Cartmic
Hi there, it's been awhile.
- 618
- Posts
- 21
- Years
- Balidmor City, Crion
- Seen May 7, 2022
The town map in RBGY is stored using RLE(Run Lenth Encoding) compression,
So for example you want to lay down 4 land tiles you would with out RLE compression: 06 06 06 06, which RLE compression you write the Hexadecimal number of the Tile down then the number of times you would like to lay it down on the screen, e.g. 64.
I recomend repointing your maps data for saftey purposes as you may run out of room and not realise that you are writing over important data.
The maps pointer is at:
710D1
Kanto's Map is between:
71100-711AA
0 - Blank Tile (DONT USE!)
1 - Alternate Land Route Across
2 - Alternate Land Route Up
3 - Alternate Land mark
4 - Water
5 - Town
6 - Land
7 - White Title/Path
8 - North East Lands end
9 - North West Lands End
A - South West Lands End
B - South East Lands End
C - Land mark
D - One Sea Route Dot
E - Sea Dot Across
F - Sea Dot Up
I recomend doing your map in GSC first which uses no compression with its town map, then use it as a guide to create your RBGY version, iv found it is easiest to do it line by line, then when you have typed in each line indicate that you have somehow so you know where you are, like I did with Crion for my Red hack 'Pokemon Violet':
Line One - 48 91 61 81 44 A1 64 - Yes
Line Two - 41 91 61 81 42 91 61 51 62 45 64 - Yes
Line Three - 41 61 C1 61 41 91 62 71 61 51 81 44 A1 63 - Yes
Line Four - 41 A1 71 B1 41 61 73 61 71 B1 45 63 - Yes
Line Five - 42 C1 41 91 61 51 63 71 B1 45 A1 62 - Yes
Line Six - 42 71 91 75 61 51 61 81 45 62 - Yes
Line Seven - 42 71 61 71 61 51 61 71 61 71 62 45 A1 61 - Yes
Line Eight - 91 81 71 61 71 B1 F1 A1 71 61 C1 61 B1 47 - Yes
Line Nine - 72 51 72 41 F1 41 71 63 (49:Last tile 1st tile on L.10) - Yes
Line Ten - A1 61 B1 41 F1 91 71 51 71 C1 81 41 91 61 81 (47:Last 4 tiles 1st on line 11) - Yes
Line Eleven - 91 61 71 62 71 66 B1 42 91 - Yes
Line Twelve - 44 A1 61 C1 62 71 65 B1 42 91 61 - Yes
Line Thirteen - B1 61 A1 42 64 51 73 51 71 E3 C1 61 - Yes
Line Forteen - 61 51 71 E2 C1 62 B1 F1 A1 64 81 42 A1 61 - Yes
Line Fifteen - A1 62 81 41 A1 B1 42 F1 42 A1 B1 A1 B1 (45:Last tile 1st tile on L.16) - Yes
Line Sixteen - A1 61 B1 45 F1 4F:Last 5 tiles 1st tiles on L.17) - Yes
Line Seventeen - 44 F1 4A - Yes
A big thankyou has to go out to a guy called Hyperhacker who first found the maps location in the first place and how it is stored.
So for example you want to lay down 4 land tiles you would with out RLE compression: 06 06 06 06, which RLE compression you write the Hexadecimal number of the Tile down then the number of times you would like to lay it down on the screen, e.g. 64.
I recomend repointing your maps data for saftey purposes as you may run out of room and not realise that you are writing over important data.
The maps pointer is at:
710D1
Kanto's Map is between:
71100-711AA
0 - Blank Tile (DONT USE!)
1 - Alternate Land Route Across
2 - Alternate Land Route Up
3 - Alternate Land mark
4 - Water
5 - Town
6 - Land
7 - White Title/Path
8 - North East Lands end
9 - North West Lands End
A - South West Lands End
B - South East Lands End
C - Land mark
D - One Sea Route Dot
E - Sea Dot Across
F - Sea Dot Up
I recomend doing your map in GSC first which uses no compression with its town map, then use it as a guide to create your RBGY version, iv found it is easiest to do it line by line, then when you have typed in each line indicate that you have somehow so you know where you are, like I did with Crion for my Red hack 'Pokemon Violet':
Line One - 48 91 61 81 44 A1 64 - Yes
Line Two - 41 91 61 81 42 91 61 51 62 45 64 - Yes
Line Three - 41 61 C1 61 41 91 62 71 61 51 81 44 A1 63 - Yes
Line Four - 41 A1 71 B1 41 61 73 61 71 B1 45 63 - Yes
Line Five - 42 C1 41 91 61 51 63 71 B1 45 A1 62 - Yes
Line Six - 42 71 91 75 61 51 61 81 45 62 - Yes
Line Seven - 42 71 61 71 61 51 61 71 61 71 62 45 A1 61 - Yes
Line Eight - 91 81 71 61 71 B1 F1 A1 71 61 C1 61 B1 47 - Yes
Line Nine - 72 51 72 41 F1 41 71 63 (49:Last tile 1st tile on L.10) - Yes
Line Ten - A1 61 B1 41 F1 91 71 51 71 C1 81 41 91 61 81 (47:Last 4 tiles 1st on line 11) - Yes
Line Eleven - 91 61 71 62 71 66 B1 42 91 - Yes
Line Twelve - 44 A1 61 C1 62 71 65 B1 42 91 61 - Yes
Line Thirteen - B1 61 A1 42 64 51 73 51 71 E3 C1 61 - Yes
Line Forteen - 61 51 71 E2 C1 62 B1 F1 A1 64 81 42 A1 61 - Yes
Line Fifteen - A1 62 81 41 A1 B1 42 F1 42 A1 B1 A1 B1 (45:Last tile 1st tile on L.16) - Yes
Line Sixteen - A1 61 B1 45 F1 4F:Last 5 tiles 1st tiles on L.17) - Yes
Line Seventeen - 44 F1 4A - Yes
A big thankyou has to go out to a guy called Hyperhacker who first found the maps location in the first place and how it is stored.
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