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Map [B/W/B2/W2] Fifth Generation Map Header data and collision data

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Old 4 Weeks Ago (11:36 AM).
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From what has already been implemented into DS Map editing tools such as NPRE and SDSME, there's the ability to change the map model, objects and the grid-like collision data that we're all familiar with since the first generation.

But there's one thing that separates fourth and fifth generations in their map editing data: The map header data!

While SDSME is able to successfully edit map headers in the fourth generation games (D/P/P/HG/SS), it cannot modify map headers in the fifth generation games. And why is that you ask? That's because the fifth generation handles map header data very differently than what the fourth generation games do.

If we can somehow find out where the map header data is located, in which indicates stuff like the area name, map matrix values, weather values, camera value, land data value and everything else that may be used, then it would certainly help pave the way for any future fifth generation hacks to be taken to a whole new level.

One thing to note is that some maps may have something called "rotational mode", which is that the player (and NPCs) moves around in a circle in a certain area, or the entire map in locations like Castelia City.

But little do we know about any of the maps that use rotational mode or how to modify them, a great example of which map uses rotational mode is map 638 (located in a/0/0/8). This map does not use the traditional collision layout, often referred to as "move permissions". Instead, it uses a completely different type of collision mapping (which also needs to be looked at).

If there's anyone who can figure out how the collision data works in map 638 (Castelia City), that would be awesome~ Also it would be awesome to find out how the map headers works and how it functions in BW.
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Old 3 Weeks Ago (7:17 PM).
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