• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Dawn, Gloria, Juliana, or Summer - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Other] Error in Level Script

Danny0317

Fluorite's back, brah
  • 1,066
    Posts
    11
    Years
    • Age 25
    • Seen Nov 19, 2023
    Well here's my script, it works perfectly, unless the player says no in the 0x5 part.
    Spoiler:


    If the player says no what should happen is that the screen fades to black, and a few message boxes happen, a flag is set, sprites dissapear and that's it. But instead what's happening is that the script goes to the beggining of the script instead. It's a level script, by the way. Thanks in advanced. :)
     
    compare LASTRESULT 0x0
    if 0x0 goto 0x880AA82
    It should be if 0x1 goto 0x880AA82
    and idk if this caused any issues but
    applymovement 0x4 0x880A87C
    applymovement 0x2 0x880A824
    applymovement 0x3 0x880A824
    applymovement 0x5 0x880A824
    applymovement 0x6 0x880A824
    I'm not seeing a waitmovement 0x0 after this.

    EDIT: Also, var 4001 might be bad for you, since it's a temporary var. I can't tell what you're trying to use it for, but just letting you know.
     
    Last edited:
    Hmm... not sure I've looked through it and everything seems to be correct. did you change the script tile's unknowns to 3? or maybe the game is just being glitchy which can ruin scripts for me sometimes.

    Also I'm not sure if this could cause an error, but I am using a XSE version that uses 0x800D instead of compare lastresult and in that you don't need to use if 0x0 because if it was 0x1 it would go to the other pointer, but since it isn't it would continue on the same pointer so maybe the lastresult 0x0 is causing problems?
     
    Hmm... not sure I've looked through it and everything seems to be correct. did you change the script tile's unknowns to 3? or maybe the game is just being glitchy which can ruin scripts for me sometimes.

    Also I'm not sure if this could cause an error, but I am using a XSE version that uses 0x800D instead of compare lastresult and in that you don't need to use if 0x0 because if it was 0x1 it would go to the other pointer, but since it isn't it would continue on the same pointer so maybe the lastresult 0x0 is causing problems?

    I did what you suggested, and it worked, thank you! However, I am having an issue. By that I mean I took the pointer off and made it continue, oh yeah, and the issue is that the fadescreen doesn't come back.. After the fadescreen 0x1 all the stuff happens, the messagebox and all, but it doesn't come back to the screen.
     
    try using fadescreen 1 and fadescreen 0 instead 0x1 and 0x0 if that doesn't work then the special 0x8E could also potentially be causing problems as you are refreshing the map while blacked out.
     
    I did what you suggested, and it worked, thank you! However, I am having an issue. By that I mean I took the pointer off and made it continue, oh yeah, and the issue is that the fadescreen doesn't come back.. After the fadescreen 0x1 all the stuff happens, the messagebox and all, but it doesn't come back to the screen.
    You didn't acknowledge my post... butthurt :/
    lol jk. Try putting a waitstate after the second special 0x8E and see if that works. And remove the first one, I don't think you need to use the special twice.
     
    Back
    Top