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  #26    
Old December 27th, 2013 (8:50 AM). Edited December 18th, 2014 by Spherical Ice.
wael96 wael96 is offline
     
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    Thanks for ur reply, but I cannot open this link.

    "At this point you can just calculate the HEX values of your new palette"

    Where should I find this new palette?
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      #27    
    Old December 28th, 2013 (8:41 AM).
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      Quote:
      Originally Posted by wael96 View Post
      "At this point you can just calculate the HEX values of your new palette"

      Where should I find this new palette?
      "There is one main way to find your palette. Search for the first string of four words of your background’s 0x2 palette (I’ll discuss palette 0x3 shortly). You can do this by entering a battle with your chosen background, opening the palette viewer and reversing the colour values (e.g 0x1234 becomes 34 12). In the last screenshot you can see this as the string ’00 00 FC 73 D4 3F 90 3F‘ in front of the first marked byte. At this point you can just calculate the HEX values of your new palette and overwrite the current words but keep in mind the stray bytes - Leave them as they are."

      VBA has a built in Palette viewer. Use it in battle and look through to find the palette you need on the left hand side.
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        #28    
      Old December 28th, 2013 (9:22 AM).
      wael96 wael96 is offline
         
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        Quote:
        Originally Posted by karatekid552 View Post
        "There is one main way to find your palette. Search for the first string of four words of your background’s 0x2 palette (I’ll discuss palette 0x3 shortly). You can do this by entering a battle with your chosen background, opening the palette viewer and reversing the colour values (e.g 0x1234 becomes 34 12). In the last screenshot you can see this as the string ’00 00 FC 73 D4 3F 90 3F‘ in front of the first marked byte. At this point you can just calculate the HEX values of your new palette and overwrite the current words but keep in mind the stray bytes - Leave them as they are."

        VBA has a built in Palette viewer. Use it in battle and look through to find the palette you need on the left hand side.
        Yes, I found the palette now which is on the third row of the left hand side, and I already found the address on the HxD which include ’00 00 FC 73 D4 3F 90 3F‘. but I should replace these values, which values should I use?
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          #29    
        Old December 28th, 2013 (10:16 AM).
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          Quote:
          Originally Posted by wael96 View Post
          Yes, I found the palette now which is on the third row of the left hand side, and I already found the address on the HxD which include ’00 00 FC 73 D4 3F 90 3F‘. but I should replace these values, which values should I use?
          Each one of those "XX YY" correspond to a color. It is best to use APE to edit the colors.
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            #30    
          Old January 4th, 2014 (5:17 AM).
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            I have a problem with Ruby. I made a grass background and a tilemap with 0x2 and 0x3 palette but it seems that it doesn't matter which palette I use. I made half of the background palette 0x2 and the other half 0x3. And when i changed the color in 0x2 palette it also changed the 0x3 palette. Any ideas?
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              #31    
            Old March 28th, 2014 (9:03 PM).
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              Hey How about for Emerald? How Can You insert Battle backgrounds?
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                #32    
              Old March 29th, 2014 (4:47 AM).
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                Any Tutorial for Pokemon Ruby?
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                  #33    
                Old March 31st, 2014 (4:49 PM).
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                What happens if I push it?....
                   
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                  Quote:
                  Originally Posted by Ksiazek Bartlomiej View Post
                  Any Tutorial for Pokemon Ruby?
                  Quote:
                  Originally Posted by xerveltal View Post
                  Hey How about for Emerald? How Can You insert Battle backgrounds?
                  All you need to do is find the BG table in both roms. Then everything else is exactly the same. You can do this by finding the offset of the some of the graphics in UNLZ or via logging in VBA (the normal way to find graphics.........) and then just search for the pointer.
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                    #34    
                  Old April 30th, 2014 (2:49 AM).
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                    The table offset for Ruby is 1F95AC and the table offset for Emerald is 31ABF8. Just substitute this into KarateKid552's tutorial.
                    However, I'd like to know a few things:
                    -How do you set a certain area to load a certain BG?
                    -Does your patch work on R/S/E? If it doesn't, do you intend to release one for these games?
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                      #35    
                    Old April 30th, 2014 (2:47 PM).
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                      Quote:
                      Originally Posted by Artemis64 View Post
                      The table offset for Ruby is 1F95AC and the table offset for Emerald is 31ABF8. Just substitute this into KarateKid552's tutorial.
                      However, I'd like to know a few things:
                      -How do you set a certain area to load a certain BG?
                      -Does your patch work on R/S/E? If it doesn't, do you intend to release one for these games?
                      I think you meant 0x31ABA8. And it seems like Emerald's table format is a bit different from Firered's, so it looks like we'll need a custom routine.
                      I might as well contribute what I've discovered so far:
                      0x31ABA8 - 0x31AC6F: Contains 10 battle backgrounds, with the outside battle backgrounds and 2 indoor battle backgrounds, I think.
                      D8 CC D7 08: A pointer to an indoor battle background. This battle background has tiles on it, and its used for places like the Aqua Hideout and the Elite Four. There's probably a separate loading routine, but I haven't looked into this yet.
                      0x35838: Has a pointer to the Rayquaza battle background (the one with the clouds). This is the only pointer in the rom that points to the Rayquaza battle background. I haven't looked into this either.

                      I don't have time to look into this, but I guess someone could look into this? Idk hope this helps somewhat.
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                        #36    
                      Old April 30th, 2014 (5:34 PM).
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                        Quote:
                        Originally Posted by Artemis64 View Post
                        The table offset for Ruby is 1F95AC and the table offset for Emerald is 31ABF8. Just substitute this into KarateKid552's tutorial.
                        However, I'd like to know a few things:
                        -How do you set a certain area to load a certain BG?
                        -Does your patch work on R/S/E? If it doesn't, do you intend to release one for these games?
                        I do not at this point intend to make one for RSE. However, the source code is there, so if anyone wants to port it, go for it.
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                          #37    
                        Old May 25th, 2014 (4:30 PM).
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                          Quote:
                          Originally Posted by karatekid552 View Post
                          Pond Background

                          VV = 24B1EC
                          WW = 24B608
                          XX = 24B8A8
                          YY = 24BBE0
                          ZZ = 24B19C

                          Sea Background

                          VV = 24BD38
                          WW = 24C07C
                          XX = 24C314
                          YY = 24C520
                          ZZ = 24BCE0
                          I think the Pond should be the Sea, and the Sea should be the Pond. It is because after I edit the sea, I wonder why the edit didn't change. Then, when I went to a pond, the edit appears there. :3
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                            #38    
                          Old June 25th, 2014 (1:29 PM).
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                            When I try to insert the tileset in unLZ a message says image not index what am I doing wrong?
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                              #39    
                            Old August 5th, 2014 (7:29 PM). Edited August 5th, 2014 by You Watanabe.
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                              Quote:
                              Originally Posted by karatekid552 View Post
                              Sand Background

                              VV = 249F98
                              WW = 24A373
                              XX = 24A618
                              YY = 24A844
                              ZZ = 249F98
                              Another mistake found. The background image offset for the Sand background is same as the palette offset. My laptop isn't fixed yet so I can't post the correction. I hope you can correct this.
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                                #40    
                              Old August 7th, 2014 (6:36 PM).
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                                Quote:
                                Originally Posted by RaileysXerilyasRX View Post
                                Another mistake found. The background image offset for the Sand background is same as the palette offset. My laptop isn't fixed yet so I can't post the correction. I hope you can correct this.
                                Get me the right ones and I gladly will.
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                                  #41    
                                Old October 14th, 2014 (4:32 PM). Edited September 5th, 2015 by You Watanabe.
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                                  Emerald Battle Backgrounds


                                  Alright! This is the Battle Backgrounds table for Emerald. The table has the same concept for each background as FireRed has. I dunno if anyone already posted this kind of research but let's just say that I made fine research. LOL Having this format of having five pointers for each background:

                                  Code:
                                  VV VV VV 08  WW WW WW 08  XX XX XX 08  YY YY YY 08  ZZ ZZ ZZ 08
                                   
                                  VV = Image Offset
                                  WW = TileMap Offset
                                  XX = Entry Image 
                                  (Ex. The Grass that moves in front of the screen at the beginning of a grass battle.)
                                  YY = Entry Image Tilemap
                                  ZZ = Palette
                                  The difference between FireRed and Emerald is that the Emerald's table only covers 10 backgrounds which are in this list:
                                  • Grass 1 (Normal Grass)
                                  • Grass 2 (Tall Grass)
                                  • Sand
                                  • Dive
                                  • Sea
                                  • Pond
                                  • Craggy (Controlled by 0xC behavior byte)
                                  • Cave
                                  • Trainer Battles (Indoor)
                                  • Trainer Battles (Outdoor) "can be called as the outdoor FIELD"

                                  The table begins at 31ABA8 and ends at 31AC6F. The table hasn't the background for Gym Leader battles, Hideout battles, Pokemon League battles, Battle Frontier battles (doesn't count the Smeargle cave underneath Battle Frontier), and the backgrounds for the Weather Trio battles isn't in the table too. I'm pretty sure that the table is somewhere else but they are located separatedly. Here is the documentation of each background and their offsets and pointers in the original table:

                                  Code:
                                  - Grass 1 (Normal Grass)
                                  --- D77D68 (image) - pointer 68 7D D7 08 at 31ABA8
                                  --- D75008 (image tilemap) - pointer 08 50 D7 08 at 31ABAC
                                  --- D7E280 (entry image) - pointer 80 E2 D7 08 at 31ABB0
                                  --- D7E808 (entry image tilemap) - pointer 08 E8 D7 08 at 31ABB4
                                  --- D78318 (image palette) - pointer 18 83 D7 08 at 31ABB8
                                  
                                  - Grass 2 (Tall Grass)
                                  --- D78600 (image) - pointer 00 86 D7 08 at 31ABBC
                                  --- D78CB8 (image tilemap) - pointer B8 8C D7 08 at 31ABC0
                                  --- D7E9C4 (entry image) - pointer C4 E9 D7 08 at 31ABC4
                                  --- D7F0D4 (entry image tilemap) - pointer D4 F0 D7 08 at 31ABC8
                                  --- D78C78 (image palette) - pointer 78 8C D7 08 at 31ABCC
                                  
                                  - Sand
                                  --- D78F68 (image) - pointer 68 8F D7 08 at 31ABD0
                                  --- D795A8 (image tilemap) - pointer A8 95 D7 08 at 31ABD4
                                  --- D7F3C0 (entry image) - pointer C0 F3 D7 08 at 31ABD8
                                  --- D7F850 (entry image tilemap) - pointer 50 F8 D7 08 at 31ABDC
                                  --- D79560 (image palette) - pointer 60 95 D7 08 at 31ABE0
                                  
                                  - Dive
                                  --- D79858 (image) - pointer 58 98 D7 08 at 31ABE4
                                  --- D79E58 (image tilemap) - pointer 58 9E D7 08 at 31ABE8
                                  --- D7F9F8 (entry image) - pointer F8 F9 D7 08 at 31ABEC
                                  --- D7FEC4 (entry image tilemap) - pointer C4 FE D7 08 at 31ABF0
                                  --- D79E10 (image palette) - pointer 10 9E D7 08 at 31ABF4
                                  
                                  - Sea
                                  --- D7A108 (image) - pointer 08 A1 D7 08 at 31ABF8
                                  --- D7A720 (image tilemap) - pointer 20 A7 D7 08 at 31ABFC
                                  --- D80054 (entry image) - pointer 54 00 D8 08 at 31AC00
                                  --- D80660 (entry image tilemap) - pointer 60 06 D8 08 at 31AC04
                                  --- D7A6DC (image palette) - pointer DC A6 D7 08 at 31AC08
                                  
                                  - Pond
                                  --- D7A9D0 (image) - pointer D0 A9 D7 08 at 31AC0C
                                  --- D7AFB8 (image tilemap) - pointer B8 AF D7 08 at 31AC10
                                  --- D80804 (entry image) - pointer 04 08 D8 08 at 31AC14
                                  --- D80D50 (entry image tilemap) - pointer 50 0D D8 08 at 31AC18
                                  --- D7AF78 (image palette) - pointer 78 AF D7 08 at 31AC1C
                                  
                                  - Craggy
                                  --- D7B268 (image) - pointer 68 B2 D7 08 at 31AC20
                                  --- D7B864 (image tilemap) - pointer 64 B8 D7 08 at 31AC24
                                  --- D80E9C (entry image) - pointer 9C 0E D8 08 at 31AC28
                                  --- D8147C (entry image tilemap) - pointer 7C 14 D8 08 at 31AC2C
                                  --- D7B828 (image palette) - pointer 28 B8 D7 08 at 31AC30
                                  
                                  - Cave
                                  --- D7BB14 (image) - pointer 14 BB D7 08 at 31AC34
                                  --- D7C154 (image tilemap) - pointer 54 C1 D7 08 at 31AC38
                                  --- D81610 (entry image) - pointer 10 16 D8 08 at 31AC3C
                                  --- D81E2C (entry image tilemap) - pointer 2C 1E D8 08 at 31AC40
                                  --- D7C10C (image palette) - pointer 0C C1 D7 08 at 31AC44
                                  
                                  - Trainer Battles (Indoor)
                                  --- D7C440 (image) - pointer 40 C4 D7 08 at 31AC48
                                  --- D7CA28 (image tilemap) - pointer 28 CA D7 08 at 31AC4C
                                  --- D820D4 (entry image) - pointer D4 20 D8 08 at 31AC50
                                  --- D824E4 (entry image tilemap) - pointer E4 24 D8 08 at 31AC54
                                  --- D7DEB4 (image palette) - pointer B4 DE D7 08 at 31AC58
                                  * Noted that the Trainer Battles for Indoor and Outdoor are sharing the same except for the image palette. Trainer Battles for Indoors contains white-ish and dark-brown-ish palette while Trainer Battles for Outdoors contains yellow-green-ish and light-brown-ish palette.
                                  
                                  - Trainer Battles (Outdoor) "almost going to be called as the outdoor field"
                                  --- D7C440 (image) - pointer 40 C4 D7 08 at 31AC5C
                                  --- D7CA28 (image tilemap) - pointer 28 CA D7 08 at 31AC60
                                  --- D820D4 (entry image) - pointer D4 20 D8 08 at 31AC64
                                  --- D824E4 (entry image tilemap) - pointer E4 24 D8 08 at 31AC68
                                  --- D7C404 (image palette) - pointer 04 C4 D7 08 at 31AC6C
                                  * Noted that the Trainer Battles for Indoor and Outdoor are sharing the same except for the image palette. Trainer Battles for Indoors contains white-ish and dark-brown-ish palette while Trainer Battles for Outdoors contains yellow-green-ish and light-brown-ish palette.
                                  For Gym Leader and Battle Frontier battles, they have separated backgrounds. Now, here is the documentation on other special backgrounds and I just give the location of their pointers:

                                  Code:
                                  BATTLE FRONTIER image pointer @ 03579C
                                  BATTLE FRONTIER image tilemap pointer @ 0357A4
                                  BATTLE FRONTIER image palette pointer @ 0357AC
                                  
                                  GROUDON image pointer @ 0357D0
                                  GROUDON image tilemap pointer @ 0357D8
                                  GROUDON image palette pointer @ 0357E0
                                  
                                  KYOGRE image pointer @ 035804
                                  KYOGRE image tilemap pointer @ 03580C
                                  KYOGRE image palette pointer @ 035814
                                  
                                  RAYQUAZA image pointer @ 035838
                                  RAYQUAZA image tilemap pointer @ 035840
                                  RAYQUAZA image palette pointer @ 035848
                                  
                                  GYM LEADER image pointer @ 035884
                                  GYM LEADER image tilemap pointer @ 03588C
                                  GYM LEADER image palette pointer @ 035894
                                  
                                  CHAMPION image pointer @ 0358B0
                                  CHAMPION image tilemap pointer @ 0358B8
                                  CHAMPION image palette pointer @ 0358C0
                                  
                                  "Gym Style (AM)" image pointer @ 035964
                                  "Gym Style (AM)" image tilemap pointer @ 03596C
                                  "Gym Style (AM)" image palette pointer @ 035974
                                  * (AM) - Advance Map
                                  
                                  MAGMA HIDEOUT "Team Rocket Style (AM)" image pointer @ 03598C
                                  MAGMA HIDEOUT "Team Rocket Style (AM)" image tilemap pointer @ 035994
                                  MAGMA HIDEOUT "Team Rocket Style (AM)" image palette pointer @ 03599C
                                  * (AM) - Advance Map
                                  * Although that the Ruby's Magma Hideout isn't used in the normal gameplay of Emerald, it exists in Emerald just for a standard "Team Rocket Style" and for FireRed, it is used in Pokemon Tower.
                                  
                                  AQUA HIDEOUT "03 (AM)" image pointer @ 0359B4
                                  AQUA HIDEOUT "03 (AM)" image tilemap pointer @ 0359BC
                                  AQUA HIDEOUT "03 (AM)" image palette pointer @ 0359C4
                                  * (AM) - Advance Map
                                  * In Emerald, the "03 ???" from the Fight Type, it is the Aqua Hideout. Although that in FireRed, it appears to be for Rocket Hideout.
                                  
                                  ELITE FOUR 1 image pointer @ 0359DC
                                  ELITE FOUR 1 image tilemap pointer @ 0359E4
                                  ELITE FOUR 1 image palette pointer @ 0359EC
                                  
                                  ELITE FOUR 2 image pointer @ 035A04
                                  ELITE FOUR 2 image tilemap pointer @ 035A0C
                                  ELITE FOUR 2 image palette pointer @ 035A14
                                  
                                  ELITE FOUR 3 image pointer @ 035A2C
                                  ELITE FOUR 3 image tilemap pointer @ 035A34
                                  ELITE FOUR 3 image palette pointer @ 035A3C
                                  
                                  ELITE FOUR 4 image pointer @ 035A5C
                                  ELITE FOUR 4 image tilemap pointer @ 035A64
                                  ELITE FOUR 4 image palette pointer @ 035A6C
                                  
                                  "Big Red Pokeball (AM)" image pointer @ 035A90
                                  "Big Red Pokeball (AM)" image tilemap pointer @ 035A98
                                  "Big Red Pokeball (AM)" image palette pointer @ 035AA0
                                  * (AM) - Advance Map
                                  So far, that's only the separated backgrounds I've found in Emerald. Some of the images are aligned with the first ten backgrounds or the other backgrounds so be careful while repointing. Example: You have a background for the Elite Four and Champion but it relates with the Team Rocket Style background. I suggest that if you have good instincts, insert the image without repointing and just edit the pointers manually by using a HEX editor. I just gave all the information I have found so you won't be having problems dealing with Emerald background. I hope this help you a lot. Good luck!
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                                    #42    
                                  Old December 2nd, 2014 (4:24 AM).
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                                    Quote:
                                    Originally Posted by karatekid552 View Post
                                    Get me the right ones and I gladly will.
                                    Hello! I inserted my Battle backgrounds in the rom and repointed every pointers of the bg but when I test it now, Only a blackscreen appears in the screen but the musoc is still playing..
                                    by the way....
                                    Quote:
                                    Originally Posted by karatekid552 View Post
                                    XX = Entry Image
                                    (Ex. The Grass that moves in front of the
                                    screen at the beginning of a grass battle.)
                                    YY = Entry Image Tilemap
                                    I didnt changed XX YY offset because O dont know what YY is...
                                    I put in "Tilemap offset" where the inserted .raw is located in a rom,
                                    What is the difference between Tilemap offset and Entry Image tilemap?
                                    Does Not changing Entry Image Pointer affects so much in a rom?
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                                      #43    
                                    Old December 11th, 2014 (7:34 PM).
                                    Exelis'20 Exelis'20 is offline
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                                      Hey buddy! I really don't understand how to change the values of the background palettes in the HEX editor, and the stray bytes part too.. Can you help me please??
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                                        #44    
                                      Old December 17th, 2014 (7:47 PM).
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                                        Quote:
                                        Originally Posted by Lance32497 View Post
                                        Hello! I inserted my Battle backgrounds in the rom and repointed every pointers of the bg but when I test it now, Only a blackscreen appears in the screen but the musoc is still playing..
                                        by the way....

                                        I didnt changed XX YY offset because O dont know what YY is...
                                        I put in "Tilemap offset" where the inserted .raw is located in a rom,
                                        What is the difference between Tilemap offset and Entry Image tilemap?
                                        Does Not changing Entry Image Pointer affects so much in a rom?
                                        The Tilemap offset is the one that controls the battle background:

                                        Spoiler:


                                        And the Entry Image is the one that moves in the beginning of the actual battle:

                                        Spoiler:


                                        Changing the Entry Image isn't affecting too much to ruin (unless you have changed the offset of palette of the background). I rather not to change them.

                                        Quote:
                                        Originally Posted by ExdeAth20 View Post
                                        Hey buddy! I really don't understand how to change the values of the background palettes in the HEX editor, and the stray bytes part too.. Can you help me please??
                                        Go to the offset of a palette of the background. You will see "10 60 00 00 00" hex values right? That symbolises compressed palette (totally different from uncompressed palette... but compressed palettes don't work too much in Advance Palette Editor (APE)). Next to "10 60 00 00 00" is the hex values of the colors which the background uses (while viewed in VBA's palette). There are stray bytes (00-s) after four colors (I will sample Emerald Champion background palette):

                                        Spoiler:


                                        Red underlines are the colors, yellow are stray bytes, and green is an entry for compressed palettes. Only change the ones in red. A background handles 16 colors... but noted that there are palettes that only handle 15, 14, 12 colors.
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                                          #45    
                                        Old December 18th, 2014 (2:14 AM).
                                        Exelis'20 Exelis'20 is offline
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                                          Yeah thanks bro! by the way, the process in inserting the background in EMERALD is different in FIRERED?? If it's different, can you tell me the steps in inserting the tilemap (Battle Background) In Emerald?? Thanks very much :D
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                                            #46    
                                          Old December 18th, 2014 (5:59 AM).
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                                            Quote:
                                            Originally Posted by ExdeAth20 View Post
                                            Yeah thanks bro! by the way, the process in inserting the background in EMERALD is different in FIRERED?? If it's different, can you tell me the steps in inserting the tilemap (Battle Background) In Emerald?? Thanks very much :D
                                            Is the same method, but you need find the offsets of every BG of emerald, probably if you see the Rom with Unlz you can found the offsets.
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                                            Old December 18th, 2014 (11:46 PM).
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                                              Quote:
                                              Originally Posted by ExdeAth20 View Post
                                              Yeah thanks bro! by the way, the process in inserting the background in EMERALD is different in FIRERED?? If it's different, can you tell me the steps in inserting the tilemap (Battle Background) In Emerald?? Thanks very much :D
                                              Quote:
                                              Originally Posted by ~G0LD! View Post
                                              Is the same method, but you need find the offsets of every BG of emerald, probably if you see the Rom with Unlz you can found the offsets.
                                              ~GOLD! is right. It is in the same method. I have a documentation of Emerald's offsets here: http://www.pokecommunity.com/showpost.php?p=8469572&postcount=41
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                                                #48    
                                              Old December 19th, 2014 (1:29 AM).
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                                                Quote:
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                                                ~GOLD! is right. It is in the same method. I have a documentation of Emerald's offsets here: http://www.pokecommunity.com/showpost.php?p=8469572&postcount=41
                                                how anout entry tilemap? what is that?
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                                                Old December 19th, 2014 (1:53 AM).
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                                                  how anout entry tilemap? what is that?
                                                  I have explained it here: http://www.pokecommunity.com/showpost.php?p=8536823&postcount=44
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                                                    #50    
                                                  Old December 19th, 2014 (3:06 AM).
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                                                    Quote:
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                                                    ahhm ok, but may I leave these blank? because I Changed the palettes of the battle bg
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