• 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.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • 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.

Teleporting in a certain map ends always in transport to a false map

  • 1
    Posts
    1
    Years
    • Seen Jul 27, 2023
    Hi guys, im new, and im trying my best to make a nice game.

    Im have an issue where my player cant use doors witch lead to my starting zone, because he get not portet where he used to be.

    Instead the player get always portet on a different spot. Its always the same map/location he get portet.Its always the middle from another map.

    It doesnt matter if i use another door, or if i make new door events.

    The funny thing is: This happens ,@ all my doors and its always the first door after starting debug menu and play my game.
    I tried to change the transport player script for my doors or delete them and make new ones but i doesnt matter if i change transport location, it ends always at the same spot.



    Do anyone know how to fix this?

    If you can describe it step by step for a noob like me would be great.

    I spend already several days on my game and this issue steals all my motivation.



    EDIT: Its effect just outdoor-doors. And even if im start debugmenu with a startpoint on a outsidemap i get portet to the spot i told you before.
     
    I'm guessing you're using Advance Map, have you set up your warp events correctly? In order to make sure the player can get to where you want them (outside the door in the starting town for example) you'll need to make sure your warp tiles are linked up correctly.

    To do this:
    - Make sure you've set the warp event in the location where you want the player to exit (if you want them to exit from a building, you'd put the warp event on the door for example).
    - When you click on the warp event on the top right of your screen you should see the position (XY) of where you placed the event, Unknown (this does nothing so don't worry yourself about it), To warp no., Map Bank and Map.
    - To warp no., Map Bank and Map are what you will be looking for in this case.
    - To warp no is simple, it designates what warp tile the player will enter when the player walks out the door, this will depend on whatever warp node is placed outside. So if warp no. 0 is the one that you've placed outside the building you want the player to exit from, you'll want to set that number to 0. If it's 1,2,3 etc. You'll set it to that instead. The same is true for when you enter a building but this is usually warp 1 in that case.
    - Map bank is asking what bank of maps it wants to send the player. In Fire Red, a lot of the towns and routes are located in bank 3, in Emerald, its bank 0.
    - Map determines what map in the bank that it'll warp you to, Pallet Town in Fire Red is Map 0, in Emerald, Littleroot Rown is Map 9.

    To use getting from the player's house to Pallet Town in Fire Red as my example.

    So the warp OUTSIDE the player's house is warp 0, So the To warp no will be set to 0.
    Pallet Town is located within Map Bank 3, so in the Map Bank section, the number will be set to 3.
    Since Pallet Town is the first map within bank 3, it will be map 0, so in the map section, it'll be set to 0.

    another example is Blue's house, the last 2 steps are the same since you're still exiting to Pallet Town so the map bank will still be set to 3, the Map will be set to 0, but since the warp outside of Blue's house is warp 1, the warp no will be set to that instead.

    For interiors, you'll be doing pretty much the same, just look for the map bank that they're stored in, select the warp for the entrance of the interior (usually its number 1) enter the number of the map bank (remember it's the first digit in the brackets beside the name) and the map number (that's the second digit).

    So if I wanted to enter the player's house in FR, I'd have the outside door warp set to Warp No. 1 and since all of the Pallet Town interiors are in Bank 4, all outside warps should be set to be going into Map Bank 4, and since the lower end of Red's house is Map 0, the Map should be set to that too and voila, you've got a proper set of warps linked.

    You can look inside FR's ROM in Advance Map yourself if you'd like to see how this all works.

    Also if you're never sure if you've set up warps correctly, there's this nifty little thing beneath the section I was talking about earlier, you'll see a big "Goto" button. When you click it, it'll take you to where the warp's been set, it's really useful since you don't need to keep going into the game itself in order to test your warps.

    If you're still struggling after this I'd need more information like what tools your using, what game your hacking, and where exactly you're trying to change up. Personally, I'd start at Pallet Town and go up, but it's your hack.
     
    Back
    Top