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I want to create a loadmenu data. but idon't know where can I exactly begin.I studying some of the loadmenu script that are already have in the rom.But I know how can I create one. Can someone tell me how create one?
わたし の なまえ わ レン レン でづ
The compendium has some documentation on this but it is a bit confusing.
It depends on what you're trying to do. For a simple choice selection the best example is Crystal's Extremespeed Dratini quiz.
DragonShrineQuiz1Script: ; 0x18d030 ; this is just the first part. the other questions have their own menudata setbit1 $0001 2writetext UnknownText_0x18d3bc ; "What are #MON to you?" keeptextopen loadmenudata DragonShrineQuiz1MenuData interpretmenu2 ; load menu and wait until you select an option writebackup ; lets you check the option you just selected if_equal $1, UnknownScript_0x18d0a9 ; PalScript if_equal $2, UnknownScript_0x18d0cb ; UnderlingScript if_equal $3, UnknownScript_0x18d0a9 ; FriendScript end ; 0x18d049 ... DragonShrineQuiz1MenuData: ; 0x18d215 db %01000000 ; not sure db $04, $08 ; top left corner coords (y, x) db $0b, $13 ; bottom right corner coords (y, x) dw DragonShrineQuiz1MenuData2 db $01 ; option 1 selected by default ; 0x18d21d DragonShrineQuiz1MenuData2: ; 0x18d21d db %10000001 ; bit7: left margin; bit0: can't press b db $03 ; # items db "PAL@" db "UNDERLING@" db "FRIEND@" ; 0x18d234
; DragonShrineQuiz1MenuData 40 04 08 0b 13 1d 52 01 ; DragonShrineQuiz1MenuData2 81 03 8f a0 ab 50 ; PAL@ 94 ad a3 a4 b1 ab a8 ad a6 50 ; UNDERLING@ 85 b1 a8 a4 ad a3 50 ; FRIEND@
interpretmenu2's parameters are a bit more straightforward than interpretmenu's. Take this script and tinker around with it to see how it works. That'll help more than anything else, and probably be faster too.
I did this not too long ago.
IntroScriptText1: db 0 db "Choose a starter.", $57 StarterMenu: db $40, $00, $07, $0d, $13 dw StarterMenuChoices db $01 StarterMenuChoices: db $81, $06 db "BULBASAUR@" db "CHARMANDER@" db "SQUIRTLE@" db "CHIKORITA@" db "CYNDAQUIL@" db "TOTODILE@" IntroScript: loadfont 2writetext IntroScriptText1 keeptextopen loadmenudata StarterMenu interpretmenu2 writebackup if_equal $1, GiveStarter1 if_equal $2, GiveStarter2 if_equal $3, GiveStarter3 if_equal $4, GiveStarter4 if_equal $5, GiveStarter5 if_equal $6, GiveStarter6 ; 0x7acf1 GiveStarter1: pokenamemem BULBASAUR, $0 2writetext ReceivedStarterText playsound $0002 waitbutton keeptextopen givepoke BULBASAUR, 5, BERRY, 0 2jump StarterGiven GiveStarter2: pokenamemem CHARMANDER, $0 2writetext ReceivedStarterText playsound $0002 waitbutton keeptextopen givepoke CHARMANDER, 5, BERRY, 0 2jump StarterGiven GiveStarter3: pokenamemem SQUIRTLE, $0 2writetext ReceivedStarterText playsound $0002 waitbutton keeptextopen givepoke SQUIRTLE, 5, BERRY, 0 2jump StarterGiven GiveStarter4: pokenamemem CHIKORITA, $0 2writetext ReceivedStarterText playsound $0002 waitbutton keeptextopen givepoke CHIKORITA, 5, BERRY, 0 2jump StarterGiven GiveStarter5: pokenamemem CYNDAQUIL, $0 2writetext ReceivedStarterText playsound $0002 waitbutton keeptextopen givepoke CYNDAQUIL, 5, BERRY, 0 2jump StarterGiven GiveStarter6: pokenamemem TOTODILE, $0 2writetext ReceivedStarterText playsound $0002 waitbutton keeptextopen givepoke TOTODILE, 5, BERRY, 0 2jump StarterGiven IntroScriptTextEnd: db 0 db "Begin.", $57 StarterGiven: warp GROUP_UNION_CAVE_1F, MAP_UNION_CAVE_1F, 17, 2 jumptextfaceplayer IntroScriptTextEnd
Last edited by Sanqui (2012-11-25 12:29:32)