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XSE changes offsets after compiling
Dear community,
I am close to despair and depression. For hours I was trying to figure out why my script wasnt working. What I finaly noticed was, that XSE is changing the offsets of my subscripts after compiling. They differ from what is displayed in the output box. I can only see these changes once I reload the script. Info: Emerald (32 MB), applied Chacha Dinosaur's Battle Engine Upgrade, Pokemon Expansion, Items, TMs, Tutor Moves Expansion and Dizzy’s Hacked Engine. The Script and (just) 2 examples of what's bothering me: (All code embedded offsets are affected) Spoiler:
As you can see, only the first two characters of my offsets change and only of those that are embedded in the code. Unluckily, that causes the script to point into nothingness making the script useless. I have the slight feeling that there is an easy solution to it. But I spent the last 4 hours looking for solution by experimenting, reading threads and googleing without success. Help is greatly appreciated! EDIT: Problem is solved. It was not related to the script offsets. They are fine. Had to fix positions of OW sprites. |
Try removing the freespace command.
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This is standard gba memory mapping. The ROM offset 0x108A904 is mapped as memory address 0x908A904. There's nothing incorrect about that.
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Looking at the first few lines of script if neither flag is set then the script will simply hidesprite, release and end. Try it with either flag set and see if it works. Also you have a release command there but no lock command before it so you can probably get rid of that release command.
The hidesprite 0x23 and flag 0x23 have the same value, but the npc event flag to make them disappear isn't the same as the npc number for hidesprite. If the npc is event no. a change hidesprite 0x23 to hidesprite 0xa |
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