It's not hard to compile the base! Honestly, it's easy. Just take your time. :P
That's funny since I did all the steps correctly and the compiler still doesn't work.
In fact, what really is annoying is that I found the problem as to why I was getting that glitch from before. It's annoying because it's probably the reason why the mega evolution function doesn't work in my game. In the defines.asm file, it reads:
@ Feel free to mod
.equ NumberEvoPerPokemon, 0x5 @ Number of evolution you have per pokemon
.equ SoundWeWantToPlay, 0x1 @ Sound we want to play when triggering the mega evolution.
Obviously, I want to change the 5 to an 8 because that's how many evolutions I have per mon. So, I do. It now reads:
@ Feel free to mod
.equ NumberEvoPerPokemon, 0x8 @ Number of evolution you have per pokemon
.equ SoundWeWantToPlay, 0x1 @ Sound we want to play when triggering the mega evolution.
Good. I go to compile the .bin file and...I get the error I got before. It's annoying because the file is telling me I can mod/change those values. I guess whoever read that doesn't know that 8 evos per mon is a thing. Nice job brah
Also, if you try and fix defines.asm little problem by changing the 8 back to a 5, you're shut out of luck, because the file is officially broken. In order to fix it, I hope you have a back-up of defines.asm, UNTOUCHED. Seriously, this is a big problem.