colcolstyles
Yours truly
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- The Bay Area
- Seen May 19, 2019
1. Is there a way I could make the cyclying road (routes 16,17, and 18) a normal path? In other words, can I remove what makes the player move faster going down and slower going up, but it still be manditory to use the bicycle & keep the orignal tiles used?
As Quilava's Master said, those maps contain blocks that are visibly the same as normal blocks but have unique Behavior Bytes that move the player "downhill". Just change them in the Block Editor.
2. In Ruby, Sapphire and Emerald there are bridges that you can walk on and walk under (Ex. route 119, shoal cave). However, when I try to copy this in Fire Red I come across a few issues:
A) When I use the movement permissions (0, 10, 3C (like in R/S/E)) I'm able to walk across the bridge, but when I go to walk under it, I end up back on top of the bridge.
B) When walking across, I can step off of the bridge to the area below.
Is there a way i can correct this and have it work like the Bridges in R/S/E? Or is it something ony possiable in R/S/E?
A) This is probably because you set "Hero is displayed above block" as the Background Byte for the bridge blocks in AdvanceMap's Block Editor. Change them to '00'. That way, the player will be shown below the bridge if they're on the bottom level and above the bridge if they're on the upper level (as long as the upper level is '10').
B) Can you post a picture of your Movement Permissions? I can't tell you what's wrong without knowing what you did.
3. When I alter one of the pokecenters or pokemarts, it changes ALL of them (Say I remove the Computer in the Viridian City Pokecenter, It is removed from all others as well). Is there a way I can prevent this from happening? I've also noticed this happen to the gate houses on Route 2 leading in and out of Viridian Forest.
Maps that are "linked" in this way share a common halfword at an offset of '0x12' (18) from the start of the Map Header (use Professional Header View). Just change that halfword to a different, unused value to "unlink" a map.
Now, does no one really know what special 0x187 does? Because it's still bothering me, but perhaps I'll never know. XD
I'll take a look at the routine and edit this post later.
EDIT: It looks like it reads the value at '0x0203adfa' and stores that value in LASTRESULT. From what I can tell, the value at that address has something to do with the current mode that the game is in. It's '0x0' normally but it's '0x2' when it's doing the whole "journey's history" thing upon resuming from a save file and '0x3' when it's transitioning from the "journey's history" to the actual gameplay. So, getting back to your original question, it appears that "special 0x187" checks to see if the game is in the "journey's history" phase. If it isn't, it will execute the script. Otherwise, it will end it. This seems to suggest that when resuming from a save file, the game actually runs some of the scripts that the player executed last time they played. Neat, huh?
And as for another question; I've been digging around, once again, and couldn't really find an answer. What makes it so you can or can't run on a map? I've created a new map and found that I'm unable to run in it and I don't know how to alter that setting. Am I missing something obvious?
Whether or not the player can run (along with other actions such as flying, biking, digging, etc.) is dictated by the "(Don't) Show Map Upon Entering" byte in AdvanceMap's Header View. I used to have a document with the permissions for each value but I don't know where it is. If you fool around with some of the values, however, I'm sure you can find one that works. Or you could just copy one from a map that is similar to your new map.
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