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This may be an issue that goes well beyond the level of a beginner. But I'm experiencing some frustration with the border blocks. It's not that they show the wrong sprite or anything, it's that I don't want them to appear in a certain location at all.
I'm doing an experiment in Pokemon Emerald with the Advance Map tool where I have a completely open field that connects to another completely open field, basically it's an empty map. The experiment is to see if I can make an essentially borderless Pokemon world where you can walk from one end of the world all the way back to where you started.
For my current experiment I have a 20 x 20 map that connects to itself on all four sides. So if you walk upwards you'll wind up back on a copy of the same map you are on, just at the bottom. This works partially, but the corners of the maps connecting to each other tend to create a 7 x 7 patch of border blocks. In the Map Connections I have the offset set to 0 for all areas, and I've tried messing with the offset to see if that might inadvertently fix the problem. It doesn't.
I can kind of get past the borders by putting a ledge at the edge of the map, but that only penetrates the border block by a single tile. The walkthrough walls code has also been ineffective in solving the problem (Although it was never an ideal solution.)
So does anyone know how I can remedy this problem with the border blocks spawning?
EDIT:
Oh. I think I know what this issue is. It doesn't really solve the problem, if there is even is a solution.
So the problem is that on a 3 x 3 grid, the 'world map' (As in what the game produces when it takes all the stuff you made in Advance Map) is produced by using the maps adjacent to each other relative to the map you're on (The center). The game only actively knows about the map that is above you, below you, and to your sides. It doesn't care about what is diagonal to the central map because you have no way of moving in that direction the first place.
I'm doing an experiment in Pokemon Emerald with the Advance Map tool where I have a completely open field that connects to another completely open field, basically it's an empty map. The experiment is to see if I can make an essentially borderless Pokemon world where you can walk from one end of the world all the way back to where you started.
For my current experiment I have a 20 x 20 map that connects to itself on all four sides. So if you walk upwards you'll wind up back on a copy of the same map you are on, just at the bottom. This works partially, but the corners of the maps connecting to each other tend to create a 7 x 7 patch of border blocks. In the Map Connections I have the offset set to 0 for all areas, and I've tried messing with the offset to see if that might inadvertently fix the problem. It doesn't.
I can kind of get past the borders by putting a ledge at the edge of the map, but that only penetrates the border block by a single tile. The walkthrough walls code has also been ineffective in solving the problem (Although it was never an ideal solution.)
So does anyone know how I can remedy this problem with the border blocks spawning?
EDIT:
Oh. I think I know what this issue is. It doesn't really solve the problem, if there is even is a solution.
So the problem is that on a 3 x 3 grid, the 'world map' (As in what the game produces when it takes all the stuff you made in Advance Map) is produced by using the maps adjacent to each other relative to the map you're on (The center). The game only actively knows about the map that is above you, below you, and to your sides. It doesn't care about what is diagonal to the central map because you have no way of moving in that direction the first place.
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