Well I asked this in the other thread to no avail.
Basically I'm trying to make a map with cracked floor tiles I can fall through. Took a look at Granite cave and tried to clone it. But I get a strange error in the form of a looping text box upon entering the map which reads "This is a test message. This is a signpost"- which renders me unable to move or do anything else.
Hacking Emerald BPEE.
Here's 1/3 of the level scripts in Granite Cave:
Script Type: Validates values, loads handler to 0x03000EB0 (playback) (02)
Note: Sky Pillar uses this same script so I thought using this exactly as it was would be fine. (Ie. same script offset). I also set the flag to the same ($4022) as they were in both Granite Cave and Sky Pillar.
Also something worth mentioning is that I get the error when testing with only this script active.
Also, why are there 2 script offsets for this? I can't edit the first one which is what I'm believing to be the cause at the moment- since they're different to the ones in Granite Cave and Sky Pillar.
The other two scripts on the level would be:
Script type: On entering map/not on menu close [03]
Note: I'm not sure what it does exactly but I reckon I need it XD
Script Type: On entering map/on menu close [05]
Note: Then I have that- which I believe tells us where the warps go to. XSE says cmda6 is under investigation, so I went ahead and left it like that.
That's it really. I hope someone can help D:
Basically I'm trying to make a map with cracked floor tiles I can fall through. Took a look at Granite cave and tried to clone it. But I get a strange error in the form of a looping text box upon entering the map which reads "This is a test message. This is a signpost"- which renders me unable to move or do anything else.
Hacking Emerald BPEE.
Here's 1/3 of the level scripts in Granite Cave:
Script Type: Validates values, loads handler to 0x03000EB0 (playback) (02)
Code:
'---------------
#org 0x2A8337
lockall
pause 0x14
applymovement MOVE_PLAYER 0x82A8369
waitmovement 0x0
sound 0x2B
pause 0x3C
warphole 0xFF 0xFF
waitstate
end
'-----------
' Movements
'-----------
#org 0x2A8369
#raw 0x54 'Hide
#raw 0xFE 'End of Movements
Note: Sky Pillar uses this same script so I thought using this exactly as it was would be fine. (Ie. same script offset). I also set the flag to the same ($4022) as they were in both Granite Cave and Sky Pillar.
Also something worth mentioning is that I get the error when testing with only this script active.
Also, why are there 2 script offsets for this? I can't edit the first one which is what I'm believing to be the cause at the moment- since they're different to the ones in Granite Cave and Sky Pillar.
The other two scripts on the level would be:
Script type: On entering map/not on menu close [03]
Code:
'---------------
#org 0x2A8331
copyvar 0x4022 0x1
end
Note: I'm not sure what it does exactly but I reckon I need it XD
Script Type: On entering map/on menu close [05]
Code:
'---------------
#org 0x22DC6E
cmda6 0x7
warp5 0x18 0x6D 0xFF 0x0 0x0
end
Note: Then I have that- which I believe tells us where the warps go to. XSE says cmda6 is under investigation, so I went ahead and left it like that.
That's it really. I hope someone can help D: