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-   -   Other Level scripts give me sound corruption (https://www.pokecommunity.com/showthread.php?t=349195)

C me May 19th, 2015 9:05 AM

Level scripts give me sound corruption
 
For some reason when I compile level scripts in Amap 1.92 it puts the script offset in 0x6CXXXX which causes the music to sound crackly. I've changed the ini so it repoints things to a safe area but it doesn't. What's up?

Spoiler:
[Version:BPE]
mainfile=ini/Main.ini
mapsfile=ini/Maps.ini
TilesetIni=ini/EmTilesets.ini
Tilesethoehe=32
Teil1Bloecke=$200
SpritePalettenAnz=27
AnzMapNamen=213
AnzTilesets=74
SuchByte=$FF
SuchBeginn=$E3CF64
AnzItems=376


What's crazy is I've made lots of level scripts and new wild data. Sometime the level scripts go to the right place sometimes they don't. New wild data is always in 0xBXXXXX but it hasn't changed the music.

Joexv May 19th, 2015 11:24 AM

Quote:

Originally Posted by C me (Post 8757388)
For some reason when I compile level scripts in Amap 1.92 it puts the script offset in 0x6CXXXX which causes the music to sound crackly. I've changed the ini so it repoints things to a safe area but it doesn't. What's up?

Spoiler:
[Version:BPE]
mainfile=ini/Main.ini
mapsfile=ini/Maps.ini
TilesetIni=ini/EmTilesets.ini
Tilesethoehe=32
Teil1Bloecke=$200
SpritePalettenAnz=27
AnzMapNamen=213
AnzTilesets=74
SuchByte=$FF
SuchBeginn=$E3CF64
AnzItems=376


What's crazy is I've made lots of level scripts and new wild data. Sometime the level scripts go to the right place sometimes they don't. New wild data is always in 0xBXXXXX but it hasn't changed the music.

Don't let a-map repoint automaticaly even 1.92. It will screw up Emerald pretty fast if you do and arent expanded, cause once it thinks that you've run out of acceptable space it will restart its search from the begining of the ROM thus ruining your chances of happiness.

And when compiling in XSE make sure to add #freespace 0xff to each of your scripts. Also it may just be your level script. You may want to post it just to be sure.

C me May 19th, 2015 12:37 PM

Quote:

Originally Posted by joexv (Post 8757599)
Don't let a-map repoint automaticaly even 1.92. It will screw up Emerald pretty fast if you do and arent expanded, cause once it thinks that you've run out of acceptable space it will restart its search from the begining of the ROM thus ruining your chances of happiness.

And when compiling in XSE make sure to add #freespace 0xff to each of your scripts. Also it may just be your level script. You may want to post it just to be sure.

It's a number of level scripts, they're all pretty simple, just text and movements. I don't think it's them. How do I repoint manually?

I always make sure I compile in FF, I don't even use dynamic pointers just to be extra safe(and you don't get them in gen 2 hacking, so I got used to not having them).

Joexv May 19th, 2015 2:10 PM

Quote:

Originally Posted by C me (Post 8757701)
It's a number of level scripts, they're all pretty simple, just text and movements. I don't think it's them. How do I repoint manually?

I always make sure I compile in FF, I don't even use dynamic pointers just to be extra safe(and you don't get them in gen 2 hacking, so I got used to not having them).

Its under setting in a-map, should be a simple button labeled automatic repoint. Just disable it and it'll show a popup everytime it needs a repoint.

Well if you don't even use dynamic offsets then using the freespace command is literally useless as it only is useful for forcing a freespace for those dynamic offsets. And theyre safe to use(afaik).


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