Skeetendo

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#1 2011-11-21 00:30:53

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 182/649

Trigger problems

I wanted to avoid asking help at all costs but this is becoming a real nuisance.

I set the deactivate trigger 09 in the triger script at the end and it crashes at the end of the script. Than I tried 14 01 and at the end it showed some strange text and wouldn't let me move. I tried 14 00 and it wouldn't let me move. I tried setting the flag that the trigger sets on Johto Map in the flag box and it wouldn't work!

What am I to do? This is so annoying.


Pokemon Blue DX is reborn!

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#2 2011-11-22 18:21:07

Tauwasser
Member
Registered: 2010-10-16
Post 231/447

Re: Trigger problems

What is "the deactivate trigger 09"? Do you mean you execute 0x14 0x09? Did you actually put 9 different scripts in the script header? What do scripts 0x01 and 0x00 do? If they actually execute something, they might not let you move!

What you are supposed to do? You are supposed to describe your problems in greater detail, give actual addresses, actual code. You usually ask very general questions for a very general problem.

cYa,

Tauwasser

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#3 2011-11-22 18:28:47

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 200/649

Re: Trigger problems

Well im tired of using flags to stop them....but you're telling me that to use more than one trigger, the map bank has to be in the table more than once?!


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#4 2011-11-23 12:08:57

Miksy91
Member
Registered: 2010-10-16
Post 608/2,305

Re: Trigger problems

tysonrss wrote:

Well im tired of using flags to stop them....but you're telling me that to use more than one trigger, the map bank has to be in the table more than once?!

There can be at maximum 255 different trigger flags for each map although I'd also use the "smallest" ones.

Anyway, are you using the right return code ?

Last edited by Miksy91 (2011-11-23 12:10:17)

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#5 2011-11-23 19:10:34

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 205/649

Re: Trigger problems

I always do.

I don't know what you guys mean by trigger timing though.


Pokemon Blue DX is reborn!

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#6 2011-11-23 19:54:39

Miksy91
Member
Registered: 2010-10-16
Post 610/2,305

Re: Trigger problems

You should actually post all information about this trigger event so I and others could help figuring out what's wrong.
If you get the triggered script load, in the end of the script you just have to de-activate the trigger flag and end it like any other script but if you're using a script of second part of script header, use return code1 (8F).

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#7 2011-11-23 20:39:50

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 207/649

Re: Trigger problems

Trigger flag?

Script header? Isn't that where I put the map bank into the table?


Pokemon Blue DX is reborn!

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#8 2011-11-23 21:10:58

Miksy91
Member
Registered: 2010-10-16
Post 611/2,305

Re: Trigger problems

tysonrss wrote:

Trigger flag?

Script header? Isn't that where I put the map bank into the table?

By trigger flag, I mean the bytes that are stored in the ram according to the trigger table at $94000.
If the flag number of your trigger event is 0, the trigger event will only take place if the "RAM" of that map is 0.

Script header is the place where you actually write the data of the event (and when using trigger events of first part, you also need to write their own script too).

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#9 2011-11-23 21:22:12

tysonrss
Member
From: US, Ohio
Registered: 2011-08-27
Post 208/649

Re: Trigger problems

Oh...wow..I didn't know that.

I just pput the bank into a spot in the table by taking off 2 bytes before the other 2 bytes like C5 06 or whatever..


Pokemon Blue DX is reborn!

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