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[Other] Script Locations

U.Flame

Maker of Short Games
  • 1,327
    Posts
    16
    Years
    I've been experimenting with scripts lately and I'm starting to get the hang of it, so I decided to work with changing the starting scripts. Thing is, I can't locate the scripts that cause the player to jump out of the truck and where your mother meets you at that moment. Neither the first script in the truck nor the mother's script outside seem to contain those pieces. Though I did find where to relocate the player's warp out the truck, I couldn't find the movements. Can someone help me with this please?
     
    Ah! That's where it is! Forgot about that. Thank you!
     
    All right, new issue. It's a big step and a small struggle for me to keep track of what I'm editing here, so far I'm working on movement. I got the first few steps working well, but when I tried making both the player and mother walk down a path to the house, it kinda came apart. Earlier movement commands stopped working until I removed the new ones, which I don't believes worked. I'm using the same string of commands so I don't see where it could interfere. Here's what I have so far that works: '---------------
    #org 0x14D583
    lockall
    setvar 0x8004 0x5
    setvar 0x8005 0x8
    call 0x814D5BF
    setflag 0x2F9
    warpmuted 0x1 0x0 0xFF 0x8 0x8
    waitstate
    releaseall
    end

    '---------------
    #org 0x14D5BF
    pause 0xF
    sound 0xA
    applymovement 0xFF 0x814D654
    waitmovement 0x0
    setdooropened 0x24 0xF
    doorchange
    showsprite 0x4
    applymovement 0x4 0x814D640
    waitmovement 0x0
    setdoorclosed 0x24 0xF
    doorchange
    pause 0xA
    applymovement 0x4 0x814D642
    waitmovement 0x0
    msgbox 0x816A759 0x4 '"MOM: [player], we're here, honey!\..."
    closeonkeypress
    applymovement 0x4 0x814D645
    applymovement 0xFF 0x814D64C
    waitmovement 0x0
    setdooropened 0x8004 0x8005
    doorchange
    applymovement 0x4 0x814D649
    applymovement 0xFF 0x814D651
    waitmovement 0x0
    setflag 0x2F0
    setvar 0x4092 0x3
    spriteinvisible 0xFF 0x0 0x0
    setdoorclosed 0x8004 0x8005
    doorchange
    clearflag 0x364
    clearflag 0x4000
    return


    '---------
    ' Strings
    '---------
    #org 0x16A759
    = MOM: [player], we're here, honey!\pIt must be tiring riding with our things\nin the moving truck.\pWell, this is LITTLEROOT TOWN.\pHow do you like it?\nThis is our new home!\pIt has a quaint feel, but it seems to be\nan easy place to live, don't you think?\pAnd, you get your own room, [player]!\nLet's go inside.


    '-----------
    ' Movements
    '-----------
    #org 0x14D654
    #raw 0x14 'Delay5
    #raw 0x14 'Delay5
    #raw 0x14 'Delay5
    #raw 0x3 'Face Right
    #raw 0xFE 'End of Movements

    #org 0x14D640
    #raw 0x8 'Step Down (Normal)
    #raw 0xFE 'End of Movements

    #org 0x14D642
    #raw 0x27 'Step on the Spot Left (Fastest)
    #raw 0xFE 'End of Movements

    #org 0x14D645
    #raw 0x14 'Delay5
    #raw 0x13 'Delay4
    #raw 0x8
    #raw 0x8
    #raw 0x54 'Hide
    #raw 0xFE 'End of Movements

    #org 0x14D64C
    #raw 0x14 'Delay5
    #raw 0x13 'Delay4
    #raw 0xB 'Step Right (Normal)
    #raw 0x8
    #raw 0xFE 'End of Movements

    #org 0x14D649
    #raw 0x54 'Hide
    #raw 0xFE 'End of Movements

    #org 0x14D651
    #raw 0xFE 'End of Movements

    As you can see, it isn't finished yet. The newly added 0x8s are the start of the path to the house I'm trying to set. From the starting point, it should be about a ten step walk but it fails pretty early. What am I doing wrong?
     
    The problem is (probably) because you are extending pre-existing information. You're effectively erasing other script information when you add more commands on strings in existing scripts.

    What you need to do is use dynamic offsets. At the top of your script write '#dynamic 0x740000' and then at every point you have a pointer (the 0x1blahblahblah numbers) you give it a name.

    #dynamic 0x740000

    #org @start
    lockall
    setvar 0x8004 0x5
    setvar 0x8005 0x8
    call @next
    setflag 0x2F9
    warpmuted 0x1 0x0 0xFF 0x8 0x8
    waitstate
    releaseall
    end

    This is the start. Pointers that have the same number need to share the same name, so they connect properly.

    IE

    applymovement 0xFF @MovePlayer1 will look for movements at #org @MovePlayer1

    Once you're all done you then need to press the blue gear icon to compile the data, and copy the first number it gives you into the appropriate place in advancemap.
     
    So use a different offset huh? I guess I can't recycle everything can I? Well, it worked! Thanks for helping me pinpoint the problem.
     
    That's ok! You can only replace it if it's worth the same (or less) bytes than the original. So, most of the time it is safer to insert a new one. :)
     
    All right, so far things are going well. There is another script I can't find however. Where is the script where your mother drags you to the TV after setting the clock? I've checked her person script. the script tiles, the clock script, and the level scripts. Can't find it.
     
    Hate to be pushy, but I really can't find this script anywhere. I've checked every possible source. What am I missing?
     
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