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okay, so a lot of information is missing when it comes to safe flags in emerald, i've seen a supposedly correct list stating that the safe flags are from AAAB-AB00 but i know from using these flags that they do not work correctly and tend to mess up scripts etc. so does anyone know the safe flags or a way to make these flags safe? (such as what was done with flags 900-18FF in firered)
i've seen a supposedly correct list stating that the safe flags are from AAAB-AB00 but i know from using these flags that they do not work correctly and tend to mess up scripts etc.
I used AAAB through to AABF and have had no issues so far. What problems occurred when you tried to use them? In what way do they mess up the script?
I used AAAB through to AABF and have had no issues so far. What problems occurred when you tried to use them? In what way do they mess up the script?
those flags seem to get set and reset all the time when i use a flag next to it, for example AAAB and AAAC, AAAC seems to keep resetting whenever AAAB is used. i thought this might've been cuz the flags are next to each other, but AAAE seems to reset AAD7, and AAD7 seems to set AAD6. (sorry if that is too confusing)
those flags seem to get set and reset all the time when i use a flag next to it, for example AAAB and AAAC, AAAC seems to keep resetting whenever AAAB is used. i thought this might've been cuz the flags are next to each other, but AAAE seems to reset AAD7, and AAD7 seems to set AAD6. (sorry if that is too confusing)
That is a new one... I went through my events that use the flags I mentioned before again. Nothing went wrong.
What kind of scripts are you using these flags in exactly? Just curious. My ones are in pokemon trade scripts.
Perhaps there is something wrong with the script itself?
That is a new one... I went through my events that use the flags i mentioned before and nothing went wrong.
What kind of scripts are you using these flags in exactly? Just curious. My ones are in pokemon trade scripts.
Perhaps there is something wrong with the script itself?
here's the an item script that uses AAD7 (gives the helix fossil)
the scripts don't seem to be the problem, cuz i thought that at first but i changed the flags to ones i know are safe (used in another script in the game) and they worked fine, so i dunno what's wrong
So this is a regular item on the over world that you just pickup? I don't think you even need setflag in there. If you just put the flag into the Person ID field that should be it.
e.g.
Code:
giveitem 0x166 0x1 0x0
end
...would be all you need.
Its highly unlikely this will fix the problem but I have no other ideas.
So this is a regular item on the over world that you just pickup? I don't think you even need setflag in there. If you just put the flag into the Person ID field that should be it.
e.g.
Code:
giveitem 0x166 0x1 0x0
end
...would be all you need.
Its highly unlikely this will fix the problem but I have no other ideas.
well since i'm using a custom fossil sprite, a setflag seems to be needed for it to disappear, dunno why. yeah i dunno, if i've changed some important data for the flags by accident or what, but the flags don't work so i'm kinda screwed
well since i'm using a custom fossil sprite, a setflag seems to be needed for it to disappear, dunno why. yeah i dunno, if i've changed some important data for the flags by accident or what, but the flags don't work so i'm kinda screwed
You could always remove some items from the over world and take their flags as a last resort if you cannot find a remedy to this. Its not the best way, but better than nothing.
You could always remove some items from the over world and take their flags as a last resort if you cannot find a remedy to this. Its not the best way, but better than nothing.
yeah but when you're doing it for 42 flags, it's gonna take something away from the game
yeah but when you're doing it for 42 flags, it's gonna take something away from the game
Yeah it probably will. I mainly removed the items that are out in the open, while leaving the ones that were off the main track alone. although I used about half as many flags as you...
this makes flags 900-18FF safe to use in Firered, so to port it to emerald what's needed is:
1. the numbers at the bottom (i think they're not the same in emerald)
2. the offset that needs to be edited to insert the routine (firered is at 0x6E5D6)
3. some sort of save block (i'm not 100% sure if this is needed)
1 & 2 should't be too hard to find
but 3 is gonna be a lot more complicated so i dunno what to do
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Who in the world ever said that flags 0xAAAB-0xAB00 are safe to use? Those aren't even valid flags! Only flags from 0x1 to 0x95F are actually confirmed to be real and valid. (I personally use 0x1000 and up but those aren't valid flags... It's a little late to fix it now, though)
There is a thread somewhere here in the RD section that shows the flags used in emerald. If I remember correctly, most of 200-2FF is unused. Personally, I use 1100-12FF and 200-2FF.
There is a thread somewhere here in the RD section that shows the flags used in emerald. If I remember correctly, most of 200-2FF is unused. Personally, I use 1100-12FF and 200-2FF.
I remember hearing that 200-2FF was for FR. Is the thread you are talking about the one you posted above?