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  #176   Link to this post, but load the entire thread.  
Old March 29th, 2007 (12:16 PM). Edited March 29th, 2007 by Irish Witch.
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Irish Witch Irish Witch is offline
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Quote:
Originally Posted by zel View Post
And, everything I always say is for Fire Red, that's all I know of, anyway. That's why I always say to be careful if I say something for FR, and you want to try it on R/S/E.

I don't know what you did when you were compiling, but here are my results...

.....

Oh, and when it comes to the compilation of the "weird part" of hex without 0x, what it does is...

Spoiler:
12 - SEEK
> pNewOffset = 809710
13 - RAW
> bOut = 1
> bOut = 0
> bOut = 2
> bOut = 0
> bOut = 3
> bOut = 0
> bOut = 4
> bOut = 0
> bOut = 5
> bOut = 0
> bOut = 6
> bOut = 0
> bOut = 7
> bOut = 0
> bOut = 8
> bOut = 0
> bOut = 9
> bOut = 0
> bOut = A
> bOut = 0
> bOut = B
> bOut = 0
> bOut = C
> bOut = 0
> bOut = 13
> bOut = 0
> bOut = 14
> bOut = 0
> bOut = 19
> bOut = 0
> bOut = 0
> bOut = 0


By the way... I have Scripted version 1.0.0.3, are we on the same wave?

Anyway... Since the problem has been solved. Then that settles it, I think. Peace! :D
:t143: Yeah, it must be specifically a FR/LG thing. My guess is that it has something to do with the way it displays on the screen because the pokemart command isn't a construct or anything and as I said. Compiled in Scripted it behaved the same way....

As for my version of Scripted itself.... The Fileversion of the compiled one is 1.00.0003
but I suppose I don't know whether the source was an earlier version. I Think it's the same...... It came in a package with the Elitemap37 source just like Elitemap37 itself.....
*shrug*

:t315: Thanks for helping me find another bug in my program btw.. If people don't throw weird stuff at it I never find stuff like Rinni reported to me!

Quote:
Problem with this simple script is that the battle may end because of fainting the opponent, catching it, or simply running away. The script would be a bit more complicated to forbid the run. I haven't done that yet.
I have a partial answer to this, but I have yet to make sense of it.
Using gameshark the following command will mark you as having 'caught' all pokemon. This command (to my knowledge) sets all the little binary flags that represent 'Caught Pokemon' and 'Seen Pokemon'
I know that by using ComparefarByte command it should be possible to check for a specific pokemon but I have yet to figure out the memory addresses from this command.....

If you have any idea by all means enlighten me:
Spoiler:

Ruby/Saphire:
82026B000302
32024EBE00DA
32026A5A00F0
42024ECCFFFF
000000340002
4202606CFFFF
0000001A0002
420291C0FFFF
0000001A0002

FR/LG:
4202462CFFFF
0000003C0002
42025BA0FFFF
0000001A0002
42028FC0FFFF
0000001A0002


That and with everything else I haven't really played with them all that much...
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Old March 29th, 2007 (12:18 PM).
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I'm working with Firered and can't seem to get the script right. I'm trying to emulate the givepokemon script in Oak's PokeBalls. Here's the script:
Code:
#org 0x800000
lock
faceplayer
checkflag 0x10
if 0x1 call 0x800100
msgbox 0x800150
callstd 0x5
compare LASTRESULT 0x1
if 0x1 jump 0x800200
release
end

#org 0x800100
msgbox 0x800300
callstd 0x6
release
end

#org 0x800200
setflag 0x10
msgbox 0x8800250
callstd 0x6
givepokemo 0x98 0x5 0x8B
release
end

#org 0x800150
= Do you want the GRASS POKeMON\nCHIKORITA?
#org 0x800300
= It's one of the many POKeBALLs PROF.\nMAPLE has set out for new TRAINERs.
#org 0x800250
= You recieved a CHIKORITA from PROF.\nMAPLE!
Everything's just fine in the script except when it's over. I set the people ID to 0010, like the flag, yet it doesn't disappear... And when I reload the map the sprite is still there, the script repeats itself, and you can get the Chikorita again. Other than that, the flags and script work all right. It would be nice to have the, "You got a Pokemon," music go off and be able to name it when you recieve Chikorita though. Any help? Did I get the script wrong?
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Old March 29th, 2007 (12:56 PM).
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Irish Witch Irish Witch is offline
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Well, at the moment your missing the n on givepokemon....

Also, try this idea. We've discovered that the givepokemon command seams to take time to process. It's possible it's causing the release command to be missed and messing up the changes from the setflag command.

Try writing that last function like this:

#org 0x800200
setflag 0x10
msgbox 0x8800250
callstd 0x6
givepokemon 0x98 0x5 0x8B
#raw 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
release
end

The #raw statement equates to a chunk of NOP commands and will make sure the script has time to finish before releaseing the sprite. You may have to shuffle the offsets for you text along 0xf bytes if you try this.
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Old March 29th, 2007 (1:36 PM).
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I'm wondering is there any way of having a pokemon follow you around in Fire Red like pikachu did in yellow?

And i need a script to have the player start out with two pokemon instead of one. The second one is a predetermined one in slot 275.
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Old March 29th, 2007 (3:58 PM).
EarthsVisitor EarthsVisitor is offline
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Okay, this is more difficult of a question.
So, I commend anyone who gets this.

This is a "Trading" script, not via link, but in the game, from computer to you.

Okay, my problem is... I compile a script, but after the script compiles, all the stuff I put in there is gone.
And yes, I'm using Free Space I found on the rom.

Here's it before compiling.
Code:
'-----------------------
#org 0x6D5EF4
#autobank on
lock
faceplayer
checkflag 0x99
if 0x1 goto 0x6D5F0E
setvar 0x8008 0x0
copyvar 0x8004 0x8008
special2 LASTRESULT 0xFC
copyvar 0x8009 LASTRESULT
msgbox 0x86D5F28 '"Do you nickname your..."
callstd 0x5
compare LASTRESULT 0x0
if 0x1 jump 0x6D5F42
special 0x9F
#raw 0x27
copyvar 0x800A 0x8004
compare 0x8004 0xFF
if 0x1 jump 0x6D5F42
copyvar 0x8005 0x800A
special2 LASTRESULT 0xFF
copyvar 0x800B LASTRESULT
#raw 0x22
killscript
#raw 0x80
callstd 0x80
if 0x5 goto 0x6D5F5C
copyvar 0x8004 0x8008
copyvar 0x8005 0x800A
special 0xFD
special 0xFE
#raw 0x27
msgbox 0x86D5F76 '"Eheheheh, ooh, this ..."
callstd 0x4
setflag 0x99
release
end

'-----------------------
#org 0x6D5F0E
msgbox 0x86D5F90 '"Don't you get curiou..."
callstd 0x4
release
end

'-----------------------
#org 0x6D5F42
msgbox 0x86D5FAA '"Aww, it's a good POK..."
callstd 0x4
release
end

'-----------------------
#org 0x6D5F42
msgbox 0x86D5FAA '"Aww, it's a good POK..."
callstd 0x4
release
end

'-----------------------
#org 0x6D5F5C
#raw 0x7D
nop
callstd 0x80
msgbox 0x86D5FC4 '"But that's no \v\h02..."
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x6D5F28
= Do you nickname your POKéMON?\nI gave a cool name to mine.\pBut when I call my POKéMON by that\nname, people laugh at me...\pIf it's okay with you, want to trade\nyour \v\h02 for my \v\h03?
#org 0x6D5F76
= Eheheheh, ooh, this is so exciting!
#org 0x6D5F90
= Don't you get curious about what other\npeople named their POKéMON?
#org 0x6D5FAA
= Aww, it's a good POKéMON...
#org 0x6D5FAA
= Aww, it's a good POKéMON...
#org 0x6D5FC4
= But that's no \v\h02.\nTch, that's so disappointing...
Here it is after.
Code:
'-----------------------
#org 0x6D5EF4
lock
faceplayer
checkflag 0x99
if 0x1 call 0x6D5F0E
setvar 0x8008 0x0
copyvar 0x8004 0x8008
special2 LASTRESULT 0xFC
msgbox 0x86D5F90 '"Don't you get curiou..."
callstd 0x4
release
end

'-----------------------
#org 0x6D5F0E
msgbox 0x86D5F90 '"Don't you get curiou..."
callstd 0x4
release
end


'---------
' Strings
'---------
#org 0x6D5F90
= Don't you get curious abouAww, it's a good POKéMON..But that's no \v\h02.\nTch, that's so disappointing...
#org 0x6D5F90
= Don't you get curious abouAww, it's a good POKéMON..But that's no \v\h02.\nTch, that's so disappointing...
And here is what it says in ScriptED
Quote:
Originally Posted by ScriptED
Spoiler:
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Output file: mugs-pkrw.gba
Processing rubide.rbc...
File handle: 3
2 - INCLUDE
> sFile = std.rbh
Processing std.rbh...
File handle: 4
1 - DEFINE
> sSymbol = BOXSET_DONTCLOSE
> sValue = 4
2 - DEFINE
> sSymbol = BOXSET_YESNO
> sValue = 5
3 - DEFINE
> sSymbol = BOXSET_NORMAL
> sValue = 6
5 - DEFINE
> sSymbol = LASTRESULT
> sValue = &H800D
7 - DEFINE
> sSymbol = SPRITEMOVE_INDEX
> sValue = &H8008
8 - DEFINE
> sSymbol = SPRITEMOVE_NEWXPOS
> sValue = &H8009
9 - DEFINE
> sSymbol = SPRITEMOVE_NEWYPOS
> sValue = &H800A
11 - DEFINE
> sSymbol = APPLYMOVE_PLAYER
> sValue = &HFF
13 - DEFINE
> sSymbol = SPECIAL_CHOOSEPOKEMON
> sValue = &H9C
14 - DEFINE
> sSymbol = SPECIAL_WALLYCATCH
> sValue = &H9D
16 - DEFINE
> sSymbol = B_TRUE
> sValue = 1
17 - DEFINE
> sSymbol = B_FALSE
> sValue = 0
18 - DEFINE
> sSymbol = B_YES
> sValue = 1
19 - DEFINE
> sSymbol = B_NO
> sValue = 0
20 - DEFINE
> sSymbol = B_GIRL
> sValue = 1
21 - DEFINE
> sSymbol = B_BOY
> sValue = 0
28 - DEFINE
> sSymbol = MENU_PARTY
> sValue = &H800
29 - DEFINE
> sSymbol = MENU_POKEDEX
> sValue = &H801
30 - DEFINE
> sSymbol = MENU_NAVIGATOR
> sValue = &H802
34 - DEFINE
> sSymbol = B_<<
> sValue = 0
35 - DEFINE
> sSymbol = B_==
> sValue = 1
36 - DEFINE
> sSymbol = B_>>
> sValue = 2
37 - DEFINE
> sSymbol = B_<=
> sValue = 3
38 - DEFINE
> sSymbol = B_>=
> sValue = 4
39 - DEFINE
> sSymbol = B_!=
> sValue = 5
41 - DEFINE
> sSymbol = JUMP_BAGISFULL
> sValue = &H1A029B
43 - AUTOBANK
> Autobanking is now ON
Cleaning up...
Closing file...
Finished processing std.rbh.
4 - SEEK
> pNewOffset = 6D5EF4
5 - AUTOBANK
> Autobanking is now ON
6 - (6A) - LOCK
7 - (5A) - FACEPLAYER
8 - (2B) - CHECKFLAG
> iWord = 99
9 - (??) IF (native)
> bCondition = 1
This is a jumping IF, 0x07.
> pTarget = 86D5F0E
10 - (16) - SETVAR
> iWord = 8008
> iWord = 0
11 - (19) - COPYVAR
> iWord = 8004
> iWord = 8008
12 - (26) - SPECIAL2
> iWord = 800D
> iWord = FC
13 - (19) - COPYVAR
> iWord = 8009
> iWord = 800D
14 - (0F) MESSAGE (native)
> pText = 86D5F28
15 - (09) - CALLSTD
> bByte = 5
16 - (21) - COMPARE
> iWord = 800D
> iWord = 0
17 - (??) IF (native)
> bCondition = 1
This is a jumping IF, 0x07.
> pTarget = 86D5F42
18 - (25) - SPECIAL
> iWord = 9F
19 - RAW
> bOut = 27
20 - (19) - COPYVAR
> iWord = 800A
> iWord = 8004
21 - (21) - COMPARE
> iWord = 8004
> iWord = FF
22 - (??) IF (native)
> bCondition = 1
This is a jumping IF, 0x07.
> pTarget = 86D5F42
23 - (19) - COPYVAR
> iWord = 8005
> iWord = 800A
24 - (26) - SPECIAL2
> iWord = 800D
> iWord = FF
25 - (19) - COPYVAR
> iWord = 800B
> iWord = 800D
26 - RAW
> bOut = 22
27 - (0D) - KILLSCRIPT
28 - RAW
> bOut = 80
29 - (09) - CALLSTD
> bByte = 80
30 - (??) IF (native)
> bCondition = 5
This is a jumping IF, 0x07.
> pTarget = 86D5F5C
31 - (19) - COPYVAR
> iWord = 8004
> iWord = 8008
32 - (19) - COPYVAR
> iWord = 8005
> iWord = 800A
33 - (25) - SPECIAL
> iWord = FD
34 - (25) - SPECIAL
> iWord = FE
35 - RAW
> bOut = 27
36 - (0F) MESSAGE (native)
> pText = 86D5F76
37 - (09) - CALLSTD
> bByte = 4
38 - (29) - SETFLAG
> iWord = 99
39 - (6C) - RELEASE
40 - (02) - END
43 - SEEK
> pNewOffset = 6D5F0E
44 - (0F) MESSAGE (native)
> pText = 86D5F90
45 - (09) - CALLSTD
> bByte = 4
46 - (6C) - RELEASE
47 - (02) - END
50 - SEEK
> pNewOffset = 6D5F42
51 - (0F) MESSAGE (native)
> pText = 86D5FAA
52 - (09) - CALLSTD
> bByte = 4
53 - (6C) - RELEASE
54 - (02) - END
57 - SEEK
> pNewOffset = 6D5F42
58 - (0F) MESSAGE (native)
> pText = 86D5FAA
59 - (09) - CALLSTD
> bByte = 4
60 - (6C) - RELEASE
61 - (02) - END
64 - SEEK
> pNewOffset = 6D5F5C
65 - RAW
> bOut = 7D
66 - (00) - NOP
67 - (09) - CALLSTD
> bByte = 80
68 - (0F) MESSAGE (native)
> pText = 86D5FC4
69 - (09) - CALLSTD
> bByte = 4
70 - (6C) - RELEASE
71 - (02) - END
77 - SEEK
> pNewOffset = 6D5F28
78 - RAW TEXT
> sOld = "Do you nickname your POKéMON?\nI gave a cool name to mine.\pBut when I call my POKéMON by that\nname, people laugh at me...\pIf it's okay with you, want to trade\nyour \v\h02 for my \v\h03?"
> sNew = "¾ã íãé âÝ×ßâÕáÙ íãéæ ÊÉÅÇÉȬþà ÛÕêÙ Õ ×ããà âÕáÙ èã áÝâÙ­û¼éè ëÜÙâ à ×Õàà áí ÊÉÅÇÉÈ Öí èÜÕèþâÕáÙ¸ äÙãäàÙ àÕéÛÜ Õè áÙ­­­ûÃÚ Ýè´ç ãßÕí ëÝèÜ íãé¸ ëÕâè èã èæÕØÙþíãéæ ý Úãæ áí ý¬ÿ"
79 - SEEK
> pNewOffset = 6D5F76
80 - RAW TEXT
> sOld = "Eheheheh, ooh, this is so exciting!"
> sNew = "¿ÜÙÜÙÜÙܸ ããܸ èÜÝç Ýç çã Ùì×ÝèÝâÛ«ÿ"
81 - SEEK
> pNewOffset = 6D5F90
82 - RAW TEXT
> sOld = "Don't you get curious about what other\npeople named their POKéMON?"
> sNew = "¾ãâ´è íãé ÛÙè ×éæÝãéç ÕÖãéè ëÜÕè ãèÜÙæþäÙãäàÙ âÕáÙØ èÜÙÝæ ÊÉÅÇÉȬÿ"
83 - SEEK
> pNewOffset = 6D5FAA
84 - RAW TEXT
> sOld = "Aww, it's a good POKéMON..."
> sNew = "»ëë¸ Ýè´ç Õ ÛããØ ÊÉÅÇÉÈ­­­ÿ"
85 - SEEK
> pNewOffset = 6D5FAA
86 - RAW TEXT
> sOld = "Aww, it's a good POKéMON..."
> sNew = "»ëë¸ Ýè´ç Õ ÛããØ ÊÉÅÇÉÈ­­­ÿ"
87 - SEEK
> pNewOffset = 6D5FC4
88 - RAW TEXT
> sOld = "But that's no \v\h02.\nTch, that's so disappointing..."
> sNew = "¼éè èÜÕè´ç âã ý­þÎ×ܸ èÜÕè´ç çã ØÝçÕääãÝâèÝâÛ­­­ÿ"
Cleaning up...
Closing file...
Finished processing rubide.rbc.
Thanks. Good Luck!
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Old March 29th, 2007 (5:12 PM).
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Deokishisu Deokishisu is offline
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Nope... It's still not working right...Everything's fine until I reload the map. Then when you talk to the Pokeball again the script repeats. It's almost like the flag was never set. I'm really confused. Here's the script now in spoiler tags:
Spoiler:
#org 0x800000
lock
faceplayer
checkflag 0x10
if 0x1 call 0x800100
msgbox 0x800150
callstd 0x5
compare LASTRESULT 0x1
if 0x1 jump 0x800370
release
end

#org 0x800100
msgbox 0x800300
callstd 0x6
release
end

#org 0x800370
setflag 0x10
msgbox 0x8800250
callstd 0x6
givepokemon 0x98 0x5 0x8B
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
release
end

#org 0x800150
= Do you want the GRASS POKeMON\nCHIKORITA?
#org 0x800300
= It's one of the many POKeBALLs PROF.\nMAPLE has set out for new TRAINERs.
#org 0x800250
= You recieved a CHIKORITA from PROF.\nMAPLE!
The reason I misspell things in my scripts is because I have to completely retype them up. I hack on a laptop which normally doesn't have internet connection so... yeah. Any other reason why it's not working correctly?
  #182   Link to this post, but load the entire thread.  
Old March 29th, 2007 (8:51 PM). Edited March 29th, 2007 by Irish Witch.
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Irish Witch Irish Witch is offline
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Deokishisu: My only suggestion is that maybe 0x10 is a system flag. Try using another one.

EarthsVisitor: Hey, I've been looking at that script on and off too... :( No, I haven't got it to work either.

EDIT: Try putting autobank off at the beginning of the script.
It's possible scripteds buggy coding is getting mixed up if some of the pointers are too large......
(I'm grasping at straws, I don't have time to try it)
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Old March 30th, 2007 (8:57 AM).
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Tnx zel you really helped me
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Pokemon Coralo Version...New Pokemon Petal.
Shyrika Region
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Old March 30th, 2007 (11:40 AM).
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Quote:
Originally Posted by EarthsVisitor View Post
Okay, this is more difficult of a question.
So, I commend anyone who gets this.

This is a "Trading" script, not via link, but in the game, from computer to you.

Okay, my problem is... I compile a script, but after the script compiles, all the stuff I put in there is gone.
And yes, I'm using Free Space I found on the rom.

Here's it before compiling.

Thanks. Good Luck!
Much to Irish Witch's joy, it's just another case of "offset overwriting". You really are having a lot of problems when giving offsets to things. You are just giving 26 bytes for the script at #org 0x6D5EF4, when you have a looooooooong script there, and you start the next just at #org 0x6D5F0E. So here's a little detailed report on what happened. Read it if you want...

First you inserted stuff at 6D5EF4, then the script at 6D5F0E crushed the previous part, and it was inserted correctly. Then the previous script kept inserting stuff, but obviously, it was already broken. Then I think the strings at 6D5F28 and 6D5F76 got corrupted somehow probably caused by the "main script" at 6D5EF4. Finally, at 6D5F90 the strings could be inserted sucessfully (seems like the "main script" ended), however, once again, you were calculating legths incorrectly and the strings got pasted one over another. Quite a little mess... XD

So, either try giving more space to the offsets, like some other guys do (sometimes giving too much space, and wasting... :P). Or... The best choice for you should be learning to use Pokescript...
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Old March 30th, 2007 (1:06 PM).
EarthsVisitor EarthsVisitor is offline
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Thanks alot Zel.
I should've figured that with the clashing of the scripts in the Strings.

I have but one more question.
What part of the script would I need to edit to change the 2 pokemon being traded?

:)
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Old March 30th, 2007 (1:24 PM).
foofatron foofatron is offline
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Do I need to make space with thingy to enter a script?If so how?I saw it on WAH written by Sergo
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Old March 30th, 2007 (9:59 PM).
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Irish Witch Irish Witch is offline
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Quote:
Originally Posted by zel View Post
So, either try giving more space to the offsets, like some other guys do (sometimes giving too much space, and wasting... :P). Or... The best choice for you should be learning to use Pokescript...
:chu: YaaaaY Woohooo Yeah

[Gratuitous slayers reference]
"Great to have you on the team!"
*Slaps Zel on the back and hurt my hand on his stone skin*
[/reference]

*chuckle*

[Curious]
Does that script now that it's working still perform a trade properly?
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Smitten the level 25 Kirlia! :: Myrial the Level 22 Pidgeotto
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Old March 30th, 2007 (11:12 PM).
Prof. 9 Prof. 9 is offline
 
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Quote:
Originally Posted by zel View Post
Well, you can't add any other command after the warp (because you are in another map, and the game forgets about the original script). And, I'm curious about the freeze... What is it? Is it just a normal freeze... Or a constant flashing freeze? (I saw lots of different freeze... As you see... :P)
I don't know but maybe you are overwriting offset. Your main script is quite long... It could be possible... Hex Editors may help you find out.
The script freezes after the player walks up one step (the first time). It never warps the player to the desired location. It just freezes... the player can't move anymore, and not important persons stop moving too. I'm not sure if everything freezes, there are no flowers near the event...

Is there a way to make the player move around some more after warping?
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Old March 31st, 2007 (5:44 AM).
EarthsVisitor EarthsVisitor is offline
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Quote:
Originally Posted by Irish Witch View Post
[Curious]
Does that script now that it's working still perform a trade properly?
The script it self seems to work properly. When I go up to the person, everything that would happen for a trade, happens, unfortunately, I don't have the pokemon he wants so I can't test if the transaction actually works.
I'm trying to figure out how to change the 2 pokemon being traded.
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Old March 31st, 2007 (6:41 AM).
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zel 2.0 zel 2.0 is offline
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Quote:
Originally Posted by Prof. 9 View Post
The script freezes after the player walks up one step (the first time). It never warps the player to the desired location. It just freezes... the player can't move anymore, and not important persons stop moving too. I'm not sure if everything freezes, there are no flowers near the event...

Is there a way to make the player move around some more after warping?
Unfortunately, I don't know any other way than to modify the destiny's map's Level Script, and I don't even know if it'd work, since I always have big troubles when touching them (I usually just erase stuff I don't want to happen). The best possible bet is to put Script Events around the destiny's Warp Event, so as soon as the player moves after the warping, stuff keeps happening.

By the way, since I suppose you've been (or will) doing changes to the script, feel free to post the script again (in spoilers, please), 'cause I think the old one is... old, isn't it?

Quote:
Originally Posted by EarthsVisitor View Post
The script it self seems to work properly. When I go up to the person, everything that would happen for a trade, happens, unfortunately, I don't have the pokemon he wants so I can't test if the transaction actually works.
I'm trying to figure out how to change the 2 pokemon being traded.
Hmmm... Well, usually those scripts end up calling some routine in the game, but the script itself does not actually have the poke to be asked for (I know because I tried it before), so basically you are just repeating an existing event (you are not even adding a "new" trading event, even when you are using new offsets). So all you'd really need to do is: use the existing "trading events" offsets, finding all the people who wants to trade in the game, then hex-modify the pokes they want, and the pokes you'll receive.

For that, you may follow my self made guide... (Which I never posted... Should I post it in a new thread...? :\)

Obviously, FR as always, if R/S/E uses the same format for doing the trades, then it could work for those versions as well.

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")
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! :P), 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)


That should be all, if you follow it carefully everyone'll be able to change the pokes involved in a trade, of course, I don't know how to add new ones... But, how many trades will you need? XD
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Old March 31st, 2007 (8:47 AM). Edited March 31st, 2007 by EarthsVisitor.
EarthsVisitor EarthsVisitor is offline
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Well, that should work.
I'll test it today, when I get some more free time.

I don't really mind getting rid of the other trades to support this one idea in my game.
I'm going to need a total of 6 trades. I think there is enough.

EDIT: You should post that little Tutorial. It might come in handy for more than just me.
EDIT: Worked perfectly for Ruby, Thanks Zel.
EDIT: Lucky for me, there are only 3 Trades in Ruby, I'm gonna spend some time evaluating how to create new trades. (Oh God)
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Old March 31st, 2007 (11:36 PM).
flames flames is offline
 
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Could anyone do me a script of two people blocking an staircase but when you speak to them the move and let you through please?
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Old April 1st, 2007 (4:28 AM).
EarthsVisitor EarthsVisitor is offline
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Quote:
Originally Posted by flames View Post
Could anyone do me a script of two people blocking an staircase but when you speak to them the move and let you through please?
It's best not to ask someone to make a whole script for you, besides, you did not include enough information.
You would need to tell us where the staircase is located, where the people move to, and what they say.
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Old April 1st, 2007 (9:51 AM).
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Irish Witch Irish Witch is offline
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[quote="zel"] IW: You better watch out... I may counterattack with my Ra Tilt... XD[/qoute]

Well I may not be an etherial being but that is still a challenge....
It is so on!!!!

"You who crosses between sky and earth, gently flowing water, gather in my hand and give me power: DEMONA......."

(Attempting to start a RP thread for this. Will edit and put a link in if approved)

------

Good tut on making the trade work effectively btw Zel, and on how to change the character.. You will definitely have to make a tutorial on that!
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Old April 1st, 2007 (9:12 PM).
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wmoor0826 wmoor0826 is offline
 
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Spoiler:
#org $Startscript
Lock
Faceplayer

#org $Pikachu
message $Pikachu
boxset 6
release
end

$Pikachu 1 = PIKACHU: Pika, Pika...


Can sum1 tell me what is wrong with that script? I'm very new at scripting and ne help would be apreciated.
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Old April 1st, 2007 (10:22 PM).
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Christos Christos is offline
 
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Quote:
Originally Posted by wmoor0826 View Post
Spoiler:
#org $Startscript
Lock
Faceplayer

#org $Pikachu
message $Pikachu
boxset 6
release
end

$Pikachu 1 = PIKACHU: Pika, Pika...


Can sum1 tell me what is wrong with that script? I'm very new at scripting and ne help would be apreciated.
I don't use PokéScript but I think you used two same offsets. They're both "$Pikachu".
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Old April 1st, 2007 (11:51 PM).
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he missed a 1 after the pickachu with message

so:

Spoiler:
#org $Startscript
Lock
Faceplayer

#org $Pikachu
message $Pikachu 1
boxset 6
release
end

$Pikachu 1 = PIKACHU: Pika, Pika...


i belive
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Old April 2nd, 2007 (1:26 AM).
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RinniP RinniP is offline
 
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Quote:
Originally Posted by Monkey View Post
he missed a 1 after the pickachu with message

so:

i belive
No he didn't. Christos had the right of it.

' This is a Relative Offset
#org $Pikachu

This is a inline offset (Variable name)
$Pikachu 1 = PIKACHU: blah blah...

So yeah, That's two offsets with the same name in his script.
If I know that script then you don't need:
#Org $Pikachu.

Remove that and you should be fine!
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Old April 2nd, 2007 (11:04 AM).
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Frozen2 Frozen2 is offline
 
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Code:
Rubikon 1.3 by Kyoufu Kawa
--------------------------------------------------------------
Loading command database...
Empty command database detected. Program halted.
I used a Yes/No Script (Typed it over From Christos's Tutorial, so Credit to him ^-^) Open DiamondCutter en then i get this! Waht to do? I have no idea..D;
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Old April 2nd, 2007 (4:34 PM).
wmoor0826's Avatar
wmoor0826 wmoor0826 is offline
 
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Quote:
Originally Posted by RinniP View Post
No he didn't. Christos had the right of it.

' This is a Relative Offset
#org $Pikachu

This is a inline offset (Variable name)
$Pikachu 1 = PIKACHU: blah blah...

So yeah, That's two offsets with the same name in his script.
If I know that script then you don't need:
#Org $Pikachu.

Remove that and you should be fine!
So then what do i do with it?
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