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[Updated Flags] MasterZolt's XSE Scripting Tutorial!!!

Zolt

Pokemon Hacker and Master
  • 102
    Posts
    10
    Years
    MasterZolt's XSE Scripting Tutorial!!!

    I will be updating the thread daily to add all the features of XSE.

    Intro

    Spoiler:


    Message Scripts and Compiling

    Spoiler:


    Flags

    Spoiler:
     
    Last edited:
    No offense, but making a tutorial that teaches only how to make a messagebox is useless.

    Also, why did you put "Pokemon is Life." and not "Pok\h1Bmon is Life.". The example I gave you encodes this hex character to the letter "é" ingame.
     
    No offense, but making a tutorial that teaches only how to make a messagebox is useless.

    Also, why did you put "Pokemon is Life." and not "Pok\h1Bmon is Life.". The example I gave you encodes this hex character to the letter "é" ingame.
    If you read at the top I'm not done with this tutorial, but I only have so much time to go into all this detail. And I haven't gotten to Hex values yet. Thanks for the input though.
     
    As a beginner ive found it actually to be a really useful tutorial because other tutorials dont explain that good how to insert the scripts with amap.
     
    I've always wanted to expand on Diego's tutorial, I love the format you're doing it in, but maybe decrease the size of the text within the spoilers, it makes this tutorial excessively large.
    Any who good luck with having time to update this:)
     
    I've always wanted to expand on Diego's tutorial, I love the format you're doing it in, but maybe decrease the size of the text within the spoilers, it makes this tutorial excessively large.
    Any who good luck with having time to update this:)
    Thanks for the thread advice (: Now that I've looked at it, you're right! I'll edit it when I get home(:
     
    If you read at the top I'm not done with this tutorial, but I only have so much time to go into all this detail. And I haven't gotten to Hex values yet. Thanks for the input though.

    Well, I still think you should point to good scripting, even in the very first step. Same goes to teaching almost every thing, like math, coding, encoding and more, if you can understand what I am trying to point at.

    For example, in every applymovement script you have to put 0xFE at the end to end the movements, but if you will make an applymovement tutorial and you will not get up to it (because it's the last hexadecimal value in the applymovement (I think at least)).
     
    Well, I still think you should point to good scripting, even in the very first step. Same goes to teaching almost every thing, like math, coding, encoding and more, if you can understand what I am trying to point at.

    For example, in every applymovement script you have to put 0xFE at the end to end the movements, but if you will make an applymovement tutorial and you will not get up to it (because it's the last hexadecimal value in the applymovement (I think at least)).
    I didn't think of it that way. It was just super late, and I was done :P I planned on doing in the next day (Today) which I am starting right now.
     
    You're one of them :P lol, let me help you!

    LOL. I would like to learn advanced scripting, sure. But, not now. >.> (I'm lazy xD)

    But I would review your tut. if I found something I don't know. :)
     
    This is quite helpful for beginners, Zolt. But It would be better to reduce those spoilers and the text size, it doesn't look good. Clicking everything on with spoilers is bleh. It would be better just to scroll down, it would be better to add spoilers on each lesson.

    I also saw boxset 0x6. I think it's easier to put msgbox @pointer 0x6 so it would look like..

    Code:
    #dynamic 0x800000
    
    #org @start
    lock
    faceplayer
    msgbox @sample 0x6
    release
    end
    
    #org @sample
    = Pok\h1Amon is life
    Also add what lock and faceplayer code are for. Hope to see your tutorial growing everyday. This is very helpful really :) Good job
     
    >#Dynamic 0x900000 - This is where the game is going to store the script in its offset data.
    This isn't true. This defines the point from which the tool should look for free space to insert the script. If there was a byte at 0x900000 that wasn't FF, the tool would compile it to 0x900001.

    Based on your use of the boxset command it also seems like you're writing about XSE 1.1.0, which is not something you should be doing as that version is outdated and very buggy.
     
    >#Dynamic 0x900000 - This is where the game is going to store the script in its offset data.
    This isn't true. This defines the point from which the tool should look for free space to insert the script. If there was a byte at 0x900000 that wasn't FF, the tool would compile it to 0x900001.

    Based on your use of the boxset command it also seems like you're writing about XSE 1.1.0, which is not something you should be doing as that version is outdated and very buggy.
    I'll update the thread now.
     
    Post the flags tutorials! {XD} It's okay, take your time.
     
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