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SubstituteCreature January 8th, 2016 11:32 PM

JohtoMap Tool Help
 
3 Attachment(s)
To preface, I'm modifying New Bark Town to make a town of my own. So far I've enlarged the map from 10x9 tiles to 16x12 and rearranged the tiles, making sure to put the Warps in the correct places. When testing the map, I ran across a few problems.

Towards the center of the map things seem stable enough, but taking a few steps in any direction and things start to get wonky. Collisions are off (some tiles that have no collision have different ones like Cut Tree and Whirlpool, some tiles have none), and some from the edges seem to be moved closer and overlap preexisting tiles.

How the town is supposed to look (the stray warp has since been moved up to the door):
http://www.pokecommunity.com/attachment.php?attachmentid=77545&stc=1&d=1452324063

In game:
Note how half of the Mart (the player's house) is missing and how he's standing on a bush upon exiting.
http://www.pokecommunity.com/attachment.php?attachmentid=77546&stc=1&d=1452324063


I'm in a roof. When in it, it shows the walking-through-grass animation. Generally speaking, blocks that are traditionally solid can be phased through and vice versa. It's like some twisted version of Fuchsia Gym lol.
http://www.pokecommunity.com/attachment.php?attachmentid=77547&stc=1&d=1452324063

Any help is appreciated (and credited whenever this is released)

Crystal_ January 10th, 2016 8:34 AM

Could be a problem related to making new tiles without accounting for their collision data, or could be issues with map conections. Or both. It looks like you added tiles that weren't originally in new bark town so it has me wondering whether JohtoMap actually assigned them any collision data, and if so, where it took the necessary space from. And the same applies to the fact that you increased the map's size. Meanwhile, the screen in the middle looks like could be an error in the R29->NBT east and/or NBT->R29 west map connections. The original one used to be some tiles above the current one, and it does indeed seem that those misplaced trees match the trees above the signpost and the lady in red.

I don't know what JohtoMap accounts for and what it doesn't, but I wouldn't use map editors for anything else that is not just editing the map layout. Adjusting the map dimensions and map connections are things that should be first taken care of with a hex editor by adjusting the necessary stuff in the corresponding map headers.

SubstituteCreature January 12th, 2016 5:24 PM

UPDATE:
So I've figured out the tile fiasco after looking at the map data in the hex editor. Apparently some of the tiles I used were duplicate versions (look the same, different value) so that was rectified. I also fiddled around with the Map Connections and got the map to not overlap itself, but the connections don't seem to be working properly.

What I'm using as reference: http://hax.iimarck.us/topic/5451/ (It's your guide right? :D)

And here are my calculations:
New Bark Town = 17 x 12
Route 29 = 30 x 9
New Bark Town (West) -> Route 29
h = 9, w = 30, x = 0, y = 9 - 12 = -3
Spoiler:

Strip destination. OMDL or CPMDL???
west: C700 + (w+6) * (Y+3)
C700 + (30+6) * (-3+3) = C700
0x00 0xC7

Vertical align
west: (-2) * Y
(-2) * -3 = 6

Horizontal align
west: (2*w) - 1
west: (2*30) - 1 = 3B

Window
west: C706 + (2*w)
west: C706 + (2*30) = C742
0x42 0xC7


Route 29 (East) -> New Bark Town
h = 12, w = 17, x = 0, y = 0
Spoiler:

Strip destination
east: C6FD + (w+6) * (Y+4) + V
C6FD + (17+6) * (0+4) = c759
0x59 0xC7

Vertical align
east: (-2) * 0
(-2) * 0 = 0

Horizontal align
east: 0

Window
east: C707 + w
C707 + 17 = C718
0x18 0xC7


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