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'---------
' Strings
'---------
#org 0x72BBB2
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.
#org 0x72BC06
= I AM KATE
#org 0x72BC12
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...
#org 0x72BCF4
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.
#org 0x72B985
= SAVE
#org 0x72B98C
= Kalli: No way
#org 0x72BD87
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....
#org 0x72BDF7
= Nick: NOW MOVE\p???: Disgusting...
#org 0x72BE1B
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...
#org 0x72BEE8
= WHO TURNED OUT THE LIGHTS?
#org 0x72BF05
= Neville: Why hello there
#org 0x72BF20
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.
#org 0x72BA6C
= How about we finish this!
#org 0x72BA88
= Ally: ...No way..
#org 0x72C0C3
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!
#org 0x72C1A4
= Servana: Nice Work.
#org 0x72C1BA
= Servana: come over here when\nyou're ready.
'-----------
' Movements
'-----------
#org 0x72BB3A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
#org 0x72BB3E
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements
#org 0x72BB41
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements
#org 0x72BB44
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements
#org 0x72BB47
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB4A
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB4D
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72BB50
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x72BB54
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x72BB5D
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72BB68
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB6C
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB70
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB73
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB76
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB79
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72BB7C
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72BB7F
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72BB82
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72BB85
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements
#org 0x72BB8E
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements
#org 0x72BB97
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72BB9A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72BB9D
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72BBA0
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
#org 0x72BBA6
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
#org 0x72BBAC
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
What I actually noticed was when I removed the:
special 0x3B
playsong 0x10A 0x0
The script worked like it was supposed to. What the special script and playsong is supposed to do is change the ingame battle music. Is there a way to keep the changed battle music but have the later script continue? Its the easiest way to change music without ASM
'---------
' Strings
'---------
#org 0x72BBB2
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.
#org 0x72BC06
= I AM KATE
#org 0x72BC12
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...
#org 0x72BCF4
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.
#org 0x72B985
= SAVE
#org 0x72B98C
= Kalli: No way
#org 0x72BD87
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....
#org 0x72BDF7
= Nick: NOW MOVE\p???: Disgusting...
#org 0x72BE1B
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...
#org 0x72BEE8
= WHO TURNED OUT THE LIGHTS?
#org 0x72BF05
= Neville: Why hello there
#org 0x72BF20
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.
#org 0x72BA6C
= How about we finish this!
#org 0x72BA88
= Ally: ...No way..
#org 0x72C0C3
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!
#org 0x72C1A4
= Servana: Nice Work.
#org 0x72C1BA
= Servana: come over here when\nyou're ready.
'-----------
' Movements
'-----------
#org 0x72BB3A
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
#org 0x72BB3E
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements
#org 0x72BB41
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements
#org 0x72BB44
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements
#org 0x72BB47
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB4A
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB4D
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72BB50
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x72BB54
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x72BB5D
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72BB68
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB6C
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB70
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB73
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB76
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72BB79
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72BB7C
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72BB7F
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72BB82
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72BB85
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements
#org 0x72BB8E
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements
#org 0x72BB97
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72BB9A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72BB9D
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72BBA0
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
#org 0x72BBA6
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
#org 0x72BBAC
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
What I actually noticed was when I removed the:
special 0x3B
playsong 0x10A 0x0
The script worked like it was supposed to. What the special script and playsong is supposed to do is change the ingame battle music. Is there a way to keep the changed battle music but have the later script continue? Its the easiest way to change music without ASM
Hey guys, quick question for FR.
In Jambo51's Pokedex Hacking thread, he says that to expand the regional dex, you only need to change the bytes at 0x10352C and 0x1035F6.
This is all fine, but checking the Pokedex, the seen and caught numbers on the right side still say 151. Could anyone tell me the other locations I need to change to completely change the regional dex number?
Alright that still didn't work. Ill ask once more before giving up. what I'm trying to do is get the music to play during the trainerbattle0x1. what i noticed was when I put waitstate after the special command it starts a battle with Archie, with a Question Mark Pokemon, After that Pokemon faints it does my @before text which is: SAVE GAME. Then it starts the battle with the regular FR/LG Battle Music. Is it possible to get this to work without using ASM, or should I just quit?
NOTE: When I didn't have waitstate after the special, the @before text wouldn't even show up.
For Nakasu/FBI, i added waitstate like this into my script:
'---------
' Strings
'---------
#org 0x72CD8F
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.
#org 0x72CDE3
= I AM KATE
#org 0x72CDEF
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...
#org 0x72CED1
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.
#org 0x72CB39
= SAVE GAME
#org 0x72CB4A
= Kalli: No way
#org 0x72CF64
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....
#org 0x72CFD4
= Nick: NOW MOVE\p???: Disgusting...
#org 0x72CFF8
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...
#org 0x72D0C5
= WHO TURNED OUT THE LIGHTS?
#org 0x72D0E2
= Neville: Why hello there
#org 0x72D0FD
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.
#org 0x72CC3D
= How about we finish this!
#org 0x72CC59
= Ally: ...No way..
#org 0x72D2A0
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!
#org 0x72D381
= Servana: Nice Work.
#org 0x72D397
= Servana: come over here when\nyou're ready.
'-----------
' Movements
'-----------
#org 0x72CD17
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
#org 0x72CD1B
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements
#org 0x72CD1E
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements
#org 0x72CD21
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements
#org 0x72CD24
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD27
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD2A
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72CD2D
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x72CD31
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x72CD3A
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72CD45
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD49
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD4D
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD50
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD53
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD56
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72CD59
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72CD5C
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72CD5F
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72CD62
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements
#org 0x72CD6B
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements
#org 0x72CD74
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72CD77
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72CD7A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72CD7D
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
#org 0x72CD83
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
#org 0x72CD89
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
Alright that still didn't work. Ill ask once more before giving up. what I'm trying to do is get the music to play during the trainerbattle0x1. what i noticed was when I put waitstate after the special command it starts a battle with Archie, with a Question Mark Pokemon, After that Pokemon faints it does my @before text which is: SAVE GAME. Then it starts the battle with the regular FR/LG Battle Music. Is it possible to get this to work without using ASM, or should I just quit?
Hello all, I just downloaded it RPG Maker XP 1.02, the crackable version. When I go to open a project from Essentials 16 or 16.1 it gives the error message,
This project is from an older version of RPG Maker and cannot be loaded
What is the fix for this or is it to just get the new version from the website?
Thank you, also if this has already been answered just direct me to thread
Hello all, I just downloaded it RPG Maker XP 1.02, the crackable version. When I go to open a project from Essentials 16 or 16.1 it gives the error message,
This project is from an older version of RPG Maker and cannot be loaded
What is the fix for this or is it to just get the new version from the website?
Thank you, also if this has already been answered just direct me to thread
Alright that still didn't work. Ill ask once more before giving up. what I'm trying to do is get the music to play during the trainerbattle0x1. what i noticed was when I put waitstate after the special command it starts a battle with Archie, with a Question Mark Pokemon, After that Pokemon faints it does my @before text which is: SAVE GAME. Then it starts the battle with the regular FR/LG Battle Music. Is it possible to get this to work without using ASM, or should I just quit?
NOTE: When I didn't have waitstate after the special, the @before text wouldn't even show up.
For Nakasu/FBI, i added waitstate like this into my script:
'---------
' Strings
'---------
#org 0x72CD8F
= Nick: Uhh, what's going on here?\pClarence: For some reason they\nwont let me pass.
#org 0x72CDE3
= I AM KATE
#org 0x72CDEF
= I AM KALLI\pKate: We are the member of Shemax,\na secret organization working with\lTeam Rocket\pKalli: Our operation at the moment\nis to catch Articuno, we cannot\llet you pass.\pNick: A bunch of girls are\nsupposed to stop us...
#org 0x72CED1
= Clarence: I thought you called\nthem Starbucks Girls..?\pNick: heh, well whatever, we'll\nthrow you both on the curb after\lwe are through with you.
#org 0x72CB39
= SAVE GAME
#org 0x72CB4A
= Kalli: No way
#org 0x72CF64
= Kate: N-No way, how could we\nlose...\pKalli: Tch..\pClarence: Well that was easier\nthan i first anticipated....
#org 0x72CFD4
= Nick: NOW MOVE\p???: Disgusting...
#org 0x72CFF8
= Kate: ALLY!\pNick: What now...\pAlly: I'm here to resupply you\nwith a full team of Pokemon. You\ltwo will fight along side me.\pClarence: Welp mate, looks like\nthe tables have turned Nick.\pAlly: Now then...
#org 0x72D0C5
= WHO TURNED OUT THE LIGHTS?
#org 0x72D0E2
= Neville: Why hello there
#org 0x72D0FD
= Kate: H-How did you do that?!?\pNeville: Smokescreen, from my\nEevee.\pKalli: I didn't know Eevee can\nlearn smokescreen\pNeville: Oh look at that, a woman\nthat doesn't know any better.\pNick: Actually Neville, I didn't\nknow that either.\pNeville: oh look at that a woman\nthat doesn't know any better.\pNick: I fell into that one didn't\nI...\pClarence: About time you showed\nup.\pNeville: Got tired of making\nMemes...now then.
#org 0x72CC3D
= How about we finish this!
#org 0x72CC59
= Ally: ...No way..
#org 0x72D2A0
= Nick: ...guys was that really\nneeded?\pClarence: My hand slipped.\pNeville: kek\pAlly: No way...\pNick: Alright Ally, you've lost,\nnow back off.\pAlly: This is nowhere near the end\nyou fools... you wont leave\lIcefall alive.\pHA!
#org 0x72D381
= Servana: Nice Work.
#org 0x72D397
= Servana: come over here when\nyou're ready.
'-----------
' Movements
'-----------
#org 0x72CD17
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
#org 0x72CD1B
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements
#org 0x72CD1E
#raw 0x54 'Jump in Place (Facing Left)
#raw 0xFE 'End of Movements
#org 0x72CD21
#raw 0x63 'Question Mark (?)
#raw 0xFE 'End of Movements
#org 0x72CD24
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD27
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD2A
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72CD2D
#raw 0x19 'Delay2
#raw 0x2 'Face Left
#raw 0xFE 'End of Movements
#org 0x72CD31
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0x12 'Step Left (Normal)
#raw 0xFE 'End of Movements
#org 0x72CD3A
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1D 'Step Down (Fast)
#raw 0x1F 'Step Left (Fast)
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72CD45
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD49
#raw 0x4 'Face Down (Faster)
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD4D
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD50
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD53
#raw 0x62 'Exclamation Mark (!)
#raw 0xFE 'End of Movements
#org 0x72CD56
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72CD59
#raw 0x3 'Face Right
#raw 0xFE 'End of Movements
#org 0x72CD5C
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72CD5F
#raw 0x55 'Jump in Place (Facing Right)
#raw 0xFE 'End of Movements
#org 0x72CD62
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements
#org 0x72CD6B
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0x3C 'Slide Right (Fast)
#raw 0xFE 'End of Movements
#org 0x72CD74
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72CD77
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72CD7A
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements
#org 0x72CD7D
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0xFE 'End of Movements
#org 0x72CD83
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
#org 0x72CD89
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
Sorry, didn't bother to read the script. I just saw your comment which said that it worked perfectly without the special, then came to the conclusion that you forgot the waitstate.
After a quick look, it's become apparent to me that special 0x3B is not doing anything in your script in general. Special 0x38 seems to me like what you're looking for.
Hello everyone!! It's me again!!
okay.....I will make this short and quick and try not to be jerk :P..
okay.....moving on, so my question today is ->
Is there a way to reuse the space of an event ?
PS - For elaboration, click below [recommended]->
Spoiler:
Whenever you wish to rewrite a certain event i.e. make it longer or shorter you have to completely make a new one, compile it and replace it with first one right ? It's okay for signpost and all but for big long cutscenes, it's frustrating as it takes up loads of space
So, my question, adhering to the above paragraph is ->
Is there a way where I can just remove the first problematic script alltogether and then use the space made by removing the script to fit the new one in that space ?
PS -
1) Using XSE
2) I know, I suck at explaining :P
I'm trying to make a script that triggers when I try to leave the starting town before I've gotten my first Pokemon. I want the person to come out from the side, move you back, then return to their starting position. When I step on the script, though, the game freezes. What am I doing wrong?
Code:
#dyn 0x740000
#org @main
lock
checkflag 0x1000
if 0x1 jump @done
message @wait
callstd MSG_NORMAL
applymovement 0x4 @block
applymovement PLAYER @blocked
pauseevent 0x0
message @leave
callstd MSG_NORMAL
applymovement 0x4 @back
pauseevent 0x0
fadedefault
release
end
#org @wait
= Hey wait!
#org @leave
= You can't leave here until\nyou have a POK\eMON!
#org @block
m run_right run_right run_up run_up run_up run_left run_down end
#org @blocked
m look_down look_down look_down look_right look_right look_up run_down look_up end
#org @back
m walk_right walk_down walk_down walk_left walk_left look_right end
#org @done
release
end
I'm trying to make a script that triggers when I try to leave the starting town before I've gotten my first Pokemon. I want the person to come out from the side, move you back, then return to their starting position. When I step on the script, though, the game freezes. What am I doing wrong?
Code:
#dyn 0x740000
#org @main
lock
checkflag 0x1000
if 0x1 jump @done
message @wait
callstd MSG_NORMAL
applymovement 0x4 @block
applymovement PLAYER @blocked
pauseevent 0x0
message @leave
callstd MSG_NORMAL
applymovement 0x4 @back
pauseevent 0x0
fadedefault
release
end
#org @wait
= Hey wait!
#org @leave
= You can't leave here until\nyou have a POK\eMON!
#org @block
m run_right run_right run_up run_up run_up run_left run_down end
#org @blocked
m look_down look_down look_down look_right look_right look_up run_down look_up end
#org @back
m walk_right walk_down walk_down walk_left walk_left look_right end
#org @done
release
end
Try putting waitmovement after every applymovement. Also, don't use flag 0x1000. Why? Because in reality it's some 0x4000 var. Usable flags are 0x1-0x900 in FR and 0x1-0x960 in EM.
Ok so I have switched to XSE from PKSV to see if there was any big difference in what I was doing, and I simplified the code and added a waitmovement, and it still doesn't work. I literally don't know what to do at this point, it just freezes as soon as I step on the tile before doing anything.
Code:
'---------------
#org 0x740263
lockall
applymovement MOVE_PLAYER 0x8740270
waitmovement 0x0
releaseall
end
'-----------
' Movements
'-----------
#org 0x740270
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
Ok so I have switched to XSE from PKSV to see if there was any big difference in what I was doing, and I simplified the code and added a waitmovement, and it still doesn't work. I literally don't know what to do at this point, it just freezes as soon as I step on the tile before doing anything.
Code:
'---------------
#org 0x740263
lockall
applymovement MOVE_PLAYER 0x8740270
waitmovement 0x0
releaseall
end
'-----------
' Movements
'-----------
#org 0x740270
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
Ok what should I change then? Also I said i switched TO XSE to check if there was something i wasn't seeing with PKSV. I'm kinda lost with this, sorry.
Ok what should I change then? Also I said i switched TO XSE to check if there was something i wasn't seeing with PKSV. I'm kinda lost with this, sorry.
I need help.I am more specific now please answer.
how many pokemon can I expand for fire red to insert all 721 pokemons with form,forme and megas.(no spinda) so how many poke slots shuold I expand.and what is safe limit I mean how many pokes can I expand.
thanks