I\'ll try to explain it as simply as i can, although it\'s not too complicated anyway. The only complications that can occur, are the overwriting of other data, due to a crossover in VRAM addresses. This is all really based on trial and error.

*Credit to Rika Chou for this info, submitted by StephenUK*

To edit pattern load cues:

Go to $042736. Here you will see:

<font color=#00FF00>0005</font> <font color=#ff0000>000F 02D6</font> <font color=#0000FF>73C0</font> <font color=#ff0000>000F 052A</font> <font color=#0000FF>76C0</font> <font color=#ff0000>000F 0160</font> <font color=#0000FF>77C0</font> <font color=#ff0000>0008 316A</font> <font color=#0000FF>7A40</font> <font color=#ff0000>0008 A87A</font> <font color=#0000FF>7DC0</font> <font color=#ff0000>0008 39EA</font> <font color=#0000FF>8280</font>

This is the first set of load cues used for EHZ.

GREEN = NUMBER OF LOAD CUES
RED = ART ADDRESS
BLUE = VRAM ADDRESS

The \"0005\" is simply how many pattern load cues there are in this group. In this case, it\'s 6. (0,1,2,3,4,5)

The \"000F 02D6 73C0\" is the first load cue. The \"000F 02D6\" is the address of the art tiles to load. The \"73C0\" is the location in the VRAM where you want to load this art.

So, for example, when you see \"000F 02D6 73C0\" it means it will load EHZ waterfall tiles to 73C0 in the VRAM.

That\'s the best way that I can explain it. Just make sure that you don\'t cross over any of the VRAM locations, otherwise the patterns won\'t load.