![]() |
| Register | Login | |||||
|
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
|
| | |||
| 0 user currently in Pokémon hacking. |
| Acmlm's Board - I2 Archive - Pokémon hacking - Set a tileset |
| | ![]() |
| Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
| User | Post | ||
Baro![]() Hoarder Level: 30 Posts: 224/366 EXP: 153824 For next: 12045 Since: 07-07-04 From: Portonovo, Spain Since last post: 1 day Last activity: 15 hours |
| ||
| How can I set the tileset used on a map? I mean, I want to make MT chimney become a snowy mountain, so I want to use Sootopolis tileset (white rocks rock!) so it might look as ice/snow/thing. I think it may be changing some hex in the map entrie, but I need what and where. | |||
|
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 ![]() Posts: 1007/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
| ||
| I had a similar problem with Route 22. I needed the building from EverGrande for it. You have no idea how hard it is to find four bytes and where to put them. 3.6 shall definately have a function to set tilesets. |
| Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
| Acmlm's Board - I2 Archive - Pokémon hacking - Set a tileset |
| | ![]() |
