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esperance

Age 22
Male
Ohio
Seen 1 Day Ago
Posted May 11th, 2019
3,825 posts
9.2 Years
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
What are you so afraid of?
Male
Seen July 23rd, 2018
Posted July 1st, 2017
30 posts
8.6 Years
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.

Spherical Ice

Age 21
Bristol, UK
Seen 4 Hours Ago
Posted 3 Days Ago
5,246 posts
11.6 Years
The pointers to the frames of animation that appear when you walk in the Ash Grass is located at 0x83A54A0.

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.
Seen April 13th, 2014
Posted March 1st, 2014
79 posts
11.1 Years
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?
Female
Seen October 4th, 2018
Posted January 24th, 2015
192 posts
11.8 Years
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.

Tyroz

In tenebris est et in nobis.

Male
Colorado
Seen June 17th, 2018
Posted June 6th, 2018
46 posts
5.6 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:
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.
Age 20
Female
Seen June 6th, 2016
Posted November 2nd, 2014
97 posts
6.9 Years
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.

Lance32497

LanceKoijer of Pokemon_Addicts

Male
Criscanto town-Ginoa Region xD
Seen August 13th, 2017
Posted January 1st, 2017
793 posts
4.8 Years
Sorry for being noob

But, does this tutorial works in FR US?
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Shiny Quagsire

I'm Still Alive, Elsewhere

Age 21
Male
Hoenn Safari Zone
Seen March 10th, 2018
Posted April 17th, 2017
700 posts
10.1 Years
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.

Aiolia.leo

Non-binary
Ecruteak City
Seen 6 Days Ago
Posted April 21st, 2019
47 posts
6.3 Years
The pointers to the frames of animation that appear when you walk in the Ash Grass is located at 0x83A54A0.

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!

Aiolia.leo

Non-binary
Ecruteak City
Seen 6 Days Ago
Posted April 21st, 2019
47 posts
6.3 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!!
Age 24
Seen 4 Days Ago
Posted 3 Weeks Ago
18 posts
11.4 Years
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.


Seen 1 Day Ago
Posted 1 Day Ago
21 posts
1.6 Years
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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