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Remove Artificial Save Delay
Pokemon Red saves quicker than Pokemon Crystal on its own. However, it, like Crystal, uses an artificial delay. This is a much simpler fix than Pokemon Crystal's, and here it is:
Open up engine/menus/save.asm and scroll down to about line 143, and you will have to change these lines:
SaveSAV:
...
.save
call SaveSAVtoSRAM
coord hl, 1, 13
lb bc, 4, 18
call ClearScreenArea
coord hl, 1, 14
- ld de, NowSavingString
- call PlaceString
- ld c, 120
- call DelayFrames
ld hl, GameSavedText
call PrintText
ld a, SFX_SAVE
call PlaySoundWaitForCurrent
call WaitForSoundToFinish
- ld c, 30
+ ld c, 10 ; Shorter time than before
jp DelayFrames
-NowSavingString:
- db "Now saving...@"
SaveSAVConfirm:
call PrintText
coord hl, 0, 7
...
What that does is it removes the part of the code where the "Now saving..." text is drawn, as well as removing the delay during which that text is displayed. It also shortens the delay for after it says "Player saved the game!"
Also, you could edit engine/menus/main_menu.asm, line 395:
ld [H_AUTOBGTRANSFERENABLED], a
- ld c, 30
+ ld c, 5 ; shorter time while displaying stats
jp DelayFrames
This part makes the game pause for a shorter time after displaying player stats before it saves. If you feel like this time is too short, you can change that 5 we added into a higher number.
Optionally, if you want to remove the "Would you like to save the game?" part, you could also remove these:
SaveSAV:
farcall PrintSaveScreenText
- ld hl, WouldYouLikeToSaveText
- call SaveSAVConfirm
- and a ;|0 = Yes|1 = No|
- ret nz
ld a, [wSaveFileStatus]
dec a
along with this (line 189):
-WouldYouLikeToSaveText:
- TX_FAR _WouldYouLikeToSaveText
- db "@"
and data/text/text_3.asm (line 6):
-_WouldYouLikeToSaveText::
- text "Would you like to"
- line "SAVE the game?"
- done
This optional change completely removes the "Would you like to SAVE the game?" choice, as well as the text and text pointer for it.
Done! The game should save quickly without going through that useless menu. Enjoy!