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==Concept==
 
{{incomplete|OAM sprites will still appear on the screen. Elaborate on the copying from SRAM to VRAM process. Can we just use RGBDS to generate the bytes without having to assemble a whole ROM?}}
 
1. Assemble a ROM, with an assembler or software development tool. The ROM will need to display a screen you will later copy. A very user friendly GUI/WYSIWYG one for Windows, Mac and Linux is [https://www.gbstudio.dev/ GB Studio]; which generates Game Boy games albeit limited ones. They can be exported as ROMs. Alternatively, you can grab graphics on the screen from another game.
 
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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 the VRAM addresseswhere you need to copy the dataVRAM addresses toofrom, 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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