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4. Use a [[write to SRAM]] method to save these bytes on a Game Boy Pokémon save file.
5. Program your arbitrary code execution to copy the bytes from SRAM directly into VRAM, at the correct map address and tile address locations. To identify where you need to copy the VRAM addresses from, use the VRAM Viewer again but on the Pokémon game. It may also be possible to change the palette (e.g. if the arbitrary code execution access point is from D36D-E on Yellow (map script), changing D35E (current map) will change the palette to match that map (IDs for the maps but currently not the palettes can be found [[https://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_(Generation_I) here]))
[[Category:Arbitrary code execution]]
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