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ROM Reaverz Hacking Team

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For some reason i can't find the tile set does anybody got a spair? :(
 
okay I will start with your compiling problem with this script ^^
I only read through it quickly but didn't see any other mistakes but this one:

Code:
#org $check
lock
faceplayer
checkflag 0x201
if 0x0 goto $button
release
end

#org $button
lock
faceplayer
message $buttonmessage
boxset 5
compare LASTRESULT 0x01
if b_true goto $pushed
release
end

#org $pushed
applymovement 0x2 $suicunemove
applymovement 0x1 $zapdosmove
applymovement 0xFF $playermove
pausemove 0x0
applymovement 0xFF $playerturn
applymovement 0x1 $zapdosturn
pausemove 0x0
cry 0xA1 145
wildbattle 145 50 2
release
setflag 0x200
setflag 0x201
fadescreen 0
end
[B][COLOR=Red]
#org $suicunemove
#raw 0x00 0x52 0x52 0x51 0x51 0x4E 0x4E 0x4E 
#raw 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E 
#raw 0x4E 0x4E 0x4E 0x4E 0x4E 0x60 0xFE[/COLOR][/B]

#org $zapdosmove
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x65 0xFE

#org $playermove
#raw 0x09 0x03 0x00 0xFE

#org $playerturn
#raw 0x56 0x62 0xFE

#org $zapdosturn
#raw 0x52 0x52 0xFE

#org $buttonmessage
$buttonmessage 1 =It seems like Zapdos is\ndraining Suicunes Energy.\p...\pTheres a Button at the wall.\pA Sign under it says:\nEmergency Stop.\pDo you want to push it?
I forgot to write this into the guide translation because thex4 didn't write it too.

The problem is, the script will fail compiling when you have an applymovement with to many #raw in one line, you have to spilt it up.

Btw I didn't ever read of this tip anywhere, am I the only one who knows that? xD

I'll check the others too now.
 
Last edited:
okay I will start with your compiling problem with this script ^^
I only read through it quickly but didn't see any other mistakes but this one:

Code:
#org $check
lock
faceplayer
checkflag 0x201
if 0x0 goto $button
release
end

#org $button
lock
faceplayer
message $buttonmessage
boxset 5
compare LASTRESULT 0x01
if b_true goto $pushed
release
end

#org $pushed
applymovement 0x2 $suicunemove
applymovement 0x1 $zapdosmove
applymovement 0xFF $playermove
pausemove 0x0
applymovement 0xFF $playerturn
applymovement 0x1 $zapdosturn
pausemove 0x0
cry 0xA1 145
wildbattle 145 50 2
release
setflag 0x200
setflag 0x201
fadescreen 0
end
[B][COLOR=Red]
#org $suicunemove
#raw 0x00 0x52 0x52 0x51 0x51 0x4E 0x4E 0x4E 
#raw 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E 0x4E 
#raw 0x4E 0x4E 0x4E 0x4E 0x4E 0x60 0xFE[/COLOR][/B]

#org $zapdosmove
#raw 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x65 0xFE

#org $playermove
#raw 0x09 0x03 0x00 0xFE

#org $playerturn
#raw 0x56 0x62 0xFE

#org $zapdosturn
#raw 0x52 0x52 0xFE

#org $buttonmessage
$buttonmessage 1 =It seems like Zapdos is\ndraining Suicunes Energy.\p...\pTheres a Button at the wall.\pA Sign under it says:\nEmergency Stop.\pDo you want to push it?
I forgot to write this into the guide translation because thex4 didn't write it too.

The problem is, the script will fail compiling when you have an applymovement with to many #raw in one line, you have to spilt it up.

Btw I didn't ever read of this tip anywhere, am I the only one who knows that? xD

I'll check the others too now.

I already figured that out on my own, the only problem i have now is that i switch sprites with zapdos after fighting suicune. this is the script atm:
Spoiler:

and i also need t know how to make scripts start on walk over them.

heres a video of the script youve just corrected:
https://de.youtube.com/watch?v=f6YHG4O9AUg

and thx for proofreading^^
 
If you want to make a script that activates if you step on it, just add it in Advance Map.
Then you change Unknown from 0000 to 0003.
and variable number to 4050.
Then you insert the offset of the script.


Okay I have to go now, time to eat ^^
But afterwards I need to check your script when fighting suicune, maybe I can find the mistake why you switch sprites ^^
 
If you want to make a script that activates if you step on it, just add it in Advance Map.
Then you change Unknown from 0000 to 0003.
and variable number to 4050.
Then you insert the offset of the script.


Okay I have to go now, time to eat ^^
But afterwards I need to check your script when fighting suicune, maybe I can find the mistake why you switch sprites ^^

i already tried that but it didnt work
sure it really works only this way? maybe i did sth wrong... ill check that when i fnished route1
 
Code:
#org $suicunecheck
lock
checkflag 0x201
if 0x0 goto $suicune
release
end

#org $suicune
lock
message $drained
boxset 5
compare LASTRESULT 0x01
if b_true goto $suifight
release
end

#org $suifight
lock
faceplayer
applymovement 0x1 $zap
pause 0xD0
cry 0xA1 245
nop
nop
wildbattle 245 50 0[B][COLOR=Red]
setflag 0x200[/COLOR][/B]
fadescreen 0
#raw 0x53 0x0F 0x80
setflag 0x201
release
end

#org $zap
#raw 0x65 0x20 0x1D 0x1D 0x1D 0x14 0x1D 0x1D 0x1D 0x10 0x10 0x10 0x60 0xFE

#org $drained
$drained 1 =Suicune looks really exhausted.\pDo you want to abuse\nthat and try to catch it?
Don't know if that's the problem, but I would have written the setflag there.
You wrote before that suicune's ID is 201 an Zapdos is 200, so maybe the flags were used wrong.
But I think I can only solve this with a video of what happens ^^
 
np zapdos is 200, suicune is 201

and suicune doesnt cause an error, after battling it it vanishes like it should. but i transform into zapdos

edit: im finished making route1:
[PokeCommunity.com] ROM Reaverz Hacking Team

th eplayer will come from the left, theres the starter town
i left the original ppl on the map, eg the woman from the pokemart that gives you the potion,
youll have to jump down the ledge in the middle near the fench and go back to get it
tell me if you want me to change sth
xbuster got the files
 
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allright mates, seems like my flatrate is back again ^^
So I'm now ready for some work if I get the latest patch and your instructions.
 
heres a vid for you, maybe the quality is a bit bad, but you can see that everyything works fine, except for the point after the battle, where the script should be finished. i swutch to zapdos sprite (which is invisible)
https://eugenier.eu.ohost.de/poke/bug.swf
the fight might look a bit fast, i speeded it up^^
and i also need to change the movement of zapdos, i tried different ones cause i thought that causes the problem... now hes jumping
 
that's really weird O.o
I didn't have this problem so far, I'm not sure if I can solve this.

Okay X-Buster asked me to insert something, but after I patched and startet a new game, I wondererd 'cause there should be a map connection at the right side of the town, right?
But there wasn't, and I saw a tile error at the original exit of the town.
After I opened AM, I saw that there WAS a map connection, but not at the right. It was above, but the insertet Map by Neti starts at the left end.
My question: Did you sure insert everything right and does it work if you try it?
Then somebody should pls upload/send me an original unmodified firered rom (yes, it's illegal...) 'cause maybe my version is too strange.
 
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the starter town isnt modified yet, it will have an exit at the right side so it fits to my route
i think m4l is working on it but im not sure. if hes not ill do it

i got another problem:
i made a town, but when you make new maps you cant insert flight positions... so it will be impossible to fly to that town...
edit: i fixed it and now i know how to insert a flight position to every single map :)
 
Like the map you made also awesome scripting with the Suicune event.

I can't get the tile set for some reason so thats why i can't do it right now also I'm gonna be working a bit on my 2 hacks Both the same region but different story.
 
cant you find the tileset or cant you manage to insert it in the game?

and heres the second town that will be connected to the right end of route1 and replace viridian city.
i left out the old man who will onlyy let you pass when you bring oaks package to him cause i dont want him in our hack :P i dont like him

i tested everything, should be completely working, except for the route that follows at the top^^ when you go there youll have a connection error

so heres the image:
[PokeCommunity.com] ROM Reaverz Hacking Team


i think ill move the boy on the elft over to pokemart

ill make starter town too since m4l didnt read it and hes not online so we cant ask him whether hes doing it now
 
allright, the map of the second town lookes good as expected ^^

I'll start with the script now X-Buster told me to do (script for a nidorino), and I could make the scripts for the persons inside the office and outside too (if I know what I have to make them say ^^).
Just delete the script of Oak and his sprite in the first town outside, I'll make a completely new script.
Maybe the Policeman inside could say that he has taken 5 Pokeballs away from a thief they caught, and askes you if you want to have them ^^
 
I've got the tile set i don't really like my edit i only change the colors because i got bored of the old colors there is an attachment below do whatever you like to it as i hate it.

I like the map you've done.
When will it be beta-tested?
Also i can make some overworlds of people if you'd like?
 

Attachments

  • [PokeCommunity.com] ROM Reaverz Hacking Team
    FireRed01059.png
    38 KB · Views: 16
Just a side note...I sent the map to X-Buster but he never got it....Who else can I send it to?
 
ive sent you a reply to your msg, cause we might have some problems inserting your map

i thought youre not doing it anymore and now where im almost finished with my version you give me yours arrg xD
 
ive sent you a reply to your msg, cause we might have some problems inserting your map

i thought youre not doing it anymore and now where im almost finished with my version you give me yours arrg xD

I just Pm'ed you back......Maybe I could use the rom to do this stuff.
 
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