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Development: Why the really tall grass doesn't work in firered and how to fix it.

r0bert

Quitifyingly awesome.
370
Posts
13
Years
Which other animations? You mean except for tall grass and ash? You can't. That'd require new patches. But no one wrote them yet. But lot's of animations are activated already. Just open AdvanceMaps block-editor and play around with the behaviour-byte.
I kinda meant the micro grass animation.
also what are the rest of the animations?(pic in attachment)
the ones I can't recognise are in a blue square.
 

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>Dante<

Call me Steven
201
Posts
15
Years
oh WOW! This is totaly awesome!! Thank you very much friend but...yeah, there are a lot of bases animation such as the micro grass animation...look:

immaginesb.png


How to fix it?
 

hinkage

Everyone currently in an argument with this member
382
Posts
13
Years
  • Age 28
  • Seen Mar 24, 2024
Sorry for being new and stupid, but what does this part mean?

"eh 08059f34 0x2100
eh 08059f48 0x2100
eh 08059f4a 0x4770
eh 08059f4c 0x2803
eh 08059f4e 0xE7F5"

What do I do with it? I DID research a little, and the only part that confuses me still is the 0x2100, etc.
 
35
Posts
16
Years
  • Seen Jun 17, 2013
ok for all who didn´t understand it: The Offset you can see on the top are written in ASM.

So the most people don´t know where they can find it in there Hex Viewer....

So here is the "Hex" Offset:
059F34 for firered english
059F34 for firered german (feuerrot) - it´s really rare that the german rom has the same offset than the English

this is the hex code you have to use
00 21 00 06 00 0e 02 28 01 d0 d1 28 01 d1 01 20 00 e0 00 20 00 21 70 47 03 28 f5 e7

here you can see that it works
hohes%20gras.png



//Edit:
I have a question: How can I make that I can´t drive with the bike over the really tall grass block?
 
Last edited:
8
Posts
12
Years
  • Seen Apr 17, 2014
Hi, I wanted to check if one can create a new behavioural byte for pokemon emerald,
Because I am attempting to create a "super region",
And I want kanto maps that I port into Emerald to play kanto battle themes and wild encounter themes when I am on those maps!
 
3,830
Posts
14
Years
  • Age 26
  • OH
  • Seen Feb 26, 2024
Hi, I wanted to check if one can create a new behavioural byte for pokemon emerald,
Because I am attempting to create a "super region",
And I want kanto maps that I port into Emerald to play kanto battle themes and wild encounter themes when I am on those maps!

Yes, you can, if you know ASM...

Anyways, to enable this for LeafGreen, it is the exact same thing as FireRed. Offsets and everything. :D
 
35
Posts
13
Years
  • Seen yesterday
ok for all who didn´t understand it: The Offset you can see on the top are written in ASM.

So the most people don´t know where they can find it in there Hex Viewer....

So here is the "Hex" Offset:
059F34 for firered english
059F34 for firered german (feuerrot) - it´s really rare that the german rom has the same offset than the English

this is the hex code you have to use
00 21 00 06 00 0e 02 28 01 d0 d1 28 01 d1 01 20 00 e0 00 20 00 21 70 47 03 28 f5 e7

here you can see that it works
hohes%20gras.png



//Edit:
I have a question: How can I make that I can´t drive with the bike over the really tall grass block?

I've changed the hex code for that offset but nothing is happening.
 
35
Posts
16
Years
  • Seen Jun 17, 2013
You must change the behaviour bytes on the block on which you want to use the animation.
In Advance Map:
Normal Gras:
behaviour-Byte:
02 02
Background-Byte:
00 01
01
Tall Gras:
behaviour-byte
03 03
background-Byte:
00 01
01
 
5,256
Posts
16
Years
The pointers to the frames of animation that appear when you walk in the Ash Grass is located at 0x83A54A0.

Code:
[FONT="Courier New"]28 89 39 08 80 00 00 00
A8 89 39 08 80 00 00 00
28 8A 39 08 80 00 00 00
A8 8A 39 08 80 00 00 00
28 8B 39 08 80 00 00 00[/FONT]

Frame 1: 0x8398928
Frame 2: 0x83989A8
Frame 3: 0x8398A28
Frame 4: 0x8398AA8
Frame 5: 0x8398B28

You can change those pointers to a different sprite to change the animation, which could lead to some interesting gym puzzles or terrain (snow, perhaps?). It uses the palette located at 0x8398FC8, which is pointed to by 0x83A5348 for FireRed.
 
Last edited:
79
Posts
15
Years
  • Seen Apr 13, 2014
I've been looking for the address of the tall grass routine in Ruby, so I can change it to behave more like the normal grass (it normally makes the player's body priority 3 behind pri 2 graphics, whereas normal grass leaves the player and the animation at pri 2). Would I be able to search for some of those lines of code in the first post to find the routine? What program might I need to find the ASM code?
 

Tyroz

In tenebris est et in nobis.
46
Posts
10
Years
Kniz has helped so much with my questions, and even added in the correct Hex Edit for not only adding in the Tall Grass Animation, but ALSO the tiny grass animation; WHich by the way is hard to see unless you really look at the players feet.

This is such an amazing concept and it helped me. I did check the rules, and Hashtag did say:
Hashtag said:
The revival limit does not apply in this forum

So...I would like to bump this thread and see what others have to say 3 years later.
 
97
Posts
11
Years
  • Age 25
  • Seen Jun 7, 2016
How do I search for the numbers in a hex editor? I'm using HxD. Tried copy pasting into the search and doesn't find it. Even offsets won't work.
 
38
Posts
11
Years
The pointers to the frames of animation that appear when you walk in the Ash Grass is located at 0x83A54A0.

Code:
[FONT="Courier New"]28 89 39 08 80 00 00 00
A8 89 39 08 80 00 00 00
28 8A 39 08 80 00 00 00
A8 8A 39 08 80 00 00 00
28 8B 39 08 80 00 00 00[/FONT]

Frame 1: 0x8398928
Frame 2: 0x83989A8
Frame 3: 0x8398A28
Frame 4: 0x8398AA8
Frame 5: 0x8398B28

You can change those pointers to a different sprite to change the animation, which could lead to some interesting gym puzzles or terrain (snow, perhaps?). It uses the palette located at 0x8398FC8, which is pointed to by 0x83A5348 for FireRed.

Does anyone know how to activate ash grass using HxD?
Ik how to activate this using ASM. Thanks in advance!
 
38
Posts
11
Years
Patch for tall grass on behaviourbyte 0x03 and ash grass on behaviourbyte 0x24

eh 08059f34 0x2100
eh 08059f48 0x2100
eh 08059f4a 0x4770
eh 08059f4c 0x2803
eh 08059f4e 0xE7F5
eh 08059f50 0x2824
eh 08059f52 0xE7F3
eb 0806e820 0x04
eh 0806ebdc <special tile with ash>
eh 0806ebe0 <special tile without ash>
eh 0806ec00 <grass tile without ash>


Yes.

When you change this direction: eb 0806e820 0x04, your ending credits crashes!!
 

Kaylene

Hmm.
18
Posts
16
Years
  • Age 29
  • Seen Sep 21, 2023
When you change this direction: eb 0806e820 0x04, your ending credits crashes!!

I can confirm this; it crashes to title screen right after the sprite of the player running shows up. Additionally, it seems this routine is affecting the downhill-grass behaviour byte, D1. It applies the dust cloud (if you enabled ash grass) and tall grass animation right after eachother.
 
37
Posts
6
Years
  • Age 31
  • Seen May 20, 2021
There's something that nobody noticed, but we can't have the wild encounters with the tall grass.

How can I have the animation and the wild encounter at the same time? I would appreciate your help. When I put the bytes to 03 03 00 20, I only have the animation. When I put them to 03 03 00 01, I only have the wild encounters.

edit: well, I finally found out how, I just had to put the grass tiles on the left part of the block instead of the right part.
BUT I have another problem now...when I edit the tileset 0 (main tileset), many blocks are messed up, and I made sure to repoint it of course. I don't know why, can someone tell me ? I use advance-map 1.95 which is supposed to be a good version.
 
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