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  #151    
Old January 5th, 2011 (03:47 AM).
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Quote originally posted by Spiky-Eared Pichu:
I'm not sure, but are you searching for the values that determine (for example) what is grass, what is a door or what is water (surf)?

Because if it's this, Project Pokémon made an article about it. These values appear in the "Movement permission" section. The article is here: http://projectpokemon.org/wiki/Map_structure
See? I KNEW the movement permissions were responsible for the grass animation and all that and the reflections as well.

So that's another step forward in the mapping research. So it's not the blocks that have the animation, it's the movement permissions, just as what I thought it was. Because at one stage when I was on Spear Pillar using the Walk Through Walls code, I noticed a block that of course made a reflection, a grass animation and of course. And the block was on the blank part of the Spear Pillar map.
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  #152    
Old January 5th, 2011 (05:41 AM). Edited January 17th, 2011 by Link_971.
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Quote originally posted by andibad:
I can translate this great program into my language? indonesia? if you sure i will send file.

Yes, sure.


Quote originally posted by PokémonShinySilver:
So it's not the blocks that have the animation, it's the movement permissions

Yes, that's very interesting.

But we always need more research for the blocks.
It's not really difficult to learn, but it's hard to find each value (every block is unique).



PS : I think we can split blocks as we want.
See my picture.


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  #153    
Old January 5th, 2011 (06:16 AM).
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Quote originally posted by Link_971:
But we always need more research for the blocks.
It's not really difficult to learn, but it's hard to find each value (every block is unique).
Hm... when you say that... that makes me think how a texture object block would actually have some value for it, every square on the map would actually have their value in the land_data_release.narc it should be somewhere, try changing one of the squares to a different value and prahaps it should change. Alot like the models of houses and all that. Like we already know about changing the different models, like houses ect. but we also have the textures as well, so changing the value of them to something different might actually make it appear as something else. You should try it out, the value that of course makes the object disappear is the value for the type of object. You might find blank ones at first but you might also see other ones... such as water or even flowers, grass, normal grass ect.

So that does make me think... when you find the value for the object, list it down so you'll remember what object it is and all that, and continue changing the value and adding the other object values to the list.

Because... how else would a map be shown on an editor in a way that looks like it has all the texture objects in it?
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  #154    
Old January 5th, 2011 (06:38 AM).
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Quote originally posted by PokémonShinySilver:
it should be somewhere, try changing one of the squares to a different value and prahaps it should change.

Yes i know where they are, but i have no idea to how change them.
It's not just an value, that's multiple differents values (string of data, generally) for each block.

But maybe they work like the models.
Anyway, i need more time.
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  #155    
Old January 5th, 2011 (11:39 AM).
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Any idea when we'll have an English Language Demo?
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  #156    
Old January 5th, 2011 (12:12 PM).
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Quote originally posted by Skara:
Any idea when we'll have an English Language Demo?

When i will have more success in texture hacking.

Otherwise i will release an demo without texture editing.
I don't know when, i'm very busy and i'm working alone on this project - with help of PokémonShinySilver.
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  #157    
Old January 6th, 2011 (05:35 AM).
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Surely Lu-Ho can help you? after all, he DID make the genius Advancemap...
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  #158    
Old January 6th, 2011 (06:52 AM).
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A publication date for the French people?
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  #159    
Old January 6th, 2011 (07:49 AM).
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@skara: Lu-Ho did AM based on Goldmap, so he had a base

I know, that actually he works on a newer version, but that was for GBA, and I don't know(and believe) that he knows much about NDS

@chaton: I guess it would be nearly the same date, because when he has the language files, he can publish all versions at the same time.
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  #160    
Old January 7th, 2011 (01:20 AM). Edited January 7th, 2011 by Link_971.
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Quote originally posted by looper:
@skara: Lu-Ho did AM based on Goldmap, so he had a base

I know, that actually he works on a newer version, but that was for GBA, and I don't know(and believe) that he knows much about NDS

@chaton: I guess it would be nearly the same date, because when he has the language files, he can publish all versions at the same time.


Maybe Lu-Ho can help me, but he is busy :/


And not exactly at the same time for the first beta, i don't know how i can make a multilingual interface in the same version.
I'm a poor programmer, do you remember? xD



Edit : Last call for research help.
I've attached a little documentation.

It's very important, and that's the last step for complete texture editing.



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File Type: png What we need.png‎ (8.8 KB, 44 views) (Save to Dropbox)
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  #161    
Old January 7th, 2011 (10:18 PM). Edited January 7th, 2011 by Team Fail.
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Quote originally posted by Link_971:
Maybe Lu-Ho can help me, but he is busy :/


And not exactly at the same time for the first beta, i don't know how i can make a multilingual interface in the same version.
I'm a poor programmer, do you remember? xD



Edit : Last call for research help.
I've attached a little documentation.

It's very important, and that's the last step for complete texture editing.



I hope to peek at them soon, but my Wii cannot display the images correctly. I'll see them once I get access to a computer.

Just a mild suggestion, but could one of us write a complete tutorial on how to use it, so n00bs don't spam on the tool's thread? I can write an English readme or an instructional thread we all can post to in various languages or various readmes.

EDIT: I managed it, but I got a peek at them Are you trying to find the values for the various tiles, and all of them, or are you trying to allow them to be edited?
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  #162    
Old January 8th, 2011 (02:27 AM).
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Quote originally posted by Skara:
Surely Lu-Ho can help you? after all, he DID make the genius Advancemap...
Alright... you probably don't realize that LU-OH really isn't into Nintendo DS hacking very much, he mainly focuses on the 3rd generation editing. So far he has created a beta version of a tile animation editor that has beeb posted on WhackAHack. Since the GameBoy Advance and Nintendo DS are different handhelds... they work a bit differently. The Nintendo DS has archives in the ROM, so it kinda makes it a little easier to find stuff and replace things than what it would on the GameBoy Advance, but hey, we still haven't gotten the hang of it all yet. xD In the end, I'm pretty sure the tools will improve and prahaps there'll be an editor in which will edit any Nintendo DS game. Wouldn't that be brillient? ;) And yes, as Link said, LU-HO is busy as always.
Quote originally posted by Link_971:
And not exactly at the same time for the first beta, i don't know how i can make a multilingual interface in the same version.
I'm a poor programmer, do you remember? xD



Edit : Last call for research help.
I've attached a little documentation.

It's very important, and that's the last step for complete texture editing.



Don't worry, you'll get better. ^^ You can just take your time on the editor, I'm sure you might find out how to use the same interface as what is used on the 3D map viewers, because that is what is needed for a 4th generation map editor, a two-dimentional map editor is a bit tricky unless you use the textures set in a folder for the program. It's not like you have to create the same 2D interface as what AdvanceMap has, what would be recommended is to have two options in the map interface, one in which allows you to move around the map and zoom in, and the other in which allows you to select a block and change it to whatever block you wish to and to drag it around too. You can find out about how to create a 3D interface that relies on moving from one square to the next. Also movement permissions can also have the height level as well, same thing with the objects. If you've noticed when using the Walk Through Walls code, you'll find how the movement permissions on mountainous areas all take the sprite up one level (even though the movement permissions are non passable), they also have the byte in which takes the sprite up one level, if you notice on the snowy area of Mt. Coronet, the movement permissions have their byte in which raises the sprite up one level, it also has it's passable byte, so it needs to have other options on the movement permissions when you set them, and the abillity to select multiple movement permissions, or even objects. So there's many other things that would be needed for a map editor so that it would make mapping a whole lot faster. Because I'm sure GameFreak would've had an interface like that during development. There wasn't too many people on the development team, when I looked at the credits in Black/White, so yeah.

And cool, thanks! I'm sure this documentation will come in handy. ^^ So I might also look into texture editing as well.
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  #163    
Old January 8th, 2011 (01:10 PM).
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When this tool is completed, it will open up a whole new world of 4th Generation hacking. I would love to help speed up the process by researching tile values for you. If you could give me a link to all the programs you use and how to find the tiles I would gladly help. I'm actually trying to remake Pokemon FireRed and LeafGreen with a base rom of HeartGold, but I have no possible way to accomplish that as of now. Anything I can do to help?
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  #164    
Old January 9th, 2011 (08:39 AM).
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Quote originally posted by Ketwes:
When this tool is completed, it will open up a whole new world of 4th Generation hacking. I would love to help speed up the process by researching tile values for you. If you could give me a link to all the programs you use and how to find the tiles I would gladly help. I'm actually trying to remake Pokemon FireRed and LeafGreen with a base rom of HeartGold, but I have no possible way to accomplish that as of now. Anything I can do to help?
Well you could learn about PPRE; since it has alot of commands you probably won't understand. e.g. have you ever heard about Setflag 106? It means that the Pokémon window will pop up and be unlocked. I mean, I'm now like 6 months busy with learning PPRE and I still don't understand it 100 % o_0
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  #165    
Old January 9th, 2011 (10:10 AM). Edited January 9th, 2011 by Ketwes.
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Quote originally posted by pokewalker:
Well you could learn about PPRE; since it has alot of commands you probably won't understand. e.g. have you ever heard about Setflag 106? It means that the Pokémon window will pop up and be unlocked. I mean, I'm now like 6 months busy with learning PPRE and I still don't understand it 100 % o_0
I actually have used PPRE a little,I used it to make the main character's room to lead to Red's House in Palette Town. I also changed Red's Mom to say her text from FireRed and LeafGreen. What I don't understand how to do is make Red's mom give me the Bag, Trainer Card, Save, and Options for my menu. Also, what's the deal with Setflag and Checkflag? Do they work off each other? If it's currently possible, I would also like to know how to make a script like the one from FireRed and LeafGreen where professor oak says "Wait! Don't go out in the grass!" and leads you back to the lab. If you could help me figure that out that would be a step ahead.

I'm also trying to figure how to copy the scripts from Professor Elm's lab into Professor Oak's lab. Basically, I'm trying to script Professor Oak to give me the starter Pokemon instead of Professor Elm.
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  #166    
Old January 9th, 2011 (10:58 AM).
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What about full 3D locations like Sky Arrow Bridge, Castellia (Hiun) City or the Distortion World? How can those work?
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  #167    
Old January 9th, 2011 (11:13 AM).
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Quote originally posted by Team Fail:
What about full 3D locations like Sky Arrow Bridge, Castellia (Hiun) City or the Distortion World? How can those work?

I think it's not a problem, and maybe more easier to edit.
Hiun City has many models (buildings, boats...)
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  #168    
Old January 9th, 2011 (11:53 AM).
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btw, will this edit DP, Platinum, HG/SS games AND BW?
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  #169    
Old January 9th, 2011 (12:01 PM).
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Quote originally posted by Skara:
btw, will this edit DP, Platinum, HG/SS games AND BW?

Yes.
I begin the BW Map listing.

It's little more hard, because i have no viewer this time.
lol, i have nothing :p
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Old January 9th, 2011 (12:03 PM).
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Quote originally posted by Link_971:
Yes.
I begin the BW Map listing.

It's little more hard, because i have no viewer this time.
lol, i have nothing :p
Awesome. If you need nemes (Doubt that), let me know. Check the VM I sent you.
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  #171    
Old January 9th, 2011 (12:29 PM).
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Release the Gen 4 version first then release a new version with Gen 5 when all the European names are revealed.
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  #172    
Old January 9th, 2011 (12:39 PM).
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Quote originally posted by Skara:
Release the Gen 4 version first then release a new version with Gen 5 when all the European names are revealed.
Well, most of us know all the Japanese names already. It wouldn't really matter in the end. It would be a smart idea, though, to add the English names later on when then are all revealed.
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  #173    
Old January 9th, 2011 (01:35 PM).
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And Indonesian and god-knows what other language this'll be in.
I also hope for a built-in RMXP (The thing that was modded to make Pokémon Essentials) Event Editor and maybe... just maybe... an Event maker and music replacement tool?
This would take aeons to make, I know, but when it happens it will be life-changing.
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  #174    
Old January 9th, 2011 (01:45 PM).
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Quote originally posted by Skara:
And Indonesian and god-knows what other language this'll be in.
I also hope for a built-in RMXP (The thing that was modded to make Pokémon Essentials) Event Editor and maybe... just maybe... an Event maker and music replacement tool?
This would take aeons to make, I know, but when it happens it will be life-changing.
Nah. It'll just stay as a map editor. I do have a music replacement tutorial if you want to read it. ^.^
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  #175    
Old January 9th, 2011 (01:55 PM).
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Maybe, I prefer simple programs then tutorials tbh. I can't code but I can't imagine it being a hard tool to make for Gen 3 and/or 4.
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