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#1 2014-09-01 15:24:17

frz hax
Member
Registered: 2014-08-06
Post 12/43

Route 19 script

How exactly is it that the blocks change in route 19? I think it's the change block code [79] but where is this called?  It could be anywhere from waking up snorlax to defeating blaine. I'm using route 19 for a different purpose but the blocks still change. I just want to delete where it says change block.

Thank You

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#2 2014-09-01 16:00:07

comet
Member
Registered: 2012-04-09
Post 471/679

Re: Route 19 script

It's called when you enter the map.

https://github.com/kanzure/pokecrystal/ … asm#L13-24

UnknownScript_0x19e9de: ; 0x19e9de
    checkevent $00d7
    iftrue UnknownScript_0x19e9fc
    changeblock $6, $6, $7a
    changeblock $8, $6, $7a
    changeblock $a, $6, $7a
    changeblock $c, $8, $7a
    changeblock $4, $8, $7a
    changeblock $a, $a, $7a
UnknownScript_0x19e9fc: ; 0x19e9fc
    return
; 0x19e9fd

Event flag 0xd7 is set when you enter Route 20.

I always wondered what this was about. It looks like they blocked it off for no good reason.

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#3 2014-09-01 21:44:39

frz hax
Member
Registered: 2014-08-06
Post 13/43

Re: Route 19 script

ASM :'(

I wish I could just change it with a hex editor.

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#4 2014-09-01 21:50:13

stag019
Idea Killer
Registered: 2011-01-05
Post 599/630

Re: Route 19 script

you can


You can try to hide yourself in this world of pretend; when the paper's crumpled up, it can't be perfect again.

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#5 2014-09-01 21:52:47

frz hax
Member
Registered: 2014-08-06
Post 14/43

Re: Route 19 script

So I would just change 0x19E9DE-0x19E9FD all to 00?

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#6 2014-09-01 23:39:14

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,894/3,501

Re: Route 19 script

1. That isn't ASM at all, it's the game's internal scripting language
2. No, you would not just replace it all with 00. You would replace the first byte with 8F (the value for the "Return" command) and the rest with 00. Only the first change is necessary, the rest is just to erase the rest of the code you aren't using, but it wouldn't be executed anyway if you just changed the first byte to Return.

Can't remember if 8F is still the value for Return in Crystal or not, all of my notes are for Gold Version and what comet linked to is from Crystal, and I know that Crystal has a few extra script codes so the hex values are slightly different for some things.

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#7 2014-09-02 01:13:17

comet
Member
Registered: 2012-04-09
Post 472/679

Re: Route 19 script

The address (0x19e9de) is Crystal. It's somewhere else in Gold.

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#8 2014-09-02 12:35:04

frz hax
Member
Registered: 2014-08-06
Post 15/43

Re: Route 19 script

Thanks guys, found the offset by searching for 79 at offset 0x138000 and now the problem is fixed.

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#9 2014-09-16 07:39:16

Skurbert
Member
Registered: 2012-12-16
Post 77/95

Re: Route 19 script

Yeah, that's actually quite handy to do. And you could basically revamp complete areas by changing their tiles. It's all up to your own imagination. You also have to keep track of the stupid Bit Nr.

You can, for instance, make a lake "dry out" and replace it with sand tiles. Like in RSE shoal cave.

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#10 2014-09-16 09:21:11

frz hax
Member
Registered: 2014-08-06
Post 25/43

Re: Route 19 script

Or like in Heartgold/Soulsilver when Lake of Rage floods. Could be very useful as you said yeah.

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#11 2014-09-16 13:53:33

YORAMRW
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From: The Netherlands
Registered: 2013-03-29
Post 1,118/1,194
Website

Re: Route 19 script

frz hax wrote:

Or like in Heartgold/Soulsilver when Lake of Rage floods. Could be very useful as you said yeah.

But that's done with two 3D models of the map, one with the lake filled and the other one with a dry lake.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#12 2014-09-17 01:24:57

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,900/3,501

Re: Route 19 script

TheMoneyOfTheWorld wrote:
frz hax wrote:

Or like in Heartgold/Soulsilver when Lake of Rage floods. Could be very useful as you said yeah.

But that's done with two 3D models of the map, one with the lake filled and the other one with a dry lake.

Naturally, but you could accomplish the same thing here by doing that. There is also another command described in the compendium that redraws a new map with the same dimensions over the existing one, which seems like it would be a LOT simpler for a massive change like flooding Lake of Rage, because that would be a ton of changeblock commands otherwise.

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#13 2014-09-17 15:35:38

YORAMRW
Member
From: The Netherlands
Registered: 2013-03-29
Post 1,119/1,194
Website

Re: Route 19 script

Mateo wrote:
TheMoneyOfTheWorld wrote:
frz hax wrote:

Or like in Heartgold/Soulsilver when Lake of Rage floods. Could be very useful as you said yeah.

But that's done with two 3D models of the map, one with the lake filled and the other one with a dry lake.

Naturally, but you could accomplish the same thing here by doing that. There is also another command described in the compendium that redraws a new map with the same dimensions over the existing one, which seems like it would be a LOT simpler for a massive change like flooding Lake of Rage, because that would be a ton of changeblock commands otherwise.

That's true. Just like Pokémon BW(2) has 4 3D models for the seasons for every outdoor map.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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