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Tutorials Looking for a guide to help you out? Then you're in the right place! We've got everything you need, ranging from Mapping to Music!
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  #1  
Unread December 28th, 2008, 12:57 PM
haefele
Beginning Trainer
 
Join Date: Jun 2008
[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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Last edited by Manipulation; April 15th, 2010 at 03:58 PM.
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  #2  
Unread December 28th, 2008, 01:19 PM
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Hey Häfi,

well done. I think it's usefull for some hackers here
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Romhacking

Hey,

I'm currently working on my Pokémon™ Firered hack.
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  #3  
Unread December 28th, 2008, 03:09 PM
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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  
Unread December 29th, 2008, 10:26 PM
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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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Last edited by Neti; December 29th, 2008 at 10:34 PM.
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  #5  
Unread December 30th, 2008, 03:09 AM
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Quote:
Originally Posted by Neti View Post
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  
Unread December 31st, 2008, 12:30 AM
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This is very helpful. Thanks for posting this ^^
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  #7  
Unread December 31st, 2008, 03:04 AM
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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  
Unread December 31st, 2008, 10:41 AM
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Quote:
Originally Posted by Darthatron View Post
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  
Unread December 31st, 2008, 10:45 AM
X-Buster
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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  
Unread December 31st, 2008, 11:15 AM
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Quote:
Originally Posted by X-Buster View Post
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  
Unread December 31st, 2008, 12:16 PM
hi sir tomato my password is syvniti's Avatar
hi sir tomato my password is syvniti
gggggggggggggggggg
 
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Quote:
Originally Posted by X-Buster View Post
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  
Unread December 31st, 2008, 05:05 PM
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  
Unread January 1st, 2009, 08:25 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  
Unread January 5th, 2009, 09:37 PM
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Quote:
Originally Posted by Neti View Post
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  
Unread January 8th, 2009, 12:30 PM
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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  
Unread January 8th, 2009, 01:04 PM
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/W...pHackingFR.rar
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  #17  
Unread January 30th, 2009, 06:27 PM
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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:

Last edited by atanil; January 31st, 2009 at 10:02 AM.
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  #18  
Unread May 10th, 2009, 04:05 AM
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I need help, I can't find the hex numbers in hexecute. I need help!!!
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  #19  
Unread May 17th, 2009, 07:58 AM
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I can translate to french tutorial with credit
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  #20  
Unread May 25th, 2009, 11:55 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  
Unread May 26th, 2009, 12:16 PM
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how do you change the colors
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  #22  
Unread May 26th, 2009, 08:56 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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French translator tutorials
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  #23  
Unread May 27th, 2009, 09:29 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  
Unread May 31st, 2009, 10:11 PM
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Nice tutorial very Informitave
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  #25  
Unread August 19th, 2009, 04:07 AM
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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