LuigiHatKid
What's the title for someone who just kinda wings
- 4
- Posts
- 7
- Years
- UK
- Seen Aug 29, 2018
Hi, I already attempted to make a thread about this yesterday but I don't think it went through. That said, I'm new, so I sincerely apologise if both threads end up being posted.
I have an issue with my very first hack (no surprises there), and I've spent hours and hours scouring the internet for a solution, but nothing even close is coming up. I'm beginning to worry that no one else has ever had this issue.
My hack's main objective as of right now is to upscale all the towns and cities so that they feel more like actual towns and cities. Naturally, I started with Pallet Town. I have provided an image of said map, but since I'm not allowed to link things yet, I have attached it under the name "BigPalletTown".
The main focus of the problem is the girl in the bottom left, standing in front of the Trainer Tips sign. I have highlighted her so that you can check the sidebar.
Now, in theory, she should be appearing where I have placed her. However, if you would now check the second image I have attached (named "HelpPalletTown"), you will see that she is appearing quite far up and slightly to the left of where she should be.
My initial approach to creating her was to just give her the same script offset as the one used in the original ROM, as she will be doing exactly the same thing. I did this with the guy that raves about technology, and he's working fine. However, after I immediately encountered this issue, I decided that I would write my own script, as there may have been something about her positioning in the script my inexperienced eyes couldn't see. Yet, not only do the flags in my script not work, she STILL appears in that exact same spot, even though I don't even know HOW to set an event's coordinates in XSE.
I know this has already been compiled, but the original script used by the clean ROM looks like this:
My own script, despite it not working, looks like this:
The fact that writing my own script didn't fix the issue has led me to believe that this is a mapping issue. However, I could be wrong. So I will end with:
A - Is this a mapping or a scripting issue?
B - How do I make her appear where I placed her?
C - Is there an approach I can take to solving this that I could apply to other events, should this happen again?
I have an issue with my very first hack (no surprises there), and I've spent hours and hours scouring the internet for a solution, but nothing even close is coming up. I'm beginning to worry that no one else has ever had this issue.
My hack's main objective as of right now is to upscale all the towns and cities so that they feel more like actual towns and cities. Naturally, I started with Pallet Town. I have provided an image of said map, but since I'm not allowed to link things yet, I have attached it under the name "BigPalletTown".
The main focus of the problem is the girl in the bottom left, standing in front of the Trainer Tips sign. I have highlighted her so that you can check the sidebar.
Now, in theory, she should be appearing where I have placed her. However, if you would now check the second image I have attached (named "HelpPalletTown"), you will see that she is appearing quite far up and slightly to the left of where she should be.
My initial approach to creating her was to just give her the same script offset as the one used in the original ROM, as she will be doing exactly the same thing. I did this with the guy that raves about technology, and he's working fine. However, after I immediately encountered this issue, I decided that I would write my own script, as there may have been something about her positioning in the script my inexperienced eyes couldn't see. Yet, not only do the flags in my script not work, she STILL appears in that exact same spot, even though I don't even know HOW to set an event's coordinates in XSE.
I know this has already been compiled, but the original script used by the clean ROM looks like this:
Code:
'---------------
#org 0x1657D4
lock
compare 0x4070 0x2
if 0x1 goto 0x8165865
compare 0x4070 0x1
if 0x1 goto 0x816588D
compare 0x4002 0x1
if 0x1 goto 0x816593A
checkflag 0x2
if 0x1 goto 0x8165879
msgbox 0x81B1D03 MSG_KEEPOPEN '"Hmm[.]\nIs that right[.]"
applymovement 0x1 0x81A7659
waitmovement 0x0
sound 0x15
applymovement 0x1 0x81A7653
waitmovement 0x0
applymovement 0x1 0x81A7655
waitmovement 0x0
msgbox 0x81B1D17 MSG_KEEPOPEN '"Oh!\nLook, look!"
closeonkeypress
compare PLAYERFACING 0x4
if 0x1 call 0x816584F
compare PLAYERFACING 0x4
if 0x5 call 0x816585A
moveoffscreen 0x1
setflag 0x2
release
end
'---------------
#org 0x165865
applymovement 0x1 0x81A7659
waitmovement 0x0
msgbox 0x817D840 MSG_KEEPOPEN '"I'm raising POK?MON, too.\pWhen th..."
release
end
'---------------
#org 0x16588D
applymovement 0x1 0x81A7659
waitmovement 0x0
msgbox 0x81B1D64 MSG_KEEPOPEN '"Signs are useful, aren't they?"
release
end
'---------------
#org 0x16593A
applymovement 0x1 0x81A7659
waitmovement 0x0
call 0x816590C
release
end
'---------------
#org 0x165879
applymovement 0x1 0x81A7659
waitmovement 0x0
msgbox 0x81B1D27 MSG_KEEPOPEN '"Read it, read it!"
release
end
'---------------
#org 0x16584F
applymovement 0x1 0x81658A1
waitmovement 0x0
return
'---------------
#org 0x16585A
applymovement 0x1 0x81658A4
waitmovement 0x0
return
'---------------
#org 0x16590C
textcolor 0x1
msgbox 0x81B1D83 MSG_KEEPOPEN '"Look, look!\pI copied what it said..."
closeonkeypress
pause 0x14
textcolor 0x3
setflag 0x83E
setvar 0x4070 0x1
setvar 0x4002 0x0
special 0x170
special 0x171
signmsg
msgbox 0x81B1DC9 MSG_KEEPOPEN '"TRAINER TIPS!\pPress START to open..."
normalmsg
return
'---------
' Strings
'---------
#org 0x1B1D03
= Hmm[.]\nIs that right[.]
#org 0x1B1D17
= Oh!\nLook, look!
#org 0x17D840
= I'm raising POK?MON, too.\pWhen they get strong, they can\nprotect me.
#org 0x1B1D64
= Signs are useful, aren't they?
#org 0x1B1D27
= Read it, read it!
#org 0x1B1D83
= Look, look!\pI copied what it said on one of\nthose TRAINER TIPS signs!
#org 0x1B1DC9
= TRAINER TIPS!\pPress START to open the MENU!
'-----------
' Movements
'-----------
#org 0x1A7659
#raw 0x4A 'Face Player
#raw 0xFE 'End of Movements
#org 0x1A7653
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x1A7655
#raw 0x1C 'Delay5
#raw 0x1C 'Delay5
#raw 0x1C 'Delay5
#raw 0xFE 'End of Movements
#org 0x1658A1
#raw 0x13 'Step Right (Normal)
#raw 0x2F 'Face Left (Delayed)
#raw 0xFE 'End of Movements
#org 0x1658A4
#raw 0x12 'Step Left (Normal)
#raw 0x30 'Face Right (Delayed)
#raw 0xFE 'End of Movements
My own script, despite it not working, looks like this:
Code:
#dynamic 1657D4
#org @start
lock
checkflag 0x0
if 0x1 goto @2
msgbox @speech1 0x6
applymovement 0x1 @turnaround
waitmovement 0x0
sound 0x15
applymovement 0x1 @exclaimation
waitmovement 0x0
applymovement 0x1 @wait
waitmovement 0x0
msgbox @speech2 0x6
compare PLAYERFACING 0x4
if 0x1 goto @stepright
compare PLAYERFACING 0x4
if 0x5 goto @stepleft
setflag 0x0
release
end
#org @speech1
= Hmm...\nIs that right...
#org @2
faceplayer
msgbox @speech3 0x6
release
end
#org @speech2
= Oh!\nLook, look!
#org @speech3
= Signs are useful, aren't they?
#org @stepleft
applymovement 0x1 @stepbackL
#org @stepright
applymovement 0x1 @stepbackR
#org @turnaround
#raw 0x4A
#raw 0xFE
#org @exclaimation
#raw 0x62
#raw 0xFE
#org @wait
#raw 0x1C
#raw 0x1C
#raw 0x1C
#raw 0xFE
#org @stepbackL
#raw 0x12
#raw 0x30
#raw 0xFE
#org @stepbackR
#raw 0x13
#raw 0x2F
#raw 0xFE
The fact that writing my own script didn't fix the issue has led me to believe that this is a mapping issue. However, I could be wrong. So I will end with:
A - Is this a mapping or a scripting issue?
B - How do I make her appear where I placed her?
C - Is there an approach I can take to solving this that I could apply to other events, should this happen again?
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