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  #1    
Old December 28th, 2008 (04:57 AM). Edited April 15th, 2010 by hashtag.
haefele
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[TUT]Hacking the worldmap in Fr/Lg

1. Starting word
2. The right worldmap
3. Inserting the worldmap
4. Making and inserting the tilemap
5. Ending word

1. Starting word

Hi Guys, here I'll show you how to hack the worldmap in a Firered version.
I'll take a german firered version.

2. The right worldmap


The worldmap must be 208x144 or 192x144...
Also, your worldmap mustn't have more than 256 Tiles! If your worldmap has more difficult (!!!) tiles, you have to make another or change it.
The route and city markes must be at one 8x8 Tile, because, ingame you select 8x8 tiles with the cursor.

3. Inserting the Worldmap
This is one of the easiest steps! Open your rom in the Unlz GBA and go to ~190, Black/White.

Now save the picture and open it in paint.

Now take the tiles of the new Worldmap and paste it into paint,and save!
Now open Unlz GBA and go to the worldmap, insert yours with this checks, and define a new Offset.



4. Making and inserting the Tilemap

The worldmap looks ingame horrible, doesn't it?
We need the NTME or another Tilemap Creator, and have to open our Tileset.
Now make and save the tilemap.

Lastly, open the Unlz GBA once more, go to the worldmap and take "File"->"Load raw...", and import the Tilemap.
After that you have to write it in the rom, make "write to rom" and the check: "Export Palette", and write a new offset.
Save it and open the Hex Editor and you rom.
Look into the list of lu-ho for the offsets of the old tilemaps.

Spoiler:
Search in: POKEMON FIREBPRE
$3F089C
$3F0AFC
$3F0C0C
$3F0CF0

Search in: POKEMON LEAFBPGE
$3F06D8
$3F0938
$3F0A48
$3F0B2C

Search in: POKEMON FIREBPRD
$3F00F4
$3F0354
$3F0464
$3F0548

Search in: POKEMON LEAFBPGD
$3EFF30
$3F0190
$3F02A0
$3F0384

Search in: POKEMON FIREBPRI
$3E7B58
$3E7DB8
$3E7EC8
$3E7FAC

Search in: POKEMON LEAFBPGI
$3E7994
$3E7BF4
$3E7D04
$3E7DE8

Search in: POKEMON FIREBPRS
$3EAB70
$3EADD0
$3EAEE0
$3EAFC4

Search in: POKEMON LEAFBPGS
$3EA9AC
$3EAC0C
$3EAD1C
$3EAE00

Search in: POKEMON FIREBPRF
$3E8E58
$3E90B8
$3E91C8
$3E92AC

Search in: POKEMON LEAFBPGF
$3E8C94
$3E8EF4
$3E9004
$3E90E8


I need this.

Spoiler:
Search in: POKEMON FIREBPRD
$3F00F4
$3F0354
$3F0464
$3F0548

I'll take the first offset, the tilemap of the normal region.
Now, make the pointer of it.
[3F][00][F4] -> [F4][00][3F]+[08] -> F4003F08.
Search for it in your rom, and change the pointer, take your offset (mine was $810000 -> 00008108) and correct the old.
Thats it!

5. Ending word
Sooo... I didn't tell you how to change the palette, I think you can this.
The Tutorial is (c) by haefele.
Oh yes, I know that my worldmap wasn't like this one, i have talked about in the first step.
One thanks go to ~FunHouse~, he has correct my english.
Have fun and at making worldmaps! ;)
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  #2    
Old December 28th, 2008 (05:19 AM).
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Hey Häfi,

well done. I think it's usefull for some hackers here
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  #3    
Old December 28th, 2008 (07:09 AM).
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Thanks this is helpful my map sucks oh well but one thing when i import it to unLZ it says its not indexed O.o
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  #4    
Old December 29th, 2008 (02:26 PM). Edited December 29th, 2008 by Neti.
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you say i have to enter a new offset... but how do i know the offset? xD
im not really experienced in that stuff

i think iwould be able to find an offset with the fsf, but i dont know how mcuh space i need...
also i dont have a hex editor to change the offset later on. once i downloaded one it was bugging me... can you recommend one and give more details on that step please?
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  #5    
Old December 29th, 2008 (07:09 PM).
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Quote originally posted by Neti:
you say i have to enter a new offset... but how do i know the offset? xD
im not really experienced in that stuff

i think iwould be able to find an offset with the fsf, but i dont know how mcuh space i need...
also i dont have a hex editor to change the offset later on. once i downloaded one it was bugging me... can you recommend one and give more details on that step please?
yeah the last little bit is confusing for me too.I'll edit this post if i figure it out
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  #6    
Old December 30th, 2008 (04:30 PM).
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This is very helpful. Thanks for posting this ^^
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  #7    
Old December 30th, 2008 (07:04 PM).
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巨大なトロール。
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Oh, you nearly had it. However, you can have 4,096 unique tiles, and you can flip them.
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  #8    
Old December 31st, 2008 (02:41 AM).
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Quote originally posted by Darthatron:
Oh, you nearly had it. However, you can have 4,096 unique tiles, and you can flip them.
Erm.. And now I think YOU are wrong..?
> 8BPP tilemaps support tilesets with a maximum amount of 256 unique tiles..
> 4BPP tilemaps support tilesets with a maximum amount of 1024 unique tiles..
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  #9    
Old December 31st, 2008 (02:45 AM).
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I'd ask MasterMind_X months ago and he said that the worldmap can have 65535 kind of tiles..
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  #10    
Old December 31st, 2008 (03:15 AM).
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Quote originally posted by X-Buster:
I'd ask MasterMind_X months ago and he said that the worldmap can have 65535 kind of tiles..
I don't see how that would be possible.. At least, not for the formats I posted above!
> 8BPP tilemaps have one byte (8bits) available to store the tile number; so &hFF + 1 or 256 tiles maximum
> 4BPP tilemaps have 10bits available to store the tile number; so a maximum of &h3FF + 1 or 1024

An other format might have 16bits (2bytes) available for the tile number, so that would indeed make a maximum of &hFFFF + 1 or 65536

Anyways, B2T!
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  #11    
Old December 31st, 2008 (04:16 AM).
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hi sir tomato my password is syvniti
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Quote originally posted by X-Buster:
I'd ask MasterMind_X months ago and he said that the worldmap can have 65535 kind of tiles..
Are you sure you don't mean 65536? That would give you two bytes...

Edit: MR-I-CAN-WRITE-IT-FASTER-AND-MORE-CLEAR/D-Though... You're just SOOOO anoying sometimes
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  #12    
Old December 31st, 2008 (09:05 AM).
haefele
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Hmm, thats interesting, standartly I have 4BPP, and there I can use 256 Tiles.

Oh yes, I've made a videotutorial... I upload it now, and edit the link.
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  #13    
Old January 1st, 2009 (12:25 PM).
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Something about this is bugging me immensely. Every time I go to put in my world map, it tells me "File is not Indexed." Will someone explain to me what this means?
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  #14    
Old January 5th, 2009 (01:37 PM).
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Quote originally posted by Neti:
you say i have to enter a new offset... but how do i know the offset? xD
im not really experienced in that stuff

i think iwould be able to find an offset with the fsf, but i dont know how mcuh space i need...
also i dont have a hex editor to change the offset later on. once i downloaded one it was bugging me... can you recommend one and give more details on that step please?
um to get ur offset, try put it on the rom without changing offset and make sure 'auto abort if too big' is on a error box should pop-up saying 'compressed size is: __ which is too big. aborting' the __ is a hex no. which you need so remember it. press cancel and open the windows calculator on scientific mode. go into 'hex' and type in the hex no. from before, then switch to 'dec' or decimal and it will automatically be transferred into a decimal. this decimal is the amount of space you need to search for on fsf.
credit to >dante< for teaching me this
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  #15    
Old January 8th, 2009 (04:30 AM).
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What is the raw tilemap supposed to look like in unLZ? just like a bar or random squiggly stuff? or is it supposed to look like the map...?
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  #16    
Old January 8th, 2009 (05:04 AM).
haefele
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The tilemap looks in the Unlz GBA... ugly...
If you want to see, look my video tutorial, it's now online:
http://de.youtube.com/watch?v=EcMxqZ2DQok

Sorry for the bad quality, I've uploaded it one more time:
http://haefele.ha.funpic.de/Videos/WorldmapHackingFR.rar
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  #17    
Old January 30th, 2009 (10:27 AM). Edited January 31st, 2009 by atanil.
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How can I change that odd colors??

Edit:I have changed most of the colors but I can't change colors of the towns:
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  #18    
Old May 9th, 2009 (08:05 PM).
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I need help, I can't find the hex numbers in hexecute. I need help!!!
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  #19    
Old May 16th, 2009 (11:58 PM).
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I can translate to french tutorial with credit
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  #20    
Old May 25th, 2009 (03:55 AM).
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I don't very understand this tuto.
It's look like good but sometimes I don't understand.
If it was explain better maybe I understand it.
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  #21    
Old May 26th, 2009 (04:16 AM).
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how do you change the colors
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  #22    
Old May 26th, 2009 (12:56 PM).
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the problem is Pelet
problem is that I too
never really able to insert a worldmap
(I was come, but my last hurdle
was the range).
If I can solve this problem, you
will include a manually worldmap
from an already drawn image.
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  #23    
Old May 27th, 2009 (01:29 AM).
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Geez. This tutorial is helpful.. Oh by the way.. Im currently trying it right now.. :3

-Yasumin
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  #24    
Old May 31st, 2009 (02:11 PM).
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Nice tutorial very Informitave
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  #25    
Old August 18th, 2009 (08:07 PM).
DawnRyder
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OK. When I insert the image at a new offset, and open my rom in VBA the map is all screwy, but the palette is fine...

I used PTC for tilemap/tileset editing.

What did I do wrong?
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