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- Seen Aug 16, 2013
Is it possible to modify Birch's spiel at the beginning of the game? I need to force the player's gender to male. I'm using Ruby.
Posted in the wrong section...
*sigh* Level scripts just seem to hate me... :/
This is a level script that triggers when the player is warped into their room. So far there is only one other level script on the map, one that I put up to lay the groundwork for other level scripts and action in the future. I'm using the [04] Script Type because I dunno and I made sure to set the var in the script. The thing is, it starts with the lockall command and then the script just stops with the player locked in place.
Here's the script for reference:
Spoiler:
'---------------
#org 0x81ABDF
lockall
applymovement 0x3 0x881AF31
waitmovement 0x0
msgbox 0x881ACBF 0x6 '"[green_fr][rival]: [player]!\pI he..."
applymovement 0x3 0x881AF36
waitmovement 0x0
goto 0x881AC03
'---------------
#org 0x81AC03
special 0x113
applymovement 0x7F 0x881AF39
waitmovement 0x0
special 0x114
showsprite 0x1
applymovement 0x1 0x881AF42
waitmovement 0x0
applymovement 0xFF 0x881AF47
applymovement 0x3 0x881AF47
waitmovement 0x0
goto 0x881AC38
'---------------
#org 0x81AC38
msgbox 0x881AD24 0x6 '"[lightblue_fr]Belle: Am I a little..."
applymovement 0x3 0x881AF4A
waitmovement 0x0
msgbox 0x881AD58 0x6 '"[green_fr][rival]: Belle...\pI've ..."
special 0x133
applymovement 0x1 0x881AF4E
special 0x113
applymovement 0x7F 0x881AF55
waitmovement 0x0
special 0x114
goto 0x881AC73
'---------------
#org 0x81AC73
msgbox 0x881ADF4 0x6 '"[lightblue_fr]Belle: I know. Sorry..."
applymovement 0x1 0x881AF5E
waitmovement 0x0
applymovement 0xFF 0x881AF64
waitmovement 0x0
msgbox 0x881AE1D 0x6 '"[lightblue_fr]Belle: So where are ..."
applymovement 0x3 0x881AF67
pause 0x40
applymovement 0x1 0x881AF36
applymovement 0xFF 0x881AF36
msgbox 0x881AE95 0x6 '"[green_fr][rival]: The Pokémon are..."
setvar 0x7007 0x1
releaseall
end
Is it possible to modify Birch's spiel at the beginning of the game? I need to force the player's gender to male. I'm using Ruby.
This has been done on FR, but I haven't seen it done on Ruby. However, it requires ASM. Unless! You give the player two male choices. Just change the girl to a boy. Otherwise, to remove one option, it will require ASM.
Where should I start if I want to edit the ASM?
Okay so switching to 02 stops the player from freezing in place, but now the level script won't even activate... :/
Most likely a var issue.
/me is going back to look at said script....
Edit:
Okay, first, have you opened up XSE in level script mode and edited the header script found in professional mode in A-Map?
Second: what other scripts are running in the header (please check, don't assume that A-map didn't screw up and create an extra script. This has happened to me before and caused a lot of issues.) and what are their parameters?
Lastly, what are the parameters for this script?
I have just started learning XSE and general 3rd gen ROM hacking and I was wondering are there any tutorials or just general advice for creating a custom safari zone script?
(note: I'm sorry if I am causing anyone here any trouble but I just felt I should ask this question because I myself am completely lost on how to even start such a task, also thank you in advance for any help you all can give me.)
So here is my level script: (I am using XSE)
Spoiler:#dynamic 0x800000
#org @pokeballshow
hidesprite 0x4
hidesprite 0x5
hidesprite 0x6
setvar 0x4011 0x1
release
end
Basically I want the sprites 4, 5, and 6 to be hidden until I use the showsprite command in a further script. I compiled it and put it into the script offset in the header with this "Validates values, loads handler to 0x03000EB0 (playback) [02]". But when I warp into the map the sprites are still there.
Any ideas on what's wrong? Is it my script?
Game: FireRed (U)
Editor: XSE
Spoiler:
fadescreen 0x1
sound 0x8
setflag 0x349
hidesprite 0x1
hidesprite 0x2
hidesprite 0x4
hidesprite 0x5
hidesprite 0x6
hidesprite 0x7
hidesprite 0x8
hidesprite 0x9
movesprite 0xFF 0x2 0x5
applymovement MOVE_PLAYER 0x8741291
movesprite2 0xC 0x3 0x5
applymovement 0xC 0x8741294
applymovement 0x3 0x8741297
waitmovement 0xC
fadescreen 0x0
I need the player to move to 2,5 while the screen is black, and then fade in. the player, however, is moved outside of the room somewhere and the camera remains in the same spot.
Game: FireRed (U)
Editor: XSE
Spoiler:
fadescreen 0x1
sound 0x8
setflag 0x349
hidesprite 0x1
hidesprite 0x2
hidesprite 0x4
hidesprite 0x5
hidesprite 0x6
hidesprite 0x7
hidesprite 0x8
hidesprite 0x9
movesprite 0xFF 0x2 0x5
applymovement MOVE_PLAYER 0x8741291
movesprite2 0xC 0x3 0x5
applymovement 0xC 0x8741294
applymovement 0x3 0x8741297
waitmovement 0xC
fadescreen 0x0
I need the player to move to 2,5 while the screen is black, and then fade in. the player, however, is moved outside of the room somewhere and the camera remains in the same spot.
#dynamic 0x740000
#org @main
lock
faceplayer
checkmoney 0x96 0x0 0x0
compare LASTRESULT 0x1
if == jump @canhave ' Equal To
jump @canthave
#org @canhave
'-----------------------------------
'put some code here
release
end
#org @canthave
'-----------------------------------
'put some code here
release
end
#org 0x87402C1
'-----------------------------------
lock
faceplayer
checkmoney 0x96 0x0 0xD21
storeitem 0x1 0x600
nop1 ' #raw 0x1
#raw 0xD7
end
checkmoney 500 0