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’Cause all games were better on the GBC

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#1 2013-12-30 21:59:39

koolboyman
Member
Registered: 2010-10-16
Post 178/203

Johto Map with embedded script importer

I was wondering if anyone's interested in my modification of Johto Map that I specifically made for Prism. If so I'll clean it up and release it along with a list of commands for my scripting format.

Basically, I made my own "scripting system". Just select any NPC and signpost, check to see if your script will fit, if not it will repoint it to a new area with enough or room (or tell you if there's no room at all), and that's all there is too it! It will also automatically fit text strings properly in the text box (although you need to use * for a new paragraph). Here's a sample script using my system:

//Start
#Main:
@LookAt
@LoadFont
@CheckFlag(07E0)
@IfNotZero:#Completed
@Text:"I love lemonade!*If you get me a glass of lemonade, I'll give you a special flute!*So what do you say, will you give me one?"
@YesNo
@IfZero:#DontGiveLemonade
@CheckItem(30, 1)
@IfZero:#NoLemonade
@GiveItemDialogue(B5, 1)
@TakeItem(30, 1)
@Text:"Wonderful, can't wait to drink this stuff!*Wait a second...*Haven't you ever heard of a cooler?*Or at least a thermos?"
@CloseText
@FlagOn(07E0)
@LoadSprites
@End

#DontGiveLemonade
@Text:"Well that's not very nice."
@CloseText
@LoadSprites
@End

#NoLemonade
@Text:"You can't fool me, you don't have a single glass!"
@CloseText
@LoadSprites
@End

#Completed
@Text:"Enjoying the flute?*I found it in a lower floor.*Rumor has it that it belonged to an ancient civilization."
@CloseText
@LoadSprites
@End

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#2 2013-12-31 00:40:06

Vitharix
Member
Registered: 2011-12-29
Post 379/396

Re: Johto Map with embedded script importer

Yeah, I'd be interested.

Did you re-name all the scripting codes from PKSV language?

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#3 2013-12-31 13:59:41

Miksy91
Member
Registered: 2010-10-16
Post 2,040/2,339

Re: Johto Map with embedded script importer

I'd be interested in checking it out too. I'm not sure if I would use it though since I like pksv as well.
But hey, why not release it if it's not too much trouble :) ?

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#4 2013-12-31 14:24:06

G0ld Z!
Member
From: New Bark Town
Registered: 2013-11-01
Post 36/82
Website

Re: Johto Map with embedded script importer

I really like this, its seem very useful!

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#5 2014-01-01 21:31:40

koolboyman
Member
Registered: 2010-10-16
Post 179/203

Re: Johto Map with embedded script importer

Vitharix wrote:

Yeah, I'd be interested.

Did you re-name all the scripting codes from PKSV language?

I started working on this before I knew of PKSV's existence and didn't stop when I heard of PKSV, so I believe most of the names are different.  The majority of the "tools" I use for Prism were specifically made for Prism by me.

I'll release it sometime this month after I clean up some stuff.  Also feel free to post your suggestions of what would make this easier to deal with. 

I've also made "Shortcut" scripts. For example, to start a wild Pokemon battle, you wouldn't have to write a bunch of commands, (which would come out as 6AFF03005CXXYY5E827A) you would just write @WildBattle(PokemonID, Level) and it'll set up all that stuff for you.  I can make more of these, just lemme know!

Last edited by koolboyman (2014-01-01 21:39:23)

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#6 2014-01-02 00:01:52

G0ld Z!
Member
From: New Bark Town
Registered: 2013-11-01
Post 37/82
Website

Re: Johto Map with embedded script importer

I think is better make a similar system if it used in XSE, the most famous script compilator of GBA, I use several times and pksv is not simitar to these program, is only a sugestion c:

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#7 2014-01-02 05:41:40

Vitharix
Member
Registered: 2011-12-29
Post 381/396

Re: Johto Map with embedded script importer

koolboyman wrote:

I started working on this before I knew of PKSV's existence and didn't stop when I heard of PKSV, so I believe most of the names are different.  The majority of the "tools" I use for Prism were specifically made for Prism by me.

I'll release it sometime this month after I clean up some stuff.  Also feel free to post your suggestions of what would make this easier to deal with. 

I've also made "Shortcut" scripts. For example, to start a wild Pokemon battle, you wouldn't have to write a bunch of commands, (which would come out as 6AFF03005CXXYY5E827A) you would just write @WildBattle(PokemonID, Level) and it'll set up all that stuff for you.  I can make more of these, just lemme know!

Sounds pretty handy. I think it'd be neat if you could edit/add/save shortcuts. And another useful feature off the top of my head would be that you can decide where to repoint things.

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#8 2014-01-02 12:29:29

Miksy91
Member
Registered: 2010-10-16
Post 2,042/2,339

Re: Johto Map with embedded script importer

Yeah, I agree with Vitharix. We should be able to define the addresses ourselves if we like.
Also what comes to shortcuts, having them out there should be handy in case you can make them so, they won't do "too much", or they would be editable indeed. For instance, when I made a trainer battle event a while ago, I had to fill a couple of script codes between "startbattle" and "returnafterbattle" codes (5E and 5F in compendium?) that would be run through even if you lost the match which is checked with returnafterbattle.

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#9 2014-01-02 23:57:40

koolboyman
Member
Registered: 2010-10-16
Post 180/203

Re: Johto Map with embedded script importer

Miksy91 wrote:

Yeah, I agree with Vitharix. We should be able to define the addresses ourselves if we like.
Also what comes to shortcuts, having them out there should be handy in case you can make them so, they won't do "too much", or they would be editable indeed. For instance, when I made a trainer battle event a while ago, I had to fill a couple of script codes between "startbattle" and "returnafterbattle" codes (5E and 5F in compendium?) that would be run through even if you lost the match which is checked with returnafterbattle.

Good point, I'll give people the option to do that for anything.

I'll probably make this open source too, so if you make your own shortcuts or if you added your own script commands to your hack you'll be able to make them compatible.  It's already extremely easy to add to the script dictionary.

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#10 2014-01-03 08:21:10

Miksy91
Member
Registered: 2010-10-16
Post 2,043/2,339

Re: Johto Map with embedded script importer

If that was a Facebook post, I'd just click Like button here (for letting you know I didn't ignore your message, and that I like the idea behind those features).

Last edited by Miksy91 (2014-01-03 08:21:26)

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#11 2014-01-03 12:10:08

Kumar
Member
From: UNOVA
Registered: 2013-03-18
Post 228/383
Website

Re: Johto Map with embedded script importer

I'll be egarly waiting for it.

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#12 2014-01-06 05:00:17

Vitharix
Member
Registered: 2011-12-29
Post 382/396

Re: Johto Map with embedded script importer

koolboyman wrote:

I'll probably make this open source too, so if you make your own shortcuts or if you added your own script commands to your hack you'll be able to make them compatible.  It's already extremely easy to add to the script dictionary.

I was going to ask about that. Good deal. Does this read from the ROM? I assume it does since you made it for Prism.

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