
                                        Old July 15th, 2013 (6:11 PM).
                                        Golden Warrior's Avatar
                                        Golden Warrior Golden Warrior is offline
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                                          Quote:
                                          Originally Posted by karatekid552 View Post
                                          1)Ummmm, it is a special in FR, so I would assume it is the same in Ruby. Why not look at the script in which he gives it to you? I think it is the one where he talks to you after you beat the elite four, not when you trade with FRLG. In FR it is special 0x16F. Give that a try, and if it doesn't work, try and find the script in Ruby.


                                          2)Nobody knows what special 0x140 does, so why are you using it? That is probably the issue.
                                          Edit: Forgot you were on Ruby, we don't have a specials list for Ruby.
                                          1) That's the thing. There is no scene where he gives it too you. It auto-activates by trading with FR/LG/E. But, I'll give that special a try, thanks.

                                          2) Actually, people on the Whack-a-hack forums found out that it sets the palette correctly for the Pokemon before it displays it with the showpokepic code. (Oh, wait, just saw your edit. Oops. )

                                          When I use that special, it corrects the palette, but places missing no. there infront of the Charmander. If I DON'T have that code, the palette is inverted and messes up a lot, so I have no idea what to do here.

                                          (I COULD make missing no. transparent in UNZL, but I don't want to do that as it would ruin the Pokedex more.)
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                                            #8474    
                                          Old July 15th, 2013 (6:37 PM). Edited July 15th, 2013 by destinedjagold.
                                          destinedjagold's Avatar
                                          destinedjagold destinedjagold is offline
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                                          Quote:
                                          Originally Posted by Golden Warrior View Post
                                          Hm... This is interesting. Alright, so I'm using Pokemon Ruby. Upon scripting giving the player a Pokedex and a Charmander, the Pokedex doesn't work properly. It is completely blank and you can't move around in it. (like this: http://gyazo.com/674339abac7cd82e1ebdc06d09d5de17)

                                          I know the cause is that the national Pokedex doesn't activate until you trade with FR/LG/E but I am here because I want to know if there is a way around this. Is there a code (special 0x?? or something) that can give the player the national Pokedex to begin with?

                                          Thank you in advance.

                                          EDIT:

                                          Another question while I'm here.

                                          Special 0x140
                                          showpokepic 0x4 0x0A 0x03
                                          msgbox @1 0x6

                                          The script part above gives me this: http://gyazo.com/4ec99cca82aa95ec5fbdf43a3467ad95

                                          Any way around that?
                                          special 0x140 corrects the pallete before the box shows up?
                                          That's new to me, and I'm thankful for that info. :D
                                          I'm going to try that out soon.

                                          Anyway, for your questions...
                                          Have this code (edit)beforeafter the flag of the PokeDex...
                                          Code:
                                          writebytetooffset 0x2 0x2026B00
                                          writebytetooffset 0x3 0x2026B01
                                          writebytetooffset 0xDA 0x2024EBE
                                          writebytetooffset 0x67 0x2026A5A
                                          so you can have the National Dex.

                                          As for your second question, maybe it's connected on the fact that you don't have the national dex yet? not entirely sure...
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                                            #8475    
                                          Old July 15th, 2013 (6:44 PM).
                                          Golden Warrior's Avatar
                                          Golden Warrior Golden Warrior is offline
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                                            Quote:
                                            special 0x140 corrects the pallete before the box shows up?
                                            That's new to me, and I'm thankful for that info. :D
                                            Well, yes, but it only seemed to work for one person correctly. The others had to making missing no. transparent in UNZL like I might end up doing.

                                            Thanks for the Pokedex codes!
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