MarineTyler
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MarineTyler's XSE Scripting Tutorial!!!
I will be updating the thread daily to add all the features of XSE. I plan to Update with a new lesson every week, by the time this Tutorial is over, you should be able to find every bit of information necessary to script by viewing each detailed section!
Intro
Message Scripts and Compiling
Flags
I will be updating the thread daily to add all the features of XSE. I plan to Update with a new lesson every week, by the time this Tutorial is over, you should be able to find every bit of information necessary to script by viewing each detailed section!
Intro
Spoiler:
Introduction
Tools Needed
Terms for XSE
What are Scripts?
Spoiler:
Hello Everyone, My name is Tyler! I have been Pokemon Rom Hacking for about 2 years now, learning everything to about it. I've played all the Popular hacks (Ruby Destiny's, Light Platinum, Flora Sky, etc.) and learned, what the people want, why they want it, and how to make these desires come true. That's why today I am going to bring to you my most impressive skill, Scripting! To me Pokemon hacking, and creating video games in general is all about the scripts. They bring the foundation of what the game is about to life! Lately I have had many members ask me how to script in which I just directed them to Diegoisawesome's Thread. (https://www.pokecommunity.com/threads/164276) But many members still had questions, so instead of explaining myself and Diegoisawesome over and over again, I am going to make this thread! So with Diegoisawesome's permission, I am going to bring you an amazing, hopefully simpler scripting tutorial!
Tools Needed
Spoiler:
XSE (Extreme Script Editor)
FSF (Free Space Finder)
Advanced Map
Your Pokemon Rom
FSF (Free Space Finder)
Advanced Map
Your Pokemon Rom
Terms for XSE
Spoiler:
Dynamic Offsets - Offsets are the data numbers that hold information.
Pointers - Pointers are a set of data numbers that 'point' to the offset where data is held so something can happen.
Commands - Commands are the words used in XSE to make everything happen.
Compile - The process of putting the data into your game to be used.
Pointers - Pointers are a set of data numbers that 'point' to the offset where data is held so something can happen.
Commands - Commands are the words used in XSE to make everything happen.
Compile - The process of putting the data into your game to be used.
What are Scripts?
Spoiler:
Scripts are the information stored in games that allow for any action to be taken within a game. Let's look at what a script looks like.
Scripts, when looked at like this, become extremely easy to understand.
You have your 'Dynamic Offset' which in basic terms mean, "Where the Script is stored in game".
You also have your 'Pointer' which in basic terms mean, "How I find my Dynamic Offset in game".
Finally, we have 'Command' which in basic terms mean, "What do you want to happen in game".
Now that you understand what a Script is compiled of, now we can go onto the fun part. Writing them!
Note* For the sake of the tutorial I am going to use '0x900000' for the Dynamic Offset and 'Start' for the Pointer.
Note* To find Free Space for your Dynamic Offset, use FSF.
Simply open your rom in FSF.
Where it says search from offset type 900000
Then Click Search
and finally, Copy.
This # can be used for your Dynamic Offset!
Code:
#dynamic 0xOffset
#org @pointer
Command
Command
Command
etc.
Scripts, when looked at like this, become extremely easy to understand.
You have your 'Dynamic Offset' which in basic terms mean, "Where the Script is stored in game".
You also have your 'Pointer' which in basic terms mean, "How I find my Dynamic Offset in game".
Finally, we have 'Command' which in basic terms mean, "What do you want to happen in game".
Now that you understand what a Script is compiled of, now we can go onto the fun part. Writing them!
Note* For the sake of the tutorial I am going to use '0x900000' for the Dynamic Offset and 'Start' for the Pointer.
Note* To find Free Space for your Dynamic Offset, use FSF.
Simply open your rom in FSF.
Where it says search from offset type 900000
Then Click Search
and finally, Copy.
![[PokeCommunity.com] MarineTyler's XSE Tutorial! [PokeCommunity.com] MarineTyler's XSE Tutorial!](https://www.mediafire.com/convkey/d666/84is00kd40872q3fg.jpg)
This # can be used for your Dynamic Offset!
Message Scripts and Compiling
Spoiler:
Message Scripts
Compiling the Script
But, How do we use my Script?
Our Message Script Test
Extras for Messages
Spoiler:
Message Scripts are basic scripts that allow text to be shown in game. (Talking, Signs, etc.)
First, let's take a look at a basic Message Script.
Now I'm going to go over this from top to bottom.
#Dynamic 0x900000 - This is where the game is going to store the script in its offset data.
#org @start - #org in scripts signifies the beginning of a script. @start(Pointer) is the pointer that will tell the game where to look in it's offset to find your script.
Note* @(Pointer) can be any word, as long as it has no spaces.
Good Pointers
@start ; @begin ; @MasterZolt ; Iamtheman ;
Bad Pointers
@start here ; Pokemon Love ; Iam a goofygoober
Now let's start the Commands!
Lock - Makes the NPC (Non Playable Character) stop what they are doing. (Walking, Running, Looking around, etc.)
Faceplayer - Makes the NPC look at the player.
Msgbox @talk 0x6 - This command tells the game text is going to appear, and your pointer (@talk) points to what you want to be said.
Boxset #'s
Release - This 'releases' the command 'lock', letting the NPC go back to what they were doing.
End - This is how you 'end' your scripts. It tells the game your script is over and to continue on with the game.
#org @talk = Pokemon is Life - This is the message your "Message @talk(Pointer)" was pointing to. It's written #org @talk because in a sense it is its own script. So we have to 'point' to the information we want displayed. The "Pokemon is Life" is your message itself that will appear in game. You put an '=' before the message to let the game know it's text.
Now that we understand Message Scripts, let's go over Compiling the script into our game.
First, let's take a look at a basic Message Script.
Code:
#dynamic 0x900000
#org @start
lock
faceplayer
msgbox @talk 0x6
release
end
#org @talk
= Pokemon is Life.
Now I'm going to go over this from top to bottom.
#Dynamic 0x900000 - This is where the game is going to store the script in its offset data.
#org @start - #org in scripts signifies the beginning of a script. @start(Pointer) is the pointer that will tell the game where to look in it's offset to find your script.
Note* @(Pointer) can be any word, as long as it has no spaces.
Good Pointers
@start ; @begin ; @MasterZolt ; Iamtheman ;
Bad Pointers
@start here ; Pokemon Love ; Iam a goofygoober
Now let's start the Commands!
Lock - Makes the NPC (Non Playable Character) stop what they are doing. (Walking, Running, Looking around, etc.)
Faceplayer - Makes the NPC look at the player.
Msgbox @talk 0x6 - This command tells the game text is going to appear, and your pointer (@talk) points to what you want to be said.
Boxset #'s
Spoiler:
0x2 - Description:
This is the msgbox used for normal people. Using this type means that you don't need to use the lock, faceplayer or release commands.
0x3 - Description:
Used for signs etc. No lock or faceplayer effect. Only shows the sign textbox when used on an actual sign.
0x4 - Description:
A normal msgbox except for the fact that it does not close. Command closeonkeypress must be used to close it. No lock or faceplayer effect.
0x5 - Used for Yes/No questions. No lock or faceplayer effect.
0x6 - Description:
Normal textbox. Has no lock or faceplayer effect.
This is the msgbox used for normal people. Using this type means that you don't need to use the lock, faceplayer or release commands.
0x3 - Description:
Used for signs etc. No lock or faceplayer effect. Only shows the sign textbox when used on an actual sign.
0x4 - Description:
A normal msgbox except for the fact that it does not close. Command closeonkeypress must be used to close it. No lock or faceplayer effect.
0x5 - Used for Yes/No questions. No lock or faceplayer effect.
0x6 - Description:
Normal textbox. Has no lock or faceplayer effect.
Release - This 'releases' the command 'lock', letting the NPC go back to what they were doing.
End - This is how you 'end' your scripts. It tells the game your script is over and to continue on with the game.
#org @talk = Pokemon is Life - This is the message your "Message @talk(Pointer)" was pointing to. It's written #org @talk because in a sense it is its own script. So we have to 'point' to the information we want displayed. The "Pokemon is Life" is your message itself that will appear in game. You put an '=' before the message to let the game know it's text.
Now that we understand Message Scripts, let's go over Compiling the script into our game.
Compiling the Script
Spoiler:
Now that we have our Script, let's learn how to insert the data into our game so it can be used.
First, open your Rom in XSE.
Next, Let's insert our Script from above in.
Note* I have edited my theme in XSE to preference. You can do this in the 'Format' tab.
Now click the gear
This box should appear... and click copy.
There! You have successfully Compiled your script, and copied the offset for you to put in game!
First, open your Rom in XSE.
![[PokeCommunity.com] MarineTyler's XSE Tutorial! [PokeCommunity.com] MarineTyler's XSE Tutorial!](https://www.mediafire.com/convkey/a6fe/jjniqgo315z7hnwfg.jpg)
Next, Let's insert our Script from above in.
![[PokeCommunity.com] MarineTyler's XSE Tutorial! [PokeCommunity.com] MarineTyler's XSE Tutorial!](https://www.mediafire.com/convkey/83f9/2rcqvn888s40wjafg.jpg)
Note* I have edited my theme in XSE to preference. You can do this in the 'Format' tab.
Now click the gear
![[PokeCommunity.com] MarineTyler's XSE Tutorial! [PokeCommunity.com] MarineTyler's XSE Tutorial!](https://www.mediafire.com/convkey/2020/aukbr0p5k26zt2ifg.jpg)
This box should appear... and click copy.
![[PokeCommunity.com] MarineTyler's XSE Tutorial! [PokeCommunity.com] MarineTyler's XSE Tutorial!](https://www.mediafire.com/convkey/06de/u2ruvvbtaz3rp20fg.jpg)
There! You have successfully Compiled your script, and copied the offset for you to put in game!
But, How do we use my Script?
Spoiler:
Now that we have our script compiled into the game, and have copied the offset where it is stored, we can assign it to an NPC.
First open your Rom in Advanced Map and then open up your map, (I'm using Pallet Town in Pokemon Firered) this should be what you see.
Now first, click on the 'Events' tab and we need to add our NPC or otherwise stated, Sprite. You can do this by going to the Bottom-Right corner and clicking the up arrow on 'Number of Person Events' and then clicking 'Change Events'.
Now on your map you should see a Sprite has appeared in the Top-Left corner. You can drag them anywhere you would like on the map. From here, you're going to want to change them from the original Trainer Sprite. You can do this by clicking the up arrow on 'Picture No:'. I'm going to change the 'Movement Type:' for the sake of the tutorial to show what the command lock does. Finally we need to paste our offset from XSE into the bar that says, 'Script Offset:'.
If you did everything I did, you should see this.
Now click the Save button at the Top-Left corner, and you're Done!
First open your Rom in Advanced Map and then open up your map, (I'm using Pallet Town in Pokemon Firered) this should be what you see.
![[PokeCommunity.com] MarineTyler's XSE Tutorial! [PokeCommunity.com] MarineTyler's XSE Tutorial!](https://www.mediafire.com/convkey/e008/bs1zepsw1a6fyu2fg.jpg)
Now first, click on the 'Events' tab and we need to add our NPC or otherwise stated, Sprite. You can do this by going to the Bottom-Right corner and clicking the up arrow on 'Number of Person Events' and then clicking 'Change Events'.
![[PokeCommunity.com] MarineTyler's XSE Tutorial! [PokeCommunity.com] MarineTyler's XSE Tutorial!](https://www.mediafire.com/convkey/dbe7/j53r5jld56710p2fg.jpg)
Now on your map you should see a Sprite has appeared in the Top-Left corner. You can drag them anywhere you would like on the map. From here, you're going to want to change them from the original Trainer Sprite. You can do this by clicking the up arrow on 'Picture No:'. I'm going to change the 'Movement Type:' for the sake of the tutorial to show what the command lock does. Finally we need to paste our offset from XSE into the bar that says, 'Script Offset:'.
If you did everything I did, you should see this.
![[PokeCommunity.com] MarineTyler's XSE Tutorial! [PokeCommunity.com] MarineTyler's XSE Tutorial!](https://www.mediafire.com/convkey/0efe/17n877bmnpv69wbfg.jpg)
Now click the Save button at the Top-Left corner, and you're Done!
Our Message Script Test
Spoiler:
Success!
Extras for Messages
Spoiler:
Text Adjuster
When you are writing longer messages you have to keep in mind that there is only so much room in the boxes that appear on screen in game. To avoid any glitchy message boxes, use the Text Adjuster. You can find this in XSE under Tools -> Text Adjuster. Type in your message, and click 'convert', and then 'insert'. This makes messages appear the right way in your game.
Special Effects
Text Color
To add color to your text, you have to add these codes right before your message.
FireRed/LeafGreen
Ruby/Sapphire
Emerald
Example:
Here's how it looks in game.
Hex Values
In game there are symbols that we can activate with this command.
Let me start with explaining Special Letters.
When you are in Tools -> Text Adjuster if you right click, it will say at the bottom of the choice window 'Special Characters'. That's how you get letters like the accented 'e' in Pokemon.
\h - Our hex value code.
With this list of options you can make special symbols appear like '$'.
Example:
Here's how it looks in game.
Vars
[player] - Displays player's name.
[rival] - Displays rival's name.
Example:
Note* Player = Zolt ; Rival = Gary
What it look like in game:
When you are writing longer messages you have to keep in mind that there is only so much room in the boxes that appear on screen in game. To avoid any glitchy message boxes, use the Text Adjuster. You can find this in XSE under Tools -> Text Adjuster. Type in your message, and click 'convert', and then 'insert'. This makes messages appear the right way in your game.
Special Effects
Text Color
To add color to your text, you have to add these codes right before your message.
FireRed/LeafGreen
Spoiler:
White - [white_fr]
Black - [black_fr]
Gray - [grey_fr]
Red - [red_fr]
Orange - [orange_fr]
Green - [green_fr]
Light Green - [lightgreen_fr]
Blue - [blue_fr]
Light Blue - [lightblue_fr]
Light Blue 2 - [lightblue2_fr]
Cyan - [cyan_fr]
Light Blue 3 - [lightblue3_fr]
Navy Blue - [navyblue_fr]
Dark Navy Blue - [darknavyblue_fr]
Black - [black_fr]
Gray - [grey_fr]
Red - [red_fr]
Orange - [orange_fr]
Green - [green_fr]
Light Green - [lightgreen_fr]
Blue - [blue_fr]
Light Blue - [lightblue_fr]
Light Blue 2 - [lightblue2_fr]
Cyan - [cyan_fr]
Light Blue 3 - [lightblue3_fr]
Navy Blue - [navyblue_fr]
Dark Navy Blue - [darknavyblue_fr]
Ruby/Sapphire
Spoiler:
Transparent - [transp_rs]
Dark Gray - [darkgrey_rs]
Red - [red_rs]
Light Green - [lightgreen_rs]
Blue - [blue_rs]
Yellow - [yellow_rs]
Cyan - [cyan_rs]
Magenta - [magenta_rs]
Gray - [grey_rs]
Black - [black_rs]
Light Gray - [lightgrey_rs]
White - [white_rs]
Sky Blue - [skyblue_rs]
Dark Sky Blue - [darkskyblue_rs]
Dark Gray - [darkgrey_rs]
Red - [red_rs]
Light Green - [lightgreen_rs]
Blue - [blue_rs]
Yellow - [yellow_rs]
Cyan - [cyan_rs]
Magenta - [magenta_rs]
Gray - [grey_rs]
Black - [black_rs]
Light Gray - [lightgrey_rs]
White - [white_rs]
Sky Blue - [skyblue_rs]
Dark Sky Blue - [darkskyblue_rs]
Emerald
Spoiler:
White - [white_em]
Dark Gray - [darkgrey_em]
Gray - [grey_em]
Red - [red_em]
Orange - [orange_em]
Green - [green_em]
Light Green - [lightgreen_em]
Blue - [blue_em]
Light Blue - [lightblue_em]
White 4 - [white4_em]
Lime Green- [limegreen_em]
Aqua - [aqua_em]
Navy - [navy_em]
Dark Gray - [darkgrey_em]
Gray - [grey_em]
Red - [red_em]
Orange - [orange_em]
Green - [green_em]
Light Green - [lightgreen_em]
Blue - [blue_em]
Light Blue - [lightblue_em]
White 4 - [white4_em]
Lime Green- [limegreen_em]
Aqua - [aqua_em]
Navy - [navy_em]
Example:
Code:
#dynamic 0x900000
#org @start
lock
faceplayer
msgbox @talk 0x6
release
end
#org @talk
= [green_fr]This text is Green!
Here's how it looks in game.
This text is Green!
Hex Values
In game there are symbols that we can activate with this command.
Let me start with explaining Special Letters.
When you are in Tools -> Text Adjuster if you right click, it will say at the bottom of the choice window 'Special Characters'. That's how you get letters like the accented 'e' in Pokemon.
\h - Our hex value code.
With this list of options you can make special symbols appear like '$'.
Spoiler:
00=
01=À
02=Á
03=Â
04=Ç
05=È
06=É
07=Ê
08=Ë
09=Ì
0B=Î
0C=Ï
0D=Ò
0E=Ó
0F=Ô
10=Æ
11=Ù
12=Ú
13=Û
14=Ñ
15=ß
16=à
17=á
19=ç
1A=è
1B=é
1C=ê
1D=ë
1E=ì
20=î
21=ï
22=ò
23=ó
24=ô
25=æ
26=ù
27=ú
28=û
29=ñ
2A=º
2B=ª
2C=·
2D=&
2E=+
34=[Lv]
35==
36=;
51=¿
52=¡
53=[PK]
54=[MN]
55=[PO]
56=[Ke]
57=[BL]
58=[OC]
59=[K]
5A=Í
5B=%
5C=(
5D=)
68=â
6F=í
79=
7A=[D]
7B=[L]
7C=[R]
A1=0
A2=1
A3=2
A4=3
A5=4
A6=5
A7=6
A8=7
A9=8
AA=9
AB=!
AC=?
AD=.
AE=-
AF=·
B0=[...]
B1="
B2=["]
B3='
B4=[']
B5=[m]
B6=[f]
B7=$
B8=,
B9=[x]
BA=/
BB=A
BC=B
BD=C
BE=D
BF=E
C0=F
C1=G
C2=H
C3=I
C4=J
C5=K
C6=L
C7=M
C8=N
C9=O
CA=P
CB=Q
CC=R
CD=S
CE=T
CF=U
D0=V
D1=W
D2=X
D3=Y
D4=Z
D5=a
D6=b
D7=c
D8=d
D9=e
DA=f
DB=g
DC=h
DD=i
DE=j
DF=k
E0=l
E1=m
E2=n
E3=o
E4=p
E5=q
E6=r
E7=s
E8=t
E9=u
EA=v
EB=w
EC=x
ED=y
EE=z
EF=[>]
F0=:
F1=Ä
F2=Ö
F3=Ü
F4=ä
F5=ö
F6=ü
F7=
F8=[d]
F9=[l]
FA=\l
FB=\p
FC=\c
FD=\v
FE=\n
FF=\x
01=À
02=Á
03=Â
04=Ç
05=È
06=É
07=Ê
08=Ë
09=Ì
0B=Î
0C=Ï
0D=Ò
0E=Ó
0F=Ô
10=Æ
11=Ù
12=Ú
13=Û
14=Ñ
15=ß
16=à
17=á
19=ç
1A=è
1B=é
1C=ê
1D=ë
1E=ì
20=î
21=ï
22=ò
23=ó
24=ô
25=æ
26=ù
27=ú
28=û
29=ñ
2A=º
2B=ª
2C=·
2D=&
2E=+
34=[Lv]
35==
36=;
51=¿
52=¡
53=[PK]
54=[MN]
55=[PO]
56=[Ke]
57=[BL]
58=[OC]
59=[K]
5A=Í
5B=%
5C=(
5D=)
68=â
6F=í
79=
7A=[D]
7B=[L]
7C=[R]
A1=0
A2=1
A3=2
A4=3
A5=4
A6=5
A7=6
A8=7
A9=8
AA=9
AB=!
AC=?
AD=.
AE=-
AF=·
B0=[...]
B1="
B2=["]
B3='
B4=[']
B5=[m]
B6=[f]
B7=$
B8=,
B9=[x]
BA=/
BB=A
BC=B
BD=C
BE=D
BF=E
C0=F
C1=G
C2=H
C3=I
C4=J
C5=K
C6=L
C7=M
C8=N
C9=O
CA=P
CB=Q
CC=R
CD=S
CE=T
CF=U
D0=V
D1=W
D2=X
D3=Y
D4=Z
D5=a
D6=b
D7=c
D8=d
D9=e
DA=f
DB=g
DC=h
DD=i
DE=j
DF=k
E0=l
E1=m
E2=n
E3=o
E4=p
E5=q
E6=r
E7=s
E8=t
E9=u
EA=v
EB=w
EC=x
ED=y
EE=z
EF=[>]
F0=:
F1=Ä
F2=Ö
F3=Ü
F4=ä
F5=ö
F6=ü
F7=
F8=[d]
F9=[l]
FA=\l
FB=\p
FC=\c
FD=\v
FE=\n
FF=\x
Example:
Code:
#dynamic 0x900000
#org @start
lock
faceplayer
msgbox @talk 0x6
release
end
#org @talk
= This script works at \h5B100!
Here's how it looks in game.
This script works at %100!
Vars
[player] - Displays player's name.
[rival] - Displays rival's name.
Example:
Code:
#dynamic 0x900000
#org @start
lock
faceplayer
msgbox @talk 0x6
release
end
#org @talk
= [player]: Hey [Rival]! What's up!?
Note* Player = Zolt ; Rival = Gary
What it look like in game:
Zolt: Hey Gary! What's up!?
Flags
Spoiler:
What are Flags?
Using Flags
Preset Flags
Spoiler:
Flags are the 'Event Activators' of Video Games. Without flags, nothing could be started at another point. The game would be one straight line of boring. They are crucial to creating events in a game in a certain series of ways that you determine. Let's say you want a person to appear somewhere, but not until you talk to someone else saying, " I think I saw him down at the beach. ". This would take the action of Flags.
Using Flags
Spoiler:
The best way for me to explain Flags, is to just show you a script with the most common flag usage.
Let's start with checkflag:
Checkflag does exactly as it says, it 'checks' if a flag has been 'set', and if it has been 'set' an different script will be 'pointed' to. It is 'pointed' to by using either "if 0x1 goto @'pointer' - or 'if 0x0 goto @'pointer'" ( If you can't tell the only difference is the '0xvalue' ) 0x1, means that if the flag is set goto @'pointer', and if it's not set, it will continue with the script. Similarly, 0x0 checks if the flag is not set, and if it isn't, it will goto @'pointer', and if the flag is set, the script will continue normally.
My example uses 0x1 which means that the flag will have to be seen first.
Let's learn about setflag:
Setflag does exactly as it says as well, it 'sets' a flag so that it may be 'checked' if so willing. The only part about 'setflag' you really need to know, is that you pay attention to where in a script you choose to 'set' it. Notice how I put 'setflag 0x1200' at the end of the script right before it ended. By putting it there, it skips the checkflag because the flag was checked, and it wasn't there. I put the setflag at the end so that it can be checked the next time you activate the script. ( Talk to the NPC )
Finally, the 0xvalue:
We put an 0xvalue after a flag to determine which flag we are using. ( To be safe, I would just start at 0x1200 and go up from there 0x1201, 0x1202, etc. )
Available Flag Numbers
So this is how the script would work.
Code:
#dynamic 0x900000
#org @start
lock
faceplayer
checkflag 0x1200
if 0x1 goto @done
msgbox @talk 0x6
setflag 0x1200
release
end
#org @talk
= Is this the first time we're meeting? We should be friends!
#org @done
msgbox @speak 0x6
release
end
#org @speak
= Hey you're the guy from before!
Let's start with checkflag:
Checkflag does exactly as it says, it 'checks' if a flag has been 'set', and if it has been 'set' an different script will be 'pointed' to. It is 'pointed' to by using either "if 0x1 goto @'pointer' - or 'if 0x0 goto @'pointer'" ( If you can't tell the only difference is the '0xvalue' ) 0x1, means that if the flag is set goto @'pointer', and if it's not set, it will continue with the script. Similarly, 0x0 checks if the flag is not set, and if it isn't, it will goto @'pointer', and if the flag is set, the script will continue normally.
My example uses 0x1 which means that the flag will have to be seen first.
Let's learn about setflag:
Setflag does exactly as it says as well, it 'sets' a flag so that it may be 'checked' if so willing. The only part about 'setflag' you really need to know, is that you pay attention to where in a script you choose to 'set' it. Notice how I put 'setflag 0x1200' at the end of the script right before it ended. By putting it there, it skips the checkflag because the flag was checked, and it wasn't there. I put the setflag at the end so that it can be checked the next time you activate the script. ( Talk to the NPC )
Finally, the 0xvalue:
We put an 0xvalue after a flag to determine which flag we are using. ( To be safe, I would just start at 0x1200 and go up from there 0x1201, 0x1202, etc. )
Available Flag Numbers
Spoiler:
Firered/Leafgreen:
Ruby/Sapphire:
Emerald:
You can use these, but as I said before, you can also just use 1200 and up to be safe.
Spoiler:
0x1
0x2
0x3
0x4
0x5
0x6
0x2B
0x2C
0x2E
0x2F
0x30
0x31
0x32
0x33
0x34
0x35
0x36
0x37
0x39
0x3D
0x3E
0x3F
0x40
0x41
0x42
0x43
0x44
0x45
0x46
0x47
0x48
0x49
0x4A
0x4B
0x4C
0x4D
0x50
0x52
0x54
0x58
0x59
0x5C
0x5D
0x5F
0x62
0x63
0x64
0x65
0x66
0x67
0x68
0x69
0x6A
0x6B
0x72
0x75
0x7A
0x7B
0x7C
0x7D
0x7E
0x80
0x81
0x82
0x84
0x85
0x86
0x88
0x8B
0x8C
0x8D
0x8E
0x91
0x92
0x93
0x94
0x95
0x96
0x97
0x98
0x99
0x9A
0x9B
0x9C
0x9E
0x9F
0xA0
0xA1
0xA2
0xAA
0xAD
0xAE
0xB1
0xB2
0xB3
0xB4
0xD5
0xD6
0xD7
0xDC
0xEA
0x109
0x10A
0x10B
0x118
0x119
0x11A
0x11B
0x120
0x121
0x124
0x125
0x126
0x127
0x128
0x129
0x142
0x143
0x144
0x163
0x16A
0x16E
0x16F
0x188
0x189
0x190
0x191
0x192
0x1A7
0x1A8
0x1B6
0x1B7
0x1B8
0x1CE
0x1CF
0x1D0
0x219
0x21A
0x21F
0x230
0x231
0x232
0x233
0x234
0x235
0x236
0x237
0x238
0x239
0x23A
0x23B
0x23C
0x23D
0x23F
0x240
0x241
0x243
0x244
0x245
0x246
0x247
0x248
0x249
0x24A
0x24B
0x24D
0x24E
0x24F
0x250
0x251
0x252
0x253
0x254
0x255
0x256
0x257
0x258
0x259
0x25B
0x25E
0x263
0x264
0x265
0x266
0x267
0x268
0x269
0x26A
0x26B
0x26C
0x26D
0x26E
0x26F
0x270
0x271
0x272
0x273
0x274
0x275
0x276
0x278
0x27A
0x27B
0x27C
0x27D
0x27E
0x27F
0x280
0x281
0x282
0x283
0x284
0x285
0x286
0x287
0x288
0x289
0x28A
0x28B
0x28C
0x28D
0x290
0x291
0x292
0x293
0x294
0x295
0x296
0x297
0x298
0x29A
0x29B
0x29C
0x29D
0x29E
0x29F
0x2A0
0x2A1
0x2A2
0x2A3
0x2A5
0x2A6
0x2BB
0x2BC
0x2BD
0x2BE
0x2BF
0x2C0
0x2C1
0x2C2
0x2C3
0x2C4
0x2C5
0x2C6
0x2C7
0x2C8
0x2C9
0x2CA
0x2CB
0x2CC
0x2CD
0x2CE
0x2CF
0x2D0
0x2D1
0x2D2
0x2D3
0x2D4
0x2D5
0x2D6
0x2D7
0x2D8
0x2D9
0x2DA
0x2DB
0x2DC
0x2DD
0x2E1
0x2E2
0x2E3
0x2E4
0x2E5
0x2EC
0x2ED
0x2EE
0x2EF
0x2F0
0x2F1
0x2F2
0x2F3
0x2F4
0x2F5
0x2F6
0x2F7
0x2F8
0x2F9
0x2FA
0x2FB
0x2FC
0x2FD
0x2FE
0x2FF
0x4B0
0x4B1
0x4B2
0x4B3
0x4B4
0x4B5
0x4B6
0x4B7
0x4B8
0x4B9
0x4BA
0x4BB
0x4BC
0x805
0x807
0x820
0x821
0x822
0x823
0x824
0x825
0x826
0x827
0x828
0x829
0x82C
0x82D
0x82F
0x830
0x834
0x83E
0x841
0x842
0x844
0x845
0x846
0x847
0x848
0x849
0x84A
0x84B
0x890
0x891
0x892
0x893
0x894
0x895
0x896
0x897
0x898
0x899
0x89A
0x89B
0x89C
0x89D
0x89E
0x89F
0x8A0
0x8A1
0x8A2
0x8A3
0x8A4
0x8A5
0x8A6
0x8A7
0x8A8
0x8A9
0x8AA
0x8AB
0x8AC
0x8AD
0x8AE
0x8AF
0x8B0
0x8B1
0x8B2
0x8B3
0x8B4
0x8B5
0x8B6
0x8B7
0x8B8
0x8B9
0x8BA
0x8BB
0x8BC
0x8BD
0x8BE
0x8BF
0x8C0
0x8C1
0x8C2
0x2
0x3
0x4
0x5
0x6
0x2B
0x2C
0x2E
0x2F
0x30
0x31
0x32
0x33
0x34
0x35
0x36
0x37
0x39
0x3D
0x3E
0x3F
0x40
0x41
0x42
0x43
0x44
0x45
0x46
0x47
0x48
0x49
0x4A
0x4B
0x4C
0x4D
0x50
0x52
0x54
0x58
0x59
0x5C
0x5D
0x5F
0x62
0x63
0x64
0x65
0x66
0x67
0x68
0x69
0x6A
0x6B
0x72
0x75
0x7A
0x7B
0x7C
0x7D
0x7E
0x80
0x81
0x82
0x84
0x85
0x86
0x88
0x8B
0x8C
0x8D
0x8E
0x91
0x92
0x93
0x94
0x95
0x96
0x97
0x98
0x99
0x9A
0x9B
0x9C
0x9E
0x9F
0xA0
0xA1
0xA2
0xAA
0xAD
0xAE
0xB1
0xB2
0xB3
0xB4
0xD5
0xD6
0xD7
0xDC
0xEA
0x109
0x10A
0x10B
0x118
0x119
0x11A
0x11B
0x120
0x121
0x124
0x125
0x126
0x127
0x128
0x129
0x142
0x143
0x144
0x163
0x16A
0x16E
0x16F
0x188
0x189
0x190
0x191
0x192
0x1A7
0x1A8
0x1B6
0x1B7
0x1B8
0x1CE
0x1CF
0x1D0
0x219
0x21A
0x21F
0x230
0x231
0x232
0x233
0x234
0x235
0x236
0x237
0x238
0x239
0x23A
0x23B
0x23C
0x23D
0x23F
0x240
0x241
0x243
0x244
0x245
0x246
0x247
0x248
0x249
0x24A
0x24B
0x24D
0x24E
0x24F
0x250
0x251
0x252
0x253
0x254
0x255
0x256
0x257
0x258
0x259
0x25B
0x25E
0x263
0x264
0x265
0x266
0x267
0x268
0x269
0x26A
0x26B
0x26C
0x26D
0x26E
0x26F
0x270
0x271
0x272
0x273
0x274
0x275
0x276
0x278
0x27A
0x27B
0x27C
0x27D
0x27E
0x27F
0x280
0x281
0x282
0x283
0x284
0x285
0x286
0x287
0x288
0x289
0x28A
0x28B
0x28C
0x28D
0x290
0x291
0x292
0x293
0x294
0x295
0x296
0x297
0x298
0x29A
0x29B
0x29C
0x29D
0x29E
0x29F
0x2A0
0x2A1
0x2A2
0x2A3
0x2A5
0x2A6
0x2BB
0x2BC
0x2BD
0x2BE
0x2BF
0x2C0
0x2C1
0x2C2
0x2C3
0x2C4
0x2C5
0x2C6
0x2C7
0x2C8
0x2C9
0x2CA
0x2CB
0x2CC
0x2CD
0x2CE
0x2CF
0x2D0
0x2D1
0x2D2
0x2D3
0x2D4
0x2D5
0x2D6
0x2D7
0x2D8
0x2D9
0x2DA
0x2DB
0x2DC
0x2DD
0x2E1
0x2E2
0x2E3
0x2E4
0x2E5
0x2EC
0x2ED
0x2EE
0x2EF
0x2F0
0x2F1
0x2F2
0x2F3
0x2F4
0x2F5
0x2F6
0x2F7
0x2F8
0x2F9
0x2FA
0x2FB
0x2FC
0x2FD
0x2FE
0x2FF
0x4B0
0x4B1
0x4B2
0x4B3
0x4B4
0x4B5
0x4B6
0x4B7
0x4B8
0x4B9
0x4BA
0x4BB
0x4BC
0x805
0x807
0x820
0x821
0x822
0x823
0x824
0x825
0x826
0x827
0x828
0x829
0x82C
0x82D
0x82F
0x830
0x834
0x83E
0x841
0x842
0x844
0x845
0x846
0x847
0x848
0x849
0x84A
0x84B
0x890
0x891
0x892
0x893
0x894
0x895
0x896
0x897
0x898
0x899
0x89A
0x89B
0x89C
0x89D
0x89E
0x89F
0x8A0
0x8A1
0x8A2
0x8A3
0x8A4
0x8A5
0x8A6
0x8A7
0x8A8
0x8A9
0x8AA
0x8AB
0x8AC
0x8AD
0x8AE
0x8AF
0x8B0
0x8B1
0x8B2
0x8B3
0x8B4
0x8B5
0x8B6
0x8B7
0x8B8
0x8B9
0x8BA
0x8BB
0x8BC
0x8BD
0x8BE
0x8BF
0x8C0
0x8C1
0x8C2
Ruby/Sapphire:
Spoiler:
0x1
0x2
0x3
0x4
0x5
0x6
0x11
0x12
0x13
0x14
0x15
0x16
0x17
0x18
0x19
0x1A
0x1B
0x1C
0x1D
0x1E
0x1F
0x20
0x2B
0x2C
0x2E
0x2F
0x30
0x31
0x32
0x33
0x34
0x35
0x36
0x37
0x38
0x39
0x3D
0x3E
0x3F
0x40
0x41
0x42
0x43
0x44
0x45
0x46
0x47
0x48
0x49
0x4A
0x4B
0x4C
0x4D
0x50
0x51
0x52
0x54
0x58
0x59
0x5A
0x5B
0x5C
0x5D
0x5E
0x5F
0x60
0x62
0x63
0x64
0x65
0x66
0x67
0x68
0x69
0x6A
0x6B
0x6D
0x6E
0x6F
0x70
0x71
0x72
0x73
0x74
0x75
0x76
0x77
0x79
0x7A
0x7B
0x7C
0x7D
0x7E
0x7F
0x80
0x81
0x82
0x83
0x84
0x85
0x86
0x87
0x88
0x89
0x8A
0x8B
0x8C
0x8D
0x8E
0x8F
0x90
0x91
0x92
0x93
0x94
0x95
0x96
0x97
0x98
0x99
0x9A
0x9B
0x9C
0x9E
0x9F
0xA0
0xA1
0xA2
0xA3
0xA4
0xA5
0xA6
0xA7
0xA8
0xA9
0xAA
0xAB
0xAC
0xAD
0xAE
0xAF
0xB0
0xB1
0xB2
0xB3
0xB4
0xB5
0xB6
0xB7
0xB8
0xB9
0xBA
0xBB
0xBC
0xBD
0xBE
0xBF
0xC0
0xC1
0xC2
0xC3
0xC4
0xC5
0xC6
0xC7
0xC8
0xC9
0xCA
0xCB
0xCC
0xCD
0xCE
0xD0
0xD1
0xD4
0xD5
0xD6
0xD7
0xD8
0xD9
0xDA
0xDB
0xDC
0xDD
0xDE
0xDF
0xE0
0xE1
0xE2
0xE3
0xE4
0xE5
0xE6
0xE7
0xE8
0xE9
0xEA
0xEB
0xEC
0xED
0xEE
0xEF
0xF0
0xF1
0xF2
0xF3
0xF4
0xF5
0xF6
0xF7
0xF8
0xF9
0xFA
0xFB
0xFC
0xFE
0xFF
0x100
0x101
0x102
0x103
0x104
0x105
0x106
0x107
0x108
0x109
0x10A
0x10B
0x10D
0x10E
0x10F
0x110
0x111
0x112
0x113
0x114
0x115
0x116
0x117
0x118
0x119
0x11A
0x11B
0x11C
0x11D
0x11E
0x11F
0x120
0x121
0x122
0x124
0x125
0x126
0x127
0x128
0x129
0x12A
0x12B
0x12C
0x12D
0x12E
0x138
0x140
0x141
0x142
0x143
0x144
0x163
0x16A
0x16E
0x16F
0x188
0x189
0x190
0x191
0x192
0x194
0x1A7
0x1A8
0x1A9
0x1AA
0x1B6
0x1B7
0x1B8
0x1CE
0x1CF
0x1D0
0x1E5
0x1E6
0x1ED
0x1EE
0x1EF
0x219
0x21A
0x21F
0x230
0x231
0x232
0x233
0x234
0x235
0x236
0x237
0x238
0x239
0x23A
0x23B
0x23C
0x23D
0x23F
0x240
0x241
0x243
0x244
0x245
0x246
0x247
0x248
0x249
0x24A
0x24B
0x24D
0x24E
0x24F
0x250
0x251
0x252
0x253
0x254
0x255
0x256
0x257
0x258
0x259
0x25B
0x25E
0x263
0x264
0x265
0x266
0x267
0x268
0x269
0x26A
0x26B
0x26C
0x26D
0x26E
0x26F
0x270
0x271
0x272
0x273
0x274
0x275
0x276
0x278
0x279
0x27A
0x27B
0x27C
0x27D
0x27E
0x27F
0x280
0x281
0x282
0x283
0x284
0x285
0x286
0x287
0x288
0x289
0x28A
0x28B
0x28C
0x28D
0x28E
0x28F
0x290
0x291
0x292
0x293
0x294
0x295
0x296
0x297
0x298
0x29A
0x29B
0x29C
0x29D
0x29E
0x29F
0x2A0
0x2A1
0x2A2
0x2A3
0x2A5
0x2A6
0x2BB
0x2BC
0x2BD
0x2BE
0x2BF
0x2C0
0x2C1
0x2C2
0x2C3
0x2C4
0x2C5
0x2C6
0x2C7
0x2C8
0x2C9
0x2CA
0x2CB
0x2CC
0x2CD
0x2CE
0x2CF
0x2D0
0x2D1
0x2D2
0x2D3
0x2D4
0x2D5
0x2D6
0x2D7
0x2D8
0x2D9
0x2DA
0x2DB
0x2DC
0x2DD
0x2E1
0x2E2
0x2E3
0x2E4
0x2E5
0x2E6
0x2E7
0x2E8
0x2EC
0x2ED
0x2EE
0x2EF
0x2F0
0x2F1
0x2F2
0x2F3
0x2F4
0x2F5
0x2F6
0x2F7
0x2F8
0x2F9
0x2FA
0x2FB
0x2FC
0x2FD
0x2FE
0x2FF
0x300
0x301
0x302
0x303
0x305
0x307
0x308
0x309
0x30A
0x30B
0x30C
0x30D
0x310
0x311
0x31C
0x31D
0x31E
0x31F
0x320
0x321
0x322
0x323
0x326
0x327
0x328
0x329
0x32E
0x32F
0x330
0x333
0x335
0x336
0x33C
0x33D
0x33F
0x343
0x348
0x349
0x34D
0x34E
0x350
0x351
0x354
0x356
0x357
0x358
0x35A
0x35B
0x35C
0x362
0x364
0x365
0x366
0x36D
0x36E
0x370
0x371
0x372
0x373
0x379
0x37A
0x37B
0x37C
0x37D
0x37E
0x380
0x381
0x382
0x384
0x385
0x386
0x387
0x388
0x389
0x38A
0x38F
0x390
0x391
0x393
0x394
0x395
0x396
0x39E
0x39F
0x3A0
0x3A5
0x3A6
0x3A7
0x3A8
0x3A9
0x3AC
0x3AD
0x3AE
0x3B0
0x3B1
0x3B2
0x3B3
0x3B4
0x3B5
0x3B7
0x3B8
0x3B9
0x3BA
0x3BB
0x3BC
0x3BD
0x3BE
0x3BF
0x3C1
0x3C2
0x3C3
0x3C4
0x3C5
0x3C7
0x3C8
0x3CD
0x3CE
0x3CF
0x3D0
0x3D1
0x3D2
0x3D3
0x3D4
0x3D6
0x3D7
0x3D8
0x3D9
0x3DA
0x3DB
0x3DC
0x3DD
0x3DE
0x3DF
0x436
0x4B0
0x4B1
0x4B2
0x4B3
0x4B4
0x4B5
0x4B6
0x4B7
0x4B8
0x4B9
0x4BA
0x4BB
0x4BC
0x4BD
0x4C1
0x4C9
0x4CD
0x4D4
0x4DD
0x4DE
0x4DF
0x4E0
0x800
0x801
0x802
0x804
0x805
0x806
0x807
0x808
0x809
0x80A
0x80B
0x80C
0x80D
0x80E
0x80F
0x810
0x811
0x812
0x813
0x814
0x815
0x816
0x817
0x818
0x819
0x81A
0x81B
0x81C
0x81D
0x81E
0x820
0x821
0x822
0x823
0x824
0x825
0x826
0x827
0x828
0x829
0x82A
0x82B
0x82C
0x82D
0x82F
0x830
0x832
0x834
0x83A
0x83B
0x83C
0x83D
0x83E
0x83F
0x840
0x841
0x842
0x843
0x844
0x845
0x846
0x847
0x848
0x849
0x84A
0x84B
0x84C
0x84F
0x850
0x851
0x852
0x853
0x854
0x855
0x856
0x857
0x858
0x859
0x85A
0x85B
0x85C
0x85E
0x85F
0x860
0x861
0x863
0x890
0x891
0x892
0x893
0x894
0x895
0x896
0x897
0x898
0x899
0x89A
0x89B
0x89C
0x89D
0x89E
0x89F
0x8A0
0x8A1
0x8A2
0x8A3
0x8A4
0x8A5
0x8A6
0x8A7
0x8A8
0x8A9
0x8AA
0x8AB
0x8AC
0x8AD
0x8AE
0x8AF
0x8B0
0x8B1
0x8B2
0x8B3
0x8B4
0x8B5
0x8B6
0x8B7
0x8B8
0x8B9
0x8BA
0x8BB
0x8BC
0x8BD
0x8BE
0x8BF
0x8C0
0x8C1
0x8C2
0x8CA
0x8CB
0x8CC
0x8CD
0x8CE
0x8CF
0x8D0
0x8D1
0x8D2
0x2
0x3
0x4
0x5
0x6
0x11
0x12
0x13
0x14
0x15
0x16
0x17
0x18
0x19
0x1A
0x1B
0x1C
0x1D
0x1E
0x1F
0x20
0x2B
0x2C
0x2E
0x2F
0x30
0x31
0x32
0x33
0x34
0x35
0x36
0x37
0x38
0x39
0x3D
0x3E
0x3F
0x40
0x41
0x42
0x43
0x44
0x45
0x46
0x47
0x48
0x49
0x4A
0x4B
0x4C
0x4D
0x50
0x51
0x52
0x54
0x58
0x59
0x5A
0x5B
0x5C
0x5D
0x5E
0x5F
0x60
0x62
0x63
0x64
0x65
0x66
0x67
0x68
0x69
0x6A
0x6B
0x6D
0x6E
0x6F
0x70
0x71
0x72
0x73
0x74
0x75
0x76
0x77
0x79
0x7A
0x7B
0x7C
0x7D
0x7E
0x7F
0x80
0x81
0x82
0x83
0x84
0x85
0x86
0x87
0x88
0x89
0x8A
0x8B
0x8C
0x8D
0x8E
0x8F
0x90
0x91
0x92
0x93
0x94
0x95
0x96
0x97
0x98
0x99
0x9A
0x9B
0x9C
0x9E
0x9F
0xA0
0xA1
0xA2
0xA3
0xA4
0xA5
0xA6
0xA7
0xA8
0xA9
0xAA
0xAB
0xAC
0xAD
0xAE
0xAF
0xB0
0xB1
0xB2
0xB3
0xB4
0xB5
0xB6
0xB7
0xB8
0xB9
0xBA
0xBB
0xBC
0xBD
0xBE
0xBF
0xC0
0xC1
0xC2
0xC3
0xC4
0xC5
0xC6
0xC7
0xC8
0xC9
0xCA
0xCB
0xCC
0xCD
0xCE
0xD0
0xD1
0xD4
0xD5
0xD6
0xD7
0xD8
0xD9
0xDA
0xDB
0xDC
0xDD
0xDE
0xDF
0xE0
0xE1
0xE2
0xE3
0xE4
0xE5
0xE6
0xE7
0xE8
0xE9
0xEA
0xEB
0xEC
0xED
0xEE
0xEF
0xF0
0xF1
0xF2
0xF3
0xF4
0xF5
0xF6
0xF7
0xF8
0xF9
0xFA
0xFB
0xFC
0xFE
0xFF
0x100
0x101
0x102
0x103
0x104
0x105
0x106
0x107
0x108
0x109
0x10A
0x10B
0x10D
0x10E
0x10F
0x110
0x111
0x112
0x113
0x114
0x115
0x116
0x117
0x118
0x119
0x11A
0x11B
0x11C
0x11D
0x11E
0x11F
0x120
0x121
0x122
0x124
0x125
0x126
0x127
0x128
0x129
0x12A
0x12B
0x12C
0x12D
0x12E
0x138
0x140
0x141
0x142
0x143
0x144
0x163
0x16A
0x16E
0x16F
0x188
0x189
0x190
0x191
0x192
0x194
0x1A7
0x1A8
0x1A9
0x1AA
0x1B6
0x1B7
0x1B8
0x1CE
0x1CF
0x1D0
0x1E5
0x1E6
0x1ED
0x1EE
0x1EF
0x219
0x21A
0x21F
0x230
0x231
0x232
0x233
0x234
0x235
0x236
0x237
0x238
0x239
0x23A
0x23B
0x23C
0x23D
0x23F
0x240
0x241
0x243
0x244
0x245
0x246
0x247
0x248
0x249
0x24A
0x24B
0x24D
0x24E
0x24F
0x250
0x251
0x252
0x253
0x254
0x255
0x256
0x257
0x258
0x259
0x25B
0x25E
0x263
0x264
0x265
0x266
0x267
0x268
0x269
0x26A
0x26B
0x26C
0x26D
0x26E
0x26F
0x270
0x271
0x272
0x273
0x274
0x275
0x276
0x278
0x279
0x27A
0x27B
0x27C
0x27D
0x27E
0x27F
0x280
0x281
0x282
0x283
0x284
0x285
0x286
0x287
0x288
0x289
0x28A
0x28B
0x28C
0x28D
0x28E
0x28F
0x290
0x291
0x292
0x293
0x294
0x295
0x296
0x297
0x298
0x29A
0x29B
0x29C
0x29D
0x29E
0x29F
0x2A0
0x2A1
0x2A2
0x2A3
0x2A5
0x2A6
0x2BB
0x2BC
0x2BD
0x2BE
0x2BF
0x2C0
0x2C1
0x2C2
0x2C3
0x2C4
0x2C5
0x2C6
0x2C7
0x2C8
0x2C9
0x2CA
0x2CB
0x2CC
0x2CD
0x2CE
0x2CF
0x2D0
0x2D1
0x2D2
0x2D3
0x2D4
0x2D5
0x2D6
0x2D7
0x2D8
0x2D9
0x2DA
0x2DB
0x2DC
0x2DD
0x2E1
0x2E2
0x2E3
0x2E4
0x2E5
0x2E6
0x2E7
0x2E8
0x2EC
0x2ED
0x2EE
0x2EF
0x2F0
0x2F1
0x2F2
0x2F3
0x2F4
0x2F5
0x2F6
0x2F7
0x2F8
0x2F9
0x2FA
0x2FB
0x2FC
0x2FD
0x2FE
0x2FF
0x300
0x301
0x302
0x303
0x305
0x307
0x308
0x309
0x30A
0x30B
0x30C
0x30D
0x310
0x311
0x31C
0x31D
0x31E
0x31F
0x320
0x321
0x322
0x323
0x326
0x327
0x328
0x329
0x32E
0x32F
0x330
0x333
0x335
0x336
0x33C
0x33D
0x33F
0x343
0x348
0x349
0x34D
0x34E
0x350
0x351
0x354
0x356
0x357
0x358
0x35A
0x35B
0x35C
0x362
0x364
0x365
0x366
0x36D
0x36E
0x370
0x371
0x372
0x373
0x379
0x37A
0x37B
0x37C
0x37D
0x37E
0x380
0x381
0x382
0x384
0x385
0x386
0x387
0x388
0x389
0x38A
0x38F
0x390
0x391
0x393
0x394
0x395
0x396
0x39E
0x39F
0x3A0
0x3A5
0x3A6
0x3A7
0x3A8
0x3A9
0x3AC
0x3AD
0x3AE
0x3B0
0x3B1
0x3B2
0x3B3
0x3B4
0x3B5
0x3B7
0x3B8
0x3B9
0x3BA
0x3BB
0x3BC
0x3BD
0x3BE
0x3BF
0x3C1
0x3C2
0x3C3
0x3C4
0x3C5
0x3C7
0x3C8
0x3CD
0x3CE
0x3CF
0x3D0
0x3D1
0x3D2
0x3D3
0x3D4
0x3D6
0x3D7
0x3D8
0x3D9
0x3DA
0x3DB
0x3DC
0x3DD
0x3DE
0x3DF
0x436
0x4B0
0x4B1
0x4B2
0x4B3
0x4B4
0x4B5
0x4B6
0x4B7
0x4B8
0x4B9
0x4BA
0x4BB
0x4BC
0x4BD
0x4C1
0x4C9
0x4CD
0x4D4
0x4DD
0x4DE
0x4DF
0x4E0
0x800
0x801
0x802
0x804
0x805
0x806
0x807
0x808
0x809
0x80A
0x80B
0x80C
0x80D
0x80E
0x80F
0x810
0x811
0x812
0x813
0x814
0x815
0x816
0x817
0x818
0x819
0x81A
0x81B
0x81C
0x81D
0x81E
0x820
0x821
0x822
0x823
0x824
0x825
0x826
0x827
0x828
0x829
0x82A
0x82B
0x82C
0x82D
0x82F
0x830
0x832
0x834
0x83A
0x83B
0x83C
0x83D
0x83E
0x83F
0x840
0x841
0x842
0x843
0x844
0x845
0x846
0x847
0x848
0x849
0x84A
0x84B
0x84C
0x84F
0x850
0x851
0x852
0x853
0x854
0x855
0x856
0x857
0x858
0x859
0x85A
0x85B
0x85C
0x85E
0x85F
0x860
0x861
0x863
0x890
0x891
0x892
0x893
0x894
0x895
0x896
0x897
0x898
0x899
0x89A
0x89B
0x89C
0x89D
0x89E
0x89F
0x8A0
0x8A1
0x8A2
0x8A3
0x8A4
0x8A5
0x8A6
0x8A7
0x8A8
0x8A9
0x8AA
0x8AB
0x8AC
0x8AD
0x8AE
0x8AF
0x8B0
0x8B1
0x8B2
0x8B3
0x8B4
0x8B5
0x8B6
0x8B7
0x8B8
0x8B9
0x8BA
0x8BB
0x8BC
0x8BD
0x8BE
0x8BF
0x8C0
0x8C1
0x8C2
0x8CA
0x8CB
0x8CC
0x8CD
0x8CE
0x8CF
0x8D0
0x8D1
0x8D2
Emerald:
Spoiler:
0x1
0x2
0x3
0x4
0x11
0x12
0x13
0x14
0x15
0x16
0x17
0x18
0x19
0x1A
0x1B
0x1C
0x1D
0x1E
0x1F
0x38
0x41
0x47
0x48
0x49
0x4A
0x50
0x51
0x52
0x53
0x58
0x59
0x5A
0x5B
0x5C
0x5D
0x5E
0x5F
0x60
0x61
0x62
0x63
0x64
0x65
0x66
0x67
0x69
0x6A
0x6B
0x6C
0x6D
0x6E
0x6F
0x70
0x71
0x73
0x74
0x75
0x76
0x77
0x78
0x79
0x7A
0x7B
0x7C
0x7D
0x7E
0x7F
0x80
0x81
0x82
0x83
0x84
0x85
0x86
0x87
0x88
0x89
0x8A
0x8B
0x8C
0x8D
0x8E
0x8F
0x90
0x91
0x92
0x93
0x94
0x95
0x97
0x98
0x99
0x9A
0x9B
0x9C
0x9D
0x9E
0x9F
0xA0
0xA1
0xA2
0xA3
0xA4
0xA5
0xA6
0xA7
0xA8
0xA9
0xAA
0xAB
0xAC
0xAE
0xAF
0xB0
0xB1
0xB2
0xB3
0xB4
0xB5
0xB6
0xB7
0xB8
0xB9
0xBA
0xBB
0xBC
0xBD
0xBE
0xBF
0xC0
0xC1
0xC2
0xC3
0xC4
0xC5
0xC6
0xC7
0xC8
0xC9
0xCA
0xCB
0xCC
0xCD
0xCE
0xCF
0xD0
0xD1
0xD2
0xD3
0xD4
0xD5
0xD7
0xD8
0xD9
0xDA
0xDB
0xDD
0xDE
0xDF
0xE0
0xE1
0xE2
0xE3
0xE4
0xE5
0xE6
0xE7
0xE8
0xE9
0xEA
0xEB
0xEC
0xED
0xEE
0xEF
0xF0
0xF1
0xF2
0xF3
0xF4
0xF5
0xF6
0xF7
0xF8
0xF9
0xFA
0xFB
0xFC
0xFD
0xFE
0xFF
0x100
0x101
0x102
0x103
0x104
0x105
0x106
0x107
0x108
0x109
0x10A
0x10B
0x10D
0x10E
0x10F
0x110
0x111
0x112
0x113
0x114
0x115
0x116
0x117
0x118
0x119
0x11A
0x11B
0x11C
0x11D
0x11E
0x11F
0x120
0x121
0x122
0x124
0x125
0x126
0x127
0x128
0x129
0x12A
0x12B
0x12C
0x12D
0x12E
0x12F
0x130
0x131
0x132
0x133
0x134
0x135
0x136
0x137
0x138
0x139
0x140
0x141
0x143
0x14E
0x14F
0x150
0x151
0x152
0x153
0x154
0x155
0x156
0x157
0x159
0x15A
0x15B
0x191
0x192
0x194
0x1A9
0x1AA
0x1AC
0x1AD
0x1AE
0x1AF
0x1B0
0x1B1
0x1B2
0x1B3
0x1B4
0x1B5
0x1B6
0x1B7
0x1B8
0x1B9
0x1BA
0x1BB
0x1BC
0x1BD
0x1BE
0x1BF
0x1C0
0x1C1
0x1C2
0x1C3
0x1C4
0x1C5
0x1C6
0x1C7
0x1C8
0x1C9
0x1CA
0x1CB
0x1CC
0x1CD
0x1CE
0x1CF
0x1D0
0x1D1
0x1D2
0x1D4
0x1D5
0x1D6
0x1D7
0x1D8
0x1D9
0x1DB
0x1DC
0x1DD
0x1ED
0x1EE
0x1EF
0x1F5
0x1F6
0x23B
0x23C
0x23D
0x23E
0x23F
0x246
0x247
0x248
0x249
0x24F
0x25E
0x265
0x266
0x281
0x287
0x288
0x289
0x28A
0x28E
0x28F
0x2BC
0x2BD
0x2BF
0x2C0
0x2C1
0x2C2
0x2C3
0x2C4
0x2C5
0x2C6
0x2C7
0x2C8
0x2C9
0x2CA
0x2CB
0x2CC
0x2CE
0x2CF
0x2D0
0x2D1
0x2D2
0x2D6
0x2D8
0x2DA
0x2DC
0x2DF
0x2E0
0x2E1
0x2E2
0x2E3
0x2E4
0x2E5
0x2E6
0x2E7
0x2E8
0x2E9
0x2EA
0x2F1
0x2F2
0x2F3
0x2F4
0x2F6
0x2F7
0x2F8
0x2F9
0x2FA
0x2FB
0x2FC
0x2FE
0x2FF
0x300
0x301
0x302
0x303
0x307
0x308
0x309
0x30A
0x30B
0x30C
0x30D
0x30E
0x30F
0x310
0x311
0x313
0x314
0x319
0x31C
0x31D
0x31E
0x31F
0x320
0x321
0x322
0x323
0x326
0x327
0x328
0x329
0x32E
0x32F
0x330
0x331
0x332
0x333
0x335
0x336
0x337
0x33A
0x33B
0x33C
0x33D
0x33E
0x33F
0x340
0x343
0x347
0x348
0x349
0x34A
0x34B
0x34C
0x34D
0x34E
0x34F
0x350
0x351
0x354
0x356
0x357
0x358
0x359
0x35A
0x35B
0x35C
0x35E
0x35F
0x360
0x361
0x362
0x365
0x366
0x369
0x36A
0x36D
0x36E
0x370
0x371
0x372
0x373
0x379
0x37A
0x37B
0x37C
0x37D
0x37E
0x380
0x381
0x382
0x384
0x385
0x386
0x387
0x388
0x389
0x38A
0x390
0x391
0x393
0x394
0x395
0x396
0x39C
0x39E
0x39F
0x3A0
0x3A1
0x3A5
0x3A6
0x3A7
0x3A8
0x3A9
0x3AC
0x3AD
0x3AE
0x3B0
0x3B1
0x3B2
0x3B3
0x3B4
0x3B5
0x3B7
0x3B8
0x3B9
0x3BA
0x3BB
0x3BC
0x3BD
0x3BE
0x3BF
0x3C1
0x3C2
0x3C3
0x3C4
0x3C5
0x3C7
0x3C8
0x3CD
0x3CE
0x3CF
0x3D0
0x3D1
0x3D2
0x3D3
0x3D4
0x3D7
0x3D8
0x3DF
0x3E0
0x3E1
0x3E2
0x3E5
0x3E6
0x3E7
0x436
0x4F0
0x4F1
0x4F2
0x4F3
0x4F4
0x4F5
0x4F6
0x4F7
0x4F8
0x4FB
0x4FC
0x4FD
0x4FE
0x860
0x861
0x862
0x864
0x865
0x866
0x867
0x868
0x869
0x86A
0x86B
0x86C
0x86D
0x86E
0x870
0x871
0x872
0x873
0x874
0x875
0x876
0x877
0x878
0x879
0x87A
0x87B
0x87C
0x87E
0x880
0x889
0x88A
0x88B
0x892
0x89A
0x89B
0x89C
0x89D
0x89E
0x89F
0x8A0
0x8A1
0x8A3
0x8A4
0x8A5
0x8A6
0x8A7
0x8A8
0x8A9
0x8AA
0x8AB
0x8AF
0x8B0
0x8B1
0x8B2
0x8B3
0x8B4
0x8B5
0x8B6
0x8B7
0x8B8
0x8B9
0x8BA
0x8BB
0x8BC
0x8BE
0x8BF
0x8C0
0x8C1
0x8C3
0x8C4
0x8C5
0x8C6
0x8C7
0x8C8
0x8C9
0x8CA
0x8CB
0x8CC
0x8CD
0x8CE
0x8CF
0x8D0
0x8D1
0x8D2
0x8D3
0x8D4
0x8D5
0x8D6
0x8D8
0x8D9
0x8DA
0x8DC
0x8DD
0x8DE
0x8DF
0x8E0
0x8E1
0x8E2
0x921
0x92A
0x92B
0x92C
0x92D
0x92E
0x92F
0x930
0x931
0x932
0x934
0x2
0x3
0x4
0x11
0x12
0x13
0x14
0x15
0x16
0x17
0x18
0x19
0x1A
0x1B
0x1C
0x1D
0x1E
0x1F
0x38
0x41
0x47
0x48
0x49
0x4A
0x50
0x51
0x52
0x53
0x58
0x59
0x5A
0x5B
0x5C
0x5D
0x5E
0x5F
0x60
0x61
0x62
0x63
0x64
0x65
0x66
0x67
0x69
0x6A
0x6B
0x6C
0x6D
0x6E
0x6F
0x70
0x71
0x73
0x74
0x75
0x76
0x77
0x78
0x79
0x7A
0x7B
0x7C
0x7D
0x7E
0x7F
0x80
0x81
0x82
0x83
0x84
0x85
0x86
0x87
0x88
0x89
0x8A
0x8B
0x8C
0x8D
0x8E
0x8F
0x90
0x91
0x92
0x93
0x94
0x95
0x97
0x98
0x99
0x9A
0x9B
0x9C
0x9D
0x9E
0x9F
0xA0
0xA1
0xA2
0xA3
0xA4
0xA5
0xA6
0xA7
0xA8
0xA9
0xAA
0xAB
0xAC
0xAE
0xAF
0xB0
0xB1
0xB2
0xB3
0xB4
0xB5
0xB6
0xB7
0xB8
0xB9
0xBA
0xBB
0xBC
0xBD
0xBE
0xBF
0xC0
0xC1
0xC2
0xC3
0xC4
0xC5
0xC6
0xC7
0xC8
0xC9
0xCA
0xCB
0xCC
0xCD
0xCE
0xCF
0xD0
0xD1
0xD2
0xD3
0xD4
0xD5
0xD7
0xD8
0xD9
0xDA
0xDB
0xDD
0xDE
0xDF
0xE0
0xE1
0xE2
0xE3
0xE4
0xE5
0xE6
0xE7
0xE8
0xE9
0xEA
0xEB
0xEC
0xED
0xEE
0xEF
0xF0
0xF1
0xF2
0xF3
0xF4
0xF5
0xF6
0xF7
0xF8
0xF9
0xFA
0xFB
0xFC
0xFD
0xFE
0xFF
0x100
0x101
0x102
0x103
0x104
0x105
0x106
0x107
0x108
0x109
0x10A
0x10B
0x10D
0x10E
0x10F
0x110
0x111
0x112
0x113
0x114
0x115
0x116
0x117
0x118
0x119
0x11A
0x11B
0x11C
0x11D
0x11E
0x11F
0x120
0x121
0x122
0x124
0x125
0x126
0x127
0x128
0x129
0x12A
0x12B
0x12C
0x12D
0x12E
0x12F
0x130
0x131
0x132
0x133
0x134
0x135
0x136
0x137
0x138
0x139
0x140
0x141
0x143
0x14E
0x14F
0x150
0x151
0x152
0x153
0x154
0x155
0x156
0x157
0x159
0x15A
0x15B
0x191
0x192
0x194
0x1A9
0x1AA
0x1AC
0x1AD
0x1AE
0x1AF
0x1B0
0x1B1
0x1B2
0x1B3
0x1B4
0x1B5
0x1B6
0x1B7
0x1B8
0x1B9
0x1BA
0x1BB
0x1BC
0x1BD
0x1BE
0x1BF
0x1C0
0x1C1
0x1C2
0x1C3
0x1C4
0x1C5
0x1C6
0x1C7
0x1C8
0x1C9
0x1CA
0x1CB
0x1CC
0x1CD
0x1CE
0x1CF
0x1D0
0x1D1
0x1D2
0x1D4
0x1D5
0x1D6
0x1D7
0x1D8
0x1D9
0x1DB
0x1DC
0x1DD
0x1ED
0x1EE
0x1EF
0x1F5
0x1F6
0x23B
0x23C
0x23D
0x23E
0x23F
0x246
0x247
0x248
0x249
0x24F
0x25E
0x265
0x266
0x281
0x287
0x288
0x289
0x28A
0x28E
0x28F
0x2BC
0x2BD
0x2BF
0x2C0
0x2C1
0x2C2
0x2C3
0x2C4
0x2C5
0x2C6
0x2C7
0x2C8
0x2C9
0x2CA
0x2CB
0x2CC
0x2CE
0x2CF
0x2D0
0x2D1
0x2D2
0x2D6
0x2D8
0x2DA
0x2DC
0x2DF
0x2E0
0x2E1
0x2E2
0x2E3
0x2E4
0x2E5
0x2E6
0x2E7
0x2E8
0x2E9
0x2EA
0x2F1
0x2F2
0x2F3
0x2F4
0x2F6
0x2F7
0x2F8
0x2F9
0x2FA
0x2FB
0x2FC
0x2FE
0x2FF
0x300
0x301
0x302
0x303
0x307
0x308
0x309
0x30A
0x30B
0x30C
0x30D
0x30E
0x30F
0x310
0x311
0x313
0x314
0x319
0x31C
0x31D
0x31E
0x31F
0x320
0x321
0x322
0x323
0x326
0x327
0x328
0x329
0x32E
0x32F
0x330
0x331
0x332
0x333
0x335
0x336
0x337
0x33A
0x33B
0x33C
0x33D
0x33E
0x33F
0x340
0x343
0x347
0x348
0x349
0x34A
0x34B
0x34C
0x34D
0x34E
0x34F
0x350
0x351
0x354
0x356
0x357
0x358
0x359
0x35A
0x35B
0x35C
0x35E
0x35F
0x360
0x361
0x362
0x365
0x366
0x369
0x36A
0x36D
0x36E
0x370
0x371
0x372
0x373
0x379
0x37A
0x37B
0x37C
0x37D
0x37E
0x380
0x381
0x382
0x384
0x385
0x386
0x387
0x388
0x389
0x38A
0x390
0x391
0x393
0x394
0x395
0x396
0x39C
0x39E
0x39F
0x3A0
0x3A1
0x3A5
0x3A6
0x3A7
0x3A8
0x3A9
0x3AC
0x3AD
0x3AE
0x3B0
0x3B1
0x3B2
0x3B3
0x3B4
0x3B5
0x3B7
0x3B8
0x3B9
0x3BA
0x3BB
0x3BC
0x3BD
0x3BE
0x3BF
0x3C1
0x3C2
0x3C3
0x3C4
0x3C5
0x3C7
0x3C8
0x3CD
0x3CE
0x3CF
0x3D0
0x3D1
0x3D2
0x3D3
0x3D4
0x3D7
0x3D8
0x3DF
0x3E0
0x3E1
0x3E2
0x3E5
0x3E6
0x3E7
0x436
0x4F0
0x4F1
0x4F2
0x4F3
0x4F4
0x4F5
0x4F6
0x4F7
0x4F8
0x4FB
0x4FC
0x4FD
0x4FE
0x860
0x861
0x862
0x864
0x865
0x866
0x867
0x868
0x869
0x86A
0x86B
0x86C
0x86D
0x86E
0x870
0x871
0x872
0x873
0x874
0x875
0x876
0x877
0x878
0x879
0x87A
0x87B
0x87C
0x87E
0x880
0x889
0x88A
0x88B
0x892
0x89A
0x89B
0x89C
0x89D
0x89E
0x89F
0x8A0
0x8A1
0x8A3
0x8A4
0x8A5
0x8A6
0x8A7
0x8A8
0x8A9
0x8AA
0x8AB
0x8AF
0x8B0
0x8B1
0x8B2
0x8B3
0x8B4
0x8B5
0x8B6
0x8B7
0x8B8
0x8B9
0x8BA
0x8BB
0x8BC
0x8BE
0x8BF
0x8C0
0x8C1
0x8C3
0x8C4
0x8C5
0x8C6
0x8C7
0x8C8
0x8C9
0x8CA
0x8CB
0x8CC
0x8CD
0x8CE
0x8CF
0x8D0
0x8D1
0x8D2
0x8D3
0x8D4
0x8D5
0x8D6
0x8D8
0x8D9
0x8DA
0x8DC
0x8DD
0x8DE
0x8DF
0x8E0
0x8E1
0x8E2
0x921
0x92A
0x92B
0x92C
0x92D
0x92E
0x92F
0x930
0x931
0x932
0x934
You can use these, but as I said before, you can also just use 1200 and up to be safe.
So this is how the script would work.
But, if we talk to them again, the checkflag will be activated and goto '@done' which is another script, where we placed a separate message to happen.You would talk to a person, and they would say, "Is this the first time we're meeting? We should be friends!" and then the script would set a flag (0x1200) and then be over.
You talk to a person, (the checkflag activates) and goes to the next script '@done)' where the NPC says, "Hey you're the guy from before!
Preset Flags
Spoiler:
These are Flags that when used activate certain events.
Firered:
Ruby/Sapphire:
Emerald:
They can be used like this.
Firered:
Spoiler:
0x820 – Activates First Badge
0x821 - Activates Second Badge
0x822 - Activates Third Badge
0x823 - Activates Fourth Badge
0x824 - Activates Fifth Badge
0x825 - Activates Sixth Badge
0x826 - Activates Seventh Badge
0x827 - Activates Eighth Badge
0x828 - Activates Pokemon Menu
0x829 - Activates Pokedex Menu
0x82F - Activates Running Shoes
0x821 - Activates Second Badge
0x822 - Activates Third Badge
0x823 - Activates Fourth Badge
0x824 - Activates Fifth Badge
0x825 - Activates Sixth Badge
0x826 - Activates Seventh Badge
0x827 - Activates Eighth Badge
0x828 - Activates Pokemon Menu
0x829 - Activates Pokedex Menu
0x82F - Activates Running Shoes
Ruby/Sapphire:
Spoiler:
0x800 - Activates Pokemon Menu
0x801 - Activates Pokedex Menu
0x802 - Activates Pokenav Menu
0x807 - Activates First Badge
0x808 - Activates Second Badge
0x809 - Activates Third Badge
0x80A - Activates Fourth Badge
0x80B - Activates Fifth Badge
0x80C - Activates Sixth Badge
0x80D - Activates Seventh Badge
0x80E - Activates Eighth Badge
0x860 - Activates Running Shoes
0x801 - Activates Pokedex Menu
0x802 - Activates Pokenav Menu
0x807 - Activates First Badge
0x808 - Activates Second Badge
0x809 - Activates Third Badge
0x80A - Activates Fourth Badge
0x80B - Activates Fifth Badge
0x80C - Activates Sixth Badge
0x80D - Activates Seventh Badge
0x80E - Activates Eighth Badge
0x860 - Activates Running Shoes
Emerald:
Spoiler:
0x860 - Activates Pokemon Menu
0x861 - Activates Pokedex Menu
0x862 - Activates Pokenav Menu
0x867 - Activates First Badge
0x868 - Activates Second Badge
0x869 - Activates Third Badge
0x86A - Activates Fourth Badge
0x86B - Activates Fifth Badge
0x86C - Activates Sixth Badge
0x86D - Activates Seventh Badge
0x86E - Activates Eighth Badge
0x8C0 - Activates Running Shoes
0x861 - Activates Pokedex Menu
0x862 - Activates Pokenav Menu
0x867 - Activates First Badge
0x868 - Activates Second Badge
0x869 - Activates Third Badge
0x86A - Activates Fourth Badge
0x86B - Activates Fifth Badge
0x86C - Activates Sixth Badge
0x86D - Activates Seventh Badge
0x86E - Activates Eighth Badge
0x8C0 - Activates Running Shoes
They can be used like this.
Code:
#dynamic 0x900000
#org @start
lock
faceplayer
msgbox @talk 0x6
setflag 0x8C0
release
end
#org @talk
= Here are your Running Shoes!
In this script, you would talk to somebody and then they would say, " Here are your Running Shoes!" then the game would activate the flag that would give you your Running Shoes.
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