Thread: Development: Making Dive Work in FireRed
View Single Post
  #5    
Old July 29th, 2011 (4:13 PM).
Lyzo's Avatar
Lyzo Lyzo is offline
On vacation
     
    Join Date: Mar 2007
    Location: The Netherlands
    Age: 22
    Gender: Male
    Nature: Bold
    Posts: 252
    Quote:
    Originally Posted by Putin View Post
    Perhaps this is flawed somehow, but could this not effectively be done using signpost scripts? You'd have to use it sparingly unless you had the space to spare, but then, using too many dive points is kind of obnoxious anyway.
    You could do that, but if you wanted to make big dive areas like in Ruby and Saphire, this would make the game lag. So putting an ASM routine in the tile behaviour, either using JPAN's engine, or... something else Is much more efficient.

    If you would like to make Dive work in only one part of your game, then your solution would work
    __________________


    Thank you The Blueprint !!!
    Reply With Quote