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  • I edited the whiteout scripts, there's a post in Quick R&D about their locations iirc.

    9C 01 9D 01 9E 01 9F 01 A0 01 A1 01 A2 01 A3 01 A4 01 A5 01 A6 01 A7 01 A8 01 A9 01 AA 01 AB 01 AC 01 AD 01 AE 01 AF 01 B0 01 B1 01 B2 01 B3 01 B4 01 B5 01 B6 01 B7 01

    That's the Bad Egg and Unown formes.
    It would be more efficient to use a var like 0x8000 or something and make the routine branch to different places to set the levels depending on what its set to, if that makes sense.
    The routine was made for my Battle Marsh which only excludes a handful of Pokémon with incomplete data and legendaries, so that's why a blacklist was chosen. You'd have to rewrite it yourself to change that, sorry.
    It isn't the most efficient, although you have misunderstood me, in that you only do it once to find Pallet Town, and then everything will progress in the order of map names (until it gets to things like Mt. Moon, in which you restart the process).
    Unfortunately I didn't take note of the offsets, like I said my method was literally just "edit each entry one by one until I see the red circle move lol".
    It'll be in the type table. I've probably still got the value of the Fairy type icon, as opposed to its original one.
    What's the graphical bug?

    Yeah the decapitalised texts in scripts should probably be fixed. Not my highest priority, because most people would replace them. Knowing where they are is helpful though.
    That should work, and you can remove it indeed. But I really suggest you take a look at some simple ASM tuts—learning how to modify a compare within existing code takes less time than expanding all those tables :P
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