[Fire Red]: Extending The Number Of Safe Flags And Variables
View Single Post
July 24th, 2013 (5:55 PM).
Formerly known as 11bayerf1
Quote originally posted by
Interessant. I can't think of any good reason for this to be the case. Perhaps the flag decrypter isn't used when checking NPC flags? Seems exceedingly unlikely, but possible nonetheless. I shall investigate and see what I can discover.
View original post
Thanks! To be honest I would blame my scripting first, but I redid scripts which used both hidesprite and setting the relevant flag in the person ID. It would then re-appear after walking away. I'v eeven tried setting it several times in seperate scripts. I also checked the memory viewer at 203C000 and everything was still 00's. If a flag is set should it look any different in the memory viewer? I don't think it's an issue with the patch or the code itself because most of the vars and flags work, and from what I can tell haven't damaged things that were in that range.
MrDollSteak's Decap. and Attack Rombase (Version 1.5a)
Gen VI: DS-Style 64x64 Pokemon Sprite Resource
Sugimori Palettes: DS-style 64x64 Pokémon Sprite Resource
Ability Resource Thread
Adding New Custom Particles
Adding New Types into Emerald
Joined Dec 2008
View Public Profile
Send a private message to MrDollSteak
Find all posts by MrDollSteak
Find threads started by MrDollSteak
Ignore Posts by MrDollSteak