Hey man, I recently saw that you helped to find the limiter bytes in FireRed for Jambo51's 649 Patch. What are the methods for finding such limiter bytes? (I'm assuming you didn't randomly change bytes to 00 at will) Because I am trying to do something similar for Ruby/Emerald, and am a newbie at expanding tables.
I also suspect that the limiters are the same in all three ROMs, so can you please post the FireRed limiters for testing on other ROMs?
I was looking at your thread on Porting the RS Tile System to Firered, and am trying to do the reverse to Emerald. That is, make the block amounts identical to Firered's.
I've already applied the changes for the tilesets themselves as described in the RS Major Tileset Hack thread by ZodiacDaGreat, and I'm trying to sort-of reverse engineer the information in your thread and apply it to Emerald. The problem is, I haven't hacked in a long time and am not very familiar with how hex editing works on a practical level. I figured I'd search Emerald for hex strings similar to the ones you found in Firered (correcting for the different block amount in Emerald) and come at the offsets for what needs to be changed to make it work. It seems like I don't know what to do with the offsets given in your final post however, as I am unable to goto them in a clean Firered ROM and see what you saw (for example: 080590D4, which I'm instructed to change to 0xFFFFF800 to duplicate what you did).
I'm assuming there's just a disconnect here in regards to my own knowledge of how hex editing works, but if you could point me in the right direction to applying Firered's tile amount to Emerald, I'd truly appreciate it!
EDIT: So I figured out that I was being stupid and trying to type in an 8 digit offset into a ROM that only goes up to FFFFFF. I see what you did and replicated your changes on Firered. I started searching Emerald for similar strings and found them, I just don't know if the things I'm finding are in the tileset data's areas. I guess I'll consult some Emerald hackers alongside your thread. Sorry for wasting your time!
I can't stop loling at the difference between unfathomably stupid and something that is fathom stupid. Oh the stupidity.
NintendoBoy: "You should make the editor for the best engine."
droomph: "You should try hex editing."
Implying that its something you actually have to learn.
Anyway, I don't understand what is so difficult about changing targets to make the editor for the best engine that's out there. There's no reason to have to wait to do it.
First of all, it's not your project so quit trying to be so controlling. Secondly, as stated several times in this thread and in the forum in general, B\W use 4th Gen map-system with improvements. Now tell me this: why would they completely ignore D/P and HG/SS just to make you happy? Once they have 4th gen mapping understood and de-mystified, then they already have a good portion of B\W de-mystified and understood -- which would mean B\W support wouldn't take as long to develop. However if they did as you suggested, they would have to start from scratch when they began working on 4th Gen only support. So write your own editor if it's that important to you, or wait like everybody else.
Fine. Everything you do sucks and is a pointless waste of time.
And I hardly see how Ruby Destiny had a terrible story. Reign of Legends, yeah, ok, I agree.
Rescue Rangers? Life of Guardians? Don't think so. Rescue Rangers is one of the greatest hacks made to this date.
That isn't what I said. I was asking whether or not you would like it if someone said the same about something you had worked on.
The Ruby Destiny series are some of the most well known hacks around. If you think you can do better, go ahead.
I don't care how much effort was put into something that has a bad end result. It is not to say that there has yet been a good hack that I have seen, so don't think I'm singling it out. But really, the amount of effort put into something doesn't change the fact that it's bad or good.