Sierra's MEGA-HUGE XSE Scripting Tutorial Page 47

Started by Sierraffinity December 26th, 2008 6:55 PM
  • 776138 views
  • 1232 replies

GamerChief222

Trying to create a small rom hack

Male
Lisboa, Portugal
Seen August 31st, 2019
Posted February 23rd, 2017
26 posts
7.7 Years
1) Nope, Uruguayan.
2) I've found something in a French forum.
Since i don't know how to speak French i've tried to interpret it as far as i was possible to..
Apparently, it has to do something with the Offset of the Sprite.


Sorry, i can't help you too much with this.. u_u
The best you could do is create a new thread in Beginner's Lounge exposing the problem and waiting for answers.
Yeah, I've seen that French Forum to, I used Bing Translator to help me, it's mostly about indexing images, but I'll post it at the beginner's lounge, with a Print Screen to help
"I love sleep. My life has the tendency to fall apart when I'm awake, you know?
-Ernest Hemingway
He / Him
Seen May 19th, 2022
Posted April 17th, 2022
59 posts
7.6 Years
You know coz I'm really nooby? How would you find existing scripts in XSE? I want to change Steven's script in Pokémon Emerald so he has the Champion battle music and I think I have the right script for it, but I feel like I'd massively screw up something if I were to insert a new script so I just want to find Steven's script and change the one part that controls his battle music. Thanks! :)
Male
USA
Seen May 5th, 2019
Posted May 3rd, 2019
115 posts
13.2 Years
... Me and you are in the same boat buddy. It seems like the most simple question but yet I can't find any answers. My only idea is to set the person ID flag, for the person you want hidden by default, somewhere earlier in the game. But I know, or, I assume there must be a better way. Consider this post the same question. Help us!
Seen August 7th, 2020
Posted April 20th, 2016
6 posts
14.2 Years
Hello can someone please help with my script.
its as following :

player talks to NPC, NPC says text1, NPC walks 3 tiles to right & looks up, NPC says text2, NPC walks 3 tiles to the left, NPC says text 3.

PROBLEM : NPC does not move at all but shows all text's in a row.
in Advanced map 1.92 my NPC does have the correct # which is 11.

the script :

'---------------
#dynamic 0x6B35B0

#org @start
faceplayer
msgbox @talk1 0x6
applymovement 0x11 @move1
waitmovement 0x11
msgbox @talk2 0x6
applymovement 0x11 @move2
waitmovement 0x11
msgbox @talk3 0x6
release
end

#org @move1
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x1
#raw 0xFE

#org @move2
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x0
#raw 0xFE

#org @talk1
= Lets see what the sign says.

#org @talk2
= hmm... Pallet Town.

#org @talk3
= We sure live in a quite town.


please help me out.
scripting is really frustrating and i tried multiple tutorials on pokecommunity and youtube as well..


thanks in regards.

Nirand

BluRose

blu rass

Age 22
Male
michigan tech
Seen 1 Week Ago
Posted April 9th, 2023
812 posts
9.1 Years
I'm trying to make a script for fire red. I want to find out how to make a sprite hidden by default, like Oak in pallet town. Basically, I want the sprite to be hidden in the overworld until the showsprite command is used.
... Me and you are in the same boat buddy. It seems like the most simple question but yet I can't find any answers. My only idea is to set the person ID flag, for the person you want hidden by default, somewhere earlier in the game. But I know, or, I assume there must be a better way. Consider this post the same question. Help us!
correct me if i'm wrong, but i'm pretty sure oak is hidden in pallet town by a level script, as are the npcs that move around in cerulean (i.e. police officer in front of robbed house and slowbro girl)
i can pull these up really quickly, but it's easy to see for yourselves :)

You know coz I'm really nooby? How would you find existing scripts in XSE? I want to change Steven's script in Pokémon Emerald so he has the Champion battle music and I think I have the right script for it, but I feel like I'd massively screw up something if I were to insert a new script so I just want to find Steven's script and change the one part that controls his battle music. Thanks! :)
1.) in advancemap, make sure you have xse as your chosen script editor
2.) open steven's room in advancemap
3.) go to "header" and select the level script shown below by selecting "Open Script" or something like that, it's probably just "Open" shown next to the offset
i can get some actual screenshots for you if my explanation is horrible
heyo check out my github:

BluRosie
highlights:
battle engine for heartgold
various feature branches in heart gold (fairy type, odd egg, mud slopes)

i'm a big part of the development team of pokemon firegold! all the code that i develop for that hack is also on my github

also on discord: BluRose#0412

BluRose

blu rass

Age 22
Male
michigan tech
Seen 1 Week Ago
Posted April 9th, 2023
812 posts
9.1 Years
I can't get player events on Advance Map to call on the scripts I write, even though they have the same offset. Any ideas?
Hm? You making sure to use the offset it gives you after compiling and not the dynamic offset you provide at the beginning of the script? You making sure to actually compile?
If you're using XSE, then I know that a mistake I made for the longest time is that I kept on Debugging instead of Compiling, haha...
heyo check out my github:

BluRosie
highlights:
battle engine for heartgold
various feature branches in heart gold (fairy type, odd egg, mud slopes)

i'm a big part of the development team of pokemon firegold! all the code that i develop for that hack is also on my github

also on discord: BluRose#0412
Seen August 19th, 2016
Posted July 22nd, 2016
8 posts
7 Years

PROBLEM : NPC does not move at all but shows all text's in a row.
in Advanced map 1.92 my NPC does have the correct # which is 11.
Nirand

I think your problem is that XSE works with hexadecimal numbers, not decimal which means that the npc number 11 isnt 0x11 but "B" so, You should actually write

"applymovement 0xB @move"
Male
Seen November 30th, 2016
Posted November 28th, 2016
7 posts
7 Years
Ok help would be appreciated I am pretty new to scripting.
here is my script.

'---------------
#org 0x6B3550
checkflag 0x829
if 0x1 goto 0x8806CB4
msgbox 0x8806CD1 MSG_NORMAL '"I should explore more!"
applymovement MOVE_PLAYER 0x8806CEA
release
end

'---------------
#org 0x806CB4
release
end


'---------
' Strings
'---------
#org 0x806CD1
= I should explore more!


'-----------
' Movements
'-----------
#org 0x806CEA
#raw 0x11 'Step Up (Normal)
It is freezing when i step on the tile.
I have the varnumber and unknown set.

Edit:
ok i fixed the problem of freezing idk how ... but it needs to step up after it says i need to explore more, adn it does not.

Edit:
fixed it by switching the order of message and movement.
now i cant move...

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 2 Days Ago
Posted March 24th, 2023
8,579 posts
16 Years
Ok help would be appreciated I am pretty new to scripting.
here is my script.



It is freezing when i step on the tile.
I have the varnumber and unknown set.

Edit:
ok i fixed the problem of freezing idk how ... but it needs to step up after it says i need to explore more, adn it does not.

Edit:
fixed it by switching the order of message and movement.
now i cant move...
Add [waitmovement 0x0] or [waitmovement 0xFF] after your [applymovement].

Male
Seen November 30th, 2016
Posted November 28th, 2016
7 posts
7 Years
Add [waitmovement 0x0] or [waitmovement 0xFF] after your [applymovement].
Did this forgot to edit that i did.
Still cant move i tried both.

here is what it looks like now.

'---------------
#org 0x6B3550
checkflag 0x829
if 0x1 goto 0x8806CB4
applymovement MOVE_PLAYER 0x8806CEA
msgbox 0x8806CD1 MSG_NORMAL '"I should explore more!"
waitmovement 0xFF
release
end

'---------------
#org 0x806CB4
release
end


'---------
' Strings
'---------
#org 0x806CD1
= I should explore more!


'-----------
' Movements
'-----------
#org 0x806CEA
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 2 Days Ago
Posted March 24th, 2023
8,579 posts
16 Years
Did this forgot to edit that i did.
Still cant move i tried both.

here is what it looks like now.
Add [waitmovement 0x0] or [waitmovement 0xFF] after your [applymovement].

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 2 Days Ago
Posted March 24th, 2023
8,579 posts
16 Years
Ok so now i am trying to add in a script.
and im using advancemap and opening the script then when i open it with xse type it up and click compile and it runs,
then I click on the script and nothing is there.
any ideas? i'm lost....
Are you saying that you're opening, editing and compiling a script that's already in the ROM? That's actually not really an advi(c/s)able thing to do.

You should write a new script if that script you wanted to edit is a default script in the game. If you're trying to edit your own script that you've already compiled in your ROM, then you can either delete that script or not, and then write a new script.

Male
Seen November 30th, 2016
Posted November 28th, 2016
7 posts
7 Years
Are you saying that you're opening, editing and compiling a script that's already in the ROM? That's actually not really an advi(c/s)able thing to do.

You should write a new script if that script you wanted to edit is a default script in the game. If you're trying to edit your own script that you've already compiled in your ROM, then you can either delete that script or not, and then write a new script.
i have been making my own scripts.
not editing.
but i have tried both.
neither are saving after i compile :/

destinedjagold

You can contact me in PC's discord server...

Age 32
Male
Seen 2 Days Ago
Posted March 24th, 2023
8,579 posts
16 Years
i have been making my own scripts.
not editing.
but i have tried both.
neither are saving after i compile :/
I see.
Then you should make sure that you're opening the correct ROM on XSE.

Male
Seen November 12th, 2021
Posted January 10th, 2021
20 posts
10.4 Years
This may be more of an issue on the AMap end of things.

Using XSE, I create the script. Save. Compile. I can compile. (So I'm using the same ROM). I then copy the @start value given and go to place this into A Map event's script offset.

A Map is reading it as 8 digits, messes it up and won't save it. This is an unusual issue that I'm having trouble finding an answer for. Probably because the unwieldy bulk of it.

In short: the offset should be 6 digits, correct? That gets placed into an event offset in A Map. How do I get it to save? And paste... correctly?

I.e. I'm pasting: "800E25" which is my compiled @start offset.
I'm putting that into Script Offset under the Person Event I wrote it for. When I paste it, it looks like "$800E2580" and then I click off the event onto another one. It now looks like "$000E2580".

It changes the first digit from 8 to 0. And adds two on the end (seems to be repeating it?).
Male
Seen October 25th, 2017
Posted October 13th, 2017
82 posts
9.3 Years
This may be more of an issue on the AMap end of things.

Using XSE, I create the script. Save. Compile. I can compile. (So I'm using the same ROM). I then copy the @start value given and go to place this into A Map event's script offset.

A Map is reading it as 8 digits, messes it up and won't save it. This is an unusual issue that I'm having trouble finding an answer for. Probably because the unwieldy bulk of it.

In short: the offset should be 6 digits, correct? That gets placed into an event offset in A Map. How do I get it to save? And paste... correctly?

I.e. I'm pasting: "800E25" which is my compiled @start offset.
I'm putting that into Script Offset under the Person Event I wrote it for. When I paste it, it looks like "$800E2580" and then I click off the event onto another one. It now looks like "$000E2580".

It changes the first digit from 8 to 0. And adds two on the end (seems to be repeating it?).
You should put $800E25 in the 'Script offset' box.
Male
Seen October 25th, 2017
Posted October 13th, 2017
82 posts
9.3 Years
It doesn't make a difference, still having the same error. It converts to 8 digits, adding a $ at the end. When clicked off and back on, it doesn't track the changes.
That sounds weird, indeed. Maybe someone else, with some more knowledge on the subject, could shed some light on this. Perhaps it would be helpful to post a screenshot of it too, so people could better understand the problem.
Male
Seen November 12th, 2021
Posted January 10th, 2021
20 posts
10.4 Years
I have a working map (tiles work, moving works, warps work).
Input a new Person Event. It's script offset is $000000
I put one in, tested it, it didn't work. Go check it, the script offset is not what i set it as.
Recompile the script in XSE, put it in. Notice it becomes 8 characters instead of 6. Delete two of them Save, it's back to 8 digits.

It won't keep it at 6 digits.

Spoiler:

Cleared it, tried it again

Spoiler:

No matter what I do, it changes the 6 digit code to 8 digits. Often repeating the 80 to the end. Sometimes it adds 00 to the front.

Spoiler:

Notice it changed the 8 to a 0?