Thread: Development: Making Dive Work in FireRed
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Old July 29th, 2011 (04:13 PM).
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Quote:
Originally Posted by Putin View Post
Perhaps this is flawed somehow, but could this not effectively be done using signpost scripts? You'd have to use it sparingly unless you had the space to spare, but then, using too many dive points is kind of obnoxious anyway.
You could do that, but if you wanted to make big dive areas like in Ruby and Saphire, this would make the game lag. So putting an ASM routine in the tile behaviour, either using JPAN's engine, or... something else Is much more efficient.

If you would like to make Dive work in only one part of your game, then your solution would work
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