Skeetendo

’Cause all games were better on the GBC

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#1 2019-02-20 23:13:26

Kora
Member
Registered: 2019-02-20
Post 1/15

First Steps in Crystal ASM scripts

Hi! I hacked fire red in the past and now i want to learn how to hack in crystal.
I am learning editing the assembly files. But it seems that there are no updated tutorials and it is practically impossible for me to create basic scripts. I only see people recommending not using tools, just editing the assembly, but i dont know what i have to edit.

Can someone help me and give me some basic notions of how to create a new NPC on a map? Create a new dialogue for him?

I have read several files of the maps where there are NPC's with dialogues, but I can not understand how all the code and its parameters work to create my own.

I really want to learn, but I'm really confused and I do not know what to do. I appreciate very much any kind of help.
Thanks so much!

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#2 2019-02-22 09:13:16

Miksy91
Member
Registered: 2010-10-16
Post 2,343/2,348

Re: First Steps in Crystal ASM scripts

There are pokecrystal tutorials in the wiki of the repository. Section 8 and 9 of the following tutorial describe, how to add events to a new map. Section 8 also refers to two other pages describing writing events and their scripts in a bit more detail.
https://github.com/pret/pokecrystal/wik … d-landmark

Last edited by Miksy91 (2019-02-22 09:14:33)

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#3 2019-02-22 09:28:55

Kora
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Registered: 2019-02-20
Post 4/15

Re: First Steps in Crystal ASM scripts

Thank you! Another question, in Fire Red needed to find empty space to insert new scripts, images, etc. How do I manage the space here? I'm creating new maps and adding some lines in the existing scripts. I do not want to corrupt any data or anything, what precautions should I take to not break anything or run out of space? Thank you!

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#4 2019-02-22 09:33:47

Mateo
Member
Registered: 2009-11-25
Post 3,589/3,629

Re: First Steps in Crystal ASM scripts

You don't really have to worry about pointers and manually looking for freespace here. The compiler handles that for you. Instead of dealing with pointers yourself, you just use named labels and the compiler turns those into pointers when you build the rom.


I am no longer active on this forum. I only pop in from time to time.

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#5 2019-02-22 09:46:37

Kora
Member
Registered: 2019-02-20
Post 5/15

Re: First Steps in Crystal ASM scripts

Mateo wrote:

You don't really have to worry about pointers and manually looking for freespace here. The compiler handles that for you. Instead of dealing with pointers yourself, you just use named labels and the compiler turns those into pointers when you build the rom.

Really? Thats great, thanks!
I will continue learning these days by reading the scripts of the rom, if I have any questions I will post again here.

Thank you!

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