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Posted

My god people, think before you post. Seeing as I haven't tried the program I wouldn't normally post here but I have been keeping tabs on this thread nonetheless, and the level of rudeness is appalling.

The way I see it SCV is doing you all a favor by even making his betas public, and in return he's got people not reading directions, then complaining about the directions, then going so far as to make demands on what he should do.

EDIT: After a second look it's only 2-3 people, you know who you are. Maybe you aren't meaning to come off as a jerk but that's the way it sounds; so take a second and think about what you're saying before you hit that submit button.

Posted
  Poryhack said:
After a second look it's only 2-3 people, you know who you are. Maybe you aren't meaning to come off as a jerk but that's the way it sounds; so take a second and think about what you're saying before you hit that submit button.

Even if they aren't specifically being jerks, everyone should be reading the instructions.

SCV, perhaps it would help if you pasted the instructions into the first post? Granted there's already a link there, but I don't think people are finding it. Not that that's encouraging.

Posted

I'm not trying to be a jerk or anything, i am so so grateful to SCV for the beta version, i was just wondering if he could do the pokemon section next as it would benifit me imensly on my own game.

Posted (edited)

Quick note to SCV, everything works for me now as well. The crashing in Twinleaf was most probably caused by the same bug that happened for me in Hiros room (i had edited twinleaf earlier); this has been fixed with 0.6, too. Thanks again.

edit: Another, more specific, question: What does CheckWildBattle2 actually do? What does it check for? For caught or defeated?

i.e:

CheckWildBattle2 0x800c

If 0x800c 0x1

1 = caught or defeated?

edit2: nevermind. 1 seems to mean defeated, 0 means caught (or so).

edit3: Adding new scripts don't work? Tried adding 2 scr_2 into the Script Order and ===scr_2

Cryfr 0x1eb 0x0

End

into the script field. I press PushButton but the changes always get lost...

Edited by JePP
Posted
  JePP said:

edit3: Adding new scripts don't work? Tried adding 2 scr_2 into the Script Order and ===scr_2

Cryfr 0x1eb 0x0

End

into the script field. I press PushButton but the changes always get lost...

What is the map number?

Posted

I've tried 3 and 313 so far.

3 normally works for everything, and even here...

edit: Probably related to:

Traceback (most recent call last):

File "ppre.pyw", line 1505, in updateMap

File "scripts.pyc", line 444, in getBinary

File "scripts.pyc", line 459, in buildHeader

IndexError: list index out of range

Posted (edited)
  JePP said:
I've tried 3 and 313 so far.

3 normally works for everything, and even here...

edit: Probably related to:

Traceback (most recent call last):

File "ppre.pyw", line 1505, in updateMap

File "scripts.pyc", line 444, in getBinary

File "scripts.pyc", line 459, in buildHeader

IndexError: list index out of range

OK, I'll look at it as soon as I get a chance. Is there any other information that would be helpful besides the script and what you put in the orders section?

EDIT: What you needed was a blank line at the end of the script orders.

Edited by SCV
Posted
  JePP said:
Hmm.. no. Wherever i put a blank line, it always goes back to default. :/

You must have done it wrong. Let me get a new version up that does not need the blank line. (i.e., does not need you to press enter after the scr_2)

Edit: Please redownload PPREb006.zip

Posted

Don't know what was wrong, but works beautifully now :)

By the way, have you planned adding new text (is that even possible yet)? This is the only real obstable yet in creating new persons etc. ... (adding persons was in 0.4, so i'm still using that)

edit: Now same problem with ==func_xx and =mov_xx ... always goes back :/

edit2: oh no! had a working scr_2 added in 313, built the rom, and then.. the old bug that you had fixed emerged once again: Now when selecting map 313, it doesn't show its scripts anymore... always shows what have been last selected. :(

Posted
  JePP said:
Don't know what was wrong, but works beautifully now :)

By the way, have you planned adding new text (is that even possible yet)? This is the only real obstable yet in creating new persons etc. ... (adding persons was in 0.4, so i'm still using that)

edit: Now same problem with ==func_xx and =mov_xx ... always goes back :/

edit2: oh no! had a working scr_2 added in 313, built the rom, and then.. the old bug that you had fixed emerged once again: Now when selecting map 313, it doesn't show its scripts anymore... always shows what have been last selected. :(

For text use, thenewpoketext (there is a reason its included in the zip).

Well its not necessarily the same bug if its the same behavior.

Not sure what you mean same problem.

For bug reports it works best if you keep a copy of the script and if it fails post the script along with the map number here. Remember, this is beta software so alot of things can go wrong.

Posted
  SCV said:
For text use, thenewpoketext (there is a reason its included in the zip).

Well its not necessarily the same bug if its the same behavior.

Not sure what you mean same problem.

For bug reports it works best if you keep a copy of the script and if it fails post the script along with the map number here. Remember, this is beta software so alot of things can go wrong.

I've been working with thenewpoketext for quite some time, and AFAIK it doesn't let one add new text id's which is quite restricting when trying to add new messages without having to overwrite old ones. Just tested it again, and yes, thenewpoketext crashes when doing this.

I've gone on and don't have the "faulty" script anymore, which i'm sure is the same as i'm using now, having created this :smile: : http://www.youtube.com/watch?v=bWkdCqvYxrg

(This, however, is not ready for the enduser; if adding new func_xx works sometime, i can probably make this script much better :grog: if it's too much for you right now, that's no problem of course!)

Posted

I did not mean to be rude in any way towards SCV, I made a suggestion, and he threw it back in my face by saying 'I expect people to read instructions', I found that rude and degrading in the context in which it was written, so I simply answered in a way that I thought suitable considering the way I was spoken too, I am grateful and I wish SCV luck and hope he is successful in his project, but I would prefer it if I wasn't spoken to in a degrading way.

Posted
  JePP said:
I've been working with thenewpoketext for quite some time, and AFAIK it doesn't let one add new text id's which is quite restricting when trying to add new messages without having to overwrite old ones. Just tested it again, and yes, thenewpoketext crashes when doing this.

I've gone on and don't have the "faulty" script anymore, which i'm sure is the same as i'm using now, having created this :smile: : http://www.youtube.com/watch?v=bWkdCqvYxrg

(This, however, is not ready for the enduser; if adding new func_xx works sometime, i can probably make this script much better :grog: if it's too much for you right now, that's no problem of course!)

I can't fix the problem unless I recreate it. I don't know what you mean so I can't recreate it. Its best if you recreate it and post it here.

Also, there is no such thing as adding a new func. Everytime funcs are treated the same, same for mov.

Individual scripts (i.e., scr_) are different because these can be assigned to people events as their script and we need todo something special to be able to find them.

Posted

Well, I do not really understand why we can't add a new func... but that is not really important right now.

I cannot recreate the problem mentioned above easily, because i do not remember what exactly i did do and because it seemed rather random, since i remember having done the same thing later which worked. If I get a faulty script again, I will try to post in detail what I did.

"Adding" new funcs (I really don't know what else you want to call it) now seemed to work for me, although it is a bit odd.

In detail (map 313 in plat):

1) This is what I originally had (as normal, only thing new is scr_2 which works fine):

  Reveal hidden contents

The order of the func's from up to down:

  Reveal hidden contents

2) My change: Edited scr_2 in the following way (func_0 to func_7):

  Reveal hidden contents

and then added between scr_2 and func_2:

  Reveal hidden contents

3) I pressed PushButton and refreshed the windows by moving up a map and then going to 313 again.

4) This is how it looks now:

  Reveal hidden contents

As you can see, the order of the func's has now changed, it is now:

  Reveal hidden contents

The scr's reflect this and change the numbers automatically. I don't know if it was intended this way, but it sure is a bit confusing. I added func_7 and it becomes another number...

When I started writing this, i thought it was a bug, but it could be your intention :tongue: Although i don't know why exactly...

So feel free to ignore this, but it may be helpful to any new newbies to this, who get confused when trying to do the weird stuff like me.

Posted
  JePP said:

The scr's reflect this and change the numbers automatically. I don't know if it was intended this way, but it sure is a bit confusing. I added func_7 and it becomes another number...

When I started writing this, i thought it was a bug, but it could be your intention :tongue: Although i don't know why exactly...

So feel free to ignore this, but it may be helpful to any new newbies to this, who get confused when trying to do the weird stuff like me.

Thanks for the extensive info, this is exactly how things should be reported. This actually confused me as well (at first). The same thing happened with scripts before. Now its a bit more stable not to the point where things get the same names you put. But it still works. I'll look into making it more stable. A more complete answer as to why coming soon.

For now, I think adding "new" things at the end of the section if you want the same names to stay will work.

Posted

Found 032B checks if there's an event Regigigas in party, added it http://projectpokemon.org/wiki/DPP_Script_Commands (hopefully in a correct way).

Could we add a new row in this list for the correct PPRE commands (i.e. Txtmsgscrpmulti , which would only get clear with a description on the wiki) and another for the PPRE map numbers, where examples can be found? The script list there seems to be "stand-alone", i.e. not matching up with the ppre map list.

Posted

JePP, much appreciated on that! I am going to double-check it tomorrow night (when I'll finally have time again to get back to research)

Me and SCV were trying to work out how exactly 'if' and 'checklastresult' are actually used, because after hours of analysis they don't seem to make much sense...

I suspect 'if' may not actually be an if statement, as it is commonly known in typical programming languages...

Posted

Hi SCV, I have a suggestion for the map editing, there is a file called OpenGL.dll which supports 3D objects. That could become useful in displaying the map layout and such.

However, I have noticed that all the map layouts are all put in one big map (which is the world map). Even there's a load of space for maps at the top of the world map (which is off the town map when you look at it). So basically you'd probably know this already, but it is true that every square (map layout or part of town) on the world map is 32x32 blocks. So don't go thinking that a town is just one whole map, it's either made up of 1, 2(only in HG/SS), 3, or 4 squares. So basically in the development, they edited one square, not many at a time. But the towns were put in a catergory. Say for instance, you're editing Jubilife City in D/P/Pt or Goldenrod City in HG/SS, you'd have to edit one of the four squares that make up the city altogether. Any objects have a set, just like in the 3rd generation, so which means if you go into an area with a different object set, it won't be changed unless you exit and re-enter through a warp point. There are two object sets, it seems. And yes, HG/SS will be exactly the same as D/P/Pt.

Posted

SCV, as you will most likely now there are certain maps/scripts which aren't yet read right.

These appear with this script:

  Reveal hidden contents

and this text (jubilife city text):

  Reveal hidden contents

For example 209-215 are effected, which are certain areas in Mt. Coronet.

Flower Paradise is also effected, which prevents me from activating the Shaymin event there...

I have been wondering if there is any hope for these, or are these, at least for the near future, somehow un-readable?

Posted

This program is amazing! I would like to thank everyone involved with the making of this.

The one request that would be so cool would be a wild pokemon editor. The one floating around the interwebz now requires you to replace existing pokes. I want something that can add them as well.

Posted

How do you actual confirm anything in this, I am using my Platinum game and I change things in the tabs but there isn't an 'OK' or 'Confirm' button so nothing sticks. Also I can't seem to change anything about evolutions, for example if I try to make Eevee evolve into Espeon using a Moon Stone it won't let me because the Item drop menu is grayed out.

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