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I've being doing research with event flags data in LGPE, and the current count of 4160 flags is not correct.
There is some other data at 0x11A0 (from block start) that is not part of the event flags range, it seems some kind of counter used for something else. I mean, they are not accessed through event flag accessor, but by some other direct write access.
Allowing the Event Flags editor modify data at 0x11A0 - 0x11A7 range might interfere with some other game gimmick, and should be avoided.
The correct count seems 4096, which aligns with the flags array being 512 bytes in length, instead of 520 bytes as it is stipulated now. EventFlagCount should be 0x780 (1920 flags) which will ensure the 4096 total count.
My current research have the following mapped data for flags count:
I've being doing research with event flags data in LGPE, and the current count of 4160 flags is not correct.
There is some other data at 0x11A0 (from block start) that is not part of the event flags range, it seems some kind of counter used for something else. I mean, they are not accessed through event flag accessor, but by some other direct write access.
Allowing the Event Flags editor modify data at 0x11A0 - 0x11A7 range might interfere with some other game gimmick, and should be avoided.
The correct count seems 4096, which aligns with the flags array being 512 bytes in length, instead of 520 bytes as it is stipulated now.
EventFlagCount should be 0x780 (1920 flags) which will ensure the 4096 total count.
My current research have the following mapped data for flags count:
zone_flags = 128
system_flags = 256
vanish_flags = 256
vanish_flags_auto = 1536
event_flags= 512
trainer_id_flags = 1024
time_flags = 128
real_time_flags = 128
padding = 128
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