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  #25226    
Old May 27th, 2013 (2:24 PM).
885ertd 885ertd is offline
     
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    Quote:
    Originally Posted by karatekid552 View Post
    What version of A-map do you have?
    I have version 1.95 and I'm using a Leaf Green rom.

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      #25227    
    Old May 27th, 2013 (2:33 PM).
    Akiba's Avatar
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    Quote:
    Originally Posted by kearnseyboy6 View Post
    Hi guys, If I have a map of 40x80 dimensions, I am aware increasing this to 40x100 will overwrite the next bytes and cause map glitches BUT can I safely change the dimensions to 60x60 (same area) without it glitches?

    Or do I have to repoint the whole map? -.-

    Thanks
    Well, you could do it under certain circumstances. The way map data is programmed in GBA games is like HTML, with , so what you have to worry about is the actual size of the data. In your case, 40x80=3200, while 60x60=3600, causing an overwrite, as long as another map's data is within 400 tiledata bytesets of your map.
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      #25228    
    Old May 27th, 2013 (3:09 PM).
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    milkymew milkymew is offline
       
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      this is more of a pc problem than a hack problem, but i cant use advancedtext because mcafee detects it as a virus and deletes the executable. my mom is the admin of my computer, and i doubt she will give me the password to remove the only antivirus this computer has. and thingy32 is too tedious. what do???
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        #25229    
      Old May 27th, 2013 (3:20 PM).
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      karatekid552 karatekid552 is offline
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        Quote:
        Originally Posted by milkymew View Post
        this is more of a pc problem than a hack problem, but i cant use advancedtext because mcafee detects it as a virus and deletes the executable. my mom is the admin of my computer, and i doubt she will give me the password to remove the only antivirus this computer has. and thingy32 is too tedious. what do???
        I always turn of McFee for the period I use programs it likes to delete. I have never needed a password to do a temporary turn off. Unfortunately, there is no "safe-list" that you can put files on that you don't want deleted (which is quite unfortunate). Over the summer, I built my own PC from spare parts of my friend's computer building and run all of my hacking stuff offline on it. The PC itself cost me 20 bucks and runs like the Flash:p. So, if you are decent with technology, that is an option.

        Another option is to try and use XSE. Use a hex editor, like thingy, to find your text, and then go to the offset of said text and you may be able to edit it in XSE. Never tried it myself, but it could work.
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          #25230    
        Old May 27th, 2013 (4:27 PM).
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        Yeah i do it in xse all the time. Just type
        = message.

        Then compile and boom! You inserted text without the need of a whole script.
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          #25231    
        Old May 27th, 2013 (5:13 PM).
        lala0629 lala0629 is offline
           
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          When I use NTME for my indexed sprite, when I open it it says "Run Time Error" and a bunch of numbers. Then it closes my NTME. Can somebody tell me how to fix this?
            #25232    
          Old May 27th, 2013 (6:48 PM).
          Cold Ivory's Avatar
          Cold Ivory Cold Ivory is offline
             
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            I have a new error arising in my hack - I removed the truck animation at the beginning of Emerald, but now when I warp out of the truck, all of my movements, as well as many oddly background animations, are slowed to something like half or quarter speed.

            Oddly enough, putting any sort of level script in the warped-to map fixes the problem on that map, but as soon as I enter a map which has no level scripts again, everything slows down.
            Thoughts?
              #25233    
            Old May 27th, 2013 (8:06 PM).
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              Quote:
              Originally Posted by gogojjtech View Post
              @kearnsneyboy6
              It happens when you import an ow without repointing. Just importing and saving corrupts the frame loader.
              I repointed each of the frame images to 900000 for frame 0, 900100 for frame 1 etc for all 9 frames. I changes the pointers at the images location. But it still has the same problem with scripts. Or was repointing the images not the problem?
                #25234    
              Old May 27th, 2013 (9:02 PM).
              BlackWhiteRobin's Avatar
              BlackWhiteRobin BlackWhiteRobin is offline
                 
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                Okay I have some questions!

                1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?

                1.5) On a side note, how do I use the Shinyzer? I already inserted the ASM it gives on an Emerald ROM and the tool said "ROM patched successfully." but after it and testing out the game, Surprise, Surprise! No shinies. Am I missing something here? Do I have to compile a script or something?

                2) I'm trying to compile this script:
                Code:
                #dynamic 0x750000
                
                #org @start
                lock
                checkflag 0x1
                if 0x1 goto @ka
                checkflag 0x2
                if 0x1 goto @fuu
                checkflag 0x3
                if 0x1 goto @rai
                checkflag 0x4
                if 0x1 goto @do
                checkflag 0x5
                if 0x1 goto @sui
                release
                end
                
                #org @ka
                warp 0x3 0x1 0x1 0xC 0xC
                release
                end
                
                #org @fuu
                warp 0x3 0x2 0x1 0xC 0xC
                release
                end
                
                #org @rai
                warp 0x3 0x3 0x1 0xC 0xC
                release
                end
                
                #org @do
                warp 0x3 0x4 0x1 0xC 0xC
                release
                end
                
                #org @sui
                warp 0x3 0x5 0x1 0xC 0xC
                release
                end
                It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?
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                  #25235    
                Old May 27th, 2013 (9:26 PM).
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                destinedjagold destinedjagold is offline
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                Quote:
                Originally Posted by robin22gongon View Post
                Okay I have some questions!

                1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?

                1.5) On a side note, how do I use the Shinyzer? I already inserted the ASM it gives on an Emerald ROM and the tool said "ROM patched successfully." but after it and testing out the game, Surprise, Surprise! No shinies. Am I missing something here? Do I have to compile a script or something?

                2) I'm trying to compile this script:
                Spoiler:
                Code:
                #dynamic 0x750000
                
                #org @start
                lock
                checkflag 0x1
                if 0x1 goto @ka
                checkflag 0x2
                if 0x1 goto @fuu
                checkflag 0x3
                if 0x1 goto @rai
                checkflag 0x4
                if 0x1 goto @do
                checkflag 0x5
                if 0x1 goto @sui
                release
                end
                
                #org @ka
                warp 0x3 0x1 0x1 0xC 0xC
                release
                end
                
                #org @fuu
                warp 0x3 0x2 0x1 0xC 0xC
                release
                end
                
                #org @rai
                warp 0x3 0x3 0x1 0xC 0xC
                release
                end
                
                #org @do
                warp 0x3 0x4 0x1 0xC 0xC
                release
                end
                
                #org @sui
                warp 0x3 0x5 0x1 0xC 0xC
                release
                end


                It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?
                1. No idea.
                1.5. Make a script to activate it.
                Spoiler:

                2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM.
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                  #25236    
                Old May 27th, 2013 (9:46 PM). Edited May 27th, 2013 by ZangoMango.
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                ZangoMango ZangoMango is offline
                   
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                  Having problems with unLZ, I've got my sprites indexed 64x64 with 16 colors, but when I try to write to ROM they don't transfer over and it just messed up the palette of the ingame sprite it was supposed to overwrite instead, like so. I even tried just saving default sprites like Venusaur and then overwriting another sprite with it, but it did the same thing. Pretty common problem I assume. Tips?
                    #25237    
                  Old May 27th, 2013 (9:54 PM). Edited May 27th, 2013 by BlackWhiteRobin.
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                  BlackWhiteRobin BlackWhiteRobin is offline
                     
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                    Quote:
                    Originally Posted by destinedjagold View Post
                    1. No idea.
                    1.5. Make a script to activate it.
                    Spoiler:

                    2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM.
                    1) Okay.
                    1.5) Okay.
                    2) What?! Even if I'm using JPAN's Engine?!

                    Quote:
                    Originally Posted by ZangoMango View Post
                    Having problems with unLZ, I've got my sprites indexed 64x64 with 16 colors, but when I try to write to ROM they don't transfer over and it just messed up the palette of the ingame sprite it was supposed to overwrite instead, like so. I even tried just saving default sprites like Venusaur and then overwriting another sprite with it, but it did the same thing. Tips?
                    Like what I said to the other guy who asked that, use Wichu's Sprite Editor Instead, it automatically indexes and fixes everything for you.

                    And since a page has passed, I would like to "re-ask" my questions.

                    Quote:
                    1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?
                    2) I'm trying to compile this script:

                    Code:
                    #dynamic 0x750000
                    
                    #org @start
                    lock
                    checkflag 0x1
                    if 0x1 goto @ka
                    checkflag 0x2
                    if 0x1 goto @fuu
                    checkflag 0x3
                    if 0x1 goto @rai
                    checkflag 0x4
                    if 0x1 goto @do
                    checkflag 0x5
                    if 0x1 goto @sui
                    release
                    end
                    
                    #org @ka
                    warp 0x3 0x1 0x1 0xC 0xC
                    release
                    end
                    
                    #org @fuu
                    warp 0x3 0x2 0x1 0xC 0xC
                    release
                    end
                    
                    #org @rai
                    warp 0x3 0x3 0x1 0xC 0xC
                    release
                    end
                    
                    #org @do
                    warp 0x3 0x4 0x1 0xC 0xC
                    release
                    end
                    
                    #org @sui
                    warp 0x3 0x5 0x1 0xC 0xC
                    release
                    end
                    It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?
                    Destinedjagold said the game auto-resets the flags I used but, I was like "Really?!" Even if I use JPAN's Engine.
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                      #25238    
                    Old May 27th, 2013 (10:05 PM).
                    destinedjagold's Avatar
                    destinedjagold destinedjagold is offline
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                    Quote:
                    Originally Posted by robin22gongon View Post
                    1.5) Can you link me to it?
                    It's in HackMew's Tool Thread.

                    Quote:
                    Originally Posted by robin22gongon View Post
                    2) What?! Even if I'm using JPAN's Engine?!
                    That I am not sure. I don't hack FireRed, but those types of flags are used by the game for rock smashable rocks, cuttable trees, etc. At least, in Ruby they are.

                    Quote:
                    Originally Posted by ZangoMango View Post
                    Having problems with unLZ, I've got my sprites indexed 64x64 with 16 colors, but when I try to write to ROM they don't transfer over and it just messed up the palette of the ingame sprite it was supposed to overwrite instead, like so. I even tried just saving default sprites like Venusaur and then overwriting another sprite with it, but it did the same thing. Pretty common problem I assume. Tips?
                    Close Unlz-GBA, go to your ROM's folder, and delete the files with the .spr and .pal extensions.
                    And then open your ROM with Unlz-GBA once again.
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                      #25239    
                    Old May 27th, 2013 (10:13 PM).
                    ZangoMango's Avatar
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                      Quote:
                      Originally Posted by robin22gongon View Post
                      Like what I said to the other guy who asked that, use Wichu's Sprite Editor Instead, it automatically indexes and fixes everything for you.
                      Works beautifully, thanks buddy.



                      Quote:
                      Originally Posted by destinedjagold View Post
                      Close Unlz-GBA, go to your ROM's folder, and delete the files with the .spr and .pal extensions.
                      And then open your ROM with Unlz-GBA once again.
                      Cool, I'll save this for future reference, thanks man.
                        #25240    
                      Old May 28th, 2013 (12:00 AM).
                      kearnseyboy6's Avatar
                      kearnseyboy6 kearnseyboy6 is offline
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                        Quote:
                        Originally Posted by robin22gongon View Post
                        Okay I have some questions!

                        1) We all know that Mastermind_X made an ASM Code to create unlimited shinies but, how do we make it so that the Player will NEVER EVER encounter a shiny?
                        Hmm maybe if you NEVER want to encounter them you could replace all shiny sprites with regular. Tedious but I guess it'll work
                          #25241    
                        Old May 28th, 2013 (12:06 AM).
                        BlackWhiteRobin's Avatar
                        BlackWhiteRobin BlackWhiteRobin is offline
                           
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                          Quote:
                          Originally Posted by kearnseyboy6 View Post
                          Hmm maybe if you NEVER want to encounter them you could replace all shiny sprites with regular. Tedious but I guess it'll work
                          Yes the sprites would change but the sparkles that appear on shinies will still appear. Thanks for your opinion though.
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                            #25242    
                          Old May 28th, 2013 (12:31 AM).
                          kearnseyboy6's Avatar
                          kearnseyboy6 kearnseyboy6 is offline
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                            Quote:
                            Originally Posted by robin22gongon View Post
                            Yes the sprites would change but the sparkles that appear on shinies will still appear. Thanks for your opinion though.
                            You could always edit the images in UnLz, just have no clue where they are.
                              #25243    
                            Old May 28th, 2013 (12:36 AM).
                            BlackWhiteRobin's Avatar
                            BlackWhiteRobin BlackWhiteRobin is offline
                               
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                              Quote:
                              Originally Posted by kearnseyboy6 View Post
                              You could always edit the images in UnLz, just have no clue where they are.
                              Nononononoooo! Have you seen a shiny yet in game? There some features that only appear on shinies so even editing the sprites but not modifying the engine and still encountering shinies even if they look normal, several things and events occur. Okay, bye! Gotta go!
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                                #25244    
                              Old May 28th, 2013 (12:51 AM).
                              kearnseyboy6's Avatar
                              kearnseyboy6 kearnseyboy6 is offline
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                                Quote:
                                Originally Posted by robin22gongon View Post
                                Nononononoooo! Have you seen a shiny yet in game? There some features that only appear on shinies so even editing the sprites but not modifying the engine and still encountering shinies even if they look normal, several things and events occur. Okay, bye! Gotta go!
                                Why can't you just make the stars transparent. and that way with the sprite as normal nothing changes
                                  #25245    
                                Old May 28th, 2013 (2:33 AM).
                                karatekid552's Avatar
                                karatekid552 karatekid552 is offline
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                                  Quote:
                                  Originally Posted by robin22gongon View Post
                                  Yes the sprites would change but the sparkles that appear on shinies will still appear. Thanks for your opinion though.
                                  Well, you simply eliminate the checks for shiny pokemon. In my research, I came across the palette loader for shinies. After some crazy calculations on the PID:p, it simply compares the output to 7. If less than, it loads the shiny palettet, if not, it loads the regular palette. I'm sure similar routines are used to load the stars and such. If you change those checks to "nop", then it should never use them and no shiny should ever appear.
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                                    #25246    
                                  Old May 28th, 2013 (2:48 AM).
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                                  BlackWhiteRobin BlackWhiteRobin is offline
                                     
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                                    Quote:
                                    Originally Posted by karatekid552 View Post
                                    Well, you simply eliminate the checks for shiny pokemon. In my research, I came across the palette loader for shinies. After some crazy calculations on the PID:p, it simply compares the output to 7. If less than, it loads the shiny palettet, if not, it loads the regular palette. I'm sure similar routines are used to load the stars and such. If you change those checks to "nop", then it should never use them and no shiny should ever appear.
                                    Oh hey it's karatekid552! About that, where could those checks be?

                                    And about this:
                                    Quote:
                                    Originally Posted by robin22gongon View Post
                                    2) I'm trying to compile this script:
                                    Code:
                                    #dynamic 0x750000
                                    
                                    #org @start
                                    lock
                                    checkflag 0x1
                                    if 0x1 goto @ka
                                    checkflag 0x2
                                    if 0x1 goto @fuu
                                    checkflag 0x3
                                    if 0x1 goto @rai
                                    checkflag 0x4
                                    if 0x1 goto @do
                                    checkflag 0x5
                                    if 0x1 goto @sui
                                    release
                                    end
                                    
                                    #org @ka
                                    warp 0x3 0x1 0x1 0xC 0xC
                                    release
                                    end
                                    
                                    #org @fuu
                                    warp 0x3 0x2 0x1 0xC 0xC
                                    release
                                    end
                                    
                                    #org @rai
                                    warp 0x3 0x3 0x1 0xC 0xC
                                    release
                                    end
                                    
                                    #org @do
                                    warp 0x3 0x4 0x1 0xC 0xC
                                    release
                                    end
                                    
                                    #org @sui
                                    warp 0x3 0x5 0x1 0xC 0xC
                                    release
                                    end
                                    It should warp to a map according to the flag set but it doesn't work. That is originally made for a Signpost event but it didn't work. I tried setting it on a Script Event, didn't work, again. (Note: Of course I set the Var Thingies on the Script Event!) And I tried it on a Person Event but it didn't work either. What's wrong?
                                    Is what destinedjagold said right, which is "2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM."?

                                    And I'm using JAPN's FR Engine.
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                                      #25247    
                                    Old May 28th, 2013 (3:01 AM).
                                    karatekid552's Avatar
                                    karatekid552 karatekid552 is offline
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                                      Quote:
                                      Originally Posted by robin22gongon View Post
                                      Oh hey it's karatekid552! About that, where could those checks be?

                                      And about this:


                                      Is what destinedjagold said right, which is "2. Try changing the flags that you are checking. I believe those flags you are using are automatically being restarted by the ROM."?

                                      And I'm using JAPN's FR Engine.
                                      One of the checks is in the routine at 0x440F4. You will need to use ASM to find the others.


                                      Flag 0x1..... You need to start checking the lists from DavidJCobb. That flag is sooo temporary, I could sneeze and it would have problems staying set and JPAN's engine doesn't add any more safe flags.
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                                        #25248    
                                      Old May 28th, 2013 (3:13 AM).
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                                      Jambo51 Jambo51 is offline
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                                        Quote:
                                        Originally Posted by karatekid552 View Post
                                        One of the checks is in the routine at 0x440F4. You will need to use ASM to find the others.


                                        Flag 0x1..... You need to start checking the lists from DavidJCobb. That flag is sooo temporary, I could sneeze and it would have problems staying set and JPAN's engine doesn't add any more safe flags.
                                        Would it be worthwhile to release the code I made which adds a bunch of new safe flags and vars, do you think? It carries a problem in that it necessitates the use of JPAN's save block hack, which very few people can correctly insert, and that any already in progress hack will need to be restarted (from a playing perspective, not a hacking perspective).
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                                          #25249    
                                        Old May 28th, 2013 (3:15 AM).
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                                        karatekid552 karatekid552 is offline
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                                          Quote:
                                          Originally Posted by Jambo51 View Post
                                          Would it be worthwhile to release the code I made which adds a bunch of new safe flags and vars, do you think? It carries a problem in that it necessitates the use of JPAN's save block hack, which very few people can correctly insert, and that any already in progress hack will need to be restarted (from a playing perspective, not a hacking perspective).
                                          Jambo, remember, we made the patch? The one for the save-block hack? So that no one would ever have to go through those troubles again? So that part is easy, but the code you wrote would deffinaetly be worth it.
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                                            #25250    
                                          Old May 28th, 2013 (3:29 AM).
                                          BlackWhiteRobin's Avatar
                                          BlackWhiteRobin BlackWhiteRobin is offline
                                             
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                                            Quote:
                                            Originally Posted by karatekid552 View Post
                                            One of the checks is in the routine at 0x440F4. You will need to use ASM to find the others.


                                            Flag 0x1..... You need to start checking the lists from DavidJCobb. That flag is sooo temporary, I could sneeze and it would have problems staying set and JPAN's engine doesn't add any more safe flags.
                                            Sorry for the late reply. So what's a very ideal and easy to remember flag that is safe to use? Can I use 0x300 and up? Because I'm gonna use a straight set of 250 flags and I don't wanna overlap anything. And also sorry, I thought removing the 0x(00)1 would affect it. Heheheh... And I've been quite forgetful these days. Oh and at one point of time, I made a setflag 0x1 in one map then a checkflag 0x1 in another map but it worked so I thought it would be safe now...

                                            Quote:
                                            Originally Posted by Jambo51 View Post
                                            Would it be worthwhile to release the code I made which adds a bunch of new safe flags and vars, do you think? It carries a problem in that it necessitates the use of JPAN's save block hack, which very few people can correctly insert, and that any already in progress hack will need to be restarted (from a playing perspective, not a hacking perspective).
                                            Quote:
                                            Originally Posted by karatekid552 View Post
                                            Jambo, remember, we made the patch? The one for the save-block hack? So that no one would ever have to go through those troubles again? So that part is easy, but the code you wrote would deffinaetly be worth it.
                                            Is this the patch you guys are talking about? Which flags and vars does it make safe to use and how many are they?
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