BLAx501!
Pokemon Flux
- 80
- Posts
- 10
- Years
- Madrid, Spain
- Seen Sep 4, 2020
Are you sure you haven't take that from an NDS game?? xD. It sounds pretty good, nice job ;)
Are you sure you haven't take that from an NDS game?? xD. It sounds pretty good, nice job ;)
I have take from an NDS game??
It's all ported from HGSS so..
May I ask what RAM offsets you used for the extended tracks and the hq mixer?
Cool. I'm using Fire Red and I'm sure that I'm overlapping the RAM when I add them in.
Well, as soon as a noise is made, the game just goes into an infinite loop of that frame. (The opening shooting star.) I also looked at your documentation about Sappy where you needed to redirect the RAM pointer to an area with a lot free space and his routine redirects to an area too close that area.
I attempted to fiddle with his routine to point to another area. I had little luck though.
Ahh, I see. Well I suppose I will look forward to the next update then. Good luck with this and the new BW2 patch you have.
This is an amazing patch, thank you!
But just a quick question, how can I change the music being applied to each route? I cannot seem to do it in Advance Map.... I am guessing you know why?
Alright, thank you!1: I'd suggest waiting for the new version that's coming soon.
2: Because you didn't update Amap's INI. It's not going to magically know anything.
3: You can use song numbers instead of names, which are listed on the first page.
Simply amazing, as always ;)
Keep going on
I can't believe I'm the only one posting here after the updates ¬¬
Nice job, I can't tell the difference from the original music on HG/SS ;)
EDIT: Are you planning to add to the FR Patch the music from Kanto, I mean Cerulean City, Saffron City, etc. ??