jacktheking
Hatched Egg
- 151
- Posts
- 12
- Years
- ASEAN
- Seen Aug 28, 2016
I dont know if it is about script or not, but how to change the intro? I mean the text, i dont want to change the picture.
#dynamic 0x800240
#org @start
checkflag 0x829
if 0x0 goto @endofscript
checkflag 0x10A
if 0x1 goto @endofscript
applymovement 0xff @move
waitmovement 0x0
preparemsg @youhaveto
waitmsg
release
end
#org @endofscript
release
end
#org @move
#raw 0x11
#raw 0x11
#raw 0x13
#raw 0x13
#raw 0xFE
#org @youhaveto
= [player], you have to talk with he!
I dont know if it is about script or not, but how to change the intro? I mean the text, i dont want to change the picture.
your words overlap because you are not telling them to be on another line... you use text commands like /p /n and /l to seperate lines... that should atleast solve some of your problem...
/p = make a new text box after pressing A
/n = make a new line in a text box(auto loads)
/l = make a new line in a text box after pressing A
Those things are hex representation of kana and kanji in ROM.
It doesn't seem to be present in English ROM, though.
Hi. Can someone help me with my script?
When I use this script, game is pausing (I mean sound still plays, but I and all of NPC's can't move).
Code:#dynamic 0x800240 #org @start checkflag 0x829 if 0x0 goto @endofscript checkflag 0x10A if 0x1 goto @endofscript applymovement 0xff @move waitmovement 0x0 preparemsg @youhaveto waitmsg release end #org @endofscript release end #org @move #raw 0x11 #raw 0x11 #raw 0x13 #raw 0x13 #raw 0xFE #org @youhaveto = [player], you have to talk with he!
Do waitmovement 0xFF since you are waiting for the player.
'---------------
#org 0x800240
msgbox 0x880043C MSG_KEEPOPEN '"TEST!/n IT'S WORKING!"
checkflag 0x829
if 0x0 goto 0x880026F
checkflag 0x10A
if 0x1 goto 0x880026F
applymovement MOVE_PLAYER 0x8800272
waitmovement 0x0
msgbox 0x880041C MSG_KEEPOPEN '"[player], you have to talk with he..."
releaseall
end
'---------------
#org 0x80026F
releaseall
end
'---------
' Strings
'---------
#org 0x80043C
= TEST!\n IT'S WORKING!
#org 0x80041C
= [player], you have to talk with he!
'-----------
' Movements
'-----------
#org 0x800272
#raw 0x11 'Step Up (Normal)
#raw 0x11 'Step Up (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0xFE 'End of Movements
#dynamic 0x800460
#org @start
msgbox @test MSG_KEEPOPEN
release
end
#org @test
= TEST!/n IT'S WORKING!
Hey everyone. Roughneck JB here - Long time lurker, first time hacker.
I just started a FireRed ROM hack, and I've finished scripting up to the point where you receive your Starter & battle your Rival, (as well as a few late-game events), and have somehow managed to permanently stop all wild pokemon from appearing.
I can't find any record of this happening in other tutorials or help questions, nor can I find any flag or variable which could be responsible.
Does anyone here know how to fix this?
Now, game isn't pausing, but nothing happen.
I edited it to:
and still nothing happen.Code:'--------------- #org 0x800240 msgbox 0x880043C MSG_KEEPOPEN '"TEST!/n IT'S WORKING!" checkflag 0x829 if 0x0 goto 0x880026F checkflag 0x10A if 0x1 goto 0x880026F applymovement MOVE_PLAYER 0x8800272 waitmovement 0x0 msgbox 0x880041C MSG_KEEPOPEN '"[player], you have to talk with he..." releaseall end '--------------- #org 0x80026F releaseall end '--------- ' Strings '--------- #org 0x80043C = TEST!\n IT'S WORKING! #org 0x80041C = [player], you have to talk with he! '----------- ' Movements '----------- #org 0x800272 #raw 0x11 'Step Up (Normal) #raw 0x11 'Step Up (Normal) #raw 0x13 'Step Right (Normal) #raw 0x13 'Step Right (Normal) #raw 0xFE 'End of Movements
@EDIT
This scripit isn't working too:
Code:#dynamic 0x800460 #org @start msgbox @test MSG_KEEPOPEN release end #org @test = TEST!/n IT'S WORKING!
Hey everyone. Roughneck JB here - Long time lurker, first time hacker.
I just started a FireRed ROM hack, and I've finished scripting up to the point where you receive your Starter & battle your Rival, (as well as a few late-game events), and have somehow managed to permanently stop all wild pokemon from appearing.
I can't find any record of this happening in other tutorials or help questions, nor can I find any flag or variable which could be responsible.
Does anyone here know how to fix this?
@LocksmithArmy, that was my first guess too, but I changed the encounter rates several times & it did nothing.
@Karatekid552, that sounds plausible. I'll try & find out which vars trigger Repel mechanics. Thanks! :D
OK, the only Vars I saw which sound like suspects are 4020 - 4025, and I haven't triggered any of them. I even tried a Level script which changed the setting for 4020, and all that did was display the "Repel wore off" message every few steps...
Are there any other known causes?
compare PLAYERFACING UP
if == jump 0x8153B49 ' Equal To
jump 0x8153B59
compare PLAYERFACING LEFT
if == jump 0x874238A ' Equal To
compare PLAYERFACING RIGHT
if == jump 0x874237B ' Equal To
jump 0x8742399
Behavior Bytes. Open up A-Map and go into the block editor after you open up any out door map. Goto the grass tile, and make sure the behavior bytes is set to 02 02 and the background bytes are 00 01. This goes for all tiles that have grass on them. Also, you must click save indivigually for all tiles.