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’Cause all games were better on the GBC

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#26 2011-11-16 18:32:21

Miksy91
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Registered: 2010-10-16
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Re: My Help thread

You need for example a simple script of second part of the script header.

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#27 2011-11-16 18:42:59

Tauwasser
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Registered: 2010-10-16
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Re: My Help thread

What is this "number" that you want to "fill in" on a "map"?

cYa,

Tauwasser

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#28 2011-11-16 20:00:14

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

Well I assumed there was a number to go into the "facing" box that would make the OW invisble. But I guess there needs to be a bit in it that correspondes with a certain script.

I already have my triggers set to activate for Pallet Town. Basically, I'm trying to recreate the script from Red/Blue. As I already completed it, I just didn't include any bits because I was beta testing it. So if I was to include a bit and set that bit on Oak, than he'd be invisible until I called for him to appear?

EDIT: Yeah, it has to do with flags. I should have known this since I'm more of an expert on 3rd gen hacking. But man, I shouldn't have to make a script on another map in the beginning of the game so that it can operate the other scripts flag box. That's just crazy...

Last edited by tysonrss (2011-11-16 20:44:46)


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#29 2011-11-16 21:56:14

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

I'm getting very annoyed and fustrated with this script. It keeps adding to the script what just shouldn't be there.

6A 47 4C XX XX 54 0f 24 00 4C XX XX 53 49 68 01 XX XX 6D 90

My pointers are correct.

Text
3460==166034-166095

9660==166096-1660BE

Movement
C060==1660c0-1660C1

I just don't get what is wrong.

When in the game, it works till after the second text, than it gets weird and says I have no PKMN and crashes. Which yeah of course, I shouldn't have a PKMN at the moment.

EDIT I got it to work. I forgot to add the person number after 6D lol.

Last edited by tysonrss (2011-11-16 22:07:13)


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#30 2011-11-17 05:26:02

tysonrss
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Registered: 2011-08-27
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Re: My Help thread

Another scripting problems guys...or not. I don't think it's the scripts problem. I tried taking everything out but the first textbox and it still acts up. The script runs fine, it's just that after when I or the OW walks away, we turn into xo's for a brief moment. And the side of the room is buggy. Here look.
286ver4.jpg 2u7uekz.jpg 2cpq2iv.jpg

When I leave it returns to normal...I'm thinking it has something to do with trigger data. Maybe not?

And this is the script.

#org 0x166430
'-----------------------------------
showemote 0x0 0x2 0x1
applymovement 0x2 0x6370 ' 0x166370
loadfont
2writetext 0x6460 ' 0x166460
closetext
special 0x24
2writetext 0x64C0 ' 0x1664C0
closetext
verbosegiveitem PARLYZHEAL 1
applymovement 0x2 0x63DC ' 0x1663DC
setbit1 0x12
dotrigger 0x1
end


#org 0x166460
= MOM: [PLAYER],\nPROF.OAK, was\llooking for you!\pHis grandson is\nat his lab...\pWhat was his\nname again?\e


#org 0x1664C0
= MOM: Oh, right!\pOne more thing!\pIf you ever need\nto heal a\lPOK\hEAMON, use this.\e


#org 0x166370
M step_right step_right step_up end

#org 0x1663DC
M step_down step_left step_left end

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#31 2011-11-17 06:45:44

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

I just went ahead and used refreshcreen command. I guess it should do until I somehow figure it out..


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#32 2011-11-17 11:12:11

Miksy91
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Re: My Help thread

At least, you're not loading moving sprites into ram before loading a movement to a person. Besides, if this script is called from the script header, what do you need both "dotrigger" and "setbit1" for?

P.S
See also what happens if you put closetext after give item -code.

Last edited by Miksy91 (2011-11-17 11:13:57)

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#33 2011-11-17 18:22:38

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

actually, i've longed since revamped it. i added loadsprites twice i think, each after close text. I've already that though and still nothing...

The do trigger is to deactivate since it doesn't already. And the setbit is for 2 other triggers in the lab to deactivate temparily.


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#34 2011-11-17 20:30:42

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

Well the problem is semi fixed. When I inserted the scripts into my actual hack everything went fine except the last part with the xo's but the screen remained intact and the text box cut off. I think it has something to do with the textbox though. I don't know.


EDIT: LOL! I inserted loadmovesprites before the last movement and it worked!

You guys and your hints are unbelievable.

Last edited by tysonrss (2011-11-17 20:35:58)


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#35 2011-11-18 02:44:52

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

Another scripting problem I've been trying to get to work for about 2 hours...

I made a map script(header script) that works fine, but it keeps occuring, without letting me move. For example when a textbox opens and it closes it opens up again and again, same with movements(before I tried the textbox).Is there a way to make it stop this? I've been trying all kinds of combiniations but nothing works...

Last edited by tysonrss (2011-11-18 02:46:01)


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#36 2011-11-18 05:36:05

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

Bump....


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#37 2011-11-18 07:37:16

340/700

Re: My Help thread

tysonrss wrote:

Bump....

Why would you bump something after only three hours? The point of bumping is to bring up a post that’s been buried by others. There has only been one other post today.

#38 2011-11-18 07:52:29

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

Sorry.

I just really need assistance. I've got this whole scripting thing on pat now, but sometimes things go wrong and I've practically tried everything I can do using all combinations for this event and still nothing...


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#39 2011-11-18 18:45:22

Tauwasser
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Registered: 2010-10-16
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Re: My Help thread

Have you tried deactivating it at the end of the script? I assume this is the first type of script in the script header, or else you wouldn't even see the text box.

Please read my docs carefully, it's in there most of the time: Script Header Documentation.

First part:
The first part uses the trigger numbers to decide which pointer to take. In addition to that the script is so often repeatedly executed until another trigger event is activated by De-/activate trigger events.

(Emphasis mine)
You will need to deactivate it. This means, use 0x14 0x01 (assuming your script is 0x00) and make sure you have another pointer in there for a dummy script pointing to 0x90.

cYa,

Tauwasser

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#40 2011-11-18 18:54:52

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

Yes I know about that trick as that was what I used in my house and Pallet Town. But the one I'm having trouble with is activated after a flag. Meaning everytime you walk into Oak's lab, the header checks if a certain flag hasn't been set, if it hasn't than Oak is invisible. When activated, than Oak would appear....which he has, but my movements keep going, and the text box. I've also tried the do trigger and all it does is make the beep sound and shows some weird writings and the textbox stays on never closing...never ending.

This is not a "trigger tile" this is the map script itself. It jumps to the script that I programmed it for.

Last edited by tysonrss (2011-11-18 18:56:00)


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#41 2011-11-18 19:41:01

Miksy91
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Re: My Help thread

Try reseting sophiscated functions before the script ends.

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#42 2011-11-18 19:45:17

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 165/649

Re: My Help thread

You the man Miksy!

It works dude! Sweet.

Thanks you two.

Last edited by tysonrss (2011-11-18 19:45:28)


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#43 2011-11-18 20:20:46

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

I think I spoke to soon...92 doesn't end my textboxes or movements. They still recur.

EDIT: Found a way to get by. I set a tile where the script walks me in. That tile should activate after the effect of the header script. So all should be good as I beta tested it. But we'll see, if any problems arise, I'll post.

Last edited by tysonrss (2011-11-18 21:02:59)


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#44 2011-11-18 21:13:03

Tauwasser
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Registered: 2010-10-16
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Re: My Help thread

Maybe you could actually post the script and tell us where you call it from? This definitely sounds like odd behavior...

EDIT: Actually, so this means you use a script to constantly check whether a flag is set or not, regardless of when or where the player enters the map? Then you would need to set a flag for "event happened".

cYa,

Tauwasser

Last edited by Tauwasser (2011-11-18 21:14:14)

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#45 2011-11-18 21:33:07

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: My Help thread

Well the problem was that the header would never end unless I ended it after it directly checks(yes continuity) for flag 0x12. So it's constantly checking this flag. Basically it was set up like this.

Map script points to offset that jumps(otherwise it would never work) to a offset below it. It than checks if 0x12 is on, if so, than Oak would be invisble in the lab. Works fine here. When the player leaves Pallet, Oak comes, than before entring the lab the flag 0x12 would be cleared, allowing Oak to be seen. And goes on to the next part of the script that would continuously occur and never let me move. I didn't think about it, but setting that flag again would probably solve my problems wouldn't it? LOL!

EDIT: Actually it wouldn't, it would just make Oak disapear again...

So basically, I set a tile on the spot the player enters, it checks if 0x12 has been set, if it has it wouldn't do anything, if it isn't than it'd walk me up to Oak and talk. I figure that than I could disable it, but the problem arises where I have 4 other triggers, 2 to prevent the player from leaving before getting a Pokemon, and 2 under those to battle Gary. I suspect that I will have problems indeed if I activate 0x2 for example while the next one beside it isn't activated....

Last edited by tysonrss (2011-11-18 21:37:05)


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#46 2011-11-19 02:16:54

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: My Help thread

If you're just trying to make it so Oak is hidden in the lab until he brings you inside, why don't you just make the script on trigger time 00 hide him, and then have it so it changes it to Trigger time 01 when he brings you in (which you would need to do anyway to turn on the triggers to keep you from leaving until you choose your starter). Since it doesn't hide him in that script, it will just show him normally.

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#47 2011-11-19 03:05:43

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 169/649

Re: My Help thread

Hm, I never thought of that. But I did it differently which seems to be doing okay for now. I used the trigger outside trigger to bring me up to Oak when I warp inside. Instead of Oak walking up in the lab, the player does so by script itself. Than that same script sets a flag in which the triggers would notice preventing me from leaving. When the Pokemon has been chosen it would activate yet another flag that 2 more triggers would notice for the battle. After I finish the battle script I;ll have it deactivate the triggers as a whole and that might work.

For now I'm working on the Pokemon scripts which I seem to be understanding well.


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#48 2011-11-19 08:05:47

Mateo
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Re: My Help thread

So if I understand this correctly, you are never changing the trigger time and just using flags for everything? That's not very efficient. Uses up a lot of flags, instead of using the trigger time like triggers were designed to use. Seems like it will get confusing quickly, events will be longer than they need to be (using more room) and things like that. But I mean hey, if it works for you, go for it.


EDIT: This is a video of the way I did it.

http://www.youtube.com/watch?v=bGHgTsUIAsY

Last edited by Mateo (2011-11-19 08:12:26)

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#49 2011-11-19 08:34:19

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 170/649

Re: My Help thread

Well you forget that this is a Red/Blue remake I'm doing. There really aren't many flags needed. And besides, I've documented which ones I really ever need to use. My Charmander script is longer, but my Squirtle script and Bulbasaur script is shorter, they're just checking if a certain flag is set which would be after chosen, otherwise they're sharing the important things that the Charmander script uses except of course the givepokemon, and movements. For the last 2, I've just pointed the 2 flags over to Charmanders and makes life easier.

As for triggers, it's really not much of a hassle now. As they will be destroyed after the first battle. After 13 has been set, the other ball will be left alone and the 2 triggers will let me trhough to 2 other triggers forcing me to do battle. Than after that the triggers will be destroyed by a fearsome Kamehameha lol. Well...you get the idea. So to be honest and to wrap it up. 1B would be set for the rival's fire starters, 1C would be set for the water starters and 1D would be set for grass starters. One other flag would be set which is 13 to prevent the player from getting any other Pokemon, to do this, the flag would have to be at the top of the script else it would be ignored.

So it's all good I guess. I imagine I would have to repoint the rival data so I could add some and make them correspond with said starters huh?

EDIT: Well I knew it wouldn't take long before my luck ran out. Now everytime I enter Oak's lab the game crashes. Is this because scripts can't call parts of other scripts even if they're apart of the same bank?

Last edited by tysonrss (2011-11-19 09:11:17)


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#50 2011-11-19 20:18:47

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 171/649

Re: My Help thread

There must be a limit on how many scripts can be in the same section or something because the lab doesn't crash when it's just charmanders and others, but when I add squirtle(haven't bulbasaur yet because of this) the game crashes. And I don't know why. I changed the script so that it doesn't share and it still crashes.....I just don't get why it's doing that.

EDIT: I did my own little debugging and broke it down and added as I tested to see if I could go into the lab. Well, it works fine until I insert the sound byte for recieving a Pokemon. Why is that? Works fine for Charmander...

Last edited by tysonrss (2011-11-19 20:48:37)


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