• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Scottie, Todd, Serena, Kris - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Map] Messing up with World Map in EM

RoadToCerulean

A Ordinary Kanto Lover
  • 205
    Posts
    8
    Years
    I followed this tutorial to try inserting a custom world map into Emerald:
    https://www.pokecommunity.com/threads/180336
    Since the new map has a different palette from the original Hoenn Map, I exported the palette from my custom map using PhotoShop. (The palette has 35 colors in index mode)
    (See attachment1)
    Except from this, I strictly followed the tutorial. After I successfully made a Tileset PNG and a TileMap RAW, I imported the palette into my Tileset using TileMolester Alternate (so that the colors did not unexpectedly change when I deselected the image), and saved the Tileset as a RAW file.
    (See attachment2)
    After that, I opened UNLZ and scrolled to 245, imported the Tileset RAW and wrote it at 0xDF4040. Then I moved to 246, imported the Tilemap RAW file and wrote ite at 0xDF5040.
    (I had all four options ticked)
    Finally, I tested out my ROM, only to see a messy map like this:
    (See attachment3)
    Where did I make a mistake?

    Edit: I reloaded the images to attachments since I failed to link my images to this website.
    [PokeCommunity.com] Messing up with World Map in EM

    [PokeCommunity.com] Messing up with World Map in EM

    [PokeCommunity.com] Messing up with World Map in EM
     
    Last edited:
    I followed this tutorial to try inserting a custom world map into Emerald:
    https://www.pokecommunity.com/showthread.php?t=180336
    Since the new map has a different palette from the original Hoenn Map, I exported the palette from my custom map using PhotoShop. (The palette has 35 colors in index mode)
    [PokeCommunity.com] Messing up with World Map in EM

    Except from this, I strictly followed the tutorial. After I successfully made a Tileset PNG and a TileMap RAW, I imported the palette into my Tileset using TileMolester Alternate (so that the colors did not unexpectedly change when I deselected the image), and saved the Tileset as a RAW file.
    [PokeCommunity.com] Messing up with World Map in EM

    After that, I opened UNLZ and scrolled to 245, imported the Tileset RAW and wrote it at 0xDF4040. Then I moved to 246, imported the Tilemap RAW file and wrote ite at 0xDF5040.
    (I had all four options ticked)
    Finally, I tested out my ROM, only to see a messy map like this:
    [PokeCommunity.com] Messing up with World Map in EM

    Where did I make a mistake?

    You didn't link your image. :P
    Anyway, I wouldn't trust any tutorial that's heavily outdated.
    Now I don't know a lot about the world map, but there's someone that knows. Mr.DollSteak replaced the old one with a new one and it looks pretty cool(saw it with my own eyes :D), so you should ask him.
     
    I haven't attempted to replace the map on Emerald, but I've successfully done two on FireRed now, mostly thanks to this tutorial by Neti:

    https://www.pokecommunity.com/showthread.php?t=312794

    I imagine you can follow these steps in the same way and all that needs to be changed is the offsets for the image in UnLZGBA and APE. I also don't know if WRAP RE works for Emerald, but you can use a hex editor to repoint to the correct raw file.

    I can't see your images but if it's all buggy, it's because it's still using the old raw file. A common problem which people have because they don't know they have to repoint to it. Maybe if you can get your images working, we can all help more...
     
    You didn't link your image. :P
    Anyway, I wouldn't trust any tutorial that's heavily outdated.
    Now I don't know a lot about the world map, but there's someone that knows. Mr.DollSteak replaced the old one with a new one and it looks pretty cool(saw it with my own eyes :D), so you should ask him.
    I haven't attempted to replace the map on Emerald, but I've successfully done two on FireRed now, mostly thanks to this tutorial by Neti:

    https://www.pokecommunity.com/showthread.php?t=312794

    I imagine you can follow these steps in the same way and all that needs to be changed is the offsets for the image in UnLZGBA and APE. I also don't know if WRAP RE works for Emerald, but you can use a hex editor to repoint to the correct raw file.

    I can't see your images but if it's all buggy, it's because it's still using the old raw file. A common problem which people have because they don't know they have to repoint to it. Maybe if you can get your images working, we can all help more...

    I reloaded my images to attachments. Can you see them now?
    Maybe (one of the reasons) it's because my Tileset has more than 16 colors?
     
    Having more than 16 colours is an issue but I still believe your raw file isn't correctly inserted.
    Once again I tried to insert the tileset. This time:
    TileSet at 245: Imported PNG, wrote to ROM, checked everything EXCEPT "export palette".
    TileMap at 246: Imported RAW (added 00 to the end of file until 0x4C0), wrote to ROM, checked only "export image".
    Used a Hex Editor, repointed the 0x5A04E0 (number of 246 in UNLZ) to where my TileMap was inserted.
    However the map is still broken like this. (I haven't edited the palettes, but it is clear that the map is not well connected)
    [PokeCommunity.com] Messing up with World Map in EM
     
    Once again I tried to insert the tileset. This time:
    TileSet at 245: Imported PNG, wrote to ROM, checked everything EXCEPT "export palette".
    TileMap at 246: Imported RAW (added 00 to the end of file until 0x4C0), wrote to ROM, checked only "export image".
    Used a Hex Editor, repointed the 0x5A04E0 (number of 246 in UNLZ) to where my TileMap was inserted.
    However the map is still broken like this. (I haven't edited the palettes, but it is clear that the map is not well connected)
    View attachment 80519

    I thought the tilemap needs to be inserted in the same number (245) as the tileset. Is there any way you can send me the rom and I can have a look for you? Upload it online and send me a link in a private message. I might be able to help then, but I'm a FR hacker, so I might not be any good. I won't know until I try.
     
    I thought the tilemap needs to be inserted in the same number (245) as the tileset. Is there any way you can send me the rom and I can have a look for you? Upload it online and send me a link in a private message. I might be able to help then, but I'm a FR hacker, so I might not be any good. I won't know until I try.
    I use the ROM base created by mamamama. I haven't edited anything other than the World Map, so you could just download that ROM instead of asking me for one.
     
    I haven't attempted to replace the map on Emerald, but I've successfully done two on FireRed now, mostly thanks to this tutorial by Neti:

    https://www.pokecommunity.com/showthread.php?t=312794

    I imagine you can follow these steps in the same way and all that needs to be changed is the offsets for the image in UnLZGBA and APE. I also don't know if WRAP RE works for Emerald, but you can use a hex editor to repoint to the correct raw file.

    I can't see your images but if it's all buggy, it's because it's still using the old raw file. A common problem which people have because they don't know they have to repoint to it. Maybe if you can get your images working, we can all help more...

    I followed the tutorial and I successfully inserted a Town Map into FR, now it's time to try out EM again. Many thanks to the author of the tutorial and you who brought it to me.
     
    Back
    Top