Conversation Between colcolstyles and sasquatchd00d
16 to 26 of 26
  1. sasquatchd00d
    July 17th, 2009 11:56 AM
    sasquatchd00d
    Nice fix. Quick and easy too. ^_^
  2. colcolstyles
    July 17th, 2009 11:41 AM
    colcolstyles
    Well I saved and then re-loaded the block data for the secondary tileset (Tileset 17 in this case). I then checked the Tileset data in Professional Header View and saw this:

    01010000BC0A3508DC2035080EFC3A081E0E3B0800000000
    01010000BC0A3508DC203508200B9C08301D9C0800000000


    The first line was the original data and the second line was the updated data, after re-loading the block data. As you can see, there are some changes in there, specifically two pointers if I'm not mistaken. What I learned earlier is that whenever you load new tiles (different than blocks!) AdvanceMap doesn't overwrite the previous location of the tiles but instead searches for free space and put your tiles there. Taking that into mind, I figured that it might do the same thing with block data. And lo and behold, it seems I was right. The original pointers were 0x083B0E1E and 0x083AFC0E and the new pointers are 0x089C1D30 and 0x089C0B20. I believe that there's a good chunk of empty space in Emerald ROMs right about there (0x9C0000 or so).
    Anyways, afterwards the primary tileset (Tileset 16) goes completely black, allowing you to edit it's blocks freely ^_^

    And as a side note, I think Tileset 18 (the PokéCenter tileset) has the same problem as Tileset 17 but I think saving and re-loading the blocks just once fixes the problem.
  3. sasquatchd00d
    July 17th, 2009 11:33 AM
    sasquatchd00d
    That's great! What did you do?
  4. colcolstyles
    July 17th, 2009 11:19 AM
    colcolstyles
    I found out how to solve our tileset problem :D
  5. colcolstyles
    July 14th, 2009 9:03 PM
    colcolstyles
    Huh. That certainly is interesting. I'll try to look into it later, hopefully some time tonight if I get the chance. That would definitely put a hold on the whole "port FR indoor tiles" idea. Let me know if you make any headway.
  6. sasquatchd00d
    July 14th, 2009 9:00 PM
    sasquatchd00d
    Well, 16 is used with pretty much every indoor tileset as the primary tileset, yet it doesn't have any blocks or tiles of real importance unless it is paired with tileset 17, then it has the same blocks as tileset 17. And 17 is used with the department store and pokémarts as a secondary tileset.
  7. colcolstyles
    July 14th, 2009 8:54 PM
    colcolstyles
    What maps use those, respectively? I'm sorry but I don't have access to my hacking computer at the moment.
  8. sasquatchd00d
    July 14th, 2009 8:53 PM
    sasquatchd00d
    Tileset 16 and tileset 17 are connected for some reason. Whenever I make a block edit in tileset 16, the same block is edited in tileset 17.
  9. colcolstyles
    July 14th, 2009 8:50 PM
    colcolstyles
    Well if I had to guess, I'd say that AdvanceMap has you tell it what number tileset you want to use and then based on that, it will give you the offset. I'm not sure if it actually allows repointing. Though I could be completely wrong as I haven't tried it before.
    Can I ask why you need to repoint the tileset?
  10. sasquatchd00d
    July 14th, 2009 8:27 PM
    sasquatchd00d
    Maybe I'm just a complete nub, but I can't move the data for tileset 16 to a new offset. I've already edited it into a free offset in a hex editor, I just can't change the actual offset the tileset data is located at in advance map.

    http://img27.picoodle.com/img/img27/2/7/14/sasquatchd00d/f_offsetm_7d0dc96.png

    I'm unable to change the offset that I've circled. :(
  11. colcolstyles
    July 14th, 2009 7:57 PM
    colcolstyles
    So what seems to be the problem with the tileset project?