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Old May 27th, 2007 (12:47 PM).
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Quote:
Originally Posted by Internazionale4 View Post
Well Zel, i have used Advance Text, and it only shows the text for the intro sequence, with Birch etc. up until Route 101. Then nothing.

Could this be because i am editing a previous hack? Im attempting to edit Naranja myself, to translate it. I've tried editing texts in non-hacked ROMS, Emerald to be specific, but then i get no text at all.

I get no prompts telling me to locate any files, like you suggessted.

Im using version 3.1.1 of Advance Text. Personally if someone could just explain how to edit the scripts in Advance Map or Elitemap, things would be easier, i think. But any help would be appreciated.

Thanks :D
Hmmm, then Advance-Text doesn't have the text for some roms (but you could search for texts using its "Search function", that way you could make your own "text database", and then you could edit your texts... But seeing as doing that could be a little tough and boring, unless someone else already did it, I guess you should stick with editing the scripts)

The deal with editting existing scripts is that it is a bit dangerous to just use EliteMap and open the scripts and change stuff (you may break the original scripts), a few things you should remember is that: delete the Movements that EMap usually shows in the scripts (because EMap shows them in a way the compiler wouldn't understand later), and the other thing is that to be safe, change the messages but don't add more characters than it originally had, so count them (or you could overwrite memory). You could skip this, but for now just keep in mind those two things.

Oh, a few other things, to open the scripts in EMap is Ctrl+Click, to insert your changes back in the rom (keep in mind the stuff I mentioned) you use the button "Compile" in Scripted.

And make a backup, because there's the risk of breaking the rom when editing scripts using EMap.

Quote:
Originally Posted by Blaziken626 View Post
I ran into a little problem in testing setflags. See, I'm trying to set a flag with one script. In another script the flag is checked, and if it is set, then nothing happens; but if it is cleared (which is what the third script it for) text comes up. And yet it doesn't work. Big surprise. -.-

Spoiler:
This is the setflag script:
#org 0x900000
setflag 0x10A
end


Here's the checkflag:
#org 0x910000
checkflag 0x10A
compare LASTRESULT 0x1
if 0x1 goto 0x910100
lock
faceplayer
message 0x910200
boxset 0x6
release
end

#org 0x910100
end

#org 0x910200
= YAYZ! I've figured out how to use flags!


And the clearflag:

#org 0x920000
clearflag 0x10A
end



I first walked onto the spot where the flag should set, then the spot where it clears the flag. But when I walk to where the checkflag script is, nothing happens. Maybe I should start using PokeScript.
Well, usually if I just set or clear flags without a release before the end the game just crashes, so see if adding the release command fixes something.

Quote:
Originally Posted by foullump View Post
Can someone tell me the offsets for the badges in fire red? I'm wondering and it would help a lot. And also, the running shoes' offset?
I don't know the running shoes (I used the original script because I couldn't make it work my way), but the badges are:

820: Badge1, 821: Badge2, 822: Badge3, and so on...

Quote:
Originally Posted by Internazionale4 View Post
Right, I've pretty much got the gist of the text editing now, but does anyone know the keyboard shortcut, or code, for the upside down ? and !.

But now i have another problem. Mid way through a level, the sprite stops moving, and the music pauses.

Any suggesstions to fix this?

Sorry for the ignorance, but im new at this :P [/B][/COLOR][/FONT]
I think if you are using the english version you wont have the ¿ and ¡ symbols, there's a thing called FontEd that may help you creating those symbols, but I haven't used it.

About the other problem, we would need to see the script, usually means something is getting overwritten, it could be the script that makes the movement, or the movement itself. Without the script, it's difficult to tell...
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Old May 27th, 2007 (1:29 PM).
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For you to check the script don't i need to upload the ROM?
Thanks for the help Zel :D
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Old May 27th, 2007 (5:27 PM).
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Are there scripts for the start menu commands in Ruby, such as the Pokedex, PokeNav, and bag? If so, does anyone have the offsets? I want to know if there's a way to edit the PokeNav.
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Old May 27th, 2007 (6:38 PM).
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Quote:
Originally Posted by Blaziken626 View Post
Are there scripts for the start menu commands in Ruby, such as the Pokedex, PokeNav, and bag? If so, does anyone have the offsets? I want to know if there's a way to edit the PokeNav.
Pokedex is setflag 0x801.
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Old May 28th, 2007 (7:53 PM).
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Quote:
Originally Posted by Deshay View Post
Pokedex is setflag 0x801.
Thanks, but I already knew that. I actually found the flag for the PokeNav now. But just in case anyone else wants to know, it's 0x802.
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Old May 28th, 2007 (8:25 PM).
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Quote:
Originally Posted by Internazionale4 View Post
For you to check the script don't i need to upload the ROM?
Thanks for the help Zel :D
In fact, you could just write the script (if you are writing it from scratch) in a text editor (wordpad?), before you attempt to compile it, and we could see if there could be a problem.
If you are editing an existing script (using the shift+click combo on an event in Elite Map), then just copy/paste it in a text editor, add your extra stuff there, and post it and we could see if there could be problems (but as I said before, the way EMap shows up scripts is not one of my favourite things... :P)
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Old May 29th, 2007 (7:56 AM). Edited May 30th, 2007 by Internazionale4.
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Right Zel, the problem has been resolved!

But now for my next set of questions :P

I need some tags, colour codes and codes for Pokemon

The tags I need are:

The basic colours, blue, red, green, yellow, orange etc.
The code for the Players pokemon.
The code for the foes pokemon.
The code for the oppenent, person not pokemon.

That's it so far, but i may add to it later.

Also how do you end a colour in a piece of text?
I need one part in blue and the rest to be normal, how is this done?

And what is the script for cutting down a bush?
Thanks :D
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Old May 30th, 2007 (7:15 AM).
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I have a scripting question:
How do you make a multi box?
eg.
What are you doing here?
Code:
-Nothing
-Becomming a trainer
-Winning Badges

It doesn't need to be even close to that, it just needs to be the same set up as that.
Another example is in FR\LG, the sailor that asks you which island to go to, or the elevators in places.
Thanks.
Also, weather commands don't really work for me, I use pokescript.
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Old May 31st, 2007 (3:56 AM).
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I kinda need help in scripting in my hacking. Whenever I try to make a script of giving stuff, I apply a Yes/No command, but when I say no, I receive the item, just like if I say Yes to my script!
Can anyone help me?
Please email me at [email protected]
Thanks in advance!
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Old May 31st, 2007 (9:06 AM).
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Quote:
Originally Posted by destinedjagold View Post
I kinda need help in scripting in my hacking. Whenever I try to make a script of giving stuff, I apply a Yes/No command, but when I say no, I receive the item, just like if I say Yes to my script!
Can anyone help me?
Please email me at [email protected]
Thanks in advance!
after your yes or no, put
Code:
compare lastresult 1
if B_true *or false* goto $nextscript
That part that's crossed isn't needed. Don't put it. Only compare one thing. True or false.
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Old June 1st, 2007 (7:16 AM).
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zel 2.0 zel 2.0 is offline
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Quote:
Originally Posted by Internazionale4 View Post
Right Zel, the problem has been resolved!

But now for my next set of questions :P

I need some tags, colour codes and codes for Pokemon

The tags I need are:

The basic colours, blue, red, green, yellow, orange etc.
The code for the Players pokemon.
The code for the foes pokemon.
The code for the oppenent, person not pokemon.

That's it so far, but i may add to it later.

Also how do you end a colour in a piece of text?
I need one part in blue and the rest to be normal, how is this done?

And what is the script for cutting down a bush?
Thanks :D
Well, there are a few non-scripting related questions, and those should be done in the Simple Questions thread (besides I did not understand what you mean by tags or codes). Also, I haven't played with colours in texts, so another person should help you for that (I have seen others doing colour changes)

And the script for cutting down a bush is 1BDF13, unless you meant to write the full script, which is something I will not do (just open the rom with Scripted and search for the address 1BDF13 if you want to see how it is done internally)

Quote:
Originally Posted by foullump View Post
I have a scripting question:
How do you make a multi box?
eg.
What are you doing here?
Code:
-Nothing
-Becomming a trainer
-Winning Badges

It doesn't need to be even close to that, it just needs to be the same set up as that.
Another example is in FR\LG, the sailor that asks you which island to go to, or the elevators in places.
Thanks.
Also, weather commands don't really work for me, I use pokescript.
Scripted explanation, as always (Irish, I need your confirmation, as always... :P)

Basically the multi commands works like this:

multi 0xHorizPosition 0xVertiPosition 0xId 0xCancel 0x19 (Not quite sure what 19 does...)

Where HorizPosition goes between 0 and F, with E as a good value for right position and 0 a good value for left position.
Where VertiPosition goes between 0 and F, with 0 as a good value for up position and I wouldn't move it from that position, to have space for the options.
Cancel is just the value 0 or 1, if it is 0 then user can cancel using the B button.

And the Id is just a value from the following list (If you find a "nada" that means "nothing", sorry I wrote the list in Spanish)

FR's Multi Options List
Spoiler:
0:yes/no
1:eevee/flareon/jolteon/vaporeon/quit
2:normal/black/pink/sepia
3:hallofFame/quit
4:eggs/quit
5:victories/quit
6:hallofFame/eggs/quit
7:hallofFame/victories/quit
8:eggs/victories/quit
9:hallofFame/eggs/victories/quit
A:exit
D:bicycle 1000000/nothanks
E:abra 200coins/ekans 700coins/dratini 2100coins/charman 2100coins/larvita 5000coins/nothanks
F:slp/psn/par/brn/frz/exit
10:yes/no/info
11:singlebattle/doublebattle/multibattle/info/exit
12:yes/no/info
13:makeaChallenge/info/exit
14:rooftop/b1f/exit
15:helixFossil/exit
16:domeFossil/exit
17:oldAmber/exit
18:helixFossil/oldAmber/exit
19:domeFossil/oldAmber/exit
1A:freshwater 200/sodapop 300/lemonade 350
1B:50coins 1000/500coins 10000/exit
1C:excellent/notsoBad
1D:right/left
1E:tm25 5500coins/tm14 5500coins/tm38 5500coins/tm23 4500coins/tm26 6500coins/nothanks
1F:5f/4f/3f/2f/1f/exit
20:freshwater/exit
21:sodapop/exit
22:freshwater/sodapop/exit
23:lemonade/exit
24:freshwater/lemonade/exit
25:sodapop/lemonade/exit
26:freshwater/sodapop/lemonade/exit
27:tradecenter/colosseum/exit
28:gamelinkcable/wireless/exit
29:smokeball 800coins/miracleseed 1000coins/charcoal 1000coins/mysticwater 1000coins/yellowflute 1600coins/nothanks
2A:b1f/b2f/b4f/exit
2B:linkedgamePlay/directCorner/unionRoom/quit
2C:twoIsland/threeIsland/exit
2D:oneIsland/threeIsland/exit
2E:oneIsland/twoIsland/exit
2F:tradeCenter/colosseum/berryCrush/exit
30:nada/nada/exit
31:pokemonJump/dorioBerry-picking/exit
32:tradeCenter/colosseum/exit
33:2tinyMushrooms/1bigMushroom
34:tradeCenter/colosseum/nada/berryCrush/exit
35:tradeCenter/colosseum/nada/exit
36:seviiIslands/navelRock/exit
37:seviiIslands/birthIsland/exit
38:seviiIslands/navelRock/birthIsland/exit
39:oneIsland/twoIsland/threeIsland/exit
3A:vermilion/twoIsland/threeIsland/exit
3B:vermilion/oneIsland/threeIsland/exit
3C:vermilion/oneIsland/twoIsland/exit
3D:vermilion/exit
3E:nada/nada/exit
3F:joinGroup/becomeLeader/exit
40:single/double/knockout/mixed/exit


So, basically, if you want to have other options, then you'd need to change the text in the options in one of the Ids in the list (BUT, Remember that these options, specially the common ones, will be used frequently in the game, so be careful with that)

Now, to make the multi command do something, here is how it should be used... Maybe some parts aren't necessary.

multi 0xE 0x0 0x1F 0x0 0x19
callstd 0x80
killscript
#raw 0x80
compare LASTRESULT 0x0
if 0x1 jump 0xFirstOptionPicked
compare LASTRESULT 0x1
if 0x1 jump 0xSecondOptionPicked
...(it depends on how many options your multi has)
compare LASTRESULT 0x5
if 0x1 jump 0xLastOptionPicked
compare LASTRESULT 0x7F (not needed if player can't cancel using the B button)
if 0x1 jump 0xCancelPressed


Hope this helps, because it took me a while to figure it out... XD
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Old June 1st, 2007 (12:02 PM). Edited June 2nd, 2007 by Blaziken626.
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In R/S, how would I make a script like the rival battles, where the Pokemon they use depends on your starter Pokemon?

EDIT: Now I just looked at a rival battle script in ScriptEd, and I think I found out that you have to put in this:

copyvar 0x8000 0x4023
compare LASTRESULT 0x8000 0x0
if 0x1 goto (offset1)
compare LASTRESULT 0x8000 0x1
if 0x1 goto (offset2)
compare LASTRESULT 0x8000 0x2
if 0x1 goto (offset3)

And for offset 1, you put in the trainerbattle for the rival who uses the grass starter, and so on.

Now the problem is, I tried that in this script:

Quote:
#org 0xE00000
checkflag 0x101
if 0x1 goto 0xE00010
checkgender
compare LASTRESULT 0x0
if 0x1 goto 0xE00020
compare LASTRESULT 0x1
if 0x1 goto 0xE00030
end

#org 0xE00020
applymovement 0xE00040
pause 0x10
playsound 0x19F
nop
applymovement 0xE00050
pause 0x20
copyvar 0x8000 0x4023
compare LASTRESULT 0x8000 0x0
if 0x1 goto 0xE00070
compare LASTRESULT 0x8000 0x1
if 0x1 goto 0xE00080
compare LASTRESULT 0x8000 0x2
if 0x1 goto 0xE00090
end

#org 0xE00030
applymovement 0xE00040
pause 0x10
playsound 0x1A5
nop
applymovement 0xE00050
pause 0x20
copyvar 0x8000 0x4023
compare LASTRESULT 0x8000 0x0
if 0x1 goto 0xE000B0
compare LASTRESULT 0x8000 0x1
if 0x1 goto 0xE000C0
compare LASTRESULT 0x8000 0x2
if 0x1 goto 0xE000D0
end

#org 0xE00070
trainerbattle 0x00 0x211 0xE00060 0xE000E0
message 0xE000F0
boxset 0x6
applymovement 0xFF 0xE00100
pause 0x20
applymovement 0x1 0xE00110
pause 0x80
#raw 0x53
call 0x40C71600
release
setflag 0x101
end

#org 0xE00080
trainerbattle 0x00 0x214 0xE00060 0xE000E0
message 0xE000F0
boxset 0x6
applymovement 0xFF 0xE00100
pause 0x20
applymovement 0x1 0xE00110
pause 0x80
#raw 0x53
call 0x40C71600
release
setflag 0x101
end

#org 0xE00090
trainerbattle 0x00 0x217 0xE00060 0xE000E0
message 0xE000F0
boxset 0x6
applymovement 0xFF 0xE00100
pause 0x20
applymovement 0x1 0xE00110
pause 0x80
#raw 0x53
call 0x40C71600
release
setflag 0x101
end

#org 0xE000B0
trainerbattle 0x00 0x208 0xE00120 0xE00130
message 0xE00140
boxset 0x6
applymovement 0xFF 0xE00100
pause 0x20
applymovement 0x1 0xE00110
pause 0x80
#raw 0x53
call 0x40C71600
release
setflag 0x101
end

#org 0xE000C0
trainerbattle 0x00 0x20A 0xE00120 0xE00130
message 0xE00140
boxset 0x6
applymovement 0xFF 0xE00100
pause 0x20
applymovement 0x1 0xE00110
pause 0x80
#raw 0x53
call 0x40C71600
release
setflag 0x101
end

#org 0xE000D0
trainerbattle 0x00 0x20E 0xE00120 0xE00130
message 0xE00140
boxset 0x6
applymovement 0xFF 0xE00100
pause 0x20
applymovement 0x1 0xE00110
pause 0x80
#raw 0x53
call 0x40C71600
release
setflag 0x101
end

#org 0xE00010
end

#org 0xE00040
#raw 0x56
#raw 0xFE

#org 0xE00050
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org 0xE00060
= I knew I'd see you here, \v\h01.\nLet's have a quick POKéMON battle!

#org 0xE000E0
= At least my POKéMON put up a\ngreat fight!

#org 0xE000F0
= \v\h01, I'm going back to the LAB.\nYou should go there, too.\pSee ya!

#org 0xE00100
#raw 0x05
#raw 0x00
#raw 0xFE

#org 0xE00110
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0x0A
#raw 0xFE

#org 0xE00120
= \v\h01, I thought you'd come here.\nWanna battle?

#org 0xE00130
= Well, you win.\nAnd that's that.

#org 0xE00140
= I'm gonna head back to the LAB.\nYou oughta come with.\pCatch ya later!
And when I compiled it with Diamond Cutter, I got this message:

Runtime error 6
Overflow

And to test out for the problem, I cut out #org 0xE00020 all the down to #org 0xE000D0, and it did work, so the problem must be somewhere in that part of the script.
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Old June 2nd, 2007 (6:52 PM).
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Can I have a little help here? I have this applymovement script and... I just can't get it working. I get the traditional overflow error when I try to compile it, but I simply don't see what's wrong. Can anyone take a look?

Spoiler:
#org 0x71d550
lock
applymovement 0xFF 0x71DEEC
msgbox 0x71D77C '"..."
callstd 0x5
compare LASTRESULT 0x1
if 0x1 jump 0x71DC94
compare LASTRESULT 0x0
if 0x1 jump 0x71DB68
release
end

#org 0x71DC94
msgbox 0x71DDC0
callstd 0x5
applymovement 0xFF 0x71E018
end

#org 0x71DB68
lock
message 0x71DA3C
callstd 0x5
applymovement 0x71E144
release
end

#org 0x71DEEC
#raw 0x03
#raw 0xFE

#org 0x71E018
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE

#org 0x71E144
#raw 0x08
#raw 0xFE

#org 0x71D77C
= Would you like to take the MAGNET\nTRAIN to HAILSTONE CITY?

#org 0x71DDc0
= Okay, head on through to the MAGNET TRAIN!

#org 0x71DA3C
= Okay, come again next time!
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Old June 2nd, 2007 (7:01 PM). Edited June 2nd, 2007 by zel 2.0.
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zel 2.0 zel 2.0 is offline
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TO BLAZIKEN626

Quite a few problems there: First you are overwriting your own scripts, check out all your #orgs, you're almost not giving space!

Second, there are a few applymovement commands without the correct format, which is applymovement 0xSprite 0xOffsetWithMovement

Third, you are also doing the trainerbattle command wrong, that should be trainerbattle 0xType 0xPETId 0x0 0xText1 0xText2

Fourth, just in case the flags end up not getting setted, maybe the correct order would be setflag then release.

But the serious problem is the overwriting one. Even if you manage to compile it, you'll face a lot of problems because of that. Give more room to your orgs...

TO DEOKISHISU

You also missed the 0xSprite in your applymovement command at #org 0x71DB68

And, by the way using the callstd 0x5 after the msgbox will pop up the yes/no option, if you want a normal box, just use callstd 0x4
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Old June 2nd, 2007 (10:29 PM). Edited June 2nd, 2007 by soulfirebang.
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I have never gotten how you script, how do you figure it out?
PS if that a tut thing in the quote up there it didn't make sense to me.
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Old June 4th, 2007 (5:45 PM).
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Anybody know which flags are not used in Ruby/Sapphire/Emerald.
Like, which numbers I could use, which won't intercept the game.
Aka, flags that aren't already used by the game.
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Old June 5th, 2007 (6:36 PM).
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can someone make an event where someone steals your starter pokemon and you have to get it back please.? im hacking Ruby.
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Old June 6th, 2007 (7:52 AM).
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My question is concerning weather. Whenever I try using Setweather or Doweather, they never work. I've already asked Irish Witch, I'm just wondering if anyone here knows how I can do it in Pokescript. Or, I could try using diamond cutter....
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Old June 6th, 2007 (10:14 AM).
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Posts: 1,955
Quote:
Originally Posted by soulfirebang View Post
I have never gotten how you script, how do you figure it out?
PS if that a tut thing in the quote up there it didn't make sense to me.
Have you read Christos' tutorial in the Documents section? That may give you the basics to understand some of the commands (reading the commands.html file in the Elite Map package also helps)

And, I really can't answer the next questions. Because: It is hard to figure out the flags that are not important and can be used, so I just guess; because there is no way to remove a pokemon from your party, but you could try disabling the "Pokemon" option, which, if it's for Ruby, I don't know the flag; and because I haven't used the weather command, and since you use Pokescript...
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  #295   Link to this post, but load the entire thread.  
Old June 6th, 2007 (4:40 PM). Edited June 6th, 2007 by EarthsVisitor.
EarthsVisitor EarthsVisitor is offline
Jolly Good
 
Join Date: May 2006
Location: New Jersey
Gender:
Nature: Calm
Posts: 385
Problem, with Overflow. I isolated the problem, help?
ScriptED.
Spoiler:

'-----------------------
#org 0xEB1923
lock
checkflag 0x9B3
if 0x1 jump 0x6BD660
applymovement 0x5 0x800460
pause 0x0
message 0x6BD665
boxset 0x4
givepokemon 228 5 0
applymovement 0xFF 0x800700
pause 0x0
applymovement 0x5 0x800480
pause 0x0
setflag 0x6A1
applymovement 0x6 0x800500
pause 0x0
message 0x800518
boxset 0x4
call 0x4800720
message 0x800620
applymovement 0xFF 0x800700
pause 0x0
applymovement 0x6 0x800480
pause 0x0
setflag 0x65A
setflag 0x9B3
release
end

'-----------------------
#org 0x6BD660
nop
end

'-----------------------
#org 0x800720
trainerbattle 0x00 0x2B6 0x800750 0x800780
return
end


'-----------------------
#org 0x6BD665
= You must be the new Recruit!\nPerfect timing. I just

stole\n a few Pokemon, from the mart\n up ahead. Here,

take one and run.\pThe Police are coming!

'-----------------------
#org 0x800518
= Aha! Another Rocket!\pYou are under arrest for\n

suspected theivery.

'-----------------------
#org 0x800620
= I might have lost, but I'll\nbe back to get

you\nlater!

'-----------------------
#org 0x800460
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x0A
#raw 0x06
#raw 0xFE

'-----------------------
#org 0x800480
#raw 0x08
#raw 0x08
#raw 0x08
#raw 0x04
#raw 0x0A
#raw 0x06
#raw 0xFE

'-----------------------
#org 0x800500
#raw 0x06
#raw 0x11
#raw 0x82
#raw 0xFE

'-----------------------
#org 0x800700
#raw 0x56
#raw 0x3C
#raw 0x03
#raw 0x0B
#raw 0xFE

'-----------------------
#org 0x800750
= Blah Blah Blah

'-----------------------
#org 0x800780
= Blah Blah Blah2


The problem part, is in bold.
Thanks.
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  #296   Link to this post, but load the entire thread.  
Old June 7th, 2007 (7:56 AM).
zel 2.0's Avatar
zel 2.0 zel 2.0 is offline
Gold Remaker
 
Join Date: Jun 2006
Location: Argentina
Age: 36
Gender: Male
Nature: Quiet
Posts: 1,955
Quote:
Originally Posted by myself, a few posts back View Post
Third, you are also doing the trainerbattle command wrong, that should be trainerbattle 0xType 0xPETId 0x0 0xText1 0xText2
It doesn't hurt to read the stuff I write for other people, because sometimes it may help others as well ;P
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Old June 7th, 2007 (6:49 PM).
Deshay's Avatar
Deshay Deshay is offline
 
Join Date: May 2007
Gender:
Nature: Adamant
Posts: 28
I've compiled a script that should make one of my NPCs warp from the top left of the map(29, 0 or 0x1D 0x0) to an area at the bottom, near the player (11, 16 or 0xB 0x10) but it just ignores the entire script in game.

Spoiler:

#ORG $Start
checkflag 0x278
if b_true goto $end
lock
movesprite 0x3 0xB 0x10
applymovement 0x3 $cometo
message $ohhey
$ohhey = text
boxset 6
applymovement 0x3 $leave
movesprite 0x3 0x1D 0x0
setflag 0x278
pausemove 0
return
release
end

#org $cometo
#binary 0x08 0x08 0x08 0x08 0x08 0x08 0x02 0xFE

#org $leave
#binary 0x01 0x09 0x09 0x09 0x09 0x09 0x09 0xFE

#org $end
end


I have the event set up right in AdvancedMap.

Are there any errors in there?

EDIT: Using PokeScript btw.
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Pokemon Juturna
BETA soon ;D
  #298   Link to this post, but load the entire thread.  
Old June 7th, 2007 (7:00 PM).
foullump's Avatar
foullump foullump is offline
Rom Hacking Guru
 
Join Date: Mar 2007
Location: United States
Nature: Calm
Posts: 221
Quote:
Originally Posted by Deshay View Post
I've compiled a script that should make one of my NPCs warp from the top left of the map(29, 0 or 0x1D 0x0) to an area at the bottom, near the player (11, 16 or 0xB 0x10) but it just ignores the entire script in game.

Spoiler:

#ORG $Start
checkflag 0x278
if b_true goto $end
lock
movesprite 0x3 0xB 0x10
applymovement 0x3 $cometo
message $ohhey
$ohhey = text
boxset 6
applymovement 0x3 $leave
movesprite 0x3 0x1D 0x0
setflag 0x278
pausemove 0
return
release
end

#org $cometo
#binary 0x08 0x08 0x08 0x08 0x08 0x08 0x02 0xFE

#org $leave
#binary 0x01 0x09 0x09 0x09 0x09 0x09 0x09 0xFE

#org $end
end


I have the event set up right in AdvancedMap.

Are there any errors in there?

EDIT: Using PokeScript btw.
You may wish to try getting rid of the 'lock'. I don't exactly use movesprite, so I wouldn't know, but I guess that's the problem.


Also, I have a question. I don't know if you want to tell me until you complete the beta 4 zel, but how exactly do I create a shiny wild battle? Like the red gyarados? Again, if you want to wait until you release the beta 4 to tell me, that's fine.
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Old June 8th, 2007 (8:14 AM).
zel 2.0's Avatar
zel 2.0 zel 2.0 is offline
Gold Remaker
 
Join Date: Jun 2006
Location: Argentina
Age: 36
Gender: Male
Nature: Quiet
Posts: 1,955
Quote:
Originally Posted by Deshay View Post
I've compiled a script that should make one of my NPCs warp from the top left of the map(29, 0 or 0x1D 0x0) to an area at the bottom, near the player (11, 16 or 0xB 0x10) but it just ignores the entire script in game.
If it ignores the script, I could guess the flag you used has been setted on before. Perhaps? (Do some tests with other flags and check what happens)
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  #300   Link to this post, but load the entire thread.  
Old June 8th, 2007 (6:53 PM). Edited July 5th, 2007 by 11235.
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11235 11235 is offline
Pokemon Hacking Overlord
 
Join Date: Jun 2007
Gender:
Nature: Adamant
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Ok, I have a problem:

This script, whenever I run it, freezes the game:

'-----------------------
#autobank off
#org 0x1E40CF
lock
faceplayer
writebytetooffset 0x1 0x02024EAC
setflag 0x2F6
clearflag 0x2F7
setflag 0x311
clearflag 0x310
checkflag 0x2D2
compare LASTRESULT 0x0
if 0x1 0x081E4190
release
end
nop
nop
nop
nop
nop
nop
nop
nop

#org 0x1E4190
clearflag 0x2F8
setflag 0x2D2
release
end



If I comment out the compare/if sequence, it works, but I need those in there for it to work correctly.

Anyone know what's wrong?

It's in Ruby version, btw.
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