Quote:
Originally Posted by karatekid552
If you are not using any scripts that existed from the original FR, then the 100% safe flags are 200-2FF. There are a A LOT of temporary flags for things like rock smash rocks and cut trees (which always come back later so, flag = temporary). So, yeah, the best flags are 200-2FF and there are a few outside of that range which are safe, but you have to be careful. Look at those lists I have posted by DavidJCobb over and over again and see if you can determine what flags are safe and what aren't. Also, if it isn't on the list, that doesn't mean it is safe, it just means that the game didn't use it. (And if Game Freak didn't use it... You have to ask yourself, "Why?".)
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What comes to this... There is most likely a certain part of unused ram memory in the end of WRAM. Because flags are used to point to certain flag table (with a mathematical pattern), you might be able to make them point to this unused ram space as well (by setting the flag numbers high enough, value limit of 0xFFFF may cause a problem though).
In G/S/C, the flag table is 0x100 bytes long of which only a half is safely usable. But there is also a 0x40 byte free space area in the end of WRAM.
In this case, we can use flags above 0x4838 to point to this free space.
So yeah, someone should check this out whether there is free space for adding stuff there in the end of WRAM and if so, where flags are originally stored --> which flag numbers will point to this unused ram memory area.
Of course it's not the best idea to use unused part of wram for flags, you could store entirely different data of your own there. But it would come in handy if you were running out of "safe flag space".