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wolfboyft
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  • Yep, you don't have to delete the original data but it's usually best to do that. The rom data is more organized when you every time delete original data that is not used in your hack (that way, you will later know that there is free space there to use).

    When I re-map areas, I usually stick with the original space but if not, I re-write the map with byte 00 (with map editor by filling with block 0 of that tileset), and repoint the map data elsewhere then where I have more space for what I'm looking for. For example, if I want to edit a map that has the width of 24 and height 10, that map takes 240 bytes (24 * 10). If I want to replace it with a map that has width of 11 and height 20, that new map would take 220 bytes (11 * 20). Thus I don't have to repoint the map data to blank space at all (and I usually under these conditions do not do that).

    But yeah - that filler data is usable for anything.

    P.S
    In general, it's a good idea to put same kind of data in same area in rom. For example, I use some unused rom banks at the end of the rom just for map data, and some others just for script and event data and won't mix those to up. Also, one other rom bank I have reserved just for my own asm scripts and nothing more.
    Hey, your thread was disapproved for not following The Team Room's rules for threads. However, the subforum itself is currently being phased out so I would advise against starting a team now, as you will just have to move it soon. Instead, check out the Help Recruitment Thread.
    All the maps are basically built on data stored in their primary map header. The primary header has some map-specific info, but also a pointer to the secondary header. Secondary header has more info including pointers to map data, event and script data of the map.

    So each map is basically loaded by accessing its primary map header first. That primary header is accessed during some asm routine that checks which map the player is entering, and then finds the offset of the primary header matching that map (from some table, perhaps a pointer table).

    Because map data, scripts and such are loaded with pointers (and this case "3-byte" pointers including a byte for rom bank + 2-byte pointer to an address in that rom bank), they can be stored anywhere in the rom you like.

    There is a copy - paste function in GoldFinger that you can use. Using it requires to use those commands under "Edit" menu in order (Mark select begin --> Mark select end --> Copy select --> Insert). If you don't want to copy, the only thing you can do for replacing a certain section of data with 00s is to write each byte there to 00.
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