Skeetendo

’Cause all games were better on the GBC

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#51 2011-11-19 20:47:51

Tauwasser
Member
Registered: 2010-10-16
Post 226/448

Re: My Help thread

Does it crash when entering the map or does it crash during the script? If it crashes during the script, you can debug your way till the last command that is properly executed and see what's going on. My best bet is that you miscalculated a pointer and it's jumping into data at some point.

There are no limits to how many scripts there can be on a map. You aren't even bound by the size of a rom bank...

cYa,

Tauwasser

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#52 2011-11-19 20:51:14

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 172/649

Re: My Help thread

Actually Tauwasser I did that sorta and the problem is the sound byte. I took that out and inserted a random command and it would let me in the lab. But inserting the sound byte would cause the game to crsh. That's weird behavior..

EDIT: Well I inserted the byte like this and it lets me in.

85 00 02 instead of 85 02 00 which is weird because Charmanders work well the latter way. I'm afraid that the sound probably wouln't come on that way..

EDIT: Yeah, the sound doesn't come on. In fact, that script alone won't allow a sound code. Why is that happening?

Last edited by tysonrss (2011-11-19 23:32:18)


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#53 2011-11-19 23:58:22

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 173/649

Re: My Help thread

Here are the scripts. As you will see there is nothing wrong.

#org 0x1669A0
'-----------------------------------
checkbit1 0x13
if true 0x687E ' 0x16687E
checkbit1 0x11
if true 0x6885 ' 0x166885
checkbit1 0x12
if true 0x69B4 ' 0x1669B4
loadmovesprites
end

#org 0x16687E
'-----------------------------------
loadfont
2writetext 0x68CB ' 0x1668CB
closetext
loadmovesprites
end

#org 0x166885
'-----------------------------------
loadfont
2writetext 0x68EA ' 0x1668EA
closetext
loadmovesprites
end

#org 0x1669B4
'-----------------------------------
refreshscreen 0x0
pokepic 0x7
cry 0x5307
pokepicyesorno
loadfont
2writetext 0x69F4 ' 0x1669F4
yesorno
if false 0x6944 ' 0x166944
disappear 0x7
setbit1 0x1C
2writetext 0x6946 ' 0x166946
keeptextopen
waitbutton
poketotext 0x7 0x0
2writetext 0x6969 ' 0x166969
waitbutton
keeptextopen
givepoke 0x7 0x5 0x0 0x0
loadmovesprites
applymovement 0x9 0x6A20 ' 0x166A20
disappear 0x6
loadfont
2writetext 0x6A28 ' 0x166A28
keeptextopen
waitbutton
setbit1 0x13
loadmovesprites
end

#org 0x166944
'-----------------------------------
loadmovesprites
end


#org 0x1668CB
= That\hBD PROF.OAK\hBD\nlast POK\hEAMON!\e


#org 0x1668EA
= Those are POK\hEA\nBALLs. They\lcontain POK\hEAMON!\e


#org 0x1669F4
= So! You want the\nwater POK\hEAMON,\lSQUIRTLE?\e


#org 0x166946
= This POK\hEAMON is\nreally energetic!\e


#org 0x166969
= [PLAYER] received\n
text-ram 0xCF91
= !\e


#org 0x166A28
= \h53 recieved\na BULBASAUR!\e


#org 0x166A20
M step_down step_down step_right step_right step_right step_right step_up end
#org 0x16686A
'-----------------------------------
checkbit1 0x13
if true 0x687E ' 0x16687E
checkbit1 0x11
if true 0x6885 ' 0x166885
checkbit1 0x12
if true 0x688C ' 0x16688C
loadmovesprites
end

#org 0x16687E
'-----------------------------------
loadfont
2writetext 0x68CB ' 0x1668CB
closetext
loadmovesprites
end

#org 0x166885
'-----------------------------------
loadfont
2writetext 0x68EA ' 0x1668EA
closetext
loadmovesprites
end

#org 0x16688C
'-----------------------------------
refreshscreen 0x0
pokepic 0x4
cry 0x5304
pokepicyesorno
loadfont
2writetext 0x6917 ' 0x166917
yesorno
if false 0x6944 ' 0x166944
disappear 0x8
setbit1 0x1B
2writetext 0x6946 ' 0x166946
keeptextopen
waitbutton
poketotext 0x4 0x0
2writetext 0x6969 ' 0x166969
playsound 0x2
waitbutton
keeptextopen
givepoke 0x4 0x5 0x0 0x0
loadmovesprites
applymovement 0x9 0x697D ' 0x16697D
disappear 0x7
loadfont
2writetext 0x6984 ' 0x166984
keeptextopen
playsound 0x2
waitbutton
setbit1 0x13
loadmovesprites
end

#org 0x166944
'-----------------------------------
loadmovesprites
end


#org 0x1668CB
= That\hBD PROF.OAK\hBD\nlast POK\hEAMON!\e


#org 0x1668EA
= Those are POK\hEA\nBALLs. They\lcontain POK\hEAMON!\e


#org 0x166917
= So! You want the\nfire POK\hEAMON,\lCHARMANDER?\e


#org 0x166946
= This POK\hEAMON is\nreally energetic!\e


#org 0x166969
= [PLAYER] received\n
text-ram 0xCF91
= !\e


#org 0x166984
= \h53 received\na SQUIRTLE!\e


#org 0x16697D
M step_down step_down step_right step_right step_right step_up end

Pokemon Blue DX is reborn!

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#54 2011-11-20 02:25:02

Tauwasser
Member
Registered: 2010-10-16
Post 228/448

Re: My Help thread

Did you try other sounds? Maybe you just messed up sound data somewhere unrelated...
This shouldn't keep the map from loading fine, though. Make sure you're not using savestates on the map and expect it to work, though.

cYa,

Tauwasser

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#55 2011-11-20 02:30:17

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 174/649

Re: My Help thread

Yeah I have.

And I don't, I saved in the house but usually I start fresh and still there are problems....

How else might I be able to do this?

I was thinking it is cause the names are loaded to ram during the script but that wouldn't be the case since the script would have to be started anyway. And it might not even be the sound now, I took them out and still it acted the same. It just doesn't make any sense whatsoever..


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#56 2011-11-20 04:05:17

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 175/649

Re: My Help thread

I have to say this has been a weird experience for me. It didn't feel like the script was different except that I moved it up to the end of the charmander one. But when comparing the two they do indeed look different. In fact, it works perfectly now(we'll see when I'm done with Bulbasaur). The script in a way repeats itself but it still borrows from the Charmander script a little. Basically see for yourself at how weird this is cause I didn't recognize it was like this.

#org 0x16699D
'-----------------------------------
checkbit1 0x13
if true 0x687E ' 0x16687E
checkbit1 0x11
if true 0x6885 ' 0x166885
checkbit1 0x12
if true 0x69AF ' 0x1669AF
refreshscreen 0x0
pokepic 0x7
cry 0x5307
pokepicyesorno
loadfont
2writetext 0x69EE ' 0x1669EE
yesorno
if false 0x6944 ' 0x166944
disappear 0x7
setbit1 0x1C
2writetext 0x6946 ' 0x166946
keeptextopen
waitbutton
poketotext 0x7 0x0
2writetext 0x6969 ' 0x166969
playsound 0x2
waitbutton
keeptextopen
givepoke 0x7 0x5 0x0 0x0
loadmovesprites
applymovement 0x9 0x6A1A ' 0x166A1A
disappear 0x6
loadfont
2writetext 0x6A22 ' 0x166A22
keeptextopen
playsound 0x2
waitbutton
setbit1 0x13
loadmovesprites
end

#org 0x16687E
'-----------------------------------
loadfont
2writetext 0x68CB ' 0x1668CB
closetext
loadmovesprites
end

#org 0x166885
'-----------------------------------
loadfont
2writetext 0x68EA ' 0x1668EA
closetext
loadmovesprites
end

#org 0x1669AF
'-----------------------------------
refreshscreen 0x0
pokepic 0x7
cry 0x5307
pokepicyesorno
loadfont
2writetext 0x69EE ' 0x1669EE
yesorno
if false 0x6944 ' 0x166944
disappear 0x7
setbit1 0x1C
2writetext 0x6946 ' 0x166946
keeptextopen
waitbutton
poketotext 0x7 0x0
2writetext 0x6969 ' 0x166969
playsound 0x2
waitbutton
keeptextopen
givepoke 0x7 0x5 0x0 0x0
loadmovesprites
applymovement 0x9 0x6A1A ' 0x166A1A
disappear 0x6
loadfont
2writetext 0x6A22 ' 0x166A22
keeptextopen
playsound 0x2
waitbutton
setbit1 0x13
loadmovesprites
end

#org 0x166944
'-----------------------------------
loadmovesprites
end


#org 0x1669EE
= So! You want the\nwater POK\hEAMON,\lSQUIRTLE\hBA\e


#org 0x166946
= This POK\hEAMON is\nreally energetic!\e


#org 0x166969
= [PLAYER] received\n
text-ram 0xCF91
= !\e


#org 0x166A22
= \h53 received\na BULBASAUR!\e


#org 0x1668CB
= That\hBD PROF.OAK\hBD\nlast POK\hEAMON!\e


#org 0x1668EA
= Those are POK\hEA\nBALLs. They\lcontain POK\hEAMON!\e


#org 0x166A1A
M step_down step_down step_right step_right step_right step_right step_up end

Pokemon Blue DX is reborn!

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#57 2011-11-20 07:08:51

Miksy91
Member
Registered: 2010-10-16
Post 606/2,311

Re: My Help thread

There are lots of bugs in that script.
Does it crash at the cry code because 5307 might read the cry anywhere in ram ?

Edit:
Figured it out, you should input cry 0x7 and keeptextopen after it.
In other words, cry code must be form "cry xx 00" and you're missing one byte.

Last edited by Miksy91 (2011-11-20 07:11:58)

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#58 2011-11-20 07:24:16

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 176/649

Re: My Help thread

I think I did that actually and it still formed that way.

Anyhow, I had to change Bulbasaur's script up to some because it wouldn't work the same like that one >_> the only drawback with the Bulba script is that the sound when you recieve it is late because otherwise it'd crash the regular way.....

So firggin' weird but eh? All 3 scripts are functioning well.


Pokemon Blue DX is reborn!

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#59 2011-11-20 13:18:26

Tauwasser
Member
Registered: 2010-10-16
Post 229/448

Re: My Help thread

How is it functioning well when it doesn't do what you want it to do? It might also be a compiler bug. I was wondering about the cry code myself, but isn't that used to get another byte into the script that is left out because of a bug otherwise?

It seems most tools just aren't quite fit for the job... It should be pretty easy to write a regression test suite for all commands one would think...

cYa,

Tauwasser

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#60 2011-11-20 17:50:14

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 178/649

Re: My Help thread

well actually i don't solely use pksv simply because its not possible. it doesn't calculate what areas should be written to next unless you tell it unlike xse where it did it automatically. i use it to check my scripts and see how they fair, and for you guys to understand it better when i'm too lazy to post the actual code. so i'd doubt that's why. i think it has something to do with how and when the name is stored in ram. Because when i flipped the position the sound(not cry) worked.


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#61 2011-11-20 19:52:26

Miksy91
Member
Registered: 2010-10-16
Post 607/2,311

Re: My Help thread

Pksv works fine, I know that because I've used it a lot.
You haven't inputted cry code like you should have.

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#62 2011-11-20 20:08:32

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 180/649

Re: My Help thread

Well either way cry code works fine.

Song code on the other hand...during my battle script I kept forgetting that I have to leave 00 at the end. Damn that's stupid that it's set up like that. Now I have to do the whole bloody script over.

*sigh*


Pokemon Blue DX is reborn!

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#63 2011-11-21 03:46:24

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 186/649

Re: My Help thread

Miksy91 wrote:

Pksv works fine, I know that because I've used it a lot.
You haven't inputted cry code like you should have.

To be honest, while PKSV is useful, it has a tendacy to not show everything that the script details, giving flase information as well. I wish Score_under continued working on it.


Pokemon Blue DX is reborn!

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#64 2011-11-21 04:04:38

345/700

Re: My Help thread

On my to‐do list is to implement a set of macros for RGBDS that translate to scripting commands…

#65 2011-11-21 04:15:31

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 187/649

Re: My Help thread

That would be nice.


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