Hmm, looks like it just reduces the number of tiles decompressed, leaving old junk in memory. Notice the name screen... loads some of the font and then stops.
Interesting results to say the least. One of the 8-bit values has been changed such that In battle and the nickname interface the game is decompressing and re-compressing its sprite data from the main map interface rather than elsewhere.
In particular, the opponent sprite is changed to that very similar to the ????? phenomenon in G/S/C, I've already seen this before however, when setting address D056 to 0x00 and using a Pokéball out of battle.
What the hell?!?!?!
flyforce16 1 month ago
Hmm, looks like it just reduces the number of tiles decompressed, leaving old junk in memory. Notice the name screen... loads some of the font and then stops.
rekcaHrepyH 3 months ago in playlist Lulz
Interesting results to say the least. One of the 8-bit values has been changed such that In battle and the nickname interface the game is decompressing and re-compressing its sprite data from the main map interface rather than elsewhere.
In particular, the opponent sprite is changed to that very similar to the ????? phenomenon in G/S/C, I've already seen this before however, when setting address D056 to 0x00 and using a Pokéball out of battle.
ChickasaurusGL 1 year ago
@ChickasaurusGL I think this is because the game loads the wrong tileset. The "out-of-battle tileset"
PTMarc33 1 year ago
@PTMarc33 Yes, I should have said tileset data, not sprite data that's just me drifting off, lol.
ChickasaurusGL 1 year ago