• 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!
  • 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.

[Other] Tileset Problems in AdvanceMap.

  • 44
    Posts
    9
    Years
    • Seen Sep 21, 2016
    I've posted this in the Q and A thread, but my question might require more information to answer.

    I've been trying to add tiles to different maps in Pokemon Fire Red version on AdvanceMap. However, whenever I try to save the tiles that I changed in the tile box, a ton of black space appears below the tiles. Everything else looks normal. When I attempt to use the ROM though, the map that I was trying to edit becomes a complete mess of different tiles that weren't shown in AdvanceMap. If anyone knows the solution to this problem, please post immediately. Thank you.
     
    I've posted this in the Q and A thread, but my question might require more information to answer.

    I've been trying to add tiles to different maps in Pokemon Fire Red version on AdvanceMap. However, whenever I try to save the tiles that I changed in the tile box, a ton of black space appears below the tiles. Everything else looks normal. When I attempt to use the ROM though, the map that I was trying to edit becomes a complete mess of different tiles that weren't shown in AdvanceMap. If anyone knows the solution to this problem, please post immediately. Thank you.

    It's probably because you haven't recolored the tile that you're importing to the tileset's pallete. The solution is just to recolor the tile that you're importing or change the pallete of the tileset entirely.
     
    I tried to do as you told me, but it seems that I must not have understood what you meant as the same problem occurred. You wouldn't happen to have an example of this somewhere, would you? I apologize for being difficult to teach.
     
    I tried to do as you told me, but it seems that I must not have understood what you meant as the same problem occurred. You wouldn't happen to have an example of this somewhere, would you? I apologize for being difficult to teach.

    You just have to recolor your tile from the colors in the tileset if you don't the image would automatically become monochromed by the last pallete.

    https://www.pokecommunity.com/showthread.php?t=314480&highlight=tiles

    This is the best one in explaining this, though I use a much different method which is a bit complicated but working fully.
     
    Once you get the 16-color palette from irfanview, The Ultimate Palette Converter tool will convert it to work in Advance Map for you, saving _tons_ you of work. Just thought I'd mention it as a lot of people don't seem to know about it.
    https://www.pokecommunity.com/threads/303594

    Actually you can just open the tile in Paint and select your palletes then edit colors to see the RGB values. Of course the values would need to be divisible by eight so you have to adjust for that. I've always found this easier than opening the tile up in Infranview and getting the pallete from there since most of the times mutiple palletes (not really multiple really similar ones) are made.
     
    I haven't tried the Ultimate Palette Converter yet, but I did follow the instructional video that was posted to the letter, and I still have a glitched map whenever I convert tiles. I had already done some scripting and I did change the original 151 Pokemon in to new ones beforehand, but I decided to do the exact same steps on a normal copy of Firered and got the same results. I really have no idea what's going on.
     
    Is it just the tile preview window on the right that's messed up still, or is it in-game, too? If it's the former, just re-add the tiles, but keep the top left 8x8 pixels free (don't overlap them). Also, make sure the background color of the image is the first color listed in the palette.
    The tiles that you imported should be the only ones that look normal if you changed the palette. The rest will have their original colors changed with the ones in the palette that you replaced.
    [PokeCommunity.com] Tileset Problems in AdvanceMap.
     
    The tile preview looks fine, and the map looks normal until a boot up the ROM. I understand that the palette is supposed to look messed up. The problem is that if I change even one tile on the tile preview window, the map becomes a glitchy mess, regardless of if I even place said tile on the map.
     
    Are you sure the background and behaviour bytes for the tiles aren't FF FF FF FF? If they are, fill them in with 00s (and the appropriate background / behaviour bytes) and try again. A-Map handles tilesets really weirdly and doesn't automatically fill new blocks with 00 00 00 00 background/behaviour bytes when expanding. Make sure not to delete the ROMname.ini file A-Map makes, either, as that usually handles the size of each tileset.
     
    Regarding your first question, the behavior bytes and such are correct. As for the ROMname.ini file, I put it in the start menu and nothing came up. I tried redownloading AdvanceMap 1.92 and nothing of the sort has appeared.
     
    I've used multiple ROMs and tiles but they've all come out the same way. I would guess that means that I'm the problem, so would you like me to say the steps I take in putting the tiles in?
     
    I believe that I have solved the problem. I did the steps to insert the tile on a different clean ROM and got normal results. I believe that what I had already done with my other version of Firered was what caused the tile disruption. I'm going to make sure that this is, indeed, the case and mark this problem as resolved. I can't thank the people who helped me enough, and I apologize for taking up your time.
     
    That's great that you got it fixed.

    I ran into the same problem myself just now. All of the derpy tiles that weren't supposed to be there were animated tiles, which led to me getting a clean Tileset0 and reinserting the sprites, leaving the animated tiles alone, and that fixed it. I'm assuming you might have done the same thing, too.
    [PokeCommunity.com] Tileset Problems in AdvanceMap.


    Just thought I'd share my solution and hopefully prevent future problems for others. Advance Map doesn't seem to like you overwriting the animated tiles, because in-game it acts like they were never deleted/overwritten.
     
    Back
    Top