LocksmithArmy
Mew!
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- Seen Apr 7, 2025
... well no... i did not know that
... well no... i did not know that
What's so good about 74? 80 is pretty much the best start you can get.Make sure it is #dynamic 0x74000. And please trust it, it is far, far safer than manual insertion. Trust me, I didn't learn about dynamic insertion until I was well into hacking and you wouldn't believe the amount of problems it had caused. Always do it dynamically when possible.
What's so good about 74? 80 is pretty much the best start you can get.
That big chunk of free space begins are around 720000. I think A-Map also uses this space to repoint it's maps and such, which is why are start 740000. Ideally, it depends how many maps you're going to add. If you enlarge every existing map and add a ton more maps, then 740000 is a bad start. That's generally not the case though, so 740000 is a good place to start (I would start 760000 if I was that sure I'd change a lot). Of course some people like to use this space to insert their graphics, but it shouldn't matter because we skip 20000 anyways.
What's so good about 74? 80 is pretty much the best start you can get.
Yes, it would. The start may be rocky, but you'll come to find that XSE is more user friendly, has more support, and is all around easier to use.In the past I've been more familiar with Pokescript; would it be better to just use XSE instead?
hi I want to know what's the problem in this script as whn the pidgeotto section of the script after battling pidgeotto the screen turns black forever and whenever I step on the script tile the script again starts to go on and I again got a free mankey and battle a pidgeotto sohow should I stop these errors?
Here is the script
'---------------
#org 0x802781
applymovement 0x2 0x8802824
waitmovement 0x0
msgbox 0x880282F MSG_YESNO '"A wild Mankey wants to join your\n..."
compare LASTRESULT 0x1
if 0x1 goto 0x88027AB
compare LASTRESULT 0x0
if 0x0 goto 0x8802819
end
'---------------
#org 0x8027AB
msgbox 0x880286C MSG_NORMAL '"Mankey happily joined your party!"
applymovement 0x2 0x88028A9
givepokemon 0x38 0xA 0xCF 0x0 0x0 0x0
fanfare 0x13E
msgbox 0x88028B1 MSG_KEEPOPEN '"[player]recieved a Mankey!!"
waitfanfare
closeonkeypress
setflag 0x754
fadescreen 0x1
fadescreen 0x0
showsprite 0x3
msgbox 0x88028C9 MSG_NORMAL '"A Pidgey wants to battle but it is..."
fadescreen 0x1
hidesprite 0x3
fadescreen 0x0
showsprite 0x4
cry 0x11 0x0
msgbox 0x88028FA MSG_NORMAL '"The evolved Pidgeotto is\nattackin..."
waitcry
wildbattle 0x11 0x8 0xD2
fadescreen 0x0
hidesprite 0x4
fadescreen 0x1
setflag 0x755
release
end
'---------------
#org 0x802819
msgbox 0x8802890 MSG_NORMAL '"Mankey seems very sad!"
release
end
'---------
' Strings
'---------
#org 0x80282F
= A wild Mankey wants to join your\nparty should you take it?
#org 0x80286C
= Mankey happily joined your party!
#org 0x8028B1
= [player]recieved a Mankey!!
#org 0x8028C9
= A Pidgey wants to battle but it is\nnot strong.
#org 0x8028FA
= The evolved Pidgeotto is\nattacking with rage!!
#org 0x802890
= Mankey seems very sad!
'-----------
' Movements
'-----------
#org 0x802824
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x13 'Step Right (Normal)
#raw 0x0 'Face Down
#raw 0x10 'Step Down (Normal)
#raw 0x10 'Step Down (Normal)
#raw 0xFE 'End of Movements
#org 0x8028A9
#raw 0x4E 'Jump Down
#raw 0x60 'Hide
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0x20 'Step Right (Fast)
#raw 0xFE 'End of Movements
So basically what I want to do is make it so that the game thinks you already visited the pokemon center of a town. So that you can use fly at the very beginning of the game to get to all the towns.
I looked at the level script for the poke-centers and this is what came up.
Game: Fire Red
Editor: exe (extreme script editor)
Script:
Spoiler:;---------------
#org 0x16B0FA
sethealingplace 0x5 (Note: number for sethealingplace 0x gets higher each town and starts at 0x0 at your hometown)
end
Is this the code that makes the game recognize that flying to that pokemon center is enabled? Or do I need to set something else? I could make it so that my creepy pasta game is supposed to be played through normally, but setting the fly stuff to be working would make testing it sooo much easier. (And recording it for youtube videos)
So I'm thinking of making a new 'house' in Viridian forest that teleports you to different areas (new maps mind you) depending on how many badges you have. Would this script work?
Spoiler:#dynamic 0x8000
#org @Start
lock
checkflag *flag for first gym badge*
If 0x1 goto @warp1
*warp script to go to a "normal" house.*
release
end
#org @warp1
lock
checkflag *flag for second badge*
If 0x1 goto @warp2
*warp script to go to a slightly-glitchy looking house*
release
end
And So on?
Hi, im new to hacking and i want to know how to change scripts and such. Help is really appreciated, thanks in advance
So I'm thinking of making a new 'house' in Viridian forest that teleports you to different areas (new maps mind you) depending on how many badges you have. Would this script work?
Spoiler:#dynamic 0x8000
#org @Start
lock
checkflag *flag for first gym badge*
If 0x1 goto @warp1
*warp script to go to a "normal" house.*
release
end
#org @warp1
lock
checkflag *flag for second badge*
If 0x1 goto @warp2
*warp script to go to a slightly-glitchy looking house*
release
end
And So on?
I believe it would work if you reverse it. That is, start with the eighth badge and work your way to the first.
I believe it would work if you reverse it. That is, start with the eighth badge and work your way to the first.
No it will always warp you to the first gym's warp from badges 1-8.
Hint: Introduce a variable that increments per badge
Wait, do you mean do the warps in order of 1-8 badges but check for the badges in reverse order?
Ah so more like
Spoiler:*start of script*
Lock
Check flag : *flag for first badge*
If 0x1 goto @warp1
*warp for the normal house before the first badge*
release
end
#org @warp1
Setvariable : *random variable*
check flag: *flag for second badge*
If 0x1 goto @warp2
*warp for house from the first badge being active*
And so on?
start of script*
checkflag for gym badge 8
if true jump @warp8
checkflag for gym badge 7
if true jump @warp7
....
....
end
compare variable 0x1
if == first warp
compare variable 0x2
if == second warp
...
...
end
I believe it would work if you reverse it. That is, start with the eighth badge and work your way to the first.
Ahhh girls on the interwebsssss1!!! *runs and hides* (lol I kid :P )She means like this:
Code:start of script* checkflag for gym badge 8 if true jump @warp8 checkflag for gym badge 7 if true jump @warp7 .... .... end
I was suggesting something more complicated, but if you're interested it's like:
Code:compare variable 0x1 if == first warp compare variable 0x2 if == second warp ... ... end
Where the variable was incremented the same time the flag is set.
The way she said is easier for you. You shouldn't do my way unless you're doing some sneaky business with the variables later :P