Li Yun

"Does the truth exist or is it all a lie and the world is just a theater, a reflection of something we don't know?"

Male
Brasil
Seen 9 Hours Ago
Posted 1 Week Ago
250 posts
1.1 Years
I provide everyone with an easier way to replace the battle background of their rom hack.
The data is compatible with Fire Red and Emerald, just follow the list of pointers for each version.
Below I will leave the file for download and also some images.

Download: GDrive
Download: Mediafire

Images:
Spoiler:

Normal Grass.

Tall Grass

Sand

Dive

Sea

Pond

Craggy

Cave

Trainer Battles (Indoor)

Trainer Battles (Outdoor)


Note: With these changes the Trainer Battles Indoor & Outdoor will no longer share the same palette, tile, etc. Both now have individual files.


Emerald Data Info Backgrounds
Spoiler:

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
- 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

- 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
Credits to the Xencleamas by the table.


Fire Red Data Info Backgrounds
Spoiler:

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
- Grass 1 (Normal Grass)
--- 24844C (image) - pointer 4C 84 24 08 at 24EE34
--- 2489A8 (image tilemap) - pointer A8 89 24 08 at 24EE38
--- 248C68 (entry image) - pointer 68 8C 24 08 at 24EE3C
--- 248F58  (entry image tilemap) - pointer 58 8F 24 08 at 24EE40
--- 248400 (image palette) - pointer 00 84 24 08 at 24EE44

- Grass 2 (Tall Grass)
--- 2490C4 (image) - pointer C4 90 24 08 at 24EE48
--- 249620 (image tilemap) - pointer 20 96 24 08 at 24EE4C
--- 2498DC (entry image) - pointer DC 98 24 08 at 24EE50
--- 249E10 (entry image tilemap) - pointer 10 9E 24 08 at 24EE54
--- 249074 (image palette) - pointer 74 90 24 08 at 24EE58

- Sand
--- 249FE4 (image) - pointer E4 9F 24 08 at 24EE5C
--- 24A37C (image tilemap) - pointer 7C A3 24 08 at 24EE60
--- 24A618 (entry image) - pointer 18 A6 24 08 at 24EE64
--- 24A844 (entry image tilemap) - pointer 44 A8 24 08 at 24EE68
--- 249F98 (image palette) - pointer 98 9F 24 08 at 24EE6C
   
- Dive
--- 24A990 (image) - pointer 90 A9 24 08 at 24EE70
--- 24ACD0 (image tilemap) - pointer D0 AC 24 08 at 24EE74
--- 24AF70 (entry image) - pointer 70 AF 24 08 at 24EE78
--- 24B0DC  (entry image tilemap) - pointer DC B0 24 08 at 24EE7C
--- 24A940 (image palette) - pointer 40 A9 24 08 at 24EE80

- Sea
--- 24B1EC (image) - pointer EC B1 24 08 at 24EE84
--- 24B608(image tilemap) - pointer 08 B6 24 08 at 24EE88
--- 24B8A8 (entry image) - pointer A8 B8 24 08 at 24EE8C
--- 24BBE0 (entry image tilemap) - pointer E0 BB 24 08 at 24EE90
--- 24B19C (image palette) - pointer 9C B1 24 08 at 24EE94

- Pond
--- 24BD38 (image) - pointer 38 BD 24 08 at 24EE98
--- 24C07C (image tilemap) - pointer 7C C0 24 08 at 24EE9C
--- 24C314 (entry image) - pointer 14 C3 24 08 at 24EEA0
--- 24C520 (entry image tilemap) - pointer 20 C5 24 08 at 24EEA4
--- 24BCE0 (image palette) - pointer E0 BC 24 08 at 24EEA8

- Craggy
--- 24C624 (image) - pointer 24 C6 24 08 at 24EEAC
--- 24C958 (image tilemap) - pointer 58 C9 24 08 at 24EEB0
--- 24CBF8 (entry image) - pointer F8 BE 24 08 at 24EEB4
--- 24CEC8 (entry image tilemap) - pointer C8 CE 24 08 at 24EEB8
--- 24D5D8 (image palette) - pointer D8 D5 24 08 at 24EEBC

- Cave
--- 24CFEC (image) - pointer EC CF 24 08 at 24EEC0
--- 24D418 (image tilemap) - pointer 18 D4 24 08 at 24EEC4
--- 24D6B8 (entry image) - pointer B8 D6 24 08 at 24EEC8
--- 24DC98 (entry image tilemap) - pointer 98 DC 24 08 at 24EECC
--- 24CF98  (image palette) - pointer 98 CF 24 08 at 24EED0

- Trainer Battles (Indoor)
--- 24DE34 (image) - pointer 34 DE 24 08 at 24EED4
--- 24E16C (image tilemap) - pointer 6C E1 24 08 at 24EED8
--- 24E410 (entry image) - pointer 10 E4 24 08 at 24EEDC
--- 24E490 (entry image tilemap) - pointer 90 E4 24 08 at 24EEE0
--- 24DDF0 (image palette) - pointer F0 DD 24 08 at 24EEE4
    

- Trainer Battles (Outdoor) "almost going to be called as the outdoor field"
--- 24DE34 (image) - pointer 34 DE 24 08 at 24EEE8
--- 24E16C (image tilemap) - pointer 6C E1 24 08 at 24EEEC
--- 24E410 (entry image) - pointer 10 E4 24 08 at 24EEF0
--- 24E490 (entry image tilemap) - pointer 90 E4 24 08 at 24EEF4
--- 24E81C (image palette) - pointer 1C E8 24 08 at 24EEF8
Credits to the karatekid552 by the table.


Credits:
Hex Maniac Advance (That's where I imported the tiles so I could export it then the hex data.)
Riki - Gold(Creators of the battle funds.)
and me, Li Yun (I don't know why, maybe by extracting the hex data with the HxD?).

PorousMist326

Male
Seen 54 Minutes Ago
Posted 1 Week Ago
47 posts
1.3 Years
The instructions are telling me to convert offsets into pointers. How do I do that again?

Li Yun

"Does the truth exist or is it all a lie and the world is just a theater, a reflection of something we don't know?"

Male
Brasil
Seen 9 Hours Ago
Posted 1 Week Ago
250 posts
1.1 Years
The instructions are telling me to convert offsets into pointers. How do I do that again?
If you inserted the tilemap into offset E3A456, for example, to convert the numbers to the pointer.
So: Offset: E3A456 = > 56 A4 E3 08
If you enter the new data in a 6-digit offset, add 08 at the end.
But if you insert the data into a 7-digit offsett, add 09 at the end.
Example: 1E3A456 = > 56 A4 E3 09

Prof. Leon Dias

Let your memes be dreams

Male
A deep underground lab somewhere...
Seen 1 Week Ago
Posted September 14th, 2021
174 posts
9 Years
Wanted to report a few issues (tested in FR, btw):

For the Sandy, Sea and Cave tilemaps, it seems that when the battle starts, the opposing pokemons area cuts off, and the very bottom slides in as the battle starts (kinda hard to describe). Unfortunately it makes battles using those 3 look a bit off.
The Sea tilemap also has an issue where the background does not actually line up

I also noticed that you edited the Pond to instead reflect snow, but it still has the intro of flowing water when the battle starts.
Check Out My Projects:

& My Ultimate Fire Red Base
https://www.pokecommunity.com/showthread.php?t=409672

Discord to join my Wish/Rombase server for updates, questions, and info:
https://discord.gg/N46NeqS

Li Yun

"Does the truth exist or is it all a lie and the world is just a theater, a reflection of something we don't know?"

Male
Brasil
Seen 9 Hours Ago
Posted 1 Week Ago
250 posts
1.1 Years
Wanted to report a few issues (tested in FR, btw):

For the Sandy, Sea and Cave tilemaps, it seems that when the battle starts, the opposing pokemons area cuts off, and the very bottom slides in as the battle starts (kinda hard to describe). Unfortunately it makes battles using those 3 look a bit off.
The Sea tilemap also has an issue where the background does not actually line up

I also noticed that you edited the Pond to instead reflect snow, but it still has the intro of flowing water when the battle starts.
Thank you for reporting these errors, I will fix them and make an update available as soon as possible.