Recent content by Entaro Ceraphenine

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    Quick Research & Development Thread

    For FireRed: Changing the byte at 0x56150 from 0x01 to 0x00 makes it so that the game will never override surf music. It should also work for bike music since the checks for both music are done simultaneously but I have not checked the case for the bike music.
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    [Other] What happens to unused code after you've compiled it?

    Wow, I had never known in my entire life that something so glorious existed! This single handedly will reduce hours of my future hard work into matter of minutes :o amazing!
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    [Script] Battle frontier scripting help

    Are you using XSE to write this? If yes, then you need to make some small changes because XSE doesn't know what "FLAG_BATTLE_FACILITY", "VAR_BATTLE_FACILITY_POKE_NUM", etc are. So, you have to make XSE identify these using '#define'. Try using one of these two solutions: Solution 1: Put these...
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    [Script] NPC position reverts to original even with map script

    There are a few things I can assume that might have gone wrong here. But mcferaligatr has really covered most of it. Let's get the easy thing out of the way: variable 0x5007 is not safe, unless you are using CFRU. Try using one of the variables mentioned here: List of safe Vars and Flags But...
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    [Other✓] "Bad Header Checksum"

    Thanks a lot for your help! I'll be able to fix the ROM now!
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    [Other✓] "Bad Header Checksum"

    This error popped up when one of my friends opened my ROM in No$gba. I am still a bit noob when it comes to things like this. Can some explain what checksum is and how this error can be fixed? ;-; Thanks in advanced!
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    [ASM & Hex] Return value from ASM to dialog Script

    You need to transfer the value of r0 into the variable LASTRESULT. Direct Solution: Just focus on the parts in bold. Those are the parts you need to add. Everything else is alright! Here is a ram offset map of FireRed which will be handy for making ASMs, as it contains the memory address of...
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    [Other] What happens to unused code after you've compiled it?

    The unused codes remain there in the original location where you compiled it. You can overwrite those bytes if you want but it is not recommended to do so as you can accidentally end up removing bytes important for game data and/or parts of some other script, unless you are absolutely 100%...
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    [Script] I cannot figure out a basic movement script

    You need to associate a variable with a script tile to make it work. Pick a safe variable from 0x4011 to 0x40FF and put it in the Var number box in Advanced Map. Let us assume you picked 0x4069. So you write 4069 in the Var number box. Now, you can keep the Var value 0 or change it to a number...
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    Tool: HexManiacAdvance: A New Hex Editor for Gen 3 Hacking

    My one is version 0.3.5.. or at least that is the one where the error happened. Haven't tried the latest one, tho..
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    [ASM & Hex] Safe temporary variables

    Space from 0x0203F400 up to 0x0203FE00 should be free to use. Source: this video Also, the usable temporary variables are from 0x8000 to 0x800B and from 0x800D to 0x800F. Also, here is a ram map of Firered if it helps.
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    Help with Check-Item Script

    Glad to help! ^_^ About X and Y coordinates: I don't think the zeroes in the front really matters. You can just use the numbers directly shown in the lower left corner of Advanced-Map. About behavior number: The behavior number can be found from the "Movement Type" box in Advanced map. No...
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    Help with Check-Item Script

    By any chance, are you using one of the green script tiles for this script? If yes, then you need to associate a variable with it. Without a variable, those tiles can freeze the game (but it executes the script as expected) when you step on it. What I mean by associating a variable (putting it...
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    Help with Check-Item Script

    The checkitem has to be like this: "checkitem 0x15F 0x1 compare LASRESULT 0x1 if 0x1 goto @setalarm" The general syntax of the checkitem command is like this: checkitem 0x(item ID) 0x(quantity) compare LASTRESULT 0x1 if (condition) goto @there I dont know why the compare LASTRESULT needs to be...
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