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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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  #126  
Unread September 4th, 2011, 01:58 PM
Pokemon Valo Team
Beginning Trainer
 
Join Date: Sep 2011
Gender: Male
I succeeded, but fly screen and player movement on map isnt working?
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  #127  
Unread September 24th, 2011, 10:34 PM
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barkalar
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Join Date: Oct 2009
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I've never been able to open Cyclone because of this error. =/
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  #128  
Unread September 27th, 2011, 04:11 PM
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barkalar
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Yes! I got it to work. But I used NTME because Cyclone system error.
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  #129  
Unread October 3rd, 2011, 03:59 AM
AnonymousAgent
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Join Date: Sep 2011
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hey, great tutorial, but i just have one question:

i can't get the gnp image of the tileset to write to the rom, it just does nothing when i do everything the tutorial describes.

thanks!
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  #130  
Unread October 5th, 2011, 09:48 PM
neotornado
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Join Date: Oct 2011
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Sorry if this question was repeated, but as stated, 8BPP mode won't accept the sphere files (effectively making the video provided worthless), is there any way I can get the tilemap into a RAW file? I really don't want to make the map tile-by-tile in NTME.
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  #131  
Unread November 14th, 2011, 08:18 AM
markis
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Join Date: Apr 2011
Gender: Male
what tile molester you are using? i do all things but then i try to import .pal file i cant, cuz my tilemolester doesnt support .pal ? Here a screen.

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  #132  
Unread December 4th, 2011, 12:21 AM
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AlexTheRose
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Look, I've got the tileset written into the ROM, but it won't take the tilemap in the default offset—it just keeps saying "Compressed size is 2C0. Which is too big. Aborting." When I try to repoint it allows it, but it doesn't give me the Ptr Changed message, and that's no matter if I have "Automatically fix pointers" checked or not. Any idea what my problem is? It's a normal 8BPP tilemap made in Cyclone.
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  #133  
Unread December 18th, 2011, 10:49 PM
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vizarod
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but how do you make a world map to use???
I'm confused....
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  #134  
Unread December 25th, 2011, 08:16 AM
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AustinWolff
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Quote:
Originally Posted by vizarod View Post
but how do you make a world map to use???
I'm confused....
You have to litteraly draw/pixalate it on gimp or another paint program with a grid
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  #135  
Unread January 3rd, 2012, 07:06 AM
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when on tilemolesteralternate, I'm stuck on the part where you edit>paste from> ... [then I choose my file I made with PTC but it says "Error loading bitmap: null"] any help?
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  #136  
Unread January 8th, 2012, 12:41 AM
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Jcool
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Thanks! This will definitely help
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  #137  
Unread January 21st, 2012, 02:52 AM
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The_Show
it just got interesting.
 
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Quote:
Originally Posted by AustinWolff View Post
when on tilemolesteralternate, I'm stuck on the part where you edit>paste from> ... [then I choose my file I made with PTC but it says "Error loading bitmap: null"] any help?
I've had this problem before. Start over, but this time do not make a tileset. First, make your picture with GIMP and save it as a 16-color bitmap, then immediately open it up in Cyclone (8BP Mode). Make your tilemap there and you should have no problem opening it up in TMA.

Oh yah, usually 8BP mode would reject having that many tiles, but it worked for me. I just tried it out again and it worked perfectly. PM me if you have any more problems.
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  #138  
Unread March 6th, 2012, 09:03 PM
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Aproydtix
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(Okay, since I haven't posted 15 posts, I can't give you any images, but I hope you can still make some sense out of this.)
I did this:
Should have shown Cyclone with a complete 16x16 tileset and a complete map.

Now, if I put my .raw from cyclone into 136 I get this:
Shows that the tiles are placed properly.
This should be the right placement for these tiles.

However, when I do this like the guide told me to do it (No, I didn't do it with the file that was already altered.) using 135 and 136 (I seem to be missing a file, as I have found out from past experiences.), I get this:
I can recognize a few tiles here and there, there seems to be no or little system in their placement. Some of the colours appear to be gone.
I used the offsets 0xFD0000 and 0xFD1000, but I only got one ptr found message for each file I saved.

It would be really helpful if you could tell me what's wrong.
And btw, the reason why I have those borders on my map is because I made a too detailed map, so I had twice as many tiles as I should have.

Last edited by Aproydtix; March 7th, 2012 at 08:54 PM. Reason: Grammatical error.
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  #139  
Unread June 20th, 2012, 10:50 AM
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iPika
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How did you create the Tileset, again?
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  #140  
Unread June 26th, 2012, 10:26 PM
RedDog
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I have almost got everything, but when i look at the map in game, its a mess of black with red lines and dots and other random things. I think its the tileset not correctly in the rom, but im not sure. What am i doing wrong? (Sorry, i cant post pictures because of the 15 post rule)
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  #141  
Unread July 25th, 2012, 12:54 PM
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chi23
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I have hit a massive dilemma - I tried making the tileset but found out I don't have enough space for my map to fit on it, is there anything I can do so that I can fit the rest on. Can I use 2 tilesets to make up the world map?
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  #142  
Unread August 10th, 2012, 07:27 PM
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The_Show
it just got interesting.
 
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Quote:
Originally Posted by Zero Karma Loss View Post
You're right about NTME. I went ahead and redrew it in 8BPP and it loads just fine at the R/S World Map settings. I should note that I'm only getting one "Ptr found at 00XXXXXX. Changed." message per insertion in unLZ.

The map is still all over the place, but the colors are correct. For whatever reason it seems determined not to adjust to my Johto rendition and scatter itself across the original Hoenn outline instead.
Same exact problem here. I tried to do a "test" map with only 2 colors in the tileset. I inseted it into my Rom, and the map has the correct colors, but the image outlines the original Hoenn map. Is there any solutions to this problem?
-----------------------------------------------------------------------
Edit: I figured out how to do it! For those of you struggling, it's all about trial and error. If something didn't work, try something new. If you don't give up, you will eventually find it! Also to edit the "HOENN" that appears when observing the map, you simply type in HOENN in A-text, and I think it will be the last HOENN you see when searching.
Attached Images
File Type: png Problems.PNG‎ (56.6 KB, 12 views)
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Last edited by The_Show; September 14th, 2012 at 01:01 AM.
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  #143  
Unread November 10th, 2012, 07:22 PM
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Line3007
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Hey, nice tutorial. I just need a little help....
Can you send me or upload the .pal file you get from VBA? I think mine is very wrong, since it's all pink and purple and such O.o

Thank you
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  #144  
Unread November 25th, 2012, 04:01 AM
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MacNCheeze210
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i read through this, and for once in my short ROM hacking career, I actually understood technical talk. Thank you i am on step 3 (Im New)
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  #145  
Unread January 27th, 2013, 08:53 PM
QuartierGenerale
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Join Date: Oct 2012
Hello,

i've correctly inserted the world map, but when i see it with vba, i got this little error:



And then, when i return to my PokeNav (only when i return, before this problem don't appear)



What could be the problem? Probably a missing into my tileset?

Thanks a lot for your help
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  #146  
Unread February 9th, 2013, 10:03 PM
the-superior-one
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hi.im failing to make a tileset of this. any help please?
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  #147  
Unread March 28th, 2013, 09:32 PM
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Line3007
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Finally I got it right! Thank you so much for this tutorial! :D
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  #148  
Unread April 1st, 2013, 12:55 PM
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ReoNeky
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Join Date: Mar 2013
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Thanks for the tutorial! I served very helpful!

see ya!
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