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  #26    
Old February 4th, 2012 (5:13 AM).
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esperance esperance is offline
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Quote:
Originally Posted by DealNotTheDevil View Post
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
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  #27    
Old July 20th, 2012 (10:20 PM).
ShinyDragonHunter ShinyDragonHunter is offline
     
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    Quote:
    Originally Posted by Hackrex View Post
    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



    //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.
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      #28    
    Old July 22nd, 2012 (2:44 AM).
    Hackrex Hackrex is offline
       
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      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
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        #29    
      Old April 14th, 2013 (5:54 AM). Edited October 19th, 2014 by Spherical Ice.
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      Spherical Ice Spherical Ice is offline
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      The pointers to the frames of animation that appear when you walk in the Ash Grass is located at 0x83A54A0.

      Code:
      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
      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.
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        #30    
      Old February 3rd, 2014 (1:08 PM).
      darkprince909 darkprince909 is offline
         
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        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?
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          #31    
        Old August 5th, 2014 (9:14 AM).
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        knizz knizz is offline
           
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          I extended the opening post by information about how to backport the micro grass too. Overwrite at 0805A0EC with 0C 30 09 E0. Then assign the behaviour byte 7 to some tile.
          Hope you enjoy.
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            #32    
          Old August 6th, 2014 (5:01 PM).
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          Tyroz Tyroz is offline
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            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:
            Quote:
            Originally Posted by Hashtag
            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.
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              #33    
            Old August 21st, 2014 (12:09 AM).
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            Cloudfury Cloudfury is offline
               
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              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.
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              -Custom Battle Backgrounds(Firered)
              -Custom 256/240 color Titlescreen (Firered)
              -Animated Tiles
              -Overworld insert/size change
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                #34    
              Old October 18th, 2014 (1:51 AM).
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              Lance32497 Lance32497 is offline
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                Sorry for being noob

                But, does this tutorial works in FR US?
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                  #35    
                Old October 18th, 2014 (10:06 AM).
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                Shiny Quagsire Shiny Quagsire is offline
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                  Quote:
                  Originally Posted by Lance32497 View Post
                  Sorry for being noob

                  But, does this tutorial works in FR US?
                  Most ASM research is FR US only, mostly because it's easier to research one ROM rather than a whole bunch of ROMs.
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                    #36    
                  Old December 17th, 2016 (6:39 PM).
                  Aiolia.leo's Avatar
                  Aiolia.leo Aiolia.leo is online now
                     
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                    Quote:
                    Originally Posted by Spherical Ice View Post
                    The pointers to the frames of animation that appear when you walk in the Ash Grass is located at 0x83A54A0.

                    Code:
                    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
                    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!
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                      #37    
                    Old December 23rd, 2016 (9:31 AM).
                    tkim tkim is offline
                       
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                      Quote:
                      Originally Posted by Hackrex View Post
                      //Edit:
                      I have a question: How can I make that I can´t drive with the bike over the really tall grass block?
                      I would also like the answer for this.
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                        #38    
                      Old February 4th, 2017 (3:56 PM).
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                      Aiolia.leo Aiolia.leo is online now
                         
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                        Quote:
                        Originally Posted by knizz View Post
                        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
                        eh 0806ebe0
                        eh 0806ec00


                        Yes.
                        When you change this direction: eb 0806e820 0x04, your ending credits crashes!!
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                          #39    
                        Old February 22nd, 2017 (7:29 PM).
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                        Kaylene Kaylene is offline
                        Hmm.
                           
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                          Quote:
                          Originally Posted by Aiolia.leo View Post
                          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.
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