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[Map] Always facing down once entering a door or a cave..

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    • Seen Jul 4, 2021
    I'm sure you might have observed sometimes when you enter a cave, you sometimes face down after you stepped on it. What kind of issue was this it's because as I enter a door, the character always face down upon entering..

    Another thing is, after I warp, and go back from the map I was spawned with, it doesn't go back to that map. I set all the warpoints already and then the question is, going back doesn't work..

    I read some threads regardless how warpoints in a cave would work, but however I don't understand what tiles to use for warping when you're in a cave.

    I also tried to watch how the game hack: Pokemon Victory Fire in the caves works.

    I don't get it at all what tiles to use in exiting a cave...

    If anyone would give me an example or an image how to exit caves. It'll be much appreciated.

    To be specific....

    1.) Entering a part of cave works with door caves.
    2.) Exiting from that part of cave never works and character always face down and it doesn't show some arrows of going back.

    Rom Base: PKMN Emerald
     
    Last edited:
    @James Emerald

    There is a specific tile you should use in front of the exit with a specific behavior byte. The tile in front of the exit looks the same as the other tiles surrounding it, but it's actually a different tile. A warp tile only works correctly if it has one of the warp behavior bytes attached to it.
     
    I'm sure you might have observed sometimes when you enter a cave, you sometimes face down

    Lots of maps that the player enters into in my Emerald hack have this phenomenon. To fix this, you need a map script. Make one with type 04, use the variable 40FA (or another unused variable), and the value 0000, and point to a script that says "spriteface 0xFF [direction]", where the direction could be 0x2, 0x3 or 0x4.
     
    Lots of maps that the player enters into in my Emerald hack have this phenomenon. To fix this, you need a map script. Make one with type 04, use the variable 40FA (or another unused variable), and the value 0000, and point to a script that says "spriteface 0xFF [direction]", where the direction could be 0x2, 0x3 or 0x4.

    That is mostly used whenever you enter a map through a level script; that is, the previous map had a script and made you warp to the current map.
     
    Alright... Got it.. I'll take my time in doing the map scripts, this should be a good use now in fixing maps er I mean, caves. Thanks a lot guys.
     
    @James Emerald

    Really, just go for the solution without any map scripts to fix a simple warp. Like I said above:
    There is a specific tile you should use in front of the exit with a specific behavior byte. The tile in front of the exit looks the same as the other tiles surrounding it, but it's actually a different tile. A warp tile only works correctly if it has one of the warp behavior bytes attached to it.
     
    Alright... Got it.. I'll take my time in doing the map scripts, this should be a good use now in fixing maps er I mean, caves. Thanks a lot guys.


    That really isn't recommended. In Em, the Behaviour Byte for the warp blocks is usually 65. To do this, open up the Block Editor in A-Map (CTRL+B), make an identical cave floor tile, and assign the Behaviour Byte 65, like so:
    Spoiler:
     
    @James Emerald

    Really, just go for the solution without any map scripts to fix a simple warp. Like I said above:

    The "@ system" on PokéCommunity doesn't work; not yet, at least. You can either Respond to the user so they get notified, or do this "@Kalarie[span="display: none"][quote=Kalarie;AnyPostNumber]ping[/quote][/span]". Thought I'd tell, haha.
     
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