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[Other] Emerald: What do I need to do/know to ADD new berry patches?

  • 339
    Posts
    20
    Years
    Wasn't sure if this shoudl be Script, Tool, or Map so forgive me. I'll delete if necessary.

    I'm making a hack of Pokemon Emerald which I would like to ADD more berry patches to. Here's what I've figured out so far:

    All of them are script offset $002742F9

    Every single berry patch is unique, as in, has it's own "number". (Using AdvanceMap they're listed in the "view radius" category.)

    Script numbers in that category go from $0001 to $0056 (Hex, naturally).

    A lot of numbers between those seem to be skipped for some reason. I have NOT tested if they produce actual berries, or if those numbers are ignored for a special reason, like debugging.

    It's been YEARS since I first frustratingly attempted this before giving up but IIRC making exact copies of berry patches, when you 'pick' or 'plant' a berry in game on one of the patches, ALL copied patches reflect that, so I assume that they MUST have a unique number. However I *could be wrong; it's been years.*

    My questions are thus:

    Are the values past $0056 blank? Is the data blank and can be input? How would I specify what initial 'berry' I'd want that value to have? Are the skipped values usable? Overwritable? Any values I should stay away from for some reason? If I were to use Advancemap to "create" these new berry patches, where would the data be written (somewhere safe I hope)? What would I have to do to make it write somewhere safe?

    Thanks in advance. My internet is spotty so if I don't get back to you I won't be able to untill tommorow probably, but, will be watching the thread while I still can.
     
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