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[ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

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If you are having a lot of trouble with XSE, I would recommend using PKSV-UI.

I had to switch to it after someone tampered with my computer's Unicode libraries.

I personally prefer PKSV, actually.
 
Thank you everyone. I finally have a working copy of XSE 1.1.1. Now.. time to learn how to use it. xD Thanks again.
 
just follow diegoisawesome's mega-huge xse tutorial
 
Does anyone know why this midi sounds distorted after it's assembled into Sappy?
It sounds fine in Anvil Studio.

"image removed"
 
Does anyone know why this midi sounds distorted after it's assembled into Sappy?
It sounds fine in Anvil Studio.

"image removed"

It's probably because you haven't used the right voicegroup.

Try editing the instruments in Anvil Studio according to the voicegroup you're gonna use. If you wanna see the group of voicegroups see Magnius' documentation in the Research & Development Forum.
 
Nope, I wish that was the problem. It's a different type of distortion, not the beeps and square noises. No matter what instruments I use, the problem persists.
 
Nope, I wish that was the problem. It's a different type of distortion, not the beeps and square noises. No matter what instruments I use, the problem persists.

Are you sure you did everything right? From the compiling, inserting, etc.?

Or maybe the error is from your Sappy version or your Mid2Agb program. :/
 
Yeah, the problem lies within the actual tracks of the midi. I've had this problem before with other midis, but I've managed to fix those. I can't fix this certain one for some reason. The attachment that I uploaded was just two tracks of the entire midi. The other five tracks play fine.
 
I have a question!

How do I make a level script run one time only?

And if it helps, here's my script:
Code:
#dynamic 0x750000

#org @start
lock
checkflag 0x6
if 0x1 goto @ended
fadescreen 0x1
preparemsg @msg1
waitmsg
multichoice 0x0 0x0 0x01 0x1
copyvar 0x8000 0x800D
compare 0x8000 0x0
if 0x1 goto @fire
compare 0x8000 0x1
if 0x1 goto @wind
compare 0x8000 0x2
if 0x1 goto @lightning
compare 0x8000 0x3
if 0x1 goto @earth
compare 0x8000 0x4
if 0x1 goto @water
release
end

#org @ended
release
end

#org @fire
setflag 0x1
goto @go1
release
end

#org @wind
setflag 0x2
goto @go2
release
end

#org @lightning
setflag 0x3
goto @go3
release
end

#org @earth
setflag 0x4
goto @go4
release
end

#org @water
setflag 0x5
goto @go5
release
end

#org @go1
msgbox @msg2 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go2
msgbox @msg3 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go3
msgbox @msg4 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go4
msgbox @msg5 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go5
msgbox @msg6 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @msg1
= Choose a town you want to start\nyour adventure from.

#org @msg2
= You have chosen the Fire Town.\nGood luck on your journey!

#org @msg3
= You have chosen the Wind Town.\nGood luck on your journey!

#org @msg4
= You have chosen the Lightning\nTown. Good luck on your journey!

#org @msg5
= You have chosen the Earth Town.\nGood luck on your journey!

#org @msg6
= You have chosen the Water Town.\nGood luck on your journey!
 
You need to set the same variable that you put in the Flag number box in Amap at the end of your script.

Ah yes! I did that. Actually it runs perfectly BUT what I actually want to happen is, once I exit the map and return to it, it wouldn't happen again BUT what happens is the opposite! When I exit and return the same thing happens again!
 
Ah yes! I did that. Actually it runs perfectly BUT what I actually want to happen is, once I exit the map and return to it, it wouldn't happen again BUT what happens is the opposite! When I exit and return the same thing happens again!
Set another variable, then? Or a flag.
 
Still not working. :( Maybe I just have to make two maps. One with the level script one without. :(
Is the script type correct? As in, type 02 (it says something about validating values)-- and, check if the map has other scripts that resets offsets or pointers and if it does, delete said script.
 
I have a question!

How do I make a level script run one time only?

And if it helps, here's my script:
Code:
#dynamic 0x750000

#org @start
lock
checkflag 0x6
if 0x1 goto @ended
fadescreen 0x1
preparemsg @msg1
waitmsg
multichoice 0x0 0x0 0x01 0x1
copyvar 0x8000 0x800D
compare 0x8000 0x0
if 0x1 goto @fire
compare 0x8000 0x1
if 0x1 goto @wind
compare 0x8000 0x2
if 0x1 goto @lightning
compare 0x8000 0x3
if 0x1 goto @earth
compare 0x8000 0x4
if 0x1 goto @water
release
end

#org @ended
release
end

#org @fire
setflag 0x1
goto @go1
release
end

#org @wind
setflag 0x2
goto @go2
release
end

#org @lightning
setflag 0x3
goto @go3
release
end

#org @earth
setflag 0x4
goto @go4
release
end

#org @water
setflag 0x5
goto @go5
release
end

#org @go1
msgbox @msg2 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go2
msgbox @msg3 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go3
msgbox @msg4 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go4
msgbox @msg5 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go5
msgbox @msg6 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @msg1
= Choose a town you want to start\nyour adventure from.

#org @msg2
= You have chosen the Fire Town.\nGood luck on your journey!

#org @msg3
= You have chosen the Wind Town.\nGood luck on your journey!

#org @msg4
= You have chosen the Lightning\nTown. Good luck on your journey!

#org @msg5
= You have chosen the Earth Town.\nGood luck on your journey!

#org @msg6
= You have chosen the Water Town.\nGood luck on your journey!

Change the var that you're using since 0x4000 resets it's value once you enter/leave the map.
 
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