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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #1    
Old April 6th, 2008, 05:53 AM
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The town map in RBGY is stored using RLE(Run Lenth Encoding) compression,

So for example you want to lay down 4 land tiles you would with out RLE compression: 06 06 06 06, which RLE compression you write the Hexadecimal number of the Tile down then the number of times you would like to lay it down on the screen, e.g. 64.

I recomend repointing your maps data for saftey purposes as you may run out of room and not realise that you are writing over important data.

The maps pointer is at:
710D1


Kanto's Map is between:
71100-711AA

0 - Blank Tile (DONT USE!)
1 - Alternate Land Route Across
2 - Alternate Land Route Up
3 - Alternate Land mark
4 - Water
5 - Town
6 - Land
7 - White Title/Path
8 - North East Lands end
9 - North West Lands End
A - South West Lands End
B - South East Lands End
C - Land mark
D - One Sea Route Dot
E - Sea Dot Across
F - Sea Dot Up

I recomend doing your map in GSC first which uses no compression with its town map, then use it as a guide to create your RBGY version, iv found it is easiest to do it line by line, then when you have typed in each line indicate that you have somehow so you know where you are, like I did with Crion for my Red hack 'Pokemon Violet':

Line One - 48 91 61 81 44 A1 64 - Yes
Line Two - 41 91 61 81 42 91 61 51 62 45 64 - Yes
Line Three - 41 61 C1 61 41 91 62 71 61 51 81 44 A1 63 - Yes
Line Four - 41 A1 71 B1 41 61 73 61 71 B1 45 63 - Yes
Line Five - 42 C1 41 91 61 51 63 71 B1 45 A1 62 - Yes
Line Six - 42 71 91 75 61 51 61 81 45 62 - Yes
Line Seven - 42 71 61 71 61 51 61 71 61 71 62 45 A1 61 - Yes
Line Eight - 91 81 71 61 71 B1 F1 A1 71 61 C1 61 B1 47 - Yes
Line Nine - 72 51 72 41 F1 41 71 63 (49:Last tile 1st tile on L.10) - Yes
Line Ten - A1 61 B1 41 F1 91 71 51 71 C1 81 41 91 61 81 (47:Last 4 tiles 1st on line 11) - Yes
Line Eleven - 91 61 71 62 71 66 B1 42 91 - Yes
Line Twelve - 44 A1 61 C1 62 71 65 B1 42 91 61 - Yes
Line Thirteen - B1 61 A1 42 64 51 73 51 71 E3 C1 61 - Yes
Line Forteen - 61 51 71 E2 C1 62 B1 F1 A1 64 81 42 A1 61 - Yes
Line Fifteen - A1 62 81 41 A1 B1 42 F1 42 A1 B1 A1 B1 (45:Last tile 1st tile on L.16) - Yes
Line Sixteen - A1 61 B1 45 F1 4F:Last 5 tiles 1st tiles on L.17) - Yes
Line Seventeen - 44 F1 4A - Yes

A big thankyou has to go out to a guy called Hyperhacker who first found the maps location in the first place and how it is stored.
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Last edited by Cartmic; April 6th, 2008 at 07:19 AM.
  #2    
Old April 6th, 2008, 07:48 AM
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Now that it's documented, we should have no problem Making a tool for it, all we need is the data and the Pic of all Tiles used in the World Map.

  #3    
Old April 6th, 2008, 07:57 AM
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Quote:
Originally Posted by cooley View Post
Now that it's documented, we should have no problem Making a tool for it, all we need is the data and the Pic of all Tiles used in the World Map.
Well...Iv already provided all the data.
Heres the tiles:
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  #4    
Old April 6th, 2008, 07:59 AM
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Wow, That's all the tiles? xD

Well, I'll ask thethethethe if he wants to help make it. Thanks!

  #5    
Old April 6th, 2008, 08:31 AM
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Quote:
Originally Posted by cooley View Post
Wow, That's all the tiles? xD
Well incase you didnt notice it only goes upto F, so I would have expected that
  #6    
Old April 6th, 2008, 12:07 PM
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Black Charizard.
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Well since you first asked me I checked but seeing you'll ask thethethethe let him do it.
  #7    
Old April 7th, 2008, 03:47 AM
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Cool, thanks for posting this up Cartmic, how you specifically do it aswell, i'm sure for me this will come in handy later on.
  #8    
Old April 7th, 2008, 09:03 AM
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Woah, nice document. Now thats what I call handy...
I might try making a RBY hack now....but using a tool would be easier ...lol
  #9    
Old February 18th, 2010, 05:25 PM
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Quote:
Originally Posted by Binary View Post
Woah, nice document. Now thats what I call handy...
I might try making a RBY hack now....but using a tool would be easier ...lol
I really agree. some people are in this community because theres a bunch of information that can be put together to make tools. I think someone should make a tool for nobbs like us
  #10    
Old May 28th, 2010, 03:39 PM
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is the compression scheme (Run Length Encoding) for the mapping on RBY the same for compression of pokemon sprites in the same game?

Also does pokemon silver/gold also use Run Length Encoding?
Pokemon blue red yellow supporter!

Last edited by mcfreal; May 28th, 2010 at 03:48 PM.
  #11    
Old May 28th, 2010, 04:23 PM
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OMG I missed you Cartmic! Great document! God bless dude.
  #12    
Old June 1st, 2010, 12:11 PM
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once you changed the map, how can you move the cities?
(for example, while flying, the game opens the map for you to choose the city to go to: but if you change the map the new map's cities won't match the old cities).
Does anyone knows how to solve this using hexeditor?


Quote:
Originally Posted by mcfreal View Post
is the compression scheme (Run Length Encoding) for the mapping on RBY the same for compression of pokemon sprites in the same game?
Sprite compression in r/b/g/y involves RLE and something else that makes it damn complicated to understand...
it's a long time that I'm trying to deal with sprite compression, no solution yet.



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