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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Pokémon hacking - Pokémon Gold Map Linking | |
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Kei-kun

Level: 9

Posts: 16/27
EXP: 2633
For next: 529

Since: 11-15-04

Since last post: 86 days
Last activity: 26 days
Posted on 07-15-05 06:18 AM Link | Quote
Just because I've been bored lately waiting for my motherboard to be RMA'd, I decided to mess with some roms. Seeing as this computer is unable to run GBA emulators, I'm forced to edit GBC games.

What I've been trying to do today is to have the maps link. I've been trying to get New Bark Town to link with Cherrygrove just for testing, but I can't seem to do it (though I believe I am not that far off). So far these are my findings:

[Bank] [Tileset] [???] [Two Byte Pointer to Map Header] [???] [Music Track]
NewBark Town (94CCD): 25 01 01 11 4E 01 3C

[Map Border] [Map Dimensions (Y,X) 2 Bytes] [Three Byte Pointer to Tiles]
New Bark Town (94E11): 05 09 0A 2B B5 4D

Now, the map header is where I know it lies, but I just can't seem to figure it out. After the above, comes:

00 40 66 43 03 18 03 F0 52 30 C7

Now I think the first 03 is the number of attached maps plus 1 because a lower value will cause attached maps to no longer be attached and a higher number will just crash the game.

I know 18 is the map bank and 03 is the map. 18 03 is Route 29. I had that changed to 1A 03, which is Cherrygrove.

The rest is a mystery to me, though at one point I thought I knew what some of it was. I believe it has something to do with the positioning of the map. So if any of you could help me out, it would be great. =/ *cough* HH, I bet you know.

Edit: By the way, any of you know how to repoint the events? New Bark's events begins at 0x120368, but there are no pointers to that!
Edit2: It would also be nice if anyone knows what my question mark values are.


(edited by Kei-kun on 07-14-05 09:21 PM)
(edited by Kei-kun on 07-14-05 09:23 PM)
94rf1eld

Rat
Level: 17

Posts: 90/99
EXP: 21911
For next: 2832

Since: 06-25-04
From: England, UK

Since last post: 2 days
Last activity: 2 days
Posted on 07-15-05 05:41 PM Link | Quote
by the time I find the document I wrote about this stuff on my computer you proberly would have figered it out. but if you've not found it out by next week, I will post the document.
Kei-kun

Level: 9

Posts: 20/27
EXP: 2633
For next: 529

Since: 11-15-04

Since last post: 86 days
Last activity: 26 days
Posted on 07-22-05 01:30 AM Link | Quote
Finally got to use this computer again (still using my brother's - damn you EPoX); and it took me about ten minutes to figure out how to repoint the events, so I'm feeling like a badass.

Played around with some numbers and discovered that the events began two bytes before I thought they did:

[Useless 00 00] [Number of Warps] [Coordinates of Warp (Y,X) 2 Bytes*] [Which Warp to Warp to**] [Map Bank of Map to Warp to] [Map to Warp to]

New Bark Town (120368): 00 00 04 03 06 01 18 05 05 0D 01 18 06 0B 03 01 18 08 0D 0B 01 18 09

*Event tiles are 1/4 map tiles, so I believe it is pretty much impossible to have events further than 127 tiles from start (mad assembly programmers don't start on about how you can expand that field. )
**Number of warp is determined by when its data appears. In other words, it's impossible to use normal warp data to warp to an area without a warp.

There is some data that comes between the warps and signposts, but I'm not really sure what it is:

New Bark Town (12037D): 02 00 08 01 00 16 40 00 00 00 09 01 00 41 40 00 00

I don't seem to get a change when editing it. I thought it was headbutt data at first, but you don't have level 00 PoK


(edited by Kei-kun on 07-21-05 04:32 PM)
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