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Main - ROM Hacking - Pokémon Red/Blue Map Format New thread | New reply


Xeon
Posted on 03-09-07 01:36 AM Link | Quote | ID: 12404


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Does anyone know how exactly it generated the addresses for the Warp-to points, the ones that pointed to the RAM address in the memory for a specific tile. Believe it or not I'm still working on my crappy map editor, and this is the last and final obstacle standing in my way for making a perfect editor. I've pretty much got the whole map format figured out, and yes it is different from Gold/Silver, but still really similar. But yeah, I don't know exactly how it aligns the maps in the memory, so I'm having trouble calculating the RAM addresses for the Warp-to points and connection data.

FruityCactus
Posted on 03-09-07 10:38 AM (rev. 2 of 03-09-07 10:52 AM) Link | Quote | ID: 12615


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Attemt to find Phil Ruben he knows.

[edit]Why are you carrying on with this editor? are you planning a red hack? I myself see no point as very liuttle people hack red anymore[/edit]

Xeon
Posted on 03-09-07 08:14 PM Link | Quote | ID: 12746


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I don't know, it's always been a goal of mine to be able to completely edit the game.

FruityCactus
Posted on 03-09-07 09:01 PM (rev. 2 of 03-09-07 09:06 PM) Link | Quote | ID: 12750


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Its always been my goal to form a group of red hackers and create a killer hack.

Maybe we could form some sort of group to do this? I have 4 years experience of hacking red.

Especialy with your map knoledge, cbm's locations list, adn along with my knoledge on how the tileses work.

Xeon
Posted on 03-09-07 10:10 PM Link | Quote | ID: 12781


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Posted by FruityCactus
Its always been my goal to form a group of red hackers and create a killer hack.

Maybe we could form some sort of group to do this? I have 4 years experience of hacking red.

Especialy with your map knoledge, cbm's locations list, adn along with my knoledge on how the tileses work.


I used to hack ROMS back in 1999/2000, back when Pokémon Red/Blue hacking was really popular and nobody could figure out how to change the actual Pokémon graphics. There was like 10,000 different hacking teams that released tons of screen shots and barely any actual hacks. Neo Productions was working on this tool called the Pokédex, and I think they eventually released some watered down peice of crap version of it. There was this asshole named DaMooseMinnion, not to be confused with DaMoose52... Anyway he tried to send me a Trojan, and I pretended to open it and he got all pissed off and blocked me. And the hacking tools where a little different, I recall when Pokémap first came out, it was the best thing since string cheese...but I think it also led to the eventual downfall of the R/B ROM hacking because so many lame hacks with map changes where coming out. Those where the days when ROM hacking was much more popular then it is today and it seemed as if new tools where coming out everyday.

FruityCactus
Posted on 03-09-07 10:22 PM (rev. 2 of 03-09-07 10:22 PM) Link | Quote | ID: 12787


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Damoose52 is ok, he went legal and starting creating and selling CCG's.

I entered the rom scene around late 2000/early 2001, then in 2002 I started to rom hack my self.

Do you remember the fight between BG and ER to see who could make the better Orange Islands hack? Although I did like BG's hacks I have to say ER's OIA was the best.

If used right Pokemap can be great. There was a Pokemap 2 that was never released.

Keitaro
Posted on 03-09-07 10:40 PM (rev. 2 of 03-09-07 10:40 PM) Link | Quote | ID: 12790


Mole
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Jeez, are you an ex-PPN/TANer too? ;x I didn't think there were any of us left ;\

Xeon
Posted on 03-10-07 06:55 AM Link | Quote | ID: 13237


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Anyway, this is what i've been working on.

I was going to call it UltraMap, but I'm renaming to RedMap just because UltraMap seems sort of lame. It's basically a 1:1 clone almost with Pokémap.



And a simple town map editor....but right now its read-only. I'm probely going to just make a way to repoint it.



And here is a simple map snapshot my program can do.



Basically i've been working on this very little....since I'm having trouble with how to calculate the connection addresses and event offsets. Since the stuff is different from g/s its more difficult. I've also found that the game has a scripting engine like g/s. I only found 1 command so far...its a long way before I know the rest of the commands.

FruityCactus
Posted on 03-10-07 10:51 AM (rev. 6 of 03-10-07 12:06 PM) Link | Quote | ID: 13297


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This is excelent. I once attempted to edit the connection data but I only managed to get it so that you would see the next map from the map you were currently in, if that makes sense.

As for the scripting, I once edited the Prof. OAK walking intro so he would walk to the top right of pallet town insdead of the center.

Do you really need to repoint the town map? I manged to edit it by hand with out repointing it.

What you programing this in? I could help out if your doing it in VB.

Why dont you call it Redit? If I could program in some extra features in it would be a good idea to call it that, plus it would save confusion from CBM's gold map edit, redmap.

Hapi-San
Posted on 03-10-07 01:10 PM Link | Quote | ID: 13301


Shyguy
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One thing I've always been interested in with Red/Blue hacking is the events/scripts, as it's something so uncommonly messed with. I was considering attempting a disassembly of Red, but then university got in the way.

____________________
"Reality is merely an illusion, albeit a very persistent one." -Albert Einstein

Xeon
Posted on 03-11-07 02:20 PM Link | Quote | ID: 13818


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Well I made some progress yesterday, I disassembled the map loading routine and figured out exactly how it loads the map into the RAM, and at what position.

Unfortunately I can't figure out how the hell the Warp-To points are positioned on the damn map.

Anyway, heres the formulas I came up with for the RAM address calculations.

Start Offset = (0xC6E8 + ((MapWidth + 6) * 3) + 3)

and then if you wanted the RAM address of a specific X/Y tile.

RAM Address = (0xC6E8 + (((MapWidth + 6) * 3) + 3) + (Y * 6)) + X + (Y * MapWidth)

But now I'm basically stumped on the Warp-To data...

Warp-To Point, Index: 1, RAM??:0xC71B, Y: 5, X: 5
Warp-To Point, Index: 2, RAM??:0xC71F, Y: 5, X: 13
Warp-To Point, Index: 3, RAM??:0xC74F, Y: 11, X: 12

Those are the Warp-To points for Pallet town, as you can see it appears as if the game is pulling those RAM addresses out of its ass, because not only do they not match up with the data in the memory....they don't seem to line up with anything.

FruityCactus
Posted on 03-11-07 02:29 PM Link | Quote | ID: 13820


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Posted by Xeon
Well I made some progress yesterday, I disassembled the map loading routine and figured out exactly how it loads the map into the RAM, and at what position.

Unfortunately I can't figure out how the hell the Warp-To points are positioned on the damn map.

Anyway, heres the formulas I came up with for the RAM address calculations.

Start Offset = (0xC6E8 + ((MapWidth + 6) * 3) + 3)

and then if you wanted the RAM address of a specific X/Y tile.

RAM Address = (0xC6E8 + (((MapWidth + 6) * 3) + 3) + (Y * 6)) + X + (Y * MapWidth)

But now I'm basically stumped on the Warp-To data...

Warp-To Point, Index: 1, RAM??:0xC71B, Y: 5, X: 5
Warp-To Point, Index: 2, RAM??:0xC71F, Y: 5, X: 13
Warp-To Point, Index: 3, RAM??:0xC74F, Y: 11, X: 12

Those are the Warp-To points for Pallet town, as you can see it appears as if the game is pulling those RAM addresses out of its ass, because not only do they not match up with the data in the memory....they don't seem to line up with anything.


Im going to talk to PR about it, then i'll post a little later what he told me.

Xeon
Posted on 03-11-07 03:07 PM (rev. 2 of 03-11-07 03:11 PM) Link | Quote | ID: 13824


Red Paratroopa
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Posted by FruityCactus

Im going to talk to PR about it, then i'll post a little later what he told me.


Everytime I've tried contacting PR he
A. Doesn't have any idea what im talking about
B. Doesn't have the pokemap source anymore, and doesn't remember enough about the game to give you any information you need.
or
C. Doesn't respond at all.
D. Combination of both A and B.

But good luck, maybe today some neuron will spark in his head and he will remember.

Keitaro
Posted on 03-12-07 09:50 PM Link | Quote | ID: 14402


Mole
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Does this program have a tileset/"building block" editor? If so you are <3 and this program will own utterly. Let me know if you need ay help, I've raped much of this game's programming extensively. ;x

Xeon
Posted on 03-12-07 09:59 PM Link | Quote | ID: 14411


Red Paratroopa
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Posted by Keitaro
Does this program have a tileset/"building block" editor? If so you are <3 and this program will own utterly. Let me know if you need ay help, I've raped much of this game's programming extensively. ;x



Well have you done any disassembly of it's scripting system? I've found where the scripting pointers are, and I'm finding scripts and crap. I just don't know all the commands and such.

I've only found two scripting commands that I can figure out yet, but I haven't done any extensive work on it yet.

17 [2 BYTE POINTER][BANK] - Show Text
50 - end text/script

Keitaro
Posted on 03-12-07 11:41 PM Link | Quote | ID: 14455


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I used to have a few notes on it (mostly related to various commands like playing a cry or something), I can do a quick scan and see what I can come up with.

FruityCactus
Posted on 03-13-07 02:57 PM Link | Quote | ID: 14723


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It would be good to set up a rom hacking group site to put all our documents together. I can set one up if you would like?

Main - ROM Hacking - Pokémon Red/Blue Map Format New thread | New reply

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