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Here are some things I found about scripts and events in Red/Blue.
Mainly I can confirm what once MeanMrMustard said about scripts in RBGY:
There is scripting in R/B. It's all ASM commands though
Like Pre-Made ones .. one for text, one for movements, battles etc..
There isn't a scripting engine (like the one in GSC), although isn't too much different; in fact you have a routine for loading text, one for applying movement, one for playing music, one for giving item, and so on (so for example if you want to display a text you just have to tell the text_ID and then call "text_routine").
Another important thing is about Map header: what in "RBGY Map doc" is called "pointer to text pointer" is "pointer to a table of pointers related to that map's text". In this table, pointers point to a text-script; text-commands are documented below.
Text Pointer (2 Bytes)
It points to a list of 2-Bytes pointers.
So we have: "Text Pointer" -> List of Pointers -> text-commands.
Thanks to Tauwasser for documenting GSC commands which are somehow similar (not identical, though; there are some differences).
00 = write text. [text] (see also 00_sub_commands) 01 = text from RAM. [2-byte pointer] 02 = BCD number. [2-byte pointer][byte 765bbbbb] bbbbb = how many bytes is the number long flag-byte: |7|6|5| |0 0 0| [0 = zero] |0 0 1| [0 = zero][£] |0 1 0| [0 = zero] |0 1 1| [0 = zero][£] |1 0 0| [0 = space] |1 0 1| [0 = space][£] |1 1 0| [0 = nothing] |1 1 1| [0 = nothing][£] 03 = set new address in RAM for text. [2-byte RAM address] 04 = draw box. [2-Byte pointer][height Y][width X] 05 = write text starting at 2nd line of text-box. [text][ending command] 06 = wait for keypress A or B (put blinking arrow in textbox).  07 = shift texts 1 row above (2nd line becomes 1st line); address for next text = 2nd line.  08 = ASM routine follows [ASM code...] 09 = write hex-to-dec number from RAM to textbox [2-byte RAM address][byte bbbbcccc] bbbb = how many bytes to read (read number is big-endian) cccc = how many digits display (decimal) (note: max of decimal digits is 7,i.e. max number correctly displayable is 9999999) 0A = if pressed A or B then wait 30 VBlanks, else do nothing. [0A] 0B = play sound_86. [0B] 0C = Writes groups of 3 dots. [0C][byte: number of groups] 0D = wait for keypress A or B (no blinking arrow?) 17 = 3-Bytes Pointer follows [2-byte pointer][bank] 50 = end of command/text-script
0B = sound_86 (Hiro obtains ITEM)[same as 0F] 0E = sound_91 (learnt something) 0F = sound_86 (given rare candy)[same as 0B] 10 = sound_89 (PKMN successfully caught) 11 = sound_94 (Hiro gives OAK the PARCEL) 12 = sound_9A (successfully caught) 13 = sound_98 (sond heard when "new data will be added for..") 14 = MonCry (Nidorina) 15 = MonCry (Pidgeot) 16 = MonCry (Dewgong)
The following aren't commands programmed in the game, they just happen to perform certain sounds by pure chance (and I don't guarantee anything about them). I'm leaving them here just for your curiosity.
1B = "follow me" music [same as 35] 1E = SS.Anne music 27 = music stops 2F = music stops 35 = "follow me" music [same as 1B] 40 = viridian music 46 = music stops 4D = SS.Anne music 4E = SS.Anne music
Some sub-commands and info about behaviours inside certain main commands:
00 = simple text -------- 4E = new line 51 = new page 55 = scroll page 50 = end single command 50 50 = end completely 57 = end completely 58 = end completely (waits for key-press [button A or B])
08 = ASM routine -------- ; How to correctly terminate a command_08 script: db $08 ld hl,Pointer_to_3B_P ;(actually points to the byte [0x17] that comes before the 3B_P) call $3c49 jp $24d7 ; it basically ends the text-script with [0x50]
Let's see a simple text-script.
===== Address $1D227: 17 A0 4E 25 = text-script continues at [pointer][bank], then return here 11 = play sound 50 = end ===== ===== ; Address $94EA0 (=25:4EA0): 00 = normal text starts 52 = player's name 7F B1 A4 A2 A4 A8 B5 A4 A3 = normal text 4F = new line A0 7F = normal text 50 = end of normal text 01 = load text from RAM 6D CD = RAM location 00 = normal text starts E7 = normal text 50 = end of normal text 50 = end of text-script ====
Adding Marts & Pokecenters
Last edited by Sawakita (2011-07-27 20:51:10)
I don't understand how this works yet (mostly the ASM part) but by looking at it with a hex editor should help a lot (much easier to think that way).
Added some commands (check first post). The commands with a question mark inside brackets may be just glitch.
I just read, by pure chance, some Tauwasser's findings about text-commands (for Gold). I noticed that  had the same function than R/B, so I tried the ones I didn't find yet: Why didn't anyone tell me that most text-commands were compatible between GSC and R/B!?
02 = Write number from ram. Structure: [Ram address (2byte)][Byte]
Number of figures = Byte AND 0x1F *2
No Hex --> Dec Conversion
03 = Define new ram address to write to. Structure: [Ram address (2byte)]
04 = Write a box. Structure: [Ram address (2byte)][Y][X]
These are the ones, I tested, that correspond. Probably there are more.
Last edited by Sawakita (2011-07-27 20:45:18)
Nice find mate! Always good to find similarities between generations, makes life easier when one is documented as you found out haha. This should be realyl handy for people.
On a side note:
Haha, wow, I remember reading that argument so many times. I was friends with HyperHacker (Haven't chatted with him in ages) but to this day I still can't understand how he could be that big-headed and not believe what was right in front of him. Even before I had been active on a forum with Tauwasser, I could tell just by reading it that he was clearly a guy who knows what he's talking about and was trying to help. Some people.
I am not very active on this forum. I only pop in from time to time.
- added Mart/Pokecenter scripts;
- re-arranged layout better;
- also corrected some wrong statements.
Check first post.
Trying to repoint to text at $BC010, the pointer to which, I believe, is 10402F. I replaced the beginning of some text, including the 00, with "17 10 40 2F 50," but then when I talk to the dude, the game goes haywire and throws a "1 ERROR" after a few minutes. Am I misreading this tutorial? What I think is probably the case is that I'm just putting the command in the wrong place, but if so, where do I put it?
EDIT: Nvm, realized I needed to point to the 00 and not right where the text/routine starts
EDIT: Hah, awesome tutorial. Made this with it: http://www.youtube.com/watch?v=_pnDCkbN0sc
Last edited by Sherkel (2011-07-03 02:02:13)
Formerly known as Tombstoner
Just thought of saying that you've done great job with figuring out structures of RB !
thanks for the good feedback, I appreciate it.
Last update I somehow forgot to add some other "fast-text" commands: for example there's a command for the "PA: ding dong!" (or whatever it says when you run out of steps or balls in Safari Zone), and for opening the storage systems (both bill's and player's PC), and more. I can't find the txt file where I wrote them down; when I find it I'll update the thread.
Added basically all the "main" commands and fixed minor issues. Also pointed out unnoticed differences between 1st/2nd generation engines. Now the only things that are missing should be command_00's sub-commands.
Last edited by Sawakita (2011-07-27 20:44:25)