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  #8576    
Old August 5th, 2013 (11:44 PM).
Alice's Avatar
Alice Alice is offline
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Quote:
Originally Posted by Ash493 View Post
Are you sure it's Treecko? Haven't you accidentally written the number of one of 25 ???s?
I did at first, because I did treecko's actual national dex number, and got the same result. Then I looked up the list of pokemon on diegoisawesome's tutorial thread and it said treecko's number is 277. I also tried 278 just in case, and every time I've gotten the same result.

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  #8577    
Old August 6th, 2013 (1:28 AM).
mikefromindyindy's Avatar
mikefromindyindy mikefromindyindy is offline
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    Thanks much for the reponse and effort in trying to help jsziede, but I still don't understand where u insert the pokemon(s) that are getting traded, levels ect.. ive copyed the mauville (ralts for seedot) trade script and have been toying with it for a couple days now.. added my own offset and flag (just for an example), now when I load it into the rom it works, but its the same as the mauville trade (obviously) I just cant figure out how to change the pokemon up for trade.. after I do that I can easily change the texts and stuff.. heres what it looks like..


    #org 0x800000
    lock
    faceplayer
    checkflag 0x1200
    if 0x1 goto 0x82159D5
    setvar 0x8008 0x0
    copyvar 0x8004 0x8008
    special2 LASTRESULT 0xFF
    copyvar 0x8009 LASTRESULT
    msgbox 0x82159E8 MSG_YESNO '"Huh? My POKéMON is cute?\nSure, I ..."
    compare LASTRESULT 0x0
    if 0x1 goto 0x82159BD
    special 0xA2
    waitstate
    copyvar 0x800A 0x8004
    compare 0x8004 0xFF
    if 0x1 goto 0x82159BD
    copyvar 0x8005 0x800A
    special2 LASTRESULT 0x102
    copyvar 0x800B LASTRESULT
    comparevars LASTRESULT 0x8009
    if 0x5 goto 0x82159C7
    copyvar 0x8004 0x8008
    copyvar 0x8005 0x800A
    special 0x100
    special 0x101
    waitstate
    msgbox 0x8215A77 MSG_KEEPOPEN '"Eheheh[.]\nPlease be good to my PO..."
    setflag 0x1200
    release
    end
    '---------------
    #org 0x2159D5
    msgbox 0x8215B17 MSG_KEEPOPEN '"Any POKéMON can be cute if you rai..."
    release
    end
    '---------------
    #org 0x2159BD
    msgbox 0x8215ACE MSG_KEEPOPEN '"Oh, if you don't want to, that's o..."
    release
    end
    '---------------
    #org 0x2159C7
    bufferpokemon 0x0 0x8009
    msgbox 0x8215A9D MSG_KEEPOPEN '"Huh? That doesn't look anything li..."
    release
    end

    '---------
    ' Strings
    '---------
    #org 0x2159E8
    = Huh? My POKéMON is cute?\nSure, I knew that.\pBut if you really want, I'm willing\nto trade it to you.\pI'll trade you my [buffer2] for\na [buffer1] if you want.
    #org 0x215A77
    = Eheheh[.]\nPlease be good to my POKéMON.
    #org 0x215B17
    = Any POKéMON can be cute if you raise\nit with care and kindness.
    #org 0x215ACE
    = Oh, if you don't want to, that's okay.\nBut my POKéMON is cute, you know[.]
    #org 0x215A9D
    = Huh? That doesn't look anything like\na [buffer1] to me.



    idk how to make a "spoiler" thing so if someone could tell me, that would be great..
      #8578    
    Old August 6th, 2013 (4:48 AM).
    Wobbu's Avatar
    Wobbu Wobbu is offline
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      Quote:
      Originally Posted by mikefromindyindy View Post
      Thanks much for the reponse and effort in trying to help jsziede, but I still don't understand where u insert the pokemon(s) that are getting traded, levels ect.. ive copyed the mauville (ralts for seedot) trade script and have been toying with it for a couple days now.. added my own offset and flag (just for an example), now when I load it into the rom it works, but its the same as the mauville trade (obviously) I just cant figure out how to change the pokemon up for trade.. after I do that I can easily change the texts and stuff.. heres what it looks like..


      Spoiler:
      #org 0x800000
      lock
      faceplayer
      checkflag 0x1200
      if 0x1 goto 0x82159D5
      setvar 0x8008 0x0
      copyvar 0x8004 0x8008
      special2 LASTRESULT 0xFF
      copyvar 0x8009 LASTRESULT
      msgbox 0x82159E8 MSG_YESNO '"Huh? My POKéMON is cute?\nSure, I ..."
      compare LASTRESULT 0x0
      if 0x1 goto 0x82159BD
      special 0xA2
      waitstate
      copyvar 0x800A 0x8004
      compare 0x8004 0xFF
      if 0x1 goto 0x82159BD
      copyvar 0x8005 0x800A
      special2 LASTRESULT 0x102
      copyvar 0x800B LASTRESULT
      comparevars LASTRESULT 0x8009
      if 0x5 goto 0x82159C7
      copyvar 0x8004 0x8008
      copyvar 0x8005 0x800A
      special 0x100
      special 0x101
      waitstate
      msgbox 0x8215A77 MSG_KEEPOPEN '"Eheheh[.]\nPlease be good to my PO..."
      setflag 0x1200
      release
      end
      '---------------
      #org 0x2159D5
      msgbox 0x8215B17 MSG_KEEPOPEN '"Any POKéMON can be cute if you rai..."
      release
      end
      '---------------
      #org 0x2159BD
      msgbox 0x8215ACE MSG_KEEPOPEN '"Oh, if you don't want to, that's o..."
      release
      end
      '---------------
      #org 0x2159C7
      bufferpokemon 0x0 0x8009
      msgbox 0x8215A9D MSG_KEEPOPEN '"Huh? That doesn't look anything li..."
      release
      end

      '---------
      ' Strings
      '---------
      #org 0x2159E8
      = Huh? My POKéMON is cute?\nSure, I knew that.\pBut if you really want, I'm willing\nto trade it to you.\pI'll trade you my [buffer2] for\na [buffer1] if you want.
      #org 0x215A77
      = Eheheh[.]\nPlease be good to my POKéMON.
      #org 0x215B17
      = Any POKéMON can be cute if you raise\nit with care and kindness.
      #org 0x215ACE
      = Oh, if you don't want to, that's okay.\nBut my POKéMON is cute, you know[.]
      #org 0x215A9D
      = Huh? That doesn't look anything like\na [buffer1] to me.
      To make a spoiler, have spoiler tags surround the text that you want to hide.
      [SPOILER]This is an example.[/SPOILER]

      I found a tutorial, but I think that you need to use thingy32 (a hex editor) because the hex editor that I tried couldn't find the names of the Pokémon.

      Spoiler:
      Quote:
      Originally Posted by zel
      Hex Editing - Trading Pokes

      First you need to hex-search for the name of the poke we receive in the trade originally (for example, in FR, we receive a "MIMIEN")


      Fig1. Searching for MIMIEN with Thingy

      Once you find it, we will notice the name followed by "FF" and then a bunch of "00" (which means free space for the name). Now you can change the name of the poke we'll receive with hex, as long as you respect that the name must still be finished with the "FF" (and at least make sure to leave a "00" as well, just in case)
      After that free space comes inmediately XXXX, which should be the value of the ID of the poke we will get (as always it's swapped hex, so Bulbasaur which is 0001 becomes 0100) So just find the ID of the new poke, change it to hex (with Windows Calculator on Scientific Mode), and then swap it as I did in my example.
      Next is seeing where the next recognizable name starts (in my MIMIEN case, there's a "REYLEY" close to it), that name is the name of the trainer, so to change it, you must do exactly the same as when you changed the poke's name.
      After the trainer's name, and free space comes a "0A" (which most likely will be other thing), and after that comes another XXXX, which is the ID of the poke the trainer wants, once again it's swapped-hex, so do it the same way as before to change it.

      And, you can even modify the hold item of the poke we'll receive (don't start putting Master Balls! ), to modify it just: look at the trainer's name again, then start going backwards, and we'll see either a "00" or "FF", and right after it (still going backwards), you'll find another XXXX, which is the ID of the Hold Item (and as you can imagine, it's swapped-hex, so you know how to modify it)


      Fig2. All the info is close to MIMIEN. 1= MIMIEN, 2= Free Space as FF and then a bunch of 00, 3= Poke we will get in swapped hex, 4= MIMIEN's owner name, 5= Free Space again, 6= Poke we must have in swapped hex, 7= The hold item, to the left of the owner's name
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        #8579    
      Old August 6th, 2013 (4:57 AM).
      destinedjagold's Avatar
      destinedjagold destinedjagold is offline
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      Quote:
      Originally Posted by QuilavaKing View Post
      So, I'm having a strange issue with showpokepic. Spent the better part of today searching for fixes or anyone having the same problem at all, and can't find anything. This is what it looks like:

      Here's the whole script. It uses the player's position to determine which pokeball he's looking at, so I can use the same script on all three of them. I've tried removing that and changing the vars used, and it hasn't helped.
      Code:
      #dynamic 0x801E9C
      
      #org @main
      lock
      getplayerpos 0x4000 0x4001
      compare 0x4000 0x6
      if 0x1 goto @bulbasaurDisplay
      release
      end
      
      ;---------------------------BULBASAUR STUFFS------------------------------
      #org @bulbasaurDisplay
      cry 0x1 0x0
      showpokepic 0x1 0xA 0x3
      msgbox @bulbasaurMessage1 0x5
      closeonkeypress
      compare 0x800D 0x1
      if 0x1 goto @bulbasaurChoose
      hidepokepic
      end
      
      #org @bulbasaurChoose
      hidepokepic
      givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
      fanfare 0x13E
      msgbox @bulbasaurMessage2 0x4
      waitfanfare
      closeonkeypress
      setflag 0x800 ;activate pokemon menu
      hidesprite 0x5
      setflag 0x1206 
      end
      
      #org @bulbasaurMessage1
      = Do you want to take\nthe GRASS type BULBASAUR?
      
      #org @bulbasaurMessage2
      = \v\h01 received the BULBASAUR!
      ;-------------------------------------------------------------------------
      Try this...
      Code:
      ...
      showpokepic 0x1 0xA 0x3
      pause 0x1
      showpokepic 0x1 0xA 0x3
      ...
      In theory, although I already proven this, the first pokepic box will display the wrong palletes, and I never actually learned how to fix that.
      Although a temporary solution is to quickly hide the first showpokpic command and then add a second showpokepic command.


      Quote:
      Originally Posted by QuilavaKing View Post
      The player already has the pokedex and national dex at this point. =/ I tried it without having the pokedex too, and got the same result. I also just tested it with treecko (used 277) instead of bulbasaur, and got this:
      Make sure you wrote
      Code:
      showpokepic 277 0xA 0x3
      instead of
      Code:
      showpokepic 0x277 0xA 0x3
      __________________


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        #8580    
      Old August 6th, 2013 (5:29 AM).
      DrFuji's Avatar
      DrFuji DrFuji is offline
      Heiki Hecchara‌‌
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      Quote:
      Originally Posted by mikefromindyindy View Post
      Thanks much for the reponse and effort in trying to help jsziede, but I still don't understand where u insert the pokemon(s) that are getting traded, levels ect.. ive copyed the mauville (ralts for seedot) trade script and have been toying with it for a couple days now.. added my own offset and flag (just for an example), now when I load it into the rom it works, but its the same as the mauville trade (obviously) I just cant figure out how to change the pokemon up for trade.. after I do that I can easily change the texts and stuff.. heres what it looks like..
      In addition to what jsziede has said, ZodiacDaGreat's tool, Trader Advanced, allows you to easily change what Pokemon the game asks for in a trade as well as customising what you will receive in return.
      __________________
        #8581    
      Old August 6th, 2013 (8:21 AM).
      Tlachtli's Avatar
      Tlachtli Tlachtli is offline
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        I posted this in the thread for the Gen IV move split in Gen III, but I thought I'd ask here as well in case anyone here is familiar with Darthatron's work. I want to try to port his routine for the Physical/Special/Status sprites he designed for FR to Emerald. This is the original post, and this is a post by Jambo51 with some fix suggestions.

        Quote:
        Originally Posted by Darthatron View Post
        Change these bytes:
        Code:
        @0813A130: 0x2F
        @0813A17B: 0x47
        @0813A1A0: [Pointer to Routine, plus 1 (one).]
        I'm trying to do an Emerald hack and see no one has successfully ported the sprites for Emerald yet (or at least done so and posted it yet). I want to do it myself, but I have a question: what is the purpose of changing those first two bytes? I'm trying to find their Emerald equivalents, but no luck yet. I've tried putting read breaks on them in a FR rom, but never seem to trigger a read so I can't tell what they do.

        I have an idea of numbers should work for BPEE, but since I haven't found the right address for the routine pointer in Emerald yet I haven't tested it:
        Code:
        .MoveBase:  .word 0x0831C898
        .number: .word 0x00003258
        .CurMoveIndex: .word 0x0201170C
        .Move_List_Loc:  .word 0x0201042C
        .VRAM:   .word 0x06001800  [1]
        .SplitImages: .word 0x08E3CFB0 (just where I have it stored)
        .Some_Offset: .word 0x0203cf1c  [2]
        .Return_Addr: .word 0x081C3F6C  [2]
        [1] I assume this is empty/otherwise unused VRAM used to store the sprites? It doesn't seem to be used in a clean rom.
        [2] I have potential 2 addresses in mind here, but I haven't been able to test to see which works, if at all.
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          #8582    
        Old August 6th, 2013 (9:06 AM).
        karatekid552's Avatar
        karatekid552 karatekid552 is offline
        What happens if I push it?....
           
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          Quote:
          Originally Posted by Tlachtli View Post
          I posted this in the thread for the Gen IV move split in Gen III, but I thought I'd ask here as well in case anyone here is familiar with Darthatron's work. I want to try to port his routine for the Physical/Special/Status sprites he designed for FR to Emerald. This is the original post, and this is a post by Jambo51 with some fix suggestions.



          I'm trying to do an Emerald hack and see no one has successfully ported the sprites for Emerald yet (or at least done so and posted it yet). I want to do it myself, but I have a question: what is the purpose of changing those first two bytes? I'm trying to find their Emerald equivalents, but no luck yet. I've tried putting read breaks on them in a FR rom, but never seem to trigger a read so I can't tell what they do.

          I have an idea of numbers should work for BPEE, but since I haven't found the right address for the routine pointer in Emerald yet I haven't tested it:
          Code:
          .MoveBase:  .word 0x0831C898
          .number: .word 0x00003258
          .CurMoveIndex: .word 0x0201170C
          .Move_List_Loc:  .word 0x0201042C
          .VRAM:   .word 0x06001800  [1]
          .SplitImages: .word 0x08E3CFB0 (just where I have it stored)
          .Some_Offset: .word 0x0203cf1c  [2]
          .Return_Addr: .word 0x081C3F6C  [2]
          [1] I assume this is empty/otherwise unused VRAM used to store the sprites? It doesn't seem to be used in a clean rom.
          [2] I have potential 2 addresses in mind here, but I haven't been able to test to see which works, if at all.
          Those two bytes are the hex representation of bx r5. Meaning, that his change changes the pointer that was loaded into r5 earlier, and now you are branching to that address.

          The vram should be the same, as that is GBA Hardware based, and not game specific. That is the actual location that the screen reads images from, meaning you are writing the images directly to the screen.

          The RAM offsets (02XXXXXX) are going to be different, so you need to find where they are the same. The current move index should be easy. Just use the cheat finder in VBA to find RAM bytes that always display the current move.

          The return address is returning to the routine which was branched. You will have to find the routine by searching for similar bytes in a hex editor.

          Edit: This is in the wrong thread. This goes in Simple Questions.
          __________________

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            #8583    
          Old August 6th, 2013 (9:27 AM).
          blackichan blackichan is offline
             
            Join Date: Jun 2013
            Gender: Male
            Posts: 1
            hi, i have a script to give a zubat as a starter, the script works fine only when compiled it gives a nidoran. I looked up the hex value for zubat in the stdpoke.rbh file, and its 0x29, but when compiled xse changes that to 0x1D. what am I doing wrong?

            here's the script
            Spoiler:

            #dynamic 0x381091
            #org @start
            faceplayer
            lock
            hidesprite LASTTALKED
            fanfare 0x13E
            message @give 0x6
            givepokemon 0x29 0x5 0x0 0x0 0x0 0x0
            waitfanfare
            setflag 0x1000
            setflag 0x800
            message @nickname 0x5
            compare LASTRESULT 0x1
            if 0x1 gosub @name
            closeonkeypress
            release
            end

            #org @done
            release
            end

            #org @name
            call 0x1A74EB
            return

            #org @give
            = [Player] found a /nZubat!

            #org @nickname
            = Would you like to give a nickname to Zubat?
              #8584    
            Old August 6th, 2013 (9:33 AM).
            karatekid552's Avatar
            karatekid552 karatekid552 is offline
            What happens if I push it?....
               
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              Quote:
              Originally Posted by blackichan View Post
              hi, i have a script to give a zubat as a starter, the script works fine only when compiled it gives a nidoran. I looked up the hex value for zubat in the stdpoke.rbh file, and its 0x29, but when compiled xse changes that to 0x1D. what am I doing wrong?

              here's the script
              Spoiler:

              #dynamic 0x381091
              #org @start
              faceplayer
              lock
              hidesprite LASTTALKED
              fanfare 0x13E
              message @give 0x6
              givepokemon 0x29 0x5 0x0 0x0 0x0 0x0
              waitfanfare
              setflag 0x1000
              setflag 0x800
              message @nickname 0x5
              compare LASTRESULT 0x1
              if 0x1 gosub @name
              closeonkeypress
              release
              end

              #org @done
              release
              end

              #org @name
              call 0x1A74EB
              return

              #org @give
              = [Player] found a /nZubat!

              #org @nickname
              = Would you like to give a nickname to Zubat?
              Why would you ever give Zubat as a starter??? You must not have grown up without Flash in Dark Cave. /me shudders....
              ----

              Anyways.XD Read this: http://www.romhackersonline.com/showthread.php?t=14110-Flags-Vars-and-Script-Tiles

              That will help with some other issues in your script. Your issue does not happen to me. It compiles fine in my case. Make sure you are using XSE 1.1.1 or the version found on Gamer2020's tools thread.

              Edit:
              Code:
              #include stditems.rbh
              #include stdpoke.rbh
              
              '---------------
              #org 0x3B4D84
              faceplayer
              lock
              hidesprite LASTTALKED
              fanfare 0x13E
              msgbox 0x83B4DCB MSG_NORMAL '"[player] found a /nZubat!"
              givepokemon PKMN_ZUBAT 0x5 ITEM_NONE 0x0 0x0 0x0
              waitfanfare
              setflag 0x1000
              setflag 0x800
              msgbox 0x83B4DE1 MSG_YESNO '"Would you like to give a nickname ..."
              compare LASTRESULT 0x1
              if 0x1 call 0x83B4DC4
              closeonkeypress
              release
              end
              
              '---------------
              #org 0x3B4DC4
              call 0x81A74EB
              return
              
              '---------------
              #org 0x1A74EB
              fadescreen 0x1
              special 0x9E
              waitstate
              return
              
              
              '---------
              ' Strings
              '---------
              #org 0x3B4DCB
              = [player] found a /nZubat!
              
              #org 0x3B4DE1
              = Would you like to give a nickname to Zubat?
              This is what it compiled to in my test rom.
              __________________

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                #8585    
              Old August 6th, 2013 (10:06 AM). Edited August 7th, 2013 by Alice.
              Alice's Avatar
              Alice Alice is offline
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              Quote:
              Originally Posted by destinedjagold View Post
              Try this...
              Code:
              ...
              showpokepic 0x1 0xA 0x3
              pause 0x1
              showpokepic 0x1 0xA 0x3
              ...
              In theory, although I already proven this, the first pokepic box will display the wrong palletes, and I never actually learned how to fix that.
              Although a temporary solution is to quickly hide the first showpokpic command and then add a second showpokepic command.
              I hate to say it, but there's no difference whatsoever. Copied it exactly as you wrote it.

              Edit: If I display the picture of one pokemon, and then show another afterward, only the first one is messed up, like you said... but it only works if the two pokemon are different.


              Quote:
              Make sure you wrote
              Code:
              showpokepic 277 0xA 0x3
              instead of
              Code:
              showpokepic 0x277 0xA 0x3
              Omg, I'm so dumb... I told it to show pokemon 600-something. lol
                #8586    
              Old August 6th, 2013 (1:52 PM).
              pokefreake's Avatar
              pokefreake pokefreake is offline
                 
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                Gender: Male
                Posts: 69
                Does anyone know how to change which map the player spawns in? I know the "sethealplace" command (I think that's what its called) but how do I change which map it makes you come to?
                  #8587    
                Old August 6th, 2013 (1:59 PM).
                karatekid552's Avatar
                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by pokefreake View Post
                  Does anyone know how to change which map the player spawns in? I know the "sethealplace" command (I think that's what its called) but how do I change which map it makes you come to?
                  That is the command that will change where you go when you whiteout after losing a battle. It has preset locations:

                  FireRed:
                  0x01 = Player's House
                  0x02 = Viridian City
                  0x03 = Pewter City
                  0x04 = Cerulean City
                  0x05 = Lavender Town
                  0x06 = Vermilion City
                  0x07 = Celadon City
                  0x08 = Fuchsia City
                  0x09 = Cinnabar Island
                  0x0A = Indigo Plateau/Pokemon League Entrance
                  0x0B = Saffron City
                  0x0C = Route 4/Mt. Moon Entrance
                  0x0D = Route 10/Rock Tunnel Entrance
                  0x0E = One Island
                  0x0F = Two Island
                  0x10 = Three Island
                  0x11 = Four Island
                  0x12 = Five Island
                  0x13 = Seven Island
                  0x14 = Six Island

                  ^Notice Seven and Six Island are switched

                  Emerald (Probably the same as RS):
                  0x01 = Player's Room (male)
                  0x02 = Player's Room (female)
                  0x03 = Petalburg City
                  0x04 = Slateport City
                  0x05 = Mauville City
                  0x06 = Rustboro City
                  0x07 = Fortree City
                  0x08 = Lilycove City
                  0x09 = Mossdeep City
                  0x0A = Sootopolis City
                  0x0B = Ever Grande City (Victory Road)
                  0x0C = Littleroot Town (left)
                  0x0D = Littleroot Town (right)
                  0x0E = Oldale Town
                  0x0F = Dewford Town
                  0x10 = Lavaridge Town
                  0x11 = Fallarbor Town
                  0x12 = Verdanturf Town
                  0x13 = Pacifidlog Town
                  0x14 = Ever Grande City (Pokemon League)
                  0x15 = Southern Island Edit: <-OMG
                  0x16 = Battle Frontier
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                    #8588    
                  Old August 6th, 2013 (2:04 PM).
                  pokefreake's Avatar
                  pokefreake pokefreake is offline
                     
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                    What if I wanted to make the player spawn in the middle of Pallet town, for example? Thanks for the list of locations!
                      #8589    
                    Old August 6th, 2013 (2:37 PM).
                    karatekid552's Avatar
                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
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                      Quote:
                      Originally Posted by pokefreake View Post
                      What if I wanted to make the player spawn in the middle of Pallet town, for example? Thanks for the list of locations!
                      There are tables and such you need to edit. See here:

                      http://www.romhack.me/tutorials/view/extending-sethealingplace-on-pok-233mon-firered/
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                        #8590    
                      Old August 7th, 2013 (7:54 AM).
                      Xcisor's Avatar
                      Xcisor Xcisor is offline
                         
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                        Quote:
                        #org $roaming
                        setvar 0x8004 0xfA00
                        setvar 0x8005 0xffff
                        setvar 0x8006 0x1
                        setvar 0x8007 0x0
                        special 0x56
                        release
                        end
                        I've got this code and have JPAN's Fire Red Engine applied so Special 0x56 will work. So far this should yield a 100% (0xFFFF) chance encounter with Ho-oh (FA00) found in the Grass (0x0) that will only appear x1 time (0x1).

                        Question: How can I edit the level of the Roaming Pokemon and where do I put this script in the game and how do I trigger it?
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                          #8591    
                        Old August 7th, 2013 (8:38 AM).
                        karatekid552's Avatar
                        karatekid552 karatekid552 is offline
                        What happens if I push it?....
                           
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                          Quote:
                          Originally Posted by Xcisor View Post
                          I've got this code and have JPAN's Fire Red Engine applied so Special 0x56 will work. So far this should yield a 100% (0xFFFF) chance encounter with Ho-oh (FA00) found in the Grass (0x0) that will only appear x1 time (0x1).

                          Question: How can I edit the level of the Roaming Pokemon and where do I put this script in the game and how do I trigger it?
                          ~
                          Variable 0x8007 lower half is the location, and the upper half is the level the pokémon is found in. Used to avoid “underwater Charizard”-like scenarios.
                          First 4 bits of the word are the location values. 0x0 does the same as 0xf, that is, the pokémon is found anywhere you want.
                          Bit 0 = grass
                          Bit 1 = surfing
                          Bit 2 = tree\rock-smash
                          Bit 3 = fishing
                          So 0x9 (1001b) would mean that the pokémon is found on grass and by fishing
                          The upper half is the level of a roaming pokémon. For instance, if you want a lv. 80 pokémon in the wild grass only, use setvar 0x8007 0x5001
                          ~

                          You put this in any place you want the roaming to start. That is up to you.
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                            #8592    
                          Old August 7th, 2013 (9:47 AM).
                          Xcisor's Avatar
                          Xcisor Xcisor is offline
                             
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                            Quote:
                            #org $roaming
                            setvar 0x8004 0xfA00
                            setvar 0x8005 0xffff
                            setvar 0x8006 0x1
                            setvar 0x8007 0x5001 0x0
                            special 0x56
                            release
                            end
                            Quote:
                            #org $roaming
                            setvar 0x8004 0xfA00
                            setvar 0x8005 0xffff
                            setvar 0x8006 0x1
                            setvar 0x8007 0x5001
                            setvar 0x8007 0x0
                            special 0x56
                            release
                            end
                            So would one of these be right then for Lv. 80 Pokemon only found in Grass? Since variance 8007 does both level and location?

                            Also when I say, where do I put it, I don't mean in the storyline/map I mean how do I encode this into the game? Do I just open up a script at freespace in advancemap and configure it to that location/person event/script tile through my script editor PKSV? And if so, is one of these two lines of text all I need (aka can I copy paste it into my script editor) alongside of the Fire Red Hack Engine 0x56 special?
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                              #8593    
                            Old August 7th, 2013 (10:03 AM).
                            karatekid552's Avatar
                            karatekid552 karatekid552 is offline
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                              Quote:
                              Originally Posted by Xcisor View Post
                              So would one of these be right then for Lv. 80 Pokemon only found in Grass? Since variance 8007 does both level and location?

                              Also when I say, where do I put it, I don't mean in the storyline/map I mean how do I encode this into the game? Do I just open up a script at freespace in advancemap and configure it to that location/person event/script tile through my script editor PKSV? And if so, is one of these two lines of text all I need (aka can I copy paste it into my script editor) alongside of the Fire Red Hack Engine 0x56 special?
                              You just need to put this script so it runs when you want it to. You could put it as a map script, a script tile, a person event, hell, if you wanted to, you could make it into an item (using this http://www.pokecommunity.com/showthread.php?t=281573).

                              This one is correct:


                              #org @roaming
                              setvar 0x8004 0xfA00
                              setvar 0x8005 0xffff
                              setvar 0x8006 0x1
                              setvar 0x8007 0x5001
                              special 0x56
                              release
                              end

                              Explanation:

                              setvar 0x8007 0x5001

                              Red is level, Blue is location.
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                                #8594    
                              Old August 7th, 2013 (10:07 AM).
                              pokefreake's Avatar
                              pokefreake pokefreake is offline
                                 
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                                I can't figure out how to make a transparent text box in Emerald. I found a tutorial on it, but it doesn't say where to put the new lines. My script:

                                Spoiler:
                                #org 0x87410EF
                                '-----------------------------------
                                lock
                                faceplayer
                                writebytetooffset 0x3F 0x4000048 1F
                                writebytetooffset 0x1F 0x4000049 1F
                                msgbox 0x8741107 ' Hi
                                callstd MSG_LOCK ' Built-in lock command
                                release
                                end


                                #org 0x8741107
                                = Hi
                                  #8595    
                                Old August 7th, 2013 (11:44 AM).
                                karatekid552's Avatar
                                karatekid552 karatekid552 is offline
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                                  Quote:
                                  Originally Posted by pokefreake View Post
                                  I can't figure out how to make a transparent text box in Emerald. I found a tutorial on it, but it doesn't say where to put the new lines. My script:

                                  Spoiler:
                                  #org 0x87410EF
                                  '-----------------------------------
                                  lock
                                  faceplayer
                                  writebytetooffset 0x3F 0x4000048 1F
                                  writebytetooffset 0x1F 0x4000049 1F
                                  msgbox 0x8741107 ' Hi
                                  callstd MSG_LOCK ' Built-in lock command
                                  release
                                  end


                                  #org 0x8741107
                                  = Hi
                                  You have this all wrong. I would be surprised if that even compiled.

                                  Try this:
                                  Code:
                                  #Dynamic 0x800000
                                  #org @start
                                  '-----------------------------------
                                  lock
                                  faceplayer
                                  writebytetooffset 0x3F 0x4000048
                                  writebytetooffset 0x1F 0x4000049
                                  writebytetooffset 0x3F 0x4000048
                                  writebytetooffset 0x1F 0x4000049
                                  writebytetooffset 0x41 0x4000050
                                  writebytetooffset 0x3F 0x4000051
                                  writebytetooffset 0xF 0x4000052
                                  writebytetooffset 0xA 0x4000053
                                  writebytetooffset 0xFF 0x202F0AA
                                  writebytetooffset 0xFF 0x202F0AB
                                  writebytetooffset 0x0 0x202F0B8
                                  writebytetooffset 0x0 0x202F0B9
                                  writebytetooffset 0x0 0x202F0AC
                                  writebytetooffset 0x0 0x202F0AD
                                  writebytetooffset 0x0 0x202F0BE
                                  writebytetooffset 0x0 0x202F0BF
                                  writebytetooffset 0x0 0x202F0C0
                                  writebytetooffset 0x0 0x202F0C1
                                  writebytetooffset 0x0 0x202F0C2
                                  writebytetooffset 0x0 0x202F0C3
                                  writebytetooffset 0x0 0x202F0C4
                                  writebytetooffset 0x0 0x202F0C5
                                  writebytetooffset 0x0 0x202F0C6
                                  writebytetooffset 0x0 0x202F0C7
                                  writebytetooffset 0x0 0x202F0C8
                                  writebytetooffset 0x0 0x202F0C9
                                  msgbox 0x8741107 ' Hi
                                  callstd MSG_LOCK ' Built-in lock command
                                  release
                                  end
                                  
                                  
                                  #org 0x8741107
                                  = Hi
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                                    #8596    
                                  Old August 7th, 2013 (4:31 PM). Edited August 7th, 2013 by Xcisor.
                                  Xcisor's Avatar
                                  Xcisor Xcisor is offline
                                     
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                                    Quote:
                                    Originally Posted by karatekid552 View Post
                                    You just need to put this script so it runs when you want it to. You could put it as a map script, a script tile, a person event, hell, if you wanted to, you could make it into an item (using this http://www.pokecommunity.com/showthread.php?t=281573).

                                    This one is correct:


                                    #org @roaming
                                    setvar 0x8004 0xfA00
                                    setvar 0x8005 0xffff
                                    setvar 0x8006 0x1
                                    setvar 0x8007 0x5001
                                    special 0x56
                                    release
                                    end

                                    Explanation:

                                    setvar 0x8007 0x5001

                                    Red is level, Blue is location.
                                    Here's what I've done so far but it doesn't seem to work, I pass the script tile on the Map and then it SHOULD be making a 100% 0xffff encounter with the Pokemon from the special, but when I pass the script tile nothing seems to happen. Or Am I just not running into the Pokemon because it is now "Roaming the region"?

                                    Here's what I'm working with:

                                    http://postimg.org/image/ke5payjgx/
                                    http://postimg.org/image/mhg4imj9t
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                                      #8597    
                                    Old August 7th, 2013 (6:40 PM).
                                    karatekid552's Avatar
                                    karatekid552 karatekid552 is offline
                                    What happens if I push it?....
                                       
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                                      Quote:
                                      Originally Posted by Xcisor View Post
                                      Here's what I've done so far but it doesn't seem to work, I pass the script tile on the Map and then it SHOULD be making a 100% 0xffff encounter with the Pokemon from the special, but when I pass the script tile nothing seems to happen. Or Am I just not running into the Pokemon because it is now "Roaming the region"?

                                      Here's what I'm working with:

                                      http://postimg.org/image/ke5payjgx/
                                      http://postimg.org/image/mhg4imj9t
                                      Read http://www.pokecommunity.com/showthread.php?t=302347. There is nooo guarentee that 8004 = 0 at the time you step on the tile. That is the issue. I would test it with a person event first, just to make sure it works, then work it into a script tile with a correct var. Not a temporary one that is used by almost every 10+ line GF script.XD
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                                        #8598    
                                      Old August 7th, 2013 (9:44 PM).
                                      Aethestode's Avatar
                                      Aethestode Aethestode is offline
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                                        Is it possible to remove the need of Badge to use HM moves outside of battle for Firered?

                                        e.g. I want to remove the need of Soul Badge to use the move, Hm: Surf.
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                                          #8599    
                                        Old August 7th, 2013 (11:52 PM).
                                        Omac12 Omac12 is offline
                                           
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                                          First off, I'm sorry if someone else has had my issues. I did Google, and search around a lot before asking. I watched a few Youtubers teaching me how to do a simple script. I never did this successfully.

                                          They talked me through the steps, and it started pretty good but it ended up crashing. I think it's getting better... Still crashes. I can't show a picture because I can't figure out how exactly... It might not work, but I tried to share it. This is what just happened...

                                          Game:I tried both Fire red, and Sapphire Type: Script Editor: Pokecket Script, Notepad, and Over-world map. Script: Talk script
                                          Spoiler:
                                          #Org $Talk
                                          Lock
                                          Faceplayer
                                          Message $Talk
                                          $Talk 1 = Hi
                                          Boxset 6
                                          Release
                                          End

                                          How exactly did this happen? I don't know. But the whole, Compile short cut button doesn't work for me. I tried restarting my computer many times, and uninstalling.

                                          So did I get the wrong things to use? And if I didn't what should I get? What am I even doing wrong here? I tried everything I can think of... It opens a shop like in the picture above. It crashes. Then if I wait I hear a terrible Screech...
                                            #8600    
                                          Old August 8th, 2013 (1:19 AM).
                                          destinedjagold's Avatar
                                          destinedjagold destinedjagold is offline
                                          Oh Hai Thar~
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                                          Quote:
                                          Originally Posted by Omac12 View Post
                                          First off, I'm sorry if someone else has had my issues. I did Google, and search around a lot before asking. I watched a few Youtubers teaching me how to do a simple script. I never did this successfully.

                                          They talked me through the steps, and it started pretty good but it ended up crashing. I think it's getting better... Still crashes. I can't show a picture because I can't figure out how exactly... It might not work, but I tried to share it. This is what just happened...

                                          Game:I tried both Fire red, and Sapphire Type: Script Editor: Pokecket Script, Notepad, and Over-world map. Script: Talk script
                                          Spoiler:
                                          #Org $Talk
                                          Lock
                                          Faceplayer
                                          Message $Talk
                                          $Talk 1 = Hi
                                          Boxset 6
                                          Release
                                          End
                                          Spoiler:

                                          How exactly did this happen? I don't know. But the whole, Compile short cut button doesn't work for me. I tried restarting my computer many times, and uninstalling.

                                          So did I get the wrong things to use? And if I didn't what should I get? What am I even doing wrong here? I tried everything I can think of... It opens a shop like in the picture above. It crashes. Then if I wait I hear a terrible Screech...
                                          Er... I would suggest you use XSE instead of PokeScript. =/
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