Development New map names in FR

Started by ShinyBill March 28th, 2010 4:15 AM
  • 19800 views
  • 27 replies
Male
Seen October 24th, 2013
Posted September 4th, 2010
62 posts
10.4 Years
I am currently trying to add new map names without the need of deleting the old ones. Fire Red as exactly 108 map names.

Using A-Map's World Editor, I found the offset for the map names. I went to Hex Workshop, reversed the offset and found it. It is at address 0x003F1CAC. Names are stored with 3 bytes, followed by a 08. For Pallet Town, it's FCEC3E. Reversing that, it's 3EECFC. That's the offset for the name. If you look that offset using HackMew's Poke Adv Hex table, it will say PALLET.TOWN

I compiled some text using XSE so I could make a new name. This is where I stop. I don't know where to add the reversed offset. This is the normal offset for my text: 80407C, reversed: 7C4080. So in Hex Workshop it should be 7C 40 80 08 but IDK if I could put it right next to the CELADON DEPT. which is 0x003F1E5C and it's stored at 3EF22E.

I hope someone finds a way to add new names for the maps.

PS: Sorry for my english.

Giga Universe

Working on a tool.

Age 25
Male
South Africa
Seen September 30th, 2012
Posted August 15th, 2011
121 posts
12.9 Years
The data at 0x3F1CAC appears to be a table. You can repoint it. Split it up and reverse it, you get AC 1C 3F 08. Search that in a your hex editor. Then find some free space (For an example lets use 800000), and reverse it. In my example that would give you 00 00 80 08. Replace AC 1C 3F 08 with 00 00 80 08. And you have your new table. Copy the old data from 0x3F1CAC to your free space, then add your own offsets. That SHOULD work. I haven't tried it, but it is the general way of repointing...
Male
Seen October 24th, 2013
Posted September 4th, 2010
62 posts
10.4 Years
I think I tried that but I gonna try again.


EDIT: Didn't seem to work. It ruined my rom's palletes and didn't add the needed names.

I searched for 864 bytes (the double the original tables uses) in FSF then, I pasted it twice so it could have the same names twice. But it didn't work. Lucky me I made a backup.

Full Metal

C(++) Developer.

Age 24
Male
In my mind.
Seen August 19th, 2018
Posted May 27th, 2017
806 posts
12.5 Years
err...has anyone even began to listen to what Lu-Ho is saying? Really though, he's said it about a million times (sorry for having you repeat it again for me a while back...lol?) and he's even said he's looking into a way around it i think but that could be my memory playing tricks on me again...

★ full metal.

I like to push it,
and push it,
until my luck is over.
Male
Seen October 24th, 2013
Posted September 4th, 2010
62 posts
10.4 Years
I found a temp. way of doing it. I went to A-Map general INI. It said AnzMapNamen=109 in BPR. My german isn't very good but I think that means number of map names. I changed it to 110 to test it. Once I open a FR Rom it showed a error. It said '$3F1E60 isn't a valid pointer!' I went to Hex WS and went to that address. It's right after the names table. I thought I could try it out, so I inputed a free offset and wrote text in that same offset. It went all good, I have the new name. The problems are:

In A-Map's World Map Editor, the value C5, which was before to the Empty/Don't display now belongs to the new name.

You can't choose Empty/Don't Display.

If you make a map with the newly created name and put its name to appear when you enter, the name box will be blank.

LU-HO

Author of AdvanceMap

Switzerland
Seen January 30th, 2014
Posted January 30th, 2014
243 posts
15.4 Years
As i say mani times bevor.
this value "C5" is used on many ASM Routines to limit the number of names.
it check if number is smaller then c5 than do ASM work, else exit...

so you have to change this C5 -Check on each ASM routine that use name-Indexes.
and also you have to change the whole C5's on worldmaps and other data.

i do not find all ASM routines, and all Data using these namepindex, so i cannot finish a insert routine for it...
Hello out there, you perhaps notice already, I'm no longer active in RomHacking.


It's finally here, AdvanceMap 1.95 (Open Beta).
get it: [Release] AdvanceMap 1.95 Open Beta
Questions about AdvanceMap, found bugs, problems on using it? => contact me.

All versiones of Advance Map are available on ampage.no-ip.info.
The newest version of AdvanceMap is AM 1.95 get it.

Greetz goes to:
Mastermind_X, Tutti, Scizz, Darkmaster01, Tauwasser, F-Zero, Jiggly, Filb, Lugia2000, Mulle, Philb, Jay, TraX, Spacy, Mikaron, Coolman, CrazyNebulak, Arty und Serwe.

Male
Seen October 24th, 2013
Posted September 4th, 2010
62 posts
10.4 Years
Thanks for that information. How many routines did you found?

I went a little deeper, and found some logical information xD, that C5 is the limit and 58 is the beggining. C5-58=6D=109, those 109 map names, and so if we could change the C5 to 132 (the double) maybe and then, as LU-HO said, we would change the C5 value on the worldmap to 132. Maybe that should work. All we need is find the missing routines. Maybe I can follow a tutorial somewhere about ASM routines, 'cause, like I said before, I s**k at ASM.

NarutoActor

The rocks cry out to me

Age 26
Female
Brooklyn/Marlboro
Seen April 2nd, 2016
Posted March 22nd, 2016
1,978 posts
11.5 Years
No, it's not about space with hex. It's about the amount. There are multiply asm routines that check the amount, and if the amount is not correct the game crashes.
~There are those people who understand hex, F the rest

Darthatron

巨大なトロール。

Age 28
Male
Melbourne, Australia
Seen February 2nd, 2015
Posted October 28th, 2014
1,152 posts
14.5 Years
I sat and looked at this post for forever, and BAM!

The ASM routine(s):
As you said, when it checks the amount of map names, if that amount doesn't match up to what's in the routine/routines, the game will crash, right? Well, what if you change the amount of names that ASM routine(s) looks for? That way, you can expand the table, and the routine(s) will match it properly. I wouldn't know where to look, but do you think that ASM routine/ those ASM routines could be modified?

EXAMPLE (note, I'm making an example, NOT writing out an entire ASM routine, as I don't know ASM)
Amount to look for: 9F:Map Name 128
Change the routine to do this:
Amount to look for: AA: Map Name 138.
Wouldn't that work?
Of course that will work. It's finding (ALL of) the routines that we are having trouble with.
あなた は しきしゃ です
わたし は ばか です

Full Metal

C(++) Developer.

Age 24
Male
In my mind.
Seen August 19th, 2018
Posted May 27th, 2017
806 posts
12.5 Years
so....
here's an idea
cmp rx , #0xC5
blt : PTR @i think that's "branch if less than, but i have no honest clue, but that is what it's supposed to be in my mind of crazy...
assemble that into a binary file
remove the : PTR part from the end (which should be only 2 bytes) since thumb uses shorts for it's commands/arguments afaik.
then in HW continuously search for those matching values and then debug at that area and see if it's accessed at all when messed around with the world-map or map-loading procedure. I honestly have no idea if thats possible, or which register to check though. lol i'm blubbering again, but i'm trying to contribute :D

★ full metal.

I like to push it,
and push it,
until my luck is over.

Jambo51

Glory To Arstotzka

Male
Seen January 28th, 2018
Posted December 6th, 2015
732 posts
11.1 Years
BIG EDIT: The limiting byte for the routine is located at 0x080C4D8A! The byte stored at this location is 0x6C. The sharper minded of us with have deduced that 0x6C = 0xC4 - 0x58. (Where 0xC4 is the highest allowed header in A-Map and 0x58 is the difference between Pallet Town's A-Map header, and it's "true" header in the FR rom.)

(Side note - All FR maps were created relative to the RSE maps, so as not to cause confusion between the games when traded Pokémon are viewed. The Relative map header number for Pallet Town is 0x58, but it is treated by the game as map header 0x0 - and as such, all maps are read following that order).

The actual routine itself is as follows (There's obviously much more to it than that, but it isn't relevant for this as far as I can tell):
cmp r5, #0x6C
bhi $080C4D40
This leaves us with a slight problem. Without a rewrite (OK, I could do it, but it'd take a while) there is no way to support more than 0xFE (254) map headers at any time. This means that we will NOT be able to have multi-region hacks.
My idea for having more than that is to use something similar to the following code to do the work for us:

push {r5}
cmp r5, #0xFF
bhi greater
pop {r5}
[Rest of Original Routine...]
 
greater: mov r0, #0x1
lsl r0, r0, #0x8
sub r5, r5, r0
lsl r0, r5, #0x2
cmp r5, #0xFE
bhi return
pop {r5}
[Rest of Original Routine...]
 
return: pop {r5}
[Return to Original Routine]
This would allow support for 0x1FE (510) map headers, which should be more than enough. Obviously, the cmp r5, #0xFE in the greater routine now contains the limiting byte, so it could still be limited to as few as you like.
This has NOT been tested, and I wouldn't suggest trying it yet without backing up your rom as I still need to do some serious research to see if it'll work.

However, this only takes into account the actual names, and not the positions on the map and such, so this still needs a LOT of research. There are at the very least 8 routines which will need modified to support extra maps.
Name Reading (2 versions of), Position Reading (Layer 1), Position Reading (Layer 2), Map Flags (Layer 1), Map Flags (Layer 2), "Map number on World Map" and "Head Moving on Map", which means there's a lot of work to go yet XD.

Theoretically, they should all be simple enough to actually track down, going backwards from the reading of a piece of data in the rom, but these are only the ones we ACTUALLY KNOW ABOUT! Who's to say there isn't more data which is read from somewhere that we can't find. All of the routines mentioned above can be found by looking at the World Map Editor on A-Map, and tracking the read of the data on A-Map back to the limiting byte.

On the plus side, they are designed exactly the same way as all other limited routines in FireRed, with a simple byte controlling how many we can have, so in theory, with some repointing and some rewriting, we can have as many map headers as we like (well, up to 0xFFFFFFFF - as if the rom has enough free space for that XD).

Incidentally, the layer 2 map flags are the problem behind the red text with white background on most hacks for secondary locations, as for some reason, that's how they're displayed unless they have a flag associated with them.

I'm really struggling to find the limiting bytes for the layer reading routines. Maybe I could contact Lu-Ho for some information, or read the A-Map inis?

The following bytes are only read while either accessing the world map or accessing the map names for display. Game Freak have consistently used R0 throughout here making compares with 0xC5 or 0xC4 (etc) relatively easy to find. For the first one, a "better" way to make it work is to change the bytes preceding the check to this:

0D 0C 58 3D 09 0C C4 29
At 0x080C4D84. This changes the map name reader into the same format as the rest of the routine, making it more compatible with the rest of the routine, and any extra map names we manage to add.

FOUND LIMITING BYTES:
Name Reader: 0x080C4D8A (0x6C)
Map Header on World Map (For Sevii Islands): 0x080C0080 (0xC5)
Map Header on World Map (For Sevii Islands): 0x080C00CC (0xC5)
Name on World Map: 0x080C0B32 (0xC5)
Name on World Map 2: 0x080C067A (0xC5)
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

Jambo51

Glory To Arstotzka

Male
Seen January 28th, 2018
Posted December 6th, 2015
732 posts
11.1 Years
So, are you saying here that we cannot have more than FF (255) maps or map names unless it can be expanded?
Without rewriting the routine in a fashion similar to what I have above (Obviously, that's just a small example of what we'd need to do, not a full routine), we cannot have more than 0xFE (254) maps (as there needs to be a null map for the routine to work).

I forgot this when I posted that info last night, will modify momentarily.

We CAN have more than that, but it'd require substantially more work.

EDIT: First test, modified the limiting byte at 0x080C4D8A to 0x6D and repointed the various tables. On entering a map with 0xC5 as it's header (the previous upper limit) it correctly loaded a tester name. However, the world map simply crashes upon an attempt to load it, so I've clearly missed something important out. (Obviously, I also upped the limiting bytes for the world map routine too).
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

linkandzelda

n00b desu ka?

Male
Hastings, England
Seen May 21st, 2018
Posted September 15th, 2016
776 posts
13.6 Years
I'm not sure if this is anything not note but, I was able to add 1 extra map name and get it to display and work in-game. This was by changing 1 or 2 limiter bytes and repointing the 3 tables. That was just to get it to display, hadn't even thought of the World Map yet...

Jambo51

Glory To Arstotzka

Male
Seen January 28th, 2018
Posted December 6th, 2015
732 posts
11.1 Years
I'm not sure if this is anything not note but, I was able to add 1 extra map name and get it to display and work in-game. This was by changing 1 or 2 limiter bytes and repointing the 3 tables. That was just to get it to display, hadn't even thought of the World Map yet...
Yeah, that's what I did, but I clearly missed something important in the world map loading routine because it just crashes upon an attempt to access it. Music continues to play, but it doesn't actually load the world map. I think it gets stuck in an infinite loop, so I probably made a mistake. It's hard to repoint a table when it's not immediately obvious when it ends (like the world map position bytes, as the table ends in a bunch of 0's which may or may not actually be connected to it).
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

Jambo51

Glory To Arstotzka

Male
Seen January 28th, 2018
Posted December 6th, 2015
732 posts
11.1 Years
couldn't you just use the emty headers e.i. route 4, route 10, tanoby key etc.

P.s that means some 108+ map names in emerald
They're used for flight spots in FR. So sadly that isn't an option without sacrificing those particular flight spots, and even then, only gives us an extra 2 or 3 map names to play with. What if someone needs something of the order of 20 or 30? Currently impossible... :(
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
Male
Seen November 2nd, 2016
Posted January 9th, 2013
94 posts
10 Years
Map headers, may or not all be relevant to the routine but these all concern the values talked about, and are near the routines Jambo mentioned.
=========================
1. All the ones found by Jambo are FOR SURE limiting bytes.
2. String of stranges compares and moves and lsls at 080C26B0..two of the documented are found there.
3. Most important are C5 and 6C, for that reason I'm also searching for C4, cC6, 6B, and 6D.
4. No feasible compares or copies of c6 found.

These are close to the map-header functions area.
Spoiler:

Key(testing is a WIP):
* = Related to the World Map.
! = Related to the OW.
& = Related to the save menu.
^ = Related to the pokemon's caught location in it's info.
MAP HEADERS..
=========================
ADDRESS CMP
------------------------
*0x080C3880 R0, 0x47 @Jambo found, a number is subtracted from it and it becomes the new limiting byte.
__________________________________________________________________________________________
0x080C26E0 R1, 0x6C
0x080C2CBC R5, 0x6C
^&!*0x080C4D8A R5, 0x6C @ Name Reader, Jambo found.
__________________________________________________________________________________________
0x080D3DB8 R5, 0x6B @ Near this was SUBS R4, #0xC5, at 080D3DBC.
__________________________________________________________________________________________
*0x080C35E4 R0, 0x6D @Jambo found.
__________________________________________________________________________________________
0x080C3C36 R1, 0xC4
__________________________________________________________________________________________
*0x080C0080 R0, 0xC5 @ Map Header on World Map (For Sevii Islands), Jambo found.
*0x080C00CC r0, 0xC5 @ Map Header on World Map (For Sevii Islands), Jambo found.
0x080C0B00 R0, 0xC5
*0x080C0B32 R0, 0xC5 @ Name on World Map, Jambo found.
*0x080C0BE6 R0, 0xC5
*0x080C067A R0, 0xC5 @ Name on World Map 2, Jambo found.
*0x080C482C R0, 0xC5 @Jambo found.


ADDRESS MOVS
------------------------
0x080C26C8 R7, 0xC4
__________________________________________________________________________________________
*0x080C3538 R0, 0xC5
*0x080C3570 R4, 0xC5
*0x080C3598 R0, 0xC5
*0x080C35CC R4, 0xC5
*0x080C41D0 R0, 0xC5 @Jambo found.


These are not close to the routines, but in the ROM as a whole.
==============================================
1. 6B is never used as an immediate.

Spoiler:


ADDRESS CMP
------------------------
0x080E3904 R0, 0x6C
0x0813B844 R0, 0x6C
0x081E6464 R0, 0x6C
__________________________________________________________________________________________
0x080A1DCA R0, 0x6D
__________________________________________________________________________________________
0x0800BFC8 R0, 0xC4
0x0800BFFC R0, 0xC4
0x080AD6C2 R2, 0xC4
0x080B5324 R2, 0xC4
0x080B5386 R2, 0xC4
0x080AD6C2 R2, 0xC4
0x0815DF1A R0, 0xC4
__________________________________________________________________________________________
0x08152E80 R6, 0xC6



ADDRESS MOVS
------------------------
__________________________________________________________________________________________

0x0800F86E R1, 0x6C
0x080E5060 R2, 0x6C
0x081130E2 R0, 0x6C
__________________________________________________________________________________________

0x08049610 R0, 0x6D
__________________________________________________________________________________________

0x0808CAC4 R0, 0xC4
0x080AD6C2 R0, 0xC4
0x080C26C8 R7, 0xC4
__________________________________________________________________________________________
0x08026F84 R0, 0xC5
0x0804FE12 R0, 0xC5
0x080569D6 R0, 0xC5
0x08142070 R0, 0xC5
0x0814228C R0, 0xC5
0x0800F34E R0, 0xC5

Jambo51

Glory To Arstotzka

Male
Seen January 28th, 2018
Posted December 6th, 2015
732 posts
11.1 Years
This post contains all the needed offsets and steps required to extend the number of available map names.
You can now have a maximum of 0xFC map names, which is a vast improvement on the previous number of 0x6C.
You MUST leave 1 map name byte (0xFD) for the background in the World Map, and the other 2 (0xFE and 0xFF) are needed to maintain support for trading with RSE. Currently, without a fairly drastic rewrite of the routines and map headers, it is impossible to support any more map names than 0xFC (253).

Anything in normal type is for a simple extension after the end of the existing map names, that is, using 0xC5 - 0xFC.
Anything in bold type is for using map names 0x0 - 0x57. This requires some thinking to implement!

Limiting Bytes:
Spoiler:

* Layer 2 Flag Reader: 0xC3882 - 0x47 (C5 - 7E: Total Names - First Non City)
*^&! Name Reader 1: 0xC4D8A - 0x6C (C4 - 58: Total Names - No of Hoenn Names)
Not 100% Sure: 0xC35E6 - 0x6D (C5 - 58)
^ Catch Location Check: 0x13B844 - 0x6C (C4 - 58)
* Sevii Islands Check 1: 0xC0080 - 0xC5
* Sevii Islands Check 2: 0xC00CC - 0xC5
* Name on WM 1: 0xC0BE6 - 0xC5
* Name on WM 2: 0xC067A - 0xC5
* Layer 1 Flag Reader: 0xC482C - 0xC5
* Black/Grey Bar: 0xC0B32 - 0xC5

Map Data Readings:
0xC3538 - 0xC5
0xC3570 - 0xC5
0xC3598 - 0xC5
0xC35CC - 0xC5
0xC41D0 - 0xC5

*0x080C0BEC sub r0, #0x58; This needs to be removed to fix name loading.

In order to extend the table to include values below 0x58, there are MANY steps required, including some ASM.

World Map Location Data:
Spoiler:
After some fairly extensive research, I can confirm that there appears to be NO layer 2 location data. It simply reads layer 1's location data. The table of data is at 0x083F1E60.

This uses the SAME routine as the World Map's movement bytes routine, so all you need to do is repoint and appropriately extend the table.


World Map Movement Bytes:
Spoiler:
This is the data which controls how the player's head symbol moves along a route as the player travels.
Located at 0x083F2178 and lasting for 0x318 bytes again.

To allow the game to support more at the lower end, you need to insert 0x160 bytes before the repointed table. Then navigate to 0x080C3CA0 and replace the first 2 bytes with 00's.


Flight Data Controller Data:
Spoiler:
This is hard to explain, but is important nonetheless. This data controls how the game shows the map, and indeed, whether or not it has a flight spot attached to it.

Located at 0x083F2EE0 and lasting for 0x144 bytes.

To change for use from map name 0x0 instead of map name 0x58, open up the rom in a hex editor, and navigate to 0x080C5280 and replace the first 4 bytes with 00's. This changes the code, allowing it to use map names beginning from 0x0 instead of 0x58. The repoint the table mentioned above, and BEFORE the repointed table, place 0x108 0x00 bytes. Then change the original pointer to the location where the 00's start.


Names data:
Spoiler:
Speaks for itself. The actual names of the world map.
The table is stored at 0x083F1CAC and contains 0x6D entries at 4 bytes a piece. Meaning the table contains a total of 0x1B4 bytes.

To make this support map names below 0x58, you need to navigate to 0x080C4D86 and replace the following 2 bytes with 00's. This removes the lower limit on map names. Then repoint the table for the names, and put in the extra 0x58 names.


World Map Flag Data:
Spoiler:
The first table for the WM flag data is at 0x080C3654. This is just for layer 1. The limiting word (yes, word) is 0xFFFF0000. This can be different based on whether or not you have used A-Map to hack the world map. A-Map modifies the limiting word of the table, changing it from 00 00 77 77. So use the appropriate one for your rom. DO NOT CHANGE THIS. All you need to do to extend this table (and the following table) is simply insert a new flag slot over the top of the end of the table, and then put the limiting word at the end of the table. You obviously need to repoint the table to extend it however. It's 0xDC bytes long. So copy and paste away.

In other words, end the table with FF FF 00 00.

The second table for WM flags is at 0x080C38C8. This table starts at Viridian Forest, rather than Pallet Town, so it considerably shorter, coming in at 0x90 bytes. This is layer 2's table. This controls when the small dots become bigger dots, as well as the colour of the text on the WM screen. They also control whether or not the map's name has a white background or a black background on the WM. I have no idea why, but I can confirm that is the case.

What I elected to do with these, was to create full tables instead of shortened tables for the 2 layers of flags.
So I repointed layer 1's table, and inserted 0x58 entries before it in the table. This allows for layer 1 flags to be assigned to any map name.

For layer 2, I inserted 0x7E entries before the existing table (after repointing of course), and made the routine read the entirety of both tables.

To modify the routines, navigate to 0x080C3880, and change the following bytes to 00 00 C4 28. Then go to 0x080C35E4, and change the next few bytes to 00 00 C4 28. The go to 0x080C35EC, and change the byte here to 0x63. That should be it.
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

Sierraffinity

Oh god the bees

Age 23
Female
Somewhere the rains of Africa can be blessed
Seen 5 Hours Ago
Posted April 20th, 2020
1,061 posts
12.5 Years
Limiting Bytes:
Spoiler:

* Layer 2 Flag Reader: 0xC3882 - 0x47 (C5 - 7E: Total Names - First Non City)
*^&! Name Reader 1: 0xC4D8A - 0x6C (C4 - 58: Total Names - No of Hoenn Names)
Not 100% Sure: 0xC35E6 - 0x6D (C5 - 58)
^ Catch Location Check: 0x13B844 - 0x6C (C4 - 58)
* Sevii Islands Check 1: 0xC0080 - 0xC5
* Sevii Islands Check 2: 0xC00CC - 0xC5
* Name on WM 1: 0xC0BE6 - 0xC5
* Name on WM 2: 0xC067A - 0xC5
* Layer 1 Flag Reader: 0xC482C - 0xC5
* Black/Grey Bar: 0xC0B32 - 0xC5

Map Data Readings:
0xC3538 - 0xC5
0xC3570 - 0xC5
0xC3598 - 0xC5
0xC35CC - 0xC5
0xC41D0 - 0xC5
You missed at least one check in there that was found in the above post: *0x080C0BE6 R0, 0xC5
World Map Flag Data:
Spoiler:
The first table for the WM flag data is at 0x080C3654. This is just for layer 1. The limiting word (yes, word) is 0xFFFF0000. DO NOT CHANGE THIS. All you need to do to extend this table (and the following table) is simply insert a new flag slot over the top of the end of the table, and then put the limiting word at the end of the table. You obviously need to repoint the table to extend it however. It's 0xDC bytes long. So copy and paste away.

In other words, end the table with FF FF 00 00.
Actually, this is only for a routine-changed FR ROM, and the limiting bytes are incorrect. It's actually 00 00 77 77 that you need to put at the end of the table, seen after A-Map repoints the table.
And by routine-changed, I mean that you went into A-Map, to the world map editor, and clicked 'Change routines'.
Restarted and revamped.

Coming soon...

Jambo51

Glory To Arstotzka

Male
Seen January 28th, 2018
Posted December 6th, 2015
732 posts
11.1 Years
You missed at least one check in there that was found in the above post: *0x080C0BE6 R0, 0xC5
No, I didn't. It's in the list, i just checked. :S

Actually, this is only for a routine-changed FR ROM, and the limiting bytes are incorrect. It's actually 00 00 77 77 that you need to put at the end of the table, seen after A-Map repoints the table.
And by routine-changed, I mean that you went into A-Map, to the world map editor, and clicked 'Change routines'.
Ah, thanks for telling me that. I'll update the listy-half tutorial thing just now...
Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
Age 39
Male
Denmark
Seen May 27th, 2019
Posted May 28th, 2012
29 posts
8.3 Years
Adding 0x0 - 0x57 Name Header in Pokemon - Fire Red
This is a method to add more Name Headers to the ROM.
Normally you "only" have name header 0x58 - 0xC4 available,
by following this you can "unlock" name header 0x0 - 0x57 (all these name headers will by default be assigned to WorldMap 0)

Later when I've had time to do some more research I'll write up a method to add 0xC5 - 0xFC, anyway on to the info on 0x0 - 0x57 ;-)

I've been fooling a bit with this and here is my findings:

Working Notes:
Spoiler:
World Map Location Data		356 bytes at the end is suspected to be empty
new offset		71A250
pointer		0xC0D3C
offset		0x3F1E60
bytes		792 (0x318)
new bytes		1144 (0x478)
		(352 (0x160) added) (88 or 0x58 entries of 0x4 bytes added)
structure		0x4 x 0x6D (4 bytes x 109 headers)
value		601E3F08
new value		50A27108
WorldMapLocData.hex
WorldMapLocData_0x0-0x57.hex

World Map Movement Bytes		356 bytes at the end is suspected to be empty
new offset		71A6CC
pointer		0xC3D38
offset		0x3F2178
bytes		792(0x318)
new bytes		1144 (0x478)
		(352 (0x160) added) (88 or 0x58 entries of 0x4 bytes added)
structure		0x4 x 0x6D (4 bytes x 109 headers)
value		78213F08
new value		CCA67108
WorldMapMoveBytes.hex
WorldMapMoveBytes_0x0-0x57.hex

Flight Data Controller Data
new offset		71AB48
pointer		0xC52A8
offset		0x3F2EE0
bytes		324 (0x144)
new bytes		588 (0x24C)
		(264 (0x108) added) (88 or 0x58 entries of 0x3 bytes added)
structure		0x3 x 0x6C (3 bytes x 108 headers)
value		E02E3F08
new value		48AB7108
		50AC7108 <-- Use this one to edit stuff in map with A-Map 1.92
		(264 (0x108) bytes into the table) (maybe not sure)
FlightDataCtrlData.hex
FlightDataCtrlData_0x0-0x57.hex

Names data
new offset		71AD98
pointer 1		0xC0C94
pointer 2		0XC4D88
offset		0x3F1CAC
bytes		436 (0x1B4)
new bytes		788 (0x314)
		(352 (0x160) added) (88 or 0x58 entries of 0x4 bytes added)
structure		0x4 x 0x6D (4 bytes x 109 headers)
value		AC1C3F08
new value		98AD7108
Namesdata.hex
Namesdata_0x0-0x57.hex

World Map flag data
Table 1
new offset		71B0B0
pointer		0xC3640
offset		0xC3654
bytes		220 (0xDC) (218 + table-end)
new bytes		396 (0x18C)
		(176 (0xB0) added) (88 or 0x58 entries of 0x2 bytes added)
structure		0x2 x 0x6D (2 bytes x 109 headers) + FF FF 00 00 to end the table
value		54360C08
new value		B0B07108
WorldMapFlagData1.hex
WorldMapFlagData1_0x0-0x57.hex

Table 2
new offset		71B240
pointer		0xC38BC
offset		0xC38C8
bytes		144 (0x90)
new bytes		396 (0x18C)
		(252 (0xFC) added) (126 or 0x7E entries of 0x2 bytes added)
structure		0x2 x 0x47 (2 bytes x 71 headers)
value		C8380C08
new value		40B27108
WorldMapFlagData2.hex
WorldMapFlagData2_0x0-0x57.hex


Inserting 0x0 - 0x57 Map Name Header using ex described in New map names in FR #23 by Jambo51
It's a good idea to have a good look at that post but also others in the thread to understand what you are doing.
  1. You Need
    Spoiler:
    • a Pokemon - Fire Red ROM
    • A-Map 1.92 & A-Map 1.95 (Thanks to LU-HO)
      (1.92 doesn't play too nice with extended name header so you need 1.95 to the real job of editing your ROM, you need to mod the ini file though)
      Spoiler:
      AdvanceMap.ini
      [Version:BPR]
      mainfile=ini/frMain.ini
      mapsfile=ini/frMaps.ini
      TilesetIni=ini/frTilesets.ini
      Tilesethoehe=40
      Teil1Bloecke=$280
      SpriteAnz=253
      SpritePalettenAnz=18
      AnzMapNamen=197
      CityNameNrAdjustment=$00
      AnzTilesets=67
      SuchByte=$FF
      SuchBeginn=$6B0000
      AnzItems=374
      AnzAttack=354
    • Hexeditor (Translhextion, HxD or similar)
    • XSE 1.1.1 (Thanks to HackMew) , A-text (Thanks to Scizz) or similar to insert the actual names
      (Thanks to hypnod13 for XSE 1.1.1 link)
    • FSF (Thanks to HackMew)
  2. Make a Backup of your ROM
    Spoiler:
    to

  3. Fixing Unknown World Map Flag Data
    Spoiler:
    1. Open your Pokemon - Fire Red ROM with A-Map 1.92
      Spoiler:
    2. Open "World Map Editor" and you should get this
      Spoiler:
    3. Click OK and the World Map Editor opens
    4. Click "Change routines"
      Spoiler:
    5. Click "Save Map"
      Spoiler:
    6. Exit A-Map 1.92

  4. Storing Tables for "transport"
    Spoiler:
    1. World Map Location Data
      Spoiler:
      1. Open your Pokemon - Fire Red ROM with an Hexeditor
      2. Goto to offset 0x3F1E60 and mark up 792 (0x318) bytes for copy
        Spoiler:
      3. Copy and insert in a new file
        (new file)
        Spoiler:

        (insert)
        Spoiler:
      4. Save file as WorldMapLocData.hex
        Spoiler:
      WorldMapLocData.hex
    2. World Map Movement Bytes
      Spoiler:
      1. Open your Pokemon - Fire Red ROM with an Hexeditor
      2. Goto to offset 0x3F2178 and mark up 792 (0x318) bytes for copy
        Spoiler:
      3. Copy and insert in a new file
        (new file)
        Spoiler:

        (insert)
        Spoiler:
      4. Save file as WorldMapMoveBytes.hex
        Spoiler:
      WorldMapMoveBytes.hex
    3. Flight Data Controller Data
      Spoiler:
      1. Open your Pokemon - Fire Red ROM with an Hexeditor
      2. Goto to offset 0x3F2EE0 and mark up 324 (0x144) bytes for copy
        Spoiler:
      3. Copy and insert in a new file
        (new file)
        Spoiler:

        (insert)
        Spoiler:
      4. Save file as FlightDataCtrlData.hex
        Spoiler:
      FlightDataCtrlData.hex
    4. Names data
      Spoiler:
      1. Open your Pokemon - Fire Red ROM with an Hexeditor
      2. Goto to offset 0x3F1CAC and mark up 436 (0x1B4) bytes for copy
        Spoiler:
      3. Copy and insert in a new file
        (new file)
        Spoiler:

        (insert)
        Spoiler:
      4. Save file as Namesdata.hex
        Spoiler:
      Namesdata.hex

      World Map Flag Data

    5. Table 1

      Spoiler:
      1. Open your Pokemon - Fire Red ROM with an Hexeditor
      2. Goto to offset 0xC3654 and mark up 220 (0xDC) bytes for copy
        Spoiler:
      3. Copy and insert in a new file
        (new file)
        Spoiler:

        (insert)
        Spoiler:
      4. Save file as WorldMapFlagData1.hex
        Spoiler:
      WorldMapFlagData1.hex

    6. Table 2

      Spoiler:
      1. Open your Pokemon - Fire Red ROM with an Hexeditor
      2. Goto to offset 0xC38C8 and mark up 144 (0x90) bytes for copy
        Spoiler:
      3. Copy and insert in a new file
        (new file)
        Spoiler:

        (insert)
        Spoiler:
      4. Save file as WorldMapFlagData2.hex
        Spoiler:
      WorldMapFlagData2.hex

  5. Cleaning "Old" Tables
    Spoiler:
    1. Open your Pokemon - Fire Red ROM with an Hexeditor
      Spoiler:
      Goto to offset 0x3F1E60 and mark up 792 bytes (0x318) for cleaning
      Spoiler:

      Fill Selection with "FF"
      Spoiler:

      Making it look like this
      Spoiler:

    2. Open your Pokemon - Fire Red ROM with an Hexeditor
      Spoiler:
      Goto to offset 0x3F2178 and mark up 792 bytes (0x318) for cleaning
      Spoiler:

      Fill Selection with "FF"
      Spoiler:

      Making it look like this
      Spoiler:

    3. Open your Pokemon - Fire Red ROM with an Hexeditor
      Spoiler:
      Goto to offset 0x3F2EE0 and mark up 324 bytes (0x144) for cleaning
      Spoiler:

      Fill Selection with "FF"
      Spoiler:

      Making it look like this
      Spoiler:

    4. Open your Pokemon - Fire Red ROM with an Hexeditor
      Spoiler:
      Goto to offset 0x3F1CAC and mark up 436 bytes (0x1B4) for cleaning
      Spoiler:

      Fill Selection with "FF"
      Spoiler:

      Making it look like this
      Spoiler:

    5. Open your Pokemon - Fire Red ROM with an Hexeditor
      Spoiler:
      Goto to offset 0xC3654 and mark up 220 bytes (0xDC) for cleaning
      Spoiler:

      Fill Selection with "FF"
      Spoiler:

      Making it look like this
      Spoiler:

    6. Open your Pokemon - Fire Red ROM with an Hexeditor
      Spoiler:
      Goto to offset 0xC38C8 and mark up 144 bytes (0x90) for cleaning
      Spoiler:

      Fill Selection with "FF"
      Spoiler:

      Making it look like this
      Spoiler:

      Save your ROM
      You now have a Ready ROM to insert your new tables into after that you'll need to re-point all the old pointers to the new tables but first lets create some dummy tables for our 0x0 - 0x57 entries shall we

  6. Create dummy tables
    Spoiler:
    Note to this section:
    All dummy tables created in this section is based on inserting ALL (0x0 - 0x57) Name Headers, I'll supply each dummy table section with info on assumed size of data/header entry for better understanding of the actual dummy tables.
    1. WorldMapLocData 0x0 - 0x57
      Spoiler:
      Assumed size of data: 4 bytes / entry -> 88 entries = 352 (0x160) bytes
      • Open your Hexeditor make a new file
        Spoiler:
      • Fill 352 (0x160) bytes with "00"
        Spoiler:
      • Save file as WorldMapLocData_0x0-0x57.hex
        Spoiler:

        WorldMapLocData_0x0-0x57.hex

    2. WorldMapMoveBytes 0x0 - 0x57
      Spoiler:
      Assumed size of data: 4 bytes / entry -> 88 entries = 352 (0x160) bytes
      • Open your Hexeditor make a new file
        Spoiler:
      • Fill 352 (0x160) bytes with "00"
        Spoiler:
      • Save file as WorldMapMoveBytes_0x0-0x57.hex
        Spoiler:

        WorldMapMoveBytes_0x0-0x57.hex

    3. FlightDataCtrlData 0x0 - 0x57
      Spoiler:
      Assumed size of data: 3 bytes / entry -> 88 entries = 264 (0x108) bytes
      • Open your Hexeditor make a new file
        Spoiler:
      • Fill 264 (0x108) bytes with "00"
        Spoiler:
      • Save file as FlightDataCtrlData_0x0-0x57.hex
        Spoiler:

        FlightDataCtrlData_0x0-0x57.hex

    4. Namesdata 0x0 - 0x57
      Spoiler:
      Assumed size of data: 4 bytes / entry -> 88 entries = 352 (0x160) bytes
      • Open your Hexeditor make a new file
        Spoiler:
      • Fill 352 (0x160) bytes with "00"
        Spoiler:
      • Save file as Namesdata_0x0-0x57.hex
        Spoiler:

        This file is very important since this actually shall hold pointers to all you 0x0 - 0x57 names
        You might wanna settle up for some heavy time with this file in the next chapter
        Namesdata_0x0-0x57.hex
    5. WorldMapFlagData table 1 0x0 - 0x57
      Spoiler:
      Assumed size of data: 2 bytes / entry -> 88 entries = 176 (0xB0) bytes
      • Open your Hexeditor make a new file
        Spoiler:
      • Fill 176 (0xB0) bytes with "FF"
        Spoiler:
      • Save file as WorldMapFlagData1_0x0-0x57.hex
      • Re-Open the file Select all and "Fill Selection with" "FF"
        Spoiler:
      • Save file as WorldMapFlagData1_0x0-0x57.hex
        Spoiler:

        WorldMapFlagData1_0x0-0x57.hex

    6. WorldMapFlagData table 2 0x0 - 0x57
      Spoiler:
      Assumed size of data: 2 bytes / entry -> 88 entries = 252 (0xFC) bytes
      • Open your Hexeditor make a new file
        Spoiler:
      • Fill 252 (0xFC) bytes with "FF"
        Spoiler:
      • Save file as WorldMapFlagData2_0x0-0x57.hex
      • Re-Open the file Select all and "Fill Selection with" "FF"
        Spoiler:
      • Save file as WorldMapFlagData2_0x0-0x57.hex
        Spoiler:

        WorldMapFlagData2_0x0-0x57.hex
  7. Create the actual 0x0 - 0x57 names
    Spoiler:
    1. Open up XSE 1.1.1 (that is what I'll use in this example, ok)
      Spoiler:
      1. Open your ROM and type like a maniac or use this ;)
        Spoiler:
        #dynamic 0x3EED16
        
        #org @nameheader0057
        = NAME HEADER 0057
        
        #org @nameheader0056
        = NAME HEADER 0056
        
        #org @nameheader0055
        = NAME HEADER 0055
        
        #org @nameheader0054
        = NAME HEADER 0054
        
        #org @nameheader0053
        = NAME HEADER 0053
        
        #org @nameheader0052
        = NAME HEADER 0052
        
        #org @nameheader0051
        = NAME HEADER 0051
        
        #org @nameheader0050
        = NAME HEADER 0050
        
        #org @nameheader004F
        = NAME HEADER 004F
        
        #org @nameheader004E
        = NAME HEADER 004E
        
        #org @nameheader004D
        = NAME HEADER 004D
        
        #org @nameheader004C
        = NAME HEADER 004C
        
        #org @nameheader004B
        = NAME HEADER 004B
        
        #org @nameheader004A
        = NAME HEADER 004A
        
        #org @nameheader0049
        = NAME HEADER 0049
        
        #org @nameheader0048
        = NAME HEADER 0048
        
        #org @nameheader0047
        = NAME HEADER 0047
        
        #org @nameheader0046
        = NAME HEADER 0046
        
        #org @nameheader0045
        = NAME HEADER 0045
        
        #org @nameheader0044
        = NAME HEADER 0044
        
        #org @nameheader0043
        = NAME HEADER 0043
        
        #org @nameheader0042
        = NAME HEADER 0042
        
        #org @nameheader0041
        = NAME HEADER 0041
        
        #org @nameheader0040
        = NAME HEADER 0040
        
        #org @nameheader003F
        = NAME HEADER 003F
        
        #org @nameheader003E
        = NAME HEADER 003E
        
        #org @nameheader003D
        = NAME HEADER 003D
        
        #org @nameheader003C
        = NAME HEADER 003C
        
        #org @nameheader003B
        = NAME HEADER 003B
        
        #org @nameheader003A
        = NAME HEADER 003A
        
        #org @nameheader0039
        = NAME HEADER 0039
        
        #org @nameheader0038
        = NAME HEADER 0038
        
        #org @nameheader0037
        = NAME HEADER 0037
        
        #org @nameheader0036
        = NAME HEADER 0036
        
        #org @nameheader0035
        = NAME HEADER 0035
        
        #org @nameheader0034
        = NAME HEADER 0034
        
        #org @nameheader0033
        = NAME HEADER 0033
        
        #org @nameheader0032
        = NAME HEADER 0032
        
        #org @nameheader0031
        = NAME HEADER 0031
        
        #org @nameheader0030
        = NAME HEADER 0030
        
        #org @nameheader002F
        = NAME HEADER 002F
        
        #org @nameheader002E
        = NAME HEADER 002E
        
        #org @nameheader002D
        = NAME HEADER 002D
        
        #org @nameheader002C
        = NAME HEADER 002C
        
        #org @nameheader002B
        = NAME HEADER 002B
        
        #org @nameheader002A
        = NAME HEADER 002A
        
        #org @nameheader0029
        = NAME HEADER 0029
        
        #org @nameheader0028
        = NAME HEADER 0028
        
        #org @nameheader0027
        = NAME HEADER 0027
        
        #org @nameheader0026
        = NAME HEADER 0026
        
        #org @nameheader0025
        = NAME HEADER 0025
        
        #org @nameheader0024
        = NAME HEADER 0024
        
        #org @nameheader0023
        = NAME HEADER 0023
        
        #org @nameheader0022
        = NAME HEADER 0022
        
        #org @nameheader0021
        = NAME HEADER 0021
        
        #org @nameheader0020
        = NAME HEADER 0020
        
        #org @nameheader001F
        = NAME HEADER 001F
        
        #org @nameheader001E
        = NAME HEADER 001E
        
        #org @nameheader001D
        = NAME HEADER 001D
        
        #org @nameheader001C
        = NAME HEADER 001C
        
        #org @nameheader001B
        = NAME HEADER 001B
        
        #org @nameheader001A
        = NAME HEADER 001A
        
        #org @nameheader0019
        = NAME HEADER 0019
        
        #org @nameheader0018
        = NAME HEADER 0018
        
        #org @nameheader0017
        = NAME HEADER 0017
        
        #org @nameheader0016
        = NAME HEADER 0016
        
        #org @nameheader0015
        = NAME HEADER 0015
        
        #org @nameheader0014
        = NAME HEADER 0014
        
        #org @nameheader0013
        = NAME HEADER 0013
        
        #org @nameheader0012
        = NAME HEADER 0012
        
        #org @nameheader0011
        = NAME HEADER 0011
        
        #org @nameheader0010
        = NAME HEADER 0010
        
        #org @nameheader000F
        = NAME HEADER 000F
        
        #org @nameheader000E
        = NAME HEADER 000E
        
        #org @nameheader000D
        = NAME HEADER 000D
        
        #org @nameheader000C
        = NAME HEADER 000C
        
        #org @nameheader000B
        = NAME HEADER 000B
        
        #org @nameheader000A
        = NAME HEADER 000A
        
        #org @nameheader0009
        = NAME HEADER 0009
        
        #org @nameheader0008
        = NAME HEADER 0008
        
        #org @nameheader0007
        = NAME HEADER 0007
        
        #org @nameheader0006
        = NAME HEADER 0006
        
        #org @nameheader0005
        = NAME HEADER 0005
        
        #org @nameheader0004
        = NAME HEADER 0004
        
        #org @nameheader0003
        = NAME HEADER 0003
        
        #org @nameheader0002
        = NAME HEADER 0002
        
        #org @nameheader0001
        = NAME HEADER 0001
        
        #org @nameheader0000
        = NAME HEADER 0000

        Town Names txt insert script.rbc
        Make sure to use that dynamic address since we know it belonged to some of the old tables and since we are going to re-direct all "traffic" away from this data point we should safely be able to use it (also there is the benefit that I have the Namesdata_0x0-0x57.hex with correct pointers to those addresses)
      2. Compile the script and your new names should now have been inserted

    2. Now that you have the actual names inserted you can start setting up your Namesdata_0x0-0x57.hex since this file needs to be filled up with pointers to all those names
      Spoiler:
      If you where smart you used my script to insert the text and you cleared the ROM as suggested then you should be able to use this: Namesdata_0x0-0x57.hex
      if not sorry but you got your work cut out for you, and know me I know, I created this file my self.
      Spoiler:



      As you can see in the image it´s reverse pointers meaning:
      21 23 3F 08 -> 08 3F 23 21 -> 3F 23 21 (08 is internally in the ROM)
      So 21 23 3F 08 -> 3F2321 in XSE 1.1.1

      To have easy access to your names you can use this:
      msgbox name header 0x0-0x57.rbc
      its a simple msgbox script you can place the script where you want but make sure to make it's easy to find so that you can easily remove the script again later if you chosen to do so.

  8. Inserting the new tables
    Spoiler:
    1. WorldMapLocData
      Spoiler:
      1. Calculating new table size
        Spoiler:
        WorldMapLocData original table 792 (0x318) bytes
        WorldMapLocData structure 0x4 bytes x 0x6D (not fact just my thoughts)
        So inserting 0x0 - 0x57 (88 or 0x58 entries) we are going to need 0x4 byte pr entry making it:
        0x58 x 0x4 = 0x160 or 352 bytes
        Making new table size 0x318 (792) + 0x160 (792) = 0x478 or 1144 bytes
      2. Finding Free space for your new table (1) sized table
        Spoiler:
        This is where FSF comes in
        Spoiler:

      3. The actual inserting of the dummy + original table
        Spoiler:
        1. Finding the free space location
          Spoiler:
          Open up your ROM in the hex-editor, then goto offset x
          x = the free location found by FreeSpaceFinder, in this case it would be something like this:
          Spoiler:

          Then take a look around the space it this the right spot (you could have misstyped or copied the wrong thing), in this case I find that I'm dead on a spot where there is a lot of "FF" data around the offset,
          so what I do is go back to the last none used "FF" bytes, then go 4 "FF" blocks in, making a "FF FF FF FF" gap between last data and the one I want to write in some cases more to make good offsets ect
          (this might be a waste of space but as you say: "better be safe that sorry" anyway here is where I end up:
          Spoiler:

          If you look good you can see the offset in the bottom of the image
        2. Copying in the Dummy table
          Spoiler:
          Open a new hex-editor window and open the WorldMapLocData_0x0-0x57.hexfile select all (Ctrl+A) then copy (Ctrl+C)
          Spoiler:

          Goto the "main" hex-editor window (the one with your ROM open) and paste (Crtl+V) in the offset you found or went back to
          Spoiler:

          and you should have some thing like this
          Spoiler:

        3. Copying in the "real" table
          Spoiler:
          Goto to the first byte after what you just pasted into the ROM, or as some would say the first "FF" byte,
          now go back to the 2nd hex-editor window and open WorldMapLocData.hexfile select all (Ctrl+A) and copy (Ctrl+C)
          Spoiler:

          then go back to the "main" hex-editor window and paste (Ctrl+V)
          Spoiler:

          and you should have something like this
          Spoiler:



    2. WorldMapMoveBytes
      Spoiler:
      1. Calculating new table size
        Spoiler:
        WorldMapMoveBytes original table 792 (0x318) bytes
        WorldMapMoveBytes structure 0x4 bytes x 0x6D (not fact just my thoughts)
        So inserting 0x0 - 0x57 (88 or 0x58 entries) we are going to need 0x4 byte pr entry making it:
        0x58 x 0x4 = 0x160 or 352 bytes
        Making new table size 0x318 (792) + 0x160 (792) = 0x478 or 1144 bytes

      2. Finding Free space for your new table (1) sized table
        Spoiler:
        This is where FSF comes in
        Spoiler:


      3. The actual inserting of the dummy + original table
        Spoiler:
        1. Finding the free space location
          Spoiler:
          Open up your ROM in the hex-editor, then goto offset x
          x = the free location found by FreeSpaceFinder, in this case it would be something like this:
          Spoiler:

          Then take a look around the space it this the right spot (you could have misstyped or copied the wrong thing), in this case I find that I'm dead on a spot where there is a lot of "FF" data around the offset,
          so what I do is go back to the last none used "FF" bytes, then go 4 "FF" blocks in, making a "FF FF FF FF" gap between last data and the one I want to write in some cases more to make good offsets ect
          (this might be a waste of space but as you say: "better be safe that sorry" anyway here is where I end up:
          Spoiler:

          If you look good you can see the offset in the bottom of the image

        2. Copying in the Dummy table
          Spoiler:
          Open a new hex-editor window and open the WorldMapMoveBytes_0x0-0x57.hexfile select all (Ctrl+A) then copy (Ctrl+C)
          Spoiler:

          Goto the "main" hex-editor window (the one with your ROM open) and paste (Crtl+V) in the offset you found or went back to
          Spoiler:

          and you should have some thing like this
          Spoiler:


        3. Copying in the "real" table
          Spoiler:
          Goto to the first byte after what you just pasted into the ROM, or as some would say the first "FF" byte,
          now go back to the 2nd hex-editor window and open WorldMapMoveBytes.hexfile select all (Ctrl+A) and copy (Ctrl+C)
          Spoiler:

          then go back to the "main" hex-editor window and paste (Ctrl+V)
          Spoiler:

          and you should have something like this
          Spoiler:



    3. FlightDataCtrlData
      Spoiler:
      1. Calculating new table size
        Spoiler:
        FlightDataCtrlData original table 324 (0x144) bytes
        FlightDataCtrlData structure 0x3 bytes x 0x6C (not fact just my thoughts)
        So inserting 0x0 - 0x57 (88 or 0x58 entries) we are going to need 0x3 byte pr entry making it:
        0x58 x 0x3 = 0x108 or 264 bytes
        Making new table size 0x144 (324) + 0x108 (264) = 0x24C or 588 bytes

      2. Finding Free space for your new table (1) sized table
        Spoiler:
        This is where FSF comes in
        Spoiler:


      3. The actual inserting of the dummy + original table
        Spoiler:
        1. Finding the free space location
          Spoiler:
          Open up your ROM in the hex-editor, then goto offset x
          x = the free location found by FreeSpaceFinder, in this case it would be something like this:
          Spoiler:

          Then take a look around the space it this the right spot (you could have misstyped or copied the wrong thing), in this case I find that I'm dead on a spot where there is a lot of "FF" data around the offset,
          so what I do is go back to the last none used "FF" bytes, then go 4 "FF" blocks in, making a "FF FF FF FF" gap between last data and the one I want to write in some cases more to make good offsets ect
          (this might be a waste of space but as you say: "better be safe that sorry" anyway here is where I end up:
          Spoiler:

          If you look good you can see the offset in the bottom of the image

        2. Copying in the Dummy table
          Spoiler:
          Open a new hex-editor window and open the FlightDataCtrlData_0x0-0x57.hexfile select all (Ctrl+A) then copy (Ctrl+C)
          Spoiler:

          Goto the "main" hex-editor window (the one with your ROM open) and paste (Crtl+V) in the offset you found or went back to
          Spoiler:

          and you should have some thing like this
          Spoiler:


        3. Copying in the "real" table
          Spoiler:
          Goto to the first byte after what you just pasted into the ROM, or as some would say the first "FF" byte,
          now go back to the 2nd hex-editor window and open FlightDataCtrlData.hexfile select all (Ctrl+A) and copy (Ctrl+C)
          Spoiler:

          then go back to the "main" hex-editor window and paste (Ctrl+V)
          Spoiler:

          and you should have something like this
          Spoiler:


    4. Namesdata
      Spoiler:
      1. Calculating new table size
        Spoiler:
        Namesdata original table 436 (0x1B4) bytes
        Namesdata structure 0x4 bytes x 0x6D
        So inserting 0x0 - 0x57 (88 or 0x58 entries) we are going to need 0x4 byte pr entry making it:
        0x58 x 0x4 = 0x160 or 352 bytes
        Making new table size 0x1B4 (436) + 0x160 (352) = 0x314 or 788 bytes

      2. Finding Free space for your new table (1) sized table
        Spoiler:
        This is where FSF comes in
        Spoiler:


      3. The actual inserting of the dummy + original table
        Spoiler:
        1. Finding the free space location
          Spoiler:
          Open up your ROM in the hex-editor, then goto offset x
          x = the free location found by FreeSpaceFinder, in this case it would be something like this:
          Spoiler:

          Then take a look around the space it this the right spot (you could have misstyped or copied the wrong thing), in this case I find that I'm dead on a spot where there is a lot of "FF" data around the offset,
          so what I do is go back to the last none used "FF" bytes, then go 4 "FF" blocks in, making a "FF FF FF FF" gap between last data and the one I want to write in some cases more to make good offsets ect
          (this might be a waste of space but as you say: "better be safe that sorry" anyway here is where I end up:
          Spoiler:

          If you look good you can see the offset in the bottom of the image

        2. Copying in the Dummy table
          Spoiler:
          Open a new hex-editor window and open the Namesdata_0x0-0x57.hexfile select all (Ctrl+A) then copy (Ctrl+C)
          Spoiler:

          Goto the "main" hex-editor window (the one with your ROM open) and paste (Crtl+V) in the offset you found or went back to
          Spoiler:

          and you should have some thing like this
          Spoiler:


        3. Copying in the "real" table
          Spoiler:
          Goto to the first byte after what you just pasted into the ROM, or as some would say the first "FF" byte,
          now go back to the 2nd hex-editor window and open Namesdata.hexfile select all (Ctrl+A) and copy (Ctrl+C)
          Spoiler:

          then go back to the "main" hex-editor window and paste (Ctrl+V)
          Spoiler:

          and you should have something like this
          Spoiler:


    5. WorldMapFlagData1
      Spoiler:
      1. Calculating new table size
        Spoiler:
        WorldMapFlagData1 original table 220 (0xDC) bytes (218 (0xDA) + table-end
        WorldMapFlagData1 structure 0x2 bytes x 0x6D + "FF FF 00 00" to end the table
        So inserting 0x0 - 0x57 (88 or 0x58 entries) we are going to need 0x2 byte pr entry making it:
        0x58 x 0x2 = 0xB0 or 176 bytes
        Making new table size 0xDC (220) + 0xB0 (176) = 0x18C or 396 bytes

      2. Finding Free space for your new table (1) sized table
        Spoiler:
        This is where FSF comes in
        Spoiler:


      3. The actual inserting of the dummy + original table
        Spoiler:
        1. Finding the free space location
          Spoiler:
          Open up your ROM in the hex-editor, then goto offset x
          x = the free location found by FreeSpaceFinder, in this case it would be something like this:
          Spoiler:

          Then take a look around the space it this the right spot (you could have misstyped or copied the wrong thing), in this case I find that I'm dead on a spot where there is a lot of "FF" data around the offset,
          so what I do is go back to the last none used "FF" bytes, then go 4 "FF" blocks in, making a "FF FF FF FF" gap between last data and the one I want to write in some cases more to make good offsets ect
          (this might be a waste of space but as you say: "better be safe that sorry" anyway here is where I end up:
          Spoiler:

          If you look good you can see the offset in the bottom of the image

        2. Copying in the Dummy table
          Spoiler:
          Open a new hex-editor window and open the WorldMapFlagData1_0x0-0x57.hexfile select all (Ctrl+A) then copy (Ctrl+C)
          Spoiler:

          Goto the "main" hex-editor window (the one with your ROM open) and paste (Crtl+V) in the offset you found or went back to
          Spoiler:

          and you should have some thing like this
          Spoiler:


        3. Copying in the "real" table
          Spoiler:
          Goto to the first byte after what you just pasted into the ROM, or as some would say the first "FF" byte,
          now go back to the 2nd hex-editor window and open WorldMapFlagData1.hexfile select all (Ctrl+A) and copy (Ctrl+C)
          Spoiler:

          then go back to the "main" hex-editor window and paste (Ctrl+V)
          Spoiler:

          and you should have something like this
          Spoiler:


    6. WorldMapFlagData2
      Spoiler:
      1. Calculating new table size
        Spoiler:
        WorldMapFlagData2 original table 144 (0x90) bytes (142 (0x8E) + table-end
        WorldMapFlagData2 structure 0x2 bytes x 0x47 + "FF FF 00 00" to end the table
        So inserting 0x0 - 0x57 (88 or 0x58 entries) would not be enough so what we do is:
        READ JAMBO's POST
        So inserting 0x0 - 0x7E we are going to need 0x2 byte pr entry making it:
        0x7E x 0x2 = 0xFC or 252 bytes
        Making new table size 0x90 (144) + 0xFC (252) = 0x18C or 396 bytes

      2. Finding Free space for your new table (1) sized table
        Spoiler:
        This is where FSF comes in
        Spoiler:


      3. The actual inserting of the dummy + original table
        Spoiler:
        1. Finding the free space location
          Spoiler:
          Open up your ROM in the hex-editor, then goto offset x
          x = the free location found by FreeSpaceFinder, in this case it would be something like this:
          Spoiler:

          Then take a look around the space it this the right spot (you could have misstyped or copied the wrong thing), in this case I find that I'm dead on a spot where there is a lot of "FF" data around the offset,
          so what I do is go back to the last none used "FF" bytes, then go 4 "FF" blocks in, making a "FF FF FF FF" gap between last data and the one I want to write in some cases more to make good offsets ect
          (this might be a waste of space but as you say: "better be safe that sorry" anyway here is where I end up:
          Spoiler:

          If you look good you can see the offset in the bottom of the image

        2. Copying in the Dummy table
          Spoiler:
          Open a new hex-editor window and open the WorldMapFlagData2_0x0-0x57.hexfile select all (Ctrl+A) then copy (Ctrl+C)
          Spoiler:

          Goto the "main" hex-editor window (the one with your ROM open) and paste (Crtl+V) in the offset you found or went back to
          Spoiler:

          and you should have some thing like this
          Spoiler:


        3. Copying in the "real" table
          Spoiler:
          Goto to the first byte after what you just pasted into the ROM, or as some would say the first "FF" byte,
          now go back to the 2nd hex-editor window and open WorldMapFlagData2.hexfile select all (Ctrl+A) and copy (Ctrl+C)
          Spoiler:

          then go back to the "main" hex-editor window and paste (Ctrl+V)
          Spoiler:

          and you should have something like this
          Spoiler:



  9. Re-Pointing + Limiters
    This is next on the todo list.
    Spoiler:
    1. 123

  10. Credits
    --> This will be updated with more names once I've had time to have a look through my data
    Jambo51 - New map names in FR #23 just to mention the most importaint one
    NintendoBoyDX - New map names in FR #22
    LU-HO - Advanced Map
    HackMew - XSE, FSF ect.

Last Progress:
Delayed, for more research (21-05-2012-21-32 GMT +2)
Small wording fixes & added info about AdvancedMap.ini (11-05-2012-00-11 GMT +2)

Notes:
It is time for the Re-pointing + Limiters (11-05-2012-00-11 GMT +2)

NOT FINISHED, I WILL COME BACK AND FINISH THIS (11-05-2012-00-11 GMT +2)