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Adding New Overworlds into FireRed for Dummies

5,256
Posts
16
Years
This is the data for the Overworld for the Seagallop Ferry, Overworld Sprite #152.

Code:
FF FF 14 11 FF 11 00 08 40 00 40 00 1A 00 00 00 20 37 3A 08 D0 38 3A 08 68 33 3A 08 A8 1C 3A 08 FC 1C 23 08

The sprite is 64x64, so you should be able to follow the tutorial from that point onwards.

I found the data by multiplying 152 by 36, which gives you (dec) 5472.

At 0x3A3BB0, I selected a block of (dec) 5472 bytes, which led me to the offset 0x3A5110. The code you see above are the first 36 bytes at 0x3A5110; the overworld data for the Seagallop Ferry.
 
74
Posts
12
Years
  • Seen Nov 3, 2019
The #152 Seagallop Ferry overworld is only using 1 frame of original Fire Red Rom, If I using for a lugia 9 frame overworld it's no problem? Another question, can I add a bigger than 64x64 overworld sprite to the game? Like the #153 S.S. Anne overworld sprite.

Thanks.
 
5,256
Posts
16
Years
The tutorial does tell you how to add more frames, so there shouldn't be any problem there. If you want to use the SS Anne's size for Overworlds, in a Hex Editor go to 0x3A3BB0, select a block of (dec) 36 * 153, then select the next 36 bytes and use them.
 

munchhack

Advanced Scripter
97
Posts
11
Years
I need help, I can't find some of the free spaces. I would search them on hex workshop, like 90000 and 910000, and wouldn't find them, if you have an answer please pm me, i would really appreciate it.
 
6
Posts
12
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  • Seen May 26, 2022
Thanks for this amazing tutorial! It was very informative and helped me understand some other things as well. Was able to successfully add my first new Overworld on my first attempt :). I'm surprised this tutorial has only reached two pages!
 
12
Posts
12
Years
  • Seen Feb 6, 2018
Okay, now I have ANOTHER problem. The sprites in the new table all load to the player's palette, which causes weird colour issues. How do I fix this?
 
Last edited:

Sudeki

Can you feel it?
322
Posts
14
Years
Okay, now I have ANOTHER problem. The sprites in the new table all load to the player's palette, which causes weird colour issues. How do I fix this?
The only thing I could think of you have the palette number set to the heroes on the new overworlds data.
 
215
Posts
11
Years
  • Seen Jul 14, 2020
I don't get what i'm doing wrong! :( I followed your tutorial PERFECTLY except I wanted 20 OWs instead of 1, so at step 7, instead of putting a 1 in the SpriteCount, I put a 20.

My problem is when I go to OverworldEditor, I can only edit the first index, once I try to go to index 1,2,3,4 ... ect, I keep getting errors! I get an error that says:
"Error 63 (Bad Record Number) in prodecure LoadSpriteStructure of frmOverworldEditor".

Can someone please tell me what I am doing wrong!?!
 

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
I don't get what i'm doing wrong! :( I followed your tutorial PERFECTLY except I wanted 20 OWs instead of 1, so at step 7, instead of putting a 1 in the SpriteCount, I put a 20.

My problem is when I go to OverworldEditor, I can only edit the first index, once I try to go to index 1,2,3,4 ... ect, I keep getting errors! I get an error that says:
"Error 63 (Bad Record Number) in prodecure LoadSpriteStructure of frmOverworldEditor".

Can someone please tell me what I am doing wrong!?!

OWERE has a control on how many overworlds and frames you can have based on the original.

Use NSE classic in professional view or whatever and turn off all boundarys.

Remember to create and edit the ini file if necessary. Instructions for it are in the readme that goes with NSE.
 
215
Posts
11
Years
  • Seen Jul 14, 2020
OWERE has a control on how many overworlds and frames you can have based on the original.

Use NSE classic in professional view or whatever and turn off all boundarys.

Remember to create and edit the ini file if necessary. Instructions for it are in the readme that goes with NSE.
Hey sorry to be a bother but how exactly do I switch NSE classic into professional view?
 
215
Posts
11
Years
  • Seen Jul 14, 2020
Thanks for the help but it still doesn't work! I don't know how to access the other sprites, i can only access the 151 OWs that fire red gives you :(

When I try to go to 152, it completely messes up and goes to a random height and width, and the image is a bunch of random colours. Is there any other way of making this work? I want to add more OWs but this game hates me. With this tutorial I can add 1, but I can't add anymore then that!

I hate this part in ROM hacking, this is what turns me away form it. If they made adding OWs and Trainer Sprites easier, I would have a much better time! :(
 

Quickster

Dream or Drop?
351
Posts
16
Years
  • Seen Apr 4, 2016
Thanks for the help but it still doesn't work! I don't know how to access the other sprites, i can only access the 151 OWs that fire red gives you :(

When I try to go to 152, it completely messes up and goes to a random height and width, and the image is a bunch of random colours. Is there any other way of making this work? I want to add more OWs but this game hates me. With this tutorial I can add 1, but I can't add anymore then that!

I hate this part in ROM hacking, this is what turns me away form it. If they made adding OWs and Trainer Sprites easier, I would have a much better time! :(

So you wanted 20 new sprites instead of 1. As you said, if I read correctly, you can edit the first one. Now, did you do anything besides change the 1 to a 20 in the .ini file? If so, you need to basically repeat the entire tutorial starting at step 4. Meaning, each sprite gets their own pointer, data, and frame data.
 

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
Thanks for the help but it still doesn't work! I don't know how to access the other sprites, i can only access the 151 OWs that fire red gives you :(

When I try to go to 152, it completely messes up and goes to a random height and width, and the image is a bunch of random colours. Is there any other way of making this work? I want to add more OWs but this game hates me. With this tutorial I can add 1, but I can't add anymore then that!

I hate this part in ROM hacking, this is what turns me away form it. If they made adding OWs and Trainer Sprites easier, I would have a much better time! :(

Adding over worlds is extremely complicated. I still haven't gotten it to work perfectly. However, I do know that when you added to the table, that there is more data after that. You needed to have the last pointer point to the data you created in step 4. This data controls the height and width and all other properties. Then you have to point it to the location of the frames. So, return to steps 3 and 4 and look at it more closely.
 
215
Posts
11
Years
  • Seen Jul 14, 2020
@Quickster and @karatekid522
Thanks alot, I think I get it now! :P You guys are both awesome, It's amazing to have people like you in TPC, it's what makes this website the bomb! Espically you karatekid522, you answer every question I have, thanks alot!
 

Kimonas

%string not found
91
Posts
13
Years
I have a question, in my ROM 0x1A2000 is not like yours, it doesnt have all those 00000, not even the B0 FD 39 08 B0 FF 39 08 B0 FE 39 08 code is there anywhere, why does that happen?
 

karatekid552

What happens if I push it?....
1,771
Posts
11
Years
I have a question, in my ROM 0x1A2000 is not like yours, it doesnt have all those 00000, not even the B0 FD 39 08 B0 FF 39 08 B0 FE 39 08 code is there anywhere, why does that happen?

If you applied JPAN's engine in patch form, like you were supposed to, then this is guaranteed not to be the case.

If you do not want to use JAPN's engine, or you are on RSE, you can try Darthatron's and my tutorial here. This is not as effective as JPAN's engine, as it only allows you to max out the OWs at 256 instead of ~65,000 but it is another option.
 

Kimonas

%string not found
91
Posts
13
Years
Thanks, problem solved ^-^. I'll give it a look on the tutorials, im also interested on adding OWs in emerald
 
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