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#1 2017-04-18 22:22:22

pagara123
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Registered: 2013-11-06
Post 98/118
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trigger problem how to active it?

i edit the trigger table at 0x94000 but no effect how to do it? [map bank] [map no.] xx yy - 2 bit ram address this is mine 0A - for map bank 01 map no. 0A 01 i don't know ho to see my ram address?

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#2 2017-04-18 22:53:34

Rangi
Member
Registered: 2016-05-09
Post 623/870

Re: trigger problem how to active it?

You would really have an easier time switching to disassembly. To add a map trigger then:

• Add a line to engine/maps_triggers.asm, like "trigger_def VERMILION_CITY, wVermilionCityTrigger"
• Add a line to the "Map Triggers" section in wram.asm, like "wVermilionCityTrigger: ds 1" (and subtract your trigger from the spare "ds 49" right after it, so that would become "ds 48")
• Edit the .MapTriggers section of maps/VermilionCity.asm or whichever map to declare how many values the trigger can take
• Scripts can use "dotrigger N" to set the current map's trigger to value N, or "domaptrigger MAP_NAME, N" to set another map's trigger value

Even if you don't convert your project to disassembly for some reason, you can still refer to the source code (and the commented hex addresses, or the .sym file produced by compiling it) to help figure out what to hex edit.

Last edited by Rangi (2017-04-18 22:56:57)


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#3 2017-04-18 23:23:35

pagara123
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Registered: 2013-11-06
Post 99/118
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Re: trigger problem how to active it?

i try it thanks

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#4 2017-04-19 00:10:10

pagara123
Member
Registered: 2013-11-06
Post 100/118
Website

Re: trigger problem how to active it?

may map is 10 and may map no is 2 refer for route 32 in the fat man guy buying a slowpoketail but its in high price i edit it to my own but no effect? on my hex is 0A 01 D1 D6 thats the trigger is still on like the dude catching a pokemon in route 29
for now i edit it battling with executive rocket grunt the trigger
spriteface 0x0 0x0 0x3
applymovement 0xC 0x4bit 0xbank address
earthquake 0xA
loadfont
loadmovesprites
writetext 0x4bit 0xbankaddress
loadtrainerdata 0x56 0x1
loadtrainertext 0x0,0x0 ' 0x0,0x0
losetext 0x0 ' 0x0
applymovement 0xC 0x0
dissappear 0xC
appear 0x2
applymovement 0x2 0x0
loadfont
loadmovesprites
writetext 0x0 0x0
loadpoke 0x12 0xA ' normal battle
dissappear 0x2
loadmovesprites
end

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