Skeetendo

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#1 2013-02-13 21:41:21

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,326/3,578

Gen II "Trainer Script" Editor

Hey guys, this is my latest simple tool that I put together. It edits the "scripts" of trainers who are defined by being a "type 02" person event, the ones who don't run a "normal" script like other people do. As with all of my tools, it is for Windows and was made originally for personal use. They say "Necessity is the mother of invention" but sometimes "Getting tired of looking at a hex editor" is the mother of invention too. It gets old quickly looking around in a hex editor every time you want to change which type of trainer the event calls, and it is really easy to miscount and edit the wrong byte when trying to edit just one part of the "script". I made this tool to make that part less annoying for me. Hopefully, at least some of you will find it helpful as well.

trainere.png

To edit a script, you just type the start offset of the trainer's script and hit "Load Script". This way it supports editing scripts anywhere you want to add them.

As you can see, this has fields for all of the parts in a trainer's "script". The BitNo field and all of the pointers read Hexadecimal values, of course. The "Trainer Class" is selectable from a dropdown list, because it is annoying to look up "Ok so, what hex value stands for Hiker again?" when you want to change a trainer's class. Also, the value for the Trainer Number is editable as decimal, because it is more natural to count in decimal than hexadecimal when looking at a list of trainers.

Also, there is a box labeled "Offset after trainer script" that you cannot edit. Basically, I put this here to make life easier when inserting a brand new trainer in some free space. This way you know the next free location in the rom, so you can have the "Script You Win" point to it, and insert the script there to keep everything neat and together.

As far as I know, there shouldn't be any bugs. I've tested it on Windows XP and Windows 7. If you run into any bugs let me know, and naturally when testing any new tool for the first time, its a good idea to make a backup first just in case something crazy happens that nobody planned on.

Download:
Mediafire Download

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#2 2013-02-13 21:44:13

virus95x
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Registered: 2012-04-03
Post 110/225

Re: Gen II "Trainer Script" Editor

Thanks, should be very helpful! I'll test this tomorrow or friday!

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#3 2013-02-13 22:49:53

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 585/649

Re: Gen II "Trainer Script" Editor

Sounds great. I'm going to download now.


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#4 2013-02-14 03:43:29

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 276/463
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Re: Gen II "Trainer Script" Editor

Yah, this thing is very helpful. So, you're saying that you can create a new trainer right? Is their name and dialogue can be created freely as well? Including gym leaders? Just asking:)

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#5 2013-02-14 04:42:32

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,327/3,578

Re: Gen II "Trainer Script" Editor

This tool doesn't really work for Gym Leaders, Gym Leaders use a normal script like other person events.

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#6 2013-02-14 06:28:01

Miksy91
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Registered: 2010-10-16
Post 1,522/2,339

Re: Gen II "Trainer Script" Editor

Mateo wrote:

This tool doesn't really work for Gym Leaders, Gym Leaders use a normal script like other person events.

Or in other words, they are even more easily editable ;)
If you want to edit the "exactly same things" this thing offers you for gym leaders, decompile their script data through Johtomap by having PKSV set as the script editor. You'll see plenty of command lines used to looking for text, bit number, loadtrainer (which for loading trainer group and number), ...

Nice tool mate, not sure if I personally make any use of it but I'm sure plenty of others will.

Last edited by Miksy91 (2013-02-14 06:29:42)

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#7 2013-02-14 06:33:42

RED
Member
From: Japan
Registered: 2012-09-03
Post 108/521

Re: Gen II "Trainer Script" Editor

Great tool MATEO, but i got question, does it support repointed data of all trainers?


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#8 2013-02-14 06:51:48

Miksy91
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Registered: 2010-10-16
Post 1,523/2,339

Re: Gen II "Trainer Script" Editor

RED wrote:

Great tool MATEO, but i got question, does it support repointed data of all trainers?

Take a good look at the picture there. Now, what would you assume this tool does?
Figure out the answer and you've also got the answer for the question you're looking for.

Other than that, Mateo has explained what the tool is for so you might as well read it there too.

Last edited by Miksy91 (2013-02-14 06:53:30)

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#9 2013-02-14 07:43:17

y0r124
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From: Anywhere.
Registered: 2012-09-12
Post 239/331
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Re: Gen II "Trainer Script" Editor

Nice tool, Mateo :D
I might try this


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#10 2013-02-14 10:24:10

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 278/463
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Re: Gen II "Trainer Script" Editor

Haha! Thanks Miksy for elaboration, I just thought of it earlier. So I assume that aside from gym leaders, Red, Lance, the elite four and your rival follows the same procedure, am I correct? Haha! Thanks again:) This thing is very useful indeed!

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#11 2013-02-20 15:36:06

RED
Member
From: Japan
Registered: 2012-09-03
Post 113/521

Re: Gen II "Trainer Script" Editor

Miksy91 wrote:
RED wrote:

Great tool MATEO, but i got question, does it support repointed data of all trainers?

Take a good look at the picture there. Now, what would you assume this tool does?
Figure out the answer and you've also got the answer for the question you're looking for.

Other than that, Mateo has explained what the tool is for so you might as well read it there too.

my mistakes, it's actually writing the format for ordinary traine, so no need to worry about repointed data. Sorry.


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#12 2013-03-20 00:01:19

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 2,389/3,578

Re: Gen II "Trainer Script" Editor

I honestly forget which is called which, but they are the same format they would be if you typed them into a Hex Editor and the same format that Pointerberechener displays pointers that it calculates. It doesn't swap them around like Johtomap does.

15564567.png

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#13 2013-03-20 01:21:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,390/3,578

Re: Gen II "Trainer Script" Editor

It has a predefined set of Trainer Class names (Partially because I am lazy, and partially because if it read them from the rom you would have 16 classes called "LEADER", 4 classes called "ELITE FOUR" and 4 classes called "ROCKET" and that would be confusing. Especially since the Johto leaders aren't in order in the list, and the Kanto leaders are in no meaningful order. Neither are the Rockets.

Last edited by Mateo (2013-03-20 01:24:54)

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#14 2013-08-22 12:41:46

Pokemon_Master
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From: Eastern Kingdom of Mikado
Registered: 2013-05-18
Post 134/951
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Re: Gen II "Trainer Script" Editor

I am not very good at this,but i must ask you something. I know the answer is not correct.but how to make that a trainer runs to the player and wants to battle ? If i am right this also part of scripting. And how to make that the player recieves an item form another trainer ?

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#15 2013-08-23 07:07:11

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,821/3,578

Re: Gen II "Trainer Script" Editor

To make a trainer that runs to the player (the normal trainers, like this editor lets you change) they need to be a type 2 person. If you want them to give you an item after the battle, you would be able to put those commands in the script that runs after the battle. I think there are already tutorials that cover making giveitem scripts, but if not I will try to explain that more fully.

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#16 2013-08-29 16:28:00

Poke-manic
New member
Registered: 2013-08-29
Post 2/4

Re: Gen II "Trainer Script" Editor

Great tool but can you make a tool to edit pokemon picture in game ... Plz try to make i really need that tool


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#17 2013-09-07 06:50:37

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,829/3,578

Re: Gen II "Trainer Script" Editor

You can use Agixp to edit Pokemon and trainer pictures, so there is no need for me to make another one ;)

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