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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Pokémon hacking - Tiles | |
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David

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Posted on 10-30-04 09:01 PM Link | Quote
How can you edit the Pokemon Center
Keitaro

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Posted on 10-30-04 10:09 PM Link | Quote
Please, be more specific in your question, then maybe we'll be able to help you the best we can
Cool Cr@cker

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Posted on 10-31-04 06:17 AM Link | Quote
David IF you want to edit the maps..USe Elitemap1.5.
Get it from the Aclml Page...
Or if you mean the tilesets use Advance map!
Kyoufu Kawa
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Posted on 10-31-04 02:09 PM Link | Quote
Originally posted by Cool Cr@cker

Or if you mean the tilesets use Advance map!
No, you don't. AdvanceMap's only edge over EliteMap has been blunted. It now has a tile editor. Realtime preview coming some time soon.
Baro

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Posted on 10-31-04 09:52 PM Link | Quote
I think he means the tiles graphic. Get the offset and edit it with... pokepic, maybe. I do it with unLZ-GBA. By the way, it's compressed
Kyoufu Kawa
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Posted on 11-01-04 11:32 PM Link | Quote
Originally posted by Baro

I think he means the tiles graphic. Get the offset and edit it with... pokepic, maybe. I do it with unLZ-GBA. By the way, it's compressed
That is indeed the way to edit the tile graphics. But to make these changes look good and/or to fix any graphic errors you've caused, you'll need to edit the Map16 data too. Which is now possible.
Baro

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Posted on 11-01-04 11:49 PM Link | Quote
Originally posted by Kawa-oneechan
Originally posted by Cool Cr@cker

Or if you mean the tilesets use Advance map!
No, you don't. AdvanceMap's only edge over EliteMap has been blunted. It now has a tile editor. Realtime preview coming some time soon.

Mmmm... a suggestion/question... will it edit the tile behavior *wait i look for it in my dictionary...* oh, sorry, I meant behavioUr...
I mean, if the up-layer grafics will be over or below the characters, if the tile will be a pok
Kyoufu Kawa
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Posted on 11-01-04 11:53 PM Link | Quote
Thanks for mentioning the behaviors. The data's already found, but EliteMap ignores it. Given half an hour I could theoretically figure out this behavior (which, like color, I don't give a U about) and add an extra field to the Map16 editor.

Today, I have cracked the behavior format.
Doubleclick the pointer shown right above the tileset box to see where everything is. Open a hex editor, go to the address shown in EM labeled "Behavior" and interpret it like this:

First byte is anything listed below. That's the actual behavior. Second is either zero, 0x10 or (rarely) something else. That's the priority stuff that makes flowers so different from roof edges.


(edited by Kawa-oneechan on 11-03-04 02:18 PM)
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