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Research Pokémon Black/White mapping engine

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  #1    
Old August 27th, 2011 (6:38 AM).
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I've been very fancinated by how 'more' improved the mapping engine really is in Pokémon Black/White. So far what I've noticed just by using the Walk Through Walls code... is the fact that the maps have their boundries. Could the whole mapping engine be based on designing the layout then inserting the movement area? What I've noticed during my research on a Pokémon Black ROM is the fact that every movement area consists of 32x32 blocks. It is quite different from Pokémon Diamond/Pearl/Platinum in how every map piece consisted of 24x24 blocks. Something that everyone would possibly like to see ways of knowing how to edit that mapping engine... then maybe one day if a map editor was made for Black/White, then we might see Ruby/Sapphire remakes, eh? So far as what I've noticed when using the walk through walls code... is that the movement permissions that require surf cannot be passed through, I guess the game prompts for the character to use surf in order for the wild Pokémon encounters? In Diamond/Pearl/Platinum/HeartGold/SoulSilver, the wild Pokémon encounters on water were activated via the texture, not the movement permission. And there's layouts of maps that extend out into areas that have no movement area (in other words is an unpassible area). Nobody has managed to go into a Mystery Zone as of yet (not even I can), however I've found the Mystery Zone music for Pokémon Black/White, it sounds exactly the same as Icirrus City. The name "Mystery Zone" is found while using PPTEXT. And there's still many things we yet have to confirm about the mapping engine in Pokémon Black/White.

Remember... "nothing is impossible".

There are things that I don't even know about either... such as the locations of the 3D Model data and the map layout/land data. And prahaps also finding out how the movement of curving around in places such as the Skyarrow Bridge, Castelia City, Village Bridge. I aren't even sure if they are movement permissions. It surely is something we need to research. First off... knowing the location of the land data/map layouts in Pokémon Black/White. Once we learn about them... then we'll have fun messing around with the ROM and changing many portions of it and learning even more stuff about the mapping engine. This will be a brillient step in Pokémon Black/White hacking. After all... research is something that is shared across everyone on the world wide web.
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  #2    
Old September 12th, 2011 (11:08 AM). Edited September 12th, 2011 by Link_971.
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    I start the work with my editor this night.



    Edit : I have finished my extended research.
    That's my results :



    (That's we already know) - Models have pre-integrated doors. Just imagine how it's more easier for me for include all possibilities.
    (That's we already know) - Models have incorporated a rotation value (see my thread and my first research)


    - Models coordinates are same. Just Y values are inversed (i think).
    - Textures have the same system ; animation is already in the texture, and walk animation from permissions movements.
    - Same as rarely models in DP, a few textures can now use sub-textures in only one texture, this is a problem for common modifications.
    - 3D Textures removing is always easier
    - 3D Textures moving is always boring
    - 2D Textures extending is always harder


    - Castelia and bridges are after all Maps of the game (i think, i can't go so far).
    - Castelia is a normal Map with a giant texture background. The same system is used in Violet City arena and others (i think).
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    Old September 24th, 2011 (2:50 PM).
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      http://www.youtube.com/watch?v=flLBRNMAwow



      There's a mod by KazoWar to view 5th gen maps in PG4Map.
      Thanks to him!

      I have no time to test this, if you find the bridges and Castelia, can you contact me in PM?
      Thanks.
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      Old September 27th, 2011 (2:00 AM).
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        Quote:
        Originally Posted by Team Fail View Post
        I'd say our next step is to find out all the coordinates of objects on all the maps and make a psuedo-editor out of that.

        Yeah, that's maybe what i'll make now, and Pichu2000 too, for his editor.
        We lost accuracy but we got many Maps and options.

        I've added a new poll in my thread.


        Quote:
        Originally Posted by Team Fail View Post
        And, to make it as complete as possible, it must be able to remove and add models on the map, rather than just move them around. This goes for both Gen. 4 and 5.

        I don't think we can add anything, but we can use doors objects for add more models. We can move objects to another Map, but this can cause glitchs and that's not a properly editing.


        Quote:
        Originally Posted by Team Fail View Post
        Edit: I have modified it to the specifications. I can't get textures working, but I got models to display. Attached is a modified PG4Map.

        Thanks, i'll try in next days.


        Quote:
        Originally Posted by Team Fail View Post
        Edit 5: Screenie of it using proper textures: http://img43.imageshack.us/img43/1567/pg4mapmod.png

        Awesome!
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        Old September 27th, 2011 (9:42 AM).
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          Yeah, maybe WASD navigation like YAMV.
          Also, a better support for DPP HGSS and entire file support if you can.

          I want add this viewer in my tool :)
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          Old September 28th, 2011 (4:57 AM).
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            I have extracted the textures in the folder but i can't display textures in the viewer. Maybe file names are wrong or a problem with the materials.txt?
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            Old September 28th, 2011 (5:33 AM). Edited September 28th, 2011 by Link_971.
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              It works now, thanks.
              I start the extended listing and maybe hacking Castelia :p


              Edit : Two screens.
              A few Maps are missing for Castelia. I think it's a problem of viewer.


              Attached Images
              File Type: png BW_1.png‎ (20.3 KB, 168 views) (Save to Dropbox)
              File Type: png BW_2.png‎ (93.3 KB, 144 views) (Save to Dropbox)
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                #8    
              Old September 28th, 2011 (1:56 PM).
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                I don't think it's textures, i can't view the 2D ground, or maybe it's a full 3D Map with models.



                107- ???

                108- Castelia City (Large Fountain)
                109- ???
                110- Castelia City (North)
                111- ???
                112- ???
                113- ???

                114- Castelia City (South-West)
                115- Castelia City (Port)
                116- Castelia City (Port)
                117- Castelia City (Port)
                118- Castelia City (Est)
                119- Skyarrow Bridge (Panorama)
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                Old September 30th, 2011 (3:47 PM).
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                  Quote:
                  Originally Posted by PokémonShinySilver View Post
                  There are things that I don't even know about either... such as the locations of the 3D Model data and the map layout/land data. And prahaps also finding out how the movement of curving around in places such as the Skyarrow Bridge, Castelia City, Village Bridge. I aren't even sure if they are movement permissions. It surely is something we need to research. First off... knowing the location of the land data/map layouts in Pokémon Black/White. Once we learn about them... then we'll have fun messing around with the ROM and changing many portions of it and learning even more stuff about the mapping engine. This will be a brillient step in Pokémon Black/White hacking. After all... research is something that is shared across everyone on the world wide web.
                  Haha. You sound like me. I totally agree with you. Creating a BW map editor would be revolutionary. Some day we'll be editing things like crazy with some DPPtHGSSBW map editor. And then we'll wonder why we didn't figure it out sooner! :D
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                    #10    
                  Old October 12th, 2011 (5:42 AM).
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                    Cool!
                    Good job, Team Fail :)
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                      #11    
                    Old October 15th, 2011 (8:59 AM).
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                      This looks great so far, great job :)
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                        #12    
                      Old November 6th, 2011 (12:31 PM).
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                        No wonder game freak takes so long to release games, they are afride of you guys cracking them! You have my full support guys :D
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                          #13    
                        Old March 21st, 2012 (3:55 AM).
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                        Hm... it appears the Pokémon Black/White mapping engine uses triangular polygons as well as square ones. In generation 4, it seemed like it could only use square polygons. During my research I zeroed out some of the values.

                        And so I started off with turning the bytes from 0x2A30 - 0x316C into "00", which then resulted in this:
                        Spoiler:


                        But then after I continued to "00" the bytes from 0x316C - 0x331E, this was the result:
                        Spoiler:


                        When we discover something new, we always research further into it. ^^
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                          #14    
                        Old April 5th, 2012 (6:54 AM).
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                          I attached a Screenshot. Don't ask me, how that happened, but it seems that some textures were randomly replaced by rock-textures. That happens in several places, but it looks interesting!
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                            #15    
                          Old April 22nd, 2012 (12:55 AM).
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                            Quote:
                            Originally Posted by looper View Post
                            I attached a Screenshot. Don't ask me, how that happened, but it seems that some textures were randomly replaced by rock-textures. That happens in several places, but it looks interesting!
                            This happens when you use walktrough walls and you will not enter a gate.
                            so a gate will have something to do with a maplink.
                            but after I refresh my screen. likes using the bag of the trainercard.
                            looks everything normal
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                              #16    
                            Old August 17th, 2012 (1:01 PM).
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                              Been a while no one putted updates here. Any new info on this ?
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                                #17    
                              Old October 5th, 2012 (1:53 PM).
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                                You guys still map hacking??
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