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Old 26th January 2014, 03:04 AM   #301
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Don't mind me, just hacking Pokémon in The Sims.
Spoiler:
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Old 26th January 2014, 05:58 AM   #302
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Quote:
Originally Posted by Mateo View Post
Don't mind me, just hacking Pokémon in The Sims.
Spoiler:
Let's hope your computer doesn't brick itself!
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Old 26th January 2014, 09:18 AM   #303
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Mine in real life, or hers? Because they're both working fine last time I checked
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Old 26th January 2014, 06:59 PM   #304
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So my first hentai dvd ever came in the mail today...and there was no sex. I am very sad...
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Old 26th January 2014, 09:06 PM   #305
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So my first hentai dvd ever came in the mail today...and there was no sex. I am very sad...
Then it would be non-h, no?



I'm working on a script editor in C, and it's going to have an assload of features. Pretty much everything that was anything from XSE, PKSV, and PokéScript, but also with version-specific movement aliases, a "standard" C-style command syntax with backwards compatibility for compiling both PKSV and XSE scripts, preprocessor support (including #if and #ifndef statements), and ARM7 assembly compiling.



My only obstacle is time. I should be getting that soon, though. :P

I'm aware that if I want to be loved by you guys I'm gonna have to include GB(C) script support.
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Old 26th January 2014, 10:09 PM   #306
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Then it would be non-h, no?
Aside from a baby sucking on boobs and its penis being played with, pretty much pure ecchi.

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I'm aware that if I want to be loved by you guys I'm gonna have to include GB(C) script support.
Yus, make our lives easier please
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Old 26th January 2014, 10:36 PM   #307
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Quote:
Originally Posted by Alex View Post
I'm aware that if I want to be loved by you guys I'm gonna have to include GB(C) script support.
Hmmm... well, pksv is a pretty good script editor for GSC hacking as it is, and there is no scripting engine for RBY, so making a "script editor" for them is naturally not possible.

Also, Koolboyman was planning to release a scripting utility for G/S hacking of his own that would be better than pksv, but I'm not sure if he has the will to get it in shape to be released. He probably will, but I don't know...

Anyway, having a better tool than pksv wouldn't hurt since pksv's code for Gold and Silver has a couple of small errors such as "if <" matching "if >" statement and the other way around, "fruittree" code loading additional script data that is not executed in the game (since fruittree code has a build-in return command), and one of the phone call commands loading less bytes than it should.
Beside those small errors, having a script editor of which script codes would have been renamed better to match up with the original names, Tauwasser came up with in 2004-05, would be nice (so like, instead of having "2writetext", have the code named as "displaytext2b" or something similar).

(Display text: http://hax.iimarck.us/files/scriptin...ng.htm#Marke4C)

So if "porting it over" is no big deal, go for it. I personally don't see anything wrong about pksv either so that I would necessarily have to switch over to using any other tool though.

Edit:
If you want ideas for the tool, I guess it could as well have a list of store items so that you could refer to their names instead of straight hex codes, and have a built-in pointer calculator there and such.
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Old 26th January 2014, 11:25 PM   #308
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Quote:
Originally Posted by Miksy91 View Post
Hmmm... well, pksv is a pretty good script editor for GSC hacking as it is, and there is no scripting engine for RBY, so making a "script editor" for them is naturally not possible.

Also, Koolboyman was planning to release a scripting utility for G/S hacking of his own that would be better than pksv, but I'm not sure if he has the will to get it in shape to be released. He probably will, but I don't know...

Anyway, having a better tool than pksv wouldn't hurt since pksv's code for Gold and Silver has a couple of small errors such as "if <" matching "if >" statement and the other way around, "fruittree" code loading additional script data that is not executed in the game (since fruittree code has a build-in return command), and one of the phone call commands loading less bytes than it should.
Beside those small errors, having a script editor of which script codes would have been renamed better to match up with the original names, Tauwasser came up with in 2004-05, would be nice (so like, instead of having "2writetext", have the code named as "displaytext2b" or something similar).

(Display text: http://hax.iimarck.us/files/scriptin...ng.htm#Marke4C)

So if "porting it over" is no big deal, go for it. I personally don't see anything wrong about pksv either so that I would necessarily have to switch over to using any other tool though.

Edit:
If you want ideas for the tool, I guess it could as well have a list of store items so that you could refer to their names instead of straight hex codes, and have a built-in pointer calculator there and such.
I find it heartbreaking that the source for PKSV's backend compiler is a horrid hardcoded mess. At least it has #define support, right? :_:

One of the things I noticed as a flaw with PKSV was that the vast majority of (actually all) STD defines are hard coded into the binary; and it doesn't have header support, requiring you to tack on things such as custom-named items/attacks/etc physically in every script, which—let's face it—is a huge pain.

The bone I have to pick with XSE is syntax highlighting. Pretty much everything else HackMew did without a flaw (like extended offset compiling, headers/templates, etc)… at least in the hard-to-find 1.1.1 version. Someone should upload that to a safe place for public download, no?
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Old 27th January 2014, 04:02 AM   #309
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Quote:
Originally Posted by Alex View Post
I find it heartbreaking that the source for PKSV's backend compiler is a horrid hardcoded mess. At least it has #define support, right? :_:

One of the things I noticed as a flaw with PKSV was that the vast majority of (actually all) STD defines are hard coded into the binary; and it doesn't have header support, requiring you to tack on things such as custom-named items/attacks/etc physically in every script, which—let's face it—is a huge pain.

The bone I have to pick with XSE is syntax highlighting. Pretty much everything else HackMew did without a flaw (like extended offset compiling, headers/templates, etc)… at least in the hard-to-find 1.1.1 version. Someone should upload that to a safe place for public download, no?
Someone should, but lo the @Gamer2020 will slay you like the scum you are!



*edit*

Spoiler:


A little proof of concept on my ROM hacking framework.

look at how little code I wrote to do that [52 lines]

**edit**

for a meager 11 additional lines ( and a few bug fixes ) I greatly improved the functionality of the program. I guess I could also do a recursive thing based on the connections, but I don't feel like looking at the output of that haha am i rite

second version
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Last edited by Full Metal ★; 27th January 2014 at 11:39 PM.
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Old 27th January 2014, 04:16 AM   #310
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I love that it took me all but 2 minutes to find XSE 1.11.

http://filetrip.net/gba-downloads/to...111-f9559.html
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