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  1. colonelsalt
    3 Weeks Ago 2:42 PM
    On another note ;) Do the comments in your backsprite_fix routine indicate that only 4 frames will be used in the player Poké Ball throwing animation (not the regular 5)?
  2. colonelsalt
    4 Weeks Ago 1:08 PM
    I see. Thanks - you've earned a mention in the Rocket Edition credit sequence :D
  3. colonelsalt
    4 Weeks Ago 2:57 PM
    Thanks a heap! That seems to solve everything neatly.
    In my case, the default RAM addresses do overlap with ipatix's HQ sound mixer - do you know if there's another 1080 bytes of free RAM I can use somewhere to fit this in?
  4. colonelsalt
    March 2nd, 2020 12:26 AM
    Thanks a lot! That seems to remove all saving/loading bugs as far as I can tell (Vanilla ROM). Marts still don't work on my end though (tested in Viridian and Pewter Marts on a fresh save).
  5. colonelsalt
    February 29th, 2020 6:25 AM
    Replicated both bugs in vanilla FireRed.

    Tried again after applying FBI's save block hack (most recent, bug-free version) and changing the RAM offsets (of gEventObjects and gMovementScripts) to the freed-up block: Saving indoors now works (barring occasional odd glitches), but loading in certain cases does not (freeze upon loading a save, or faced with bugged-out NPCs/trainers). Poké Marts still completely crash.
  6. colonelsalt
    February 25th, 2020 9:07 AM
    Correction! Encountered 2 very nasty bugs after applying this hack:
    1) I can no longer save indoors. The game freezes upon trying to move after saving (the same happens if the game is reset and loaded from the save point). Strangely, I can still save error-free in certain locations (I think in map banks 1 and 3?)
    2) Poké Marts stop working entirely. The screen glitches up on the Poké Mart menu, and trying to exit the menu freezes the game.

    If it helps at all, I have not applied any save block hacks before this one (same save structure as vanilla FireRed).
    (Crossing my fingers this is fixable, as I've made significant progress after applying the hack - my mistake! D:)
  7. colonelsalt
    January 15th, 2020 11:59 PM
    Cheers, I figured
  8. colonelsalt
    January 6th, 2020 3:05 PM
    Hey, have put your exanded-event-objects hack to great use - thanks for that!

    One question if you happen to remember: Is there a reason why the make script seems to want 0x50000 bytes of free space to insert the routine when the new chunk that has to be allocated seems to take up only 0x88 bytes of space in the end?
    (i.e. is it safe for me to insert stuff before and after the newly inserted routine or is the extra space needed for something?)
  9. Miniking 666
    October 25th, 2019 12:52 PM
    Miniking 666
    I never post before, but now in the post. Sorry
    I want this but you can try help to I copile?
    Here or in the post, you can choise a better local
    In CFRU - Call to me update python, but is python 2.8(last version)
    In Dynamic pokemon expansion - not find the rom in root (Im put this in root named "BPRE0.gba")
  10. Miniking 666
    October 23rd, 2019 3:23 PM
    Miniking 666
    Hi people, I not a coder , but I try all many forms and not have a result.
    If anyone can help to make a base from me I thanks in advance

    FR vanilla + Complete FireRed Upgrade +
    Black &White Pokémon Summary Screen +
    Dynamic Pokémon Expansion +
    Overworld Form Change +
    Sideways Stairs + Nature Coloured Stats

    and this is the config file I want.


    This is oly for a base with new specials , zmove, mega .
    this resounce is amazing and I realy thanks in advance
  11. TheWolfProd
    May 1st, 2019 3:46 PM
    Hey thanks! I'll give it a go.:)
  12. Delta231
    February 25th, 2019 8:25 PM
    Sorry might have annoyed you!
  13. Delta231
    February 20th, 2019 12:48 AM
    I know but it looks weird for Non-Windows users like me.
  14. Delta231
    February 18th, 2019 9:59 PM
    Hey! You took the pain and deleted all .exe but some .dll files are still left. Can you delete those as well? These are also Windows exclusive. See information from here.
  15. colonelsalt
    February 13th, 2019 1:16 PM
    Cheers for the follow-up -- my dirty fix ended up being just having all backsprites use the same palette, which was sufficient for my hack. Good reminder that I should mention you in the credits for writing the fix, though ;)

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