The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > ROM Hacking > Tools, Tutorials & Resources
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices

Tools, Tutorials & Resources Various tools to help you develop your hacks can be found here.
New threads in this forum are to be approved by a moderator before they are displayed.

Closed Thread
 
Thread Tools
  #1    
Old October 5th, 2008, 08:14 AM
LU-HO's Avatar
LU-HO
Author of AdvanceMap
 
Join Date: Mar 2005
Location: Switzerland
Send a message via ICQ to LU-HO
Hello all

Because many people have requested it many times, i now write a tutorial for this.

What do you need:
- Hexeditor
- AdvanceMap
- Attachement (empty Tileset image [compressed])
- a bit of your brain

Introduction:
In this Tutorial, you will insert a empty Tileset. After inserting it, you have to add/insert the correct data with AdvanceMap.
As common, first create a Backup of your Hack, before starting this tutorial.

needed basic knowledge:
The Tileset Header has these parts:
[compressed, 1 Byte(00 not compressed or 01 compressed)][SubColorChoose, 1 Byte(00 for part 1 Tileset, 01 for part2 Tileset)][0000]
[Pointer to Tileset image, 4 Bytes]
[Pointer to Palettes, 4 Bytes]
[Pointer to BlockData, 4 Bytes]
[Pointer to BehaviorData(RSE) respectively Animations(FRLG), 4 Bytes]
[Pointer to Animations(RSE) respectively BehaviorData(FRLG), 4 Bytes]

To use the new Tileset in AdvanceMap, you have to attend to the AdvanceMap TilesetNumber calculation.
It work as follow:
TilesetNumber = (<TilesetHeader-Offset> - <TilesetHeader-Offset Tileset 0>) / 24.

To calculate the Offset of the Tileset you have to fit the same conditions:
<TilesetHeader-Offset> = <TilesetHeader-Offset Tileset 0> + (TilesetNumber * 24)
WARNING: on Emerald you have to add + 8 to the result!

Tileset-Header Offset, Tileset 0:
The Offset to calculate the Tileset Numbers for each Version/Language
Rubin:
AXVD=Hex: $2924DC / Dez: 2696412
AXVE=Hex: $286CF4 / Dez: 2649332
AXVJ=Hex: $25F15C / Dez: 2486620
AXVF=Hex: $28D958 / Dez: 2677080
AXVS=Hex: $28A28C / Dez: 2663052
AXVI=Hex: $2871E4 / Dez: 2650596

Saphier:
AXPD=Hex: $292470 / Dez: 2696304
AXPE=Hex: $286C84 / Dez: 2649220
AXPJ=Hex: $25F0EC / Dez: 2486508
AXPF=Hex: $28D8E8 / Dez: 2676968
AXPS=Hex: $28A21C / Dez: 2662940
AXPI=Hex: $287174 / Dez: 2650484

Emerald:
BPED=Hex: $3F1434 / Dez: 4133940
BPEE=Hex: $3DF704 / Dez: 4060932
BPEJ=Hex: $3B7B24 / Dez: 3898148
BPEF=Hex: $3E45F0 / Dez: 4081136
BPES=Hex: $3E2D60 / Dez: 4074848
BPEI=Hex: $3DC448 / Dez: 4047944

Leaf Green:
BPGD=Hex: $2D4998 / Dez: 2967960
BPGE=Hex: $2D4A74 / Dez: 2968180
BPGJ=Hex: $298B24 / Dez: 2722596
BPGF=Hex: $2CEEC4 / Dez: 2944708
BPGS=Hex: $2D023C / Dez: 2949692
BPGI=Hex: $2CDB54 / Dez: 2939732

Fire Red:
BPRD=Hex: $2D49B8 / Dez: 2967992
BPRE=Hex: $2D4A94 / Dez: 2968212
BPRJ=Hex: $298B44 / Dez: 2722628
BPRF=Hex: $2CEEE4 / Dez: 2944740
BPRS=Hex: $2D025C / Dez: 2949724
BPRI=Hex: $2CDB74 / Dez: 2939764

1. Step: search Offset
1. Open AdvanceMap.
2. Open your ROM, where you want to insert the new Tileset.
3. Use the "Find free space"-Function to find a free space for your Tileset. (660 Bytes)

4. insert 660 for Needed Bytes and click "OK" to start the search.

For Example i get the Offset: $718C40 (I use FireRed German)

2. Step: Calculate the effective offset (AM-Logic)
As Described above, we have to calculate the correct offset, otherwise AdvanceMap cannot handle the Tileset.
Wie have to calculate the "Formula" forth ans back:
TilesetNummer = (<TilesetHeader-Offset> - <TilesetHeader-Offset Tileset 0>) / 24.
<TilesetHeader-Offset> = <TilesetHeader-Offset Tileset 0> + (TilesetNummer * 24)

I use FireRes German, it have the Code BPRD, so i have to use $2D49B8 as Offset from Tilesets 0.
$718C40 - $2D49B8 = $444288 / $18 = $2D81B -> 186395
or in Decimal:
7441472 - 2967992 = 4473480 / 24 = 186395
(PS: I never say it would be an nice TilesetNumber. )

Hm... now the implausibly case occur, that it result a integer.
In the normal case you have a decimal place...
Therefore wie will now cutoff the decimal place and add 1 to the number.
186395+1 => Tileset Number: 186396

And now wie calculate our Offset:
186396 * 24 = 4473504 + 2967992 = 7441496 -> $718C58
(If it would be an Emerald-ROM we have to add +8)
Tileset-Header Offset: $718C58

3. Step: Insert Tileset-Image Data
1. Open your Hexeditor
2. Open your ROM and goto the calculated TilesetHeader Offset.
3. we skip 24 Bytes for TilesetHeader. -> $718C70 (we notice this Offset)
4. Open the empty Tileset in Attachemend in your Hexeditor.
5. And insert the content to the actual place in your ROM.
5.1. Select filecontent ($50 / 80 Bytes)
5.2. Edit-> copy
5.3. select the same amount of bytes at teh currend position of your ROM ($50 / 80 Bytes) $718C70 to $718CC0

5.4. Edit->past


4. Step: insert Palette Data
We notice the actual Offset, after inserting TilesetImage. -> $718CC0
A Palette have 16*16 Colors, each have 2 Bytes.
16*16*2 = 512
We "insert" a empty Palette, so we just skip 512 FF-Bytes. -> $718EC0

5. Step: insert Block-Data
We notice the actual Offset, after inserting Palettes. -> $718EC0
Now we insert the Block-Data for 4 empty Blocks.
1 Block have 16 Bytes. (2 Byte for each Tile on it.)
16*4=64
We insert 64 00-Bytes.


6. Step: Insert Behavior-Data
We notice the actual Offset, after inserting Block-Data.-> $718F00
With Behavior-Data i mean the Behavior-Byte and Background-Byte form Block editor.
We insert Behavior-Data for the 4 Blocks wie inserted before.
On RSE this are 2 Bytes each Block.
On FR/LG this are 4 Bytes each Block.
4*4=16
We insert 16 00-Bytes.


7. Step: insert TilesetHeader
Now we insert the TilesetHeader itself, goto the calculated Offset ($718C58).
The parts of the TilesetHeader was:
[compressed, 1 Byte(00 not compressed or 01 compressed)][SubColorChoose, 1 Byte(00 for part 1 Tileset, 01 for part2 Tileset)][0000]
[Pointer to Tileset image, 4 Bytes]
[Pointer to Palettes, 4 Bytes]
[Pointer to BlockData, 4 Bytes]
[Pointer to BehaviorData(RSE) respectively Animations(FRLG), 4 Bytes]
[Pointer to Animations(RSE) respectively BehaviorData(FRLG), 4 Bytes]

For our Example this would be: (we need the noticed Offsets)
[01(because it was a compressed Tileset image, we inserted.)][01(because part 2)][0000]
[708C7108] (Offset was: $718C70)
[C08C7108] (Offset was: $718CC0)
[C08E7108] (Offset was: $718EC0)
[00000000] (We have no Animations.)
[008F7108] (Offset was: $718F00)


Now we have to save the Changes, and close the Hexeditor.

8. Step: use new Tileset on an existing map in AdvanceMap
1. open AdvanceMap and your ROM
2. open the Map
3. change to Headerview (the Normal, not professional View)
4. insert our TilesetNumber -> 186396
5. press "Change Tileset"-Button.

6. now change the Map forth and Back, so AdvanceMap load the Tileset correctly.

9. Step: change Tilesetdata
So, now you can change the Tileset Data(Image, Palettes, Block-Data, Behavior-Data) with the Blockeditor.

On the Image you see the 4 new Blocks und the new Tileset image within the red border.

PS: Do not forget the first Tile on each Tileset have to be plain in the first color of the Tileset.

create part 1 Tilesets
Warning on each who want to create part 1 Tilesets!
If you want to create a Tileset for part 1, you have to do this changes on the Tutorial:
All versions:
use 00 for SubColorChoose not 01.

RSE:
You have to insert Block- and Behavior-Data for 512 Blocks, not only 4 Bocks.
that is: 512*16=8192 00-Bytes als Block-Data. 512*2 = 1024 00-Bytes als Behavior-Data.

FR/LG:
You have to insert Block- and Behavior-Data for 640 Blocks, not only 4 Bocks.
that is: 640*16=10240 00-Bytes as Block-Data. 640*4 = 2560 00-Bytes as Behavior-Data.

PS: or you skip the same amount FF-Bytes, i will not you typing your fingers sore. But, Warning!!!.
You have to search a bigger free space at the beginning.
AND WARNING!!! if you skip this Bytes, you will get a really great free space, and AdvanceMap will find this free space on next automaticaly Offset search for inserting some thing. Perhaps on inserting a new Map. And if you change the BlockData afterwards, it would override the Map with your Blockdata, and your map is destroyed!!!

final remark:
This Tutorial is Copyright by LU-HO Poké.
It is not allowed to publish this Tutorial/Images/Attachement on other boards/web pages, expect my explicit permission.
Linking it is allowed.

Greetings LU-HO
Attached Files
File Type: zip EmptyTileset.zip‎ (187 Bytes, 767 views) (Save to Dropbox)
__________________
Hello out there, you perhaps notice already, I'm no longer active in RomHacking.


It's finally here, AdvanceMap 1.95 (Open Beta).
get it: [Release] AdvanceMap 1.95 Open Beta
Questions about AdvanceMap, found bugs, problems on using it? => contact me.

All versiones of Advance Map are available on ampage.no-ip.info.
The newest version of AdvanceMap is AM 1.95 get it.

Greetz goes to:
Mastermind_X, Tutti, Scizz, Darkmaster01, Tauwasser, F-Zero, Jiggly, Filb, Lugia2000, Mulle, Philb, Jay, TraX, Spacy, Mikaron, Coolman, CrazyNebulak, Arty und Serwe.


Last edited by LU-HO; October 19th, 2008 at 09:33 AM.
  #2    
Old October 5th, 2008, 10:38 AM
ZodiacDaGreat's Avatar
ZodiacDaGreat
Working on a Mobile System
 
Join Date: Feb 2007
Location: South Pacific
Age: 22
Gender: Male
Nature: Relaxed
Send a message via ICQ to ZodiacDaGreat
Ah, cool.... I hope you implement this in Advance Map cause I'll be needing this
__________________
  #3    
Old October 5th, 2008, 11:21 AM
LU-HO's Avatar
LU-HO
Author of AdvanceMap
 
Join Date: Mar 2005
Location: Switzerland
Send a message via ICQ to LU-HO
Quote:
Originally Posted by ZodiacDaGreat View Post
Ah, cool.... I hope you implement this in Advance Map cause I'll be needing this
It will take much time until AdvanceMap will be released, so i released this tutorial so you don't have to wait until i release it, and you can insert new Tilesets now.
__________________
Hello out there, you perhaps notice already, I'm no longer active in RomHacking.


It's finally here, AdvanceMap 1.95 (Open Beta).
get it: [Release] AdvanceMap 1.95 Open Beta
Questions about AdvanceMap, found bugs, problems on using it? => contact me.

All versiones of Advance Map are available on ampage.no-ip.info.
The newest version of AdvanceMap is AM 1.95 get it.

Greetz goes to:
Mastermind_X, Tutti, Scizz, Darkmaster01, Tauwasser, F-Zero, Jiggly, Filb, Lugia2000, Mulle, Philb, Jay, TraX, Spacy, Mikaron, Coolman, CrazyNebulak, Arty und Serwe.

  #4    
Old October 5th, 2008, 07:39 PM
Darthatron's Avatar
Darthatron
巨大なトロール。
Community Supporter
 
Join Date: Jan 2006
Location: Melbourne, Australia
Age: 23
Gender: Male
Nature: Modest
Very nice. And pretty easy to understand. =) I can't wait until you implement it into Advance Map.
__________________
あなた は しきしゃ です
わたし は ばか です
  #5    
Old October 6th, 2008, 02:33 AM
Thrace's Avatar
Thrace
@tion
 
Join Date: Jun 2007
Age: 24
Gender: Male
This is nice, I'm not sure how useful this is though. Surely there are enough tilesets already. I'd really like to see a tutorial on how to add animations to tiles.
__________________
  #6    
Old October 6th, 2008, 02:53 PM
cooley's Avatar
cooley
///Keepin' it simple
 
Join Date: Feb 2007
Location: United States
Age: 20
Gender: Male
Nature: Impish
Send a message via Windows Live Messenger to cooley Send a message via Skype™ to cooley
This is definitely useful to some "graphical" Hackers, Maybe I should make a "Calculator" Tool for it, but it doesn't seem to really spark my interests. I just don't know...
__________________

  #7    
Old October 13th, 2008, 02:18 PM
Derlo's Avatar
Derlo
Braziliam Hacker!! De Mossoró
 
Join Date: Aug 2007
Send a message via Windows Live Messenger to Derlo
Hello!
This is really a great tutorial!!
Well, I followed all correctly of the steps (I Think so)...
Everything gave right in AMAP.... but when I will play Rom
in the emulator the palettes don't work!
Here below the image:

What should I make for adjusting that?
  #8    
Old October 13th, 2008, 03:05 PM
Lady Berlitz's Avatar
Lady Berlitz
Cinnamon ♪
 
Join Date: May 2007
Location: An igloo in Canada
Nature: Adamant
Wow, a tutorial by LU-HO? This is unexpected.
Also, this is quite original, as most tutorials have the same idea; but this is totally different.

I'm a little lazy when it comes to following step-by-step things, but I'll try this at one point.

Thanks for writing this! It seems like it can add a lot better hacks to PC over time.
__________________
_█████████_
_█▄█████▄█_
_█▼▼▼▼▼▼▼█_
██_______██
_█▲▲▲▲▲▲▲█_
_█████████_
_██_____██_
  #9    
Old October 14th, 2008, 02:31 PM
LU-HO's Avatar
LU-HO
Author of AdvanceMap
 
Join Date: Mar 2005
Location: Switzerland
Send a message via ICQ to LU-HO
Quote:
Originally Posted by Derlo View Post
Hello!
This is really a great tutorial!!
Well, I followed all correctly of the steps (I Think so)...
Everything gave right in AMAP.... but when I will play Rom
in the emulator the palettes don't work!
Here below the image:

What should I make for adjusting that?
Can you please post an Image of the palettes from VisualBoyAdvance.
and some pictures with the palettes from AdvanceMap, so i can see where exactly is the difference.
__________________
Hello out there, you perhaps notice already, I'm no longer active in RomHacking.


It's finally here, AdvanceMap 1.95 (Open Beta).
get it: [Release] AdvanceMap 1.95 Open Beta
Questions about AdvanceMap, found bugs, problems on using it? => contact me.

All versiones of Advance Map are available on ampage.no-ip.info.
The newest version of AdvanceMap is AM 1.95 get it.

Greetz goes to:
Mastermind_X, Tutti, Scizz, Darkmaster01, Tauwasser, F-Zero, Jiggly, Filb, Lugia2000, Mulle, Philb, Jay, TraX, Spacy, Mikaron, Coolman, CrazyNebulak, Arty und Serwe.

  #10    
Old October 14th, 2008, 03:49 PM
Megiddo-san's Avatar
Megiddo-san
Barium - Summer '12 Return?
 
Join Date: Dec 2007
Location: Where you least expect it
Age: 22
Gender: Male
Nature: Relaxed
Send a message via Windows Live Messenger to Megiddo-san
I have the same problem.
Spoiler:

__________________

Hashire! Asu e tsudzuku shinka no micha wa
  #11    
Old October 14th, 2008, 05:38 PM
Derlo's Avatar
Derlo
Braziliam Hacker!! De Mossoró
 
Join Date: Aug 2007
Send a message via Windows Live Messenger to Derlo
The image of Meggido is the same that mine!
I also used PAL7.
And in Palet View of VBA all the colors are white.
  #12    
Old October 15th, 2008, 11:42 AM
LU-HO's Avatar
LU-HO
Author of AdvanceMap
 
Join Date: Mar 2005
Location: Switzerland
Send a message via ICQ to LU-HO
pleas try to replace all 512 Byte of the palette with 00-Bytes instant of let them FF.
and report what happen if you change the colors afterwards.
the problem might be that FFFF is not a valid Color code 7FFF is the highest valid color. so if all are 0000 this would fix this.
__________________
Hello out there, you perhaps notice already, I'm no longer active in RomHacking.


It's finally here, AdvanceMap 1.95 (Open Beta).
get it: [Release] AdvanceMap 1.95 Open Beta
Questions about AdvanceMap, found bugs, problems on using it? => contact me.

All versiones of Advance Map are available on ampage.no-ip.info.
The newest version of AdvanceMap is AM 1.95 get it.

Greetz goes to:
Mastermind_X, Tutti, Scizz, Darkmaster01, Tauwasser, F-Zero, Jiggly, Filb, Lugia2000, Mulle, Philb, Jay, TraX, Spacy, Mikaron, Coolman, CrazyNebulak, Arty und Serwe.

  #13    
Old October 15th, 2008, 02:20 PM
Megiddo-san's Avatar
Megiddo-san
Barium - Summer '12 Return?
 
Join Date: Dec 2007
Location: Where you least expect it
Age: 22
Gender: Male
Nature: Relaxed
Send a message via Windows Live Messenger to Megiddo-san
When I changed them all to 00 then redid the edit, the tile turned out all black.
__________________

Hashire! Asu e tsudzuku shinka no micha wa
  #14    
Old October 16th, 2008, 03:51 AM
Derlo's Avatar
Derlo
Braziliam Hacker!! De Mossoró
 
Join Date: Aug 2007
Send a message via Windows Live Messenger to Derlo
I also tried that.
And the same thing of Meggido happened.
Now everything that was WHITE, was BLACK!

The problem for the the one that I saw is the following:
AMAP recognizes the offset of the palettes, but VBA no.
If I use the normal palettes of the rom, the tiles are visible,
but when I use the new palette that problem happens.
  #15    
Old October 19th, 2008, 09:31 AM
LU-HO's Avatar
LU-HO
Author of AdvanceMap
 
Join Date: Mar 2005
Location: Switzerland
Send a message via ICQ to LU-HO
Hello all

I found the error for megiddo and Derlo.
you have to use 01 for SubColorChoose.
so the header for my example is:
[01(because it was a compressed Tileset image, we inserted.)][01(because part 2)][0000]
[708C7108] (Offset was: $718C70)
[C08C7108] (Offset was: $718CC0)
[C08E7108] (Offset was: $718EC0)
[00000000] (We have no Animations.)
[008F7108] (Offset was: $718F00)

I fixed this in the tutorial text.

sorry i forget this Part "

Greetz LU-HO
__________________
Hello out there, you perhaps notice already, I'm no longer active in RomHacking.


It's finally here, AdvanceMap 1.95 (Open Beta).
get it: [Release] AdvanceMap 1.95 Open Beta
Questions about AdvanceMap, found bugs, problems on using it? => contact me.

All versiones of Advance Map are available on ampage.no-ip.info.
The newest version of AdvanceMap is AM 1.95 get it.

Greetz goes to:
Mastermind_X, Tutti, Scizz, Darkmaster01, Tauwasser, F-Zero, Jiggly, Filb, Lugia2000, Mulle, Philb, Jay, TraX, Spacy, Mikaron, Coolman, CrazyNebulak, Arty und Serwe.

  #16    
Old October 19th, 2008, 05:53 PM
Derlo's Avatar
Derlo
Braziliam Hacker!! De Mossoró
 
Join Date: Aug 2007
Send a message via Windows Live Messenger to Derlo
Thank you LUHO!!
Now it is perfectly working!
You are the best!
  #17    
Old November 2nd, 2008, 09:08 AM
Neti's Avatar
Neti
Follow @PokeNeti on Twitter
 
Join Date: Mar 2008
Location: Cologne, Germany
Age: 22
Gender: Male
Nature: Relaxed
Really useful, but i think i would die when trying it
i would really appreciate someone making a tool for this
__________________
  #18    
Old November 2nd, 2008, 09:12 AM
LU-HO's Avatar
LU-HO
Author of AdvanceMap
 
Join Date: Mar 2005
Location: Switzerland
Send a message via ICQ to LU-HO
Quote:
Originally Posted by Neti View Post
Really useful, but i think i would die when trying it
i would really appreciate someone making a tool for this
Hacking with tools is no spezial skill.
If you want be a RomHacker you have to know how you use the Hexeditor.
And this Tutorial is a Simple description how you could add a new Tileset with a HexEditor. No spezial/difficult thing for a real RomHacker.
__________________
Hello out there, you perhaps notice already, I'm no longer active in RomHacking.


It's finally here, AdvanceMap 1.95 (Open Beta).
get it: [Release] AdvanceMap 1.95 Open Beta
Questions about AdvanceMap, found bugs, problems on using it? => contact me.

All versiones of Advance Map are available on ampage.no-ip.info.
The newest version of AdvanceMap is AM 1.95 get it.

Greetz goes to:
Mastermind_X, Tutti, Scizz, Darkmaster01, Tauwasser, F-Zero, Jiggly, Filb, Lugia2000, Mulle, Philb, Jay, TraX, Spacy, Mikaron, Coolman, CrazyNebulak, Arty und Serwe.

  #19    
Old November 2nd, 2008, 09:20 AM
Zeikku™'s Avatar
Zeikku™
Johto remaker
 
Join Date: Aug 2007
Location: London, England
Age: 22
Gender: Male
Nature: Naughty
Send a message via Windows Live Messenger to Zeikku™
Quote:
Originally Posted by LU-HO View Post
Hacking with tools is no spezial skill.
If you want be a RomHacker you have to know how you use the Hexeditor.
And this Tutorial is a Simple description how you could add a new Tileset with a HexEditor. No spezial/difficult thing for a real RomHacker.
I actually agree that this doesn't seem too hard, thanks for the tut anyways,
I need to try this when I'm free
I agree that real rom hackers should be able to hex edit,
that is completely true. Not everything is tool based yet xD
__________________

Follow me on Twitter by clicking on my signature.
  #20    
Old November 2nd, 2008, 10:33 AM
torferno lvl-X's Avatar
torferno lvl-X
learning asm
 
Join Date: Sep 2008
Gender:
Nature: Relaxed
I'm gonna try this immediately.
__________________
The best hacks ever:
Spoiler:




I'm a spriter for



Insert new pokemon WITHOUT removing old ones up to 25!
Tom's PokePet

Charizard the level 36 Charizard!

For All GBC hackers!
  #21    
Old November 11th, 2008, 03:12 AM
dragonarche's Avatar
dragonarche
Is back :D
 
Join Date: Apr 2008
Location: New bark town
Gender: Male
Nature: Brave
Send a message via Windows Live Messenger to dragonarche
good tut
very clear instructions thanks
now i can add whole new tiles












~Shadow Magikarp
__________________

Experienced Vb.net and C# Dev
  #22    
Old December 8th, 2008, 12:16 PM
ZodiacDaGreat's Avatar
ZodiacDaGreat
Working on a Mobile System
 
Join Date: Feb 2007
Location: South Pacific
Age: 22
Gender: Male
Nature: Relaxed
Send a message via ICQ to ZodiacDaGreat
Hmm.. There's something I needed to ask.
Quote:
Originally Posted by LU-HO
A Palette have 16*16 Colors, each have 2 Bytes.
16*16*2 = 512
Um, I don't think its 16. 12 for secondary tilesets and 6 for the main tileset, that's for RSE I suppose.

Edit: Ah, I see now LU-HO, Amap shifts some bytes down... Anyway, I'm fine now.
@Others: People who want a tool for this, expect one soon. "AXVE" & "BPRE" are already supported

Edit2: Tool is out check the toolbox
__________________

Last edited by ZodiacDaGreat; December 8th, 2008 at 10:52 PM.
  #23    
Old December 19th, 2008, 09:00 PM
Liquid Shadow's Avatar
Liquid Shadow
xD
 
Join Date: Mar 2008
Gender:
Would there be a way to change the dimensions of the tileset you can insert into RUBY using the hex data given? This would be really helpful as it will allow more leniency in how big your tileset should be.
  #24    
Old December 19th, 2008, 11:07 PM
ZodiacDaGreat's Avatar
ZodiacDaGreat
Working on a Mobile System
 
Join Date: Feb 2007
Location: South Pacific
Age: 22
Gender: Male
Nature: Relaxed
Send a message via ICQ to ZodiacDaGreat
lol, that's easy. Although at present theres no such tool that can resize your tileset for you but you could easily dump tilesets of any sizes from unLZ and edit them with tiles you favor.
__________________
  #25    
Old December 20th, 2008, 06:39 AM
LU-HO's Avatar
LU-HO
Author of AdvanceMap
 
Join Date: Mar 2005
Location: Switzerland
Send a message via ICQ to LU-HO
Quote:
Originally Posted by NeoNemesis View Post
Would there be a way to change the dimensions of the tileset you can insert into RUBY using the hex data given? This would be really helpful as it will allow more leniency in how big your tileset should be.
Hi

No it is not possible to insert a bigger (first part) Tileset. (Image or block count)

If it would be possible, it would be very hard ASM (assembler) work.
and no body knows how it could work, or where he have to change the ASM.

Greetz LU-HO
__________________
Hello out there, you perhaps notice already, I'm no longer active in RomHacking.


It's finally here, AdvanceMap 1.95 (Open Beta).
get it: [Release] AdvanceMap 1.95 Open Beta
Questions about AdvanceMap, found bugs, problems on using it? => contact me.

All versiones of Advance Map are available on ampage.no-ip.info.
The newest version of AdvanceMap is AM 1.95 get it.

Greetz goes to:
Mastermind_X, Tutti, Scizz, Darkmaster01, Tauwasser, F-Zero, Jiggly, Filb, Lugia2000, Mulle, Philb, Jay, TraX, Spacy, Mikaron, Coolman, CrazyNebulak, Arty und Serwe.

Closed Thread
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 01:28 PM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.