[Release] AdvanceMap 1.95 Open Beta
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August 2nd, 2011 (03:14 PM).
Join Date: Jul 2010
Bug report: Wild Pokemon corruption on delete
Deleting wild Pokemon encounter lists will corrupt them, making it impossible to edit wild data for that map. Easiest solution, I think, would be to remove the ability to delete these lists, instead requiring the user to set the encounter ratio to 0.
Bug report: Map Connections are randomly corrupted
Also, AM will randomly and unpredictably corrupt maps' Map Connections data. The corruption ranges from mild to major and can usually be repaired in a hex editor
one can find the problem. The corruption happens to random maps (not just the ones that have actually been edited). In some cases, it gets ridiculous; for example, I just finished removing
of null data that AdvanceMap tacked onto the end of a ROM when it tried to edit a map's connections.
Feature request: Error messages that are actually useful
On a related note, improvements could be made in how AdvanceMap handles corrupted data in maps. Currently, you have to jump through hoops in order to find out
in a map was corrupted. It would be nice to see a useful error message when loading the map ("Map connections for ROUTE 21 are corrupt!") instead of a message that reveals almost nothing about what actually went wrong ("ERROR: (ENotAPointer) AdvanceMapError(5): The value at $352C84 is not a Pointer!").
* * * * * * * * * *
If anyone else is having problems with AdvanceMap corrupting data, then here's how to figure out where the damage happened. Note, you'll still need to find and repair/repoint the data with a hex editor to actually fix it:
Open AM. Load your ROM. Don't open any maps.
Open Map A.
If you see an error message, and if most of the tabs (i.e. "Wild Pokemon") don't do anything when clicked, then Map A is corrupted.
Open Map B, a non-corrupted map.
Open Map A again.
Check Map A's Wild Pokemon. If you see Map B's Wild Pokemon instead, then this is what got corrupted in Map A.
Check Map A's Map Connections. If you see Map B's Map Connections instead, then this is what got corrupted in Map A.
And so on and so forth for all other map data.
PokeMart as debug input
script compilation at runtime
music: a dreadful tutorial
I'm not active and don't do this kind of stuff anymore. I'm now trying to create my own game engine.
two message boxes at once
[WIP] firered RAM map
list of all known flags/vars in firered
script command ref: 114 complete / 175 documented / 214
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