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Thanks for this guide! I just finished implementing blue/red background for the Battle Tower, but found an special case with the Multi Battle mode that you need to deal with if you're using the extra palette trick. Basically you simply need to repeat that final step of the trick on...
I figured it out this morning, there's a palette tab in Tilemap Studio and I just had mark each tile as 'F'. Not sure what that means, or what values 1-E do, but that did the trick.
So I've followed this guide to add some new transitions, and they all seem to be working except for their palettes. I created the tilesets in Graphics Gale as 4bpp (16 colors), saved each palette, then loaded those tilesets into Tilemap Studio to create the tilemap. But none of my tilemaps seem...
I've found a couple of special cases that cause issues with displaying the item icons:
1. When buying Lava Cookies on Mt. Chimney. The yellow "MONEY" header image seems to be causing some sort of conflict.
2. Picking up any item while in a dark area that requires Flash doesn't show the item...
In the included text file for DizzyEgg's Item Expansion, the Grass Gem is misplaced into the regular Items Pocket.
EDIT: It's also missing an entry for the Odd Keystone.
In the BufferIvOrEvStats function, you need to change to a larger integer type for the stats (hp, hp2, atk, def, spA, spD, spe) or else you'll run into issues with stats above 255. The example uses u8, I changed mine to u32 as that's what the BufferStat function uses.