LibertyTwins
Creators of Aesthetic Red (coming 2025!)
- 47
- Posts
- 7
- Years
- Age 25
- he/him
- UK
- Seen yesterday
We've created a patch that inserts 20 unique, no-platform battle backgrounds into Fire Red! These backgrounds provide a variety of beautiful, detailed scenes, replacing the vanilla backgrounds. This patch also includes the Tall Grass & Micro Grass Fix by knizz.
Here's a list of backgrounds included in the patch:
Compatibility:
This patch is for Fire Red only and uses offsets C0C7E0 - C2CFOD.
If you want to use these backgrounds for Emerald, or have them located in different space, all of the images and palettes can be found in our GBA Sprites Pack.
Screenshots:
![[PokeCommunity.com] Battle Backgrounds Patch for Fire Red [PokeCommunity.com] Battle Backgrounds Patch for Fire Red](https://data.pokecommunity.com/attachments/81/81231-4defd7b2afe0ce27ac1b73d5ab8fde4b.jpg)
The screenshots above show all of the battle backgrounds in the patch. We've aimed to include a variety of backgrounds to cover any possible scenery that could appear in a ROM hack.
How to use:
Apply the patch to your ROM. This will overwrite the vanilla background graphics. It will also edit the "fighttype" table and update the vanilla maps to use the correct backgrounds
Of course, if you're creating your own hack, you'll need to know how to select the right backgrounds for your maps. This is explained in detail below…
Battle Backgrounds are determined by one of 3 things:
Where possible, we've replaced the vanilla backgrounds with ones that resemble the same scenes (e.g. grass is replaced with grass, cave is replaced with cave). However, due to the variety of our backgrounds, we have to take advantage of the Fight Type Table to be able to use all of these.
Here's how you can call each of the backgrounds in game:
The above can be easily set by editing map headers inside of HMA. HMA will refer to Fight Types as Battle Types when editing the Map Header data.
*Unused backgrounds can be used by editing the Fight Type Table. Despite the fact that the table can be extended in HMA, only the first 8 slots will work in game, so you'll need to decide which background you won't be using and replace its slot in the table with the ID of your desired background.
Credits:
LibertyTwins, princess-phoenix, carchagui, aveontrainer, WesleyFG, kWharever, worldslayer608, knizz
Download here!
Here's a list of backgrounds included in the patch:
Spoiler:
- Grass
- Forest
- Sand
- Icy Cave
- Sea
- Pond
- Mountain
- Cave
- Lab
- Route
- Neutral (No scenery)
- Indoors
- Battle Arena
- Snow
- Snowy Mountain
- Desert
- Volcano
- Town
- Graveyard
- Space
Compatibility:
This patch is for Fire Red only and uses offsets C0C7E0 - C2CFOD.
If you want to use these backgrounds for Emerald, or have them located in different space, all of the images and palettes can be found in our GBA Sprites Pack.
Screenshots:
![[PokeCommunity.com] Battle Backgrounds Patch for Fire Red [PokeCommunity.com] Battle Backgrounds Patch for Fire Red](https://data.pokecommunity.com/attachments/81/81231-4defd7b2afe0ce27ac1b73d5ab8fde4b.jpg)
The screenshots above show all of the battle backgrounds in the patch. We've aimed to include a variety of backgrounds to cover any possible scenery that could appear in a ROM hack.
How to use:
Spoiler:
Apply the patch to your ROM. This will overwrite the vanilla background graphics. It will also edit the "fighttype" table and update the vanilla maps to use the correct backgrounds
Of course, if you're creating your own hack, you'll need to know how to select the right backgrounds for your maps. This is explained in detail below…
Battle Backgrounds are determined by one of 3 things:
- Tile Behaviour Bytes - which load some backgrounds depending on what tile the player is standing on
- Map Types - which load a few backgrounds depending on the map
- Fight Type Table - which will always load the set background regardless of the other bytes/types
Where possible, we've replaced the vanilla backgrounds with ones that resemble the same scenes (e.g. grass is replaced with grass, cave is replaced with cave). However, due to the variety of our backgrounds, we have to take advantage of the Fight Type Table to be able to use all of these.
Here's how you can call each of the backgrounds in game:
ID | Name | What you need to set (to use the background) |
0 | Grass | "Tall Grass" behaviour byte (default) |
1 | Forest | Fight Type 2 (Evil Team in HMA) |
2 | Sand | "Sand" behaviour byte (default) |
3 | Icy Cave | "Underwater" map type (unused in FR) |
4 | Sea | "Water" behaviour bytes (default) |
5 | Pond | "Pond Water" behaviour byte (default) |
6 | Mountain | Fight Type 3 (Unknown in HMA) |
7 | Cave | "Cave" map type (default) |
8 | Lab | "Indoor" map type (default) |
9 | Route | Default when nothing is set (applies to most outdoor trainers) |
10 | Neutral | *Unused (hard-coded to Trainer Tower) |
11 | Indoors | Fight Type 8 (Big Red Pokeball in HMA) |
12 | Battle Arena | Fight Type 1 (Gym in HMA) (hard-coded to Gym Leaders) |
13 | Snow | Fight Type 4 (Elite 1 in HMA) |
14 | Snow Mountain | Fight Type 5 (Elite 2 in HMA) |
15 | Desert | Fight Type 6 (Elite 3 in HMA) |
16 | Volcano | Fight Type 7 (Elite 4 in HMA) |
17 | Town | *Unused |
18 | Graveyard | *Unused |
19 | Space | *Unused (hard-coded to Champion) |
The above can be easily set by editing map headers inside of HMA. HMA will refer to Fight Types as Battle Types when editing the Map Header data.
*Unused backgrounds can be used by editing the Fight Type Table. Despite the fact that the table can be extended in HMA, only the first 8 slots will work in game, so you'll need to decide which background you won't be using and replace its slot in the table with the ID of your desired background.
Credits:
LibertyTwins, princess-phoenix, carchagui, aveontrainer, WesleyFG, kWharever, worldslayer608, knizz
Download here!
Attachments
Last edited: