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[Other] Emerald Sprite Hekp?

mikefromindyindy

EDM producer/ pokemon hacker
  • 7
    Posts
    11
    Years
    • Age 31
    • Seen Jul 27, 2014
    I was wondering if anyone could help me learn a few things for my rom hack (emerald)
    ive been working on this rom for about a year and a half - 2 years by myself. the purpose of my hack is to be a high quality remake, but not like the rest of the emerald hacks. mine will be as close as possible to the original (i.e. no legends in grass, no mismatch trainer types, no mismatch level in wild battles, no type mismatch in wild battles, ect, ect) SO.. all i need is a tutorial on how to insert overworld sprites WITHOUT replacing old ones, ive searched so long on how to do this and i just cant seem to find a way, if i cant learn how to do this ill have to put the missing legends in pokeballs like the beldum in emerald (which i dont wanna do :/ ).. i may have to expand the rom and thats fine by me.. if anyone can link me a good tutorial on this i would GREATLY appreciate it.. sorry for the paragraph.. idk how to make "spoilers"..
     
    For emerald we're currently limited to 255 OWs. If you are stretched on space, what I've done is for sprites who won't be moving, I would put 4 OWs for up left right and down for them. That way it's like you're kinda getting around it but that OW can't move or change facing movements or another OW will show. You could also add OWs via tileset and they can look in all directions (just use setmaptile command when the player clicks on them) only problem with this is again, can't move them but allows for facing movements and more OWs (stationary) than you can handle. Besides that, you're screwed on adding new OWs.
     
    well shiz... lol alright alright, well thanks for the headsup pug it means alot :D
     
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