• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Forum moderator applications are now open! Click here for details.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.
Z
Reaction score
2

Profile posts Latest activity Postings About

  • I wasn't dissatisfied. You mentioned my name after all. I didn't mean to complain. But now my name is all over your post @_@. I was… just reminding.
    Well, my football team just won the Scottish Cup by beating our city rivals by 5 goals to one. So I'm hoarse, tired and have skinned shins, but I am VERY cheerful!
    The store one is almost certainly not a limiter unless the value of R0 happens to be the limit itself. I'll see if I can confirm which of those are definitive limiters.
    Very nice start. As of right now, I know very little about the caveat I previously mentioned. I think it's formatted something like:
    Pointer to Image
    Pointer to Description
    Something

    Repeat. However, I can't be sure since it's a hard feature to debug to expand upon, but far from impossible.
    Why wouldn't I approve of you posting such a thread?

    My only request is that you credit myself and NintendoBoyDX (or whatever his tag is), since we worked hard to work out how to do it. However, I have no doubts that you could probably reword it to be a true tutorial, which is vastly better than our research notes.

    No, it's possible to increase the number of maps assigned to map 0 in the upper direction as well. The major problem with the addition of map names 0x0 to 0x57 is that they will, by default, get placed on Map 0, because the condition states that any map name below 0x8E (I think) goes on Map 0 - This would include the new map names as well. So the routine does need rewritten to shift them, OR, you could change the limit such that map names 0x0 to 0x57 are on Map 0, with Pallet Town onwards being on Map 1 (or whatever).

    Hope that makes sense.

    You're Welcome for the help, btw.

    There is one caveat, we missed one set of tables and limiters associated with the map name repoints. On FR's WM, there is functionality that myself and NintendoBoyDX were unaware of at the time we were researching into the map names - When you press A on a secondary Map Location (EG, Viridian Forest), it brings up a description and a picture. We did not account for this in the research.
    It's in bold, yeah?
    That means it's specifically for the hack where you're using map names 0x0 to 0x57, as well as the normal extension.
    Both of the things you gave me are tables of pointers to some form of routine, I think.

    Sadly, I don't know an awful lot about how the game gets the WM Flags before you've pressed the "Change Routines" button in A-Map's WM editor.

    Looks like that's another thing I can add to the list of to-do's.
  • Loading…
  • Loading…
  • Loading…
Back
Top