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Larsie13
May 28th, 2009, 06:52 AM
Hello everyone. I've noticed that there is a tutorial for changing the worldmap on FR/LG, but none for R/S/E (At least, none that lets you use your own tiles). So, I now give you a way to change the worldmap on Ruby, Sapphire and Emerald.
NOTE: I'm going to use the worldmap from my hack, DON'T STEAL IT! Also, I use Emerald for the course of this tutorial.

What will you need?
You will need the following things:


TileMolester Alternate (Google it if you don't have it, and don't use the regular TileMolester, because apparently it won't load your saved palettes.)



Cyclone, NTME, or another TileMap editor



GIMP, Paint Shop Pro, or another image editor that supports either a customizable grid, or an 8x8 grid



unLZ.GBA (Check HackMew's Toolbox)



VisualBoyAdvance, of course. (Or another emulator to test it.)


First, draw your picture, of course. I have this:
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/Worldmap.png
Beware that the GBA screen is 240x160 pixels, and that not all of it is accessible with the cursor when viewing the map in-game. This is the part that's accessible (within the black rectangle):
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/Accessible-1.png
Now, you have to make a tileset of it. It can have a maximum of 256 tiles from 8x8, meaning 256x64, or 128x128 for the entire tileset. You'll probably succeed in that if you use GIMP or another program that has a customizable grid, like Paint Shop Pro (which is not free; GIMP is), and set that grid to 8x8. Also, be sure to leave out all double tiles. Meaning, if you have a lot of the same tiles, use only 1 of them in the tileset. My result:
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/WorldmapTileset.png
If you have the tileset done, open Cyclone, NTME, or whatever tilemap editor you have, and make the tilemap. !!In 8BPP mode!! FR/LG use 4BPP, but Ruby, Sapphire and Emerald use 8BPP. If you don't know what a tilemap is, or how to make one, search around the Documents & Tutorials section.
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/1.jpg
NOTE: If you're having trouble making a tileset and/or tilemap:
Check here (http://www.youtube.com/watch?v=IFudFmhWlcQ) for an easy (easier) way.
Then, open up your ROM in VBA, and view the worldmap somewhere. Be it in the Pokénav, in the Fly menu, or on a map on the wall in the PC, it doesn't matter. Go to Tools > Palette viewer, and click on Save BG.
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/2.jpg
Save it as a Windows .pal file.
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/3.jpg
Then, open up TileMolester. Make a new file, with size 16384. (That's 16 KB, in case you don't know.)
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/4.jpg
Next, click View > Codec > 8bpp linear, and after that Palette > Import from > Another file, and choose the palette you saved through VBA.
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/5.jpghttp://i10.photobucket.com/albums/a129/Larsie13/WMtut/6.jpghttp://i10.photobucket.com/albums/a129/Larsie13/WMtut/7.jpg
Also, don't forget to give the image the same dimensions as your tileset. In my case, that's 16x16. (Just divide the width and height by 8). Do it by clicking Image > Canvas size.
Lastly, select Edit > Paste from, and select the tileset you made, and save it as a .raw file. NOTE: Before you save, make sure to expand the picture frame, so there's some room left next to the picture, and click there to deselect the image you just pasted. If you don't, TileMolester will not save the tileset, because it will still be a selection, and you'll end up with a black image. Hint: If you can still move the tileset around, it's no good. It has to be pinned down.
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/8.jpghttp://i10.photobucket.com/albums/a129/Larsie13/WMtut/9.jpghttp://i10.photobucket.com/albums/a129/Larsie13/WMtut/10.jpg
Now open up unLZ, and go to the worldmap tileset image; in Emerald, it's 245, 136 in Ruby, and 137 in Sapphire. At least, for me it is. If it's not there, it could be a few numbers off. You'll find it in 256 Color Mode. Go to File > Load Raw, and select the .raw file you created with TileMolester.
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/11.jpghttp://i10.photobucket.com/albums/a129/Larsie13/WMtut/12.jpg
Click Write to ROM, and check everything as seen in below image. See how I chose offset 0xDF0000? You can choose any free offset, AS LONG AS IT'S NOT HIGHER THAN 0XE00000! Why? Because the game will start to glitch up if it is. And, don't forget that the offset has to end with 0, 4, 8 or C. (Thanks Pokepal17 for reminding me.)
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/13.jpg
Wait for the two "Ptr found at 00XXXXXX. Changed." messages, and proceed to the next image. In this case, it's 246.
Click File > Load Raw again, and this time select the tilemap you made with NTME / Cyclone / Whatever.
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/14.jpg
Click Write to ROM again, and keep everything checked that was checked, and vice versa. This time, though, you CAN repoint it to 0xE00000 or higher, it doesn't matter. What DOES matter, is the difference between the two offsets for the tileset and tilemap. Be sure to keep them at least 0x1000 bytes apart. (If the tileset is at 0xDF0000, the tilemap should be at at least 0xDF1000.) My tileset uses 0x934 bytes, so 0xA00 bytes would suffice, but just make it 0x1000. Just to be safe. Now click OK, and wait for the "Ptr found at 00XXXXXX. Changed." messages.
Now, time to test things in the emulator. If you have done everything correctly, you should get this result:
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/Result.png

Well, that about does it. Of course, as you can see, Mauville is still on the same place as it is in R/S/E, but you can change that with Advance Map's Worldmap Editor.

Thank you for taking the time to read this, and hopefully, more people will now be able to change R/S/E's worldmap.

Go here (http://www.pokecommunity.com/showpost.php?p=5375428&postcount=61) if you want to change the worldmap you see in the Pokédex, because that one uses a different tileset and tilemap. Thanks of course to AztecFire.

kaka1918
May 28th, 2009, 12:11 PM
Nice tutoriel
it is very very very very goood

Vince_27
May 29th, 2009, 08:09 AM
Hmm It's a very good tutorial but I need some help.
I have this map but I haven't the tilesets which goes with.
http://img39.imageshack.us/img39/308/palkia12.png

The map but no tileset of the map so I can't insert.
ps: It's for a Ruby hack.

Larsie13
May 29th, 2009, 08:59 AM
Nice tutoriel
it is very very very very goood
Thanks. ^^
Hmm It's a very good tutorial but I need some help.
I have this map but I haven't the tilesets which goes with.
http://img39.imageshack.us/img39/308/palkia12.png

The map but no tileset of the map so I can't insert.
ps: It's for a Ruby hack.
Well, of course you have to make the tileset yourself. I don't think there's a program that does all the work for you. You can do that as follows: Open up your map in an image editor with a 8x8 grid, like GIMP. (Make sure the grid is turned on.) Then, make a new image from 128x128 pixels. (256x64 or 64x256 is fine, too.) Then copy the 8x8 tiles from the map onto the empty image. (The grid has to be turned on there, too.) Do that with every tile, except for the ones you have in your map multiple times, like the tiles filled with one color only, for example the sea tiles. If you have too many tiles, you need to check if you don't accidentally have some double tiles in the tileset, or else edit the tileset, and map, in a way that you CAN fill a complete tileset. And if you have too little tiles, just fill up the remaining spaces with the seawater-blue or something.

Vince_27
May 29th, 2009, 11:26 AM
Hi.
I don't understand very well.
http://img21.imageshack.us/img21/8615/sanstitre2ixw.png
http://img17.imageshack.us/img17/3392/sanstitrejxf.png

When I have open these two window, what I have to do after?
Sorry if I'm annoying with this.

Larsie13
May 30th, 2009, 11:32 AM
Hi.
I don't understand very well.
http://img21.imageshack.us/img21/8615/sanstitre2ixw.png
http://img17.imageshack.us/img17/3392/sanstitrejxf.png

When I have open these two window, what I have to do after?
Sorry if I'm annoying with this.
First of all, I see some errors in your worldmap. When you want to insert it into a ROM, you have to make sure that every town / city is on a different tile, in other words, fit into a 8x8 square. As for routes, or 2x1/1x2 cities, they have to be either 8 pixels tall, or 8 pixels wide. They have to fit within a line of 8x8 squares. As a reference, check this:
http://i10.photobucket.com/albums/a129/Larsie13/WM1.png
See how every town / city / route follows the grid? That's what your worldmap is supposed to do, too. When you have that, it's A LOT easier to make a tileset out of it. Nintendo does it, too, because in-game the worldmap cursor will move in straight lines, and follow a 8x8 tile setup.
To make a tileset, just copy every square to the tileset image (the empty one), except the ones that are used more than once. The order doesn't really matter, but I prefer to put tiles I use often, like the sea, or cities, in the beginning of the tileset, so I don't have to search for them.

Awesome
June 4th, 2009, 06:25 AM
Very good tutorial, I will try to use it!

theswordbuggy
June 6th, 2009, 01:32 AM
i cant seem to insert the palettes. can u plz help me

Larsie13
June 8th, 2009, 03:04 AM
i cant seem to insert the palettes. can u plz help me
Well, I'll need some more info. What do you do, what happens? Can you even open/find the palettes in TileMolester? Or does TileMolester say something like that it doesn't accept the palette?

theswordbuggy
June 8th, 2009, 10:05 PM
i cnt open/find the palettes wen i try to insert them i cnt they dnt show up

Larsie13
June 9th, 2009, 09:12 AM
Well, someone else has asked me about the exact same question. And the thing is, I have no idea what the cause is. It's always worked fine with me...

theswordbuggy
June 9th, 2009, 08:21 PM
I worked out my problem i need to use Tile Molester Alternate.
Its a very good guide it is alot of help for me for my hack.

Larsie13
June 10th, 2009, 04:42 AM
Well, that's what tutorials are for, aren't they? To help people. Also, if the problem is solved by using TileMolester Alternate, then I guess that's the one I'm using, too :P. Never really checked, though. I'll edit the first post right now.

Bozster
June 11th, 2009, 08:26 AM
Sorry to bug you again but can you run me through the Tile Molester bit, please?
When I load my image, it retains its palette and when I try to load it on Unlz.gba, its all screwed up. Can I have some help?

PS Oh, wait, does the tileset have to be in an 8x8 grid?

Larsie13
June 11th, 2009, 09:04 AM
Sorry to bug you again but can you run me through the Tile Molester bit, please?
When I load my image, it retains its palette and when I try to load it on Unlz.gba, its all screwed up. Can I have some help?

PS Oh, wait, does the tileset have to be in an 8x8 grid?
The image retains its palette? You did load the palette you saved through VBA, didn't you? But if you mean that it retains its palette after you have loaded the image in unLZ, that's correct. It only loads the image, not the palette. That's why I use TileMolester to make a .raw file out of the tilemap, and not import it directly into unLZ as an image, because the colors will look all messed up. It's because the image as you see it in VBA has different colors than the one you can edit with unLZ. It's some sort of ASM routine.
And the screwed up part may be because the image has the wrong codec. You see, TileMolester has several different codecs that it can use to display images. If you don't select the right one, the image will end up looking like a glitch. For R/S/E, you will need the 8bpp linear codec, because it's a 256 color image. (If it were FR/LG, you would need 4bpp linear.)
Also, yes, it has to be an 8x8 grid, because the games use 8x8 tiles, too. Just look at VBA's Tile Viewer, and you'll see.

RichStrong
June 28th, 2009, 02:12 AM
I drew a map using d/p/pt colors and made a tileset for that. After that I started creating the tilemap. Since making it took so long, I felt that I needed to check it out in the game. I followed your instructions and inserted the map in the game. The map has glitched up colours. The wall map was somewhat near the orginal. The pokenav and the fly screen were fully glitched up. The offset: 00DF0000. I have attached the thumbnails. I hope I am not bothering you.


What can I do to correct this??
I used tile molester alternate

Talesplayer
June 30th, 2009, 10:57 AM
Hey I did this map in MS Paint using information from a different tutorial, and i started looking here to implement it into a hack i just started. I followed your instructions, and i couldn't get my towns and cities to fit in the grids. Would i have to redo it, or do you have a solution? The map is attached to this post.


file:///C:/DOCUME%7E1/FISH%7E1.HOM/LOCALS%7E1/Temp/moz-screenshot.jpgfile:///C:/DOCUME%7E1/FISH%7E1.HOM/LOCALS%7E1/Temp/moz-screenshot-1.jpg

ca_michelbach
July 1st, 2009, 01:54 AM
Sorry but i think you'll have to redo it...you could try moving stuff about in GIMP but it'll be more trouble than it's worth. Just redo the map using GIMP with the grid set up.

I'm having trouble getting it working aswell, here is my tileset and map and also the resiult i get on Emerald...

I have been using offsets 00DEDC58 & 00E107AC

RichStrong
July 8th, 2009, 02:06 AM
I'm having trouble getting it working aswell, here is my tileset and map and also the resiult i get on Emerald...

I have been using offsets 00DEDC58 & 00E107AC

Your Tilemap editor is in 4bpp mode. R/S/E uses 8bpp (256 colors) while FR/LG uses 4bpp(16 colors). Switch and to 8bpp mode and you will have no problems. Hope this helps

Bozster
July 11th, 2009, 05:47 AM
Oh, Jeez! I'm really doing badly! I no longer have any idea what I'm doing wrong!
My map is still srewed up! I saved the Worldmap and Tilemap at 0x00DF0000 and 0x00DF0001. Can anyone tell me what I'm doing wrong? I followed all the instructions!

Larsie13
July 23rd, 2009, 08:38 AM
Oh, Jeez! I'm really doing badly! I no longer have any idea what I'm doing wrong!
My map is still srewed up! I saved the Worldmap and Tilemap at 0x00DF0000 and 0x00DF0001. Can anyone tell me what I'm doing wrong? I followed all the instructions!
Well, isn't it obvious? The tileset probably uses more than just one byte. Try inserting them into the ROM again, this time putting the tilemap at 0x00DF1000. I know that my tileset uses about 0x940 bytes, so reserving 0x1000 bytes should be enough.

Bozster
July 28th, 2009, 03:09 AM
Well, isn't it obvious? The tileset probably uses more than just one byte. Try inserting them into the ROM again, this time putting the tilemap at 0x00DF1000. I know that my tileset uses about 0x940 bytes, so reserving 0x1000 bytes should be enough.

Yeah, but I did what you suggested and this happened:

Larsie13
July 31st, 2009, 08:38 AM
Yeah, but I did what you suggested and this happened:
Hmm, could you show me the tileset, and a screenshot of your tilemap editor? It'd make it easier for me to spot the problem.

djtahu
August 15th, 2009, 04:58 AM
I followed the tutorial and for some reason now the map just shows up as a black screen. Can anyone help me out?

●•ΛΣЯӨЩ•●
August 15th, 2009, 05:12 AM
Kool tut It will really Help me out with my hack!!

Mr.Silver
August 18th, 2009, 04:11 PM
This hack has helped me with my hack.Good job.

IceGod64
August 19th, 2009, 06:00 PM
I am having an issue - I saved the palette from VBA, but can't import it into Tile Molester. .pal isn't in the compatible formats list, and naturally, using a different format wouldn't work.

Any help here? I'm using a wrong version, maybe?

DawnRyder
August 19th, 2009, 06:31 PM
Yup, wrong version. Get TileMolester Alternate.

Download here:
http://www.romhacking.net/utils/%5B515%5DTile%20Molester%20Alternate.zip

x_my_arsenel
August 19th, 2009, 07:01 PM
I can seem to import my tileset, however when I try to import my tilemap I don't get a message telling me it's moved and in-game it uses the old tilemap. I've tried heaps of different offsets and both 4bpp and 8bpp mode settings on NTME.

I've thought about using another tile map editor but I get the feeling it won't make a difference. Can anyone help?

DawnRyder
August 19th, 2009, 07:22 PM
I can seem to import my tileset, however when I try to import my tilemap I don't get a message telling me it's moved and in-game it uses the old tilemap. I've tried heaps of different offsets and both 4bpp and 8bpp mode settings on NTME.

I've thought about using another tile map editor but I get the feeling it won't make a difference. Can anyone help?

Get PTC (Professional TileMap Creator).
It's probably in the Tools Thread.

x_my_arsenel
August 20th, 2009, 12:46 PM
still no luck. I used PTC and the same thing happened. It didn't give me a ptr changed message when I wrote it to the ROM and still used the old tilemap in-game.
any other ideas?

Also I found out the if I import the tilemap first then it'll give me a ptr changed message but it won't for the tileset and neither the tileset or tilemap are used if it's done like that

DarkMew1337
August 21st, 2009, 03:18 AM
Hmm It's a very good tutorial but I need some help.
I have this map but I haven't the tilesets which goes with.
The map but no tileset of the map so I can't insert.
ps: It's for a Ruby hack.

what the~
Are you from switzerland?

SiegHart
August 21st, 2009, 05:41 AM
hmmm so how far off would this tutorial be from working on a fire red rom, this is one of the better tuts ive seen for changing the map but, its not for fr/lg =[

Larsie13
August 25th, 2009, 03:58 AM
hmmm so how far off would this tutorial be from working on a fire red rom, this is one of the better tuts ive seen for changing the map but, its not for fr/lg =[
Well, it's perfectly fine for use with FR/LG, only should you use different unLZ numbers, and set both TileMolester and NTME to 4BPP mode. (In TileMolester, use 4BPP Linear.) The rest is quite the same for all GBA games. However, I don't know which unLZ numbers you should use for FR/LG. But there's a thread in the Documents and Tutorials section. This one. (http://www.pokecommunity.com/showthread.php?t=129606) (According to the thread, it's 191 for the tileset in FR, so that would make it 192 for the tilemap.)
I followed the tutorial and for some reason now the map just shows up as a black screen. Can anyone help me out?
A black screen? You mean, when you see the worldmap in-game (through Fly, Pokénav or on the wall in the PC), you get a completely black screen? Can you get back from the screen to regular gameplay? And does everything else still work?
still no luck. I used PTC and the same thing happened. It didn't give me a ptr changed message when I wrote it to the ROM and still used the old tilemap in-game.
any other ideas?

Also I found out the if I import the tilemap first then it'll give me a ptr changed message but it won't for the tileset and neither the tileset or tilemap are used if it's done like that
Well, I don't know what the problem might be, since that never happened to me, but what you could try, is to first import and repoint the tileset, then import the tilemap, BUT DON'T REPOINT. Just keep it at the offset where it was. In other words, don't change the Image Offset, and also don't check "Automatically Change Pointers". That could help, I guess.

x_my_arsenel
August 25th, 2009, 10:43 AM
I managed to get it working! It was because I used a 256x64 resolution for my tileset but when I switched to 128x128 it worked perfectly!:) So the tilemap was loading the wrong tiles with the 256x64 tileset.
thanks for the amazing tutorial!:D

560cool.
August 26th, 2009, 05:28 AM
I did it all and I didn't seem to have any problem !
]Thank You!

Larsie13
August 26th, 2009, 10:59 AM
I managed to get it working! It was because I used a 256x64 resolution for my tileset but when I switched to 128x128 it worked perfectly!:) So the tilemap was loading the wrong tiles with the 256x64 tileset.
thanks for the amazing tutorial!:DWell, I'm glad you managed to get it working by yourself.
I did it all and I didn't seem to have any problem !
]Thank You!You're welcome! :)

SiegHart
August 29th, 2009, 09:28 PM
Well, it's perfectly fine for use with FR/LG, only should you use different unLZ numbers, and set both TileMolester and NTME to 4BPP mode. (In TileMolester, use 4BPP Linear.) The rest is quite the same for all GBA games. However, I don't know which unLZ numbers you should use for FR/LG. But there's a thread in the Documents and Tutorials section. This one. (http://www.pokecommunity.com/showthread.php?t=129606) (According to the thread, it's 191 for the tileset in FR, so that would make it 192 for the tilemap.)



okay thanks ima try this now then =D

Aisu K.
September 6th, 2009, 06:52 PM
Alright, I'm pretty sure I followed your tutorial to a T. However...

This is what I wanted...
http://i297.photobucket.com/albums/mm234/AisuKaiko/shat.png

Aaaaand this is what I got...
http://i297.photobucket.com/albums/mm234/AisuKaiko/PokemonRuby.png

Any idea what I messed up on? (Ruby ROM, btw.)

Larsie13
September 10th, 2009, 07:46 AM
Alright, I'm pretty sure I followed your tutorial to a T. However...

This is what I wanted...
http://i297.photobucket.com/albums/mm234/AisuKaiko/shat.png

Aaaaand this is what I got...
http://i297.photobucket.com/albums/mm234/AisuKaiko/PokemonRuby.png

Any idea what I messed up on? (Ruby ROM, btw.)
Hmm, yeah. Easy one. NTME has to be in 8BPP mode. Though, now that I checked the first post, I see it's not in there. It's really important that you do that, so I'll edit the first post.
(But if you checked the images, you could see that I had NTME set to 8BPP mode.)

SiegHart
September 11th, 2009, 06:01 PM
Well, it's perfectly fine for use with FR/LG, only should you use different unLZ numbers, and set both TileMolester and NTME to 4BPP mode. (In TileMolester, use 4BPP Linear.) The rest is quite the same for all GBA games. However, I don't know which unLZ numbers you should use for FR/LG. But there's a thread in the Documents and Tutorials section. This one. (http://www.pokecommunity.com/showthread.php?t=129606) (According to the thread, it's 191 for the tileset in FR, so that would make it 192 for the tilemap.)




omg after soo many tutorials i came back to yours just cuz i remembered you saying i could find a way to apply this to FR roms, and well your my new best friend, i realized the difference in your tutorial and every other tutorial i looked at was in your tutorial you go to a different number in unlz for the tilemap, but in other tutorials ppl were just loading the raw on the same number they loaded the tileset... i went exploring in the numbers after and i found what i thought was the tilemap possibly so i changed it as you said, then hex edited so it would link to my tilemap and sure enough it fixed it :D, now my only problem is the color is messed up and i dont know how im gonna fix that.... any ideas?
http://i25.tinypic.com/zyhrx2.png

OM3GA Umbr30n
September 12th, 2009, 12:58 AM
This helped me quit abit.
To SiegHart did u import the pallete?

SiegHart
September 12th, 2009, 10:24 AM
This helped me quit abit.
To SiegHart did u import the pallete?

i think i may have forgotten to do that o.o, but isnt it risky doing that?

OM3GA Umbr30n
September 12th, 2009, 10:34 AM
i dunno T_T
Just trying to help :D

EDIT: Did u remember to use the Worldmap.pal in Tilemolestor?
If yes try not using it

OM3GA Umbr30n
September 13th, 2009, 02:11 AM
sad to hear it T_T
did u remember to import the pallete in tilemolestor?
im trying to help people :D

Zero Karma Loss
October 15th, 2009, 06:04 AM
I've followed the tutorial twice and both times my world map has been glitched to hell and back. I think it may have to do with NTME utterly ruining the tilemap every time I've loaded it after saving- it looks like what happened to Aisu K's map, only vertical rather than horizontal. My tileset is 128 x 128 if it helps, and this is what the final result was in-game i34 dot tinypic dot c o m/wkhjrp.p n g (please excuse the broken info, I can't post a straight link yet)

Any idea what went wrong?

Larsie13
October 15th, 2009, 08:14 AM
I've followed the tutorial twice and both times my world map has been glitched to hell and back. I think it may have to do with NTME utterly ruining the tilemap every time I've loaded it after saving- it looks like what happened to Aisu K's map, only vertical rather than horizontal. My tileset is 128 x 128 if it helps, and this is what the final result was in-game i34 dot tinypic dot c o m/wkhjrp.p n g (please excuse the broken info, I can't post a straight link yet)

Any idea what went wrong?
Hehe, good one. I can't say I know what went wrong just like that. Could you show me a screenshot from the tileset + tilemap as they are in NTME? If you say NTME might have caused it, it would help if I could see what you did with it.

Zero Karma Loss
October 15th, 2009, 10:24 AM
Yeah I know, haha. I realized a couple of things over the last hour: I wasn't setting TMA to 8bpp linear after all, but the other 8bpp above it. That helped with the color once loaded, and the other thing I've noted is that at 8bpp NTME glitches, but at 4bpp NTME loads it just fine at 32x20.

Screencaps:
i36 dot tinypic dot c o m/14cur05.png
i38 dot tinypic dot c o m/24g2dlx.png
i34 dot tinypic dot c o m/2zsba77.png

Sorry for the size. Is it the way I've got the tileset set out maybe?

Larsie13
October 15th, 2009, 11:06 AM
Hmm... If NTME loads the tilemap in 4BPP as it should when in 8BPP, then the conclusion I draw from that, is that you might have accidentally created the tilemap in 4BPP. Or, you might have given the tilemap the wrong dimensions. You might want to try loading the tileset, switch to 8BPP mode, and start making the tilemap again from scratch, after having set the "Preset Size" in the bottom right corner of the NTME window to "R/S WM".

"Уровень - скрипт"
October 16th, 2009, 02:51 AM
Wow! Let me try this one out...

Pokepal17
October 16th, 2009, 04:03 AM
Good tutorial, it's a big help for Ruby hackers (not me unforunately >.<)

Anyways, please post on the tutorial that the images must be inserted at an offset ending in 0,4,8 or C because they're LZ77 compressed and that's why some people's don't work.

Zero Karma Loss
October 16th, 2009, 05:42 AM
You're right about NTME. I went ahead and redrew it in 8BPP and it loads just fine at the R/S World Map settings. I should note that I'm only getting one "Ptr found at 00XXXXXX. Changed." message per insertion in unLZ.

The map is still all over the place, but the colors are correct. For whatever reason it seems determined not to adjust to my Johto rendition and scatter itself across the original Hoenn outline instead.

007manyo
October 16th, 2009, 11:57 AM
i have this pic:

http://p.b5z.net/i/u/10073046/i//HACKMAP/yes__.PNG

but i dont know how to turn it into a tilemap...
help?

Larsie13
October 17th, 2009, 10:05 AM
Good tutorial, it's a big help for Ruby hackers (not me unforunately >.<)

Anyways, please post on the tutorial that the images must be inserted at an offset ending in 0,4,8 or C because they're LZ77 compressed and that's why some people's don't work.
I totally forgot about that! :P Thanks for reminding me. I'll add it right away.
You're right about NTME. I went ahead and redrew it in 8BPP and it loads just fine at the R/S World Map settings. I should note that I'm only getting one "Ptr found at 00XXXXXX. Changed." message per insertion in unLZ.

The map is still all over the place, but the colors are correct. For whatever reason it seems determined not to adjust to my Johto rendition and scatter itself across the original Hoenn outline instead.
Hmm... Just one message, you say? Did you, by any chance not make a backup before you reinserted the tileset/tilemap? (Or did make a backup, but didn't use it, and inserted the new tileset/tilemap over the previously inserted ones?)
i have this pic:

http://p.b5z.net/i/u/10073046/i//HACKMAP/yes__.PNG

but i dont know how to turn it into a tilemap...
help?
Well, first off, I see that your image is too big to fit on the GBA screen, which is 240x160 pixels. So unless you make the map smaller, it won't be shown in VBA completely. Second, I think you mean "tileset" instead of "tilemap". And third, check here (http://www.youtube.com/watch?v=IFudFmhWlcQ) for an easy way to make a tileset and tilemap out of an image. I'll add this to the first post, too.

007manyo
October 18th, 2009, 12:25 PM
thanks!
the reason its that big is because i assumed your picture on the first post would fit on a GBA screen at 264x168, that is the size you made your picture, so i made mine that big to match your size. i'll fix it soon!

oh and by the way, i can't acess youtube due to internet filters.

Larsie13
October 19th, 2009, 04:14 AM
Well, the reason my map is that big, is because it has land at the bottom and right edge. If I would have made the map 240x160, and zoomed in on the map in the Pokénav, you could clearly see the sea cutting of the land. With this size, it looks like the land continues. That's the only reason. But you should never place towns and routes outside of the 240x160 border. In fact, in-game, the cursor can't even reach the outermost parts of the screen. The 8 left- and rightmost pixels are inaccessible, just like the 16 topmost, and the 24 bottom pixels. Keep that in mind when creating a map.

007manyo
October 20th, 2009, 06:39 PM
aah. ok.
but i load my map just now and it goes all screwy...
no pics, my old IE7 doesn't support the popup for inserting pics...
anyway, i might have saved things in 4bpp (that is what i'm used to saving things in, i'm more a firered hacker than a R/S/E hacker.)instead of 8bpp.

Larsie13
October 21st, 2009, 01:19 AM
Yeah, that's one of the differences between FR/LG and R/S/E. That's why, when you switch to another ROM, you should make sure you know what differences there are compared to the old one. (Or at least most of 'em.)

Chaos Rush
November 4th, 2009, 03:32 PM
I followed the tutorial, and after several attempts I finally got it right, but...

It doesn't change the map that displays in the PokeDex, it only changes the map that displays on the TownMap/PokeNav.

Larsie13
November 5th, 2009, 04:12 AM
I followed the tutorial, and after several attempts I finally got it right, but...

It doesn't change the map that displays in the PokeDex, it only changes the map that displays on the TownMap/PokeNav.
Unfortunately, yes, that's true. I knew that already. The Pokédex worldmap is a different image, and as far as I know, it's in 4BPP, unlike the Pokénav / Fly worldmaps. But, so far, I haven't managed to change the Pokédex worldmap yet.

Chaos Rush
December 5th, 2009, 06:45 PM
I think I figured out how to edit the PokeDex world map!

You know how in Emerald, the world map tileset number for Unlz is 245? Well, I found a second tileset resembling the worldmap! The second tileset number for Unlz is 328. I'll try editing it later to see if I'm correct.

EDIT: For some reason I found a 3rd map tileset at 330 (Unlz).

EDIT: I SUCCESSFULLY CHANGED THE POKEDEX MAP!!!
http://img6.imageshack.us/img6/7843/finallyj.png
The only tools I had to use was UnlzGBA, and NTME. And no, that image is not fake. I just wanted to make a simple looking map just to see if it actually works.

EDIT: The Unlz number for the Pokedex tilemap is 328 (Emerald). I still don't know what the 330 tilemap is for. And yes, it's in 4BPP.

This is what I did:
1. Open up Unlz, go to 328, 256 Color mode, exported the tileset.
2. Open up Paint, and then pasted my tileset into it (and since Unlz indexes the exported file, the colors are correct)
3. With NTME, make a tilemap with your indexed tileset, save as .raw
4. Back to Unlz, import the new tileset: http://img6.imageshack.us/img6/2637/newtilemap.png
(You don't have to find a new offset, only if it's too big).
5. Click 'Next', now do Load Raw, and select the tilemap you made with NTME. I put in a free offset just in case.
6. Now with VBA, go to your Pokedex, select any random Pokemon, and look at it's "AREA". This is what it should look like: http://img6.imageshack.us/img6/7843/finallyj.png

Larsie13
December 9th, 2009, 09:08 AM
Thanks, and good job! I had found that second tileset myself, but when I changed it, the Pokédex worldmap in-game didn't change, for some reason...
Anyway, I'll add that to the first post.

12345
December 16th, 2009, 06:22 AM
Make sure with your your unLZ number.
search about 238, but for many reason, the number is not true for the edited rom, so you need to find it, here is a sign:
pokedextilesetworldmap ==>pokedextilemapworldmap (raw) ==> another tileset==>another tile map==>pokenavi call bag.
and raw file is 4bpp. So I thinks you have to make a new tile map but the locations must same as the old one. (normal world map)
And note don't write with new offset, it may make your rom has bugs.

And here is the palete offset:
61d140 and 61d160
That mean you have 32 color for the worldmap (I think you should use under 30 color)
U can use hex editor or APE to edit. Don't stick compressed L77.... when use APE.

TypeiroZySopy
December 17th, 2009, 02:27 AM
to correct something, you can use this toi hide a exe or any other file, but it will not be as straight forward to get the file back out of the jpeg. there are a lot of tools to hide any type of data in a jpeg so search around this one just is easy lol. just look up stegnography or however the **** u spell itelchupathingy

raidenx2008
January 8th, 2010, 07:10 PM
good tut, it helps me very much, but....i`ll like to know how to change the "HOENN" to anything else...(changing the map name)

Larsie13
January 11th, 2010, 11:34 AM
You mean the "HOENN MAP FULL VIEW" thing from here?
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/Result.png
That's an image. Can't change it with A-Text. You'll have to use unLZ.GBA for that. There are plenty unLZ tutorials in the Documents & Tutorials section.

Johto_legend
January 11th, 2010, 11:44 PM
this is a great tutorial. but like i seen above, does this application work with the looks of the cities in the new versions like D/P/P or even HG/SS?

Larsie13
January 18th, 2010, 03:14 AM
It should, yes. As a matter of fact, I can't imagine it not working. Because even though D/P/Pt/HG/SS have given the townmaps a new look, in fact, they still use the same layout as the GBA games do. You just have to change the palettes.

foullump
January 24th, 2010, 01:46 PM
Thank you. This is the most comprehensive tutorial out there. The only thing is I work with fire red. But given my skill level I can surely work around that! xD I'm going to follow this guide and see what I can do with it in fire red. I'll let you know how it turns out next week.

Johto_legend
January 29th, 2010, 10:31 PM
Thx for the response. but by any chance is it possible to make the part of the map shown more of a square then a rectangle. using like scripts of anything?

ElBurrito
January 30th, 2010, 01:36 PM
I cant seem tp figure out how to get it to work. i made the tileset and map but when i insert them into the rom the map looks all glitchy.

EvilBloodGnome
January 31st, 2010, 02:55 PM
Yeah, I'm having some problems with this too. Seems awfully popular to, eh?

Here's a video up with me doing it step-by-step so someone can tell me at which point I'm shooting myself in the foot :]

http(colon)//www(dot)youtube(dot)com/watch?v=ONEI1MsgVbQ

I followed the instructions to my understanding, but still failures. Any ideas?

Larsie13
February 1st, 2010, 12:15 PM
Yeah, I'm having some problems with this too. Seems awfully popular to, eh?

Here's a video up with me doing it step-by-step so someone can tell me at which point I'm shooting myself in the foot :]

http(colon)//www(dot)youtube(dot)com/watch?v=ONEI1MsgVbQ

I followed the instructions to my understanding, but still failures. Any ideas?
This problem seems familiar. I've solved this problem once before. You put the tileset and tilemap 1 byte apart. You should at least keep them 0x1000 bytes apart, just to be safe. So, 0xDF0000 and 0xDF1000, for instance. (I should probably put that in the first post...)
Thx for the response. but by any chance is it possible to make the part of the map shown more of a square then a rectangle. using like scripts of anything?
You could just make a square map, and add 1 black tile to the tilemap, and fill the edges of the map with that, but then you would still be able to move the cursor there. If you don't want that to be possible, then you would have to use ASM to change where the cursor could go. (Don't ask me how.)
I cant seem tp figure out how to get it to work. i made the tileset and map but when i insert them into the rom the map looks all glitchy.
Would it by any chance be the same problem EvilBloodGnome has?

EvilBloodGnome
February 1st, 2010, 03:15 PM
Bleh. Still not working. I'll keep at it, just wish I knew what the problem was <.<

limeyman
February 1st, 2010, 03:51 PM
Good tutorial it was great i will follow it when I can

But can you use this in your hacks here?

Larsie13
February 3rd, 2010, 01:56 AM
Bleh. Still not working. I'll keep at it, just wish I knew what the problem was <.<
I just watched the video again, and noticed you set the codec in TileMolester to 8bpp planar. It should be 8bpp linear.
Good tutorial it was great i will follow it when I can

But can you use this in your hacks here?
"This"? You mean the tutorial? If so, yes, that's what it's supposed to be used for.

Johto_legend
February 3rd, 2010, 07:18 PM
hey wat is the size of the grid u see during the game. you didnt give the actually size. like if the entire thing is 240x160 wat is the dimensions for inside the black box?

mikocoon
February 4th, 2010, 03:35 AM
how to expand picture frame?

Larsie13
February 4th, 2010, 09:03 AM
hey wat is the size of the grid u see during the game. you didnt give the actually size. like if the entire thing is 240x160 wat is the dimensions for inside the black box?
You mean the area where there cursor can move in-game? That's 224*120. The leftmost and rightmost 8 pixels can't be accessed, and 24 pixels from the top and 16 from the bottom. Anything in between can be accessed by the cursor.
how to expand picture frame?
What do you mean by picture frame?

mikocoon
February 4th, 2010, 08:35 PM
in your tutorial you say this "NOTE: Before you save, make sure to expand the picture frame, so there's some room left next to the picture, and click there to deselect the image you just pasted" and i dont know how to expand it,so i need help

Larsie13
February 5th, 2010, 01:44 AM
in your tutorial you say this "NOTE: Before you save, make sure to expand the picture frame, so there's some room left next to the picture, and click there to deselect the image you just pasted" and i dont know how to expand it,so i need help
You just drag the edge of the area with the image in it, like this:
http://i10.photobucket.com/albums/a129/Larsie13/WMtut/Expand.jpg

Neutral12
February 7th, 2010, 05:11 PM
Uhh I tried doing this and things went completely wrong and I have no idea what I just did. I loaded my map on the ROM and it turned into this;

http://i176.photobucket.com/albums/w177/Neutral12/lolerror.png

And what I want it to look like is this;

http://i176.photobucket.com/albums/w177/Neutral12/regionlocationlabeled-4.png


I think I did something wrong with the unLZ but i'm not exactly sure, so I came here for help.

Mr.Silver
February 7th, 2010, 05:32 PM
Uhh I tried doing this and things went completely wrong and I have no idea what I just did. I loaded my map on the ROM and it turned into this;

http://i176.photobucket.com/albums/w177/Neutral12/lolerror.png

And what I want it to look like is this;

http://i176.photobucket.com/albums/w177/Neutral12/regionlocationlabeled-4.png


I think I did something wrong with the unLZ but i'm not exactly sure, so I came here for help.

Lemme guess....you put the raw over the normal map?.....You put in the NEXT one after the map tiles.

Neutral12
February 7th, 2010, 05:37 PM
Does this mean I have to start all over again?

Mr.Silver
February 7th, 2010, 05:39 PM
Does this mean I have to start all over again?

As long as you have a backup, no you don't.But if you dont then yes you do...

Neutral12
February 7th, 2010, 05:41 PM
I do have a backup, so I guess I will try again.

Edit: Ok now i'm just completely lost on what i'm doing...

Edit2: This time I realize I used planar instead of linear. So now I changed it to linear and it currently looks like this;

http://i176.photobucket.com/albums/w177/Neutral12/lolerror2.png


So now it's starting to look more like the town, but yea... It's absolutely screwed up still. So now what is wrong with it?

Edit3: Now I realize I had too many tiles and it wasn't 8bpp. So now when I go to upload the Sphere file I get this;

http://i176.photobucket.com/albums/w177/Neutral12/lolerror3.png

Larsie13
February 8th, 2010, 08:31 AM
I do have a backup, so I guess I will try again.

Edit: Ok now i'm just completely lost on what i'm doing...

Edit2: This time I realize I used planar instead of linear. So now I changed it to linear and it currently looks like this;

http://i176.photobucket.com/albums/w177/Neutral12/lolerror2.png


So now it's starting to look more like the town, but yea... It's absolutely screwed up still. So now what is wrong with it?

Edit3: Now I realize I had too many tiles and it wasn't 8bpp. So now when I go to upload the Sphere file I get this;

http://i176.photobucket.com/albums/w177/Neutral12/lolerror3.png
Hmm, that's a bug in NTME. I don't know what could cause such a thing, so I think you should contact NTME's creator, D-Trogh, either via PM or VM, or here (http://www.pokecommunity.com/showthread.php?t=149454).
(Though I'm not sure if he'll respond; he hasn't been online this year.) I'm afraid I can't help you with this.

EDIT: 150 posts. :)

Neutral12
February 8th, 2010, 01:04 PM
Is there any kind of alternative to making the Tilemap?

Edit: This time I decided to make the Tilemap myself (literally hand drawn on NTME).

http://i176.photobucket.com/albums/w177/Neutral12/ntme.png
(Don't worry I noticed that patch of green in the bottom right corner, it was made into water after the screenshot)

Yet, I get another error. However this time it is closer to looking like a map;

http://i176.photobucket.com/albums/w177/Neutral12/lolerror4.png

Edit2: Ok now something really weird just happened. I checked my map in the emulator again and now it just changed pattern...

http://i176.photobucket.com/albums/w177/Neutral12/lolerror5.png

Chaos Rush
February 8th, 2010, 04:56 PM
stuff
Make sure under "Preset Sizes" select, "Emerald WM".

Neutral12
February 8th, 2010, 06:29 PM
Ok so now it works, but NOW I'm having size issues (Basically i can't reach all my cities within the limits. Now I want to know the following;

How big should my map be?
How do I know where the GBAs limit is on my image?

Larsie13
February 9th, 2010, 09:08 AM
Ok so now it works, but NOW I'm having size issues (Basically i can't reach all my cities within the limits. Now I want to know the following;

How big should my map be?
How do I know where the GBA's limit is on my image?
Your map should be 240x160 pixels, usually, because that's the GBA's screen's size. Except if there's land at the bottom or right, then you should increase the size a little for the map to not have sea after the edge if you zoom in in the PokéNav. Either make an edge, or let the land continue for 24 pixels to the right, and 8 down. (It can suddenly end, it doesn't matter, because anything bigger than 264x168 will not be seen on screen, ever.)

If you want to know what area the cursor can get to, check the first post. It's the second image in the first spoiler.

And no, there's no other way to make the map than to use a tilemap.

Neutral12
February 9th, 2010, 05:06 PM
I finally got it working! Thanks for all the help.

Shiny Quagsire
February 26th, 2010, 07:25 AM
Ok, I completly followed the tutorial, and something went wrong. It's a complete jumble. It looked similar to neutral12's thing. It changes and it's messed up.

Larsie13
February 26th, 2010, 07:32 AM
Ok, I completly followed the tutorial, and something went wrong. It's a complete jumble. It looked similar to neutral12's thing. It changes and it's messed up.
Well, I can't tell exactly what the problem is without any more info. Did you use Chaos Rush's tip? (It's five posts up.) If you did, and it still doesn't work as it should, post again with some more info, preferably a screenshot or something.

Shiny Quagsire
February 26th, 2010, 02:26 PM
Yes, I did, only for the ruby worldmap. I think it might be that it isnt repointing after I fixed the tilemap. (I had it 1 tile too wide).

EDIT:
I opened my backup, and reinserted the tilemap and tileset. Still has problems. I also used the same pointers you used.

Larsie13
March 1st, 2010, 10:21 AM
Could you show me a screenshot of NTME, TileMolester and VBA? Makes it easier for me to identify the problem.

Shiny Quagsire
March 4th, 2010, 06:30 AM
Your map should be 240x160 pixels, usually, because that's the GBA's screen's size. Except if there's land at the bottom or right, then you should increase the size a little for the map to not have sea after the edge if you zoom in in the PokéNav. Either make an edge, or let the land continue for 24 pixels to the right, and 8 down. (It can suddenly end, it doesn't matter, because anything bigger than 264x168 will not be seen on screen, ever.)


I didn't do that so maybe that the problem.

Anyways, I decided to use Firered for my hack. I guess it's just more easier to use for me. Sorry for your trouble.

Potatoman1287
May 2nd, 2010, 09:44 AM
Could someone explain to me the offsets? I don't exactly understand what offset I'm supposed to be putting in to get the two 'Ptr change' messages. I've only gotten one and sometimes no messages when I rewrite.

Larsie13
May 8th, 2010, 05:40 AM
Could someone explain to me the offsets? I don't exactly understand what offset I'm supposed to be putting in to get the two 'Ptr change' messages. I've only gotten one and sometimes no messages when I rewrite.
If you don't know what offset to choose, there's a tool just for that purpose. Go to HackMew's Toolbox and download Free Space Finder (FSF).
Be sure to select "search from offset" and type 800000 in the box in Ruby or Sapphire, or E00000 if you're using Emerald.

Potatoman1287
May 8th, 2010, 06:32 PM
Alright. When I wrote over the rom, I now saw the two messages each time. Only problem is the game can't run anymore. VBA is popping up with with an error saying it can't read the image. I'm assuming I wrote over the wrong image or something. I can't really tell what the world map image is supposed to look like. I jumped to 245 (I am using Emerald) and shifted up and down about 20 but nothing looks remotely like the worldmap or bearing any hint to one. Can you screenshot what sort of image I'm supposed to look for?

Edit: Now it's inserted but the colors are off. The colors should be like your map's colors. i196 (dot) photobucket (dot) com/albums/aa58/darkpidgeot/mapdiscolor (dot) png

Raygice
May 9th, 2010, 01:20 AM
Hi im having LOADS of trouble with NTME i am using the same size pic as Larsie but it says it is 'too big or too small' I am also using sphere to make the tilemap like in the video in the tutorial. And sometimes when i manage to turn the png images to raw it come up but says 'couldn't guess the tilemap's size' and when i press okay this happens (see attachment).

Gershel
May 9th, 2010, 10:18 AM
How do I change the palette of the world map in ruby? What is the offset of the palette to change it?

Sorry, I'm Spanish and I do not express well in English.
Thank you.

Ready4failure
May 15th, 2010, 05:12 PM
Actually, i've been wondering the same thing as Gershel for goodness knows how long (although for my fire red...) . my searching skills suck tho, and i cant find it. so yeah, anyone able to help?

Johto_legend
May 15th, 2010, 11:36 PM
so if we use different colors, im using the hgss colors, do we need that worldmap.pal? how would i get the colors right?

Larsie13
May 18th, 2010, 04:52 AM
For people who want to edit the palette of the worldmap, use APE (Advanced Palette Editor), by HackMew. The offset is 0x59F75C in Emerald, 0x3E5D80 in Ruby, and 0x3E5DD8 in Sapphire. It's better to first change the palette with APE, and recolor your worldmap with the exact same colors afterwards, and then insert it. However, you will need to re-save the worldmap.pal of course.
Alright. When I wrote over the rom, I now saw the two messages each time. Only problem is the game can't run anymore. VBA is popping up with with an error saying it can't read the image. I'm assuming I wrote over the wrong image or something. I can't really tell what the world map image is supposed to look like. I jumped to 245 (I am using Emerald) and shifted up and down about 20 but nothing looks remotely like the worldmap or bearing any hint to one. Can you screenshot what sort of image I'm supposed to look for?

Edit: Now it's inserted but the colors are off. The colors should be like your map's colors. i196 (dot) photobucket (dot) com/albums/aa58/darkpidgeot/mapdiscolor (dot) png
That might be caused by your map using slightly different colors than the palette has. You might want to try reinserting it after having checked to see if the colors matched. Because they need to match exactly. You could do that with a combination of APE's RGB/GBA converter and a program like Paint, that allows you to view a pixel's color. (Irfanview is better, though, because it lets you view an indexed image's palette.)
Hi im having LOADS of trouble with NTME i am using the same size pic as Larsie but it says it is 'too big or too small' I am also using sphere to make the tilemap like in the video in the tutorial. And sometimes when i manage to turn the png images to raw it come up but says 'couldn't guess the tilemap's size' and when i press okay this happens (see attachment).Hmm, never seen that before. Sorry, but I'm afraid I can't help you with that problem. :(

Johto_legend
May 18th, 2010, 07:36 PM
wouldnt it be easier to use a .pal of my worldmap and import it using APE? and is the offset for ruby right? its giving me yellows and reds, not blues and greens... help plz

Shiny Quagsire
May 19th, 2010, 05:36 AM
wouldnt it be easier to use a .pal of my worldmap and import it using APE? and is the offset for ruby right? its giving me yellows and reds, not blues and greens... help plz

Make sure you ticked the LZ77 Compressed box.

EeveeRocks
May 29th, 2010, 08:53 AM
I can't seem to find the worldmap or tileset in unZL. I checked the numbers. I am using ruby. I just can't find it.

Larsie13
May 30th, 2010, 03:06 AM
I can't seem to find the worldmap or tileset in unZL. I checked the numbers. I am using ruby. I just can't find it.
There could be a couple of reasons for that.


You are looking in 16-color mode. In that case, the image looks like this: http://i10.photobucket.com/albums/a129/Larsie13/WMtut/4bpp136.jpg Just switch to 256-color mode.
You hacked some images before, and repointed them. In that case, it won't be around 136. You just need to look for it by offset. The offset in Ruby is 03E5DA0.
You're using a different dump than I am. As with number 2, you should search by offset. (03E5DA0.)

Mr. Banana Peel
June 9th, 2010, 05:16 PM
help i dont know how to get tile molester or use it please help

Larsie13
June 12th, 2010, 05:43 AM
Have you tried Google? Just Google "Tile Molester", and the link should be right at the top.

Mr. Banana Peel
June 12th, 2010, 09:29 PM
well i found something on zophars utilities but you need java and i cant get java to download java please help

bigboi
June 14th, 2010, 02:11 PM
does somebody know where to download tilemolestor? I can't find it

benpv
June 18th, 2010, 08:45 AM
Hey, im having some trouble with writing my tilemap to the rom. when i load the .raw for my tileset and write it to the rom, it gives me the "ptr found at 000FA990. Changed." with is the message im supposed to get. But when i try to load the.raw of my tilemap and write it to the rom with the correct offset and everything, i dont get that message. I followed every step exactly and tried a bunch of different offsets for my tilemap but it just wont write to the rom propperly.

Larsie13
June 28th, 2010, 12:31 AM
well i found something on zophars utilities but you need java and i cant get java to download java please help
See my PM.
does somebody know where to download tilemolestor? I can't find it
See the post above you. Zophar's Utilities. Google "TileMolester", and it's the first link in the search results.
Hey, im having some trouble with writing my tilemap to the rom. when i load the .raw for my tileset and write it to the rom, it gives me the "ptr found at 000FA990. Changed." with is the message im supposed to get. But when i try to load the.raw of my tilemap and write it to the rom with the correct offset and everything, i dont get that message. I followed every step exactly and tried a bunch of different offsets for my tilemap but it just wont write to the rom propperly.
I dunno. It could happen if you already repointed the tilemap before, but other than that, I wouldn't know. Sorry.

jackjt8
June 30th, 2010, 08:41 AM
yes but how do you make the world map?

ERROR
July 5th, 2010, 10:40 AM
i think maybe by re arranging the tiles how you want them :O
sounds kinda difficult lol

Leroi
August 17th, 2010, 02:39 AM
I need some help!
When I add my picture map in Tilemolester, it just take a part of it (I've attached the file).
How can I do?
Thanks!

tommyze
September 3rd, 2010, 12:52 PM
Hi i'm quite new to this now i've made my own tile set and used the tiles from the actuall game (2 seperate) and when I come to viewing the map it always has funny shapes or random tiles that i didn't put in i followed every instruction and of course i have ack up roms pls can u reply or make a video for this?

jackjt8
September 7th, 2010, 08:40 AM
this is why i dont see the need for a tool for this.... i mean one tool....
because this map don't work.... even by following the tutorial....

http://img153.imageshack.us/i/region1.png/http://img153.imageshack.us/i/region1.png/(and now the image button is not working)
http://img153.imageshack.us/i/region1.png/

oh i'm using ruby, and i'm NOT geting more crap on my computer so can you help?

Sylent
October 1st, 2010, 02:05 PM
What are you supposed to use to draw up the map in the first place?
I would have thought something like PTC or NTME, but PTC is zoomed in way too much to see an overall view as a preview, and I can't find a way to do Fill the entire tile...map with one colour as a background, which takes ages to do manually.

Flubber
January 11th, 2011, 02:22 PM
-Removed-

Woops, nevermind my previous question. Seems I set up NTME to use 4bpp instead of 8.

I now have a different problem though, my NTME crashes when I try to load the Sphere file. Any way I can make a .RAW from just the map file?

jonicito
January 12th, 2011, 01:46 PM
The offset with 0xdf0000, when I tried to put it in ruby, some pokemon in wild, pokedex, or attack moves either reset or freezes. The map is now in the pokemon index in unlz-gba. Is there a way to make the map switch offsets again?

PaulGR
July 1st, 2011, 12:42 PM
I always had problems with graphics.. As hard i tried i allways dor it wrong.... :(

FACEcake1223
July 14th, 2011, 08:48 AM
What did you use to draw your map? Also what size is your map cuz I was using paint before and I screwed up because it was way to big.

Nevermind, I just need to figure out how to put the routes and towns on the map.

Pokemon Valo Team
September 4th, 2011, 05:58 AM
I succeeded, but fly screen and player movement on map isnt working?

barkalar
September 24th, 2011, 02:34 PM
I've never been able to open Cyclone because of this error. =/

barkalar
September 27th, 2011, 08:11 AM
Yes! I got it to work. But I used NTME because Cyclone system error.

AnonymousAgent
October 2nd, 2011, 07:59 PM
hey, great tutorial, but i just have one question:

i can't get the gnp image of the tileset to write to the rom, it just does nothing when i do everything the tutorial describes.

thanks!

neotornado
October 5th, 2011, 01:48 PM
Sorry if this question was repeated, but as stated, 8BPP mode won't accept the sphere files (effectively making the video provided worthless), is there any way I can get the tilemap into a RAW file? I really don't want to make the map tile-by-tile in NTME.

markis
November 14th, 2011, 12:18 AM
what tile molester you are using? i do all things but then i try to import .pal file i cant, cuz my tilemolester doesnt support .pal ? Here a screen.

http://dl.dropbox.com/u/2612841/pal-file.png

Alex
December 3rd, 2011, 04:21 PM
Look, I've got the tileset written into the ROM, but it won't take the tilemap in the default offset—it just keeps saying "Compressed size is 2C0. Which is too big. Aborting." When I try to repoint it allows it, but it doesn't give me the Ptr Changed message, and that's no matter if I have "Automatically fix pointers" checked or not. Any idea what my problem is? It's a normal 8BPP tilemap made in Cyclone.

vizarod
December 18th, 2011, 02:49 PM
but how do you make a world map to use???
I'm confused....

AustinWolff
December 25th, 2011, 12:16 AM
but how do you make a world map to use???
I'm confused....

You have to litteraly draw/pixalate it on gimp or another paint program with a grid

AustinWolff
January 2nd, 2012, 11:06 PM
when on tilemolesteralternate, I'm stuck on the part where you edit>paste from> ... [then I choose my file I made with PTC but it says "Error loading bitmap: null"] any help?

Jcool
January 7th, 2012, 04:41 PM
Thanks! This will definitely help

The_Show
January 20th, 2012, 06:52 PM
when on tilemolesteralternate, I'm stuck on the part where you edit>paste from> ... [then I choose my file I made with PTC but it says "Error loading bitmap: null"] any help?

I've had this problem before. Start over, but this time do not make a tileset. First, make your picture with GIMP and save it as a 16-color bitmap, then immediately open it up in Cyclone (8BP Mode). Make your tilemap there and you should have no problem opening it up in TMA.

Oh yah, usually 8BP mode would reject having that many tiles, but it worked for me. I just tried it out again and it worked perfectly. PM me if you have any more problems.

Aproydtix
March 6th, 2012, 01:03 PM
(Okay, since I haven't posted 15 posts, I can't give you any images, but I hope you can still make some sense out of this.)
I did this:
Should have shown Cyclone with a complete 16x16 tileset and a complete map.

Now, if I put my .raw from cyclone into 136 I get this:
Shows that the tiles are placed properly.
This should be the right placement for these tiles.

However, when I do this like the guide told me to do it (No, I didn't do it with the file that was already altered.) using 135 and 136 (I seem to be missing a file, as I have found out from past experiences.), I get this:
I can recognize a few tiles here and there, there seems to be no or little system in their placement. Some of the colours appear to be gone.
I used the offsets 0xFD0000 and 0xFD1000, but I only got one ptr found message for each file I saved.

It would be really helpful if you could tell me what's wrong.
And btw, the reason why I have those borders on my map is because I made a too detailed map, so I had twice as many tiles as I should have.

iPika
June 20th, 2012, 02:50 AM
How did you create the Tileset, again?

RedDog
June 26th, 2012, 02:26 PM
I have almost got everything, but when i look at the map in game, its a mess of black with red lines and dots and other random things. I think its the tileset not correctly in the rom, but im not sure. What am i doing wrong? (Sorry, i cant post pictures because of the 15 post rule)

chi23
July 25th, 2012, 04:54 AM
I have hit a massive dilemma - I tried making the tileset but found out I don't have enough space for my map to fit on it, is there anything I can do so that I can fit the rest on. Can I use 2 tilesets to make up the world map?

The_Show
August 10th, 2012, 11:27 AM
You're right about NTME. I went ahead and redrew it in 8BPP and it loads just fine at the R/S World Map settings. I should note that I'm only getting one "Ptr found at 00XXXXXX. Changed." message per insertion in unLZ.

The map is still all over the place, but the colors are correct. For whatever reason it seems determined not to adjust to my Johto rendition and scatter itself across the original Hoenn outline instead.

Same exact problem here. I tried to do a "test" map with only 2 colors in the tileset. I inseted it into my Rom, and the map has the correct colors, but the image outlines the original Hoenn map. Is there any solutions to this problem?
-----------------------------------------------------------------------
Edit: I figured out how to do it! For those of you struggling, it's all about trial and error. If something didn't work, try something new. If you don't give up, you will eventually find it! Also to edit the "HOENN" that appears when observing the map, you simply type in HOENN in A-text, and I think it will be the last HOENN you see when searching.

Line3007
November 10th, 2012, 11:22 AM
Hey, nice tutorial. I just need a little help....
Can you send me or upload the .pal file you get from VBA? I think mine is very wrong, since it's all pink and purple and such O.o

Thank you ^^

MacNCheeze210
November 24th, 2012, 08:01 PM
i read through this, and for once in my short ROM hacking career, I actually understood technical talk. Thank you i am on step 3 :) (Im New)

QuartierGenerale
January 27th, 2013, 12:53 PM
Hello,

i've correctly inserted the world map, but when i see it with vba, i got this little error:

http://i48.tinypic.com/f1ii4y.png

And then, when i return to my PokeNav (only when i return, before this problem don't appear)

http://i45.tinypic.com/67rrds.png

What could be the problem? Probably a missing into my tileset?

Thanks a lot for your help :)

the-superior-one
February 9th, 2013, 02:03 PM
hi.im failing to make a tileset of this. any help please?

Line3007
March 28th, 2013, 01:32 PM
Finally I got it right! Thank you so much for this tutorial! :D

ReoNeky
April 1st, 2013, 04:55 AM
Thanks for the tutorial! I served very helpful!

see ya!

Youngster1
June 23rd, 2013, 10:20 PM
Can't seem to make a tileset for my map, can anyone help? & since i couldn't i used your tutorial's map & tileset to see if I can still be successful meanwhile i don't have a tileset but i couldn't load the map into NTME because it wasn't a .raw file. please help?

miggy93
July 13th, 2013, 08:59 PM
A little help please. I followed everything but once I check the map on VBA, it seems glitchy. Here's a link since I can't post images yet.

i872.photobucket.com/albums/ab289/miggy93/untitled.png

darkprince909
January 18th, 2014, 04:45 AM
I'm having an issue here, but it's not really much to do with not being able to follow the tutorial. It's just my tilemap is too big. By that, I mean it's 16x16, so it's not actually too big to load into the ROM. The problem is I was banking on being able to flip some tiles to repeat here and there, but 8BPP won't let me, whereas 4BPP will.

Here's my map and tileset I'm trying to import. I already trimmed about 110 duplicate or similar tiles out of a previous version, and I'm not sure what, if anything I can cut to make room for the "flipped" tiles if I can't flip them in NTME.

http://imagizer.imageshack.us/v2/800x600q90/59/phdk.png
http://imagizer.imageshack.us/v2/800x600q90/200/u68.png

Edit: Nevermind. I figured it out. Still have an issue with the bottom right corner. I figured it would be covered by the textboxes in all cases. Turns out I forgot how the Pokedex displayed the map. And for some reason, the tiles and tilemap I imported seemed to work just fine for the Pokedex, except there are a few tiles in that corner that didn't carry over from the World Map and Pokenav map onto the Pokedex screen. It's not too big an issue, just kind of annoying. There's a big portion of land that runs right into the sea with no transition. And for some reason, the third color in the palette likes to change. It's not that big a deal, and I think it's a little cool. It's the light gray that outlines the routes, and sometimes it'll be the right color, other times it'll be red or blue or some other color.

The_Show
January 20th, 2014, 03:35 PM
Sorry if this question was repeated, but as stated, 8BPP mode won't accept the sphere files (effectively making the video provided worthless), is there any way I can get the tilemap into a RAW file? I really don't want to make the map tile-by-tile in NTME.

First, open up the tilemap file that Sphere created. You must now take a screenshot of the tiles (like the guy does in the youtube video provided for this tutorial). Open up the screenshot in Gimp, turn on your grid, and edit the picture until you have a perfect tileset that fits in the 8x8 pixel grid. Export/Save the file as a PNG. As long as it doesn't have over 256 different tiles, it should open up fine in NTME 8BPP mode.

A little help please. I followed everything but once I check the map on VBA, it seems glitchy. Here's a link since I can't post images yet.

i872.photobucket.com/albums/ab289/miggy93/untitled.png


I've encountered this problem before. When you are making your tilemap on NTME, in the bottom right hand corner, make sure you set it to "R/S WM". If it is just at CUSTOM, your map will glitch like it did in the picture.

what tile molester you are using? i do all things but then i try to import .pal file i cant, cuz my tilemolester doesnt support .pal ? Here a screen.

http://dl.dropbox.com/u/2612841/pal-file.png

Download Tile Molester Alternate. It's easy to find on the internet. TMA can only open a rom ONCE, but you can fix this problem here (http://www.pokecommunity.com/showthread.php?t=239080).

Now you'll be able to import your file.