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RaiRai-kun's XSE Tutorial [Updated Big-Time!]

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#dynamic 0x300000
#org 0x3BB8A1
lock
faceplayer
checkflag 0x202
if 0x0 goto 0x83BB9B1
if 0x1 goto 0x83BB9D7
end

'-----------------------
#org 0x83BB9B1
msgbox 0x83BB8D0 '"OH MY GOD! I'M OUT OF COINS!\pAHHHH..."
applymovement 0x1 @move
#org @move
#raw 0x65 0x14 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x29 0x60 0xFE
'-----------------------
#org 0x83BB9D7
msgbox 0x83BBA61 '"I'm okay now. I have COINS."
'---------
' Strings
'---------
#org 0x3BB8D0
= OH MY GOD! I'M OUT OF COINS!\pAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH\nHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!
#org 0x3BBA61
= I'm okay now. I have COINS.






That script is supposed to have a guy at the slot machines, he says that and runs out.

Problem is, he only says the words and doesn't move. What'd I do wrong?

Hey, Man, yeah there are a couple of things wrong, I think... As I'm a Newbsta as well, I'll try with the best of my ability.

One thing I noticed, might not actually be the problem but you don't set the flag after you use it... Should do that.

Two, isn't the applymovement raw stuff suppose to go down the lines, not across one? Like this:
0x65
0x14
0x2B
0x2B
0x2B
0x2B
0x2B
0x2B
0x2B
0x29
0x60
0xFE
? I've seen it done in some Tutorials around this site and yeah... Haven't tried it but I'm assuming that's the way it's done...

If I'm totally way of course and I really should be told otherwise, please let me know. Just trying to help buddy :classic:
 
Okay, I got it to work.

It gives me a Bulbasaur, activates the Pokedex, running shoes and Pokemon menu, but the Pokeball doesn't disappear.
This is the script:

'-----------------------
#org 0x39D52C
lock
faceplayer
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
setflag 0x800
setflag 0x801
setflag 0x860
release
end

How do I get the Pokeball to disappear and make the sound for receiving stuff?
 
Hey, Man, yeah there are a couple of things wrong, I think... As I'm a Newbsta as well, I'll try with the best of my ability.

One thing I noticed, might not actually be the problem but you don't set the flag after you use it... Should do that.

Two, isn't the applymovement raw stuff suppose to go down the lines, not across one? Like this:
0x65
0x14
0x2B
0x2B
0x2B
0x2B
0x2B
0x2B
0x2B
0x29
0x60
0xFE
? I've seen it done in some Tutorials around this site and yeah... Haven't tried it but I'm assuming that's the way it's done...

If I'm totally way of course and I really should be told otherwise, please let me know. Just trying to help buddy :classic:

These two pieces of script will do the exact same thing.
Code:
#raw 0x65
#raw 0x14
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x2B
#raw 0x29
#raw 0x60
#raw 0xFE
Code:
#raw 0x65 0x14 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x2B 0x29 0x60 0xFE

So, they both work, it just depends on how you want to script.
 
can someone make a list of the importent set flag comands and what they do
dont worrie i found what i needed for now
 
Last edited:
Another Silly Noob Question

Alright, so this accursed scripting is driving me mad. I downloaded XSE and I've followed the instructions to the letter, but I just can't figure out for the life of me what I'm doing wrong. Some events I can edit but some I can't? I can play around with some of the events on my maps but others...oh, it doesn't matter what I do. They're just going to garble up my text and some signposts will bleed sentences onto others. It's quite sad. I keep getting strange Japanese-esque letters. You know the kind, when something in Japanese is basically shoved through a blender with some English and spewn out the other side in a hideous, bloody mash. As I said, I'm using XSE and I've got it going through Advance Map. I've practically memorized how to write a damned signpost message and I just can't seem to do it.

Also, when I tried ScriptEd earlier, the message I typed for one character overwrote what I did for another and vice versa. I'm clearly doing SOMETHING wrong.

FOR EXAMPLE (Can't edit event):

I would type in the following on a signpost and compile it:


#dynamic 0x801011

#org @start
lock
msgbox @text
boxset 0x6
release
end

#org @text
= CRIMPRUNE CITY/pThe casino city of flames

Only I get this afterwards when I re-open the event:

#org 0x800101
nopl
spriteface2 0x0 0xCE
 
Last edited:
When I take a step, all the flags reset... I mean that the sprite goes visible again, but otherwise good, I try to make a give pokemon script and see if it works.

Try this
#dynamic 0x2403DD
#org @start
setflag 0x200
wildbattle 0x194 0x3C 0x8B 0x1
cry 0xA1 0x6
hidesprite lasttalked
end

then in person id in a-map put 0200
 
Alright, so this accursed scripting is driving me mad. I downloaded XSE and I've followed the instructions to the letter, but I just can't figure out for the life of me what I'm doing wrong. Some events I can edit but some I can't? I can play around with some of the events on my maps but others...oh, it doesn't matter what I do. They're just going to garble up my text and some signposts will bleed sentences onto others. It's quite sad. I keep getting strange Japanese-esque letters. You know the kind, when something in Japanese is basically shoved through a blender with some English and spewn out the other side in a hideous, bloody mash. As I said, I'm using XSE and I've got it going through Advance Map. I've practically memorized how to write a damned signpost message and I just can't seem to do it.

Also, when I tried ScriptEd earlier, the message I typed for one character overwrote what I did for another and vice versa. I'm clearly doing SOMETHING wrong.

FOR EXAMPLE (Can't edit event):

I would type in the following on a signpost and compile it:


#dynamic 0x801011

#org @start
lock
msgbox @text
boxset 0x6
release
end

#org @text
= CRIMPRUNE CITY/pThe casino city of flames

Only I get this afterwards when I re-open the event:

#org 0x800101
nopl
spriteface2 0x0 0xCE

First of all it's \p and not /p. Second, when you write a signpost script, use use callstd/boxset 3, not 6.
Thrid, you misunderstood how XSE works.
When you use #dynamic, you just tell XSE where to start looking for free space inside the ROM.
After compiling, the compiler output will open, showing you the actual offset you need to use.


Try this
#dynamic 0x2403DD
#org @start
setflag 0x200
wildbattle 0x194 0x3C 0x8B 0x1
cry 0xA1 0x6
hidesprite lasttalked
end

then in person id in a-map put 0200

Please, not! Using flag 0x200 is anything but safe... also, the cry should be put before, not after. Not to say it's even wrongly used...

Code:
#dynamic 0x800000

#org @start
cry 0x194 0x0
wildbattle 0x194 0x3C 0x8B 0x1
hidesprite LASTTALKED
setflag 0x1001
end

Then in Person ID in AM put 1001.
 
Last edited:
i know iv asked this all ready but could somebody please tell me how to edit the start of the Rom the bit where the controls are explaned and the bit where the professor explains what Pokemon are
 
i know iv asked this all ready but could somebody please tell me how to edit the start of the Rom the bit where the controls are explaned and the bit where the professor explains what Pokemon are

Use advance text

[PokeCommunity.com] RaiRai-kun's XSE Tutorial [Updated Big-Time!]


____________________________________________________________________

Download Advance Text Here
"image removed"
 
does anyone know how to make a person talk to you ant then they walk away and disapear for the rest of the game?

this is the code that i have
Code:
'-----------------------
#org 0x800944
lock
faceplayer
checkflag 0x827
if 0x0 goto 0x8800957
if 0x1 goto 0x8800972
end
'-----------------------
#org 0x800957
msgbox 0x8800972 '"im leaving"
callstd 0x6
closeonkeypress
compare 0x4001 0x0
applymovement MOVE_PLAYER 0x880097F
waitmovement 0x0
release
end
'-----------------------
#org 0x800972

'-----------
' Movements
'-----------
#org 0x80097F
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 12 'Step Left (Normal)
#raw 60 'Hide
#raw FE 'End of Movements

'---------
' Strings
'---------
#org 0x800972
= im leaving
 
Seth-kun said:

#org @start
lock
faceplayer
pokemart @values
release
end

#org @values

binary 0x(number) . . . 0x0​


so for a warp script do i replace binary 0x.. with warp 0x... to make it a warp script or is their another script for the warp script?
 
OK,I hate this,but I have to admit...I don't understand anything!Although I've read 3 Tut posts,I still...So,can U write the Script from the begining to..let me see...when U get ur pokemon?And show me the way to save the Script into the Game *sigh*
 
OK,I hate this,but I have to admit...I don't understand anything!Although I've read 3 Tut posts,I still...So,can U write the Script from the begining to..let me see...when U get ur pokemon?And show me the way to save the Script into the Game *sigh*

You must have understood something, at least. Besides, did you try decompiling some in-game scripts to see how they are made and how they would work?
 
OK I have a question now,..
If I want Prof.Birch to say:Hello!Nice to meet ya! instead of....,what must I do?I can use A-Text but I think I can use XSE too,right?

Sorry for double posts,but...Hoo-rah!!I've changed something.I made the fatman in LittlerootTown changed.Well,I wrote

#Dynamic 0x16A7C8

#org $begin
Lock
Faceplayer
message @talk
boxset 0x6
release
end

#org $talk
= Ciao

After that,I compiled it into my Ruby.But...he said nothing.I pressed A-button 3 times and nothing happened.Anybody help me??
 
Last edited:
OK I have a question now,..
If I want Prof.Birch to say:Hello!Nice to meet ya! instead of....,what must I do?I can use A-Text but I think I can use XSE too,right?

Sorry for double posts,but...Hoo-rah!!I've changed something.I made the fatman in LittlerootTown changed.Well,I wrote

#Dynamic 0x16A7C8

#org $begin
Lock
Faceplayer
message @talk
boxset 0x6
release
end

#org $talk
= Ciao

After that,I compiled it into my Ruby.But...he said nothing.I pressed A-button 3 times and nothing happened.Anybody help me??
You're using $ signs, instead of @ symbols... :\ You should have got an error when you tried to compile it. Use this script instead:
Code:
#Dynamic 0x16A7C8

#org @begin
Lock
Faceplayer
message @talk
boxset 0x6
release
end

#org @talk
= Ciao
Then use the offset of "@begin" as the offset for the script for the fat man.
 
Ok I replaced $ for @.But after that?Must I copy "@begin" and paste it into
Scriptoffset: $..... ??
P/s:When I used $, I got no errors...!
 
Ok I replaced $ for @.But after that?Must I copy "@begin" and paste it into
Scriptoffset: $..... ??
P/s:When I used $, I got no errors...!
When you compile a window should come up, and give you a list of offsets, select "@begin" and click the "Copy" button.
 
this is the best XSE tut ever !!
all the others are alright but this is top class.
thanks !
 
Hey ya.I want a person to give me 5 Pokeballs or 3 Potions(Of course I'll choose).After that he will not give me anything and say:That's all(Or he can leave).SO what must I do?
 
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