Skeetendo

’Cause all games were better on the GBC

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#1 2014-08-09 18:50:55

frz hax
Member
Registered: 2014-08-06
Post 1/43

Flash in caves

I have this problem where there is  a cave which requires f;ash to navigate but you have to go through it before you get flash.

Is there a way to turn off the fact that you need flash? Ive changed the primary header map type to outside and it makes no difference, you still have to flash.

Thank You for your help!

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#2 2014-08-09 20:29:19

Miksy91
Member
Registered: 2010-10-16
Post 2,125/2,311

Re: Flash in caves

One of the bytes in primary header consists of information behind, can you use flash there or not.

So take a look at the primary headers of cave maps and see where you would have to change and what to make the map function properly without having to use it.

Last edited by Miksy91 (2014-08-09 20:30:26)

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#3 2014-08-10 10:14:31

frz hax
Member
Registered: 2014-08-06
Post 2/43

Re: Flash in caves

Thank You, I didnt think it was that simple but it makes sense. I thought there would be a flash offset and then the following maps would have flash in them like [map bank] [map number].

I found this http://hax.iimarck.us/topic/965/ which was useful as well.

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#4 2014-08-10 10:36:03

frz hax
Member
Registered: 2014-08-06
Post 3/43

Re: Flash in caves

Oh and I discovered that under lighting, 14 means flash is needed and 12 seems to mean flash isnt needed. I dont know about any other values but my problem is fixed. Thank you Miksy91!

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#5 2014-08-10 12:57:18

Tauwasser
Member
Registered: 2010-10-16
Post 428/448

Re: Flash in caves

The byte is split into two nibbles.

Upper nibble is telephone reception: 0 - reception ok, <>0 no reception.

Lower nibble is time of day:

0 - follow clock
1 - Morning
2 - Day
3 - Night
4 - Lightning Map
5 - follow clock
6 - follow clock
7 - follow clock

These are general guidelines. What these settings do depend on their actual permission bytes, because they load different palette tables (outdoor, indoor, cave etc.)

cYa,

Tauwasser

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