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  #26    
Old September 27th, 2010 (11:55 PM).
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There are a few maps you have not yet added such as the prototype Safari Zone and Lake of Rage maps.
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  #27    
Old September 28th, 2010 (02:53 AM).
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Quote originally posted by ggctuk:
There are a few maps you have not yet added such as the prototype Safari Zone and Lake of Rage maps.
Does it really matter ?
I mean, if you want to edit those, you at least need to create events for them - and that's about the same as creating the whole map from scratch.
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  #28    
Old September 28th, 2010 (10:49 AM).
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No, it doesn't really matter but AM has complete listings of maps regardless of whether they are unused or not.
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  #29    
Old September 28th, 2010 (02:01 PM).
Lin Lin is offline
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Quote originally posted by ggctuk:
There are a few maps you have not yet added such as the prototype Safari Zone and Lake of Rage maps.
Wrong. First off, the Safari Zone is there, in bank 3 (map 81). Second, I didn't "have not added yet" any maps; it's all automatic. Every map you see in the game is there. If you want to load a beta map, use the Load Map from Address feature.
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  #30    
Old September 28th, 2010 (02:24 PM).
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Quote originally posted by ggctuk:
No, it doesn't really matter but AM has complete listings of maps regardless of whether they are unused or not.
The reason for that is because all the “beta” maps in the GBA games are complete enough for a map editor to include them by default. By contrast, the G/S beta maps consist only of block data, with no headers. This means that to display them, the editor would have to guess or hardcode:
  • the size of the map
  • the tileset for the map
  • events
  • scripts
  • location on the world map
and more. This data just doesn’t exist for the beta maps (with the notable exception of the Safari Zone, which is why it does appear in most map editors). And because the maps don’t have headers, you can’t use them in your hack anyway.
Quote originally posted by Lin:
Well, after reading feedback from more place than one, it looks like a lot of people who knew what they were doing were a little disappointed. I created this editor for two reasons:
1. I needed a project at the time, plus this was a big learning experience for me…
Cool. Now get back to work on your Zelda editor!

Do you have plans to release the source code?
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  #31    
Old September 30th, 2010 (08:50 AM).
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Glad to see this get made. I'm sick of GBA hacks all of the time
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  #32    
Old October 3rd, 2010 (04:28 AM).
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This, is amazing! Great job!
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  #33    
Old October 7th, 2010 (09:15 AM).
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Mine's not working I know this will be a great tool :'( mine just says microsoft NET framework i dunno how to fix it tho
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  #34    
Old October 7th, 2010 (09:55 AM). Edited October 7th, 2010 by miksy91.
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Here is a major bug you might want to fix - not sure if this happens for someone else

I don't know how this properly works but for example when I modify the events of Route 45, the route gets completely messed up.
No idea why it does that though...

EDIT:
Let's explain a little better :D
Even the change of Picture Number can affect the map in that way, and when done so, VBA gives you an error report of "wrong script pointer" ?
After that, the game freezes.

Also, it's not like I need the tool to change Picture Numbers of people but you should really fix it.
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  #35    
Old October 7th, 2010 (06:36 PM).
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Quote originally posted by miksy91:
Here is a major bug you might want to fix - not sure if this happens for someone esle

I don't know how this properly works but for example when I modify the events of Route 45, the route gets completely messed up.
No idea why it does that though...
Oh my gosh! Me too! It is really annoying. I've had to re-start a bunch.
  #36    
Old October 7th, 2010 (09:20 PM).
Lin Lin is offline
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Quote originally posted by miksy91:
Here is a major bug you might want to fix - not sure if this happens for someone else :S

I don't know how this properly works but for example when I modify the events of Route 45, the route gets completely messed up.
No idea why it does that though...

EDIT:
Let's explain a little better :D
Even the change of Picture Number can affect the map in that way, and when done so, VBA gives you an error report of "wrong script pointer" ?
After that, the game freezes.

Also, it's not like I need the tool to change Picture Numbers of people but you should really fix it.
I'm not sure. It might be like another error where it's map-specific. Try resetting the map's script and seeing if anything changes.
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  #37    
Old October 26th, 2010 (05:47 AM).
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What does the bottom two abbreviations in the connections window stand for? I don't have enough courage ruining another hack, while trying to change the map connections...
  #38    
Old October 26th, 2010 (06:56 PM).
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Quote originally posted by Sou1forged:
What does the bottom two abbreviations in the connections window stand for? I don't have enough courage ruining another hack, while trying to change the map connections...
Just make a backup, try it out, and restore from backup if things don’t work.
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  #39    
Old October 26th, 2010 (09:52 PM). Edited October 27th, 2010 by Sou1forged.
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Quote originally posted by IIMarckus:
Just make a backup, try it out, and restore from backup if things don’t work.
Yeah, that's what I usually do, but on more than one occasion I accidentally applied the changes to both hack and backup. Normally I can reverse these things by hand, but when I don't know exactly what I'm doing, I can't know what went wrong and therefore cannot fix it...

Edit: I tried it again and ended up with the same problem I had last time; As soon as I use the new connection, I end up being stuck between the two maps. Until I know what the bottom two boxes are for, I won't be able to tell what I did wrong...
  #40    
Old October 27th, 2010 (10:30 PM).
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The question mark on the top left is there for a reason. Click it and then click the labels or the box that goes with them. They're actually memory pointers, and I'm not 100% on what they do. They're the things that make connections hard. The only thing I remember about them is one is where the data starts for the other map and the other is where you should be able to stand to see the other map.
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  #41    
Old October 30th, 2010 (10:32 AM).
Sou1forged Sou1forged is offline
 
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Quote originally posted by Lin:
The question mark on the top left is there for a reason. Click it and then click the labels or the box that goes with them. They're actually memory pointers, and I'm not 100% on what they do. They're the things that make connections hard. The only thing I remember about them is one is where the data starts for the other map and the other is where you should be able to stand to see the other map.
Sorry, I didn't see it. You must have made it to obvious... :P
I'll check into it immediately... Oh, and nice tool you've made. I was about to publish a long tutorial on how to create your own tileset, but this tool enables me to shorten it down drastically, and almost render it obsolete. I may publish the collision data type list, though I doubt it will be of much use.
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I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre
  #42    
Old October 30th, 2010 (12:10 PM).
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Will you be making it compatible with Crystal?
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  #43    
Old November 6th, 2010 (02:24 PM).
redsaber5859 redsaber5859 is offline
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Nice editor, but I agree with the third post, it could make people such as Koolboyman a little pissed...

But thats life, the n00bs winning every race Good editor nonetheless
  #44    
Old November 6th, 2010 (11:26 PM).
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Hm... making JohtoMap compatible with Pokémon Crystal wouldn't be a bad idea, actually. :)
But if it seems this map editor won't be updated anymore, then I guess it won't be added. However, 1st and 2nd generation seem to have the exact mapping engine, except the 2nd generation has the palette changes for the real time clock. But the 1st generation does indeed use different palettes for every map, so it would show up in those palettes on Super GameBoy or Pokémon Stadium.

If there was a map editor for the 1st generation that would load all the tiles from the ROM itself, then it would be great.

However, I do see that hex editing the 1st and 2nd generation is much quicker than any other generations.
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  #45    
Old November 11th, 2010 (10:34 AM).
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this is great! apart from you can walk all over half of the blacks like the bottom set of housing on the pallete
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  #46    
Old November 28th, 2010 (02:39 AM).
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Hi Lin, congratulations, this tool is so useful! I would like to use the beta tilesets, will you add this option? It would be very useful.

Bye
  #47    
Old November 28th, 2010 (02:51 AM).
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Quote originally posted by Black pass:
Hi Lin, congratulations, this tool is so useful! I would like to use the beta tilesets, will you add this option? It would be very useful.

Bye
To do so, just change the [Tileset] byte inside the Map Header of the edited map. It's actually the first byte in the header.

See this doc. for details:
http://hax.iimarck.us/topic/15/

The Map Header structure is the same in GSC as in RBY.
This may feel hard in the beginning but if you're about to make a hack of G/S, you've to learn how to do things like that
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  #48    
Old December 21st, 2010 (03:58 AM).
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I'm going to double-post because the last message from me was at Nov 28th and this has nothing to do with it (and no one would see what I point out here).

This tool sure is great !
I haven't had any "bugs" anymore as I clearly know what each command is for.
*Might actually make a tutorial of using this thing but not sure...

Anyway, there is one thing with this tool that's bothering me.

If you for example put one more person to the map, it repoints the event data to the next following offset where there is free space for adding the data even though I'd like to put the data somewhere else. The editor doesn't leave the user the possibility to choose the offset itself.

The only problem is that if you for example repointed something else (like trainer type names text) just in front of the start data of the repointed event data, you won't have the space to expand it in need.

Of course you can always pass this problem by repointing the event data with a hex editor but this tool automatically adds the original event data to the repointed offset which makes it so useful :D
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  #49    
Old June 28th, 2011 (01:05 PM).
Lin Lin is offline
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Sorry for the bump, but this project has been updated. I also no longer work on it, so the source code has been released. Visit the main topic for download information.
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  #50    
Old June 28th, 2011 (01:40 PM).
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What about ClassicMap ?
Will you still be working on that ?? D:
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