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[Pokeemerald] [TUTORIAL] Replacing Overworlds and adding Unique Palettes

vxo

ROM Hacker
63
Posts
6
Years
  • Replacing Overworlds and adding Unique Palettes

    Part I: Adding Dynamic Overworld Palette System

    Source: https://github.com/pret/pokeemerald/wiki/Dynamic-overworld-palette-system

    Notice: The current implementation breaks the reflection palette system, though for ease of adding new overworlds that should be adapted so it is dynamic as well, rather than requiring explicit reflection palettes.
    Notice: Depending on your version of Pokeemerald, the function sub_808E894() has been decompiled, so it could be called LoadEventObjectPalette()
    Notice: Where it states + or -, add or delete the entire line

    Spoiler:

    Part II: Replacing Overworlds and Adding Unique Palettes

    Source: https://github.com/pret/pokeemerald/wiki/Adding-new-overworlds

    Spoiler:


    Part III: Troubleshooting


    Spoiler:
     
    Last edited:

    Hanu P

    DRAGON GOD<3
    37
    Posts
    5
    Years
  • Hey! This tut need to be modified a little...
    In here:
    {gEventObjectPalette_<PALETTE NAME>, EVENT_OBJ_PAL_<PALETTE NAME>},
    change this to {gEventObjectPalette_<NAME OF THE SPRITE YOU ARE MODIFYING>, EVENT_OBJ_PAL_<PALETTE NAME>},
    eg:
    {gObjectEventPalette_Youngster, OBJ_EVENT_PAL_youngsterhgss},
    here I was replacing a youngster sprite...
    and this:
    #define EVENT_OBJ_PAL_<PALETTE NAME> 0x<HEX NUMBER>
    to this:
    #define EVENT_OBJ_EVENT_PAL_<PALETTE NAME> 0x<HEX NUMBER>
    Credits Ryuusei Boy/Fubuki Shirou(I don't know his PC name.. it' the discord one!)
     
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