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Research: Footer IDs

5,256
Posts
16
Years
  • alt title: how to delink maps part 2

    So sometimes maps will randomly link and even if you follow that one tutorial by diegoisawesome they will remain linked. I've discovered that this is because of a hword in the map header that identify the map.

    In the BPRE 1.0 ROM, the IDs are as follows:

    Code:
    01 to 03 - Pallet Town (Interiors)
    05 - Pallet Town (Oak's Lab)
    06 - House (Blue carpet)
    07 - House (Green carpet)
    08 to 09 - PC
    0A - Mart
    0B - House (no carpet, painting)
    0C - Cerulean City Gym
    0D - House (no carpet, signpost)
    0E - 
    0F - Celadon City Gym
    10 - 
    11 - Resort Gorgeous
    12 - 
    13 - 
    14 - Fuschia City Gym
    15 - House (orange carpet)
    16 - 
    17 - 
    18 - 
    19 - Vermillion City Gym
    1A - Cerulean City (Bicycle Shop)
    1B - Game Corner
    1C - Pewter City Gym
    1D - 
    1E - House (Lorelei's)
    1F - House (Lostelle's house)
    20 - 
    21 - 
    22 - Saffron City Gym
    24 - Cinnabar Island Gym
    25 - Viridian City Gym
    26 - 
    27 - 
    28 - 
    29 - 
    2A - 
    2B - 
    2C - 
    2D - 
    2E - 
    2F to 32 - Online Rooms
    33 - Fuschia City (Safari Zone Entrance)
    34 - 
    35 - 
    36 - 
    37 - 
    38 - 
    39 - 
    3A - 
    3B - 
    3C - 
    3D - 
    3E - 
    3F - 
    40 - 
    41 - 
    42 - 
    43 - 
    44 - 
    45 - 
    46 - 
    47 - 
    48 - 
    49 - 
    4A - 
    4B - 
    4C - 
    4D - 
    4E to 58 - Pallet Town to Saffron City
    59 to 71 - Route 1 to Route 25
    72 to 74 - Mt. Moon
    75 - Viridian Forest
    76 - 7B - S.S. Anne (1.4 - 1.9)
    7C - Diglett Cave BF1
    7D to 7F - Victory Road
    80 to 83 - Rocket Hideout
    84 to 8E - Silph Co.
    8F to 92 - Pokémon Mansion
    93 to 96 - Safari Zone
    97 to 99 - Cerulean Cave
    9A to 9B - Rock Tunnel
    9C to A0 - Seafoam Islands
    A1 to A7 - Pokémon Tower
    A8 - Power Plant
    A9 - Bill's house
    AA - S.S. Anne Kitchen
    AB - S.S. Anne's Captain's Room
    AC - Underground Path
    AD - 
    AE - 
    AF - 
    B0 - Gatehouse (Vertical with stairs)
    B1 - S.S. Anne Orange Room
    B2 - S.S. Anne Green Room
    B3 - Celadon City Dept. Store Elevator
    B4 to B5 - Pewter City Museum
    B6 - Cerulean City (Burgled house)
    B7 - Cerulean City (Badge guy)
    B8 to BC - Celadon Mansion
    BD - Game Corner (Prize place)
    BE - Celadon City (Restaurant)
    BF - Celadon City (Hotel)
    C0 to C5 - Celadon City Dept. Store
    C6 - Safari Zone Interiors
    C7 - Safari Zone Surf Room
    C8 - Fuschia City (Warden Slowpoke guys)
    C9 - Fuschia City (Warden Slowpoke's house)
    CA - Fuschia City (Good Rod Fishing Guru)
    CB to CE - Cinnabar Island (Lab)
    CF - 
    D0 - Gatehouse (Vertical)
    D1 - Gatehouse (Horizontal)
    D2 - Diglett Cave Entrance
    D3 - Diglett Cave Exit
    D4 - Indigo Plateau (PC)
    D5 to DA - Pokémon League
    DB - 
    DC - Gatehouse (Binoculars)
    DD - Gatehouse (Viridian Forest)
    DE - Route 22 (Pokémon League entrance)
    DF - Gatehouse (Route 16, two horizontal)
    E0 - Gatehouse (Horizontal with stairs)
    E1 - Rocket Hideout Elevator
    E2 to E3 - Saffron City (Mimic Girl's house)
    E4 - Saffron City (Dojo)
    E5 - Silph Co. Elevator
    E6 to EC - One Island to Six Island
    ED to F1 - Kindle Road to Three Isle Port
    F2 to F5 - Sevii Isle 6 to Sevii Isle 9
    F6 to FF - Resort Gorgeous to Canyon Entrance
    100 - Sevault Canyon
    101 - Tanoby Ruins
    102 - 
    103 - 
    104 - 
    105 - 
    106 - Online Room
    107 - Saffron City (Trainer Fan Club)
    108 - 
    109 - Seven Island (room behind boxes)
    10A - Viridian City (School)
    10B - 
    10C - 
    10D - Mt. Ember (Braille Room)
    10E - Berry Forest
    10F - One Island (PC)
    110 - Two Island (Wifi game corner)
    111 - Vermillion City (Pokémon Fan Club)
    112 - Lavender Town (Mr. Fuji)
    113 - Route 5 (Daycare)
    114 - Viridan City (House with guy with Spearow and little girl)
    115 - Four Island (Daycare)
    116 - 
    117 - 
    118 - Mt. Ember (Outside)
    119 - Mt. Ember (Moltres)
    11A to 11C - Mt. Ember
    11D to 122 - Mt. Ember
    123 - Mt. Ember (Ruby)
    124 - Rocket Warehouse
    125 to 128 - Icefall Cave
    129 - 
    12A to 133 - Trainer Tower
    134 - Cerulean City (Berry Powder guy)
    135 to 13A - Dotted Hole
    13B - Seagallop Port
    13C - One Island (PC Upstairs)
    13D - Pattern Bush
    13E - Three Isle Path
    13F - 
    140 to 14E - Lost Cave
    14F - Monean Chamber
    150 - Liptoo Chamber
    151 - Weepth Chamber
    152 - Dilford Chamber
    153 - Scufib Chamber
    154 - Altering Cave
    155 - Tanoby Key
    156 - Birth Island
    157 - Navel Rock
    158 to 16D - Navel Rock
    16E - 
    16F - 
    170 - 
    171 - 
    172 - 
    173 - 
    174 - 
    175 - 
    176 - 
    177 - 
    178 - 
    179 - 
    17A - 
    17B - 
    17C - 
    17D - 
    17E - Seven Island (house with back entrance blocked by boxes)
    17F - Ember Spa

    Code:
    [FONT="Courier New"]C0 D4 2D 08 50 4E 3B 08 5A 54 16 08 6C 27 35 08 2C 01
    [B]4E 00[/B]
    58 00 02 01 01 06 00 00[/FONT]

    This is the Map Header for Pallet Town from the aforementioned ROM, and the bytes bolded, when reversed (004E) correspond to the Footer ID for that map. If you were to make, say, (4.1)'s new Footer ID 004E, instead of 0001, then warping into the map should display Pallet Town's map and movement permissions, using Pallet Town's tileset to control things like map borders - the only thing that stays the same is the events, seeing as GF likely made this feature for houses, marts and PCs, which share the same maps but have different events.

    (In-game, though, if you enter (4.1) before (3.1), the reverse will happen and (3.1) will display the map of (4.1) and so on.)
     
    Last edited:
    5,256
    Posts
    16
    Years
  • I didn't understand how that can be useful. o_o ,can you explain me simply please,it seems something good....


    Certain maps are linked together by this hword in their headers. By linked, I mean they have the same appearance and movement permissions as one another in-game regardless of how they appear in Advance Map. This is useful as it means you don't have to constantly reinsert maps that look identical, and is also useful for unlinking vanilla maps so that you can then change their appearance and movement permissions. This is all in the OP.
     
    5,256
    Posts
    16
    Years
  • So with this i can for ex. make pallet town's map look like any other i want without using a-map map insertions or imports

    No, it's so that you can make Viridian City look exactly like Pallet Town and have Pallet Town's movement permissions regardless of how Viridian City's map actually looks like in Advance Map.
     
    5,256
    Posts
    16
    Years
  • So, theoretically, you could have two viridian forests? Would they have identical events and wild Pokemon?

    No, those are independent to the map footer I believe, which is why Marts and Pokémon Centers can have different NPCs and so on without affecting one another. But yes, in theory, you could.
     

    Telinc1

    Weirdo Extraordinaire
    168
    Posts
    10
    Years
  • Also, while I don't have anything to add to the list, I would like to mention that it is more accurate to describe this as a "footer ID". Indeed, there is a scripting command that can change this value and thus swap out the map. That command is setmapfooter — you give it the ID from this list and it will change the footer of the map. In FireRed, it is used in the Three Isle Path cave. It is used way more in RSE. First things that come to mind are Mirage Island and Shoal Cave.
     
    Last edited:

    Blah

    Free supporter
    1,924
    Posts
    11
    Years
  • Unknown, but I went through every single map in a vanilla FireRed ROM so they're most likely safe to use.

    Also is it just me, or isn't this about a half word in the header id. The title says footerid, and the same byte seems to be present numerous times in the footer too. I'm unsure if that's because Amap has them mislabeled, or the title is a typo.
     
    5,256
    Posts
    16
    Years
  • Also is it just me, or isn't this about a half word in the header id. The title says footerid, and the same byte seems to be present numerous times in the footer too. I'm unsure if that's because Amap has them mislabeled, or the title is a typo.

    I renamed it at the suggestion of Telinc1, because it's to go with the XSE command setmapfooter. You're right that it's in the header, though. I'd originally named it Map IDs, but yeah.
     

    Telinc1

    Weirdo Extraordinaire
    168
    Posts
    10
    Years
  • I renamed it at the suggestion of Telinc1, because it's to go with the XSE command setmapfooter. You're right that it's in the header, though. I'd originally named it Map IDs, but yeah.
    I really didn't think that name would cause confusion. I think it's more sensible as these really are just the IDs of the map footers themselves, not IDs in the map footers.
    What's really weird about this is that linked maps, such as Pokémon Centers and Marts, have identical pointers to map footers, even though this hword sort of forces them to be same. I don't know why GameFreak decided to do it this way, but it's definitely quite confusing until you wrap your head around how it all works.
    By the way, I'm pretty sure AdvanceMap's create new map feature creates new IDs. Also, AdvanceMap 1.95 has a "connection list" (which replaces 1.92's useless INI list) which displays the maps sorted by this ID. It's the number after the colon IIRC.
     
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