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Meta-map script activation: Difference between revisions
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>Sherkel m (Sherkel moved page Glitch meta-map script activation to Meta-map script activation: I think the fewer pages that begin with "glitch" in the title, the better) |
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{{Bulbapedia2|0 ERROR}}
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These glitches will modify the 'meta-map script' associated with a certain map, which is a special map script used to execute code on particular maps (one byte for each map). Unlike the temporary map scripts stored at D36E-D36F, meta-map scripts are usually permanent unless the script itself changes the meta-map script ID to a different value. They are also specific to each map, unlike the D36E-D36F address that is a pointer to anywhere in the current bank in the ROM, or RAM.
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If the player loses, a text box may appear before the player is sent back to their black out location.
Certain
==Activation==
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Hence the game checks "bit 8 of $xxyy" (i.e. bit 0 of $xxyy+1) to see whether this "trainer" has been defeated. However, this is ''not'' bit 8 of the trainer header in question. The reason is that address $xxyy+1 is on the switchable portion of the ROM (on the bank of the map), but the function to manipulate flag arrays is on bank 3, so this actually checks $xxyy+1 on bank 3, which is some completely unrelated data. Anyway, if the flag value turns out to be 0, then another fight begins, and the meta-map script ID advances by 2.
Unlike the [[Trainer escape glitch#Special stat encounter|special stat encounter]], on this code path, the trainer class and the roster number depends on the "last text box ID". In particular, if the
==="Walking lag" effect===
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