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  #1    
Old April 6th, 2008 (5:53 AM). Edited April 6th, 2008 by Cartmic.
Cartmic Cartmic is offline
Hi there, it's been awhile.
     
    Join Date: Oct 2003
    Location: Balidmor City, Crion
    Gender: Male
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    The town map in RBGY is stored using RLE(Run Lenth Encoding) compression,

    So for example you want to lay down 4 land tiles you would with out RLE compression: 06 06 06 06, which RLE compression you write the Hexadecimal number of the Tile down then the number of times you would like to lay it down on the screen, e.g. 64.

    I recomend repointing your maps data for saftey purposes as you may run out of room and not realise that you are writing over important data.

    The maps pointer is at:
    710D1


    Kanto's Map is between:
    71100-711AA

    0 - Blank Tile (DONT USE!)
    1 - Alternate Land Route Across
    2 - Alternate Land Route Up
    3 - Alternate Land mark
    4 - Water
    5 - Town
    6 - Land
    7 - White Title/Path
    8 - North East Lands end
    9 - North West Lands End
    A - South West Lands End
    B - South East Lands End
    C - Land mark
    D - One Sea Route Dot
    E - Sea Dot Across
    F - Sea Dot Up

    I recomend doing your map in GSC first which uses no compression with its town map, then use it as a guide to create your RBGY version, iv found it is easiest to do it line by line, then when you have typed in each line indicate that you have somehow so you know where you are, like I did with Crion for my Red hack 'Pokemon Violet':

    Line One - 48 91 61 81 44 A1 64 - Yes
    Line Two - 41 91 61 81 42 91 61 51 62 45 64 - Yes
    Line Three - 41 61 C1 61 41 91 62 71 61 51 81 44 A1 63 - Yes
    Line Four - 41 A1 71 B1 41 61 73 61 71 B1 45 63 - Yes
    Line Five - 42 C1 41 91 61 51 63 71 B1 45 A1 62 - Yes
    Line Six - 42 71 91 75 61 51 61 81 45 62 - Yes
    Line Seven - 42 71 61 71 61 51 61 71 61 71 62 45 A1 61 - Yes
    Line Eight - 91 81 71 61 71 B1 F1 A1 71 61 C1 61 B1 47 - Yes
    Line Nine - 72 51 72 41 F1 41 71 63 (49:Last tile 1st tile on L.10) - Yes
    Line Ten - A1 61 B1 41 F1 91 71 51 71 C1 81 41 91 61 81 (47:Last 4 tiles 1st on line 11) - Yes
    Line Eleven - 91 61 71 62 71 66 B1 42 91 - Yes
    Line Twelve - 44 A1 61 C1 62 71 65 B1 42 91 61 - Yes
    Line Thirteen - B1 61 A1 42 64 51 73 51 71 E3 C1 61 - Yes
    Line Forteen - 61 51 71 E2 C1 62 B1 F1 A1 64 81 42 A1 61 - Yes
    Line Fifteen - A1 62 81 41 A1 B1 42 F1 42 A1 B1 A1 B1 (45:Last tile 1st tile on L.16) - Yes
    Line Sixteen - A1 61 B1 45 F1 4F:Last 5 tiles 1st tiles on L.17) - Yes
    Line Seventeen - 44 F1 4A - Yes

    A big thankyou has to go out to a guy called Hyperhacker who first found the maps location in the first place and how it is stored.
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      #2    
    Old April 6th, 2008 (7:48 AM).
    cooley's Avatar
    cooley cooley is offline
    ///Keepin' it simple
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    Now that it's documented, we should have no problem Making a tool for it, all we need is the data and the Pic of all Tiles used in the World Map.
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      #3    
    Old April 6th, 2008 (7:57 AM).
    Cartmic Cartmic is offline
    Hi there, it's been awhile.
       
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      Quote:
      Originally Posted by cooley View Post
      Now that it's documented, we should have no problem Making a tool for it, all we need is the data and the Pic of all Tiles used in the World Map.
      Well...Iv already provided all the data.
      Heres the tiles:
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        #4    
      Old April 6th, 2008 (7:59 AM).
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      cooley cooley is offline
      ///Keepin' it simple
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      Wow, That's all the tiles? xD

      Well, I'll ask thethethethe if he wants to help make it. Thanks!
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        #5    
      Old April 6th, 2008 (8:31 AM).
      Cartmic Cartmic is offline
      Hi there, it's been awhile.
         
        Join Date: Oct 2003
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        Quote:
        Originally Posted by cooley View Post
        Wow, That's all the tiles? xD
        Well incase you didnt notice it only goes upto F, so I would have expected that
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          #6    
        Old April 6th, 2008 (12:07 PM).
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        Black Charizard. Black Charizard. is offline
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        Well since you first asked me I checked but seeing you'll ask thethethethe let him do it.
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          #7    
        Old April 7th, 2008 (3:47 AM).
        Hat? Hat? is offline
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          Cool, thanks for posting this up Cartmic, how you specifically do it aswell, i'm sure for me this will come in handy later on.
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            #8    
          Old April 7th, 2008 (9:03 AM).
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          Binary Binary is offline
          え?
             
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            Woah, nice document. Now thats what I call handy...
            I might try making a RBY hack now....but using a tool would be easier ...lol
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              #9    
            Old February 18th, 2010 (5:25 PM).
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            sir.euge sir.euge is offline
            Bunchies Back!
               
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              Quote:
              Originally Posted by Binary View Post
              Woah, nice document. Now thats what I call handy...
              I might try making a RBY hack now....but using a tool would be easier ...lol
              I really agree. some people are in this community because theres a bunch of information that can be put together to make tools. I think someone should make a tool for nobbs like us
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                #10    
              Old May 28th, 2010 (3:39 PM). Edited May 28th, 2010 by mcfreal.
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              mcfreal mcfreal is offline
              Pokemon RBY hax
                 
                Join Date: Oct 2009
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                is the compression scheme (Run Length Encoding) for the mapping on RBY the same for compression of pokemon sprites in the same game?

                Also does pokemon silver/gold also use Run Length Encoding?
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                  #11    
                Old May 28th, 2010 (4:23 PM).
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                mewthree9000 mewthree9000 is offline
                   
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                  OMG I missed you Cartmic! Great document! God bless dude.
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                    #12    
                  Old June 1st, 2010 (12:11 PM).
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                  Sawakita Sawakita is offline
                  Not Invented Here
                     
                    Join Date: May 2010
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                    once you changed the map, how can you move the cities?
                    (for example, while flying, the game opens the map for you to choose the city to go to: but if you change the map the new map's cities won't match the old cities).
                    Does anyone knows how to solve this using hexeditor?


                    Quote:
                    Originally Posted by mcfreal View Post
                    is the compression scheme (Run Length Encoding) for the mapping on RBY the same for compression of pokemon sprites in the same game?
                    Sprite compression in r/b/g/y involves RLE and something else that makes it damn complicated to understand...
                    it's a long time that I'm trying to deal with sprite compression, no solution yet.
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