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  #2226    
Old September 14th, 2009 (4:04 PM).
JPAN JPAN is offline
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    Quote:
    Originally Posted by Cello View Post
    Hello, I have just a question about XSE's script compiler.
    Pardon me for being a noob. I'm experienced in many other coding languages, but new to scripting in XSE.

    Is it normal that my XSE creates so many different offsets after the script is compiled into my ROM?

    I went from 1 offset to 3 offsets. I just want to know if this is normal before I go using up a bunch of space/offsets per code.
    What happened is that the @1 or @move are dynamic labels. That means that, when compiled, XSE looks for a free memory space with that exact value and place them there. After compiled, it shows you where they were stored. That is where the offsets came from.
    Also, your movement data (@move) is missing the terminator byte (#raw 0xFE), that will cause the script to move your character endlessly until it finds one.
    To end, one very useful feature at XSe is that it shows you, commented, the string that will be printed on screen(or part of it) in front of the msgbox command. Do you want >> to start your sentence?
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      #2227    
    Old September 14th, 2009 (4:24 PM). Edited September 14th, 2009 by Cello.
    Cello's Avatar
    Cello Cello is offline
    Tonight!
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    Quote:
    Originally Posted by Pokepal17 View Post
    It's fine, it's just replaced the dynamic labels with proper offsets. A word of advice though, use offsets over 0x800000, your offset may have been part of something important in the ROM. :\ Also, you need the waitmovement command after applymovement to pause the script long enough for the movements to take place.
    Thanks for your response. I went looking for free space in FSF from the beginning of the game.
    I suppose from now on I should be searching 0x800000 onward.

    And that waitmovement also explains why no applymovement occured when testing the script. So thank you for telling me this as well.

    Quote:
    Originally Posted by JPAN View Post
    What happened is that the @1 or @move are dynamic labels. That means that, when compiled, XSE looks for a free memory space with that exact value and place them there. After compiled, it shows you where they were stored. That is where the offsets came from.
    Also, your movement data (@move) is missing the terminator byte (#raw 0xFE), that will cause the script to move your character endlessly until it finds one.
    To end, one very useful feature at XSe is that it shows you, commented, the string that will be printed on screen(or part of it) in front of the msgbox command. Do you want >> to start your sentence?
    I see, Thank you for explaining that to me too!
    Yes, I wanted the >> to start the sentence as a notification that it's your character thinking to him/herself. Which I know I have to use \hEF in order to place those in the message box.

    You're both a big help, thanks again.
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      #2228    
    Old September 16th, 2009 (8:18 AM).
    ChaosHacker22's Avatar
    ChaosHacker22 ChaosHacker22 is offline
       
      Join Date: Jul 2009
      Gender: Male
      Posts: 4
      Game: Fire Red
      Type: Level Script
      Editor: XSE
      Script:
      Spoiler:

      #dynamic 0x71F7D7
      #org @start
      hidesprite 0x2
      lock
      applymovement 0xFF @WTF
      waitmovement 0x0
      sound 0x15
      pause 0x32
      msgbox @hmm 0x6
      applymovement 0xFF @mittle
      applymovement 0x2 @stairs
      waitmovement 0x0
      setvar 0x4911 0x1
      release
      end

      #org @hmm
      = Hmm... That was strange.\pI guess i am going\nto live here for a\lwhile.\pMaby this is just a\ndreem.\lBut it feels so real.\pAnd what did he say?\nWho is Prof. Oak?\lAnd what's a Pokemon?\pMan, I need to sleep.

      #org @WTF
      #raw 0x63 0xFE

      #org @mittle
      #raw 0x12 0x12 0x12 0x10 0x10 0xFE

      #org @stairs
      #raw 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x02 0xFE

      Screenshots and/or Videos: Comming soon
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      Learning how to script.
        #2229    
      Old September 16th, 2009 (8:29 AM).
      Spherical Ice's Avatar
      Spherical Ice Spherical Ice is offline
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      @ ChaosHacker22: Uhh, what's wrong with it? I think all you need to do is replace the offset to '0x800000' to be on the safe side. 'Kay? Also, if it's a script event, be sure to set the first unknown value to '0300' and the variable number to '4050'. Hope I helped.
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        #2230    
      Old September 16th, 2009 (8:35 AM).
      HackMew's Avatar
      HackMew HackMew is offline
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      Quote:
      Originally Posted by Spherical Ice View Post
      @ ChaosHacker22: Uhh, what's wrong with it? I think all you need to do is replace the offset to '0x800000' to be on the safe side. 'Kay? Also, if it's a script event, be sure to set the first unknown value to '0300' and the variable number to '4050'. Hope I helped.
      Please avoid giving false info. The first Unknown value should be 0003, and not 0300. That's why you write 4050 and not 5040, as the old AM wrongly showed. Besides, it's not a script event, but part of a level script. Either way, replacing the offset wouldn't help. Fact is posting a script isn't enough if you don't specify what's wrong with it.
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        #2231    
      Old September 16th, 2009 (6:31 PM).
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      xan someone help me with something?

      I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

      so can someone show me the movements for ruby in a simpler way?
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        #2232    
      Old September 17th, 2009 (7:49 AM).
      Haku.'s Avatar
      Haku. Haku. is offline
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        I need help with one script

        Hack:Firered
        Editor:XSE
        PROBLEMprite no15 doesnt move Plus it is stuck after the movement of player in move3.
        Script:LEVEL SCRIPT.
        Spoiler:
        '---------------
        #dynamic 0x276638
        #org @start
        applymovement 0x15 @move
        waitmovement 0x15
        msgbox @1 0x6
        msgbox @2 0x6
        applymovement 0x15 @move2
        applymovement 0xFF @move3
        waitmovement 0xFF
        applymovement 0x15 @move4
        applymovement 0xFF @move4
        waitmovement 0xFF
        applymovement 0x02 @move5
        waitmovement 0x02
        msgbox @3 0x6
        applymovement 0x06 @move6
        waitmovement 0x06
        msgbox @4 0x6
        applymovement 0x03 @move5
        waitmovement 0x03
        msgbox @5 0x6
        applymovement 0x15 @move7
        applymovement 0xFF @move7
        waitmovement 0xFF
        applymovement 0x03 @move8
        applymovement 0x02 @move8
        waitmovement 0x02
        msgbox @6 0x6
        applymovement 0x02 @move9
        trainerbattle 0x1 0x15F 0x0 @fight @defeat @beaten
        release
        end

        #org @fight
        = You wont come with us?Then i have\nno choice but to take you down!
        #org @defeat
        = I.....

        #org @beaten
        applymovement 0x02 @move10
        waitmovement 0x02
        msgbox @7 0x6
        applymovement 0x02 @move11
        waitmovement 0x02
        applymovement 0x03 @move12
        waitmovement 0x03
        trainerbattle 0x1 0x160 0x0 @lawan @kalah @selepas
        release
        end

        #org @lawan
        = Hmph...My Colleague is a LOSER!\nHmph...How tough can you be!
        #org @kalah
        = What the.....


        #org @selepas
        applymovement 0x03 @move13
        waitmovement 0x03
        msgbox @8 0x6
        applymovement 0x03 @move14
        waitmovement 0x03
        applymovement 0x15 @move15
        applymovement 0xFF @move16
        waitmovement 0xFF
        msgbox @9 0x6
        msgbox @10 0x6
        applymovement 0x15 @move17
        waitmovement 0x15
        applymovement 0x07 @move18
        waitmovement 0x7
        msgbox @11 0x6
        giveitem 0xD 0x1 MSG_OBTAIN
        applymovement 0x7 @move17
        waitmovement 0x7
        hidesprite 0x2
        hidesprite 0x3
        hidesprite 0x4
        hidesprite 0x6
        hidesprite 0x5
        hidesprite 0x8
        hidesprite 0x7
        setvar 0x7051 0x1
        setflag 0x250
        release
        end



        #org @1
        = Oh no!They have taken over the\nTown so fast..They must be looking\lfor you.
        #org @2
        = Come with me.
        #org @3
        = GRUNT 1:Hey you!Where is \v\h01
        #org @4
        = Ii...Do not know..
        #org @5
        = GRUNT 2:Let him go..He looks like\nhe really doesn't know him.
        #org @6
        = GRUNT:There you are!Im here to\ntake you!
        #org @7
        = GRUNT 1:He's strong!Too\nstrong.Imma go right now.
        #org @8
        = GRUNT:My Colleague is right.You\nare strong.!I better tell my boss\lright away!
        #org @9
        = [player]!Your battling skills are just\ngreat!I cannot believe it.Maybe\lCelebi did created you!
        #org @10
        = Oh yes.I must go now.Head towards\nto the next town at the bottom to\lvisit the PROFESSOR.He surely\lwants to hear more about this.
        #org @11
        = Thank you for saving me.Here.I do\nnot need this.
        '----
        #org @move
        #raw 0x13
        #raw 0x01
        #raw 0x00
        #raw 0x02
        #raw 0x12
        #raw 0x01
        #raw 0xFE

        #org @move2
        #raw 0x10
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x01
        #raw 0x62

        #org @move3
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x13
        #raw 0x01
        #raw 0x62

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

        #org @move5
        #raw 0x22
        #raw 0xFE

        #org @move6
        #raw 0x21
        #raw 0xFE

        #org @move7
        #raw 0x11
        #raw 0x62
        #raw 0xFE

        #org @move8
        #raw 0x00
        #raw 0x62
        #raw 0xFE


        #org @move9
        #raw 0x10
        #raw 0x12
        #raw 0x0
        #raw 0xFE

        #org @move10
        #raw 0x62
        #raw 0x12
        #raw 0x11
        #raw 0x03
        #raw 0xFE

        #org @move11
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x60

        #org @move12
        #raw 0x10
        #raw 0x12
        #raw 0x00
        #raw 0xFE

        #org @move13
        #raw 0x4F
        #raw 0x62
        #raw 0x10
        #raw 0xFE

        #org @move14
        #raw 0x12
        #raw 0x12
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x60
        #raw 0xFE

        #org @move15
        #raw 0x02
        #raw 0xFE

        #org @move16
        #raw 0x03
        #raw 0xFE

        #org @move17
        #raw 0x10
        #raw 0x10
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x12
        #raw 0x60

        #org @move18
        #raw 0x10
        #raw 0x10
        #raw 0x10
        #raw 0x02
        #raw 0xFE


        Whats wrong with it.
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          #2233    
        Old September 17th, 2009 (11:46 AM).
        NarutoActor's Avatar
        NarutoActor NarutoActor is offline
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        Quote:
        Originally Posted by Fan King View Post
        xan someone help me with something?

        I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

        so can someone show me the movements for ruby in a simpler way?
        try pksv it has a movement helper
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          #2234    
        Old September 17th, 2009 (4:57 PM).
        Haku.'s Avatar
        Haku. Haku. is offline
        (FLAME)...H....A...K..U
           
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          Ps.i fixed my script so no need to help.I just forgot to end the movements
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            #2235    
          Old September 17th, 2009 (5:11 PM).
          0m3GA ARS3NAL's Avatar
          0m3GA ARS3NAL 0m3GA ARS3NAL is offline
          Im comin' home...
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          Quote:
          Originally Posted by Fan King View Post
          xan someone help me with something?

          I would like to hack using emerald and ruby, but the hard thing is i dont understand the movement commands :O. They aren't as clear as fire red where its run left, walk right etc...

          so can someone show me the movements for ruby in a simpler way?
          Did you take a few minutes to look in the Doc's Tuts section?
          Here is a R/S movement list for you, XSE approved!

          Taken from diegoisawesome's MEGA-HUGE XSE Scripting Tutorial

          Code:
          0x54 ' Hide
          0x55 ' Show
          0x56 ' Alert
          0x57 ' Question
          0x58 ' Love
          0x5A ' Pokeball
          0x10 ' Delay0
          0x11 ' Delay1
          0x12 ' Delay2
          0x13 ' Delay3
          0x14 ' Delay4
          
          ' Step
          0x00 ' Down0
          0x01 ' Up0
          0x02 ' Left0
          0x03 ' Right0
          0x04 ' Down1
          0x05 ' Up1
          0x06 ' Left1
          0x07 ' Right1
          0x08 ' Down2
          0x09 ' Up2
          0x0A ' Left2
          0x0B ' Right2
          0x17 ' Left3
          0x18 ' Right3
          0x15 ' Down3
          0x16 ' Up3
          0x2D ' Down4
          0x2E ' Up4
          0x2F ' Left4
          0x30 ' Right4
          
          ' Running
          0x35 ' RunDown
          0x36 ' RunUp
          0x37 ' RunLeft
          0x38 ' RunRight
          0x7E ' RunDown2
          0x7F ' RunUp2
          0x80 ' RunLeft2
          0x81 ' RunRight2
          
          ' Hop & Jump
          0x0C ' HopTileDown
          0x0D ' HopTileUp
          0x0E ' HopTileLeft
          0x0F ' HopTileRight
          0x3A ' HighHopDown
          0x3B ' HighHopUp
          0x3C ' HighHopLeft
          0x3D ' HighHopRight
          0x46 ' HopDown
          0x47 ' HopUp
          0x48 ' HopLeft
          0x49 ' HopRight
          0x4A ' HopDown180
          0x4B ' HopUp180
          0x4C ' HopLeft180
          0x4D ' HopRight180
          0x42 ' JumpDown
          0x43 ' JumpUp
          0x44 ' JumpLeft
          0x45 ' JumpRight
          
          ' Straf (May have glitches)
          0x19 ' StDown1
          0x1A ' StUp1
          0x1B ' StLeft1
          0x1C ' StRight1
          0x1D ' StDown2
          0x1E ' StUp2
          0x1F ' StLeft2
          0x20 ' StRight2
          0x21 ' StDown3
          0x22 ' StUp3
          0x23 ' StLeft3
          0x24 ' StRight3
          0x25 ' StDown4
          0x26 ' StUp4
          0x27 ' StLeft4
          0x28 ' StRight4
          0x6A ' StDown1i
          0x6B ' StUp1i
          0x6C ' StLeft1i
          0x6D ' StRight1i
          0x6E ' StDown5
          0x6F ' StUp5
          0x70 ' StLeft5
          0x71 ' StRight5
          
          'Special
          0x31 ' SlideFaceDown
          0x32 ' SlideFaceUp
          0x33 ' SlideFaceLeft
          0x34 ' SlideFaceRight
          0x86 ' IceSlideDown
          0x87 ' IceSlideUp
          0x88 ' IceSlideLeft
          0x89 ' IceSlideRight
          
          ' Glitchy
          0x3E ' Up0A
          0x3F ' Down0A
          0x4E ' Down0B
          0x63 ' Up0B
          0x65 ' Right0A
          0x66 ' RunStopLoopDown
          0x67 ' RunStopLoopUp
          0x68 ' RunStopLoopLeft
          0x69 ' RunStopLoopRight
          0x72 ' Down15
          0x73 ' Up15
          0x74 ' Left15
          0x75 ' Right15
          0x7A ' Down6
          0x7B ' Up6
          0x7C ' Left6
          0x7D ' Right6
          0x82 ' Down7
          0x83 ' Up7
          0x84 ' Left7
          0x85 ' Right7
          
          ' EXIT
          0xFE
          __________________
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          >Pass *****
          .
          .
          Jailbot OS Ver 1.1.2
          Greetings Warden
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          Awaiting user input...

          >Display User_Info
          ╠══User Info══╣
          Username:
          0m3GA ARS3NAL
          Age: 18
          Sex: Male ♂
          Race: Caucasian
          Quote:
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          I don't even..."

          M/O: Often acts out to get attention, but recently has changed that. Has been studying up on hacking information and hopes to participate in more advanced hacking discussion.
          ╠══End of File══╣
          Awaiting user input...

          >
            #2236    
          Old September 17th, 2009 (6:52 PM).
          BlitŻ's Avatar
          BlitŻ BlitŻ is offline
          guahh my dog is so cute
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          Quote:
          Originally Posted by 0m3GA ARS3NAL View Post
          Did you take a few minutes to look in the Doc's Tuts section?
          Here is a R/S movement list for you, XSE approved!

          Taken from diegoisawesome's MEGA-HUGE XSE Scripting Tutorial

          Code:
          0x54 ' Hide
          0x55 ' Show
          0x56 ' Alert
          0x57 ' Question
          0x58 ' Love
          0x5A ' Pokeball
          0x10 ' Delay0
          0x11 ' Delay1
          0x12 ' Delay2
          0x13 ' Delay3
          0x14 ' Delay4
          
          ' Step
          0x00 ' Down0
          0x01 ' Up0
          0x02 ' Left0
          0x03 ' Right0
          0x04 ' Down1
          0x05 ' Up1
          0x06 ' Left1
          0x07 ' Right1
          0x08 ' Down2
          0x09 ' Up2
          0x0A ' Left2
          0x0B ' Right2
          0x17 ' Left3
          0x18 ' Right3
          0x15 ' Down3
          0x16 ' Up3
          0x2D ' Down4
          0x2E ' Up4
          0x2F ' Left4
          0x30 ' Right4
          
          ' Running
          0x35 ' RunDown
          0x36 ' RunUp
          0x37 ' RunLeft
          0x38 ' RunRight
          0x7E ' RunDown2
          0x7F ' RunUp2
          0x80 ' RunLeft2
          0x81 ' RunRight2
          
          ' Hop & Jump
          0x0C ' HopTileDown
          0x0D ' HopTileUp
          0x0E ' HopTileLeft
          0x0F ' HopTileRight
          0x3A ' HighHopDown
          0x3B ' HighHopUp
          0x3C ' HighHopLeft
          0x3D ' HighHopRight
          0x46 ' HopDown
          0x47 ' HopUp
          0x48 ' HopLeft
          0x49 ' HopRight
          0x4A ' HopDown180
          0x4B ' HopUp180
          0x4C ' HopLeft180
          0x4D ' HopRight180
          0x42 ' JumpDown
          0x43 ' JumpUp
          0x44 ' JumpLeft
          0x45 ' JumpRight
          
          ' Straf (May have glitches)
          0x19 ' StDown1
          0x1A ' StUp1
          0x1B ' StLeft1
          0x1C ' StRight1
          0x1D ' StDown2
          0x1E ' StUp2
          0x1F ' StLeft2
          0x20 ' StRight2
          0x21 ' StDown3
          0x22 ' StUp3
          0x23 ' StLeft3
          0x24 ' StRight3
          0x25 ' StDown4
          0x26 ' StUp4
          0x27 ' StLeft4
          0x28 ' StRight4
          0x6A ' StDown1i
          0x6B ' StUp1i
          0x6C ' StLeft1i
          0x6D ' StRight1i
          0x6E ' StDown5
          0x6F ' StUp5
          0x70 ' StLeft5
          0x71 ' StRight5
          
          'Special
          0x31 ' SlideFaceDown
          0x32 ' SlideFaceUp
          0x33 ' SlideFaceLeft
          0x34 ' SlideFaceRight
          0x86 ' IceSlideDown
          0x87 ' IceSlideUp
          0x88 ' IceSlideLeft
          0x89 ' IceSlideRight
          
          ' Glitchy
          0x3E ' Up0A
          0x3F ' Down0A
          0x4E ' Down0B
          0x63 ' Up0B
          0x65 ' Right0A
          0x66 ' RunStopLoopDown
          0x67 ' RunStopLoopUp
          0x68 ' RunStopLoopLeft
          0x69 ' RunStopLoopRight
          0x72 ' Down15
          0x73 ' Up15
          0x74 ' Left15
          0x75 ' Right15
          0x7A ' Down6
          0x7B ' Up6
          0x7C ' Left6
          0x7D ' Right6
          0x82 ' Down7
          0x83 ' Up7
          0x84 ' Left7
          0x85 ' Right7
          
          ' EXIT
          0xFE
          but thats what I mean. I don't understand what the right1, right2 etc translateinto in the game? Is it running fast? Slow? I don't understand >.
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            #2237    
          Old September 17th, 2009 (6:57 PM).
          slg388 slg388 is offline
             
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            Can someone explain what happened to me here?

            Code:
            '-----------------------
            #org 0x71A4A8
            msgbox 0x871A4B2 '"Mayor's House.Ù á  ÂÀÂÚ ß          ..."
            callstd 0x3
            end
            
            
            '---------
            ' Strings
            '---------
            #org 0x71A4B2
            = Mayor's House.Ù á  ÂÀÂÚ ß          À ÀF3\h71ËF3\h71ËN3\h71ËN3\h71Ë
            It's supposed to be the way it is, but without all the gibberish(It used to work just fine, I just noticed it right now, when I was about to test something else). Did I put something else over it? If not, what could have happened? Is it safe to just delete the extra stuff, or should I repoint the message?
              #2238    
            Old September 17th, 2009 (7:00 PM).
            Haku.'s Avatar
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              Umm slg can you post the original one so i can look at it?
              and Fan king i think down0 is face down and down1 is slow, down2 is normal and down3 is 2 step down and down4 is fast i think try playing with it until you get it
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                #2239    
              Old September 17th, 2009 (7:10 PM).
              slg388 slg388 is offline
                 
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                Do you mean this one?(The one below is the one I had saved, so I must have changed boxset 3 to callstd 0x3 before I compiled it)

                Code:
                #dynamic 0x71A3CC
                
                #org @start
                msgbox @mayor
                boxset 3
                end
                
                #org @mayor
                = Mayor's House
                  #2240    
                Old September 17th, 2009 (7:14 PM).
                Haku.'s Avatar
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                  try not to use boxset 3

                  try this

                  Spoiler:

                  #dynamic 0x(offset)

                  #org @start
                  msgbox @mayor 0x3
                  end

                  #org @mayor
                  = Mayor's House

                  Thats for XSE

                  And are you using XSE if not then i think the script i just posted it only for XSE
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                    #2241    
                  Old September 17th, 2009 (7:15 PM).
                  0m3GA ARS3NAL's Avatar
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                  Quote:
                  Originally Posted by Fan King View Post
                  but thats what I mean. I don't understand what the right1, right2 etc translateinto in the game? Is it running fast? Slow? I don't understand >.<
                  Oh, lol.
                  1 is slowest, so 4 is fastest.
                  (I don't suggest using 5, 6, or 7, lol)
                  And I do believe 0 is the facing directions, try it out yourself.
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                    #2242    
                  Old September 17th, 2009 (7:21 PM).
                  Haku.'s Avatar
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                    Yes slg i have replied to you for your info in case you cant see its in the spoiler
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                      #2243    
                    Old September 17th, 2009 (7:25 PM).
                    slg388 slg388 is offline
                       
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                      So do you have an idea of what could have happened?

                      I do use XSE, I've stopped using boxset ever since I found callstd(would you still recommend "msgbox @pointer 0x#" over callstd?).

                      And before I try it, should I do it with the same offset, or should I repoint?
                        #2244    
                      Old September 17th, 2009 (7:27 PM).
                      Haku.'s Avatar
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                        i think you should repoint the offset

                        use
                        #org @start
                        msgbox @mayor 0x3
                        release
                        end

                        #org @mayor
                        = Mayor's House

                        its more good
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                          #2245    
                        Old September 17th, 2009 (7:31 PM).
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                        Quote:
                        Originally Posted by slg388 View Post
                        So do you have an idea of what could have happened?

                        I do use XSE, I've stopped using boxset ever since I found callstd(would you still recommend "msgbox @pointer 0x#" over callstd?).

                        And before I try it, should I do it with the same offset, or should I repoint?
                        You should repoint, use the command;

                        #removeall 0x71A3CC

                        it will remove the script at 0x71A3CC, since that is where you inserted that bugged one.

                        Add that BEFORE #dynamic

                        ALSO, to be 100% safe of any errors, try inserting the script at 0x800000...

                        Code:
                        #removeall 0x71A3CC
                        
                        #dynamic 0x800000
                        
                        #org @start
                        msgbox @mayor 0x3
                        end
                        
                        #org @mayor
                        = Mayor's House
                        This will erase that last bugged script from your ROM, and then insert the new one at a better spot, like 0x800000
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                          #2246    
                        Old September 17th, 2009 (7:56 PM).
                        slg388 slg388 is offline
                           
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                          It isn't working anymore, I'll try again tomorrow since it's late right now.
                          Thanks.
                            #2247    
                          Old September 17th, 2009 (7:57 PM).
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                          Quote:
                          Originally Posted by slg388 View Post
                          It isn't working anymore, I'll try again tomorrow since it's late right now.
                          Thanks.
                          Another thing may be that when you inserted the first script, you overwrote something needed by the ROM...
                          that is why you should start from 0x720000 at MINIMUM.
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                            #2248    
                          Old September 17th, 2009 (9:46 PM). Edited September 17th, 2009 by ChaosHacker22.
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                            Sry. Forgot about that.
                            Its hard to explane so i will uppload a video to youtube but i will try to explane anyway.
                            After the message the player are supposed to move to the center of the room and a hidden sprite (hidesprite 0x2 in the script) to move to the foot of the stairs (where the player is standing). But instead the player takes 1 step and then the message and the questionmark appears again and when the message is finished the player takes 1 step again and the message and the questionmark shows up again. It continiues like that until i close VBA.

                            4 some reason i cant insert an image so i will upload the video to youtube soon.

                            P.S I hope you understand what my problem is.
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                              #2249    
                            Old September 17th, 2009 (10:26 PM).
                            thrilljack1 thrilljack1 is offline
                               
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                              I'm using JPAN's fire red hack and I'm trying to fix his bug. He explains:

                              To fix it now, just open a normal Fire Red ROM in an hex editor and go to 0x160450. There, you find 10 pointers to the ten std scripts. Open each of them in your script editor, and compile them on the hacked rom.

                              Hate to be a noob, but I haven't got a clue what that means. I got a hex editor and went down to the 160450 line, but that line just looks like gibberish to me. Can anybody give me pointers on what exactly I'm supposed to actually do after finding that line? How do I open each of whatever it is I'm opening in the script editor? (I have XSE). And then what?
                                #2250    
                              Old September 17th, 2009 (10:49 PM).
                              Ninja Caterpie's Avatar
                              Ninja Caterpie Ninja Caterpie is offline
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                                Quote:
                                Originally Posted by Fan King View Post
                                but thats what I mean. I don't understand what the right1, right2 etc translateinto in the game? Is it running fast? Slow? I don't understand >.<
                                It's how fast they move.

                                Spoiler:
                                Face Down 0x00
                                Face Up 0x01
                                Face Left 0x02
                                Face Right 0x03
                                Step Down (Very Slow) 0x08
                                Step Up (Very Slow) 0x09
                                Step Left (Very Slow) 0x0A
                                Step Right (Very Slow) 0x0B
                                Step Down (Slow) 0x0C
                                Step Up (Slow) 0x0D
                                Step Left (Slow) 0x0E
                                Step Right (Slow) 0x0F
                                Step Down (Normal) 0x10
                                Step Up (Normal) 0x11
                                Step Left (Normal) 0x12
                                Step Right (Normal) 0x13
                                Jump Down 2 Squares 0x14
                                Jump Up 2 Squares 0x15
                                Jump Left 2 Squares 0x16
                                Jump Right 2 Squares 0x17
                                Step Down (Fast) 0x1D
                                Step Up (Fast) 0x1E
                                Step Left (Fast) 0x1F
                                Step Right (Fast) 0x20
                                Step on the Spot Down 0x21
                                Step on the Spot Up 0x22
                                Step on the Spot Left 0x23
                                Step on the Spot Right 0x24
                                Step on the Spot Down (Fast) 0x25
                                Step on the Spot Up (Fast) 0x26
                                Step on the Spot Left (Fast) 0x27
                                Step on the Spot Right (Fast) 0x28
                                Step on the Spot Down (Very Fast) 0x29
                                Step on the Spot Up (Very Fast) 0x2A
                                Step on the Spot Left (Very Fast) 0x2B
                                Step on the Spot Right (Very Fast) 0x2C
                                Face Down (Non-Instant) 0x2D
                                Face Up (Non-Instant) 0x2E
                                Face Left (Non-Instant) 0x2F
                                Face Right (Non-Instant) 0x30
                                Slide Down 0x31
                                Slide Up 0x32
                                Slide Left 0x33
                                Slide Right 0x34
                                Slide Down On Right Foot 0x3D
                                Slide Up On Right Foot 0x3E
                                Slide Left On Right Foot 0x3F
                                Slide Right On Right Foot 0x40
                                Slide Down On Left Foot 0x41
                                Slide Up On Left Foot 0x42
                                Slide Left On Left Foot 0x43
                                Slide Right On Left Foot 0x44
                                Face Player 0x4A
                                Face Away from Player 0x4B
                                Jump Down 1 Square 0x4E
                                Jump Up 1 Square 0x4F
                                Jump Left 1 Square 0x50
                                Jump Right 1 Square 0x51
                                Jump in Place (Facing Down) 0x52
                                Jump in Place (Facing Up) 0x53
                                Jump in Place (Facing Left) 0x54
                                Jump in Place (Facing Right) 0x55
                                Jump in Place (Facing Down->Up) 0x56
                                Jump in Place (Facing Up->Down) 0x57
                                Jump in Place (Facing Left->Right) 0x58
                                Jump in Place (Facing Right->Left) 0x59
                                Disappear 0x60
                                Reappear 0x61
                                "!" box popup 0x62
                                "?" box popup 0x63
                                "X" box popup 0x64
                                "!!" box popup 0x65
                                "" box popup 0x66


                                thethethethe's tutorial explains it better. Most of the values need to be converted to hex, but the descriptions work.
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