It counts the maximum number for the Regional Kanto Pokedex. Essessentially, we are changing any 96/97 value to their respective numbers. For examples, 60/61. Or in my case, I have F6/F7 (246/247). There are a lot more than three limiters, but those three are the more important ones, since they directly correlate to the Pokedex. There are other limiters which I will find soon (probably by searching through every single 96/97 hex value in the rom, lol) that displays the Regional Dex numbers on the Pokemon page (which I have not found yet). For instance, the Pokemon who are over 151 will now appear in the Kanto Dex as for instance 231. But on the Pokemon page, their number would be ???. There are also limiters for the seen and caught section of the Pokedex. It's simple hex edits, but the hard part is finding the limiters! =]
It is pretty much simple hex edit. The goal here is to change 96 (150 in hex) and 97 (151 in hex) to the amount of Pokemon you want in your Regional Dex. For instance, if you wanted 201 Pokemon, change 96 to 60 and 97 to 61.
There's a good bit of limiters that you have to change. I haven't found all of them yet, but the ones that I have found so far are the most important. I learned of these limiters in the Pokedex Hacking thread. The thing with Fire Red is that the Fire Red 151 Dex is really the National Dex limited to 151. So what I have done was extend the Kanto Dex to whatever amount I wanted. My "extended dex" is actually the National Dex, however, I edited out the Pokemon up to the number 323. (After rearranging the Pokemon Pokedex number) But the ones I have recorded here are:
When you insert graphics with unLZ, you don't have to replace data. It also lets you insert stuff into free space. You then have to keep track of the offset you inserted at, and then point to it in a table with a hex editor.
I'm just going to assume you have no idea what I just said, so please PM me exactly what you're doing and I'll tell you what you're doing wrong, and how to fix it.
The battle backgrounds are compressed data. All the images you can view in unLZ are compressed graphic data. You can use unLZ to insert graphic data into free space. Then with a hex editor, you manually type in the pointer in the battle background table so that it points to where you inserted the data with unLZ. Then you have to type in the next pointer to point to where you inserted the palette with unLZ. Then you have to type in the next pointer to point to where you inserted the tile map with unLZ.
If you don't understand anything what I said, then I recommend looking at tutorials on changing the world map to get a sense of how tilesets & tilemaps work.