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[Map✓] tile corruption?

  • 13
    Posts
    8
    Years
    Ruby version
    testing the rom hack so far . when im in petalburg city, all tiles are fine. exit petalburg left, a portion of tiles get screwy as well as the petalburg tiles boarding the connection. is this what tile corruption is ? or is this product of something else?
    i copied the original map in chunks to a new map, and then inserted the new map replacing the original. Assuming that the issue is being caused by a script i cant find. and now i get this error

    tinypic.com/r/rt2iqv/9
    sorry cant post links yet
     
    Last edited:
    Ruby version
    testing the rom hack so far . when im in petalburg city, all tiles are fine. exit petalburg left, a portion of tiles get screwy as well as the petalburg tiles boarding the connection. is this what tile corruption is ? or is this product of something else?
    i copied the original map in chunks to a new map, and then inserted the new map replacing the original. Assuming that the issue is being caused by a script i cant find. and now i get this error

    tinypic.com/r/rt2iqv/9
    sorry cant post links yet
    when exiting petalburg left, you're doing it in-game right?
    what is being "corrupted?" like buildings close to the route you exit on or what?
     
    Tree and ground tiles mostly
    In petalburg im using tileset 0 and 1
    And route 104 is using tilesets 0 and 2
     
    I finally found another post about the same thing. I guess maps have to share boarding tiles. To resolve this issue , could i insert a map with tilesets 1 and 2 as like a transition between route 104 and petalburg?
     
    yeah the one and the two need to match
    the best way to resolve would be to extend either petalburg left or route 104 right so that the corrupted tiles aren't visible from either map
     
    well i made a new map, inserted and all. set tileset to 1 and 2 , it contains the tiles that are glitching from both maps. started building the tiles. now the tiles in petalburg and littleroot are a complete disaster. i dont understand why though. given i edited the tiles for the new map i inserted,not the tiles for the other maps
     
    ok so
    the reason the tiles are "corrupting" is because you're switching to a new tileset--in this case, secondary tileset 1 (petalburg) to secondary tileset 2 (route 104). the primary tileset should stay 0 in all outside maps ever made ever, for all intents and purposes.
    what happens is simple: secondary tileset 1 gets overwritten with secondary tileset 2 upon the map switching. this causes every tile from tileset 1 to switch to its corresponding tile position-wise in tileset 2. the effect is the "corruption" that you are seeing.
    now, what you have done is switch the primary tileset in your unnecessary intermediary map to 1 (corrupting every single tile in the switching process and all) and the secondary tileset to 2 (matching with route 104).
    the best way to "fix" it is to make sure you can not see anything from petalburg's secondary tileset from route 104/your middle map. no buildings, no city-specific paths or hedges.
     
    Many thank you's
    Fortunately I had a backup
    I was unaware that , more or less, all outdoor maps need the primary tileset to be set to 0
    What if I replace some tiles in tileset 0 , I would be able to use those along the connection border without any issues? Other than issues related to the tiles I replaced on other maps.
     
    Many thank you's
    Fortunately I had a backup
    I was unaware that , more or less, all outdoor maps need the primary tileset to be set to 0
    What if I replace some tiles in tileset 0 , I would be able to use those along the connection border without any issues? Other than issues related to the tiles I replaced on other maps.
    yep! no issues would arise~
     
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