1) I searched again this thread, for wildbattle commands, and actually managed to do in Emerald a battle scene for Moltres in Victory Road. But i can't delete the sprite after the battle (it remains there and i can battle Moltres every time). This is the script i used:
Code:
#autobank on
#org 0x86BDE0
msgbox 0x86BE30
cry
callstd 0x4
wildbattle 0x92 0x32 3
#raw 53
#raw 07
#raw 00
end
#org 0x86BE30
= Moltres!
The event number Advance Map shows for this sprite is 7. If you need more details, i am using the sprite number 233 (the deoxys triangle, it is temporary), People Nº: 8, location X: 2B, Y: 12, Script Offset: $86BDE0, in the Map 24.45 (the third map of Victory Road)
2) And how to add sprites? I don't want to replace, because i think every sprite is used, and i don't want that the Moltres sprite appear as a "Torchic Doll" in the game for example. It's difficult to search for this, the word "sprite" is very common...
EDIT:
Also tried this code, modified from that Snorlax example, and writing the correct offset in Advance Map ($86BD90). This code makes the common noise like i am interacting with an object, but nothing else. That's the reason i used the first, after deleting the first part, the cry part (when i used it. it leads to a battle with a sign "?", i think it is the new Missingno) and setflag command.
Code:
#autobank on
#org 0x86BD90
checkflag 0x1FF
if 0 0x86BDE0
end
#org 0x86BDE0
cry 0xA1 0x92
#raw 01
msgbox 86BE30
callstd 0x4
wildbattle 0x92 0x32 3
#raw 53
#raw 07
#raw 00
setflag 0x1FF
end
#org 0x86BE30
= Moltres!