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Script Requests/Sharing/Discussion

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Not open for further replies.
31
Posts
17
Years
    • Seen Mar 8, 2024
    What is "callasm"
    callasm does as the name says - it calls a piece of ASM code at the specified offset in the ROM. It's used in the shiny hack, but is not obvious as Mastermind_X writes the script using it directly in hex.

    and can't I jusst replace 'nop' with '#raw 00
    Yes, you could, but I don't see exactly why you'd want to.
     

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • I'm Happy right now, and you know what happens when I'm Happy don't you?
    New scripts+A bonus video:


    .::Video::.
    https://www.youtube.com/watch?v=TiwcNRRm2Tc

    .::Script::.
    Code:
    #org $start
    Lock
    Faceplayer
    Checkflag 0x200
    If b_true goto $done
    Message $poke
    Boxset 5
    Compare LASTRESULT 1
    If b_true goto $recieve
    Message $no
    Boxset 6
    Release
    End
    
    #org $done
    Message $how
    Boxset 6
    Release
    end
    
    #org $recieve
    Givepokemon 4 5 0
    Jingle
    setflag 0x828
    setflag 0x829
    Message $here
    Boxset 6
    message $also
    boxset 6
    applymovement 0x04 $may
    pausemove 0
    message $go
    boxset 6
    Setflag 0x200
    Release
    end
    
    #org $poke
    $poke 1 =Would you like a\pCharmander?
    
    #org $how
    $how 1 =How's my Charmander going?
    
    #org $here
    $here 1 =You received a Charmander.
    
    #org $no
    $no 1 =You don't have a choice,\p or do you?\lTalk to me again and this time,\nsay yes!
    
    #org $also
    $also 1 =Hold on...Not done,\pI have to activate your pokedex.\lA little bit of this,\nA little bit of that and..\pDONE!!!
    
    #org $may
    $may 1 ; 0x12 0x10 0x04 0xFE
    
    #org $go
    $go 1 = Sorry If I was in the way\pYou can now\npass.
    It works too!
     

    foullump

    Rom Hacking Guru
    221
    Posts
    17
    Years
  • I actually have a question, which is kind of embarrassing...
    For some reason I can't get checkitem to work...
    Can someone show me how a simple checkitem would work?
     
    41
    Posts
    17
    Years
    • Seen Dec 25, 2007
    I have a bunch of scripts that I want to combine into one big script so when the player steps in a certain spot he/she will, be given a pokemon, pokemon menu, and some pokeballs.

    I tried compiling but I got the runtime error 457 or something of that sort. Can somebody help me out
     

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • I actually have a question, which is kind of embarrassing...
    For some reason I can't get checkitem to work...
    Can someone show me how a simple checkitem would work?
    Code:
    #org $start
    Lock
    Faceplayer
    Checkflag 0x200
    If b_true goto $done
    Message $here
    Boxset 5
    Compare LASTRESULT 1
    If b_true goto $recieve
    Message $no
    Boxset 6
    Release
    End
    
    #org $done
    Message $hi
    Boxset 6
    Release
    End
    
    #org $recieve
    Checkitem 0x4
    Compare LASTRESULT 1
    If b_<< goto $non
    Giveitem 0xD 1
    Removeitem 0x4 1
    Message $thank
    Boxset 6
    Setflag 0x200
    Release
    End
    
    #org $non
    Message $no
    Boxset 6
    Release
    end
    
    #org $no
    $no 1 =You don't have any pokeballs.
    
    #org $here
    $here 1 =Would you like to trade\nyour pokeball for my potion?
    
    #org $hi
    $hi 1 =Hi
    
    #org $no
    $no 1 =That's okay someone else might\nlike to.
    
    #org $thank
    $thank 1 =Thanks.
    There you go! Well you get the idea.
    I have a bunch of scripts that I want to combine into one big script so when the player steps in a certain spot he/she will, be given a pokemon, pokemon menu, and some pokeballs.

    I tried compiling but I got the runtime error 457 or something of that sort. Can somebody help me out
    I don't have a 'step-on-the-spot' script But I have one I've made recently for a person to give it to you.
    Code:
    #org $go
    lock
    faceplayer
    checkflag 0x200
    if b_true goto $greed
    message $take
    boxset 6
    giveitem 0xD 5
    giveitem 0x4 5 
    setflag 0x200
    goto $givepoke
    release
    end
    
    #org $greed
    message $huh
    boxset 6
    release
    end
    
    #org $givepoke
    Message $cn
    boxset 6
    givepokemon 4 10 0xD7
    jingle
    setflag 0x828
    setflag 0x829
    message $what
    boxset 6
    pause 0x20
    message $oh
    boxset 6
    special 0x16F
    return
    
    #org $take
    $take 1 =Here you go, 5 potion,\n and 5 pokeballs....what else?\pOh yeah and I activated your\npokedex too! Give credit to cooley.
    
    #org $huh
    $huh 1 =What? I gave you potion already,\pwhat more do you want?
    
    #org $cn
    $cn 1 =Take this charmander also!\pIf anyone asks where you got this\nfrom, tell them you don't know.
    
    #org $what
    $what 1 =What more do you want?\pHold on, lemme think......
    
    #org $oh
    $oh 1 =OH YEAH,\pA national dex right?\lWell now its activated,\pSee yah soon, I live in Australia!
    Give Credit! Happy hacking.

    Guess what, I'm in my good mood, so I'll post another complex script with a video after someone posts after me.
     
    Last edited:
    47
    Posts
    17
    Years
  • Uh... I need help. My script;

    $org$123456
    lock
    giveitem 0xC3
    release
    end

    I put it to give you an EverStone on a rock, and it doesn't seem to work. I assigned it to the rock, put the rock as a signpost on Advance map, but when ever I "talk" to it, it turns my screen maroon. Help?
     

    Dr.Razor

    Yellow Remaker
    101
    Posts
    16
    Years
  • hi,i need a script:
    a wildbattle with a celebi level 30 and when the battle finish,
    the hero goes to the warp number 3 in the map 3;48,
    the celebi says:Celebiiii!!!
    I hope you understand what i want.
    thanks.
     

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • Don't you mean a hidden item on the rock?
    Try it this way:

    Code:
    #org $begin
    lock
    faceplayer
    chaeckflag 0x200
    if b_true goto $greed
    message $rock
    giveitem 0x0C 1
    jingle
    setflag 0x200
    release
    end
    
    #org $greed
    message $gotit
    boxset 6
    release
    end
    
    #org $rock
    $rock 1 =(enter message here)
    
    #org $gotit
    $gotit 1 =(insert a message that says you already have the item)
     
    47
    Posts
    17
    Years
  • Don't you mean a hidden item on the rock?
    Try it this way:

    Code:
    #org $begin
    lock
    faceplayer
    chaeckflag 0x200
    if b_true goto $greed
    message $rock
    giveitem 0x0C 1
    jingle
    setflag 0x200
    release
    end
    
    #org $greed
    message $gotit
    boxset 6
    release
    end
    
    #org $rock
    $rock 1 =(enter message here)
    
    #org $gotit
    $gotit 1 =(insert a message that says you already have the item)

    Uh... Ok then, thanks alot. I'm a beginner scripter and I had no idea I needed that much stuff... O.o
     

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • Uh... Ok then, thanks alot. I'm a beginner scripter and I had no idea I needed that much stuff... O.o
    I made a mistake in that script, add 'boxset 6' under 'message $rock'. Then
    It should work properly.


    Update, New script for cave of origin(RUBY):
    Code:
    '-----------------------
    #org 0x14D308
    
    applymovement 0x10 0x81A083F
    applymovement APPLYMOVE_PLAYER 0x81A0843
    
    #raw 0x0
    #raw 0x0
    
    
    #raw 0x0
    applymovement 0x10 0x81A0833
    
    #raw 0x0
    #raw 0x0
    applymovement 0x10 0x81A0835
    
    #raw 0x0
    #raw 0x0
    applymovement 0x10 0x814D413
    
    #raw 0x0
    #raw 0x0
    msgbox 0x8169E0F '"STEVEN: \v\h01\v\h05..."
    
    call 0xA4F68 
    
    
    
    
    applymovement APPLYMOVE_PLAYER 0x814D440
    
    
    #raw 0x0
    msgbox 0x8169E82 '"My name is WALLACE.\..."
    
    call 0x4F00152F 
    goto 0x1A083300 
    
    
    #raw 0x0
    #raw 0x0
    applymovement 0x5 0x81A0835
    
    #raw 0x0
    #raw 0x0
    msgbox 0x8169F3C '"That... That is the ..."
    
    call 0x1E2868 
    applymovement 0x5 0x814D46A
    applymovement 0x10 0x814D41D
    applymovement APPLYMOVE_PLAYER 0x814D445
    
    #raw 0x0
    #raw 0x0
    applymovement 0x5 0x81A0843
    applymovement APPLYMOVE_PLAYER 0x81A0843
    
    #raw 0x0
    #raw 0x0
    
    
    #raw 0x0
    applymovement 0x10 0x81A0845
    
    #raw 0x0
    #raw 0x0
    msgbox 0x8169F6B '"STEVEN: This sunligh..."
    
    call 0x1E2868 
    applymovement 0x5 0x814D47C
    applymovement APPLYMOVE_PLAYER 0x814D457
    applymovement 0x10 0x814D42D
    
    #raw 0x0
    #raw 0x0
    applymovement 0x5 0x81A083F
    
    #raw 0x0
    #raw 0x0
    msgbox 0x816A06C '"WALLACE: The CAVE OF..."
    
    call 0x3F00FF4F 
    
    
    
    
    #raw 0x0
    #raw 0x0
    msgbox 0x816A13E '"STEVEN: \v\h01\v\h05..."
    
    call 0x65000564 
    goto 0xA640900 
    #raw 0x0
    
    
    #raw 0x0
    
    
    
    
    end
    
    '-----------------------
    #org 0xA4F68
    #raw 0x0
    
    
    
    
    
    
    
    #raw 0x0
    
    #raw 0x0
    #raw 0x0
    
    
    #raw 0x0
    if 0x4 jump 0x1C220E
    
    
    
    #raw 0x0
    
    
    
    
    
    
    
    
    
    
    
    
    
    #raw 0x0
    
    #raw 0x0
    if 0x0 jump 0x39008016
    
    
    
    #raw 0x0
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    #raw 0x0
    #raw 0x0
    
    
    #raw 0x0
    return
    
    '-----------------------
    #org 0x4700152F
    #raw 0x0
    '-----------------------
    #org 0x12083300
    #raw 0x0
    '-----------------------
    #org 0x1E2868
    
    
    loadptr 0x3 0x545878FE
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    call 0x4024010 
    
    
    end
    
    '-----------------------
    #org 0x3700FF4F
    #raw 0x0
    '-----------------------
    #org 0x5D000564
    #raw 0x0
    '-----------------------
    #org 0x2640900
    #raw 0x0
    '-----------------------
    #org 0x1C220E
    #raw 0x0
    
    
    
    
    
    
    
    
    
    
    #raw 0x0
    
    
    
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    msgbox 0x81C33EF '"REPEL's effect wore ..."
    
    return
    
    '-----------------------
    #org 0x31008016
    #raw 0x0
    '-----------------------
    #org 0x4024010
    #raw 0x0
    
    '---------
    ' Strings
    '---------
    #org 0x169E0F
    = STEVEN: \v\h01\v\h05, you came, too?\nUnder this scorching sun, yet...\pOh, yes, can you hear out what my\nfriend has to say?
    #org 0x169E82
    = My name is WALLACE.\nI'm this town's GYM LEADER.\pI've also been entrusted with the\nprotection of the CAVE OF ORIGIN.\pThis sunshine is caused by a power\nemanating from the CAVE OF ORIGIN.
    #org 0x169F3C
    = That... That is the RED ORB.\pI see.\nFollow me.
    #org 0x169F6B
    = STEVEN: This sunlight...\pPeople and POKéMON need sunlight\nto live...\pBut why does this sunlight fill us\nwith so much dread?\pThe blazing sun over SOOTOPOLIS is\nintensifying... Soon, all of HOENN\lwill be under its withering glare...\pIf that were to happen...
    #org 0x16A06C
    = WALLACE: The CAVE OF ORIGIN is ahead.\pNo one from SOOTOPOLIS is permitted\nto enter the CAVE OF ORIGIN.\pBut you must go. \nTogether with your RED ORB.\pYou must go regardless of what awaits\nyou inside the CAVE...
    #org 0x16A13E
    = STEVEN: \v\h01\v\h05, I never expected you\nto be holding the RED ORB.\pYou'll be okay. With your POKéMON,\nyou'll get things done no matter what.\pI'm convinced of it!
    #org 0x1C33EF
    = REPEL's effect wore off...
    
    '-----------
    ' Movements
    '-----------
    #raw 27 'StLeft4
    #raw FE 'Exit
    
    #raw 28 'StRight4
    #raw FE 'Exit
    
    #raw 56 'Alert
    #raw FE 'Exit
    
    #raw 14 'Delay4
    #raw 14 'Delay4
    #raw 14 'Delay4
    #raw FE 'Exit
    
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw FE 'Exit
    
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw FE 'Exit
    
    #raw 14 'Delay4
    #raw 14 'Delay4
    #raw 14 'Delay4
    #raw FE 'Exit
    
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw FE 'Exit
    
    #raw 8 'Down2
    #raw B 'Right2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw A 'Left2
    #raw A 'Left2
    #raw FE 'Exit
    
    #raw B 'Right2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw FE 'Exit
    
    #raw 28 'StRight4
    #raw FE 'Exit
    
    #raw 28 'StRight4
    #raw FE 'Exit
    
    #raw 25 'StDown4
    #raw FE 'Exit
    
    #raw 14 'Delay4
    #raw 14 'Delay4
    #raw A 'Left2
    #raw A 'Left2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw FE 'Exit
    
    #raw 14 'Delay4
    #raw 14 'Delay4
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw FE 'Exit
    
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw A 'Left2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw 8 'Down2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw B 'Right2
    #raw FE 'Exit
    
    #raw 27 'StLeft4
    #raw FE 'Exit
    I got this by Ctrl+Click on elitemap.

    UPDATE2: I was using ScriptED and I loaded my leafgreen, then I entered '800300', and it showed me the script I compiled on the rom:

    Spoiler:
     
    Last edited:
    1,104
    Posts
    16
    Years
  • hi,i need a script:
    a wildbattle with a celebi level 30 and when the battle finish,
    the hero goes to the warp number 3 in the map 3;48,
    the celebi says:Celebiiii!!!
    I hope you understand what i want.
    thanks.
    This should cover it.
    Code:
    #org $start
    lock
    faceplayer
    message $celebi
    boxset 6
    wildbattle 251 30 0
    message $celebi
    boxset 6
    warp 3 3 48
    end
    
    #org $celebi
    $celebi 1 =Celebiii!!!
     
    74
    Posts
    16
    Years
    • Seen Jan 28, 2013
    I AM ABSOLUTELY FED UP WITH SCRIPTS SO WILL SOMEONE PLEASE JUST MAKE ME SOME, PM ME IF YOUR INTERESTED
     

    cooley

    ///Keepin' it simple
    1,148
    Posts
    17
    Years
  • Can someone make me a scirpt when the Viridian Mart keeper gives you a Town Map instead of Oak's Parcel?
    You'd be better off not messing with the mart. The event is programmed into the map, and cannot be altered.(Correct me if I'm Wrong).

    Reason: Because, You would have to give prof.OAK the town map, and he won't accept it because it isn't Oak's Parcel.
    Then you can't go back to the mart and buy supplies, because you need to give oak his parcel, and it continues.

    Unless you can script real good, then you shouldn't mess with it.
     
    Last edited:

    light_trainer921

    Flamethrower Helper
    137
    Posts
    17
    Years
  • You'd be better off not messing with the mart. The event is programmed into the map, and cannot be altered.(Correct me if I'm Wrong).

    Reason: Because, You would have to give prof.OAK the town map, and he won't accept it because it isn't Oak's Parcel.
    Then you can't go back to the mart and buy supplies, because you need to give oak his parcel, and it continues.

    Unless you can script real good, then you shouldn't mess with it.

    I know but I'll put the parcel somewhere in Viridian but it's not for Oak(it's for another character but if it is impossible to change the event in the lab, I might stick to the original).
     
    1,104
    Posts
    16
    Years
  • I know but I'll put the parcel somewhere in Viridian but it's not for Oak(it's for another character but if it is impossible to change the event in the lab, I might stick to the original).

    Well, I'm not sure about editing the level script. You may want to read (teh baro's?, not sure) tutorial on Levfel scripts at WaH. I can tell you how to remove the event if you want.

    Add 'setvar 0x4057 0x1' to an earlier script to negate the oak's parcel event.
     

    ♠εx

    Working on my hack, busy also.
    299
    Posts
    16
    Years
    • Seen Aug 15, 2008
    Alright, I have a script.
    I think I know what it does x].

    When you land on the spot, the person comes over to you and talks to you, then you follow him to the next spot? If so, how can I make him walk away and dissapear so the script doesn't happen again?

    Code:
    #org $begin
    checkflag 0x200
    if B_true goto $done
    playsound 0x13B
    #raw 0x33
    applymovement 0x01 $mw1
    pause 0x50
    message $mt1
    boxset 6
    applymovement 0x01 $mw2
    applymovement 0xFF $mw2
    pause 0x50
    fadesound
    release
    end
    
    #org $done
    release
    end
    
    #org $mw1
    $mw1 ; #binary 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0x13 0xFE
    
    #org $mt1
    $mt1 1 = Did you see someone come through here?\lArgh, wait...\lYour the new neighbour!\pLets find this guy!
    
    #org $mw2
    $mw2 1 ; #binary 0x13 0x13 0x11 0x11 0x11 0xFE

    Thanks.

    Oh, and what do I have to do to make this work for a certain person?
    Like.. Person number 18?
     
    Last edited:
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